Difference between revisions of "Opening.bnr"
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'''Opening.bnr''' is a file related to Wii homebrew development. The file is one of the first read by the Wii when a new DVD is inserted, and it is used to display the banner (the channel animation). Even though it shares the name with the file on the GameCube, the content of the file has no resemblance to the GC Opening.bnr file. | '''Opening.bnr''' is a file related to Wii homebrew development. The file is one of the first read by the Wii when a new DVD is inserted, and it is used to display the banner (the channel animation). Even though it shares the name with the file on the GameCube, the content of the file has no resemblance to the GC Opening.bnr file. | ||
− | + | ==Description== | |
+ | Opening.bnr consists of two parts, an IMET header which is (almost) identical to the latter of part A (starting from Zeroes_1) in [[Content.bin]] (see [[Content.bin file structure]]). However, the last 16 bytes contain some randomly-looking bytes, most likely an MD5 sum. | ||
− | + | Opening.bnr is also stored in the console specific encrypted area of content.bin (a copy of icon.bin is in the SD encrypted area). For some of the channels a generic opening.bnr (which doesn't resemble the actual banner) is stored in the NAND under the \META tree as TITLE.MET. Their purpose is unknown. | |
− | Opening.bnr | + | The proper ones can be found in the unencrypted NAND as one of the .app files, however currently there doesn't appear to be any logic to which one is which. Also some of those the offset to the IMET header is at 0x80 instead of 0x40. |
After the header follows an [[U8 archive]]. This is an archive consisting of the following contents: | After the header follows an [[U8 archive]]. This is an archive consisting of the following contents: | ||
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− | More information on LZ77 compression can be found on [http://en.wikipedia.org/wiki/LZ77_and_LZ78 Wikipedia]. | + | {{ Table }} |
+ | {{ Table/Header | Full Path | Description }} | ||
+ | {{ Table/Row | /meta/ | Directory }} | ||
+ | {{ Table/Row | [[#banner.bin and icon.bin|/meta/banner.bin]] | Contains the images and animation displayed when the channel is selected. }} | ||
+ | {{ Table/Row | [[#banner.bin and icon.bin|/meta/icon.bin]] | Contains the images and animation displayed when the channel is in the menu. }} | ||
+ | {{ Table/Row | [[#sound.bin|/meta/sound.bin]] | Contains the audio that is played when the channel is selected. }} | ||
+ | |} | ||
+ | |||
+ | ==banner.bin and icon.bin== | ||
+ | The banner.bin and icon.bin files are LZ77 compressed [[U8 archive|U8 archives]] themselves, each with an IMD5 header, containing the MD5 of the file. | ||
+ | |||
+ | More information on LZ77 compression can be found on [http://en.wikipedia.org/wiki/LZ77_and_LZ78 Wikipedia]. Example C# source is available in the [[#Tools and Example Source|Tools and Example Source]] section. | ||
The banner.bin and icon.bin U8 archives have a file format like this: | The banner.bin and icon.bin U8 archives have a file format like this: | ||
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</pre> | </pre> | ||
− | The TPL files are textures. They can be read by the tplx program from the gcube library | + | ===TPL Files=== |
+ | The TPL files are textures. They can be read by the tplx program from the gcube library. | ||
− | |||
+ | The format is also described in [[YAGCD]] at http://pabut.homeip.net:8000/yagcd/chap14.html#sec14.4. | ||
+ | |||
+ | ===brlan Files=== | ||
+ | '''Outdated info - in progress of being updated''': | ||
The brlan files (located in the "anim" folder), are some kind of animation scripts. There could be multiple scripts, for example: | The brlan files (located in the "anim" folder), are some kind of animation scripts. There could be multiple scripts, for example: | ||
Banner_Start.brlan | Banner_Start.brlan | ||
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</pre> | </pre> | ||
− | + | ===brlyt Files (Layout)=== | |
− | ==brlyt Files (Layout)== | + | '''Outdated info - in progress of being updated''': |
The blyt-file contains information about every object, what file it is in, index in file (a TPL can hold more than 1 picture), plus a bunch of unknown properties. | The blyt-file contains information about every object, what file it is in, index in file (a TPL can hold more than 1 picture), plus a bunch of unknown properties. | ||
I've also found if-statements in the bottom of the .brlyt file. They change the objects depending on what language your system uses (either TM or (R)). | I've also found if-statements in the bottom of the .brlyt file. They change the objects depending on what language your system uses (either TM or (R)). | ||
+ | |||
The data structure worked out so far has been (as with brlan, only icon.bin has been used so far): | The data structure worked out so far has been (as with brlan, only icon.bin has been used so far): | ||
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==sound.bin== | ==sound.bin== | ||
+ | sound.bin has an IMD5 header, currently 3 formats have been discovered. | ||
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+ | {{ Table }} | ||
+ | {{ Table/Header | Format | Hex Identifier | Description }} | ||
+ | {{ Table/Row | BNS | 0x42 0x4E 0x53 0x20 (BNS ) | Similar to the brstm format, always in the NGC-DSP ADPCM format, supports having an intro sound and a loop point. }} | ||
+ | {{ Table/Row | WAV | 0x52 0x49 0x46 0x46 (RIFF) | Standard wav/pcm format, only plays once. Can be LZ77 compressed. }} | ||
+ | {{ Table/Row | AIFF | 0x46 0x4F 0x52 0x4D (FORM) | Standard AIFF/pcm format, only plays once. Can be LZ77 compressed. }} | ||
+ | |} | ||
+ | ==Tools and Example Source== | ||
− | + | {{ Table }} | |
− | + | {{ Table/Header | Name | Language | Author | Description }} | |
− | [[ | + | {{ Table/Row | [[parse-opening.c]] | C | [[User:magicus|magicus]] | Extracts the contents of the opening.bnr file to a file structure. }} |
+ | {{ Table/Row | [http://pastebin.com/f30596571 LZ77Stream.cs] | C# | [[User:Atacama|Atacama]] | C# Stream object for decompressing LZ77 Files. }} | ||
+ | {{ Table/Row | [http://pastebin.com/f332ae5e4 BNRSound.cs] | C# | [[User:Atacama|Atacama]] | C# Class which processes sound.bin so it can be read as PCM data. }} | ||
+ | {{ Table/Row | [http://tinyurl.com/62w7kt tplx] | C | monk | Command line tool included with gcube that extracts the textures in tpl files to seperate tga files. }} | ||
+ | {{ Table/Row | [http://pastie.caboo.se/168489 bnrstruct.c] | C | [[User:dasda|dasda]] | [[User:dasda|dasda's]] structures for the brlan and brlyt files }} | ||
+ | |} |
Revision as of 02:28, 20 April 2008
Opening.bnr is a file related to Wii homebrew development. The file is one of the first read by the Wii when a new DVD is inserted, and it is used to display the banner (the channel animation). Even though it shares the name with the file on the GameCube, the content of the file has no resemblance to the GC Opening.bnr file.
Description
Opening.bnr consists of two parts, an IMET header which is (almost) identical to the latter of part A (starting from Zeroes_1) in Content.bin (see Content.bin file structure). However, the last 16 bytes contain some randomly-looking bytes, most likely an MD5 sum.
Opening.bnr is also stored in the console specific encrypted area of content.bin (a copy of icon.bin is in the SD encrypted area). For some of the channels a generic opening.bnr (which doesn't resemble the actual banner) is stored in the NAND under the \META tree as TITLE.MET. Their purpose is unknown. The proper ones can be found in the unencrypted NAND as one of the .app files, however currently there doesn't appear to be any logic to which one is which. Also some of those the offset to the IMET header is at 0x80 instead of 0x40.
After the header follows an U8 archive. This is an archive consisting of the following contents:
Template:Table
Template:Table/Header
Template:Table/Row
Template:Table/Row
Template:Table/Row
Template:Table/Row
|}
banner.bin and icon.bin
The banner.bin and icon.bin files are LZ77 compressed U8 archives themselves, each with an IMD5 header, containing the MD5 of the file.
More information on LZ77 compression can be found on Wikipedia. Example C# source is available in the Tools and Example Source section.
The banner.bin and icon.bin U8 archives have a file format like this:
/arc/ /arc/anim/ /arc/anim/*.brlan /arc/blyt/ /arc/blyt/*.brlyt /arc/timg/ /arc/timg/*.tpl
TPL Files
The TPL files are textures. They can be read by the tplx program from the gcube library.
The format is also described in YAGCD at http://pabut.homeip.net:8000/yagcd/chap14.html#sec14.4.
brlan Files
Outdated info - in progress of being updated: The brlan files (located in the "anim" folder), are some kind of animation scripts. There could be multiple scripts, for example:
Banner_Start.brlan Banner_Loop.brlan
The scripts doesn't use the names of the TPL-files when using images in the animation, instead it uses names which are defined in the blyt-file.
Currently the following info has been worked out from the file used in the icon.bin (banner.bin should be similar) (this is from looking at the file in a standard hex editor - e.g WinHex):
First Line: first 8 bytes RLAN FE FF 00 08 next 4 bytes = Size of data from RLAN (inclusive) next 2 bytes = Offset to first "section"? (so far 00 10 only) next 2 bytes = 00 01 = not sure 2nd Line: first 4 bytes = pai1 next 4 bytes = size of section next 4 bytes........ RRR - 09 60 01 00 SPM - 03 20 01 00 MOH2- 02 B2 01 00 NMH - 00 78 01 00 next 4 bytes = number of brlyt image references (00 00 00 01 for RRR, 00 00 00 03 for SPM, 00 00 00 02 for MOH2) 3rd line: First 4 bytes = unknown, so far has been 00 00 00 14 Next 4 bytes * brlyt image references = unknown, Offset (from p in pai1) to first name of some sort? (name that is in BRLYT file).
brlyt Files (Layout)
Outdated info - in progress of being updated: The blyt-file contains information about every object, what file it is in, index in file (a TPL can hold more than 1 picture), plus a bunch of unknown properties. I've also found if-statements in the bottom of the .brlyt file. They change the objects depending on what language your system uses (either TM or (R)).
The data structure worked out so far has been (as with brlan, only icon.bin has been used so far):
First Line: first 8 bytes RLYT FE FF 08 next 4 bytes = size of data including RLYT next 2 bytes = offset to first section (00 10) next 2 bytes = unsure: RRR - 00 09 SPM - 00 0B MOH2- 00 0B NMH - 00 09 2nd line: first 4 bytes = lyt1 next 4 bytes = size of lyt1 next 8 bytes = seems to always be 01 00 00 00 44 18 00 00 3rd line: first 4 bytes (continuation of last 8 bytes?): 43 E4 00 00 next 4 bytes: txl1 next 4 bytes: size of txl1 next 2 bytes: number of files next 2 bytes: 00 00 4th Line: next 4 bytes * number of files = offset of names From txl1 + size of txl1: mat1 Next 4 bytes: Size of mat1. Next 2 bytes: number of "Pictures" Next 2 bytes: nulls Next 4 bytes * number of pictures: offset of picture names. Not sure on the rest at the moment From mat1 + size of mat1. pan1 Next 4 bytes: Size of pan1. (always 4c?) Next 4 bytes: 01 04 FF 00 ? Next x bytes: RootPane usually + ?? From pan1 + Size of pan1. pas1 Next 4 bytes: Size of pas1 (has been 8 pan1 + 4 bytes for size) From pas1 + size of pas1 bnd1 or pic1 bnd1 Next 4 bytes: Size of bnd1 Next 4 bytes: 01 04 FF 00 ??
sound.bin
sound.bin has an IMD5 header, currently 3 formats have been discovered.
Template:Table
Template:Table/Header
Template:Table/Row
Template:Table/Row
Template:Table/Row
|}
Tools and Example Source
Template:Table Template:Table/Header Template:Table/Row Template:Table/Row Template:Table/Row Template:Table/Row Template:Table/Row |}