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.

A tool for parsing the opening.bnr and split it into parts for further analysis is available at parse-opening.c.

Description

Opening.bnr consists of two parts, a 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.

After the header follows an U8 archive. This is an archive consisting of the following contents:

/meta/
/meta/banner.bin
/meta/icon.bin
/meta/sound.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.

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

The TPL files are textures. They can be read by the tplx program from the gcube library. gcube can be found here: http://gcube.exemu.net/, however, the download link to the source is broken. A mirror of version 0.4 (which is, strangely enough, a newer version than what's on the homepage...) is available here: http://download.chinaunix.net/down.php?id=6661&ResourceID=3477&site=1. The format is also described in YAGCD at http://pabut.homeip.net:8000/yagcd/chap14.html#sec14.4.

brlan Files

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)

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, and can be of at least 3 formats, BNS, RIFF (wav), and AIFF. (RIFF and AIFF have been seen LZ77 compressed)

The BNS format is similar to the brstm format found in Wii games, however it has a few differences.

  • The HEAD section is called INFO and is shorter.
  • Stereo files are split as separate channels and not interleaved.
  • The BNS files appear to always in the NGC-DSP ADPCM format, whereas the BRSTMs can be 8bit or 16bit Big Endian PCM.

A C# Class that outputs the raw data to the temp dir can be found here: BNRSound.cs Currently it doesn't do looping.


External link