Msbt: Difference between revisions
imported>Zephenryus m →Text Commands: Fixed reference to byte to correct reference of short |
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{{lowercase}} | {{lowercase}} | ||
<onlyinclude> | <onlyinclude> | ||
<code> | '''Message Studio Binary Text''' | ||
</onlyinclude> | <code>MSBT</code> is a binary file format belonging to LibMessageStudio (LMS). These files store the game's text and can contain "tags" that define how said text is displayed/interacted with.</onlyinclude> | ||
== | == File Layout == | ||
<code>MSBT</code> files are composed of a file header followed by blocks (each with their own block header). All sections/blocks must be aligned to 0x10 (16) bytes. In BotW, the file layout is as follows: | |||
* Header | * Header | ||
* Labels | * Labels Block | ||
* Attributes | * Attributes Block | ||
* | * Text Block | ||
The list of possible blocks is as follows: | |||
== | * LBL1 (labels) | ||
* TXT2 (text) | |||
* ATR1 (attributes) | |||
* TSY1 (style info) | |||
* ATO1 (unknown) | |||
== File Header == | |||
=== Header Structure === | === Header Structure === | ||
| Line 22: | Line 29: | ||
| 0x00 | | 0x00 | ||
| 8 | | 8 | ||
| | | char[8] | ||
| msbt file signature (magic) <code>4D 73 67 53 74 64 42 6E</code> or "MsgStdBn" | | msbt file signature (magic) <code>4D 73 67 53 74 64 42 6E</code> or "MsgStdBn" | ||
|- | |- | ||
| 0x08 | | 0x08 | ||
| 2 | | 2 | ||
| | | u16 | ||
| Byte-Order | | Byte-Order Mark | ||
|- | |- | ||
| 0x0a | | 0x0a | ||
| 2 | | 2 | ||
| | | | ||
| | | Padding {{check}} | ||
|- | |- | ||
| 0x0c | | 0x0c | ||
| 2 | | 1 | ||
| | | u8 | ||
| Version | | Encoding (0 = UTF8, 1 = UTF16, 2 = UTF32 - games generally only support one specific encoding) {{check}} | ||
|- | |||
|0x0d | |||
|1 | |||
|u8 | |||
|Version (3) | |||
|- | |- | ||
| 0x0e | | 0x0e | ||
| 2 | | 2 | ||
| | | u16 | ||
| | | Block Count {{check}} | ||
|- | |- | ||
| 0x10 | | 0x10 | ||
| 2 | | 2 | ||
| | | | ||
| Padding | | Padding {{check}} | ||
|- | |- | ||
| 0x12 | | 0x12 | ||
| 4 | | 4 | ||
| | | u32 | ||
| File Size | | File Size | ||
|- | |- | ||
| 0x16 | | 0x16 | ||
| 10 | | 10 | ||
| | | | ||
| Padding | | Padding {{check}} | ||
|} | |} | ||
== | == Block Header == | ||
The | This header is shared across all block types. The block data follows directly after the header and is aligned to 0x10 (16) bytes. The block size does not include the size of the header. | ||
{| class="wikitable" | {| class="wikitable" | ||
!Offset (h) | !Offset (h) | ||
| Line 74: | Line 83: | ||
| 0x00 | | 0x00 | ||
| 4 | | 4 | ||
| | | u32 | ||
| Signature | | Block Signature | ||
|- | |- | ||
| 0x04 | | 0x04 | ||
| 4 | | 4 | ||
| | | u32 | ||
| | | Block Size | ||
|- | |- | ||
| 0x08 | | 0x08 | ||
| Line 88: | Line 97: | ||
|} | |} | ||
== Labels Block == | |||
The labels block contains the label names for file's text. Its signature is <code>LBL1</code>. | |||
The section begins with a four-byte header specifying the number of label groups. | |||
{| class="wikitable" | {| class="wikitable" | ||
!Offset (h) | !Offset (h) | ||
| Line 98: | Line 109: | ||
| 0x00 | | 0x00 | ||
| 4 | | 4 | ||
| | | u32 | ||
| | | Label Group Count | ||
|} | |} | ||
Each entry in the | |||
=== Label Groups === | |||
Following the header is a table of label groups. Each entry in the table is eight bytes. The first four bytes specify the number of labels in the group and the second four specify the offset of the first label relative to the start of the section. The number of label groups in many games appears to be the smallest prime number larger than half the number of labels (with a max of 101 groups and a minimum of 2). In BotW, this may not always be the case. | |||
{| class="wikitable" | {| class="wikitable" | ||
!Offset (h) | !Offset (h) | ||
| Line 110: | Line 123: | ||
| 0x00 | | 0x00 | ||
| 4 | | 4 | ||
| | | u32 | ||
| | | Label Count | ||
|- | |- | ||
| 0x04 | | 0x04 | ||
| 4 | | 4 | ||
| | | u32 | ||
| | | Offset | ||
|} | |} | ||
Messages are sorted into label groups by hashing the label name. A recreation of the hash function is as follows:<syntaxhighlight lang="python3"> | |||
def calc_hash(label): | |||
hash = 0 | |||
for char in label: | |||
hash = hash * 0x492 + ord(char) | |||
return (hash & 0xFFFFFFFF) % num_label_groups | |||
</syntaxhighlight> | |||
=== Labels | === Labels === | ||
Following the label groups is the array of labels. Each label consists of a u8 string length followed by a null-terminated string. At the end of the label is a u32 index specifying the index of the message that corresponds to the label in the text block. | |||
{| class="wikitable" | {| class="wikitable" | ||
!Offset (h) | !Offset (h) | ||
| Line 131: | Line 149: | ||
| 0x00 | | 0x00 | ||
| 1 | | 1 | ||
| | | u8 | ||
| String | | String Length | ||
|- | |- | ||
| 0x01 | | 0x01 | ||
| ''n'' | | ''n'' | ||
| char[''n''] | | char[''n''] | ||
| String | | Label String | ||
|- | |- | ||
| 0xnn | | 0xnn | ||
| 4 | | 4 | ||
| | | u32 | ||
| | | Message Text Index | ||
|} | |} | ||
== Attributes | == Attributes Block == | ||
The attributes block stores additional, optional attributes that can be associated with messages. Its signature is <code>ATR1</code>. The interpretation of attribute data is completely up to the game's discretion and attributes in BotW are not fully understood at this time. The attribute seem to indicate which actor should be attributed with the dialog (A good example is in <code>100enemy.msbt</code> where <code>NPC_GodVoice</code> is referenced). | |||
Each attribute corresponds to the message of the same index in the text block {{check}}. | |||
{ | |||
The block begins with an eight-byte header that specifies the number of attributes and the size of a single attribute. | |||
{| class="wikitable" | {| class="wikitable" | ||
!Offset (h) | !Offset (h) | ||
| Line 184: | Line 177: | ||
| 0x00 | | 0x00 | ||
| 4 | | 4 | ||
| | | u32 | ||
| | | Attribute Count | ||
|- | |- | ||
| 0x04 | | 0x04 | ||
| 4 | | 4 | ||
| | | u32 | ||
| Attribute | | Attribute Size | ||
|} | |} | ||
Following the brief header is an array of the attribute data. In many cases, this data is actually a string offset relative to the start of the section (as is the case in BotW). | |||
{| class="wikitable" | {| class="wikitable" | ||
!Offset (h) | !Offset (h) | ||
| Line 201: | Line 194: | ||
| 0x00 | | 0x00 | ||
| 4 | | 4 | ||
| | | u32 | ||
| Attribute | | Attribute String Offset | ||
|} | |} | ||
=== | === Attribute Strings === | ||
Should the attribute data be a string offset, then the data is followed by an array of null-terminated strings encoded using the encoding specified in the file header. In BotW, this is means UTF16-LE on Switch and UTF16-BE on Wii U. | |||
{| class="wikitable" | {| class="wikitable" | ||
!Offset (h) | !Offset (h) | ||
| Line 215: | Line 208: | ||
| 0x00 | | 0x00 | ||
| ''n'' | | ''n'' | ||
| | | char_type[] | ||
| | | String | ||
|} | |} | ||
== | == Text Block == | ||
The text | The text block contains the text for messages. Its signature is <code>TXT2</code>. | ||
The section begins with a small four-byte header specifying the number of messages in the section. | |||
{| class="wikitable" | {| class="wikitable" | ||
!Offset (h) | !Offset (h) | ||
| Line 256: | Line 224: | ||
| 0x00 | | 0x00 | ||
| 4 | | 4 | ||
| | | u32 | ||
| | | Message Count | ||
|} | |} | ||
Each | Following the brief header is an array of u32 offsets to the text strings. Each offset is relative to the beginning of the section. | ||
{| class="wikitable" | {| class="wikitable" | ||
!Offset (h) | !Offset (h) | ||
| Line 268: | Line 236: | ||
| 0x00 | | 0x00 | ||
| 4 | | 4 | ||
| | | u32 | ||
| String | | String Offset | ||
|} | |} | ||
=== | === Message Strings === | ||
The | The strings are stored as an array of strings encoded using the encoding specified in the header. In BotW, this is means UTF16-LE on Switch and UTF16-BE on Wii U. Each string is read from its specified offset until the next string offset. The last string uses the section size specified in the block header to determine its end position. | ||
{| class="wikitable" | {| class="wikitable" | ||
!Offset (h) | !Offset (h) | ||
| Line 284: | Line 250: | ||
| 0x00 | | 0x00 | ||
| ''n'' | | ''n'' | ||
| | | char_type[] | ||
| | | String | ||
|} | |} | ||
== | == Tags == | ||
{{expand section}} | |||
Message strings can contain tags that alter how the message is displayed or processed. These tags are processed by <code>nn::ui2d::TagProcessorBase</code> which in Nintendo EPD games is extended by<code>eui::TagProcessor</code> which can then be further extended by the game to handle game-specific tags. The interpretation of tags is completely game-dependent. | |||
Tags are embedded directly inside of the text and begin with a brief tag header. | |||
{| class="wikitable" | {| class="wikitable" | ||
!Offset (h) | !Offset (h) | ||
| Line 298: | Line 265: | ||
!Description | !Description | ||
|- | |- | ||
| 0x00 | |0x00 | ||
| 2 | |2 | ||
| | |u16 | ||
| | |Signature (<code>00 0e</code> or <code>00 0f</code>) | ||
|- | |||
|0x02 | |||
|2 | |||
|u16 | |||
|Tag Group | |||
|- | |||
|0x04 | |||
|2 | |||
|u16 | |||
|Tag Type | |||
|- | |||
|0x06 | |||
|2 | |||
|u16 | |||
|Extra Data Size (this value is ignored for <code>00 0f</code> tags which have no data) | |||
|- | |- | ||
| | |0x08 | ||
| | |? | ||
| | |? | ||
| | |Extra data (size is dependent on Extra Data Size, type is dependent on Group and Type) | ||
|} | |} | ||
In Nintendo EPD games, tag group 0 tags are system tags, group 1 is <code>eui</code> tags, group 2 is app (game) specific tags, and group 201 is grammar tags. The other groups are currently unknown. In BotW, group 4 appears to be for animations and group 5 appears to be for delays. | |||
For example, in <code>100enemy.msbt</code> the following data appears: | For example, in <code>100enemy.msbt</code> the following data appears: | ||
<pre> | 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F | | <pre> | 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F | | ||
| Line 320: | Line 304: | ||
70 | 00 02 00 03 00 04 00 05 02 03 00 00 | ............ | | 70 | 00 02 00 03 00 04 00 05 02 03 00 00 | ............ | | ||
</pre> | </pre> | ||
At byte <code>0x68</code> is the | At byte <code>0x68</code> is the tag header followed with tag group 1 and tag type 6. 0xa is the size of the extra data with the extra data being <code>[00 02 00 03 00 04 00 05 02 03]</code>. | ||
=== Tags === | |||
Not all tags functions are currently known. | |||
==== System Tags ==== | |||
{| class="wikitable" | {| class="wikitable" | ||
!Group | |||
!Type | !Type | ||
!Notes | !Notes | ||
|- | |- | ||
| 0 | | 0 | ||
| 3 | | 0 | ||
|Ruby (extra data is a u16 display span followed by the ruby text) | |||
|- | |||
|0 | |||
|1 | |||
|Font (extra data is a u16 font type) | |||
|- | |||
|0 | |||
|2 | |||
|Font Size (extra data is a u16 font size) | |||
|- | |||
|0 | |||
|3 | |||
|Font Color (extra data is a u16 color type) | |||
|- | |||
|0 | |||
|4 | |||
|Page Break (no extra data) | |||
|} | |||
The available colors in BotW are listed in [[#Font Color]]. These colors are generally either hardcoded in the game's executable or defined in a separate MSBP file if present. If defined in a MSBP file, the color type instead acts as an index into the colors in the MSBP file. | |||
===== Font ===== | |||
{| class="wikitable" | |||
!Value | |||
!Font | |||
!Notes | |||
|- | |||
|0 | |||
|Hylian | |||
|Stylized Hylian font (Unofficially known as Hylian Serif) | |||
|- | |||
|4 | |||
|Unknown | |||
| | | | ||
|- | |- | ||
|65535 | |||
|Normal | |||
|Standard text font | |||
|} | |||
===== Font Color ===== | |||
{| class="wikitable" | |||
!Value | |||
!Color (h) | |||
!Color | |||
|- | |||
|0 | |||
|0xff0a1aff | |||
|Red | |||
|- | |||
|1 | |||
|0x64ff00ff | |||
|Green | |||
|- | |||
|2 | |||
|0x00ffffff | |||
|Cyan | |||
|- | |||
|3 | |||
|0xffffff40 | |||
|Grey (partly transparent white) | |||
|- | |||
|4 | |||
|0x007fffff | |||
|Azure | |||
|- | |||
|5 | |||
|0xff4800ff | |||
|Orange | |||
|- | |||
|6 | |||
|0x7f794aff | |||
|Dull Gold | |||
|- | |||
|65535 | |||
| | |||
|Reset to white or black, depending on background | |||
|} | |||
==== EUI Tags ==== | |||
{| class="wikitable" | |||
!Group | |||
!Type | |||
!Notes | |||
|- | |||
| 1 | |||
| 0 | |||
|Delay (extra data is a u32 frame count) | |||
|- | |||
| 1 | |||
| 1 | | 1 | ||
| | | Text Speed? | ||
|- | |- | ||
| 1 | |||
| 2 | | 2 | ||
| 2 | |No Text Scroll? | ||
|- | |||
| 1 | |||
| 3 | |||
|Auto Advance (extra data is a u32 frame count) | |||
|- | |||
|1 | |||
|4 | |||
|Two Choices (See [[#Choices]]) | |||
|- | |||
|1 | |||
|5 | |||
|Three Choices (See [[#Choices]]) | |||
|- | |||
|1 | |||
|6 | |||
|Four Choices (See [[#Choices]]) | |||
|- | |||
|1 | |||
|7 | |||
|Picture Font (Icon) (extra data is two u8s, the second being the type) | |||
|- | |||
|1 | |||
|8 | |||
|Three Choices based on flags (See [[#Choices Based on Flags]]) | |||
|- | |||
|1 | |||
|9 | |||
|Five Flags (See [[#Five Flags]]) | |||
|- | |||
|1 | |||
|10 | |||
|One Choice (See [[#Choices]]) | |||
|} | |||
===== Choices ===== | |||
{| class="wikitable" | |||
!Offset (h) | |||
!Size | |||
!Data Type | |||
!Description | |||
|- | |||
|0x00 | |||
|2 | |||
|Unsigned Short | |||
|First choice | |||
|- | |||
|0x02 | |||
|2 | |||
|Unsigned Short | |||
|Second choice | |||
|- | |||
|0x04 | |||
|1 | |||
|Byte | |||
|Default option (option highlighted when the choices are first shown) | |||
|- | |||
|0x05 | |||
|1 | |||
|Byte | |||
|Cancel option (option chosen when the B button is pressed) | |||
|} | |||
Each choice type is a group of choices, whose text corresponds to the string conversion of the label indices in the current file. For example, if the label is <code>00 04</code> then the displayed choice will be the text corresponding to the <code>"0004"</code> key. | |||
For ChoiceThree there is an additional choice at 0x04, and the default and cancel options are at 0x06 and 0x07, respectively. | |||
For ChoiceFour there are additional choices at 0x04 and 0x06, and the default and cancel options are at 0x08 and 0x09, respectively. | |||
For ChoiceOne, there is no choice at 0x02. Instead, the default option is always 1 and is located at 0x02, and the cancel option is always 0xCD and is located at 0x03. | |||
===== Choices Based on Flags ===== | |||
{{expand section}} | |||
{| class="wikitable" | |||
!Unofficial Name | |||
!Size | |||
!Data Type | |||
!Description | |||
|- | |||
|ParamSize | |||
|2 | |||
|Unsigned short | |||
|Number of bytes in the parameter, starting after the ParamSize | |||
|- | |||
|VarType | |||
|2 | |||
|Unsigned short | |||
|Type of the variable. Seems to use the same variable types as the Variable tag.{{check}} All flags are of the same type. | |||
|- | |||
|FlagOne | |||
|? | |||
|C-String | |||
|u16 number of bytes in string, UTF-16 representation of the string (letters equal to number of bytes / 2) | |||
|- | |||
|ChoiceOne | |||
|2 | |||
|Unsigned short | |||
|First choice | |||
|- | |||
|FlagTwo | |||
|? | |||
|C-String | |||
|u16 number of bytes in string, UTF-16 representation of the string (letters equal to number of bytes / 2) | |||
|- | |||
|ChoiceTwo | |||
|2 | |||
|Unsigned short | |||
|Second choice | |||
|- | |||
|FlagThree | |||
|? | |||
|C-String | |||
|u16 number of bytes in string, UTF-16 representation of the string (letters equal to number of bytes / 2) | |||
|- | |||
|ChoiceThree | |||
|2 | |||
|Unsigned short | |||
|Third choice | |||
|- | |||
|DefaultIndex | |||
|2 | |||
|Unsigned short | |||
|Index of the choices that the cursor starts on | |||
|- | |||
|CancelIndex | |||
|2 | |||
|Unsigned short | |||
|Index of the choice that is chosen if the player presses B while selecting an option | |||
|} | |||
===== Five Flags ===== | |||
{{expand section}} | |||
{| class="wikitable" | |||
!Unofficial Name | |||
!Size | |||
!Data Type | |||
!Description | |||
|- | |||
|ParamSize | |||
|2 | |||
|Unsigned short | |||
|Number of bytes in the parameter, starting after the ParamSize | |||
|- | |||
|FlagIndexOne | |||
|2 | |||
|Unsigned short | |||
|u16 that seems to correspond to some kind of index. There is always one number each of 0-4, for each flag {{check}} | |||
|- | |||
|FlagOne | |||
|? | |||
|C-String | |||
|u16 number of bytes in string, UTF-16 representation of the string (letters equal to number of bytes / 2) | |||
|- | |||
|FlagIndexTwo | |||
|2 | |||
|Unsigned short | |||
|u16 that seems to correspond to some kind of index. There is always one number each of 0-4, for each flag {{check}} | |||
|- | |||
|FlagTwo | |||
|? | |||
|C-String | |||
|u16 number of bytes in string, UTF-16 representation of the string (letters equal to number of bytes / 2) | |||
|- | |||
|FlagIndexThree | |||
|2 | |||
|Unsigned short | |||
|u16 that seems to correspond to some kind of index. There is always one number each of 0-4, for each flag {{check}} | |||
|- | |||
|FlagThree | |||
|? | |||
|C-String | |||
|u16 number of bytes in string, UTF-16 representation of the string (letters equal to number of bytes / 2) | |||
|- | |||
|FlagIndexFour | |||
|2 | |||
|Unsigned short | |||
|u16 that seems to correspond to some kind of index. There is always one number each of 0-4, for each flag {{check}} | |||
|- | |||
|FlagFour | |||
|? | |||
|C-String | |||
|u16 number of bytes in string, UTF-16 representation of the string (letters equal to number of bytes / 2) | |||
|- | |||
|FlagValueOne | |||
|2 | |||
|Unsigned short | |||
|Unknown{{check}} | |||
|- | |||
|FlagValueTwo | |||
|2 | |||
|Unsigned short | |||
|Unknown{{check}} | |||
|- | |||
|FlagValueThree | |||
|2 | |||
|Unsigned short | |||
|Unknown{{check}} | |||
|- | |||
|FlagValueFour | |||
|2 | |||
|Unsigned short | |||
|Unknown{{check}} | |||
|- | |||
|UnknownArray | |||
|? | |||
|byte[] | |||
|Unknown purpose. Length is the remainder of the ParamSize that has not already been taken up by previous values | |||
|} | |||
==== App Tags ==== | |||
In BotW, the AppTag type is repurposed as a way to display the current value of a data flag. The Extra Data is the name of the data flag. | |||
It is currently unknown what differentiates the various types that retrieve from the same data flag file. | |||
{| class="wikitable" | |||
!Group | |||
!Type | |||
!Variable Type | |||
|- | |||
|2 | |||
|0 | |||
| | |||
|- | |||
|2 | |||
|1 | |||
| | |||
|- | |||
|2 | |||
|2 | |||
| | |||
|- | |||
|2 | |||
|3 | |||
| | |||
|- | |||
|2 | |||
|4 | |||
| | |||
|- | |||
|2 | |||
|5 | |||
| | |||
|- | |||
|2 | |||
|6 | |||
| | |||
|- | |||
|2 | |||
|7 | |||
| | |||
|- | |||
|2 | |||
|8 | |||
| | |||
|- | |||
|2 | |||
|9 | |||
| | |||
|- | |||
|2 | |||
|10 | |||
| | |||
|- | |||
|2 | |||
|11 | |||
|String64 (defined in <code>string64_data_%d.bgdata</code>) | |||
|- | |||
|2 | |||
|12 | |||
| | |||
|- | |||
|2 | |||
|13 | |||
| | | | ||
|- | |- | ||
| | |2 | ||
| | |14 | ||
|Integer (defined in <code>s32_data_%d.bgdata</code>) | |||
|- | |||
|2 | |||
|15 | |||
|Integer (defined in <code>s32_data_%d.bgdata</code>) | |||
|- | |||
|2 | |||
|16 | |||
| | | | ||
|- | |- | ||
| | |2 | ||
| | |17 | ||
| | |Integer (defined in <code>s32_data_%d.bgdata</code>) | ||
|- | |||
|2 | |||
|18 | |||
|Integer (defined in <code>s32_data_%d.bgdata</code>) | |||
|- | |||
|2 | |||
|19 | |||
|Integer (defined in <code>s32_data_%d.bgdata</code>) | |||
|- | |||
|} | |||
==== Group 3 Tags ==== | |||
{| class="wikitable" | |||
!Group | |||
!Type | |||
!Notes | |||
|- | |||
|3 | |||
|1 | |||
|Sound (Extra data is 2 byte values of unknown purpose) | |||
|} | |||
It is currently unknown if there are other group 3 tags | |||
==== Group 4 Tags ==== | |||
{| class="wikitable" | |||
!Group | |||
!Type | |||
!Notes | |||
|- | |||
|4 | |||
|1 | |||
|Sound (Extra data is 2 byte values: 1 of unknown purpose, and 0xCD) | |||
|- | |||
|4 | |||
|2 | |||
|Animation (Extra data is a C style string denoting the name of an animation for the controlling actor to play) | |||
|} | |||
It is currently unknown if there are other group 4 tags | |||
==== Group 5 Tags ==== | |||
Group 5 is used a more general form of the Delay tag. Exact durations have not been tested. | |||
{| class="wikitable" | |||
!Group | |||
!Type | |||
!Pause Duration | |||
|- | |||
|5 | |||
|0 | |||
|Short | |||
|- | |||
|5 | |||
|1 | |||
|Long | |||
|- | |- | ||
| 5 | |5 | ||
| 2 | |2 | ||
| | |Longer | ||
|} | |} | ||
==== Grammar Tags ==== | |||
// TODO | |||
== Compiling the Sections == | == Compiling the Sections == | ||
| Line 597: | Line 1,004: | ||
[[Category:File extensions]] | [[Category:File extensions]] | ||
[[Category:File extensions (MSBT)]] | [[Category:File extensions (MSBT)]] | ||
== Tools == | |||
{{tool table|category=Tools (MSBT)}} | |||
[[Category:File formats]] | |||