ResourceSizeTable.product.rsizetable
This resource is found in the unpacked content files.
Its canonical resource path is "System/Resource/ResourceSizeTable.product.rsizetable".
ResourceSizeTable.product.rsizetable is the file where the resource size table is stored.
Structure
Sections are listed in the order they appear in the file.
Header (optional)
struct RstbHeader {
u32 magic; // 'RSTB'
u32 crc32TableSize; // number of entries - can be 0 to indicate there is no crc32 table
u32 nameTableSize; // number of entries - can be 0 to indicate there is no name table
}; // sizeof() = 12
If the header is missing or if the magic is not correct, the game will assume there is simply no header. In that case, the game will use the size of the RSTB file, divide it by 8 to get the number of crc32 table entries and assume the whole file is a crc32 table.
CRC32 table (optional)
This is a mapping of CRC32 values to resource sizes. The table must be sorted; otherwise the game will not be able to search for entries properly.
struct RstbCrc32TableEntry {
u32 crc32;
u32 size;
}; // sizeof() = 8
Name table (optional)
This is a mapping of resource paths (strings) to resource sizes. This table is optional and is used whenever there would be conflicts in the crc32 table. Only usable if there is a RSTB header.
struct RstbCrc32NameEntry {
char name[128];
u32 size;
}; // sizeof() = 132
Game usage
The table is loaded very early in the app init process by ResourceInfoContainer (part of res::ResourceMgrTask) when the resource task starts and queried by the resource system and several other subsystems afterwards.
Lookup logic
ResourceInfoContainer::getResourceSize
(non official name) starts by computing the CRC32 for the resource name/path.
Note: Resources that are explicitly loaded from the add-on content file device will have Aoc/0010/
prepended to their resource path on Switch and Wii U as explained in the resource system article.
If a CRC32 table is present, the game will perform a binary search to find an entry for the calculated hash. If an entry is found, entry.size
is returned.
Otherwise, if a name table is present, the game will go down the table until an entry that matches the specified resource name is found. If an entry is found, entry.size
is returned.
Otherwise, the game returns 0.
Checks
The RSTB is queried by several subsystems:
- TipsMgr and EventResource use it only to check if the file they want to load exists (by checking if ret != 0).
- EffectResource, when loading Effect/Game.esetlist: must not be zero.
- VfxResourceMgr, when loading Effect/%s.esetlist files: must not be zero.
- bfres loading code at 0x7100FE3978 (v1.5.0): unclear, but must not be zero. It appears to check whether the file size listed in the RSTB is larger than the heap size.
- res::ResourceMgrTask::getHeapSizeForResLoad (0x710120BDE0 in v1.5.0): called during resource load.
constant = 0x128 + 0x40; if (auto* entry_factory = dynamic_cast<res::EntryFactoryBase*>(factory)) resSize2 = entry_factory->getResourceSize(param->factory) + constant; else resSize2 = sizeof(sead::DirectResource) + constant; // 0x20 + 0x168 = 0x188 totalSize = in->allocSize + resSize2; // in this branch, in->allocSize seems to be always zero... if (totalSize <= sizeInTable) out->readHeapSize = loadDataAlignment + sizeInTable + sizeof(void*); else out->readHeapSize = (unsigned int)(float)(loadDataAlignment + totalSize + sizeof(void*));
- 0x7100FE1630 (v1.5.0): unclear. If the file is loaded by the resource memory or loading thread, or if the file size listed in the RSTB is larger than a TempResourceLoader field, the game prints: "Texture archive size: %u MB" (translated from Japanese).
Editing
The resource size table must be edited when making game files larger than they originally were, in order to avoid crashes. It can be edited using rstb
(and rstbtool
).