TSCB

From ZeldaMods
Jump to: navigation, search

Terrain scene binary (TSCB) files describe terrain areas layout and terrain materials.


TSCB File Specification

Header

Offset (h) Size Data Type Description
0x00 4 String TSCB file signature (magic) 54 53 43 42 or "TSCB"
0x04 4 Unsigned Int TSCB version? 0A 00 00 00 or "10.0.0.0"[1][2]
0x08 4 Unsigned Int Unknown. Always 00 00 00 01. Game crashes on load screen if not equal to 00 00 00 01.
0x0c 4 Unsigned Int file_base table relative offset
0x10 4 Float world_scale 500.0. Scales the terrain along the x- and z-axis.
0x14 4 Float Terrain mesh max height 800.0. Used to calculate the actual vertex height with hght data.
0x18 4 Unsigned Int material_info_array length (number of elements in the array)
0x1c 4 Unsigned Int area_array length (number of elements in the array)
0x20 4 Unsigned Int Probably padding
0x24 4 Unsigned Int Probably padding
0x28 4 Float tile_size. Used by the area array.
0x2c 4 Unsigned Int Unknown 00 00 00 08. [3]

Material Information Array

The material information array references texture data contained in content/Model/Terrain.Tex1.sbfres.

Header

The material information header is one value, the section size. This includes the index table and the value table.

Offset (h) Size Data Type Description
0x00 4 Unsigned Int Material info section size in bytes

Material Information Array Lookup Table

Following the header is a table of relative offsets to each entry in material_info_array

Offset (h) Size Data Type Description
0x00 4 Unsigned Int Relative offset to array entry

Material Information Value Table

Each entry in the array contains an index and four attributes

Offset (h) Size Data Type Description
0x00 4 Unsigned Int Array index (mat_index) of material_info_array
0x04 4 Float Texture u-axis (x-axis)
0x08 4 Float Texture v-axis (y-axis)
0x0c 4 Float Unknown. values range from 0-1.
0x10 4 Float Unknown. values range from 0.2-1.63

Area Array

Area Array Lookup Table

Following the material information section is a table of relative offsets to each entry in area_array

Offset (h) Size Data Type Description
0x00 4 Unsigned Int Relative offset to array entry

Area Array Value Table

Each entry contains meta data for one tile in the terrain scene. There are multiple levels of detail (lod) for the terrain.

Entries range from 0x30 to 0x54 depending on the size of extra_info_array

Offset (h) Size Data Type Description
0x00 4 Float X Position
0x04 4 Float Z Position
0x08 4 Float area_size (length and width)
0x0c 4 Float Unknown - Affects grass density.[4]
0x10 4 Float Unknown
0x14 4 Float Unknown
0x18 4 Float Unknown
0x1c 4 Unsigned Int Unknown. Usually 0, 1 or 2, crashes on 4, 16.[5]
0x20 4 Unsigned Int file_base. Relative offset to file base name string.
0x24 4 Unsigned Int Unknown. Usually 0.
0x28 4 Unsigned Int Unknown. Usually 0.
0x2c 4 Unsigned Int ref_extra. It seems to be a flag to indicate if there is an attached extra_info_array

Parameters

x - Area tile x coordinate (East-West)

z - Area tile z coordinate (North-South)

area_size - Determines the length and width of the area. It can be calculated with:

(area_size / tile_size * world_scale) * 20

tile_size and world_scale are in the header.

Extra Information Array

if ref_extra does not equal 0 there is an extra_info_array attached to this area. The array is 4 or 8 values long.

Every area includes a .hght and .mate file. The extra_info_array indicates if there is an additional .water.extm and / or .grass.extm file

Offset (h) Size Data Type Description
0x30 4 Unsigned Int extra_info_array length. Number of elements in array.
0x34 4 Unsigned Int Unknown. Usually 20 or 3.
0x38 4 Unsigned Int Unknown. Usually 0, 1 or 3.
0x3c 4 Unsigned Int Unknown. Usually 0 or 1.
0x40 4 Unsigned Int Unknown. Usually 0 or 1.
0x44 4 Unsigned Int Unknown. Always 0.
0x48 4 Unsigned Int Unknown. Always 3
0x4c 4 Unsigned Int Unknown. Usually 0 or 1.
0x50 4 Unsigned Int Unknown. Always 1.
[20, 3, 0, 1, 0, 3, 1, 1] = water, grass
[20, 3, 1, 1, 0, 3, 0, 1] = water, grass
[ 3, 1, 1, 0]             = water
[ 3, 0, 1, 0]             = grass

It seems that water is [3, 1, 1] and grass is [3, 0, 1]

[20, `3, 0, 1`, 0, `3, 1, 1`] = grass, water
[20, `3, 1, 1`, 0, `3, 0, 1`] = water, grass
[`3, 1, 1`, 0]                = water
[`3, 0, 1`, 0]                = grass

stera File Positions

stera File Positions
stera File Positions

stera files referenced in the area array are positioned using a z-order curve or the Moser-de Bruijn sequence.

  1. U-King.elf:0x024D2F8C-0x024D300A holds two error messages: "【データロード】メジャーバージョンの不一致" ("[Data load] Major version mismatch") and "【データロード】マイナーバージョンの不一致" ("[Data Load] Minor version mismatch")
  2. Game crashes on load screen if not equal to 0A 00 00 00
  3. Values 1, 2, 4, 5, 6, 8, 9, 10, 13, 14 affects textures. 0, 3, 7, 11, 12, 15, 16 will crash the game.
  4. 0 may be default. Higher numbers have increased density.
  5. May be a flag for grass and water? 0 seems to indicate no water or grass.