Difference between revisions of "BRSAR (File Format)"

From Custom Mario Kart
Jump to navigation Jump to search
m
Line 3: Line 3:
 
The '''BRSAR''' ('''B'''inary '''R'''evolution '''S'''ound '''AR'''chive) format is used to store sound effects and some music. It is used in [[Mario Kart Wii]], Super Smash Bros. Brawl, The Legend of Zelda: Skyward Sword and other games.
 
The '''BRSAR''' ('''B'''inary '''R'''evolution '''S'''ound '''AR'''chive) format is used to store sound effects and some music. It is used in [[Mario Kart Wii]], Super Smash Bros. Brawl, The Legend of Zelda: Skyward Sword and other games.
  
==File Header==
+
== File Header ==
  
 
The file begins with a header of size 0x40 bytes.
 
The file begins with a header of size 0x40 bytes.
Line 23: Line 23:
 
| 0x0C || UInt16 || Length of the header (always 0x40).
 
| 0x0C || UInt16 || Length of the header (always 0x40).
 
|-
 
|-
| 0x0E || UInt16 || style="text-align: left;" {{Unknown|'''Unknown'''.}} Usually 0x03.
+
| 0x0E || UInt16 || {{Unknown-left|'''Unknown'''.}} Usually 0x03.
 
|-
 
|-
 
| 0x10 || UInt32 || Offset to the [[#SYMB|SYMB]] section.
 
| 0x10 || UInt32 || Offset to the [[#SYMB|SYMB]] section.
Line 39: Line 39:
 
| 0x28 || Byte[24] || Padding.
 
| 0x28 || Byte[24] || Padding.
 
|-
 
|-
| 0x40 || colspan=2 {{unknown|End of header}}
+
| 0x40 || colspan=2 {{Unknown|End of header}}
 
|-
 
|-
 
|}
 
|}
  
==Sections==
+
== Sections ==
  
 
Unless otherwise noted, offsets in each section are relative to the start of the section block.
 
Unless otherwise noted, offsets in each section are relative to the start of the section block.
  
===SYMB===
+
=== SYMB ===
  
 
The SYMB section consists of an FST-like data structure. It contains 3 header-less subsections.  
 
The SYMB section consists of an FST-like data structure. It contains 3 header-less subsections.  
Line 58: Line 58:
 
| 0x04 || UInt32 || Size of the SYMB section.
 
| 0x04 || UInt32 || Size of the SYMB section.
 
|-
 
|-
| 0x08 || UInt32 || style="text-align: left;" {{Unknown|'''Unknown'''.}}
+
| 0x08 || UInt32 || {{Unknown-left|'''Unknown'''.}}
 
|-
 
|-
 
| 0x0C || UInt32 || Number of entries in the SYMB table.
 
| 0x0C || UInt32 || Number of entries in the SYMB table.
 
|-
 
|-
| 0x10 || colspan=2 {{unknown|End of header}}
+
| 0x10 || colspan=2 {{Unknown|End of header}}
 
|-
 
|-
 
|}
 
|}
  
 
[[Category:File Format]]
 
[[Category:File Format]]

Revision as of 09:28, 20 November 2016

Under Construction
This article is not finished. Help improve it by adding accurate information or correcting grammar and spelling.

The BRSAR (Binary Revolution Sound ARchive) format is used to store sound effects and some music. It is used in Mario Kart Wii, Super Smash Bros. Brawl, The Legend of Zelda: Skyward Sword and other games.

File Header

The file begins with a header of size 0x40 bytes.

Offset Type Description
0x00 String File magic. RSAR in ASCII.
0x04 UInt16 Byte order mark. 0xFEFF for Big Endian, 0xFFFE for Little Endian.
0x06 Byte VersionMajor flag from BrawlBox. Mario Kart Wii uses 01. HomeButtonSe.brsar (used for the Home Menu) uses 01. Unknown if it affects anything in-game.
0x07 Byte VersionMinor flag from BrawlBox. Mario Kart Wii uses 04. HomeButtonSe.brsar (used for the Home Menu) uses 01. Unknown if it affects anything in-game.
0x08 UInt32 Length of the file.
0x0C UInt16 Length of the header (always 0x40).
0x0E UInt16 Unknown. Usually 0x03.
0x10 UInt32 Offset to the SYMB section.
0x14 UInt32 Size of the SYMB section.
0x18 UInt32 Offset to the INFO section.
0x1C UInt32 Size of the INFO section.
0x20 UInt32 Offset to the FILE section.
0x24 UInt32 Size of the FILE section.
0x28 Byte[24] Padding.
0x40 End of header

Sections

Unless otherwise noted, offsets in each section are relative to the start of the section block.

SYMB

The SYMB section consists of an FST-like data structure. It contains 3 header-less subsections.

Offset Type Description
0x00 String Section magic. SYMB in ASCII.
0x04 UInt32 Size of the SYMB section.
0x08 UInt32 Unknown.
0x0C UInt32 Number of entries in the SYMB table.
0x10 End of header