console   [plain text]



#------------------------------------------------------------------------------
# $File: console,v 1.35 2017/11/14 15:48:36 christos Exp $
# Console game magic
# Toby Deshane <hac@shoelace.digivill.net>

# ines: file(1) magic for Marat's iNES Nintendo Entertainment System ROM dump format
# Updated by David Korth <gerbilsoft@gerbilsoft.com>
# References:
# - http://wiki.nesdev.com/w/index.php/INES
# - http://wiki.nesdev.com/w/index.php/NES_2.0

# Common header for iNES, NES 2.0, and Wii U iNES.
0	name		nes-rom-image-ines
>7	byte&0x0C	=0x8		(NES 2.0)
>4	byte		x		\b: %ux16k PRG
>5	byte		x		\b, %ux8k CHR
>6	byte&0x08	=0x8		[4-Scr]
>6	byte&0x09	=0x0		[H-mirror]
>6	byte&0x09	=0x1		[V-mirror]
>6	byte&0x02	=0x2		[SRAM]
>6	byte&0x04	=0x4		[Trainer]
>7	byte&0x03	=0x2		[PC10]
>7	byte&0x03	=0x1		[VS]
>>7	byte&0x0C	=0x8
# NES 2.0: VS PPU
>>>13	byte&0x0F	=0x0		\b, RP2C03B
>>>13	byte&0x0F	=0x1		\b, RP2C03G
>>>13	byte&0x0F	=0x2		\b, RP2C04-0001
>>>13	byte&0x0F	=0x3		\b, RP2C04-0002
>>>13	byte&0x0F	=0x4		\b, RP2C04-0003
>>>13	byte&0x0F	=0x5		\b, RP2C04-0004
>>>13	byte&0x0F	=0x6		\b, RP2C03B
>>>13	byte&0x0F	=0x7		\b, RP2C03C
>>>13	byte&0x0F	=0x8		\b, RP2C05-01
>>>13	byte&0x0F	=0x9		\b, RP2C05-02
>>>13	byte&0x0F	=0xA		\b, RP2C05-03
>>>13	byte&0x0F	=0xB		\b, RP2C05-04
>>>13	byte&0x0F	=0xC		\b, RP2C05-05
# TODO: VS protection hardware?
>>7	byte		x		\b]
# NES 2.0-specific flags.
>7	byte&0x0C	=0x8
>>12	byte&0x03	=0x0		[NTSC]
>>12	byte&0x03	=0x1		[PAL]
>>12	byte&0x02	=0x2		[NTSC+PAL]

# Standard iNES ROM header.
0	string		NES\x1A		NES ROM image (iNES)
>0	use		nes-rom-image-ines

# Wii U Virtual Console iNES ROM header.
0	belong		0x4E455300	NES ROM image (Wii U Virtual Console)
>0	use		nes-rom-image-ines

#------------------------------------------------------------------------------
# unif: file(1) magic for UNIF-format Nintendo Entertainment System ROM images
# Reference: http://wiki.nesdev.com/w/index.php/UNIF
# From: David Korth <gerbilsoft@gerbilsoft.com>
#
# NOTE: The UNIF format uses chunks instead of a fixed header,
# so most of the data isn't easily parseable.
#
0	string	UNIF
>4	lelong	<16	NES ROM image (UNIF v%d format)

#------------------------------------------------------------------------------
# fds: file(1) magic for Famciom Disk System disk images
# Reference: http://wiki.nesdev.com/w/index.php/Family_Computer_Disk_System#.FDS_format
# From: David Korth <gerbilsoft@gerbilsoft.com>
# TODO: Check "Disk info block" and get info from that in addition to the optional header.

# Disk info block. (block 1)
0	name	nintendo-fds-disk-info-block
>23	byte	!1		FMC-
>23	byte	1		FSC-
>16	string	x		\b%.3s
>15	byte	x		\b, mfr %02X
>20	byte	x		(Rev.%02u)

# Headered version.
0	string	FDS\x1A
>0x11	string	*NINTENDO-HVC*	Famicom Disk System disk image:
>>0x10	use	nintendo-fds-disk-info-block
>4	byte	1	(%u side)
>4	byte	!1	(%u sides)

# Unheadered version.
1	string	*NINTENDO-HVC*	Famicom Disk System disk image:
>0	use	nintendo-fds-disk-info-block

#------------------------------------------------------------------------------
# tnes: file(1) magic for TNES-format Nintendo Entertainment System ROM images
# Used by Nintendo 3DS NES Virtual Console games.
# From: David Korth <gerbilsoft@gerbilsoft.com>
#
0		string	TNES	NES ROM image (Nintendo 3DS Virtual Console)
>4		byte	100	\b: FDS,
>>0x2010	use	nintendo-fds-disk-info-block
>4		byte	!100	\b: TNES mapper %u
>>5	byte		x		\b, %ux8k PRG
>>6	byte		x		\b, %ux8k CHR
>>7	byte&0x08	=1		[WRAM]
>>8	byte&0x09	=1		[H-mirror]
>>8	byte&0x09	=2		[V-mirror]
>>8	byte&0x02	=3		[VRAM]

#------------------------------------------------------------------------------
# gameboy: file(1) magic for the Nintendo (Color) Gameboy raw ROM format
# Reference: http://gbdev.gg8.se/wiki/articles/The_Cartridge_Header
#
0x104		bequad		0xCEED6666CC0D000B	Game Boy ROM image
>0x143		byte&0x80	0x80
>>0x134		string		>\0			\b: "%.15s"
>0x143		byte&0x80	!0x80
>>0x134		string		>\0			\b: "%.16s"
>0x14c		byte		x			(Rev.%02u)

# Machine type. (SGB, CGB, SGB+CGB)
>0x14b		byte		0x33
>>0x146		byte		0x03
>>>0x143	byte&0x80	0x80	[SGB+CGB]
>>>0x143	byte&0x80	!0x80	[SGB]
>>0x146		byte		!0x03
>>>0x143	byte&0xC0	0x80	[CGB]
>>>0x143	byte&0xC0	0xC0	[CGB ONLY]

# Mapper.
>0x147 byte 0x00  [ROM ONLY]
>0x147 byte 0x01  [MBC1]
>0x147 byte 0x02  [MBC1+RAM]
>0x147 byte 0x03  [MBC1+RAM+BATT]
>0x147 byte 0x05  [MBC2]
>0x147 byte 0x06  [MBC2+BATTERY]
>0x147 byte 0x08  [ROM+RAM]
>0x147 byte 0x09  [ROM+RAM+BATTERY]
>0x147 byte 0x0B  [MMM01]
>0x147 byte 0x0C  [MMM01+SRAM]
>0x147 byte 0x0D  [MMM01+SRAM+BATT]
>0x147 byte 0x0F  [MBC3+TIMER+BATT]
>0x147 byte 0x10  [MBC3+TIMER+RAM+BATT]
>0x147 byte 0x11  [MBC3]
>0x147 byte 0x12  [MBC3+RAM]
>0x147 byte 0x13  [MBC3+RAM+BATT]
>0x147 byte 0x19  [MBC5]
>0x147 byte 0x1A  [MBC5+RAM]
>0x147 byte 0x1B  [MBC5+RAM+BATT]
>0x147 byte 0x1C  [MBC5+RUMBLE]
>0x147 byte 0x1D  [MBC5+RUMBLE+SRAM]
>0x147 byte 0x1E  [MBC5+RUMBLE+SRAM+BATT]
>0x147 byte 0xFC  [Pocket Camera]
>0x147 byte 0xFD  [Bandai TAMA5]
>0x147 byte 0xFE  [Hudson HuC-3]
>0x147 byte 0xFF  [Hudson HuC-1]

# ROM size.
>0x148 byte 0     \b, ROM: 256Kbit
>0x148 byte 1     \b, ROM: 512Kbit
>0x148 byte 2     \b, ROM: 1Mbit
>0x148 byte 3     \b, ROM: 2Mbit
>0x148 byte 4     \b, ROM: 4Mbit
>0x148 byte 5     \b, ROM: 8Mbit
>0x148 byte 6     \b, ROM: 16Mbit
>0x148 byte 7     \b, ROM: 32Mbit
>0x148 byte 0x52  \b, ROM: 9Mbit
>0x148 byte 0x53  \b, ROM: 10Mbit
>0x148 byte 0x54  \b, ROM: 12Mbit

# RAM size.
>0x149 byte 1     \b, RAM: 16Kbit
>0x149 byte 2     \b, RAM: 64Kbit
>0x149 byte 3     \b, RAM: 128Kbit
>0x149 byte 4     \b, RAM: 1Mbit
>0x149 byte 5     \b, RAM: 512Kbit

#------------------------------------------------------------------------------
# genesis: file(1) magic for various Sega Mega Drive / Genesis ROM image and disc formats
# Updated by David Korth <gerbilsoft@gerbilsoft.com>
# References:
# - http://www.retrodev.com/segacd.html
# - http://devster.monkeeh.com/sega/32xguide1.txt
#

# Common Sega Mega Drive header format.
# FIXME: Name fields are 48 bytes, but have spaces for padding instead of 00s.
0		name	sega-mega-drive-header
# ROM title. (Use domestic if present; if not, use international.)
>0x120		byte	>0x20
>>0x120		string	>\0	\b: "%.16s"
>0x120		byte	<0x21
>>0x150		string	>\0	\b: "%.16s"
# Other information.
>0x180		string	>\0	(%.14s
>>0x110		string  >\0	\b, %.16s
>0x180		byte	0
>>0x110		string  >\0	(%.16s
>0		byte	x	\b)

# TODO: Check for 32X CD?
# Sega Mega CD disc images: 2048-byte sectors.
0	string	SEGADISCSYSTEM\ \ 	Sega Mega CD disc image
>0	use	sega-mega-drive-header
>0	byte	x			\b, 2048-byte sectors
0	string	SEGABOOTDISC\ \ \ \ 	Sega Mega CD disc image
>0	use	sega-mega-drive-header
>0	byte	x			\b, 2048-byte sectors
# Sega Mega CD disc images: 2352-byte sectors.
0x10	string	SEGADISCSYSTEM\ \ 	Sega Mega CD disc image
>0x10	use	sega-mega-drive-header
>0	byte	x			\b, 2352-byte sectors
0x10	string	SEGABOOTDISC\ \ \ \ 	Sega Mega CD disc image
>0x10	use	sega-mega-drive-header
>0	byte	x			\b, 2352-byte sectors

# Sega Mega Drive, 32X, Pico, and Mega CD Boot ROM images.
0x100		string	SEGA
>0x3C0		bequad	0x4D41525320434845	Sega 32X ROM image
>>0		use	sega-mega-drive-header
>0x3C0		bequad	!0x4D41525320434845
>>0x105		belong	0x5049434F	Sega Pico ROM image
>>>0		use	sega-mega-drive-header
>>0x105		belong	!0x5049434F
>>>0x180	beshort	0x4252		Sega Mega CD Boot ROM image
>>>0x180	beshort	!0x4252		Sega Mega Drive / Genesis ROM image
>>>0		use	sega-mega-drive-header

#------------------------------------------------------------------------------
# genesis: file(1) magic for the Super MegaDrive ROM dump format
#

# NOTE: Due to interleaving, we can't display anything
# other than the copier header information.
0      name    sega-genesis-smd-header
>0     byte    x       %dx16k blocks
>2     byte    0       \b, last in series or standalone
>2     byte    >0      \b, split ROM

# "Sega Genesis" header.
0x280	string EAGN
>8	beshort	0xAABB	Sega Mega Drive / Genesis ROM image (SMD format):
>>0	use     sega-genesis-smd-header

# "Sega Mega Drive" header.
0x280	string EAMG
>8	beshort	0xAABB	Sega Mega Drive / Genesis ROM image (SMD format):
>>0	use     sega-genesis-smd-header

#------------------------------------------------------------------------------
# smsgg:  file(1) magic for Sega Master System and Game Gear ROM images
# Detects all Game Gear and export Sega Master System ROM images,
# and some Japanese Sega Master System ROM images.
# From: David Korth <gerbilsoft@gerbilsoft.com>
# Reference: http://www.smspower.org/Development/ROMHeader
#

# General SMS header rule.
# The SMS boot ROM checks the header at three locations.
0	name	sega-master-system-rom-header
# Machine type.
>0x0F	byte&0xF0	0x30	Sega Master System
>0x0F	byte&0xF0	0x40	Sega Master System
>0x0F	byte&0xF0	0x50	Sega Game Gear
>0x0F	byte&0xF0	0x60	Sega Game Gear
>0x0F	byte&0xF0	0x70	Sega Game Gear
>0x0F	byte&0xF0	<0x30	Sega Master System / Game Gear
>0x0F	byte&0xF0	>0x70	Sega Master System / Game Gear
>0	byte		x	ROM image:
# Product code.
>0x0E	byte&0xF0	0x10	1
>0x0E	byte&0xF0	0x20	2
>0x0E	byte&0xF0	0x30	3
>0x0E	byte&0xF0	0x40	4
>0x0E	byte&0xF0	0x50	5
>0x0E	byte&0xF0	0x60	6
>0x0E	byte&0xF0	0x70	7
>0x0E	byte&0xF0	0x80	8
>0x0E	byte&0xF0	0x90	9
>0x0E	byte&0xF0	0xA0	10
>0x0E	byte&0xF0	0xB0	11
>0x0E	byte&0xF0	0xC0	12
>0x0E	byte&0xF0	0xD0	13
>0x0E	byte&0xF0	0xE0	14
>0x0E	byte&0xF0	0xF0	15
# If the product code is 5 digits, we'll need to backspace here.
>0x0E	byte&0xF0	!0
>>0x0C	leshort		x	\b%04x
>0x0E	byte&0xF0	0
>>0x0C	leshort		x	%04x
# Revision.
>0x0E	byte&0x0F	x	(Rev.%02d)
# ROM size. (Used for the boot ROM checksum routine.)
>0x0F	byte&0x0F	0x0A	(8 KB)
>0x0F	byte&0x0F	0x0B	(16 KB)
>0x0F	byte&0x0F	0x0C	(32 KB)
>0x0F	byte&0x0F	0x0D	(48 KB)
>0x0F	byte&0x0F	0x0E	(64 KB)
>0x0F	byte&0x0F	0x0F	(128 KB)
>0x0F	byte&0x0F	0x00	(256 KB)
>0x0F	byte&0x0F	0x01	(512 KB)
>0x0F	byte&0x0F	0x02	(1 MB)

# SMS/GG header locations.
0x7FF0	string	TMR\ SEGA
>0x7FF0	use	sega-master-system-rom-header
0x3FF0	string	TMR\ SEGA
>0x3FF0	use	sega-master-system-rom-header
0x1FF0	string	TMR\ SEGA
>0x1FF0	use	sega-master-system-rom-header

#------------------------------------------------------------------------------
# saturn: file(1) magic for the Sega Saturn disc image format.
# From: David Korth <gerbilsoft@gerbilsoft.com>
#

# Common Sega Saturn disc header format.
# NOTE: Title is 112 bytes, but we're only showing 32 due to space padding.
# TODO: Release date, device information, region code, others?
0	name	sega-saturn-disc-header
>0x60	string	>\0	\b: "%.32s"
>0x20	string	>\0	(%.10s
>>0x2A	string	>\0	\b, %.6s)
>>0x2A	byte	0	\b)

# 2048-byte sector version.
0	string	SEGA\ SEGASATURN\ 	Sega Saturn disc image
>0	use	sega-saturn-disc-header
>0	byte	x			(2048-byte sectors)
# 2352-byte sector version.
0x10	string	SEGA\ SEGASATURN\ 	Sega Saturn disc image
>0x10	use	sega-saturn-disc-header
>0	byte	x			(2352-byte sectors)

#------------------------------------------------------------------------------
# dreamcast: file(1) magic for the Sega Dreamcast disc image format.
# From: David Korth <gerbilsoft@gerbilsoft.com>
# Reference: http://mc.pp.se/dc/ip0000.bin.html
#

# Common Sega Dreamcast disc header format.
# NOTE: Title is 128 bytes, but we're only showing 32 due to space padding.
# TODO: Release date, device information, region code, others?
0	name	sega-dreamcast-disc-header
>0x80	string	>\0	\b: "%.32s"
>0x40	string	>\0	(%.10s
>>0x4A	string	>\0	\b, %.6s)
>>0x4A	byte	0	\b)

# 2048-byte sector version.
0	string	SEGA\ SEGAKATANA\ 	Sega Dreamcast disc image
>0	use	sega-dreamcast-disc-header
>0	byte	x			(2048-byte sectors)
# 2352-byte sector version.
0x10	string	SEGA\ SEGAKATANA\ 	Sega Dreamcast disc image
>0x10	use	sega-dreamcast-disc-header
>0	byte	x			(2352-byte sectors)

#------------------------------------------------------------------------------
# dreamcast:  file(1) uncertain magic for the Sega Dreamcast VMU image format
#
0 belong 0x21068028   Sega Dreamcast VMU game image
0 string LCDi         Dream Animator file

#------------------------------------------------------------------------------
# z64: file(1) magic for the Z64 format N64 ROM dumps
# Reference: http://forum.pj64-emu.com/showthread.php?t=2239
# From: David Korth <gerbilsoft@gerbilsoft.com>
#
0	bequad	0x803712400000000F	Nintendo 64 ROM image
>0x20	string	>\0	\b: "%.20s"
>0x3B	string	x	(%.4s
>0x3F	byte	x	\b, Rev.%02u)

#------------------------------------------------------------------------------
# v64: file(1) magic for the V64 format N64 ROM dumps
# Same as z64 format, but with 16-bit byteswapping.
#
0	bequad	0x3780401200000F00	Nintendo 64 ROM image (V64)

#------------------------------------------------------------------------------
# n64-swap2: file(1) magic for the swap2 format N64 ROM dumps
# Same as z64 format, but with swapped 16-bit words.
#
0	bequad	0x12408037000F0000	Nintendo 64 ROM image (wordswapped)

#------------------------------------------------------------------------------
# n64-le32: file(1) magic for the 32-bit byteswapped format N64 ROM dumps
# Same as z64 format, but with 32-bit byteswapping.
#
0	bequad	0x401237800F000000	Nintendo 64 ROM image (32-bit byteswapped)

#------------------------------------------------------------------------------
# gba: file(1) magic for the Nintendo Game Boy Advance raw ROM format
# Reference: http://problemkaputt.de/gbatek.htm#gbacartridgeheader
#
# Original version from: "Nelson A. de Oliveira" <naoliv@gmail.com>
# Updated version from: David Korth <gerbilsoft@gerbilsoft.com>
#
4	bequad	0x24FFAE51699AA221	Game Boy Advance ROM image
>0xA0	string	>\0	\b: "%.12s"
>0xAC	string	x	(%.6s
>0xBC	byte	x	\b, Rev.%02u)

#------------------------------------------------------------------------------
# nds: file(1) magic for the Nintendo DS(i) raw ROM format
# Reference: http://problemkaputt.de/gbatek.htm#dscartridgeheader
#
# Original version from: "Nelson A. de Oliveira" <naoliv@gmail.com>
# Updated version from: David Korth <gerbilsoft@gerbilsoft.com>
#
0xC0	bequad	0x24FFAE51699AA221	Nintendo DS ROM image
>0x00	string	>\0		\b: "%.12s"
>0x0C	string	x		(%.6s
>0x1E	byte	x		\b, Rev.%02u)
>0x12	byte	2		(DSi enhanced)
>0x12	byte	3		(DSi only)
# Secure Area check.
>0x20		lelong	<0x4000		(homebrew)
>0x20		lelong	>0x3FFF
>>0x4000	lequad	0x0000000000000000	(multiboot)
>>0x4000	lequad	!0x0000000000000000
>>>0x4000	lequad	0xE7FFDEFFE7FFDEFF	(decrypted)
>>>0x4000	lequad	!0xE7FFDEFFE7FFDEFF
>>>>0x1000	lequad	0x0000000000000000	(encrypted)
>>>>0x1000	lequad	!0x0000000000000000	(mask ROM)

#------------------------------------------------------------------------------
# nds_passme: file(1) magic for Nintendo DS ROM images for GBA cartridge boot.
# This is also used for loading .nds files using the MSET exploit on 3DS.
# Reference: https://github.com/devkitPro/ndstool/blob/master/source/ndscreate.cpp
0xC0	bequad	0xC8604FE201708FE2	Nintendo DS Slot-2 ROM image (PassMe)

#------------------------------------------------------------------------------
# ngp: file(1) magic for the Neo Geo Pocket (Color) raw ROM format.
# From: David Korth <gerbilsoft@gerbilsoft.com>
# References:
# - https://neogpc.googlecode.com/svn-history/r10/trunk/src/core/neogpc.cpp
# - http://www.devrs.com/ngp/files/ngpctech.txt
#
0x0A	string	BY\ SNK\ CORPORATION	Neo Geo Pocket
>0x23	byte	0x10			Color
>0	byte	x			ROM image
>0x24	string	>\0			\b: "%.12s"
>0x1F	byte	0xFF			(debug mode enabled)

#------------------------------------------------------------------------------
# msx: file(1) magic for MSX game cartridge dumps
# Too simple - MPi
#0 beshort 0x4142 MSX game cartridge dump

#------------------------------------------------------------------------------
# Sony Playstation executables (Adam Sjoegren <asjo@diku.dk>) :
0	string	PS-X\ EXE	Sony Playstation executable
>16	lelong	x		PC=0x%08x,
>20	lelong	!0		GP=0x%08x,
>24	lelong	!0		.text=[0x%08x,
>>28	lelong	x		\b0x%x],
>32	lelong	!0		.data=[0x%08x,
>>36	lelong	x		\b0x%x],
>40	lelong	!0		.bss=[0x%08x,
>>44	lelong	x		\b0x%x],
>48	lelong	!0		Stack=0x%08x,
>48	lelong	=0		No Stack!,
>52	lelong	!0		StackSize=0x%x,
#>76	string	>\0		(%s)
#  Area:
>113	string	x		(%s)

# CPE executables
0	string	CPE		CPE executable
>3	byte	x		(version %d)

#------------------------------------------------------------------------------
# Microsoft Xbox executables .xbe (Esa Hyytia <ehyytia@cc.hut.fi>)
0       string          XBEH            XBE, Microsoft Xbox executable
# probabilistic checks whether signed or not
>0x0004 ulelong =0x0
>>&2    ulelong =0x0
>>>&2   ulelong =0x0  \b, not signed
>0x0004 ulelong >0
>>&2    ulelong >0
>>>&2   ulelong >0    \b, signed
# expect base address of 0x10000
>0x0104               ulelong =0x10000
>>(0x0118-0x0FF60)    ulelong&0x80000007  0x80000007 \b, all regions
>>(0x0118-0x0FF60)    ulelong&0x80000007  !0x80000007
>>>(0x0118-0x0FF60)   ulelong >0           (regions:
>>>>(0x0118-0x0FF60)  ulelong &0x00000001  NA
>>>>(0x0118-0x0FF60)  ulelong &0x00000002  Japan
>>>>(0x0118-0x0FF60)  ulelong &0x00000004  Rest_of_World
>>>>(0x0118-0x0FF60)  ulelong &0x80000000  Manufacturer
>>>(0x0118-0x0FF60)   ulelong >0           \b)

# --------------------------------
# Microsoft Xbox data file formats
0       string          XIP0            XIP, Microsoft Xbox data
0       string          XTF0            XTF, Microsoft Xbox data

# Atari Lynx cartridge dump (EXE/BLL header)
# From: "Stefan A. Haubenthal" <polluks@web.de>

# Double-check that the image type matches too, 0x8008 conflicts with
# 8 character OMF-86 object file headers.
0	beshort		0x8008
>6	string		BS93		Lynx homebrew cartridge
>>2	beshort		x		\b, RAM start $%04x
>6	string		LYNX		Lynx cartridge
>>2	beshort		x		\b, RAM start $%04x

# Opera file system that is used on the 3DO console
# From: Serge van den Boom <svdb@stack.nl>
0	string		\x01ZZZZZ\x01	3DO "Opera" file system

# From: Alex Myczko <alex@aiei.ch>
# From: David Pflug <david@pflug.email>
# is the offset 12 or the offset 16 correct?
# GBS (Game Boy Sound) magic
# ftp://ftp.modland.com/pub/documents/format_documentation/\
# Gameboy%20Sound%20System%20(.gbs).txt
0	string		GBS		Nintendo Gameboy Music/Audio Data
#12	string		GameBoy\ Music\ Module	Nintendo Gameboy Music Module
>16	string		>\0	("%s" by
>48	string		>\0	%s, copyright
>80	string		>\0	%s),
>3	byte		x	version %d,
>4	byte		x	%d tracks

# IPS Patch Files from: From: Thomas Klausner <tk@giga.or.at>
# see http://zerosoft.zophar.net/ips.php
0	string	PATCH			IPS patch file

# Playstations Patch Files from: From: Thomas Klausner <tk@giga.or.at>
0	string	PPF30			Playstation Patch File version 3.0
>5	byte	0			\b, PPF 1.0 patch
>5	byte	1			\b, PPF 2.0 patch
>5	byte	2			\b, PPF 3.0 patch
>>56	byte	0			\b, Imagetype BIN (any)
>>56	byte	1			\b, Imagetype GI (PrimoDVD)
>>57	byte	0			\b, Blockcheck disabled
>>57	byte	1			\b, Blockcheck enabled
>>58	byte	0			\b, Undo data not available
>>58	byte	1			\b, Undo data available
>6	string	x			\b, description: %s

0	string	PPF20			Playstation Patch File version 2.0
>5	byte	0			\b, PPF 1.0 patch
>5	byte	1			\b, PPF 2.0 patch
>>56	lelong	>0			\b, size of file to patch %d
>6	string	x			\b, description: %s

0	string	PPF10			Playstation Patch File version 1.0
>5	byte	0			\b, Simple Encoding
>6	string	x			\b, description: %s

# From: Daniel Dawson <ddawson@icehouse.net>
# SNES9x .smv "movie" file format.
0		string		SMV\x1A	SNES9x input recording
>0x4		lelong		x	\b, version %d
# version 4 is latest so far
>0x4		lelong		<5
>>0x8		ledate		x	\b, recorded at %s
>>0xc		lelong		>0	\b, rerecorded %d times
>>0x10		lelong		x	\b, %d frames long
>>0x14		byte		>0	\b, data for controller(s):
>>>0x14		byte		&0x1	#1
>>>0x14		byte		&0x2	#2
>>>0x14		byte		&0x4	#3
>>>0x14		byte		&0x8	#4
>>>0x14		byte		&0x10	#5
>>0x15		byte		^0x1	\b, begins from snapshot
>>0x15		byte		&0x1	\b, begins from reset
>>0x15		byte		^0x2	\b, NTSC standard
>>0x15		byte		&0x2	\b, PAL standard
>>0x17		byte		&0x1    \b, settings:
# WIP1Timing not used as of version 4
>>>0x4		lelong		<4
>>>>0x17	byte		&0x2	WIP1Timing
>>>0x17		byte		&0x4	Left+Right
>>>0x17		byte		&0x8	VolumeEnvX
>>>0x17		byte		&0x10	FakeMute
>>>0x17		byte		&0x20	SyncSound
# New flag as of version 4
>>>0x4		lelong		>3
>>>>0x17	byte		&0x80	NoCPUShutdown
>>0x4		lelong		<4
>>>0x18		lelong		>0x23
>>>>0x20	leshort		!0
>>>>>0x20	lestring16	x	\b, metadata: "%s"
>>0x4		lelong		>3
>>>0x24		byte		>0	\b, port 1:
>>>>0x24	byte		1	joypad
>>>>0x24	byte		2	mouse
>>>>0x24	byte		3	SuperScope
>>>>0x24	byte		4	Justifier
>>>>0x24	byte		5	multitap
>>>0x24		byte		>0	\b, port 2:
>>>>0x25	byte		1	joypad
>>>>0x25	byte		2	mouse
>>>>0x25	byte		3	SuperScope
>>>>0x25	byte		4	Justifier
>>>>0x25	byte		5	multitap
>>>0x18		lelong		>0x43
>>>>0x40	leshort		!0
>>>>>0x40	lestring16	x	\b, metadata: "%s"
>>0x17		byte		&0x40   \b, ROM:
>>>(0x18.l-26)	lelong		x	CRC32 0x%08x
>>>(0x18.l-23)	string		x	"%s"

# Type: scummVM savegame files
# From: Sven Hartge <debian@ds9.argh.org>
0	string	SCVM	ScummVM savegame
>12	string	>\0	"%s"

#------------------------------------------------------------------------------
# Nintendo GameCube / Wii file formats.
#

# Type: Nintendo GameCube/Wii common disc header data.
# From: David Korth <gerbilsoft@gerbilsoft.com>
# Reference: http://wiibrew.org/wiki/Wii_Disc
0	name	nintendo-gcn-disc-common
>0x20	string	x	"%.64s"
>0x00	string	x	(%.6s
>0x06	byte	>0
>>0x06	byte	1	\b, Disc 2
>>0x06	byte	2	\b, Disc 3
>>0x06	byte	3	\b, Disc 4
>0x07	byte	x	\b, Rev.%02u)

# Type: Nintendo GameCube disc image
# From: David Korth <gerbilsoft@gerbilsoft.com>
# Reference: http://wiibrew.org/wiki/Wii_Disc
0x1C	belong	0xC2339F3D	Nintendo GameCube disc image:
>0	use	nintendo-gcn-disc-common

# Type: Nintendo GameCube embedded disc image
# Commonly found on demo discs.
# From: David Korth <gerbilsoft@gerbilsoft.com>
# Reference: http://hitmen.c02.at/files/yagcd/yagcd/index.html#idx14.8
0		belong	0xAE0F38A2
>0x0C		belong	0x00100000
>>(8.L+0x1C)	belong	0xC2339F3D	Nintendo GameCube embedded disc image:
>>>(8.L)	use	nintendo-gcn-disc-common

# Type: Nintendo Wii disc image
# From: David Korth <gerbilsoft@gerbilsoft.com>
# Reference: http://wiibrew.org/wiki/Wii_Disc
0x18	belong	0x5D1C9EA3	Nintendo Wii disc image:
>0	use	nintendo-gcn-disc-common

# Type: Nintendo Wii disc image (WBFS format)
# From: David Korth <gerbilsoft@gerbilsoft.com>
# Reference: http://wiibrew.org/wiki/Wii_Disc
0	string	WBFS
>0x218	belong	0x5D1C9EA3	Nintendo Wii disc image (WBFS format):
>>0x200	use	nintendo-gcn-disc-common

# Type: Nintendo GameCube/Wii disc image (CISO format)
# NOTE: This is NOT the same as Compact ISO or PSP CISO,
# though it has the same magic number.
0		string	CISO
# Other fields are used to determine what type of CISO this is:
# - 0x04 == 0x00200000: GameCube/Wii CISO (block_size)
# - 0x10 == 0x00000800: PSP CISO (ISO-9660 sector size)
# - None of the above: Compact ISO.
>4		lelong	0x200000
>>8		byte	1
>>>0x801C	belong	0xC2339F3D	Nintendo GameCube disc image (CISO format):
>>>>0x8000	use	nintendo-gcn-disc-common
>>>0x8018	belong	0x5D1C9EA3	Nintendo Wii disc image (CISO format):
>>>>0x8000	use	nintendo-gcn-disc-common

# Type: Nintendo GameCube/Wii disc image (GCZ format)
# Due to zlib compression, we can't get the actual disc information.
0	lelong	0xB10BC001
>4	lelong	0		Nintendo GameCube disc image (GCZ format)
>4	lelong	1		Nintendo Wii disc image (GCZ format)
>4	lelong	>1		Nintendo GameCube/Wii disc image (GCZ format)

# Type: Nintendo GameCube/Wii disc image (WDF format)
0		string	WII\001DISC
>8		belong	1
# WDFv1
>>0x54		belong	0xC2339F3D	Nintendo GameCube disc image (WDFv1 format):
>>>0x38		use	nintendo-gcn-disc-common
>>0x58		belong	0x5D1C9EA3	Nintendo Wii disc image (WDFv1 format):
>>>0x38		use	nintendo-gcn-disc-common
>8		belong	2
# WDFv2
>>(12.L+0x1C)	belong	0xC2339F3D	Nintendo GameCube disc image (WDFv2 format):
>>>(12.L)	use	nintendo-gcn-disc-common
>>(12.L+0x18)	belong	0x5D1C9EA3	Nintendo Wii disc image (WDFv2 format):
>>>(12.L)	use	nintendo-gcn-disc-common

# Type: Nintendo GameCube/Wii disc image (WIA format)
0	string	WIA\001	Nintendo
>0x48	belong	0	GameCube/Wii
>0x48	belong	1	GameCube
>0x48	belong	2	Wii
>0x48	belong	>2	GameCube/Wii
>0x48	belong	x	disc image (WIA format):
>>0x58	use	nintendo-gcn-disc-common

#------------------------------------------------------------------------------
# Nintendo 3DS file formats.
#

# Type: Nintendo 3DS "NCSD" image. (game cards and eMMC)
# From: David Korth <gerbilsoft@gerbilsoft.com>
# Reference: https://www.3dbrew.org/wiki/NCSD
0x100		string		NCSD
>0x118		lequad		0		Nintendo 3DS Game Card image
# NCCH header for partition 0. (game data)
>>0x1150	string		>\0	\b: "%.16s"
>>0x312		byte		x	(Rev.%02u)
>>0x118C	byte		2	(New3DS only)
>>0x18D		byte		0		(inner device)
>>0x18D		byte		1		(Card1)
>>0x18D		byte		2		(Card2)
>>0x18D		byte		3		(extended device)
>0x118		bequad		0x0102020202000000	Nintendo 3DS eMMC dump (Old3DS)
>0x118		bequad		0x0102020203000000	Nintendo 3DS eMMC dump (New3DS)

# Nintendo 3DS version code.
# Reference: https://www.3dbrew.org/wiki/Titles
# Format: leshort containing three fields:
# - 6-bit: Major
# - 6-bit: Minor
# - 4-bit: Revision
# NOTE: Only supporting major/minor versions from 0-15 right now.
# NOTE: Should be prefixed with "v".
0	name	nintendo-3ds-version-code
# Raw version.
>0	leshort	x	\b%u,
# Major version.
>0	leshort&0xFC00	0x0000	0
>0	leshort&0xFC00	0x0400	1
>0	leshort&0xFC00	0x0800	2
>0	leshort&0xFC00	0x0C00	3
>0	leshort&0xFC00	0x1000	4
>0	leshort&0xFC00	0x1400	5
>0	leshort&0xFC00	0x1800	6
>0	leshort&0xFC00	0x1C00	7
>0	leshort&0xFC00	0x2000	8
>0	leshort&0xFC00	0x2400	9
>0	leshort&0xFC00	0x2800	10
>0	leshort&0xFC00	0x2C00	11
>0	leshort&0xFC00	0x3000	12
>0	leshort&0xFC00	0x3400	13
>0	leshort&0xFC00	0x3800	14
>0	leshort&0xFC00	0x3C00	15
# Minor version.
>0	leshort&0x03F0	0x0000	\b.0
>0	leshort&0x03F0	0x0010	\b.1
>0	leshort&0x03F0	0x0020	\b.2
>0	leshort&0x03F0	0x0030	\b.3
>0	leshort&0x03F0	0x0040	\b.4
>0	leshort&0x03F0	0x0050	\b.5
>0	leshort&0x03F0	0x0060	\b.6
>0	leshort&0x03F0	0x0070	\b.7
>0	leshort&0x03F0	0x0080	\b.8
>0	leshort&0x03F0	0x0090	\b.9
>0	leshort&0x03F0	0x00A0	\b.10
>0	leshort&0x03F0	0x00B0	\b.11
>0	leshort&0x03F0	0x00C0	\b.12
>0	leshort&0x03F0	0x00D0	\b.13
>0	leshort&0x03F0	0x00E0	\b.14
>0	leshort&0x03F0	0x00F0	\b.15
# Revision.
>0	leshort&0x000F	x	\b.%u

# Type: Nintendo 3DS "NCCH" container.
# https://www.3dbrew.org/wiki/NCCH
0x100		string	NCCH	Nintendo 3DS
>0x18D		byte&2	0	File Archive (CFA)
>0x18D		byte&2	2	Executable Image (CXI)
>0x150		string	>\0	\b: "%.16s"
>0x18D		byte	0x05
>>0x10E		leshort	x	(Old3DS System Update v
>>0x10E		use	nintendo-3ds-version-code
>>0x10E		leshort	x	\b)
>0x18D		byte	0x15
>>0x10E		leshort	x	(New3DS System Update v
>>0x10E		use	nintendo-3ds-version-code
>>0x10E		leshort	x	\b)
>0x18D		byte	!0x05
>>0x18D		byte	!0x15
>>>0x112	byte	x	(v
>>>0x112	use	nintendo-3ds-version-code
>>>0x112	byte	x	\b)
>0x18C		byte	2	(New3DS only)

# Type: Nintendo 3DS "SMDH" file. (application description)
# From: David Korth <gerbilsoft@gerbilsoft.com>
# Reference: https://3dbrew.org/wiki/SMDH
0		string		SMDH		Nintendo 3DS SMDH file
>0x208		leshort		!0
>>0x208		lestring16	x		\b: "%.128s"
>>0x388		leshort		!0
>>>0x388	lestring16	x		by %.128s
>0x208		leshort		0
>>0x008		leshort		!0
>>>0x008	lestring16	x		\b: "%.128s"
>>>0x188	leshort		!0
>>>>0x188	lestring16	x		by %.128s

# Type: Nintendo 3DS Homebrew Application.
# From: David Korth <gerbilsoft@gerbilsoft.com>
# Reference: https://3dbrew.org/wiki/3DSX_Format
0	string	3DSX	Nintendo 3DS Homebrew Application (3DSX)

#------------------------------------------------------------------------------
# a7800: file(1) magic for the Atari 7800 raw ROM format.
# From: David Korth <gerbilsoft@gerbilsoft.com>
# Reference: https://sites.google.com/site/atari7800wiki/a78-header

0	byte	>0
>0	byte	<3
>>1	string	ATARI7800	Atari 7800 ROM image
>>>0x11	string	>\0	\b: "%.32s"
# Display type.
>>>0x39	byte	0	(NTSC)
>>>0x39	byte	1	(PAL)
>>>0x36	byte&1	1	(POKEY)

#------------------------------------------------------------------------------
# vectrex: file(1) magic for the GCE Vectrex raw ROM format.
# From: David Korth <gerbilsoft@gerbilsoft.com>
# Reference: http://www.playvectrex.com/designit/chrissalo/hello1.htm
#
# NOTE: Title is terminated with 0x80, not 0.
# The header is terminated with a 0, so that will
# terminate the title as well.
#
0	string	g\ GCE	Vectrex ROM image
>0x11	string	>\0	\b: "%.16s"

#------------------------------------------------------------------------------
# amiibo: file(1) magic for Nintendo amiibo NFC dumps.
# From: David Korth <gerbilsoft@gerbilsoft.com>
# Reference: https://www.3dbrew.org/wiki/Amiibo
0x00		byte	0x04
>0x0A		beshort	0x0FE0
>>0x0C		belong	0xF110FFEE
>>>0x208	beshort	0x0100
>>>>0x020A	byte	0x0F
>>>>>0x020C	bequad	0x000000045F000000
>>>>>>0x5B	byte	0x02
>>>>>>>0x54	belong	x	Nintendo amiibo NFC dump - amiibo ID: %08X-
>>>>>>>0x58	belong	x	\b%08X