Difference between revisions of "NSD"
(Changing "loading screen descriptor" to "loading screen image" since all of it is an IMAG file of some sorts.) |
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− | NSD (most likely to stand for '''N'''aughty Dog '''S'''oftware '''D'''ata or '''N'''aughty Dog '''S'''ystem '''D'''ata) is a custom file format created by Naughty Dog for use in the Crash games. The [[CD-ROM Directory Structure|root directory]] of a Crash game CD will have several sub-directories, with names S0, S1, S2, and S3; within these sub-directories are pairs of files with the name S00000**.NSD/.NSF. Each pair corresponds to a specific level in the game, and these files contain the game data for that level. An NSD file is essentially an index for its paired NSF file, but it also contains additional information such as a level descriptor/header and a loading screen descriptor. | + | NSD (most likely to stand for '''N'''aughty Dog '''S'''oftware '''D'''ata or '''N'''aughty Dog '''S'''ystem '''D'''ata) is a custom file format created by Naughty Dog for use in the Crash games. The [[CD-ROM Directory Structure|root directory]] of a Crash game CD will have several sub-directories, with names S0, S1, S2, and S3; within these sub-directories are pairs of files with the name S00000**.NSD/.NSF. Each pair corresponds to a specific "level" in the game, and these files contain the game data for that level. An NSD file is essentially an index for its paired NSF file, but it also contains additional information such as a level descriptor/header and a loading screen descriptor. |
== Format == | == Format == | ||
− | |||
=== Crash 1 Prototype === | === Crash 1 Prototype === | ||
{| class="article-table" | {| class="article-table" | ||
Line 29: | Line 28: | ||
|4 bytes x 2 x s | |4 bytes x 2 x s | ||
|* | |* | ||
− | |||
|} | |} | ||
− | Remaining data (object type --> executable EID type, level ID, initial zone EID and magic number) is stored inside an LDAT entry. | + | Remaining data (object type --> executable EID type, level ID, initial zone EID and magic number) is stored inside an LDAT entry in the respective NSF file. |
=== Crash 1 === | === Crash 1 === | ||
{| class="article-table" | {| class="article-table" | ||
Line 40: | Line 38: | ||
|- | |- | ||
|0x0 | |0x0 | ||
− | |Entry Hash Table Offsets | + | |Entry Hash Table Offsets<!--Setting this whole list to 0 or adding entries to the NSD without changing this does not affect the game at all--> |
|4 bytes x 256 | |4 bytes x 256 | ||
|* | |* | ||
Line 60: | Line 58: | ||
|- | |- | ||
|0x40C | |0x40C | ||
− | | | + | |Unknown |
|4 bytes | |4 bytes | ||
|* | |* | ||
Line 75: | Line 73: | ||
|- | |- | ||
|0x418 | |0x418 | ||
− | |Offset of Uncompressed Chunks | + | |Offset of Uncompressed Chunks (in sectors) |
|4 bytes | |4 bytes | ||
|* | |* | ||
Line 85: | Line 83: | ||
|- | |- | ||
|0x420 | |0x420 | ||
− | |Compressed Chunk | + | |Compressed Chunk Info (size 6 bits in sectors, then offset in sectors) |
|4 bytes x 64 | |4 bytes x 64 | ||
|* | |* | ||
Line 110: | Line 108: | ||
|- | |- | ||
|0x520 + (8 x s) + 0xC | |0x520 + (8 x s) + 0xC | ||
− | |Initial Camera Path (Item Index) | + | |Initial Camera Path (Camera Item Index) |
|4 bytes | |4 bytes | ||
|* | |* | ||
Line 125: | Line 123: | ||
|- | |- | ||
|0x520 + (8 x s) + 0x118 | |0x520 + (8 x s) + 0x118 | ||
− | | | + | |Misc images (loading screens, etc.) |
− | | | + | |62720 bytes each image |
− | |||
|} | |} | ||
− | <nowiki>(**) - | + | <nowiki>(**) - Possibly completely useless.</nowiki> |
− | === Crash 2 | + | ===Crash 2=== |
{| class="article-table" | {| class="article-table" | ||
!Offset | !Offset | ||
Line 139: | Line 136: | ||
|- | |- | ||
|0x0 | |0x0 | ||
− | |Entry Hash Table Offsets | + | |Entry Hash Table Offsets |
|4 bytes x 256 | |4 bytes x 256 | ||
|* | |* | ||
Line 193: | Line 190: | ||
|* | |* | ||
|- | |- | ||
− | |0x520 + (8 x s) | + | |0x520 + (8 x s) |
− | | | + | |Number of spawn points present in the NSD |
|4 bytes | |4 bytes | ||
|p | |p | ||
Line 209: | Line 206: | ||
|- | |- | ||
|0x520 + (8 x s) + 0xC | |0x520 + (8 x s) + 0xC | ||
− | | | + | |Entity count |
|4 bytes | |4 bytes | ||
|* | |* | ||
|- | |- | ||
− | |0x520 + (8 x s) + | + | |0x520 + (8 x s) + 0x10 |
|Object Type -> Executable EID map | |Object Type -> Executable EID map | ||
|4 bytes x 64 | |4 bytes x 64 | ||
Line 219: | Line 216: | ||
|- | |- | ||
|0x520 + (8 x s) + 0x1DC | |0x520 + (8 x s) + 0x1DC | ||
− | |Spawn points (optional, only starting spawn points are needed) | + | |Spawn points (semi-optional, only starting spawn points are needed) |
− | | | + | |24 bytes x p |
− | | | + | |* |
+ | |- | ||
+ | |0x520 + (8 x s) + 0x1DC + (24 x p) | ||
+ | |Misc images (loading screens, etc.) | ||
+ | |62720 bytes each | ||
+ | |* | ||
|} | |} | ||
− | <nowiki>(**) - | + | <nowiki>(**) - Possibly completely useless.</nowiki> |
− | === Crash 3 | + | ===Crash 3=== |
{| class="article-table" | {| class="article-table" | ||
!Offset | !Offset | ||
Line 233: | Line 235: | ||
|- | |- | ||
|0x0 | |0x0 | ||
− | |Entry Hash Table Offsets | + | |Entry Hash Table Offsets |
|4 bytes x 256 | |4 bytes x 256 | ||
|* | |* | ||
Line 314: | Line 316: | ||
|0x520 + (8 x s) + 0x2DC | |0x520 + (8 x s) + 0x2DC | ||
|Spawn points (optional, only starting spawn points are needed) | |Spawn points (optional, only starting spawn points are needed) | ||
− | | | + | |24 bytes x p |
− | | | + | |* |
+ | |- | ||
+ | |0x520 + (8 x s) + 0x2DC + (24 x p) | ||
+ | |Misc images (loading screens, etc.) | ||
+ | |62720 bytes each | ||
+ | |* | ||
|} | |} | ||
− | <nowiki>(**) - | + | <nowiki>(**) - Possibly completely useless.</nowiki> |
== Structure == | == Structure == |
Latest revision as of 22:35, 13 December 2019
NSD (most likely to stand for Naughty Dog Software Data or Naughty Dog System Data) is a custom file format created by Naughty Dog for use in the Crash games. The root directory of a Crash game CD will have several sub-directories, with names S0, S1, S2, and S3; within these sub-directories are pairs of files with the name S00000**.NSD/.NSF. Each pair corresponds to a specific "level" in the game, and these files contain the game data for that level. An NSD file is essentially an index for its paired NSF file, but it also contains additional information such as a level descriptor/header and a loading screen descriptor.
Contents
Format
Crash 1 Prototype
Offset | Field | Size | Value |
---|---|---|---|
0x0 | Entry Hash Table Offsets | 4 bytes x 256 | * |
0x400 | Chunk Count | 4 bytes | c |
0x404 | Entry Count | 4 bytes | s |
0x408 | Entry Hash Table | 4 bytes x 2 x s | * |
Remaining data (object type --> executable EID type, level ID, initial zone EID and magic number) is stored inside an LDAT entry in the respective NSF file.
Crash 1
Offset | Field | Size | Value |
---|---|---|---|
0x0 | Entry Hash Table Offsets | 4 bytes x 256 | * |
0x400 | Chunk Count | 4 bytes | c |
0x404 | Entry Hash Table Size | 4 bytes | s |
0x408 | Entry containing object type -> executable EID type(**) | 4 bytes | * |
0x40C | Unknown | 4 bytes | * |
0x410 | Unknown | 4 bytes | * |
0x414 | Unknown | 4 bytes | * |
0x418 | Offset of Uncompressed Chunks (in sectors) | 4 bytes | * |
0x41C | Compressed Chunk Count | 4 bytes | * |
0x420 | Compressed Chunk Info (size 6 bits in sectors, then offset in sectors) | 4 bytes x 64 | * |
0x520 | Entry Hash Table | 4 bytes x 2 x s | * |
0x520 + (8 x s) + 0x0 | Level Header Magic Number | 4 bytes | 0x1 |
0x520 + (8 x s) + 0x4 | Level ID | 4 bytes | * |
0x520 + (8 x s) + 0x8 | Initial Zone EID | 4 bytes | * |
0x520 + (8 x s) + 0xC | Initial Camera Path (Camera Item Index) | 4 bytes | * |
0x520 + (8 x s) + 0x10 | Unknown | 4 bytes | * |
0x520 + (8 x s) + 0x14 | Object Type -> Executable EID map | 4 bytes x 64 | * |
0x520 + (8 x s) + 0x118 | Misc images (loading screens, etc.) | 62720 bytes each image |
(**) - Possibly completely useless.
Crash 2
Offset | Field | Size | Value |
---|---|---|---|
0x0 | Entry Hash Table Offsets | 4 bytes x 256 | * |
0x400 | Chunk Count | 4 bytes | c |
0x404 | Entry Count | 4 bytes | s |
0x408 | Entry containing object type -> executable EID type(**) (DAT?L where ? is the level's ID shortened to 1 character) | 4 bytes | * |
0x40C | Unknown | 4 bytes | * |
0x410 | Unknown | 4 bytes | * |
0x414 | Unknown | 4 bytes | * |
0x418 | Unknown | 4 bytes | * |
0x41C | Unknown | 4 bytes | * |
0x420 | Unknown | 4 bytes x 64 | * |
0x520 | Entry Hash Table | 4 bytes x 2 x s | * |
0x520 + (8 x s) | Number of spawn points present in the NSD | 4 bytes | p |
0x520 + (8 x s) + 0x4 | Unknown | 4 bytes | * |
0x520 + (8 x s) + 0x8 | Level ID | 4 bytes | * |
0x520 + (8 x s) + 0xC | Entity count | 4 bytes | * |
0x520 + (8 x s) + 0x10 | Object Type -> Executable EID map | 4 bytes x 64 | * |
0x520 + (8 x s) + 0x1DC | Spawn points (semi-optional, only starting spawn points are needed) | 24 bytes x p | * |
0x520 + (8 x s) + 0x1DC + (24 x p) | Misc images (loading screens, etc.) | 62720 bytes each | * |
(**) - Possibly completely useless.
Crash 3
Offset | Field | Size | Value |
---|---|---|---|
0x0 | Entry Hash Table Offsets | 4 bytes x 256 | * |
0x400 | Chunk Count | 4 bytes | c |
0x404 | Entry Count | 4 bytes | s |
0x408 | Entry containing object type -> executable EID type(**) (DAT?L where ? is the level's ID shortened to 1 character) | 4 bytes | * |
0x40C | Unknown | 4 bytes | * |
0x410 | Unknown | 4 bytes | * |
0x414 | Unknown | 4 bytes | * |
0x418 | Unknown | 4 bytes | * |
0x41C | Unknown | 4 bytes | * |
0x420 | Unknown | 4 bytes x 64 | * |
0x520 | Entry Hash Table | 4 bytes x 2 x s | * |
0x520 + (8 x s) + 0x0 | Spawn points present in the NSD count | 4 bytes | p |
0x520 + (8 x s) + 0x4 | Unknown | 4 bytes | * |
0x520 + (8 x s) + 0x8 | Level ID | 4 bytes | * |
0x520 + (8 x s) + 0xC | Object count | 4 bytes | * |
0x520 + (8 x s) + 0x14 | Object Type -> Executable EID map | 4 bytes x 128 | * |
0x520 + (8 x s) + 0x2DC | Spawn points (optional, only starting spawn points are needed) | 24 bytes x p | * |
0x520 + (8 x s) + 0x2DC + (24 x p) | Misc images (loading screens, etc.) | 62720 bytes each | * |
(**) - Possibly completely useless.
Structure
Crash 1
struct NSD
{
union
{
unsigned long entryhashoffsets[256];
unsigned long *entryhashbuckets[256];
}
unsigned long chunkcount;
unsigned long entryhashcount;
unsigned long unk_408;
unsigned long unk_40C;
unsigned long unk_410;
unsigned long unk_414;
unsigned long uncompressedoffset;
unsigned long compressedcount;
unsigned long compressedoffsets[64];
hashpair entryhash[entryhashcount];
struct levelheader
{
const unsigned long magic = ?
unsigned long levelID;
unsigned long firstzone;
unsigned long firstcampath;
unsigned long unknown;
unsigned long execeidmap[64];
};
};
Purpose
TBD