Difference between revisions of "NSD"
(Changing "loading screen descriptor" to "loading screen image" since all of it is an IMAG file of some sorts.) |
(Ran some tests) |
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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 31: | Line 30: | ||
| | | | ||
|} | |} | ||
− | 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 39: | ||
|- | |- | ||
|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 59: | ||
|- | |- | ||
|0x40C | |0x40C | ||
− | | | + | |Unknown |
|4 bytes | |4 bytes | ||
|* | |* | ||
Line 110: | Line 109: | ||
|- | |- | ||
|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 124: | ||
|- | |- | ||
|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 138: | ||
|- | |- | ||
|0x0 | |0x0 | ||
− | |Entry Hash Table Offsets | + | |Entry Hash Table Offsets |
|4 bytes x 256 | |4 bytes x 256 | ||
|* | |* | ||
Line 193: | Line 192: | ||
|* | |* | ||
|- | |- | ||
− | |0x520 + (8 x s) | + | |0x520 + (8 x s) |
− | | | + | |Number of spawn points present in the NSD |
|4 bytes | |4 bytes | ||
|p | |p | ||
Line 219: | Line 218: | ||
|- | |- | ||
|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 236: | ||
|- | |- | ||
|0x0 | |0x0 | ||
− | |Entry Hash Table Offsets | + | |Entry Hash Table Offsets |
|4 bytes x 256 | |4 bytes x 256 | ||
|* | |* | ||
Line 314: | Line 317: | ||
|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 == |
Revision as of 18:07, 18 December 2015
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 | 4 bytes | * |
0x41C | Compressed Chunk Count | 4 bytes | * |
0x420 | Compressed Chunk Offsets | 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 | Object count | 4 bytes | * | ||||
0x520 + (8 x s) + 0x14 | 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