b6cee71de3
MFC after: 2 weeks
256 lines
7.3 KiB
Plaintext
256 lines
7.3 KiB
Plaintext
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#------------------------------------------------------------------------------
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# msx: file(1) magic for the MSX Home Computer
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# v1.1
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# Fabio R. Schmidlin <sd-snatcher@users.sourceforge.net>
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############## MSX Music file formats ##############
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# Gigamix MGSDRV music file
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0 string MGS MSX Gigamix MGSDRV3 music file,
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>6 ubeshort 0x0D0A
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>>3 byte x \bv%c
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>>4 byte x \b.%c
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>>5 byte x \b%c
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>>8 string >\0 \b, title: %s
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1 string mgs2\ MSX Gigamix MGSDRV2 music file
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>6 uleshort 0x80
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>>0x2E uleshort 0
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>>>0x30 string >\0 \b, title: %s
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# KSS music file
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0 string KSCC KSS music file v1.03
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>0xE byte 0
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>>0xF byte&0x02 0 \b, soundchips: AY-3-8910, SCC(+)
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>>0xF byte&0x02 2 \b, soundchip(s): SN76489
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>>>0xF byte&0x04 4 stereo
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>>0xF byte&0x01 1 \b, YM2413
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>>0xF byte&0x08 8 \b, Y8950
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0 string KSSX KSS music file v1.20
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>0xE byte&0xEF 0
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>>0xF byte&0x40 0x00 \b, 60Hz
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>>0xF byte&0x40 0x40 \b, 50Hz
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>>0xF byte&0x02 0 \b, soundchips: AY-3-8910, SCC(+)
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>>0xF byte&0x02 0x02 \b, soundchips: SN76489
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>>>0xF byte&0x04 0x04 stereo
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>>0xF byte&0x01 0x01 \b,
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>>>0xF byte&0x18 0x00 \bYM2413
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>>>0xF byte&0x18 0x08 \bYM2413, Y8950
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>>>0xF byte&0x18 0x18 \bYM2413+Y8950 pseudostereo
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>>0xF byte&0x18 0x10 \b, Majyutsushi DAC
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# Moonblaster for Moonsound
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0 string MBMS
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>4 byte 0x10 MSX Moonblaster for MoonSound music
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# Music Player K-kaz
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0 string MPK MSX Music Player K-kaz song
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>6 ubeshort 0x0D0A
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>>3 byte x v%c
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>>4 byte x \b.%c
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>>5 byte x \b%c
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# I don't know why these don't work
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#0 search/0xFFFF \r\n.FM9
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#>0 search/0xFFFF \r\n#FORMAT MSX Music Player K-kaz source MML file
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#0 search/0xFFFF \r\nFM1\ \=
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#>0 search/0xFFFF \r\nPSG1\=
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#>>0 search/0xFFFF \r\nSCC1\= MSX MuSiCa MML source file
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# OPX Music file
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0x35 beshort 0x0d0a
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>0x7B beshort 0x0d0a
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>>0x7D byte 0x1a
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>>>0x87 uleshort 0 MSX OPX Music file
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>>>>0x86 byte 0 v1.5
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>>>>>0 string >\32 \b, title: %s
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>>>>0x86 byte 1 v2.4
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>>>>>0 string >\32 \b, title: %s
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# SCMD music file
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0x8B string SCMD
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>0xCE uleshort 0 MSX SCMD Music file
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#>>-2 uleshort 0x6a71 ; The file must end with this value. How to code this here?
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>>0x8F string >\0 \b, title: %s
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0 search/0xFFFF \r\n@title
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>&0 search/0xFFFF \r\n@m=[ MSX SCMD source MML file
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############## MSX image file formats ##############
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# MSX raw VRAM dump
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0 ubyte 0xFE
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>1 uleshort 0
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>>5 uleshort 0
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>>>3 uleshort 0x37FF MSX SC2/GRP raw image
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>>>3 uleshort 0x6A00 MSX Graph Saurus SR5 raw image
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>>>3 uleshort >0x769E
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>>>>3 uleshort <0x8000 MSX GE5/GE6 raw image
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>>>>>3 uleshort 0x7FFF \b, with sprite patterns
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>>>3 uleshort 0xD3FF MSX screen 7-12 raw image
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>>>3 uleshort 0xD400 MSX Graph Saurus SR7/SR8/SRS raw image
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# Graph Saurus compressed images
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0 ubyte 0xFD
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>1 uleshort 0
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>>5 uleshort 0
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>>>3 uleshort >0x013D MSX Graph Saurus compressed image
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# Maki-chan Graphic format
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0 string MAKI02\ \ Maki-chan image,
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>8 byte x system ID: %c
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>9 byte x \b%c
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>10 byte x \b%c
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>11 byte x \b%c,
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>13 search/0x200 \x1A
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# >>&3 ubyte 0 , video mode: PC-98 400 lines, 16 analog colors
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# >>&3 ubyte 1 , video mode: MSX SC7, 16 analog colors
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# >>&3 ubyte 2 , video mode: VM-98 400 lines, 8 analog colors
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# >>&3 ubyte 3 , video mode: PC-88 analog, 200 lines, 8 analog colors
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# >>&3 ubyte 4 , video mode: 400 lines, 16 digital colors
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# >>&3 ubyte 5 , video mode: 200 lines, 16 digital colors
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# >>&3 ubyte 6 , video mode: old PC-98 digital 400 lines, 8 colors
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# >>&3 ubyte 7 , video mode: PC-88 400 lines, 8 digital colors
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>>&8 uleshort+1 x %dx
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>>&10 uleshort+1 x \b%d,
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>>&3 ubyte&0x82 0x80 256 colors
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>>&3 ubyte&0x82 0x00 16 colors
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>>&3 ubyte&0x82 0x01 8 colors
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>>&3 ubyte&0x04 4 digital
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>>&3 ubyte&0x04 0 analog
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>>&3 ubyte&0x01 1 \b, 2:1 dot aspect ratio
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# Japanese PIC file
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0 string PIC\x1A
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>4 lelong 0 Japanese PIC image file
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# MSX G9B image file
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0 string G9B
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>1 uleshort 11
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>>3 uleshort >10
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>>>5 ubyte >0 MSX G9B image, depth=%d
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>>>>8 uleshort x \b, %dx
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>>>>10 uleshort x \b%d
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>>>>5 ubyte <9
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>>>>>6 ubyte 0
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>>>>>>7 ubyte x \b, codec=%d RGB color palettes
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>>>>>6 ubyte 64 \b, codec=RGB fixed color
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>>>>>6 ubyte 128 \b, codec=YJK
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>>>>>6 ubyte 192 \b, codec=YUV
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>>>>5 ubyte >8 codec=RGB fixed color
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>>>>12 ubyte 0 \b, raw
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>>>>12 ubyte 1 \b, bitbuster compression
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############## Other MSX file formats ##############
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# MSX ROMs
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0 string AB
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>2 uleshort 0x0010 MSX ROM
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>>2 uleshort x \b, init=0x%4x
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>>4 uleshort >0 \b, stat=0x%4x
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>>6 uleshort >0 \b, dev=0x%4x
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>>8 uleshort >0 \b, bas=0x%4x
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>2 uleshort 0x4010 MSX ROM
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>>2 uleshort x \b, init=0x%04x
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>>4 uleshort >0 \b, stat=0x%04x
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>>6 uleshort >0 \b, dev=0x%04x
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>>8 uleshort >0 \b, bas=0x%04x
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>2 uleshort 0x8010 MSX ROM
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>>2 uleshort x \b, init=0x%04x
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>>4 uleshort >0 \b, stat=0x%04x
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>>6 uleshort >0 \b, dev=0x%04x
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>>8 uleshort >0 \b, bas=0x%04x
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0 string AB
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#>2 string 5JSuperLAYDOCK MSX Super Laydock ROM
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#>3 string @HYDLIDE3MSX MSX Hydlide-3 ROM
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#>3 string @3\x80IA862 Golvellius MSX1 ROM
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>2 uleshort >10
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>>10 string \0\0\0\0\0\0 MSX ROM
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>>>0x10 string YZ\0\0\0\0 Konami Game Master 2 MSX ROM
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>>>0x10 string CD \b, Konami RC-
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>>>>0x12 ubyte x \b%d
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>>>>0x13 ubyte/16 x \b%d
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>>>>0x13 ubyte&0xF x \b%d
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>>>0x10 string EF \b, Konami RC-
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>>>>0x12 ubyte x \b%d
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>>>>0x13 ubyte/16 x \b%d
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>>>>0x13 ubyte&0xF x \b%d
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>>>2 uleshort x \b, init=0x%04x
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>>>4 uleshort >0 \b, stat=0x%04x
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>>>6 uleshort >0 \b, dev=0x%04x
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>>>8 uleshort >0 \b, bas=0x%04x
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>2 uleshort 0
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>>4 uleshort 0
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>>>6 uleshort 0
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>>>>8 uleshort >0 MSX BASIC program in ROM, bas=0x%04x
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0x4000 string AB
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>0x4002 uleshort >0x4010
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>>0x400A string \0\0\0\0\0\0 MSX MegaROM with nonstandard page order
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>>0x4002 uleshort x \b, init=0x%04x
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>>0x4004 uleshort >0 \b, stat=0x%04x
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>>0x4006 uleshort >0 \b, dev=0x%04x
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>>0x4008 uleshort >0 \b, bas=0x%04x
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0x8000 string AB
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>0x8002 uleshort >0x4010
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>>0x800A string \0\0\0\0\0\0 MSX MegaROM with nonstandard page order
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>>0x8002 uleshort x \b, init=0x%04x
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>>0x8004 uleshort >0 \b, stat=0x%04x
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>>0x8006 uleshort >0 \b, dev=0x%04x
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>>0x8008 uleshort >0 \b, bas=0x%04x
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0x3C000 string AB
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>0x3C008 string \0\0\0\0\0\0\0\0 MSX MegaROM with nonstandard page order
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>>0x3C002 uleshort x \b, init=0x%04x
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>>0x3C004 uleshort >0 \b, stat=0x%04x
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>>0x3C006 uleshort >0 \b, dev=0x%04x
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>>0x3C008 uleshort >0 \b, bas=0x%04x
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# MSX BIN file
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#0 byte 0xFE
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#>1 uleshort >0x8000
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#>>3 uleshort >0x8004
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#>>>5 uleshort >0x8000 MSX BIN file
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# MSX-BASIC file
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0 byte 0xFF
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>3 uleshort 0x000A
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>>1 uleshort >0x8000 MSX-BASIC program
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# MSX .CAS file
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0 string \x1F\xA6\xDE\xBA\xCC\x13\x7D\x74 MSX cassette archive
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# Mega-Assembler file
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0 byte 0xFE
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>1 uleshort 0x0001
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>>5 uleshort 0xffff
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>>>6 byte 0x0A MSX Mega-Assembler source
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# Execrom Patchfile
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0 string ExecROM\ patchfile\x1A MSX ExecROM patchfile
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>0x12 ubyte/16 x v%d
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>0x12 ubyte&0xF x \b.%d
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>0x13 ubyte x \b, contains %d patches
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# Konami's King's Valley-2 custom stage (ELG file)
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4 uleshort 0x0900
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>0xF byte 1
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>>0x14 byte 0
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>>>0x1E string \ \ \
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>>>>0x23 byte 1
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>>>>>0x25 byte 0
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>>>>>>0x15 string >\x30
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>>>>>>>0x15 string <\x5A Konami King's Valley-2 custom stage, title: "%-8.8s"
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>>>>>>>>0x1D byte <32 \b, theme: %d
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# Metal Gear 1 savegame
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#0x4F string \x00\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF
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#>>0x60 string \xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF
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#>>>0x7B string \0x00\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\x00 Metal Gear 1 savegame
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