freebsd-skq/contrib/file/magic/Magdir/msx
2014-06-26 06:03:39 +00:00

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