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Run 1 template for all XFBINs. That is the ultimate goal of this library.

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This repository contains a library of 010 Editor templates for parsing CyberConnect2 NUCC file data, whether that be XFBIN container files in their entirety, or the individual files they contain. This of course includes certain formats and versions of formats from Bandai Namco's NU Library, which games by other Japanese studios may be familiar with (e.g. NUT, NUS3Bank, NUD, etc.), aiming to provide information on as much data as XFBIN files contain as possible.

However, despite the very wide range of templates included in this library, when it comes to the big daddy XFBIN files themselves, you should only ever need to run a single template: xfbin.bt. The other templates exist to:

  1. split the library into different files for easier management and contribution.
  2. provide flexibility, allowing the singling out of certain sections of data and run individual templates on them.

Table of Contents

Installation

Start by downloading all of the templates from the Templates folder. Eventually, I'll have releases in ZIPs for these, but downloading the repo manually will do for now.

It is important that you do download all of them, even if you don't "need" all of them, since the nature of 010 Editor's include system requires that every mentioned file exists (I'll see if this can be combatted in the future). Once you've done that, just open and run xfbin.bt. You can also set this to run on XFBIN files automatically.

If you've never ran templates with 010 Editor before, you may want to check out this quick guide: Installing and running 010 Editor templates.

Structure

Like most file formats, XFBINs start with the magic NUCC (4E 55 43 43), and this is asserted with the library. Although XFBIN files can technically load into games fine without this "magic", the library requires it anyway to verify.

After the XFBIN version and flags is then the XFBIN metadata, which is an nuccChunkIndex. It's strange that this data is in its own chunk, considering it literally contains the information necessary to identify it in the first place, and as such, this is always expected to be the first chunk - as the games do as well.

Then, are the rest of the chunks split into pages depending on nuccChunkPage chunks. These are structs that can be expanded to view focused data. Any data that is currently unrecognised is marked as such.

The library will keep on reading an XFBIN until it reaches the end of the file, so it's important that the file is cut off properly without trailing data. That being said, although the template will error otherwise, it should still display whatever data it was able to parse before the trailing data.

Contribution

Any contribution is ☆ much appreciated ☆, as (particularly regarding nuccChunkBinary) there are MANY formats that need support.

To help, you can either start a discussion or contact me directly via Discord (my most active platform).

I do specifically request that you contact me first, as there may be some things to consider, and modifications I'd likely want to make afterwards.

Supported Data

Here is the full list of data this library currently supports:

  • XFBIN → General parsing of chunks (not specific).
  • nuccTexture → Still some unknowns, and not full NUT support yet.
  • nuccNub → Many unknowns, but basic structure is down.
  • nuccBinary → Will take the longest to fully support.
    • PlayerColorParam → Only checked for ASBR currently.
    • sndcmnparam → Includes pldata but not cridata yet, and only checked for ASBR.