Spiky-Eared Pichu
NDS Hacker/Researcher
- 257
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- 15
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- Seen Oct 2, 2019
The other day I found a webpage describing how NDS .sbnk files work, but only a bit of information of them. So I will write it here and if someone knows more we can make a fully-fledged hacking tutorial.
What we know currently:
This is the known information for now. I still need to figure WHERE is this data found inside the .SBNK and discover what the unknown bytes are.
Information source: jul.rustedlogic.net
If you find new information, please post it here and help!
What we know currently:
- .SBNK files are like SoundFonts, but they only have pointers to other files that contain the instrument waveforms.
- .SBNK files define how an instrument is played (ex: pitch, notes, pan, etc)
- Each instrument is composed of 20 bytes:
- 8 bytes of "Region". I don't know what does this do, but we know that some soundbanks have it while others no.
- 4 bytes of unknnown information. Its value is 0100 by default.
- 4 bytes that define which .swav to use. The bytes are the position of the file in numerical/alphabetical order.
- 4 bytes that define which .swar to use. The first 2 bytes are which .swar files are used and the other 2 are the position of the file in numerical/alphabetical order.
- 6 bytes that define the instrument's settings. The 6 bytes are: Note number, Attack rate, Decay rate, Sustain rate, Release rate and Pan.
Information source: jul.rustedlogic.net
If you find new information, please post it here and help!