#------------------------------------------------------------------------------ # msx: file(1) magic for the MSX Home Computer # v1.1 # Fabio R. Schmidlin ############## 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