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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 file0	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: %s1	string		mgs2\ 	MSX Gigamix MGSDRV2 music file>6	uleshort	0x80>>0x2E	uleshort	0>>>0x30	string		>\0	\b, title: %s# KSS music file0	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, Y89500	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 Moonsound0	string		MBMS>4	byte		0x10	MSX Moonblaster for MoonSound music# Music Player K-kaz0	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 file0x35	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 file0x8B	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: %s0	search/0xFFFF	\r\n@title>&0	search/0xFFFF	\r\n@m=[	MSX SCMD source MML file############## MSX image file formats ############### MSX raw VRAM dump0	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 images0	ubyte		0xFD>1	uleshort	0>>5	uleshort	0>>>3	uleshort	>0x013D		MSX Graph Saurus compressed image# Maki-chan Graphic format0	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 file0	string		PIC\x1A>4	lelong		0		Japanese PIC image file# MSX G9B image file0	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 ROMs0	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%04x0	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%04x0x4000	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%04x0x8000	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%04x0x3C000	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 file0	byte		0xFF>3	uleshort	0x000A>>1	uleshort	>0x8000			MSX-BASIC program# MSX .CAS file0	string	\x1F\xA6\xDE\xBA\xCC\x13\x7D\x74	MSX cassette archive# Mega-Assembler file0	byte		0xFE>1	uleshort	0x0001>>5	uleshort	0xffff>>>6	byte		0x0A		MSX Mega-Assembler source# Execrom Patchfile0	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
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