MxCh: Difference between revisions
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=== | === Split Chunk === | ||
In addition to the | In addition to the data being split into chunks, the chunks themselves are sometimes split into two. If a chunk is split, both chunks will have the ''Flags?'' section set to 16, and they'll also both have the same ''Milliseconds?'' value. The "Chunk Size" will be accurate to each chunk's size, but the "Chunk Data Size" of the first chunk appears to be the total size of both chunks' data. The second chunk's "Chunk Data Size" is accurate to its own chunk data size. | ||
The necessity of the split chunks appears to be due to the way Lego Island streams SI files; it appears to only be able to stream 20000h (131072 bytes) at a time. Therefore the SI file itself can have no data that extends over a multiple of 20000h. Doing so causes Lego Island to crash as it tries to read beyond the 20000h buffer it's allocated for streaming. Therefore if a chunk is going to extend beyond 20000h, it must be split at that point and then another chunk must be written with the remainder of the data. This can be quite an obstacle to inserting audio that is larger than the existing audio, since literally all subsequent chunks of all subsequent songs must be shifted to fit around the 20000h multipliers, essentially necessitating a reconstruction of most, if not all, of the file. |
Revision as of 16:43, 27 April 2019
MxCh is the identifier for a Lego Island data chunk. They are seen extensively in SI Files to allow interleaving of several different data types.
MxCh chunks contain partial data of various different data types intended to be joined together continuously to form a complete file (an MxDa section). The chunks can also contain solely header data. A chunk will almost never contain a complete file on its own.
Specification
NOTE: This information is incomplete and requires more research and information.
The MxCh header is 22 bytes long and specifies the length of the chunk with other data.
Bytes | Offset | Description |
---|---|---|
"MxCh" | 0 | 4-byte chunk identifier |
Chunk Size | 4 | 4-byte integer specifying the size of this chunk minus the first 8 bytes |
Flags? | 8 | 2-bytes whose purpose are not completely clear, but appear to be some kind of flags (16 appears to mean it's a "split" chunk and 2 appears to mean it's an ending chunk. Ending chunks have no data). |
ID | 10 | 4-byte integer that identifies which MxOb this belongs to. |
Milliseconds? | 14 | 4-byte integer that appears to be the chunk's offset in milliseconds increasing continuously (1000, 2000, 3000, etc.) |
Chunk Data Size | 18 | 4-byte integer for the size of the data following the header. |
Data | 22 | Arbitrary data no more than "Chunk Size - 14" in bytes (14 for the 22-byte header minus the first 8 bytes) |
Split Chunk
In addition to the data being split into chunks, the chunks themselves are sometimes split into two. If a chunk is split, both chunks will have the Flags? section set to 16, and they'll also both have the same Milliseconds? value. The "Chunk Size" will be accurate to each chunk's size, but the "Chunk Data Size" of the first chunk appears to be the total size of both chunks' data. The second chunk's "Chunk Data Size" is accurate to its own chunk data size.
The necessity of the split chunks appears to be due to the way Lego Island streams SI files; it appears to only be able to stream 20000h (131072 bytes) at a time. Therefore the SI file itself can have no data that extends over a multiple of 20000h. Doing so causes Lego Island to crash as it tries to read beyond the 20000h buffer it's allocated for streaming. Therefore if a chunk is going to extend beyond 20000h, it must be split at that point and then another chunk must be written with the remainder of the data. This can be quite an obstacle to inserting audio that is larger than the existing audio, since literally all subsequent chunks of all subsequent songs must be shifted to fit around the 20000h multipliers, essentially necessitating a reconstruction of most, if not all, of the file.