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September 13, 2013

Flipnote Studio (US) File Structure

Hello there! I've just disassembled Flipnote Studio!

Nintendo DS ROMS, unlike GBA games, which are solid datablocks with a lot of address pointers, have an actual filesystem-like hierarchy.
Let's look at the root directory.

OVERLAY is a folder, with nothing in it.
ARM7.bin and ARM9.bin contain the actual Flipnote Studio application. ARM9.BIN is 927 KB and ARM7 is 155KB.
There is also BANNER.BIN, which contains the Flipnote Frog icon (facing forward when inanimate. Think of DSi (not DSiWare) games and their icons when they are in a DSi or 3DS vs a DS Lite.)

HEADER.BIN contains the title, internal name, stuff to display in the DSi menu... UGOMEMO-V2, I think.

Y7.BIN and Y9.BIN - I don't know what these are for. Maybe something memory-related?
--DATA folder.
This contains 4 folders: LocalizeData, ManualData, SampleData.US, and Sound.
Contains two files: DSMemoPad.sdat (DS synthesizer/Nitro Composer sound data file)
This is actually a playable wav file.
In the Japanese version, creators could take photos directly from Flipnote Studio. It's the shutter sound.
--DSMemoPad.sdat is formatted like a normal sdat.
Inside DSMemoPad.sdat:
Five folders (well, I made the folders, it's not necessarily a folder structure):
SSEQ Sound Sequences: Music and stuff. Has 1 playable file: SEQ_STAFF_ROLL (the credits music).
SSAR - Has a file called SEQARC_SYSTEM_SE
SBNK- Sound Bank. Contains a bank of sound clips that make up the music and sfx. (BANK_BASIC)
SWAR- Now this is cool. Contains WAVEARC_STATIC, which I managed to extract no less than 33 sound samples from. (SWAV_0 to SWAV_32). I converted them to wav files. SWAV_4 is the flipnote frog's ribbit.
STRM - Stream. Nothing here.

More to come later. Please comment.