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nitro-fs

About

nitro-fs is a work-in-progress TypeScript library for reading files on the Nintendo DS ROM Filesystem. It is also able to parse and convert some popular file formats used on the Nintendo DS (mainly SDAT as of right now).

Note that this library is still in development and things may change. If you find any bugs or have any suggestions, feel free to open an issue or pull request.

If you need help with something, feel free to ask me on Discord (danielpxl).

Supported Formats

  • SDAT (Sound Data)
    • SSEQ (Sound Sequence)
    • STRM (Sound Stream)
    • SWAR (Sound Wave Archive)
    • SBNK (Sound Bank)
    • SSAR (Sound Sequence Archive)
  • BTX (3D Model Texture)

Installation

npm install nitro-fs

Usage

Initializing NitroFS

import { NitroFS } from "nitro-fs"; // File input element for selecting a ROM const fileInput = document.getElementById("fileInput") as HTMLInputElement; fileInput.addEventListener("change", async () => { // Initialize NitroFS with the ROM buffer const rom = await fileInput.files.item(0).arrayBuffer(); const nitroFS = NitroFS.fromRom(rom); });

Reading the ROM header

// Read the ROM header const header = nitroFS.cartridgeHeader; console.log(header.gameTitle);

Reading a file as an ArrayBuffer

// Read a file const buffer = nitroFS.readFile("data/sound/sound_data.sdat"); // Do something with the buffer

Parsing an SDAT file

// Add imports at the top import { Audio, BufferReader } from "nitro-fs";
// Read the file const file = nitroFS.readFile("data/sound/sound_data.sdat"); // Convert ArrayBuffer to BufferReader (makes it easier to read the file) const reader = BufferReader.new(file); // Parse the SDAT file const sdat = new Audio.SDAT(reader); console.log(sdat);

Converting an SSEQ file to PCM

// Assuming you have already parsed the SDAT file // Desired sample rate and number of seconds to render const sampleRate = 48000; const numSeconds = 10; // Create a (stereo) buffer to store the audio data const audioBuffer: Float32Array[] = new Array(2); for (let i = 0; i < 2; i++) { // Create a buffer for each channel audioBuffer[i] = new Float32Array(sampleRate * numSeconds); } // Create a sink function to handle the audio data let offset = 0; let done = false; const sink = (chunk: Float32Array[]) => { // If the offset is greater than the length of the buffer, we're done if (offset + chunk[0].length > chunk[0].length) { done = true; return; } // Copy the audio data into the buffer for (let i = 0; i < 2; i++) { audioBuffer[i].set(chunk[i], offset); } offset += chunk[0].length; } // Initialize the sequence renderer const renderer = new Audio.SequenceRenderer({ file: Audio.SequenceRenderer.makeInfoSSEQ(sdat, "SEQ_BA_AKAGI") sampleRate: sampleRate, sink: sink }); // Render the sequence until it's done while (!done) { renderer.tick(); } // Do something with the audio buffer

Known Issues

  • The SequenceRenderer only supports a subset of the available commands (see here for more info). The most important ones are supported though, and most games already work fine.
  • SSARs are parsed correctly (I think?), but the SequenceRenderer doesn't really support them yet.

Thanks to: