STOS.MBK
STOS .MBK file structure
MBK_HEADER: { 10 bytes Magic "Lionpoubnk": STOS memory bank 1 long Memorybank number (1-15) 1 byte Banktype 3 byte Size, might be rounded to the next 256 byte multiple ___+ 18 byte total size header }
Banktype: $01 work $02 screen $81 data $82 datascreen $83 bank with executable subroutines? $84 set $85 packed files
For banktype $81, data, the following magics have been found:
$003d2067 blocks, tile.mbk $02528e54 missing link map#1 $03031973 missing link map#2 $06071963 packed screen $07793868 missing link blocks $0858b8c1 digisound $091e0000 soundfile $13490157 STOS music bank $18e7074c missing link blocks $19861987 STOS sprite bank $28091960 STOS icon bank $38964820 missing link bobs $3f092f08 asm music player $41544d35 ATOMIC packed file $416D426B Sound file 'AmBk' $43410100 packed crackart file $49434521 Ice 2.4 packed file $49636521 Ice 2.1 packed file $494d4147 IMAG file $4A4F4E?? Sound sample 'JON' $4d414553 STOS Maestro! file $544E5920 TINY pack screen $60?????? lots of executable files $60626000 music $60346000 music $60626000 music $60786000 music $607A6000 music $61000074 music $6D6F64?? mod
For banktype $84, set, the following magics have been found:
$06071963 character set
For banktype $85, ??, the following magics have been found:
$02528e54 map, same as missing link map#1 $41544d35 Atomik 3.5 packed memory bank $49636521 Ice 2.4 packed memory bank
Banktype $02, screen
32000 bytes screen data 16 words palette 736 bytes free usable
Banktype $81, data, magic $003d2067, blocks, tile.mbk It seems ths file always contains 32 shifted sprites
18 Byte MBK_HEADER 1 long magic $003d2067 1 word ?? 16 word palette 32 { 64 word block data 16x16 4 pitplanes }
Banktype $81, data, magic $02528e54, missing link map#1
18 Byte MBK_HEADER 1 long magic $02528e54 1 word 2*(x_size-1) 1 word 2*(y_size) x_size*y_size { 1 word map data, block_numer<<8 }
Banktype $81, data, magic $03031973, missing link map#2
18 Byte MBK_HEADER 1 long magic $03031973 1 word 2*(x_size-1) 1 word 2*(y_size) x_size*y_size { 1 word map data, block_number<<7 }
Banktype $81, data, magic $06071963, packed screen
18 Byte MBK_HEADER 1 long magic $06071963 1 word resolution: 0=low, 1=med, 2=high 1 word x_offset (words) 1 word y_offset (pixels) 1 word x_size (words, per 16 pixels) 1 word y_blocks 1 word unused 1 word block_size, y_block*block_size = y_size 1 word flags 1 long offset of table2, relative to magic 1 long offset of pointers2, relative to magic 16 words palette ?? bytes compressed data
Banktype $81, data, magic $07793868, missing link blocks 16x16 sprites in a 32x16 raster, sprites are preshifted in the file.
18 Byte MBK_HEADER 1 long magic $07793868 1 word unknown 1 word nr_of_sprites*256 16 word colors 4 x nr_of_sprites { 256 bytes sprite data, 32x16, preshifted }
Banktype $81, data, magic $0858b8c1, digisound
18 Byte MBK_HEADER 1 long magic $0858b8c1 ?? word unknown
Banktype $81, data, magic $13490157, STOS music bank
Structure of the Music Bank Offset Meaning 0 Music Bank ID code ($13490157) 4 Offset from start of the bank to music number 1. Set to zero if no music with this number. 8 Offset to music number 2.... 124 Offset to music number 32 (Maximum of 32 pieces of music) 128 Length of this memory bank 132 Name of music 1 (8 letters) 140 Name of music 2 (8 letters)..... 380 Name of music 32 (8 letters) 388 Start of music 1... Inside the music definitions Offset Meaning 0 ID code that this is music data. ($19631969) 6 Offset to music in voice 1. 8 Offset to music in voice 2. 10 Offset to music in voice 3. 12 Definition of first tremelo/envelope (36 bytes long) 48 Definition of second trememlo/envelope Start of voice 1 The Music Commands Each note is stored as a teo-byte word ranging from 0-32767. The lower half of this word contains the pitch of the note (0-96). See PLAY for more details. The upper byte holds the length of the note in 50ths of a second. The Music commands are held in either two or four bytes. In order to distinguish them from normal notes, the highest bit of these commands is set to 1. Here is a list of the various commands and the numbers used to represent them in the music. Number Size Command Meaning $8000 2 bytes END Signifies the end of music for this voice $A000 2 bytes MUSIC Use pure tones for music. $A100 2 bytes NOISE ONLY Use noise for music. $A200 2 bytes STOP NOISE Turns off noise. $A3xx 2 bytes NOISE xx Plays noise with pitch xx $A400 2 bytes STOP NTREMULO Stop mixing tremulo with noise $A500 2 bytes STOP ENVEL Stop using current envelope $A600 2 bytes STOP TREMOLO Stop using current tremolo $A7xx 2 bytes VOLUME xx Set volume of sound to xx $C000 4 bytes NTREMULO Mix TREMULO with noise. Bytes 2&3 hold offset to tremulo definition $C100 4 bytes ENVEL xx Use ENVEL xx. Bytes 2&3 hold offset to envelope definition $C200 4 bytes TREMULO xx Use TREMULO xx. Bytes 2&3 hold offset to tremulo definition. $C3nn 4 bytes REPEAT nn,note Repeat music starting from note, nn times. Note held in bytes 2&3.
Banktype $81, data, magic $18e7074c, missing link blocks, 16x16 sprites
18 Byte MBK_HEADER 1 long magic $18e7074c 1 word unknown 1 word nr_of_sprites*256 16 word colors nr_of_sprites { 128 bytes sprite data 16x16 }
Banktype $81, data, magic $19861987, STOS sprite bank
18 Byte MBK_HEADER 1 long magic $19861987 1 long offset (relative to first position after the magic long) to low resolution sprite parameter block, points past end of Bank if none. 1 long offset (relative to first position after the magic long) to medium resolution sprite parameter block, points past end of Bank if none. 1 long offset (relative to first position after the magic long) to high resolution sprite parameter block, points past end of Bank if none. 1 word number of low resolution sprites 1 word number of medium resolution sprites 1 word number of high resolution sprites ?? word could be there number of sprites { Sprite Parameter Block 1 long 4-byte offset to sprite data, relative to start of _FIRST_ sprite parameter block for current resolution 1 byte Width of sprite (in units of 16) 1 byte Height of sprite (lines) 1 byte X coordinate of hotspot 1 byte Y coordinate of hotspot } ?? word could be there ?? word sprite parameter blocks for other resolutions 1 long magic PALT 16 word palette data ?? word could be there total numer of sprites { Height of sprite { Width of sprite { 1 word mask data } Width of sprite { ? word sprite data, 4 lowres, 2 med res, 1 high res } } }
Banktype $81, data, magic $28091960, STOS icon bank Sprite data has same format as the LINE-A sprites
18 Byte MBK_HEADER 1 long magic $28091960 1 word number of icons in bank number_of_icons { 1 word x_hotspot 1 word y_hotspot 1 word form; 1: vid-format, -1 XOR format 1 word bgcol 1 word fgcol 32 word image, 32x16, 1 word mask, 1 word data 5 word ?? }
Banktype $81, data, magic $38964820, missing link bobs
18 Byte MBK_HEADER 1 long magic $38964820 1 word number of bobs 16 word palette number_of_bobs { 1 long offset from start of magic to sprite data } number_of_sprites { sprite data: 1 word x_size 1 word y_size 1 word ?? 1 word ?? 1 word ?? x_size/16 { y_size { 2 word mask 4 word sprite } } }
Banktype $81, data, magic $3f092f08 asm music player
18 Byte MBK_HEADER 1 long magic $60626000 ?? word music data
Banktype $81, data, magic $41544d35 Atomik 3.5 packed memory bank
18 Byte MBK_HEADER 1 long magic $41544d35 ?? byte Atomik 3.5 data, see Atomic 3.5 format
Banktype $81, data, magic $43410100 Crac art packed screen
18 Byte MBK_HEADER 1 long magic $43410100 'CA' ?? byte Crackart data, see Crackart format
Banktype $81, data, magic $49434521 Ice 2.4 packed memory bank
18 Byte MBK_HEADER 1 long $49434521 ?? byte Ice 2.4 data, see Ice 2.4 format
Banktype $81, data, magic $49636521 Ice 2.1 packed memory bank
18 Byte MBK_HEADER 1 long $49636521 ?? byte Ice 2.4 data, see Ice 2.4 format
Banktype $81, data, magic $494d4147, IMAG! file
18 Byte MBK_HEADER 1 long magic $494d4147 (IMAG) 1 long magic $54524f21 (PALT) 16 word palette 1 long number of preshifts 1 long ?? 1 long ?? 1 long size of single sprite 1 word number of sprites number of preshifts { number of sprites { 1 long magic $44553528 1 word x_size (pixels) 1 word y_size ?? word sprite data } }
Banktype $81, data, magic $4d414553, STOS Maestro! file Sampled music data
18 Byte MBK_HEADER 1 long magic $4d414553 (MAES) 1 long magic $54524f21 (TRO!) ?? word music data
Banktype $81, data, magic $53544552, (stereo) Sample file Sampled music data
18 Byte MBK_HEADER 1 long magic $53544552 (STER) 1 long magic $454fff1d (EO..) ?? word music data
Banktype $81, data, magic $544E5920 Tiny packed screen
18 Byte MBK_HEADER 1 long magic $544E5920 'TNY ' ?? byte Tiny data, see Tiny format
Banktype $81, data, magic $6???????, music Magic header is header of the music subroutine:
$60626000 music $60346000 music $60626000 music $60786000 music $607A6000 music $61000074 music 18 Byte MBK_HEADER 1 long magic ?? word music data
Banktype $82, screen
32000 bytes screen data 16 words palette 736 bytes free usable
Banktype $84, set, magic $06071963, character set
18 byte MBK_HEADER 1 long magic $06071963 1 word x_size in bytes 1 word y_size in lines 32 bytes unknown, zero 224 bytes characterset $00 to $DF 224*x_size*y_size bytes character data, starting with char 32, space <pre> Without the MBK_HEADER the file is equal to STOS *.CR? files. ---- Banktype $85, ??, magic $02528e54, same as missing link map#1 <pre> 18 Byte MBK_HEADER 1 long magic $02528e54 1 word 2*(x_size-1) 1 word 2*(y_size) x_size*y_size { 1 word map data, block_numer<<8 }
Banktype $85, ??, magic $41544d35 Atomik 3.5 packed memory bank
18 Byte MBK_HEADER 1 long magic $41544d35 ?? byte Atomik 3.5 data, see Atomic 3.5 format
Banktype $85, ??, magic $49434521 Ice 2.4 packed memory bank
18 Byte MBK_HEADER 1 long $49434521 ?? byte Ice 2.4 data, see Ice 2.4 format