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This is a list of general information that should be known regarding Chunithm's file format, as well as this collection of research. This includes a list of files of interest, the general overview of them, and links to additional documentation if available, as well as meta information about this research document.
Meta
- This is not a guide for creating custom songs in Chunithm "clones". This includes programs like SUSPlayer, Laverita, or Seaurchin. These games use different chart formats and have an entirely different, usually streamlined, way of implementing custom songs.
- Chunithm makes frequent use of
.xml
files. This document will, for the sake of simplicity, assume that you understand the basic format of.xml
files. - References to "music" and "song" will refer to the files in the
music
folder, which includesMusic.xml
, as well as the chart files. References toaudio
will refer to the files in thecueFile
folder.
Folders
Chunithm's method of receiving updates involves storing the new information in separate "AXXX" folders, found in root¥app¥data
. These folders will have varying numbers replacing the Xs depending on the update. Any references to "AXXX" in this document will refer to an unspecified A
Folder. It is worth noting that, while songs usually have their complementary files (audio, jackets, rights) in the same A
folder, it is possible that they are also in other folders. At the moment, it is assumed that newer AXXX folders will overwrite the older AXXX folders' data in terms of being in-game, although the older files will remain intact, however this is not confirmed. It is worth noting that Chunithm's updates will regularly remove certain songs that were prexisting, usually from rights expiring. It is also worth noting that the major updates for Chunithm that change branding and add new features (for example, Amazon to Crystal, or Crystal to Paradise) will not involve new AXXX files, instead condensing them all into the A000 folder. The .exe in root¥app¥bin
may also be overwritten, among other binaries.
File Types
This is a list of file types of interest that do not have a dedicated page for them, as well as the locations of them and links to additional info if necessary. This is not an extensive list, some files that are not of interest will not be included.
Audio Files
Audio files for music are found in root¥app¥data¥AXXX¥cueFile¥cueFileXXXXXX
. The ID of the cueFile can be found in the XML <cueFileName>
tag of the Music.xml
file in the same folder as the chart files for the song of interest. More often than not, these files share the same ID as their corresponding music ID. These files are encoded in the proprietary CRIWARE ADX2 audio format, in pairs of .awb
and .acb
files. These files can be played and converted by the vgmstream library, specifically the component for foobar2000. Information on how to encode your own files into this format can be found in the Customs document.
Jacket Files
Jacket files, otherwise known as the images that are associated with the song, are found in the same folder as the chart files in a .dds
(DirectDraw Surface) file format, which can be opened in software such as GIMP. Jacket files are always in a resolution of 300x300. To imitate the same file size as Chunithm's jackets, although not usually necessary, export any custom .dds
jacket files with BC1 / DXT1 compression from GIMP's export settings.
Rights Files
Rights files are the images that appear on the bottom left side of the song selection screen for specific songs. They are intended to be used as the file containing the text itself, as the image behind the text is its own separate texture that is reused for every rights file. Rights files are always formatted in a .dds
(DirectDraw Surface) file format in a resolution of 512x48, and can be found in root¥app¥data¥AXXX¥rightsInfo¥rightsInfoXXXXXX
. To imitate the same file size as Chunithm's rights files, although not usually necessary, export any custom .dds
rights files with BC1 / DXT1 compression from GIMP's export settings.
Dummies
Dummy files are used for textures to serve as a template for how the game expects them to be formatted, mostly in terms of resolution. These dummy textures are ripped straight from the game. Note that the .png
versions for these files are provided for convenience, all final versions should still be in a .dds
format.