ndspy¶
ndspy (“en-dee-ESS-pie”) is a Python library and suite of command-line tools that can help you read, modify and create many types of files used in Nintendo DS games.
ndspy follows a few key design principles:
Accuracy: ndspy should be able to open and resave any supported file with byte-for-byte accuracy if it’s in its canonical format [1].
Flexibility: ndspy should be able to read any valid file in a format it supports. In cases where there’s a high chance it will be unable to fully interpret some especially complex part of a file, it should still be useful for editing the other parts.
Semantic: ndspy’s APIs should closely match the semantics of file structures while hiding their binary-level details.
ndspy provides both a Python API and a set of simple command-line tools that make use of it. The command-line tools let you convert files to and from binary formats without having to write any Python code yourself [2]. The API is suitable for use in applications written in Python, and in scripts to do more complex tasks than the command-line tools are capable of.
As ndspy is written in pure Python, it is cross-platform and should run on all platforms Python supports. Note that Python doesn’t support the Nintendo DS itself; ndspy is intended to be used on your PC.
Interested? Read on to see some examples, or check the API Reference to see the documentation for a specific module. When you’re ready to install, head over to the Installation section!
Note
If you plan to use ndspy to work with sound data and you aren’t yet familiar with SDAT files, consider reading the appendix explaining how they’re structured first.
A few examples of ndspy in action¶
Create a BMG file containing message strings:
>>> import ndspy.bmg
>>> message1 = ndspy.bmg.Message(b'', ['Open your eyes...'])
>>> message2 = ndspy.bmg.Message(b'', ['Wake up, Link...'])
>>> bmg = ndspy.bmg.BMG.fromMessages([message1, message2])
>>> bmg.save()
b'MESGbmg1\xa0\x00\x00\x00\x02\x00\x00\x00\x02\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00INF1 \x00\x00\x00\x02\x00\x04\x00\x00\x00\x00\x00\x02\x00\x00\x00&\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00DAT1`\x00\x00\x00\x00\x00O\x00p\x00e\x00n\x00 \x00y\x00o\x00u\x00r\x00 \x00e\x00y\x00e\x00s\x00.\x00.\x00.\x00\x00\x00W\x00a\x00k\x00e\x00 \x00u\x00p\x00,\x00 \x00L\x00i\x00n\x00k\x00.\x00.\x00.\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00'
>>>
Change all notes in a SSEQ sequenced music file to middle C, similar to this song:
>>> import ndspy.soundSequence
>>> song = ndspy.soundSequence.SSEQ.fromFile('never-gonna-give-you-up.sseq')
>>> song.parse()
>>> for event in song.events:
... if isinstance(event, ndspy.soundSequence.NoteSequenceEvent):
... event.pitch = 60
...
>>> song.saveToFile('never-gonna-give-you-up-but-all-the-notes-are-c.sseq')
>>>
Compress and decompress data using the LZ10 compression format:
>>> import ndspy.lz10
>>> compressed = ndspy.lz10.compress(b'This is some data to compress')
>>> compressed
b'\x10\x1d\x00\x00\x04This \x00\x02so\x00me data \x00to compr\x00ess\x00\x00\x00\x00\x00'
>>> ndspy.lz10.decompress(compressed)
b'This is some data to compress'
>>>
Search for all files starting with a particular byte sequence in a ROM:
>>> import ndspy.rom
>>> rom = ndspy.rom.NintendoDSRom.fromFile('nsmb.nds')
>>> for i, file in enumerate(rom.files):
... if file.startswith(b'BMD0'):
... print(rom.filenames[i] + ' is a NSBMD model')
...
demo/end_kp.nsbmd is a NSBMD model
demo/staffroll.nsbmd is a NSBMD model
demo/staffroll_back.nsbmd is a NSBMD model
enemy/A_jiku.nsbmd is a NSBMD model
enemy/all_goal_flag.nsbmd is a NSBMD model
...
map/world7.nsbmd is a NSBMD model
map/world8.nsbmd is a NSBMD model
>>>
Misconceptions¶
Still a little confused about what exactly ndspy is or what it’s capable of? This section will try to answer some questions you may have.
ndspy is a library, not a program. To use ndspy, you have to write your own Python code; ndspy is essentially a tool your code can use. This may sound daunting – especially if you’re not very familiar with Python – but the Tutorials walk you through this process step-by-step for some common tasks. In the future, I plan to add some command-line and maybe even GUI tools powered by ndspy, but until then, this is how you use it.
ndspy runs on your PC, not on the Nintendo DS itself. You use it to create and modify game files, which can then be run on the console. DS games have to be written in a compiled language such as C or C++ to have any hope of being efficient; Python will never be a serious option there, unfortunately.
ndspy doesn’t support every type of file used in every DS game. In fact, for any given game, it’s likely that the majority of the game’s files won’t be supported by ndspy. There’s a huge amount of variety in video game file formats, and it would be impossible to support them all. ndspy focuses on file formats used in many games, especially first-party ones. Support for formats that are specific to a particular game would best belong in a separate Python library instead.
That said, certain parts of ndspy (such as its support for ROM files and raw texture data) have to do with the console’s hardware rather than its software, and thus should be relevant to most or all games.
Installation¶
ndspy requires Python 3.6 or newer to run. CPython (the reference implementation of Python) and PyPy are both supported. Python 2, though, is not supported at all.
The easiest way to get the latest stable release of ndspy is through PyPI using pip.
pip is a command-line application, so you’ll need to use the Windows command prompt or bash to do this. The exact command you need to enter depends on your operating system and the settings you chose when you installed Python. One of the following possibilities will probably work for you, though:
pip install ndspy
python3 -m pip install ndspy
py -3 -m pip install ndspy
If you want the very latest version of ndspy including features and bugfixes not yet in any official release, you can also download the code from the GitHub repository and install it manually.
Support¶
I spent a long time writing the documentation for ndspy, so first please double-check that your question isn’t already answered in the API Reference or Tutorials.
If that doesn’t help, you can ask me (RoadrunnerWMC) your questions via the ndspy Discord server. I’ll try to get back to you as quickly as I can!
If you think you’ve found a bug in ndspy, please file an issue on GitHub. Thanks!
Versioning¶
ndspy follows semantic versioning to the best of my ability. If a tool claims to work with ndspy 1.0.2, it should also work with ndspy 1.2.0, but not necessarily 2.0.0. (Please note that not all of those version numbers actually exist!)
Undocumented modules are considered exempt from semantic versioning, and are subject to drastic changes at any time. This is also mentioned in the Undocumented APIs section.
- Home
- Tutorials
- API Reference
ndspy
: Generalndspy.bmg
: BMG (messages)ndspy.code
: Codendspy.codeCompression
: Code Compressionndspy.fnt
: Filename Tablesndspy.lz10
: LZ10 Compressionndspy.narc
: NARC Archivesndspy.rom
: ROMsndspy.soundArchive
: SDAT (Sound Archives)ndspy.soundBank
: Instrument Banksndspy.soundGroup
: Sound Groupsndspy.soundSequence
: Sound Sequencesndspy.soundSequenceArchive
: Sound Sequence Archivesndspy.soundSequencePlayer
: Sound Sequence Playersndspy.soundStream
: Sound Streamsndspy.soundStreamPlayer
: Sound Stream Playersndspy.soundWave
: Sound Wavesndspy.soundWaveArchive
: Sound Wave Archives- Undocumented APIs
- CLI Reference
- Changelog
- Appendix: SDAT Structure
Credits¶
ndspy was written by RoadrunnerWMC, using information from many, many sources. In alphabetical order:
Source code for apicula – a very nice reference for information about NSBMD
Custom Mario Kart Wiiki – for information on the version of BMG files used in Wii games (which isn’t the same as the version of BMG used in DS games, but is similar)
DS Sound Studio – for the meaning of sequence players and stream players
Source code for DSDecmp (homepage) – for code for several compression formats
DSiBrew – for some more information about the ROM file format
Personal correspondence with Eugene#6990 on Discord – for information about PSG instruments in SBNK files
GBATEK – for various miscellaneous things
Personal correspondence with Gota7#9350 on Discord – for information about note definition type values in SBNK files
Imran Nazar: The Smallest NDS File – convenient quick reference for the ROM header format; also provides a nice test case for the ROM library code
kiwi.ds Nitro Composer File (*.sdat) Specification – probably the best overall reference for SDAT
Source code for melonDS (website) – for texture-rendering code, specifically, but it’s a fantastic reference for hardware behavior in general
NDSTech Wiki (archived) – for some more information about the ROM file format
Nintendo DS File Formats – a terrific reference for a wide variety of format specifications
Source code for Nintendo DS/GBA Compressors by CUE (thread) – for code for reversed LZ compression (code compression)
Source code for NSMB Editor (NSMBe) – for information and code for many formats
Personal correspondence with Prof. 9 on Discord – for information about SSEQ files and sequence events
Source code for sseq2mid – supports more types of sequence events than are documented in other references
Source code for Tinke – fills in the gaps in SDAT where the other references are ambiguous
Some original research by me and Skawo.
Thank you to everyone who wrote these sources!
Indices and tables¶
Todo
It’d be great to add an example or two to the top of every module.
Functions for loading/saving BMG to/from wbmgt format?
The tools need a lot of work, and documentation.
Automated testing.
Write tutorials.
Try running the SSEQ/SSAR parser on all ROMs to identify issues.
ROM secure area en/decryption, ported from ndstool
- https://en.wikipedia.org/wiki/Sample-based_synthesis#Multisampling
Maybe rename regional instruments to that? And definitely link to that.
Unit testing:
To test a class that parses a file (aka the most common case), just make these tests:
one file that contains everything the file would normally contain (e.g. not including unreferenced SBNK inst’s)
one empty file
as many interesting edge cases as you can think of (e.g. unreferenced SBNK inst’s)
Use ndspy to build these test case files.
Additionally, save the code used to build the files, and use that as a second set of tests: does running this code produce the expected output files again?