Difference between revisions of "Piñata Vision barcode/Encoded data"

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(Accessory item is 8 bits)
(Add details about card type, variant, dinosaur color, terrain type, and weather type)
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= Common  data =
 +
 +
== Card type ==
 +
 +
{| style="width:200px; padding:0.3em; float:right; margin-left:15px; margin-bottom:8px; border:1px solid #A3B1BF; background:#f5faff; text-align:left; font-size:95%; line-height:1.5em;"
 +
|-
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!colspan="2" style="text-align:center; background:#cee0f2; padding:0.3em; font-size:1.1em;"|'''Card type'''
 +
|-
 +
|'''Optional:'''||No
 +
|-
 +
|'''Parent:'''||None
 +
|-valign="top"
 +
|'''Offset:'''||8?
 +
|-valign="top"
 +
|'''Size:'''||6 bits?
 +
|-
 +
|colspan="2" style="text-align:center;"|'''See also'''
 +
|-
 +
|colspan="2"|[[#?|?]]
 +
|}
 +
 +
The card type data identifies what general type of card follows.
 +
 +
It's not certain if the leading bits are a part of this field.
 +
 +
=== Decoding ===
 +
 +
* ?
 +
=== Encoding ===
 +
 +
* ?
 +
 +
{| border="1" class="pii_species_variants" style="text-align:center"
 +
|-
 +
!Card type!!General type||Specific types
 +
|-
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|100001||PlaceTag||align="left"|Vision_Single_PlaceTag; Vision_Single_Blackariants; Vision_Single_GoodVariants; player-created cards
 +
|-
 +
|100010||UnlockTag||align="left"|Vision_Single_UnlockTag_ZZTrickStick
 +
|-
 +
|110000||?||align="left"|PesterPV, Pester2PV, HelpersPV, WINTER_CARD
 +
|-
 +
|110100||Reference||align="left"|Vision_Single_View_Appear_Cutscene_Forced; Vision_Single_View_Mate_Cutscene_Forced; Vision_Single_ViewTagInJournal_Animal; Vision_Single_UnlockArt_Animal; Vision_Single_UnlockArt_Helper; Vision_Single_UnlockArt_All; Vision_Single_Learn_Primary_Trick; Vision_Single_Learn_Secondary_Trick; Vision_Single_Perform_Primary_Trick; Vision_Single_Perform_Secondary_Trick; Vision_Single_View_House_Interior_If_Present; Vision_Single_View_House_Interior_Forced
 +
|-
 +
|110110||Callback||align="left"|Vision_Single_LockedDinoCard; Vision_Single_SparseCallback; Vision_Single_TimeWarp; Vision_Single_Weather; terrain; romance music
 +
|-
 +
|111011||?||align="left"|CouponPV
 +
|}
 +
 
= 001 PlaceTag =
 
= 001 PlaceTag =
 
== Accessory ==
 
== Accessory ==
Line 353: Line 402:
  
 
It's uncertain whether the game ignores the use cost data for free cards, or checks it to see if it was encoded properly.
 
It's uncertain whether the game ignores the use cost data for free cards, or checks it to see if it was encoded properly.
 +
 +
== Variant ==
 +
 +
{| style="width:200px; padding:0.3em; float:right; margin-left:15px; margin-bottom:8px; border:1px solid #A3B1BF; background:#f5faff; text-align:left; font-size:95%; line-height:1.5em;"
 +
|-
 +
!colspan="2" style="text-align:center; background:#cee0f2; padding:0.3em; font-size:1.1em;"|'''Variant'''
 +
|-
 +
|'''Optional:'''||No
 +
|-
 +
|'''Parent:'''||PlaceTag
 +
|-valign="top"
 +
|'''Offset:'''||Varies<br />
 +
?? (NF=1)
 +
|-valign="top"
 +
|'''Size:'''||4 bits
 +
|-
 +
|colspan="2" style="text-align:center;"|'''See also'''
 +
|-
 +
|colspan="2"|[[#?|?]]
 +
|}
 +
 +
The variant identifies the variant color of the pinata being scanned.
 +
 +
Its offset appears to vary, based on other optional data such as pinata name.  It appears to start 5 bits after the name data.
 +
 +
=== Decoding ===
 +
 +
* ?
 +
 +
=== Encoding ===
 +
 +
* Known GoodVariants have a variant color between 2 and 9.
 +
* Known Blackariants have a variant color of 15.
  
 
= 100 Reference =
 
= 100 Reference =
Line 417: Line 499:
  
 
* ?
 
* ?
 +
 +
= 110 Callback =
 +
 +
== Dinosaur color ==
 +
 +
{| style="width:200px; padding:0.3em; float:right; margin-left:15px; margin-bottom:8px; border:1px solid #A3B1BF; background:#f5faff; text-align:left; font-size:95%; line-height:1.5em;"
 +
|-
 +
!colspan="2" style="text-align:center; background:#cee0f2; padding:0.3em; font-size:1.1em;"|'''Dinosaur color'''
 +
|-
 +
|'''Optional:'''||No
 +
|-
 +
|'''Parent:'''||Change dinosaur
 +
|-valign="top"
 +
|'''Offset:'''||37?
 +
|-valign="top"
 +
|'''Size:'''||3 bits?
 +
|-
 +
|colspan="2" style="text-align:center;"|'''See also'''
 +
|-
 +
|colspan="2"|[[#?|?]]
 +
|}
 +
 +
The dinosaur color identifies what reskin color will be applied to the [[Choclodocus]].
 +
 +
=== Decoding ===
 +
 +
* ?
 +
=== Encoding ===
 +
 +
* ?
 +
 +
{| border="1" class="pii_species_variants" style="text-align:center"
 +
|-
 +
!Type!!Description
 +
|-
 +
|000||align="left"|Color 0 (blue)
 +
|-
 +
|001||align="left"|Color 1 (green)
 +
|-
 +
|010||align="left"|Color 2 (red)
 +
|-
 +
|}
 +
 +
== Terrain type ==
 +
 +
{| style="width:200px; padding:0.3em; float:right; margin-left:15px; margin-bottom:8px; border:1px solid #A3B1BF; background:#f5faff; text-align:left; font-size:95%; line-height:1.5em;"
 +
|-
 +
!colspan="2" style="text-align:center; background:#cee0f2; padding:0.3em; font-size:1.1em;"|'''Terrain type'''
 +
|-
 +
|'''Optional:'''||No
 +
|-
 +
|'''Parent:'''||Terrain
 +
|-valign="top"
 +
|'''Offset:'''||37
 +
|-valign="top"
 +
|'''Size:'''||3 bits
 +
|-
 +
|colspan="2" style="text-align:center;"|'''See also'''
 +
|-
 +
|colspan="2"|[[#?|?]]
 +
|}
 +
 +
The terrain type identifies what type of terrain will be applied to the entire garden surface.
 +
 +
=== Decoding ===
 +
 +
* ?
 +
=== Encoding ===
 +
 +
* ?
 +
 +
{| border="1" class="pii_species_variants" style="text-align:center"
 +
|-
 +
!Type!!Description
 +
|-
 +
|000||align="left"|Dirt
 +
|-
 +
|001||align="left"|Grass
 +
|-
 +
|010||align="left"|Long grass
 +
|-
 +
|011||align="left"|Snow
 +
|-
 +
|100||align="left"|Sand
 +
|-
 +
|}
 +
 +
== Weather type ==
 +
 +
{| style="width:200px; padding:0.3em; float:right; margin-left:15px; margin-bottom:8px; border:1px solid #A3B1BF; background:#f5faff; text-align:left; font-size:95%; line-height:1.5em;"
 +
|-
 +
!colspan="2" style="text-align:center; background:#cee0f2; padding:0.3em; font-size:1.1em;"|'''Weather type'''
 +
|-
 +
|'''Optional:'''||No
 +
|-
 +
|'''Parent:'''||Weather
 +
|-valign="top"
 +
|'''Offset:'''||37
 +
|-valign="top"
 +
|'''Size:'''||3 bits
 +
|-
 +
|colspan="2" style="text-align:center;"|'''See also'''
 +
|-
 +
|colspan="2"|[[#?|?]]
 +
|}
 +
 +
The weather type identifies what type of weather will go into effect.
 +
 +
=== Decoding ===
 +
 +
* ?
 +
=== Encoding ===
 +
 +
* ?
 +
 +
{| border="1" class="pii_species_variants" style="text-align:center"
 +
|-
 +
!Type!!Description
 +
|-
 +
|000||align="left"|Clear sky
 +
|-
 +
|001||align="left"|Stormy
 +
|-
 +
|010||align="left"|Misty
 +
|-
 +
|011||align="left"|Rainbow
 +
|-
 +
|100||align="left"|Cloudy
 +
|-
 +
|}
  
 
[[Category:Pinata Vision barcode]]
 
[[Category:Pinata Vision barcode]]

Revision as of 12:13, 12 March 2011

Common data

Card type

Card type
Optional: No
Parent: None
Offset: 8?
Size: 6 bits?
See also
?

The card type data identifies what general type of card follows.

It's not certain if the leading bits are a part of this field.

Decoding

  •  ?

Encoding

  •  ?
Card type General type Specific types
100001 PlaceTag Vision_Single_PlaceTag; Vision_Single_Blackariants; Vision_Single_GoodVariants; player-created cards
100010 UnlockTag Vision_Single_UnlockTag_ZZTrickStick
110000 ? PesterPV, Pester2PV, HelpersPV, WINTER_CARD
110100 Reference Vision_Single_View_Appear_Cutscene_Forced; Vision_Single_View_Mate_Cutscene_Forced; Vision_Single_ViewTagInJournal_Animal; Vision_Single_UnlockArt_Animal; Vision_Single_UnlockArt_Helper; Vision_Single_UnlockArt_All; Vision_Single_Learn_Primary_Trick; Vision_Single_Learn_Secondary_Trick; Vision_Single_Perform_Primary_Trick; Vision_Single_Perform_Secondary_Trick; Vision_Single_View_House_Interior_If_Present; Vision_Single_View_House_Interior_Forced
110110 Callback Vision_Single_LockedDinoCard; Vision_Single_SparseCallback; Vision_Single_TimeWarp; Vision_Single_Weather; terrain; romance music
111011 ? CouponPV

001 PlaceTag

Accessory

Accessory
Optional: Yes
Parent: PlaceTag
Offset: Varies
36 (?)
?? (?)
Size: Varies
3 + 8 x count
Accessory count
Optional: No
Parent: Accessory
Offset: 0
Size: 3 bits
Accessory item 1, 2, 3, ...
Optional: No
Parent: Accessory
Offset: 3
Size: 8 bits
See also
Accessory flag

This optional accessory data is present if the accessory flag is set.

Its offset appears to vary, based on other optional data such as pinata name.

The accessory items are 8-bit values, but do not match up with (normalized) PlaceTag accessory IDs.

Decoding

  • Read the accessory count, then read that number of 8-bit values that follow to determine what accessories a pinata is wearing.

Encoding

  • ?

A sample of encodings for accessory items. More cards need to be scanned (or generated) to identify all the possible accessory item values.

Item Description
24 Yee-Haw Spurs
91 Cook Hat
122 Reading Glasses
167 Tail Bow

Accessory flag

Accessory flag
Optional: No
Parent: PlaceTag
Offset: 29
Size: 1 bit
See also
Accessory

The accessory flag indicates whether or not optional accessory data is encoded on the card. The accessory flag is present for all PlaceTag cards, even if the item being placed is not a pinata.

Decoding

  • If the accessory flag is clear, no optional accessory data is encoded on the card
  • If the accessory flag is set, accessory data is encoded on the card. The inclusion of this optional data appears to shift offsets for fields that follow.

Encoding

  • If the pinata will be wearing accessories, set the accessory flag, and encode the accessory details.
  • If the pinata won't be wearing accessories, clear the accessory flag. No further encoding needs to be done, as the optional accessory data will not be present.

Name

Name
Optional: Yes
Parent: PlaceTag
Offset: Varies
41 (AF=0)
?? (?)
Size: Varies
5 x (length + 1)
Name character 1
Optional: No
Parent: Name
Offset: 0
Size: 5 bits
Name character 2
Optional: No
Parent: Name
Offset: 5
Size: 5 bits
Name character 3, 4, 5, ...
Optional: Yes
Parent: Name
Offset: 10, 15, 20, ...
Size: 5 bits
See also
Name flag

This optional pinata name data is present if the name flag is set.

Its offset appears to vary, based on other optional data such as accessories.

Unlike the accessory data, it does not contain a count (length) preceeding the name characters. The name is null-terminated (NUL).

Decoding

  • ?

The game likely auto-capitalizes the name, by capitalizing the first letter of the name and any letter that follows a space (SP) character.

Encoding

  • ?

The name character set is 5-bit, with no shift bit to distinguish between upper and lower case.

Char Bits Char Bits Char Bits Char Bits
NUL 00000 G/g 01000 O/o 10000 W/w 11000
SP 00001 H/h 01001 P/p 10001 X/x 11001
A/a 00010 I/i 01010 Q/q 10010 Y/y 11010
B/b 00011 J/j 01011 R/r 10011 Z/z 11011
C/c 00100 K/k 01100 S/s 10100 ? 11100
D/d 00101 L/l 01101 T/t 10101 ? 11101
E/e 00110 M/m 01110 U/u 10110 ? 11110
F/f 00111 N/n 01111 V/v 10111 ? 11111

More name data needs to be decoded to identify the remaining characters in the set, including the existence of a NUL termination character.

Name flag

Name flag
Optional: No
Parent: PlaceTag
Offset: Varies
39 (AF=0)
?? (?)
Size: 1 bit
See also
Name

The name flag indicates whether or not a pinata name is present.

Its offset appears to vary, based on other optional data such as accessories.

Decoding

  • If the name flag is clear, no optional name data is encoded on the card.
  • If the name flag is set, name data is encoded on the card. The inclusion of this optional data appears to shift offsets for fields that follow.

Encoding

  • If the pinata will have a name, set the name flag, and encode the name data.
  • If the pinata won't have a name, clear the name flag. No further encoding needs to be done, as the optional name data will not be present.

Use cost

Use cost
Optional: No
Parent: PlaceTag
Offset: Varies

41 (AF=0)
?? (AF=1)

Size: 10 bits
Use cost value
Optional: No
Parent: Use cost
Offset: 0
Size: 7 bits
Use cost magnitude
Optional: No
Parent: Use cost
Offset: 7
Size: 3 bits
See also
Use cost flag, accessory flag

The use cost holds the cost to scan the card (if the card is not flagged as free to scan).

Its offset appears to vary, based on other optional data such as accessory information.

Decoding

  • If the use cost flag is clear, the card is free to scan, and the (non-zero) use cost data should be ignored.
  • If the use cost flag is set, use the encoded use cost as the cost to scan the card.

To obtain the use cost, multiply the value by the order of magnitude (power of 10). For example, a use cost value of 18 and a use cost magnitude of 2 would be a use cost of 18 x 102 = 18 x 100 = 1800.

Encoding

  • If the card has a cost to scan, ensure that the use cost flag is set, and encode the use cost value and magnitude.

There does seem to be some variance on how a use cost of 1000 is encoded. Some cards have it stored as 100 x 10, while others have it encoded as 10 x 100. It's uncertain whether the representations are interchangeable or not, although a particular representation may affect other fields such as a checksum.

  • If the card is free to scan, ensure that the use cost flag is clear, and store an ID-derived non-zero value in the use cost to possibly help mask a noticable barcode pattern due to a run of 0s occurring within the encoded data.
Bit(s) Value to encode
V6 to V3 0
V2 1
V1 !ID11
V0 !ID10
M2 ID9
M1 ID8
M0 ID7

Use cost flag

Use cost flag
Optional: No
Parent: PlaceTag
Offset: 35
Size: 1 bit
See also
Use cost

The use cost flag indicates whether or not there is a cost to scan the card.

Decoding

  • If the use cost flag is clear, the card is free to scan (and the non-zero encoded use cost should be ignored).
  • If the use cost flag is set, the cost to scan the card is encoded in the use cost.

Encoding

  • If the card will have a cost to scan, set the use cost flag, and encode the use cost.
  • If the card will be free to scan, clear the use cost flag, and store an ID-derived non-zero value in the use cost.

It's uncertain whether the game ignores the use cost data for free cards, or checks it to see if it was encoded properly.

Variant

Variant
Optional: No
Parent: PlaceTag
Offset: Varies

?? (NF=1)

Size: 4 bits
See also
?

The variant identifies the variant color of the pinata being scanned.

Its offset appears to vary, based on other optional data such as pinata name. It appears to start 5 bits after the name data.

Decoding

  •  ?

Encoding

  • Known GoodVariants have a variant color between 2 and 9.
  • Known Blackariants have a variant color of 15.

100 Reference

Appear Mate subtype

Appear Mate subtype
Optional: No
Parent: Reference (AM)
Offset: 36
Size: 1 bit
See also
?

The Appear Mate subtype differentiates between View Appear Cutscene and View Mate Cutscene cards (which both share the same card type).

Decoding

  • If the Appear Mate subtype is 0(?), the card is a View Appear Cutscene card.
  • If the Appear Mate subtype is 1(?), the card is a View Mate Cutscene card.

Encoding

  •  ?

Journal UnlockArt subtype

Journal UnlockArt subtype
Optional: No
Parent: Reference (JU)
Offset: 45
Size: 1 bit
See also
?

The Journal UnlockArt subtype differentiates between ViewTagInJournal and UnlockArt cards (which both share the same card type).

Decoding

  • If the Journal UnlockArt subtype is 0(?), the card is an UnlockArt card.
  • If the Journal UnlockArt subtype is 1(?), the card is a ViewTagInJournal card.

Encoding

  •  ?

110 Callback

Dinosaur color

Dinosaur color
Optional: No
Parent: Change dinosaur
Offset: 37?
Size: 3 bits?
See also
?

The dinosaur color identifies what reskin color will be applied to the Choclodocus.

Decoding

  •  ?

Encoding

  •  ?
Type Description
000 Color 0 (blue)
001 Color 1 (green)
010 Color 2 (red)

Terrain type

Terrain type
Optional: No
Parent: Terrain
Offset: 37
Size: 3 bits
See also
?

The terrain type identifies what type of terrain will be applied to the entire garden surface.

Decoding

  •  ?

Encoding

  •  ?
Type Description
000 Dirt
001 Grass
010 Long grass
011 Snow
100 Sand

Weather type

Weather type
Optional: No
Parent: Weather
Offset: 37
Size: 3 bits
See also
?

The weather type identifies what type of weather will go into effect.

Decoding

  •  ?

Encoding

  •  ?
Type Description
000 Clear sky
001 Stormy
010 Misty
011 Rainbow
100 Cloudy