Difference between revisions of "FF7/PSX/Sound/INSTRx.ALL"
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ffrtt>Vegetass4 (From Wiki Backup May 21 2017. This page was last modified on 21 September 2007, at 13:52.) |
ffrtt>Loveemu m |
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There is two files of this structure on FF7 game discs: SOUND/INSTR.ALL - Main game sounds (93 instruments) SOUND/INSTR2.ALL- Voices from ending theme "One Winged Angel" (4 instruments) These files contain all sample data for every instrument in game. Every instrument consists of 16-byte PSX ADPCM frames. Frame format is known and there is numerous decompressors for it whether on the net, or in Q-Gears source. | There is two files of this structure on FF7 game discs: | ||
* SOUND/INSTR.ALL - Main game sounds (93 instruments) | |||
* SOUND/INSTR2.ALL - Voices from ending theme "One Winged Angel" (4 instruments) | |||
These files contain all sample data for every instrument in game. Every instrument consists of 16-byte PSX ADPCM frames. Frame format is known and there is numerous decompressors for it whether on the net, or in Q-Gears source. | |||
== File Structure == | == File Structure == | ||
At file beginning there is two 32-bit numbers | At file beginning there is two 32-bit numbers. Counting from 0x10 file offset there is sample data for all instruments. (using term "Instrument" I actually mean serie of ADPCM samples, although in some context I can use term "Sample", "Sound" or "Voice" to describe instrument). All data from INSTR.ALL are loaded by DMA to SPU RAM in one chunk, offset 0x0202. | ||
struct AkaoSampleSet | |||
{ | |||
uint32_t addr; // transfer destination address (SPU hardware address, between 0x1010 - 0x7ffff) | |||
uint32_t size; // transfer size | |||
uint8_t unknown[8]; // unused? padded with 0s | |||
uint8_t data[size]; // PSX ADPCM frames | |||
}; |
Latest revision as of 15:49, 7 June 2020
There is two files of this structure on FF7 game discs:
- SOUND/INSTR.ALL - Main game sounds (93 instruments)
- SOUND/INSTR2.ALL - Voices from ending theme "One Winged Angel" (4 instruments)
These files contain all sample data for every instrument in game. Every instrument consists of 16-byte PSX ADPCM frames. Frame format is known and there is numerous decompressors for it whether on the net, or in Q-Gears source.
File Structure
At file beginning there is two 32-bit numbers. Counting from 0x10 file offset there is sample data for all instruments. (using term "Instrument" I actually mean serie of ADPCM samples, although in some context I can use term "Sample", "Sound" or "Voice" to describe instrument). All data from INSTR.ALL are loaded by DMA to SPU RAM in one chunk, offset 0x0202.
struct AkaoSampleSet { uint32_t addr; // transfer destination address (SPU hardware address, between 0x1010 - 0x7ffff) uint32_t size; // transfer size uint8_t unknown[8]; // unused? padded with 0s uint8_t data[size]; // PSX ADPCM frames };