Difference between revisions of "Star Fox:Audio Data"

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(Added audio data page.)
 
(Adding table of known audio clips)
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{{subpage|game=Star Fox:Audio Data}}
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{{subpage|game=Star Fox:ROM map}}
  
 
{{Infobox table|name=Audio Data
 
{{Infobox table|name=Audio Data
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== Audio Data ==
 
== Audio Data ==
Audio clips are stored in BRR format.
+
Audio clips are stored in BRR format.  Each audio data block is 9 bytes long.
  
 
  Offset  Size    Description
 
  Offset  Size    Description
Line 19: Line 19:
 
   0x01  8      16 Samples (4-bits each)
 
   0x01  8      16 Samples (4-bits each)
  
The first byte contains flags that apply to all of the samples in this block.  If bit 0 is set, then this is the last block of the audio clip.  If bit 1 is set, this block should be played in a loop.  (Since loop information is handled separately, in the audio directory, the loop bit is most likely ignored.)
+
The first byte contains flags that apply to all of the samples in this block.  If bit 0 is set, then this is the last block of the audio clip.  If bit 1 is set, this block should be played in a loop.  (Since loop information is handled separately in the audio directory, the loop bit is most likely ignored.)
  
 
The high nibble (4-bits) of the Flags field specifies the number of bits that each sample in this block should be shifted to the left.
 
The high nibble (4-bits) of the Flags field specifies the number of bits that each sample in this block should be shifted to the left.
  
 
The rest of the Flags field (bits 2-3) control a custom filter to be applied to each sample in the block.  There are 4 possible filter values.
 
The rest of the Flags field (bits 2-3) control a custom filter to be applied to each sample in the block.  There are 4 possible filter values.
 +
 +
== Audio Clips ==
 +
 +
{| class="wikitable"
 +
!style="text-align:left;" | Start
 +
!style="text-align:left;" | Description
 +
|-
 +
| <code>0C2B22</code>
 +
| Mechanical
 +
|-
 +
| <code>0C2F00</code>
 +
| Mechanical 2
 +
|-
 +
| <code>0C3A64</code>
 +
| Laser
 +
|-
 +
| <code>0C3FC5</code>
 +
| Bomb
 +
|-
 +
| <code>0C5EBE</code>
 +
| Hit
 +
|-
 +
| <code>0C6D31</code>
 +
| Incoming Enemy
 +
|-
 +
| <code>0C7F0D</code>
 +
| Twin Blaster
 +
|-
 +
| <code>0C8B1C</code>
 +
| Andross Laugh
 +
|-
 +
| <code>0C8FC9</code>
 +
| Repaired
 +
|-
 +
| <code>0C9AD3</code>
 +
| Noise
 +
|-
 +
| <code>0C9CD6</code>
 +
| ??
 +
|-
 +
| <code>0C9D0C</code>
 +
| ??
 +
|-
 +
| <code>0C9D42</code>
 +
| Timpani
 +
|-
 +
| <code>0C36C3</code>
 +
| ??
 +
|-
 +
| <code>0C64E5</code>
 +
| Noise 2
 +
|-
 +
| <code>0C2B22</code>
 +
| Mechanical
 +
|-
 +
| <code>0C2B22</code>
 +
| Mechanical
 +
|-
 +
| <code>0C2B22</code>
 +
| Mechanical
 +
|-
 +
| <code>0C2B22</code>
 +
| Mechanical
 +
|-
 +
| <code>0C2B22</code>
 +
| Mechanical
 +
|-
 +
| <code>0C2B22</code>
 +
| Mechanical
 +
|-
 +
| <code>0C2B22</code>
 +
| Mechanical
 +
|-
 +
| <code>0C2B22</code>
 +
| Mechanical
 +
|-
 +
| <code>0C2B22</code>
 +
| Mechanical
 +
|-
 +
| <code>0C2B22</code>
 +
| Mechanical
 +
|-
 +
| <code>0C2B22</code>
 +
| Mechanical
 +
|-
 +
| <code>0C2B22</code>
 +
| Mechanical
 +
|-
 +
| <code>0C2B22</code>
 +
| Mechanical
 +
|-
 +
| <code>0C2B22</code>
 +
| Mechanical
 +
|-
 +
| <code>0C2B22</code>
 +
| Mechanical
 +
|-
 +
| <code>0C2B22</code>
 +
| Mechanical
 +
|-
 +
| <code>0C2B22</code>
 +
| ??
 +
|-
 +
| <code>0C2B22</code>
 +
| ??
 +
|-
 +
| <code>0C2B22</code>
 +
| ??
 +
|-
 +
| <code>0C2B22</code>
 +
| ??
 +
|-
 +
| <code>0C2B22</code>
 +
| ??
 +
|-
 +
| <code>0C2B22</code>
 +
| ??
 +
|-
 +
| <code>0C2B22</code>
 +
| ??
 +
|-
 +
| <code>0C2B22</code>
 +
| ??
 +
|-
 +
|}

Revision as of 22:40, 12 June 2019


Audio Data
Game Star Fox
Start Address 0x0C0000
End Address 0x0EFFFF
# of Entries unknown
Entry Length unknown
Total Length 196,608 bytes
Back to the ROM map

Audio Data

Audio clips are stored in BRR format. Each audio data block is 9 bytes long.

Offset  Size    Description
------- ----    -----------
 0x00   1       Flags
 0x01   8       16 Samples (4-bits each)

The first byte contains flags that apply to all of the samples in this block. If bit 0 is set, then this is the last block of the audio clip. If bit 1 is set, this block should be played in a loop. (Since loop information is handled separately in the audio directory, the loop bit is most likely ignored.)

The high nibble (4-bits) of the Flags field specifies the number of bits that each sample in this block should be shifted to the left.

The rest of the Flags field (bits 2-3) control a custom filter to be applied to each sample in the block. There are 4 possible filter values.

Audio Clips

Start Description
0C2B22 Mechanical
0C2F00 Mechanical 2
0C3A64 Laser
0C3FC5 Bomb
0C5EBE Hit
0C6D31 Incoming Enemy
0C7F0D Twin Blaster
0C8B1C Andross Laugh
0C8FC9 Repaired
0C9AD3 Noise
0C9CD6  ??
0C9D0C  ??
0C9D42 Timpani
0C36C3  ??
0C64E5 Noise 2
0C2B22 Mechanical
0C2B22 Mechanical
0C2B22 Mechanical
0C2B22 Mechanical
0C2B22 Mechanical
0C2B22 Mechanical
0C2B22 Mechanical
0C2B22 Mechanical
0C2B22 Mechanical
0C2B22 Mechanical
0C2B22 Mechanical
0C2B22 Mechanical
0C2B22 Mechanical
0C2B22 Mechanical
0C2B22 Mechanical
0C2B22 Mechanical
0C2B22  ??
0C2B22  ??
0C2B22  ??
0C2B22  ??
0C2B22  ??
0C2B22  ??
0C2B22  ??
0C2B22  ??