Users browsing this thread: 1 Guest(s)
Romancing Saga BRR and SPC info
Since documentation on this game is non-existant, I'll post what I've found. A BRR pointer need a subtraction of 0x028000 to get the brr sample offset, I'm not sure if SPC pointers follow the same pattern with songs. What is called "pitch multipler" could be something else and it's similar to FF4 since it stand on one byte. However loop starting data is on 2 bytes like all other games and not on 4 bytes like FF4. There is also a regular ADSR data.
Disassembly
 Offset |  Description |
 024800-024886 |  SPC pointers (45 songs) |
 0248C0-024913 |  BRR samples pointers (28 samples, -0x028000) |
 025200-02521B |  Pitch multipliers? (1 byte data) |
 025180-0251B7 |  Loop start positions (2 bytes data) |
 025240-025277 |  ADSR Data (2 bytes data) |
Disassembly
Code:
02/03BF: B9 C0 C8 LDA $C8C0,y ($0248C0,y) brr pointer
02/03C2: 85 20 STA $20
02/03C4: B9 C1 C8 LDA $C8C1,y ($0248C1,y) brr pointer
02/03C7: 85 21 STA $21
02/03C9: B9 C2 C8 LDA $C8C2,y ($0248C2,y) brr pointer
02/03CC: 85 22 STA $22
02/048F: B9 00 D2 LDA $D200,y ($025200,y) Pitch multipliers or other sound data
02/0492: 92 32 STA ($32)
02/0494: E6 32 INC $32
02/0496: B5 60 LDA $60,x
02/0498: 92 34 STA ($34)
02/049A: E6 34 INC $34
02/049C: B5 61 LDA $61,x
02/049E: 92 34 STA ($34)
02/04A0: E6 34 INC $34
02/04A2: 7A PLY
02/04A3: B9 80 D1 LDA $D180,y ($025180,y) Loop start positions
02/04A6: 18 CLC
02/04A7: 75 60 ADC $60,x
02/04A9: 92 34 STA ($34)
02/04AB: E6 34 INC $34
02/04AD: B9 81 D1 LDA $D181,y ($025181,y) Loop start positions
02/04B0: 75 61 ADC $61,x
02/04B2: 92 34 STA ($34)
02/04B4: E6 34 INC $34
02/04B6: B9 40 D2 LDA $D240,y ($025240,y) ADSR Data
02/04B9: 92 36 STA ($36)
02/04BB: E6 36 INC $36
02/04BD: B9 41 D2 LDA $D241,y ($025241,y) ADSR Data
02/04C0: 92 36 STA ($36)
02/04C2: E6 36 INC $36
« Next Oldest | Next Newest »
Users browsing this thread: 1 Guest(s)