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ff3:ff3us:music:brrsamples [2018/03/11 02:15] madsiur [Introduction] |
ff3:ff3us:music:brrsamples [2024/02/11 00:22] (current) h.carrell Changed Gundam Hazard to Gun Hazard |
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The Squaresoft SPC Engine had 4 major revision; 1st implementation was Revision 1 (Final Fantasy 4), then Revision 2 for Romancing Saga. Later came Revision 3 for Mystic Quest, Final Fantasy 5, Hanjuku Hero and Secret of Mana. For all subsequent games Revision 4 was used but likely some games had a different version sharing the Revision 4 differences from Revision 3. This is why while things like ADSR Data and Looping Data do not change, setting the Pitch Multiplicator Data to an imported instrument from another Squaresoft games in Final Fantasy 6 might not give the same result as in the original game. This will require trial-error and some more serious testing. | The Squaresoft SPC Engine had 4 major revision; 1st implementation was Revision 1 (Final Fantasy 4), then Revision 2 for Romancing Saga. Later came Revision 3 for Mystic Quest, Final Fantasy 5, Hanjuku Hero and Secret of Mana. For all subsequent games Revision 4 was used but likely some games had a different version sharing the Revision 4 differences from Revision 3. This is why while things like ADSR Data and Looping Data do not change, setting the Pitch Multiplicator Data to an imported instrument from another Squaresoft games in Final Fantasy 6 might not give the same result as in the original game. This will require trial-error and some more serious testing. | ||
- | Not all games have their instruments labeled and a standard for naming should be adopted on some less intuitive names. Feel free to label the unknown instruments or submit your instrument names list via the ff6hacking forum. As for the download packages, you can download individual ones on each game page or one of these following 5 compilations that include all games. Finally we have made a [[https:// | + | Not all games have their instruments labeled and a standard for naming should be adopted on some less intuitive names. Feel free to label the unknown instruments or submit your instrument names list via the ff6hacking forum. As for the download packages, you can download individual ones on each game page or one of these following 5 compilations that include all games. Finally we have made a [[https:// |
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| BRR Samples with first two bytes as sample length. Pitch, loop and ADSR data are in a text file. (~3MB) | {{ff3: | | BRR Samples with first two bytes as sample length. Pitch, loop and ADSR data are in a text file. (~3MB) | {{ff3: | ||
| BRR Samples with first two bytes as sample length. Each sample has it own folder with data in bin files. (~3MB) | {{ff3: | | BRR Samples with first two bytes as sample length. Each sample has it own folder with data in bin files. (~3MB) | {{ff3: | ||
- | | BRR Samples with no sample length as first two bytes converted to WAV audio file. (~8MB) | {{ff3: | + | | BRR Samples with no sample length as first two bytes converted to WAV audio file. (~10MB) | {{ff3: |
- | | All packages from all games. (~16MB) | {{ff3: | + | | All packages from all games. (~19MB) | {{ff3: |
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==== Games ==== | ==== Games ==== | ||
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==== Looping point Data ==== | ==== Looping point Data ==== | ||
- | This is a two bytes data for every Squaresoft sample excluding Final Fantasy 4. However, even if the data is 4 bytes in this case first two bytes are always 00 00. It's easy to presume a loop start point would not give different results in different games but I have not studied every Squaresoft sound engines. I think a loop point AABB will restart | + | This is a two bytes data for every Squaresoft sample excluding Final Fantasy 4. However, even if the data is 4 bytes in this case first two bytes are always 00 00. It's easy to presume a loop start point would not give different results in different games but I have not studied every Squaresoft sound engines. I think a loop point AABB will loop the end of sample when we reach offset BBAA to sustain notes. |