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| author | Alexander Kassouni <alex@kassouni.net> | 2026-09-08 20:11:06 -0700 |
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| committer | Alexander Kassouni <alex@kassouni.net> | 2026-09-08 20:11:06 -0700 |
| commit | 9ca1a1c1c7bf56e39b516c299b4e0d3efe59652b (patch) | |
| tree | 7e41c6f8424fbd021b515f6a95deffda61b4a142 /docs/index.html | |
| parent | 24ec2a92b56ca4296fe65b70524e36a8e1c67c2e (diff) | |
better docs
Diffstat (limited to 'docs/index.html')
| -rw-r--r-- | docs/index.html | 30 |
1 files changed, 18 insertions, 12 deletions
diff --git a/docs/index.html b/docs/index.html index 7017da5..86f2f9f 100644 --- a/docs/index.html +++ b/docs/index.html @@ -37,7 +37,7 @@ playback │ 6. Sou_VoiceStart() write port 0 of a JAudio2 subtrack │ sequence dyntbl ──► instrument (code − 1) ▼ 7. ProgToVp(bank, inst) ──► NoteToVoice() ──► smzwavetable -DSP ──► one ~190 ms VADPCM sample, 22050 Hz +DSP ──► one 30–400 ms VADPCM sample, 22050 Hz, pitched down 4–9 semitones </pre> <p>A phoneme code is literally a <strong>soundfont instrument number plus one</strong>. The whole @@ -75,27 +75,33 @@ entirely from the samples.</p> <span>Mode 1 — an undocumented third calling convention that bypasses phonology entirely, and what it says about samples 0x53–0x76.</span></li> - <li><a href="quirks.html">8. Quirks, dead code & corrections</a> + <li><a href="disc.html">8. Walking the disc image</a> + <span>CISO, the GameCube filesystem, the DOL, the bank blobs, the VADPCM + decoder, and the voice sequences disassembled — every offset needed to + extract and replay the samples from a dump.</span></li> + + <li><a href="quirks.html">9. Quirks, dead code & corrections</a> <span>The dead volume store, the tautological dedup, vestigial mouth-shape tracking, and corrections to earlier notes.</span></li> - <li><a href="reference.html">9. Reference tables</a> - <span>Everything in one place: voice codes, digraphs, phoneme tables, - control codes, source line index.</span></li> + <li><a href="reference.html">10. Reference tables</a> + <span>Everything in one place: the full voice table, digraphs, phoneme + tables, control codes, disc offsets, source line index.</span></li> </ul> <h2>Scope</h2> -<p>These pages document the <em>runtime</em> pipeline as decompiled. Extracting the -actual audio samples from a disc image is covered separately in -<code>../extraction.md</code>, which also carries the audio table-of-contents, -bank/sample formats, and VADPCM decoding notes.</p> +<p>Pages 1–7 document the <em>runtime</em> pipeline as decompiled. Page 8 documents the +<em>data</em>: how to walk a dumped disc image down to individual VADPCM frames, with +the audio table-of-contents, bank/sample formats, sequence disassembly and decoding +notes. Together they are intended to be a complete reference for a reimplementation.</p> <div class="note"> <strong>No game assets here.</strong> Everything on these pages is derived from decompiled -source. Reproducing audible animalese needs a legally dumped copy of the game. -</div> +source and structural analysis. Reproducing audible animalese needs a legally dumped +copy of the game.</div> -<p class="src">Verified against ac-decomp at commit <code>09ca8e8b</code> (DOL and REL 100 % linked).</p> +<p class="src">Verified against ac-decomp at commit <code>09ca8e8b</code> (DOL and REL +100 % linked) and against a dumped <code>GAFE01</code> USA rev 0 disc image.</p> </body> </html> |