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@@ -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&nbsp;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 &amp; 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 &amp; 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&nbsp;% linked) and against a dumped <code>GAFE01</code> USA rev&nbsp;0 disc image.</p>
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