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by agu fungus at 10:56 AM EST on February 2, 2007
I'm really glad this is taking some real progress. Keep it up!
great news by unknownfile at 11:31 AM EST on February 2, 2007
The BUILD.MAP file in the Pikmin ISO is actually an outline of how the DOL was assembled (probably in chronological order). The jaudio library is implemented within a HUGE thread which could be used for gameplay, but I am unsure of this.

For now, I need to go downstairs and brave the idiots in the cafeteria lineups.
by unknownfile at 9:13 PM EST on February 2, 2007
the first appearance of Title.afc, played at E3 2001
by unknownfile at 3:40 PM EST on February 3, 2007
I'm trying to make IDA signature files by hand, but I am currently failing miserably.

The .PAT file syntax is very screwy. What I'm currently attempting to do is thus:

3C8080..54630BFC3804..7C601A14A06300004E8000200000000000000000 20 0000 0040 :0000 ac_WsVirtualToPhysical__FUs :0020 Jac_BnkVirtualToPhysical__FUs ....0000

It keeps turning me away, claiming "bad pattern". Can your lordship hcs help me?
by unknownfile at 8:15 PM EST on February 3, 2007
hcs got back to me on the previous comment.

Currently, the following functions are supported by the signature file:

Jac_WsVirtualToPhysical__FUs
Jac_BnkVirtualToPhysical__FUs
Jac_WsConnectTableSet__FUlUl
Jac_BnkConnectTableSet__FUlUl
Jac_PlayBGM

I hope to have more functions supported later. For now, I'm going to play Mario Sunshine.
by unknownfile at 11:34 AM EST on February 5, 2007
hcs sent me the ZeldaWW code last night, and it seems that jaudio went under a major overhaul.

The second version of the library is written in C++ as opposed to C, so there are likely to be major differences. Super Mario Sunshine might use some of the same functions, but I'm not sure.

I am still working on the .sig files for Dolphin OS Revision 37 (Luigi's Mansion, Pikmin), and I'll do OS Revision 54 (ZeldaWW, Mario Sunshine) when I get around to it. There are very very few functions supported, so you'll need to wait a bit.

As for killing threads, it can probably be achieved in this manner

infiniteloop:
b infiniteloop
nop

hcs, here's a hint at what jaudio does:

1) Sequence notes are played back on the CPU.
2) A mixer compiles the notes into AFC.
3) The AFC stream is passed to the DSP.
4) The DSP decodes the data.
5) Rinse and repeat.

Perhaps by looking for the decoding function that you could capture the ADPCM and pass it to the output?
by hcs at 4:40 PM EST on February 5, 2007
You might be interested to know that pure AFC streams are decoded by the CPU in Wind Waker.
by agu fungus at 3:05 PM EST on February 27, 2007
I wonder how this is going now.
by unknownfile at 9:10 PM EST on March 6, 2007
Here's some documentation on jaudio:

http://unknown.hcs64.com/gcformatdev/jaudio.htm
by jurassicPieter at 5:39 AM EDT on March 16, 2007
Thank's for the info on jaudio. Now I understand why the BMS-format is hard to comprehend.
Anyway I can tell Donkey Kong Jungle Beat is Revision 5(it has BMS files inside ARC files and AFC codecs inside AST containers).

Anyway what are the CIT files inside the JaiChord.arc files then? Chords Info Table or something?

edited 5:43 AM EDT March 16, 2007

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