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Scripting and Reverse Engineering / Re: FF7 PSX sound effects format
« on: 2018-05-31 14:09:41 »
Hey thanks !
We could merge our opcodes lists, from what i see in your code you have some unidentified ones that I've already understood, and you have some others that I weren't aware of.
http://sdamo.io/ff7/
https://github.com/Akari1982/q-gears/blob/master/utilities/ffvii_sound_dumper/src/AkaoParser.cpp
I'm especially interested by the LFO table, which is too much work to reverse engineer by ear. Can you confirm it's your "akao_wave_table" array ?
I currently have a totally custom engine that playbacks the sound, but for accuracy it would be better to use some real PSX emulation so I can focus on the sound parsing a bit like you did. I'm pretty sure you could play the sounds with your engine with minor tweaks (implementing the commands that are used in SFXs like the noise generator), since the format is close to the one used for the songs. The note handling is probably different too, since for the SFXs the pitch and duration are merged into the same byte
We could merge our opcodes lists, from what i see in your code you have some unidentified ones that I've already understood, and you have some others that I weren't aware of.
http://sdamo.io/ff7/
https://github.com/Akari1982/q-gears/blob/master/utilities/ffvii_sound_dumper/src/AkaoParser.cpp
I'm especially interested by the LFO table, which is too much work to reverse engineer by ear. Can you confirm it's your "akao_wave_table" array ?
I currently have a totally custom engine that playbacks the sound, but for accuracy it would be better to use some real PSX emulation so I can focus on the sound parsing a bit like you did. I'm pretty sure you could play the sounds with your engine with minor tweaks (implementing the commands that are used in SFXs like the noise generator), since the format is close to the one used for the songs. The note handling is probably different too, since for the SFXs the pitch and duration are merged into the same byte