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From Final Fantasy Inside

FF7/PSX/Sound/INSTRx.DAT

38 bytes added, 04:33, 30 May 2020
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{
/* offsets */
uint32_t attack_offset // offset to attack part of instrument(SPU hardware address) uint32_t loop_offset; // offset to loop part of instrument(SPU hardware address)
/* ADSR Envelope settings */
uint8_t attack_rate; // ADSR: attack rate (0x00-0x7f)
uint8_t attack_mode; // ADSR: attack mode
// 0x05 - (exponential)
// other 0x01 (default) - (linear)
uint8_t sustain_mode; // ADSR: sustain mode
// 0x01 - (linear, increase)
// 0x05 - (exponential, increase)
// 0x07 - (exponential, decrease)
// other 0x03 (default) - (linear, decrease)
uint8_t release_mode; // ADSR: release mode
// 0x07 - (exponential decrease)
// other 0x03 (default) - (linear decrease)
uint32_t pitch[12]; // predefined pitch set for instrument
};
Each index file takes 4 CDROM sectors, so rest unused data filled with zeroes. Attack and loop offsets isn't real file offsets, it's offsets to instruments in SPU internal memory (all instrument data from INSTRx.ALL files are copied by DMA to SPU memory in one chunk), so to translate INSTR.ALL you need tu to subtract 0x0ff0 (not sure about 0x38540 for INSTR2.DAT file, haven't investigate that yet). INSTR.DAT file resides in PSX RAM at address 0x80075f30 and when it's needed to load any instrument or to reset pitch for this instrument this table is used.
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