FF7/PSX/Sound/Code Map
From Final Fantasy Inside
< FF7
Code Map
Introduces functions, variables and data related to sound, contained in SCUS_941.63 (game program of US version). Note that all symbol names below are for convenience only.
PSX Address | Declaration | Description |
---|---|---|
0x80029818 | void AkaoLoadInstrSet(const void *sampleSet, const void *instrSet) | Load additional instrument set
sampleSet: corresponding to SOUND/INSTR2.ALL instrSet: corresponding to SOUND/INSTR2.DAT |
0x8002988C | void AkaoInit(const void *sampleSet, const void *instrSet) | Initialize sound driver and load initial instruments
sampleSet: corresponding to SOUND/INSTR.ALL instrSet: corresponding to SOUND/INSTR.DAT |
0x8002DA7C | int AkaoLoadSeq(void) | Load and start playing new AKAO sequence
Parameters are given from a global structure Returns: 0 for success, 1 for already loaded, and -1 for invalid signature |
0x80030E7C | void _AkaoDispatchVoice(struct MusicPlayerTrack *track, void *a1, int a2) | Dispatch voice opcodes until the next note or end of track |
0x80036298 | void SpuInit(void) | Initialize SPU (PsyQ library function) |
0x8003D0C0 | int ResetCallback() | Initialize all system callbacks (PsyQ library function) |
0x80049948 | const unsigned char VOICE_OPCODE_LENGTHS[0x60] | Length table for voice opcodes 0xa0-0xff
0 for end of track and branches |
0x80049AA8 | void (* const VOICE_OPCODES[0x60])(struct MusicPlayerTrack *, void *, int) | Address table for voice opcodes 0xa0-0xff |
0x80049C44 | const unsigned short VOLUME_TABLE_L[256] | |
0x80049E44 | const unsigned short VOLUME_TABLE_R[256] | |
0x80083580 | unsigned char g_AkaoSeqData[] | RAM area to load AKAO sequence data |
Structures
struct MusicPlayerTrack { };