Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - PSP and NDS audio
  
User name:
Password:
Reply:
 

UserPost
Dwedit
Posts: 79/92
I can't really hear anything (thanks to the corrupting SMT rom dumper 1.0) in Touched, but I suspect that the reason that the Mona Pizza song does not have separated samples has to do with the fact that the song is only being played at one speed, so it wouldn't need to split each word/syllable apart when the song plays faster.
Kyoufu Kawa
Posts: 1954/2481
NDS has three basic hardware-supported sample formats: two distinctive PCM variants and IMA-ADPCM (delta-encoded). It has up to eight distinct sound channels, each channel has several registers: one for the sample source address, some for it's stereo settings, two or three for loop settings...

Get your facts right.
Heran_Bago
Posts: 83/91
I've been poking at some other games as of late. Here's what I have to say about the audio in the newer systems' way of doing things:


NDS:
PCM for the most part. However, I haven't seen the DS use a normal PCM, signed or unsigned. It's really its own variant of it, but I'll refer to it as PCM.
All audio I've heard is mono, however like the GBA, programming decides how it comes out (pitch, bitrate, left/right, etc). Wheras the actual audio sample should be mono, and a rate around 10500.
For music, it still usually uses the GBA's meathod of having notes in PCM format and then parts where notes are decreed, probably sheet music form.
All sound effects are PCM too.
One this I noticed is that space isn't as much of an issue as it was on the GBA. FOr example, the unlockable mona pizza song in wario ware touched. The singing can be found uniterrupted, and not devided with headers like GBA audio. Great examples of it being devided are wario ware, wario ware twisted, klonoa heroes. I honestly haven't tried looking at GBA movies.. But this is NDS I was talking about!

Music: 2% hackable (audio samples. Will come out extreemly fuzzy on real hardware.) using normal GBA or PCM audio meathods.

Sound Effects and Speech: 5%. Same deal as above. At least it's more than notes.



PSP:
Big difference from DS, PSP audio seems to always be stereo.

The PSP has a different way of handling audio.
Using sound effects and voices vary from game to game. In Puyo Puyo fever, it's a variant of PCM (like the NDS) stored in .VPC files. There are also .gim files and binary files which I can't identify as doing anything.

MUSIC! This is great. All music tacks are stored in .at3 format. It's a format exclusive to sony, and from what I've gathered, if you have a program called Sony SoundForge, you can just open mp3s and save them as atrac3 files. BAM! Your own soundtrack for Puzzle Bobble, Puyo Fever, Whatever.

Music: 100% ... unless some game uses another format. =P

Sound Effects and Speech: 5% Same deal as DS.

~~~~~~~~

All numbers execpt 10500 made up on the spot. If anyone has more info on the wierd PCMs, feel free to share.
Acmlm's Board - I2 Archive - Rom Hacking - PSP and NDS audio


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.035 seconds.