Name | Author | Game Mode | Rating | |||||
---|---|---|---|---|---|---|---|---|
Jazz Graphics Pack | Doubble Dutch | JJ1 Level | 8 |
----------------------------------------------- Jazz Jackrabbit sound importer\exporter ----------------------------------------------- --------------- Usage: --------------- EXPORTER: -The directory must contain 'bit.000' and a sound file to read from. No files will be overwritten; the JAZZ directory is the best place -Enter the name of the sound file you wish to extract sounds from -Sounds will be exported as uncompressed 705kb\s wave files; the sound file structure will be exported as a text file IMPORTER -The directory must contain 'SOUNDS.000' unless you are creating that file. There must also be present compatible wave files with the names listed in the sound list file. Files will be overwritten -Enter the name of the sound list you wish to import. A Jazz compatible soundfile will be created; this will overwrite any file present --------------------------------- Notes: --------------------------------- Sounds are outputted as stereo, 705kbs wave files with a 16bit sample rate. You can change this by changing the wave header stored in 'bit.000; but this will change the sound. Inported wave files cannot have unusual characters or [] in their names, this confuses the program. The list files are important, they list the sound names, whether the sound is empty or not, and what file to use for the sound. All sound names must be 12 characters long, (And should be 8 characters long to be useable in levels!) anything after the first space will be ignored (Use underscores if you must.) Anything else will cause an error with the sound header. Empty sounds are marked with an [X] and are sounds that you don't have a file for; the game will use the sound of the same position in SOUNDS.000 (Therefore, when writing SOUNDS.000, you cannot have any empty sounds, sorry.) Wave file names cannot be longer than 12 characters, including extension or the program will not be able to open them. (It's BASIC, remember?) The sound file extension will use the last three characters from the list file name that are not the extension. The sound importer should work with uncompressed PCM wave files of any bps, mono wave files sound a bit strange when imported, and the best are stereo 705kbs waves. If the sound 'BLOCK1' is left empty, it will probbably sound strange, this is due to an odd property of the empty sound files. If you don't like it, fill it with another sound, or, edit the level's sounds. A sound file may have up to 255 sounds, of which only 32 can be used per level. Sound names are important; unless they match the name of the sound in the level, the sound will be silent, so it is best to leave the 'default' names in the list file the same. --------------------------------- Sound format: --------------------------------- -SOUNDS.00X Header ['sfx + $1A'; 4 bytes] Sound data [Variable size, in SOUNDS.000, contains the standard sounds used by ALL other episode's ] [sounds. In other sound files contains the extra sounds. Consists of 1-byte 0-255 bits ] [much like the uncompressed audio in a wave file. Also contains unheard 'sound header' ] [(See below) that is now useless and part of the sound (But too short to hear.) ] Sound list [See below, usually contains default sounds but can also contain extra sounds used in ] [other episodes (Only two sound files have these!) ] Sound list location [Four bytes; looked at first by Jazz to get the location of the sound list in the] [file. This is the location of the first letter of the first sound of the sound ] [list. ] -STANDARD SOUND LIST ENTRIES Name [12 bytes, spaces fill up unused characters.] Location [FOUR bytes, where in file to find sound; for dataless files it is the NEGATIVE location of ] [the sound in SOUNDS.000. Thus the first sound at 4 in SOUNDS.000 is usually shown in the ] [dataless files as $FC $FF $FF $FF (-4) ($04 $00 $00 $00 'normally') ] Sound length [Two bytes, length of sound in both game ticks and in the space it takes up in the sound] [file ] -SOUNDS [Encoded into the sound at an early stage, but no onger used by the game] Start [1 byte, $01] Name [13 bytes, default name is 'name2'] End of name [2 bytes, $05 $00] Size [Size of sound after sound header, two bytes] Spacer [10 bytes, all blank] Loudness [Four bytes, usually $40 $00 $00 $00] Pitch [Four bytes, usually $C8 $32 $00 $00] Spacer [40 bytes, all blank] Header end [Three bytes, 'SCR'] Sound data [As above] #Oddly, for SOUNDS.001 and onwards (2,3,...) any sound over 15 that refers to SOUNDS.000 refers to it #346 further along than it should. Ths appears to relate to the header sructure somehow, but I don't #know exacly. Also sound 15, if it refers to SOUNDS.000 will have the reference value of SOUNDS.000 #sound 15. (By default BIRDY1) Again, I'm not sure why this is.
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