Author Topic: Squaresoft BRR Database  (Read 219 times)

Madsiur

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Squaresoft BRR Database
« on: March 17, 2018, 06:26:19 PM »
I started a few weeks ago gathering BRR samples, mainly from Squaresoft Satellaview and SFC games. I host the collection at ff6hacking.com, see this thread. I also developed a wiki section that should grow with more technical info. BRR related offsets are compiled here.

All samples from all games (BRR + WAV) (19MB)

Game that samples were completely extracted with ADSR, Pitch and Loop data are the following:

Bahamut Lagoon
Chrono Trigger
Dynami Tracer
Final Fantasy 4
Final Fantasy 5
Final Fantasy 6
Front Mission
Front Mission: Gundam Hazard
Hanjuku Hero
Koi ha Balance
Live a Live
Mystic Quest
Radical Dreamers
Romancing SaGa
Romancing SaGa 2
Romancing SaGa 3
Seiken Densetsu 3
Super Mario RPG
Secret of Mana
Treasure Conflix
Treasure of the Rudras


Some games data  are less compatible (direct copy / paste) with FF6, especially for pitch data and data from first SPC Cores (FF4, Romancing Saga, etc.). This has consequence that you might require trial and error to find a suitable data for a sample from these games. I'm investigating the two bytes format of the FF6 Pitch data to be able to better adjust this value.

Two games that are making me banging my head on the wall right now are Secret of Evermore and Breath of Fire that have their own special way of storing things (and not the Squaresoft regular pattern). There is a thread on SoE and one on BoF over at ff6hacking.com. I think I am on par with RHDN SoE ROM map as far as music offsets goes. This is the "disassembly" I have generated today. If anyone has BRR samples related info or info on ADSR data, pitch data (if any) and loop data (if any) for these two specific game, you would be very kind if you share them.

The SPC - Hard Core sub-forum was a really great help during this journey (that is not over yet). Every game I had a bit of info about I was able to locate rest of data fast and easily because Squaresoft had more or less the same pattern for the majority of its games. So I would like to thank anyone who contributed here in the various SPC theads of Squaresoft game and JCE3000GT for having paved the way!

« Last Edit: March 18, 2018, 01:22:59 PM by Madsiur »

Squall

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Re: Squaresoft BRR Database
« Reply #1 on: March 18, 2018, 10:21:40 AM »
Woah Madsiur, that is quite some work!!!

 :edit:
Its funny the timing of your post ... I was working on version 1 for FF4 of Square SPC Engine like 2 years ago, but had to freeze the project because of the lack of support. 2 days ago somebody else asked about that project.
So I wonder, are you interested in landing a hand to finish it? I'm OK if we re-spec it for FF6, because internally it was made flexible so later on to be used for all FFs (4,5,6), that will cover versions 1, 3, 4. In short regardless for what FF it will finish first, short after it will cover all others :)
« Last Edit: March 18, 2018, 10:35:43 AM by Squall »

Madsiur

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Re: Squaresoft BRR Database
« Reply #2 on: March 18, 2018, 01:22:36 PM »
So I wonder, are you interested in landing a hand to finish it? I'm OK if we re-spec it for FF6, because internally it was made flexible so later on to be used for all FFs (4,5,6), that will cover versions 1, 3, 4.

I have no programming experience in what most music commands do programmatically to a waveform (or channel / song).I used to deal with FF6 music commands to tweak songs but that was a few years ago.. What I could try doing is looking at some FF4 song data and document the missing commands, if there are any. After documenting everything generating a document such as this one for FF4 would be easy. FF6 support in a later time would actually be awesome  :childish:

I'm not promising anything very shortly but I'll look at this..