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Audio overload nsf
Audio overload nsf







audio overload nsf

#AUDIO OVERLOAD NSF WINDOWS#

Some NSFs have also used extended characters, either as Windows CP-1252, or for Japanese: Windows CP-932 (Shift-JIS variant). In most game rips Japanese titles have been romanized into plain ASCII. Strings are usually encoded in plain ASCII. $080 nnn - The music program/data follows If used, can be used to provide NSF2 metadata If 0, all data until end of file is part of the program. $07D 3 BYTES 24-bit length of contained program data. $078 2 WORD (lo, hi) Play speed, in 1/1000000th sec ticks, PAL (see text)īit 1: if set, this is a dual PAL/NTSC tuneīit 4: if set, this song uses Namco 163 audioīit 5: if set, this song uses Sunsoft 5B audioīit 6: if set, this song uses VT02+ audio $070 8 BYTE Bankswitch init values (see text, and FDS section) $06E 2 WORD (lo, hi) Play speed, in 1/1000000th sec ticks, NTSC (see text) $04E 32 STRING The copyright holder, null terminated $02E 32 STRING The artist, if known, null terminated $00E 32 STRING The name of the song, null terminated

audio overload nsf

$00C 2 WORD (lo, hi) play address of data ($8000-FFFF) $00A 2 WORD (lo, hi) init address of data ($8000-FFFF) $008 2 WORD (lo, hi) load address of data ($8000-FFFF) $007 1 BYTE Starting song (1=1st song, 2=2nd song, etc) $006 1 BYTE Total songs (1=1 song, 2=2 songs, etc) $005 1 BYTE Version number $01 (or $02 for NSF2) $000 5 STRING 'N','E','S','M',$1A (denotes an NES sound format file) For example, an NTSC play speed of FF 40 means $40FF, or 16639 microseconds. All 2-byte address and period values are little endian.









Audio overload nsf