CSNG (File Format): Difference between revisions
Jump to navigation
Jump to search
>Aruki No edit summary |
>Aruki m (→Custom Header) |
||
Line 35: | Line 35: | ||
| 4 | | 4 | ||
| '''File Length''' | | '''File Length''' | ||
|- | |||
| 0x14 | |||
| colspan=2 {{unknown|MusyX data starts]} | |||
|} | |} | ||
Revision as of 19:05, 6 March 2015
The CSNG format contains MIDI data. It appears in Metroid Prime 1 and 2. It is essentially MusyX's SON music format, with a custom header.
This file format needs a lot of research Nothing is known about this format. |
Format
Custom Header
This 0x14-byte header isn't part of the MusyX format; it appears at the start of the file. After parsing this the rest of the file is copied into a buffer and then passed to the MusyX functions.
Offset | Size | Description |
---|---|---|
0x0 | 4 | Magic; (always 0x2) |
0x4 | 4 | Sequence Index |
0x8 | 4 | Voice Count |
0xC | 4 | AGSC ID |
0x10 | 4 | File Length |
0x14 | MusyX data starts]} |
Header
Offset | Size | Description |
---|---|---|
0x0 | 4 | Voice Header Table Offset (start of MusyX SON data) |
0x4 | 4 | Voice Sequence Offsets Table Offset |
0x8 | 4 | Wave Index Table Offset |
0xC | 4 | Unknown; (always 0...probably another offset) |
0x10 | 4 | Initial BPM Rate; AKA Tempo (always 0x78 = 120 beats per minute) |
WIP |