AGSC (File Format): Difference between revisions
Jump to navigation
Jump to search
→Pool
>MrSinistar (→Pool) |
>Aruki (→Pool) |
||
Line 72: | Line 72: | ||
=== Pool === | === Pool === | ||
The Pool chunk | The Pool chunk contains tables for SoundMacros, ADSR, keymaps, and layers, if applicable. It starts with a 16-byte header before the different data tables begin. | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 83: | Line 81: | ||
| 0x0 | | 0x0 | ||
| 4 | | 4 | ||
| ''' | | '''SoundMacros Offset''' (always 0x10) | ||
|- | |- | ||
| 0x4 | | 0x4 | ||
Line 100: | Line 98: | ||
| colspan=2 {{unknown|End of entry}} | | colspan=2 {{unknown|End of entry}} | ||
|} | |} | ||
==== SoundMacros ==== | |||
The first Pool table denotes MusyX's '''SoundMacros''', small scripts that apply various effects on the sounds in the game. Each macro is composed of a header followed by a number of commands; each command specifies its type through a single-byte command ID, then specifies the parameters of that particular command, which vary. | |||
The header of each SoundMacro is eight bytes, and is structured as follows: | The header of each SoundMacro is eight bytes, and is structured as follows: |