aboutsummaryrefslogtreecommitdiff
path: root/engines/sci/sfx/doc
diff options
context:
space:
mode:
authorJordi Vilalta Prat2009-02-15 06:10:59 +0000
committerJordi Vilalta Prat2009-02-15 06:10:59 +0000
commitfa6e10e9cec163845aa29e7940c86e9c9ab8a2bc (patch)
treece87338830cc8c149e1de545246bcefe4f45da00 /engines/sci/sfx/doc
parent7c148ddf021c990fa866b7600f979aac9a5b26c9 (diff)
downloadscummvm-rg350-fa6e10e9cec163845aa29e7940c86e9c9ab8a2bc.tar.gz
scummvm-rg350-fa6e10e9cec163845aa29e7940c86e9c9ab8a2bc.tar.bz2
scummvm-rg350-fa6e10e9cec163845aa29e7940c86e9c9ab8a2bc.zip
Import the SCI engine sources from the FreeSCI Glutton branch (it doesn't compile yet)
svn-id: r38192
Diffstat (limited to 'engines/sci/sfx/doc')
-rw-r--r--engines/sci/sfx/doc/README7
-rw-r--r--engines/sci/sfx/doc/patch001.txt118
-rw-r--r--engines/sci/sfx/doc/sound01.txt213
3 files changed, 338 insertions, 0 deletions
diff --git a/engines/sci/sfx/doc/README b/engines/sci/sfx/doc/README
new file mode 100644
index 0000000000..502ad7d619
--- /dev/null
+++ b/engines/sci/sfx/doc/README
@@ -0,0 +1,7 @@
+The files in this direcory are a bit outdated. There are some small non
+critical errors in "patch.001", they are obvious if you bother to read
+the source (which is correct). "sound01.txt" is just meant to give you a
+basic understanding of the structures invovled in
+SCI01/SCI1/SCI1.1/SCI32 sound resources.
+
+Ravi has made some really good documentation for SCI0.
diff --git a/engines/sci/sfx/doc/patch001.txt b/engines/sci/sfx/doc/patch001.txt
new file mode 100644
index 0000000000..0037eea9b4
--- /dev/null
+++ b/engines/sci/sfx/doc/patch001.txt
@@ -0,0 +1,118 @@
+SCI patch.001 Resource Format Revision 0.1
+Rickard Lind 1999-12-16
+
+The patch.001 file for Roland MT-32, MT-100, LAPC-1, CM-32L and CM-64.
+
+This specification will sometimes look very incomprehensible without some
+knowledge concerning the MT-32 MIDI implementation.
+Have a look at http://members.xoom.com/_XMCM/TomLewandowski/docs.html
+
+
+1. The header (494 bytes) which is always present.
+
+Offset Size Type Description
+----------------------------------------------------------------------------
+ 0x000 2 89 00 First Two Bytes
+ 0x002 20 ASCII String for MT-32 Display ("*It's Only A Model* ")
+ 0x016 20 ASCII String for MT-32 Display (" CAMELOT, CAMELOT! ")
+ 0x02a 20 ASCII String for MT-32 Display ("Ham & Jam & SpamAlot")
+ 0x03e 2 word MT-32 Master Volume
+ 0x040 1 Index in Predefined reverb settings at 0x04c (0-10)
+ 0x041 11 MT-32 SysEx block setting reverb
+ (last 3 bytes are dummies)
+ 0x04c 3 Predefined reverb setting #1 (Mode, Time, Level)
+ : : :
+ 0x06a 3 Predefined reverb setting #11
+ 0x06d 8 MT-32 Patch Memory #1 (see Patch Memory description below)
+ : : :
+ 0x1e5 8 MT-32 Patch Memory #48
+ 0x1ed 1 n = Number of Timbre Memory (0-64 userdefined instruments)
+----------------------------------------------------------------------------
+
+
+ Patch Memory description
+
+ Offset Description
+ --------------------------------------------------------------------
+ 0x00 Timbre Group (0 = Bank A, 1 = Bank B, 2 = Memory, 3 = Rythm)
+ 0x01 Timbre Number (0 - 63)
+ 0x02 Key Shift (0-48) [-24 - +24]
+ 0x03 Fine Tune (0-100) [-50 - +50]
+ 0x04 Bender Range (0-24)
+ 0x05 Assign Mode (0 = Poly 1, 1 = Poly 2, 2 = Poly 3, 3 = Poly 4)
+ 0x06 Reverb Switch (0 = OFF, 1 = ON)
+ 0x07 Dummy
+ --------------------------------------------------------------------
+
+ Mapping MT-32 to GM instruments is done with Timbre Group and
+ Timbre Number.
+
+ Instrument 0-63: Bank A, 0-63
+ Instrument 64-127: Bank B, 0-63
+
+
+2. The Timbre Memory block (if n > 0), offset relative to 0x1ee
+
+Offset Size Type Description
+------------------------------------------------------------------------------
+ 0x000 246 MT-32 Timbre Memory #1 (see Timbre Memory description below)
+ : : :
+ 0x??? 246 MT-32 Timbre Memory #n
+------------------------------------------------------------------------------
+
+
+ Timbre Memory description
+
+ Offset Size Description
+ -----------------------------------------------------------------------
+ 0x00 10 Timbre Name (ASCII String)
+ 0x0a See http://members.xoom.com/_XMCM/TomLewandowski/lapc1.txt
+ -----------------------------------------------------------------------
+
+
+3. Second MT-32 Patch Memory Block, offset realtive to 0x1ee + n * 246
+
+Offset Size Description
+---------------------------------------------------
+ 0x000 2 0xab 0xcd (if this this is not present
+ there is no second block)
+ 0x002 8 MT-32 Patch Memory #49
+ : : :
+ 0x17a 8 MT-32 Patch Memory #96
+---------------------------------------------------
+
+
+4. Block for setting up Patch Temporary Area (rythm part) and
+ System Area - Partial Reserve, offset relative to 0x370 + n * 246
+
+Offset Size Description
+---------------------------------------------------
+ 0x000 2 0xdc 0xba (if this this is not present
+ this block is non existent)
+ 0x002 4 Rythm Setup for Key #24 (see below)
+ : : :
+ 0x0fe 4 Rythm Setup for Key #87
+ 0x102 9 System Area - Partial Reserve
+---------------------------------------------------
+
+ Rythm Setup description
+ See http://members.xoom.com/_XMCM/TomLewandowski/lapc1.txt
+
+
+TODO:
+
+ * Clearly describe which parts are interesting for a quick and dirty
+ GeneralMidi/patch.001/FreeSCI implementation
+
+ * Describe how the Sierra MT-32 driver uses patch.001
+
+ * Make this readable to someone who has not been reading reference
+ manuals since early childhood
+
+ * SGML
+
+
+Revision history
+
+ Revision 0.1 - 1999-12-16
+ - First pre-release of the specification
diff --git a/engines/sci/sfx/doc/sound01.txt b/engines/sci/sfx/doc/sound01.txt
new file mode 100644
index 0000000000..8aae367da7
--- /dev/null
+++ b/engines/sci/sfx/doc/sound01.txt
@@ -0,0 +1,213 @@
+The SCI01+ sound resource format
+
+Originally written by Rickard Lind, 2000-01-05
+Extensively rewritten by Lars Skovlund, 2002-10-27
+Again updated by Lars Skovlund, 2005-10-12
+
+Used in:
+Quest for Glory II: Trial by Fire (QfG2)
+Christmas greeting card 1990 (CC1990)
+
+The magic number (84 00) is left out, offset 0 is directly after these two
+bytes.
+
+If you examine a SCI01 sound resource use "sciunpack --without-header" to
+get the pointers within the file correct for your hex viewer.
+
+DESCRIPTION
+-----------
+
+The SCI01 sound resource consists of a number of track lists and the
+tracks themselves. There is one track list for (almost) every piece of
+sound hardware supported by the game. Each track either contains track
+data for one specific channel or a digital sample.
+
+SCI1 resources are the same, except that sample chunks are no longer
+allowed (since they are now separate resources).
+
+ Optional Priority Header
+ ------------------------
+
+ Some SCI1 songs contain an 8-byte header before the track list. At
+ least on PC platforms, its data is mostly unused. The priority value
+ is used if the script does not override it.
+
+ offset size description
+ -------------------------------------------------------
+ 0 byte 0xf0 Priority header marker byte
+ 1 byte Recommended priority for this song
+ 2 6 bytes Apparently unused
+
+ Track List
+ ----------
+
+ The track list tells us which tracks are to be played on particular
+ hardware platforms. Each entry either terminates the previous list
+ or contains an entry for the current one.
+
+ List Termination
+ ----------------
+
+ offset size description
+ -----------------------
+ 0 byte 0xff
+ 1 byte Hardware ID of next list, 0xff if none
+
+ List Entry
+ ----------
+
+ offset size description
+ -----------------------
+ 0 byte 0
+ 1 byte 0
+ 2 word Data Chunk pointer
+ 4 word Data Chunk size
+
+ The very first list in a file looks a little odd, in that it
+ starts with a single byte which tells us the hardware ID
+ associated with the first list (0 in all the cases I've seen)
+ followed by list entries as usual.
+
+ Known Hardware IDs
+ ------------------
+
+ Some of these are used by multiple drivers, probably because they
+ support the same number of polyphonic voices. Note that the
+ hardware ID does not necessarily tell us whether samples are
+ supported - thus, the list for Roland MT-32 also contains sample
+ tracks, because the user may also have a Sound Blaster card
+ connected. SCI1 most likely has more hardware IDs than these.
+
+ 0x00 - Sound Blaster, Adlib
+ 0x06 - MT-32 with Sound Blaster (for digital audio)
+ 0x09 - CMS/Game Blaster
+ 0x0c - Roland MT-32
+ 0x12 - PC Speaker
+ 0x13 - IBM PS/1, Tandy 3-voice
+
+ Data Chunks
+ -----------
+
+ In the sound resources of QfG2 and CC1990 I've seen two types of Data
+ Chunks, Sample and MIDI channel track.
+
+
+ Sample Chunk
+ ------------
+
+ offset size description
+ -----------------------
+ 0 byte =0xfe
+ 1 byte !=0xfe (always 0 in QfG2 and CC1990)
+ 2 word Sample rate (Hz)
+ 4 word Sample length
+ 6 word Sample point 1 (begin?)
+ 8 word Sample point 2 (end?)
+ 10 Unsigned 8-bit mono sample data
+
+
+ MIDI channel track Chunk
+ ------------------------
+
+ This chunk begins with a 2 byte header. The low nibble of the
+ first byte indicates the channel number. The high nibble controls
+ certain aspects of (dynamic) track channel/hardware channel mapping.
+
+ The second byte tells us how many notes will be
+ playing simultaneously in the channel. From the third byte onward
+ is the MIDI track data which looks just like normal SCI0 MIDI
+ track data, but all status bytes are targeted at one specific MIDI
+ channel.
+
+Example, sound.833 from QfG2 (--without-header)
+-----------------------------------------------
+
+offset data description
+------------------------
+ 0000 00 Hardware ID for first track list
+ 0001 00 Track list continuation
+ 0002 00 Same hardware device
+ 0003 003F Data Chunk pointer (Little Endian)
+ 0005 0013 Data Chunk length (LE)
+ 0007 00 Track list continuation
+ 0008 00 Same hardware device
+ 0009 006A Data Chunk pointer (LE)
+ 000B 0015 Data Chunk length (LE)
+ 000D FF Next track list
+ 000E 09 for hardware device 0x09
+ 000F 00 Track list continuation
+ 0010 00 Same hardware device
+ 0011 003F Data Chunk pointer (LE)
+ 0013 0013 Data Chunk length (LE)
+ 0015 00 Track list continuation
+ 0016 00 Same hardware device
+ 0017 0052 Data Chunk pointer (LE)
+ 0019 0018 Data Chunk length (LE)
+ 001B 00 Track list continuation
+ 001C 00 Same hardware device
+ 001D 0094 Data Chunk pointer (LE)
+ 001F 0012 Data Chunk length (LE)
+ 0021 FF Next track list
+ 0022 0C for hardware device 0x0C
+ 0023 00 Track list continuation
+ 0024 00 Same hardware device
+ 0025 003F Data Chunk pointer (LE)
+ 0027 0013 Data Chunk length (LE)
+ 0029 00 Track list continuation
+ 002A 00 Same hardware device
+ 002B 0052 Data Chunk pointer (LE)
+ 002D 0018 Data Chunk length (LE)
+ 002F FF Next track list
+ 0030 13 for hardware device 0x13
+ 0031 00 Track list continuation
+ 0032 00 Same hardware device
+ 0033 003F Data Chunk pointer (LE)
+ 0035 0013 Data Chunk length (LE)
+ 0037 00 Track list continuation
+ 0038 00 Same hardware device
+ 0039 007F Data Chunk pointer (LE)
+ 003B 0015 Data Chunk length (LE)
+
+ 003D FF FF Sequence Control - End of Sequence Blocks
+ ------------------------------------------------------------
+ 003F 0F MIDI Track channel 15 (control channel)
+ 0040 01 One note playing on track (probably just to satisfy the
+ MIDI engine)
+ 0041 MIDI Track data like SCI0
+ 0052 02 MIDI Track channel 2
+ 0053 02 Two notes playing on track
+ 0054 MIDI Track data like SCI0
+ 006A 03 MIDI Track channel 3
+ 006B 01 One note playing on track
+ 006C MIDI Track data like SCI0
+ 007F 0A MIDI Track channel 10
+ 0080 01 One note playing on track
+ 0081 MIDI Track data like SCI0
+ 0094 02 MIDI Track channel 2
+ 0095 01 One note playing on track
+ 0096 MIDI Track data like SCI0
+
+Addendum (provided by Lars Skovlund)
+------------------------------------
+
+First of all, tracks do not loop individually. No loop signals are
+reported.
+
+Absolute cues are generally stored in the signal selector, and
+cumulative cues are generally stored in the dataInc selector, with
+some interesting twists:
+
+1. The server's record of the absolute cue value is reset as part of
+ UPDATE_CUES.
+2. When a cumulative cue is reported to the VM object, it will be
+ placed in _both_ fields. In such a case, a constant of 0x7f will be
+ added to the _signal_ selector only, to be able to distinguish the
+ two kinds of cue (this has already been coded).
+3. The above only happens if the sound does not use absolute cues
+ (i.e. if the signal is 0 a priori). Note that, because of 1)
+ above, this does not cause problems neither with successive
+ cumulative cues nor with mixed cumulative/absolute cues.
+4. A signal of 0xff will stop the sound object playing. This may be
+ for purely internal purposes.
+5. There no longer is a field indicating the amount of increment for
+ a cue.