What was the native format of music used in snes games?

Discussion in 'General Gaming' started by everett1911, Jan 22, 2018.

  1. everett1911

    everett1911 Robust Member

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    I was curious, since I'd assume the music wouldn't just be .spc files.
     
  2. graphique

    graphique Enthusiastic Member

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    I don't think there was a "native format" per se, you could write any code you wanted that controlled the sound chip.
    The wave data samples were in a 4-bit ADPCM format - see section 3.2 of the SNES development manual.
     
  3. karsten

    karsten Member of The Cult Of Kefka

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    I guess you could consider them as an audio chip "machine code"; spc emulate that.
     
  4. jonwil

    jonwil Robust Member

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    The way the SNES audio worked is that games uploaded sample data (in the special format) along with code for the SPC700 microprocessor. The .spc file is basically a dump of the complete state of the SPC700 and the other sound chips (RAM, registers etc).
     
  5. MottZilla

    MottZilla Champion of the Forum

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    Today there are some homebrew projects that take MOD Tracker music and convert it into a format for a SNES SPC program to use. I think an earlier one was called XM2SNES which took XM tracker files.

    As Jonwil said the .SPC format SNES music is often distributed in is actually a "save state" of the SPC unit. Very few games load data to the SPC while audio is playing so this works really well to distribute SNES music. Clay Fighter and Earthworm Jim 2 are fairly well known for using techniques that break this strategy as they require the SNES CPU to be actively feeding them new data as the sound plays.
     
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