diff --git a/pages/leaks/Nintendo/GigaleakNEWS05.md b/pages/leaks/Nintendo/GigaleakNEWS05.md index c182535a7..7ce653168 100644 --- a/pages/leaks/Nintendo/GigaleakNEWS05.md +++ b/pages/leaks/Nintendo/GigaleakNEWS05.md @@ -788,17 +788,6 @@ kimura/ * `partition.c` – Manages 1MB ROM chip boundaries (SNES SA-1 boards use multiple EPROMS) * `parth.bin`, `partition` – Pre-built partitioner -#### Sound/Audio Tools (5 utilities) -**Sound Effects:** -* `sfxdmp.c` – "SFX Dumper" – extracts sound effects from ROM -* `sfxlst.c` – "SFX List" – generates list of SFX from SFX bank -* `sfxdmp` – Compiled dumper (binary) -* `sfxlst` – Compiled list generator - -**Sound System:** -* `sos.c`, `sos2.c` (in AAfundoshi/CAD) – Sound Output System driver -* Likely SNES audio hardware interface - #### 3D & Math Utilities (9 utilities across fundoshi + ibm) **Fundoshi Variant (Nintendo-specific CPU optimization?):** * `fundoshi/light.c` – 3D lighting calculations @@ -824,7 +813,7 @@ This **dual-platform approach** allowed: #### File Utilities (10+ utilities) **Comparison & Diff:** * `fcmp.c` – File comparison (binary or text) -* `cvsource.c` – Likely CVS integration (version control) +* `cvsource.c` – Convert binary file into assembler source file **Format Conversion:** * `hex2bin.c`, `hex2bin` – Intel HEX → raw binary @@ -832,17 +821,21 @@ This **dual-platform approach** allowed: * `unix2dos.c`, `unix2msdos.c` – Line ending conversion * `dos2unix.c`, `ms2unix.c` – Reverse conversion * `mscnv.c`, `mscnv` – MS-DOS to Unix conversion - +* `sfxdmp.c` – Binary file dumper, to dump sections of a file +* `sfxlst.c` – header removal tool +* `sfxdmp` – Compiled dumper (binary) +* `sfxlst` – Compiled header removal tool + **Text/Code:** * `tab2spc.c`, `tab2spc` – Tab → space conversion * `tab8spc.c` – Tab → 8 spaces -* `source.c` – Source code formatting/processing -* `type.c` – File type detector +* `source.c` – Source File Creation Program, Version 2.00 +* `type.c` – Source code formatting/processing **Data Manipulation:** * `cut.c` – Binary/text cutting (like Unix cut utility) * `sum8.c` – 8-bit checksum calculator -* `label.c` – Label generation +* `label.c` – Used to generate 3D data and writes ASM files #### Hex/Binary Editors (3 utilities) * `hxed.c` – Hex editor source @@ -852,25 +845,23 @@ This **dual-platform approach** allowed: Used for low-level binary patching and ROM inspection. #### Miscellaneous Tools (10 utilities) -* `calc.c` – Calculation utilities (possibly for coordinate/parameter computation) +* `calc.c` – Simple pocket calculator * `getch.c` – Character input handler * `pr201.c` – Likely printer driver (NEC PR-201) -* `partition.c` – Disk partitioning -* `arrenge.c` – Likely "arrange" – data organization utility +* `partition.c` – File partitioner +* `arrenge.c` – copy of cnvmode7.c * `jisclr.c` – Japanese character/JIS handling * `id.c` – ID generation/assignment -* LHA compression library (7+ files) – Archive/compress assets +* LHArc UNIX v1.02 #### XL Project (360 files, 25 C source) -Largest sub-project, possibly: -* An audio/music toolchain (given many audio-related binaries: `xlbgm*.bin`, `xleng*.bin`, `xlsnd*.bin`) -* Or a comprehensive game development framework +Contains audiovisual assets from FX Trax (Wild Trax prototype) File inventory includes: * **Music/BGM**: 24 BGM files (`xlbgm01.bin` through `xlbgm24.bin`) * **Engine**: 9 engine modules (`xleng01` through `xleng09`) * **Sound**: 2 sound modules (`xlsound.bin`, `xlsnd01` through `xlsnd04`) -* **Graphics**: Demo/test graphics and palettes +* **Graphics**: Graphics from Wild Trax including some 3D asm tools ### Compiled Tool Distribution Beyond source, Kimura's directory contains **200+ compiled binaries and test ROMs**: @@ -995,34 +986,6 @@ This allows engineers to: * PC version lets animators **scrub through timelines** and **preview smoothly** * SNES version ensures **exact behavior** on target hardware -### XL Project: The Audio Infrastructure -Kimura's 360-file XL subdirectory deserves special attention. -The **24 BGM modules** (`xlbgm01.bin` through `xlbgm24.bin`) suggest this was a **complete audio toolkit**. - -**Likely components:** - -* **Audio Engine** (`xleng01` through `xleng09`) - * APU communication layer (SNES has a separate audio processor) - * Sound effect playback - * BGM sequencing - * Real-time mixing/volume control -* **Sound Effects Library** (`xlsound.bin`, `xlsnd01` through `xlsnd04`) - * Compiled SFX banks (weapon fire, explosions, footsteps) - * Indexed by game state (which SFX to play for which action) -* **BGM Database** (24 × musical pieces) - * Titles, composers, loop points - * Orchestration (which instruments active in each section) - * Potentially the **complete Star Fox 2 soundtrack** - -**Historical Context:** - -Star Fox 2's music is **orchestral and complex** (arranged by Hiroshi Shibuya, Shoji Maekawa). -The SNES APU could play only **8 channels** of 16-bit PCM. -XL likely managed: -* Channel allocation per instrument -* Real-time mixing/layering -* Tempo synchronization with gameplay - ### Cross-Project Asset Management The preservation of **experimental, legacy, and multi-project code** reveals how Kimura managed a growing codebase. @@ -1030,7 +993,7 @@ The preservation of **experimental, legacy, and multi-project code** reveals how ``` util/ # Current/stable utilities -xl/ # Latest audio project +xl/ # Assets from FX Trax exp/ # Active experiments old/ # Legacy code (but kept for reference) kart/ # Specific game (Mario Kart work?) @@ -1078,14 +1041,14 @@ This is a **mature, professional build system**-not ad-hoc, but systematic. --- ## Other Projects -### FX2 (Stunt Race FX) -A 2.8 MB graphics asset dump for Stunt Race FX (Wild Trax): +### FX2 +A 2.8 MB graphics asset dump from various games including SimCity * 42 `.cgx` graphics files * 36 `.bak` backups * 16 `.scr` screen layouts * 15 `.col` color palettes -Likely stage/track graphics and UI elements. + ### 3DCAD CAD tool UI and demo assets: