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75 changes: 19 additions & 56 deletions pages/leaks/Nintendo/GigaleakNEWS05.md
Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand All @@ -824,25 +813,29 @@ 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
* `u2dos.c`, `u2dos` – Unix → MS-DOS line endings
* `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
Expand All @@ -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**:
Expand Down Expand Up @@ -995,42 +986,14 @@ 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.

**Directory structure shows evolution:**

```
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?)
Expand Down Expand Up @@ -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:
Expand Down
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