diff --git a/BS.md b/BS.md
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+# Loading a BS still image
+
+You need [mkpsxiso](https://github.com/Lameguy64/mkpsxiso) in your $PATH to generate a PSX disk image.
+
+## Compile
+
+```bash
+make all
+```
+
+## Clean directory
+
+```bash
+make cleansub
+```
+
+## Converting a still image to BS
+
+`MC32` can convert these formats to BS : TIM, RGB, YUV.
+
+### Image > TIM with img2tim
+
+Convert your image to a 24bpp TIM with [`img2tim`](https://github.com/Lameguy64/img2tim):
+
+```bash
+img2tim -bpp 24 -o output.tim input.png
+```
+
+Then use `MC32` as instructed below.
+
+Result :
+
+```bash
+identify bace.tim
+bace.tim TIM 320x240 320x240+0+0 8-bit sRGB 230420B 0.000u 0:00.000
+```
+
+### Image > RGB with imagemagick
+
+You can convert your image to RGB with:
+
+```bash
+convert input.png RGB:output.rgb
+```
+Result :
+```bash
+identify -size 320x240 -depth 8 RGB:bace.rgb
+RGB:bace.rgb=>bace.rgb RGB 320x240 320x240+0+0 8-bit sRGB 230400B 0.000u 0:00.003
+```
+
+
+### Image > YUV422 UYVY with imagemagick
+
+You can convert your image to YUV with:
+
+```bash
+convert input.png UYVY:output.yuv
+```
+Result :
+```bash
+dentify -size 320x240 UYVY:bace.yuv
+UYVY:bace.yuv=>bace.yuv UYVY 320x240 320x240+0+0 8-bit YCbCr 153600B 0.000u 0:00.005
+```
+
+
+### TIM/RGB/UYVY > BS conversion
+
+Use the [`MC32` tool](http://psx.arthus.net/tools/pimp-psx.zip) conversion tool to import the image, specifying the right dimensions, and convert to `bs` with those settings :
+
+**Note that a BS image must have a width and height that is a multiple of 16**
+
+```
+Input: RGB, Output: bs
+MDEC version : 2
+Custom: Size in sectors or (2048 * sector number) bytes, Variable frame size
+```
+
+![MC32 bs conversion](https://wiki.arthus.net/assets/mc32-bs-conv.png)
+
+## Sources & Refs
+
+img2tim : https://github.com/Lameguy64/img2tim
+MC32 : http://psx.arthus.net/tools/pimp-psx.zip
+
+mdecnote : http://psx.arthus.net/sdk/Psy-Q/DOCS/TECHNOTE/mdecnote.pdf
+PSX RGB and YUV format : http://psx.arthus.net/sdk/Psy-Q/DOCS/Devrefs/Dataconv.pdf , p.68
+
+YUV pixel format : https://www.fourcc.org/pixel-format/yuv-uyvy/
+RGB pixelformat : https://www.fourcc.org/pixel-format/rgb-bi_rgb/
+
+RGB<>YUV conversion formulas : https://www.fourcc.org/fccyvrgb.php
diff --git a/CD.md b/CD.md
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+## Compiling
+
+You need [mkpsxiso](https://github.com/Lameguy64/mkpsxiso) in your $PATH to generate a PSX disk image.
+Typing
+```bash
+make
+```
+in a terminal will compile and generate the bin/cue files.
+
+Typing
+```bash
+make cleansub
+```
+will clean the current directory
+
+## Creating the disk image
+
+```bash
+mkpsxiso -y isoconfig.xml
+```
+
+## Using ffmpeg to generate a CDDA compliant Wav file
+
+Needed Specification : `RIFF (little-endian) data, WAVE audio, Microsoft PCM, 16 bit, stereo 44100 Hz`
+
+### Conversion
+
+```bash
+ffmpeg -i input.mp3 -acodec pcm_s16le -ac 2 -ar 44100 output.wav
+```
+
+### Merging two mono audio channels into one stereo channel
+
+```bash
+ffmpeg -i herb.wav.new -filter_complex "[0:a][0:a]amerge=inputs=2[a]" -map "[a]" herbi.wav
+```
+
+### Adding the audio track to the CD
+
+Add a track section **after** your data track in `isoconfig.xml` :
+
+```xml
+
+```
+
+## Music credits
+
+Track 1 :
+Beach Party by Kevin MacLeod
+Link: https://incompetech.filmmusic.io/song/3429-beach-party
+License: https://filmmusic.io/standard-license
+
+Track 2:
+Funk Game Loop by Kevin MacLeod
+Link: https://incompetech.filmmusic.io/song/3787-funk-game-loop
+License: https://filmmusic.io/standard-license
diff --git a/CDDA.md b/CDDA.md
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+++ b/CDDA.md
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+## Compiling
+
+You need [mkpsxiso](https://github.com/Lameguy64/mkpsxiso) in your $PATH to generate a PSX disk image.
+Typing
+```bash
+make
+```
+in a terminal will compile and generate the bin/cue files.
+
+Typing
+```bash
+make cleansub
+```
+will clean the current directory
+
+## Creating the disk image
+
+```bash
+mkpsxiso -y isoconfig.xml
+```
+
+## Using ffmpeg to generate a CDDA compliant Wav file
+
+Needed Specification : `RIFF (little-endian) data, WAVE audio, Microsoft PCM, 16 bit, stereo 44100 Hz`
+
+### Conversion
+
+```bash
+ffmpeg -i input.mp3 -acodec pcm_s16le -ac 2 -ar 44100 output.wav
+```
+
+### Merging two mono audio channels into one stereo channel
+
+```bash
+ffmpeg -i herb.wav.new -filter_complex "[0:a][0:a]amerge=inputs=2[a]" -map "[a]" herbi.wav
+```
+
+### Adding the audio track to the CD
+
+Add a track section **after** your data track in `isoconfig.xml` :
+
+```xml
+
+```
+
+## Music credits
+
+Track 1 :
+Beach Party by Kevin MacLeod
+Link: https://incompetech.filmmusic.io/song/3429-beach-party
+License: https://filmmusic.io/standard-license
+
+Track 2:
+Funk Game Loop by Kevin MacLeod
+Link: https://incompetech.filmmusic.io/song/3787-funk-game-loop
+License: https://filmmusic.io/standard-license
diff --git a/STP.md b/STP.md
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+++ b/STP.md
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+![Hello_stp](https://wiki.arthus.net/assets/hello-stp.png)
+
+# STP : Semi-Transparency usage
+
+This example shows the various way of converting an image with transparency to a TIM and use it in code.
+It also shows the effect of activating Semi-Transparency on a primitive textured with those images.
+
+Use the `SELECT` button to switch primitive semi-transparency on and off.
+
+It also features a few C struct to facilitate access to the TIM file / pixel data.
+
+You can use Lameguy64's [img2tim](https://github.com/Lameguy64/img2tim) tool to convert most of image formats to the psx [TIM format.](https://github.com/ABelliqueux/nolibgs_hello_worlds/tree/main/TIM).
+
+## Semi-transparency rates
+
+You can find another example with the various transparency rates demoed here : https://github.com/ABelliqueux/nolibgs_hello_worlds/tree/main/hello_cubetex_stp
+
+## Important
+
+**By default, the PSX will consider black pixels (0,0,0,0) as transparent**.
+In order to display those black pixels as black, you have to set the STP on black (1,0,0,0).
+Black pixels and non-black pixels with the STP bit will display as semi-transparent when using `SetSemiTrans()`.
+
+## STP on black
+
+Use this to display black pixels as black, not transparent.
+The **inverted** alpha mask of the TIM corresponds to the position of black (0,0,0) pixels in the image.
+
+```bash
+img2tim -b -org 640 0 -o stpOnBlack.tim av.png
+```
+
+## STP on non-black
+
+Black pixels will be considered as transparent, and non-black pixels will receive semi-transparency with `SetSemiTrans()`.
+
+The alpha mask of the TIM corresponds to the position of non-black (n,n,n) pixels in the image.
+Additionally, a setting allows you to define the RGB value to be considered transparent ; `-tcol` . This does not set any STP flag.
+
+```bash
+img2tim -t -org 320 0 -o stpOnNonBlack.tim av.png
+```
+
+## Use alpha channel
+
+The alpha mask of the TIM corresponds to the existing alpha channel of the image (PNG, GIF, TGA, TIFF).
+Additionally, a setting allows you to define the threshold for the alpha value to be considered transparent ; `-alpt` . This does not set any STP flag.
+
+```bash
+img2tim -usealpha -org 640 256 -o stpOnNonBlack.tim av.png
+```
+
+## Use color index
+
+When using 8/4bpp palettized images, you can specify the index number of the color to be considered transparent. This does not set any STP flag.
+
+You can set the STP bit by CLUT color with PsyQ's `TIMTOOL.EXE`. This allows you do do cool stuff like oly having specific colors being rendered as semi-transparent by `SetSemiTrans()`.
+
+```bash
+img2tim -b -bpp 8 -tindex 0 -org 640 256 -plt 0 481 -o stpOnColIndex.tim av8.png
+```
+
+## Black transparency work-around
+
+Using a pseudo-black color with one of the channels value to 10, i.e : `255,255,10` can be done so you dont have to set the STP bit on full black.
+This allows you to keep the pseudo-black opaque when using `SetSemiTrans()`.
diff --git a/STR.md b/STR.md
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+++ b/STR.md
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+This example will play a fullscreen STR file and is as straightforward as possible. If you need more advanced control other the display size and position, see the [STR playback library](https://github.com/ABelliqueux/nolibgs_hello_worlds/tree/main/hello_str#str-playback-library) section.
+
+## Compiling
+
+You need [mkpsxiso](https://github.com/Lameguy64/mkpsxiso) in your $PATH to generate a PSX disk image.
+Typing
+```bash
+make
+```
+in a terminal will compile and generate the bin/cue files.
+
+Typing
+```bash
+make cleansub
+```
+will clean the current directory.
+
+## STR playback library
+
+@Lameguy64 has spent some time making a STR playback library that's easily included in a project :
+
+> One thing that I find somewhat missing here is a decent piece of code for playing STR video files easily. So, what I did was take the old and messy PsyQ STR player example, clean it up entirely, and finally make it into a cute little c library for easy implementation.
+
+Original post : http://www.psxdev.net/forum/viewtopic.php?t=507
+Original download link : https://www.mediafire.com/download/s61u86sxd1djncy/strplay.7z
+Mirror : http://psx.arthus.net/code/strplay.7z
+
+## Converting to AVI
+
+You need `AVI file 320x240, 15 fps, 24-bit color, Stereo 16-bit sound @ 44100 Hz`.
+
+```
+Stream #0:0: Video: rawvideo, bgr24, 320x240, 27763 kb/s, 15 fps, 15 tbr, 15 tbn, 15 tbc
+Stream #0:1: Audio: pcm_u8 ([1][0][0][0] / 0x0001), 44100 Hz, 2 channels, u8, 705 kb/s
+```
+
+### Video to AVI
+
+Use Virtualdub or ffmpeg :
+
+```bash
+ffmpeg -i $INPUT.MKV -vcodec rawvideo -pix_fmt bgr24 -vf scale=320:240,setsar=1:1 -acodec pcm_u8 -ar 44100 -r 15 $OUTPUT.avi
+```
+
+### AVI to STR
+
+Use [`MC32.EXE`](http://psx.arthus.net/tools/pimp-psx.zip) to convert the AVI file to STR using these settings :
+
+```
+Format : Input : Avi (Uncompressed), Output : str (MDEC)
+Sound: 37.8 KHz, Stereo;
+Easy: Double Speed, 15 fps, 1ch, Leap Sector;
+MDEC: version 2
+```
+
+![MC32-avi-str](https://wiki.arthus.net/assets/MC32-avi-str.png)
+
+**If `MC32.exe` crashes when hitting the 'Go' button, you have to open the ffmpeg AVI file in virtualdub, then save it again ; `File > Save as AVI...` or `F7` key, then retry.**
+
+You should now have a STR file and a XA file that you have to interleave in `MC32`:
+
+```
+Format : Input : str (MDEC), Output: str (MDEC)
+Sound: Input: XA , 37.8 KHz, Stereo;
+Frame rate: 15 fps, # Channels : 1(150sectors/s), Leap Sector;
+CD-ROM speed : Double Speed;
+```
+
+![MC32-avi-str-interleave](https://wiki.arthus.net/assets/MC32-avi-str-interleaved.png)
+
+### Finding a video's frame count
+
+With `ffmpeg` :
+
+```bash
+ffprobe -v error -select_streams v:0 -count_packets -show_entries stream=nb_read_packets -of csv=p=0 VIDEOFILE.AVI
+```
+
+Alternatively, open the STR file in `MC32.exe` and look at the bottom left of the window.
+
+### Tools & Refs
+
+MC32 : http://psx.arthus.net/tools/pimp-psx.zip
+STR converter : http://psx.arthus.net/tools/str_converter.rar
+
+Original PsyQ sample code :
+```
+/psyq/psx/sample/scee/CD/MOVIE2
+/psyq/addons/cd/MOVIE (same as /psx/sample/cd/MOVIE )
+/addons/sound/STREAM/TUTO2.C
+```
+Original post : http://www.psxdev.net/forum/viewtopic.php?t=507
+Video to STR conversion tutorial : http://www.psxdev.net/forum/viewtopic.php?f=51&t=277
+MDEC notes : http://psx.arthus.net/sdk/Psy-Q/DOCS/TECHNOTE/mdecnote.pdf
+
+## Video credits
+
+The video and song used in this example are by Nina Paley : https://archive.org/details/CopyingIsNotTheft-ScratchTrack1280X720Hdv
diff --git a/TIM.md b/TIM.md
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+++ b/TIM.md
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+# TIM files
+
+Standard bitmap images that can be transferred directly to the PSX VRAM.
+
+Can be 4bit or 8bit with a [CLUT (Colour Look Up Table)](https://en.wikipedia.org/wiki/Palette_(computing)), 16bit or 24 bit in direct color.
+
+See [this page](https://www.fourcc.org/pixel-format/rgb-bi_rgb/) for further information on how information is stored in the 16/24bpp modes.
+
+You can access the TIM mode through TIM_IMAGE->mode.
+Mode can be :
+
+ * 0: 4bits b0
+ * 1: 8 bits b1
+ * 2: 16 bits b10
+ * 3: 24bits b11
+ * 4: mixed b100
+
+See [FileFormat47.pdf](http://psx.arthus.net/sdk/Psy-Q/DOCS/FileFormat47.pdf), p.179
+
+# Transparency
+
+In 16bpp mode, only 15b are used for colors (R 5, G 5, B 5). The 15th bit is defined as the STP or Semi-Transparency flag.
+
+A primitive transparency is set with `SetSemiTrans()`.
+
+The only case where a primitive with unset (=0) STP is transparent is when all values are 0. i.e ; using STP 0, B 0, G 0, R 0
+will result in a transparent pixel wether the primitive is set to semi-tranparent or not.
+
+Here are the transparency modes for various values on semi-transparent and opaque primitives :
+
+ | STP, B, G, R | (0, 0, 0, 0) | (1, 0, 0, 0) | (0, n, n, n) | (1, n, n, n) |
+ | :-: | :-: | :-: | :-: | :-: |
+ | Non-transparent primitive | Transparent | Black | Non-transparent | Non-transparent |
+ | Semi-transparent primitive | Transparent | Semi-transparent | Non-transparent black | Semi-transparent |
+
+See [FileFormat47.pdf](http://psx.arthus.net/sdk/Psy-Q/DOCS/FileFormat47.pdf), p.56, p.192,
+[LibOver47.pdf](http://psx.arthus.net/sdk/Psy-Q/DOCS/LibOver47.pdf), p.107, Table 8-12:
+
+Here is an overview of the various STP modes :
+
+![STP](https://wiki.arthus.net/assets/psx-stp-modes-1.jpg)
+
+In the following picture, STP refers to the transparency rate mode as seen in [LibRef47.pdf](http://psx.arthus.net/sdk/Psy-Q/DOCS/LibRef47.pdf), p.306 :
+
+![STP rate](https://wiki.arthus.net/assets/psx-stp-modes.jpg)
+
+
+## img2tim semi-transparency options
+
+`img2tim` has several options related to pixel transparency :
+
+ * `-t` : Set semi-transparent bit (STP) on non fully black pixels. This will set the STP to 1 on pixels with RGB values different from B0,G0,R0.
+ * `-usealpha` : Use alpha channel (if available) as transparency mask. This will use the converted image's alpha channel (PNG, TGA, TIFF, GIF)
+ * `-alpt ` : Threshold value when alpha channel is used as transparency mask (Default: 127). Transparency values above this wil be treated as opaque.
+ * `-tindex ` : Specify color index to be treated as transparent (ignored on non palletized images). When using 4bpp/8bpp, specified color to be used as transparent.
+ * `-tcol ` : Specify RGB color value to be treated as transparent. Same as above for 16bpp.
+
+# Tools
+
+You can use open source tools : Gimp, Aseprite
+
+To convert your image files to TIM, use [IMG2TIM](https://github.com/Lameguy64/img2tim) :
+
+## 4bpp and 8bpp specificities
+
+If you want to generate 4bpp and 8bpp TIMs, your original image must be in indexed mode with a palette.
+
+ * For 8bpp, < 256 colors , and dimensions must be a multiple of 2
+
+ * For 4bpp, < 16 colors, and dimensions must be a multiple of 4
+
+See [FileFormat47.pdf](http://psx.arthus.net/sdk/Psy-Q/DOCS/FileFormat47.pdf), p.182
+
+You can use TIMTOOL.EXE from legacy PsyQ to check your TIM files, or use Lameguy64's [TIMedit](https://github.com/Lameguy64/TIMedit)
+
+# Reproducing the TIM in this example
+
+## Image > 4bpp, 8bpp
+
+To convert your images to palettized 4bpp and 8bpp pngs, you can use [pngquant](https://pngquant.org/) :
+
+4bpp (16 colors) image :
+
+```bash
+pngquant 16 input.png -o output.png --force
+```
+8bpp (256 colors) image :
+
+```bash
+pngquant 256 input.png -o output.png --force
+```
+
+Alternatively, you can use imagemagick :
+
+4bpp (16 colors) image :
+
+```bash
+convert input.png -colors 16 output.png
+```
+8bpp (256 colors) image :
+
+```bash
+convert input.png -colors 256 output.png
+```
+
+## PNG > Tim
+
+```bash
+img2tim -bpp 4 -org 512 0 -plt 0 481 -usealpha -o TIM4.tim TIM4.png
+img2tim -bpp 8 -org 512 256 -plt 0 480 -usealpha -o TIM8.tim TIM8.png
+img2tim -bpp 16 -org 768 0 -usealpha -o TIM16.tim TIM16.png
+```
+## Content of Makefile :
+
+```mk
+SRCS = hello_sprt.c \
+../common/crt0/crt0.s \
+TIM/TIM16.tim \
+TIM/TIM8.tim \
+TIM/TIM4.tim \
+```
+## Using the TIM file in code
+
+TODO : Make this presentable
+
+```c
+// Some structures to handle TIM files
+
+// Access Pixels STP, R, G, B
+typedef struct RGB_PIX {
+ u_int R:5, G:5, B:5, STP:1;
+} RGB_PIX;
+
+
+typedef struct PIXEL {
+ u_long bnum;
+ u_short DX, DY;
+ u_short W, H;
+ RGB_PIX data[];
+} PIXEL;
+
+typedef struct CLUT {
+ u_long bnum;
+ u_short DX, DY;
+ u_short W, H;
+ u_short clut[];
+} CLUT;
+
+typedef struct TIM_FILE_CLUT{
+ u_long ID;
+ u_long flag;
+ u_long clut;
+ PIXEL pixel[];
+} TIM_FILE_CLUT;
+
+typedef struct TIM_FILE{
+ u_long ID;
+ u_long flag;
+ PIXEL pixel[];
+} TIM_FILE;
+
+// If we were using C++, we could use templates
+//~ struct EmbeddedClut { u_long clut; };
+//~ struct NoEmbeddedClut { };
+//~ template
+//~ struct TIM_FILE {
+ //~ u_long ID;
+ //~ u_long flag;
+ //~ std::conditional clut;
+ //~ PIXEL pixel[];
+//~ };
+
+// 16bpp TIM
+// STP set on black pixels ( STP, B, R, G == 1, 0, 0 ,0)
+extern TIM_FILE _binary_TIM_transBlack_tim_start;
+// STP set on image's alpha ( STP, B, R, G == 1, n, n ,n)
+extern TIM_FILE _binary_TIM_transAlpha_tim_start;
+// STP set on image's alpha ( STP, B, R, G == 1, n, n ,n) with threshold (img2tim -alpt option)
+extern TIM_FILE _binary_TIM_transAlphaS_tim_start;
+// STP set on 8bpp TIM's CLUT index
+extern TIM_FILE _binary_TIM_trans8bpp_tim_start;
+// Store in an array so we can iterate over it
+TIM_FILE * timFiles[4];
+TIM_IMAGE timImages[4];
+
+FntPrint("RGB: %d\n", _binary_TIM_transBlack_tim_start.pixel->data[0].R );
+FntPrint("RGB: %d %d %d %d", timFiles[0]->pixel->data[8192].STP, timFiles[0]->pixel->data[8192].R, timFiles[0]->pixel->data[8192].G, timFiles[0]->pixel->data[8192].B );
+```
+
+# Links
+
+ * [TIMexample on psxdev.net](http://www.psxdev.net/forum/viewtopic.php?f=64&t=313)
+ * [Lameguy64's Github repo](https://github.com/Lameguy64)
diff --git a/VAG.md b/VAG.md
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+++ b/VAG.md
@@ -0,0 +1,48 @@
+# VAG files
+
+> VAG is the PlayStation single waveform data format for ADPCM-encoded data of sampled sounds, such as
+piano sounds, explosions, and music. The typical extension in DOS is “.VAG”.
+
+See [FileFormat47.pdf](http://psx.arthus.net/sdk/Psy-Q/DOCS/FileFormat47.pdf), p.209
+
+
+## WAV creation
+
+Use ffmpeg to create a 16-bit ADPCM mono WAV file - change -ar to reduce filesize (and quality)
+
+```bash
+$ ffmpeg -i input.mp3 -acodec pcm_s16le -ac 1 -ar 44100 output.wav
+```
+
+You can use Audacity to edit sound.
+
+## WAV to VAG convertion using WAV2VAG
+
+Get here : [WAV2VAG](https://github.com/ColdSauce/psxsdk/blob/master/tools/wav2vag.c)
+
+Change -freq according to the -ar setting above
+
+```bash
+$ wav2vag input.wav output.vag -sraw16 -freq=44100 (-L)
+```
+
+### Bug ?
+
+After conversion with WAV2VAG, the resulting VAG will sometimes have a pop at the very beginning and/or end of the file.
+
+You can check (and delete) this with PsyQ's VAGEDIT.EXE.
+
+You can also force the sampling frequency of an existing VAG file.
+
+## VAGedit
+
+You can find a graphical editor in the [PsyQ sdk](http://psx.arthus.net/sdk/Psy-Q/PSYQ_SDK.zip) named `VAGEDIT.exe`.
+
+## VAG & SPU Docs
+
+See
+ * libformat47.pdf p.209
+ * libover47.pdf, p.271
+ * libref47.pdf, p.980
+
+ * [http://psx.arthus.net/code/VAG/](http://psx.arthus.net/code/VAG)
diff --git a/XA.md b/XA.md
new file mode 100644
index 0000000..6d74dfd
--- /dev/null
+++ b/XA.md
@@ -0,0 +1,135 @@
+## XA playback
+
+You need [mkpsxiso](https://github.com/Lameguy64/mkpsxiso) in your $PATH to generate a PSX disk image.
+You also need [`psxavenc` and `xainterleave`](https://github.com/ABelliqueux/candyk-psx/tree/master/toolsrc/).
+
+### Generate interleaved XA file
+
+```bash
+psxavenc -f 37800 -t xa -b 4 -c 2 -F 1 -C 0 "../hello_cdda/audio/beach.wav" "xa/beach.xa"
+psxavenc -f 37800 -t xa -b 4 -c 2 -F 1 -C 0 "../hello_cdda/audiofunk.wav" "xa/funk.xa"
+xainterleave 1 xa/interleave4.txt xa/inter4.xa
+xainterleave 1 xa/interleave8.txt xa/inter8.xa
+```
+
+Alternatively, you can use the windows tool [`MC32.EXE`](https://psx.arthus.net/tools/pimp-psx.zip) to interleave several PSX media files.
+
+### Compile
+
+This will compile and build an iso image :
+
+```bash
+make
+```
+
+### Clean directory
+
+```bash
+make cleansub
+```
+
+## Encoding to XA
+
+You can use a modified version of [`psxavenc`](https://github.com/ABelliqueux/candyk-psx/tree/master/toolsrc/psxavenc) to convert your audio file to a 2336 bytes XA file :
+
+```bash
+./psxavenc -f 37800 -t xa -b 4 -c 2 -F 1 -C 1 "input.wav" "output.xa"
+```
+
+You can read it back with `XAPLAY.EXE`, that's in `psyq/bin/XAplay`.
+
+### PSXavenc usage
+
+```
+./psxavenc
+Usage: psxavenc [-f freq] [-b bitdepth] [-c channels] [-F num] [-C num] [-t xa|xacd|spu|str2]
+
+ -f freq Use specified frequency
+ -t format Use specified output type:
+ xa [A.] .xa 2336-byte sectors
+ xacd [A.] .xa 2352-byte sectors
+ spu [A.] raw SPU-ADPCM data
+ str2 [AV] v2 .str video 2352-byte sectors
+ -b bitdepth Use specified bit depth (only 4 bits supported)
+ -c channels Use specified channel count (1 or 2)
+ -F num [.xa] Set the file number to num (0-255)
+ -C num [.xa] Set the channel number to num (0-31)
+```
+
+## Interleaving XA files
+
+You can use [`MC32.EXE`](https://psx.arthus.net/tools/pimp-psx.zip) or [`xainterleave`](https://github.com/ABelliqueux/candyk-psx/tree/master/toolsrc/xainterleave) to interleave several PSX media files.
+
+## xainterleave usage
+
+`xainterleave `
+
+`mode` can be 0 for full raw sectors or 1 for just XA (divisible by 2336)
+
+`in.txt` is a manifest txt file as seen [here](https://github.com/ABelliqueux/nolibgs_hello_worlds/blob/main/hello_xa/xa/interleave4.txt)
+
+Example for 1 music file, to be played at 1x CD speed (4 channels):
+
+```
+1 xa test.xa 1 0
+1 null
+1 null
+1 null
+```
+
+Add 4 more 1 null lines for 2x (8 channels).
+
+```
+ 1 xa menu.xa 1 0
+sectors type file xa_file number (0-255) xa_channel number (0-31)
+```
+
+The format seems to correspond to the [entry_t struct](https://github.com/ABelliqueux/candyk-psx/blob/db71929903cc09398f5efc23973f9e136d123bbb/toolsrc/xainterleave/xainterleave.c#L35).
+
+## mkpsxiso
+
+You can use the following syntax to include your XA file in the CD image :
+
+```xml
+
+```
+
+See here for more details : https://github.com/Lameguy64/mkpsxiso/blob/c44b78e37bbc115591717ac4dd534af6db499ea4/examples/example.xml#L85
+
+## PsyQ XA Tools
+
+[XAPLAY.EXE](https://docs.google.com/uc?export=download&confirm=G9cM&id=0B_GAaDjR83rLZGVaZ2pvV2tjSVE) : Single channel XA playback
+[XATOOL.EXE](http://psx.arthus.net/code/XA/xatut.zip) : XA structure inspector
+[MC32.EXE](https://psx.arthus.net/tools/pimp-psx.zip) : Converts WAV > XA > Interleaved XA
+
+## More
+
+XA tutorial : http://psx.arthus.net/code/XA/XATUT.pdf
+
+Full XAtut archive : http://psx.arthus.net/code/XA/xatut.zip
+
+XA ADPCM documentation : http://psx.arthus.net/code/XA/XA%20ADPCM%20documentation.txt
+
+https://psx-spx.consoledev.net/cdromdrive/#cdrom-xa-audio-adpcm-compression
+
+PsyQ XA player example : `psyq/addons/scee/CD/XAPLAYER`
+
+XA SCEE Technical note - July 1998 : http://psx.arthus.net/sdk/Psy-Q/DOCS/CONF/SCEE/98July/xa_sound.pdf
+
+PSX audio tools : https://forum.xentax.com/viewtopic.php?t=10136
+
+PIMP tools : https://psx.arthus.net/tools/pimp-psx.zip
+
+Source : https://discord.com/channels/642647820683444236/663664210525290507/843211084609617930
+
+## Music credits
+
+Track 1 :
+Beach Party by Kevin MacLeod
+Link: https://incompetech.filmmusic.io/song/3429-beach-party
+License: https://filmmusic.io/standard-license
+
+Track 2:
+Funk Game Loop by Kevin MacLeod
+Link: https://incompetech.filmmusic.io/song/3787-funk-game-loop
+License: https://filmmusic.io/standard-license