Duplicate README files
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BS.md
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BS.md
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# Loading a BS still image
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You need [mkpsxiso](https://github.com/Lameguy64/mkpsxiso) in your $PATH to generate a PSX disk image.
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## Compile
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```bash
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make all
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```
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## Clean directory
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```bash
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make cleansub
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```
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## Converting a still image to BS
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`MC32` can convert these formats to BS : TIM, RGB, YUV.
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### Image > TIM with img2tim
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Convert your image to a 24bpp TIM with [`img2tim`](https://github.com/Lameguy64/img2tim):
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```bash
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img2tim -bpp 24 -o output.tim input.png
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```
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Then use `MC32` as instructed below.
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Result :
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```bash
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identify bace.tim
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bace.tim TIM 320x240 320x240+0+0 8-bit sRGB 230420B 0.000u 0:00.000
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```
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### Image > RGB with imagemagick
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You can convert your image to RGB with:
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```bash
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convert input.png RGB:output.rgb
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```
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Result :
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```bash
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identify -size 320x240 -depth 8 RGB:bace.rgb
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RGB:bace.rgb=>bace.rgb RGB 320x240 320x240+0+0 8-bit sRGB 230400B 0.000u 0:00.003
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```
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### Image > YUV422 UYVY with imagemagick
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You can convert your image to YUV with:
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```bash
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convert input.png UYVY:output.yuv
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```
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Result :
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```bash
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dentify -size 320x240 UYVY:bace.yuv
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UYVY:bace.yuv=>bace.yuv UYVY 320x240 320x240+0+0 8-bit YCbCr 153600B 0.000u 0:00.005
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```
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### TIM/RGB/UYVY > BS conversion
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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 :
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**Note that a BS image must have a width and height that is a multiple of 16**
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```
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Input: RGB, Output: bs
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MDEC version : 2
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Custom: Size in sectors or (2048 * sector number) bytes, Variable frame size
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```
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![MC32 bs conversion](https://wiki.arthus.net/assets/mc32-bs-conv.png)
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## Sources & Refs
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img2tim : https://github.com/Lameguy64/img2tim
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MC32 : http://psx.arthus.net/tools/pimp-psx.zip
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mdecnote : http://psx.arthus.net/sdk/Psy-Q/DOCS/TECHNOTE/mdecnote.pdf
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PSX RGB and YUV format : http://psx.arthus.net/sdk/Psy-Q/DOCS/Devrefs/Dataconv.pdf , p.68
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YUV pixel format : https://www.fourcc.org/pixel-format/yuv-uyvy/
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RGB pixelformat : https://www.fourcc.org/pixel-format/rgb-bi_rgb/
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RGB<>YUV conversion formulas : https://www.fourcc.org/fccyvrgb.php
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CD.md
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CD.md
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## Compiling
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You need [mkpsxiso](https://github.com/Lameguy64/mkpsxiso) in your $PATH to generate a PSX disk image.
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Typing
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```bash
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make
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```
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in a terminal will compile and generate the bin/cue files.
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Typing
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```bash
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make cleansub
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```
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will clean the current directory
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## Creating the disk image
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```bash
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mkpsxiso -y isoconfig.xml
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```
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## Using ffmpeg to generate a CDDA compliant Wav file
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Needed Specification : `RIFF (little-endian) data, WAVE audio, Microsoft PCM, 16 bit, stereo 44100 Hz`
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### Conversion
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```bash
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ffmpeg -i input.mp3 -acodec pcm_s16le -ac 2 -ar 44100 output.wav
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```
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### Merging two mono audio channels into one stereo channel
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```bash
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ffmpeg -i herb.wav.new -filter_complex "[0:a][0:a]amerge=inputs=2[a]" -map "[a]" herbi.wav
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```
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### Adding the audio track to the CD
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Add a track section **after** your data track in `isoconfig.xml` :
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```xml
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<track type="audio" source="file.wav"/>
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```
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## Music credits
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Track 1 :
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Beach Party by Kevin MacLeod
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Link: https://incompetech.filmmusic.io/song/3429-beach-party
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License: https://filmmusic.io/standard-license
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Track 2:
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Funk Game Loop by Kevin MacLeod
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Link: https://incompetech.filmmusic.io/song/3787-funk-game-loop
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License: https://filmmusic.io/standard-license
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CDDA.md
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CDDA.md
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## Compiling
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You need [mkpsxiso](https://github.com/Lameguy64/mkpsxiso) in your $PATH to generate a PSX disk image.
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Typing
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```bash
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make
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```
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in a terminal will compile and generate the bin/cue files.
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Typing
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```bash
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make cleansub
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```
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will clean the current directory
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## Creating the disk image
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```bash
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mkpsxiso -y isoconfig.xml
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```
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## Using ffmpeg to generate a CDDA compliant Wav file
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Needed Specification : `RIFF (little-endian) data, WAVE audio, Microsoft PCM, 16 bit, stereo 44100 Hz`
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### Conversion
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```bash
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ffmpeg -i input.mp3 -acodec pcm_s16le -ac 2 -ar 44100 output.wav
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```
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### Merging two mono audio channels into one stereo channel
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```bash
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ffmpeg -i herb.wav.new -filter_complex "[0:a][0:a]amerge=inputs=2[a]" -map "[a]" herbi.wav
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```
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### Adding the audio track to the CD
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Add a track section **after** your data track in `isoconfig.xml` :
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```xml
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<track type="audio" source="file.wav"/>
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```
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## Music credits
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Track 1 :
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Beach Party by Kevin MacLeod
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Link: https://incompetech.filmmusic.io/song/3429-beach-party
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License: https://filmmusic.io/standard-license
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Track 2:
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Funk Game Loop by Kevin MacLeod
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Link: https://incompetech.filmmusic.io/song/3787-funk-game-loop
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License: https://filmmusic.io/standard-license
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STP.md
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![Hello_stp](https://wiki.arthus.net/assets/hello-stp.png)
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# STP : Semi-Transparency usage
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This example shows the various way of converting an image with transparency to a TIM and use it in code.
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It also shows the effect of activating Semi-Transparency on a primitive textured with those images.
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Use the `SELECT` button to switch primitive semi-transparency on and off.
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It also features a few C struct to facilitate access to the TIM file / pixel data.
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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).
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## Semi-transparency rates
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You can find another example with the various transparency rates demoed here : https://github.com/ABelliqueux/nolibgs_hello_worlds/tree/main/hello_cubetex_stp
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## Important
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**By default, the PSX will consider black pixels (0,0,0,0) as transparent**.
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In order to display those black pixels as black, you have to set the STP on black (1,0,0,0).
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Black pixels and non-black pixels with the STP bit will display as semi-transparent when using `SetSemiTrans()`.
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## STP on black
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Use this to display black pixels as black, not transparent.
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The **inverted** alpha mask of the TIM corresponds to the position of black (0,0,0) pixels in the image.
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```bash
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img2tim -b -org 640 0 -o stpOnBlack.tim av.png
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```
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## STP on non-black
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Black pixels will be considered as transparent, and non-black pixels will receive semi-transparency with `SetSemiTrans()`.
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The alpha mask of the TIM corresponds to the position of non-black (n,n,n) pixels in the image.
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Additionally, a setting allows you to define the RGB value to be considered transparent ; `-tcol` . This does not set any STP flag.
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```bash
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img2tim -t -org 320 0 -o stpOnNonBlack.tim av.png
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```
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## Use alpha channel
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The alpha mask of the TIM corresponds to the existing alpha channel of the image (PNG, GIF, TGA, TIFF).
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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.
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```bash
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img2tim -usealpha -org 640 256 -o stpOnNonBlack.tim av.png
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```
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## Use color index
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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.
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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()`.
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```bash
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img2tim -b -bpp 8 -tindex 0 -org 640 256 -plt 0 481 -o stpOnColIndex.tim av8.png
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```
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## Black transparency work-around
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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.
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This allows you to keep the pseudo-black opaque when using `SetSemiTrans()`.
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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.
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## Compiling
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You need [mkpsxiso](https://github.com/Lameguy64/mkpsxiso) in your $PATH to generate a PSX disk image.
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Typing
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```bash
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make
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```
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in a terminal will compile and generate the bin/cue files.
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Typing
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```bash
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make cleansub
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```
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will clean the current directory.
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## STR playback library
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@Lameguy64 has spent some time making a STR playback library that's easily included in a project :
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> 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.
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Original post : http://www.psxdev.net/forum/viewtopic.php?t=507
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Original download link : https://www.mediafire.com/download/s61u86sxd1djncy/strplay.7z
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Mirror : http://psx.arthus.net/code/strplay.7z
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## Converting to AVI
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You need `AVI file 320x240, 15 fps, 24-bit color, Stereo 16-bit sound @ 44100 Hz`.
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```
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Stream #0:0: Video: rawvideo, bgr24, 320x240, 27763 kb/s, 15 fps, 15 tbr, 15 tbn, 15 tbc
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Stream #0:1: Audio: pcm_u8 ([1][0][0][0] / 0x0001), 44100 Hz, 2 channels, u8, 705 kb/s
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```
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### Video to AVI
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Use Virtualdub or ffmpeg :
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```bash
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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
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```
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### AVI to STR
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Use [`MC32.EXE`](http://psx.arthus.net/tools/pimp-psx.zip) to convert the AVI file to STR using these settings :
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```
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Format : Input : Avi (Uncompressed), Output : str (MDEC)
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Sound: 37.8 KHz, Stereo;
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Easy: Double Speed, 15 fps, 1ch, Leap Sector;
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MDEC: version 2
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```
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![MC32-avi-str](https://wiki.arthus.net/assets/MC32-avi-str.png)
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**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.**
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You should now have a STR file and a XA file that you have to interleave in `MC32`:
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```
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Format : Input : str (MDEC), Output: str (MDEC)
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Sound: Input: XA , 37.8 KHz, Stereo;
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Frame rate: 15 fps, # Channels : 1(150sectors/s), Leap Sector;
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CD-ROM speed : Double Speed;
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```
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![MC32-avi-str-interleave](https://wiki.arthus.net/assets/MC32-avi-str-interleaved.png)
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### Finding a video's frame count
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With `ffmpeg` :
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```bash
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ffprobe -v error -select_streams v:0 -count_packets -show_entries stream=nb_read_packets -of csv=p=0 VIDEOFILE.AVI
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```
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Alternatively, open the STR file in `MC32.exe` and look at the bottom left of the window.
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### Tools & Refs
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MC32 : http://psx.arthus.net/tools/pimp-psx.zip
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STR converter : http://psx.arthus.net/tools/str_converter.rar
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Original PsyQ sample code :
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```
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/psyq/psx/sample/scee/CD/MOVIE2
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/psyq/addons/cd/MOVIE (same as /psx/sample/cd/MOVIE )
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/addons/sound/STREAM/TUTO2.C
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```
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Original post : http://www.psxdev.net/forum/viewtopic.php?t=507
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Video to STR conversion tutorial : http://www.psxdev.net/forum/viewtopic.php?f=51&t=277
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MDEC notes : http://psx.arthus.net/sdk/Psy-Q/DOCS/TECHNOTE/mdecnote.pdf
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## Video credits
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The video and song used in this example are by Nina Paley : https://archive.org/details/CopyingIsNotTheft-ScratchTrack1280X720Hdv
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TIM.md
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# TIM files
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Standard bitmap images that can be transferred directly to the PSX VRAM.
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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.
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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.
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You can access the TIM mode through TIM_IMAGE->mode.
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Mode can be :
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* 0: 4bits b0
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* 1: 8 bits b1
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* 2: 16 bits b10
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* 3: 24bits b11
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* 4: mixed b100
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See [FileFormat47.pdf](http://psx.arthus.net/sdk/Psy-Q/DOCS/FileFormat47.pdf), p.179
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# Transparency
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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.
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A primitive transparency is set with `SetSemiTrans()`.
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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
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will result in a transparent pixel wether the primitive is set to semi-tranparent or not.
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Here are the transparency modes for various values on semi-transparent and opaque primitives :
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| STP, B, G, R | (0, 0, 0, 0) | (1, 0, 0, 0) | (0, n, n, n) | (1, n, n, n) |
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| :-: | :-: | :-: | :-: | :-: |
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| Non-transparent primitive | Transparent | Black | Non-transparent | Non-transparent |
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| Semi-transparent primitive | Transparent | Semi-transparent | Non-transparent black | Semi-transparent |
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See [FileFormat47.pdf](http://psx.arthus.net/sdk/Psy-Q/DOCS/FileFormat47.pdf), p.56, p.192,
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[LibOver47.pdf](http://psx.arthus.net/sdk/Psy-Q/DOCS/LibOver47.pdf), p.107, Table 8-12:
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Here is an overview of the various STP modes :
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![STP](https://wiki.arthus.net/assets/psx-stp-modes-1.jpg)
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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 :
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![STP rate](https://wiki.arthus.net/assets/psx-stp-modes.jpg)
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## img2tim semi-transparency options
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`img2tim` has several options related to pixel transparency :
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* `-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.
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* `-usealpha` : Use alpha channel (if available) as transparency mask. This will use the converted image's alpha channel (PNG, TGA, TIFF, GIF)
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* `-alpt <value>` : Threshold value when alpha channel is used as transparency mask (Default: 127). Transparency values above this wil be treated as opaque.
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* `-tindex <col>` : Specify color index to be treated as transparent (ignored on non palletized images). When using 4bpp/8bpp, specified color to be used as transparent.
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* `-tcol <r g b>` : Specify RGB color value to be treated as transparent. Same as above for 16bpp.
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# Tools
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You can use open source tools : Gimp, Aseprite
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To convert your image files to TIM, use [IMG2TIM](https://github.com/Lameguy64/img2tim) :
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## 4bpp and 8bpp specificities
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|
||||
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<has_clut>
|
||||
//~ struct TIM_FILE {
|
||||
//~ u_long ID;
|
||||
//~ u_long flag;
|
||||
//~ std::conditional<has_clut, EmbeddedClut, NoEmbeddedClut> 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)
|
48
VAG.md
Normal file
48
VAG.md
Normal file
@ -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)
|
135
XA.md
Normal file
135
XA.md
Normal file
@ -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] <in> <out>
|
||||
|
||||
-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> <in.txt> <out.raw>`
|
||||
|
||||
`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
|
||||
<file name="mymusic1.xa" type="xa" source="mymusic1.xa"/>
|
||||
```
|
||||
|
||||
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
|
Loading…
x
Reference in New Issue
Block a user