Difference between revisions of "JAM file list"
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Minty Meeo (talk | contribs) m (Added a clarification I should have in the original.) |
(Did you mean "melody-swaps"?) |
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− | <code>dataDir | + | <code>/dataDir/SndData/Seqs/pikiseq.arc</code> is a [[paired ARC+DIR file]] with a catch: it has no DIR partner! Instead, a file called <code>pikiseq.hed</code> can be found embedded in the DOL header that serves the same purpose. |
− | |||
__TOC__ | __TOC__ | ||
− | |||
==Archived files== | ==Archived files== | ||
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! Offset || Size || Filename || Song | ! Offset || Size || Filename || Song | ||
|- | |- | ||
− | | <code>0x00000</code> || <code>0x2C40</code> || pikise.jam || {{unsure|Global SFX}} | + | | <code>0x00000</code> || <code>0x2C40</code> || <code>pikise.jam</code> || {{unsure|Global SFX}} |
|- | |- | ||
− | | <code>0x02C40</code> || <code>0x1520</code> || sysevent.jam || Startup | + | | <code>0x02C40</code> || <code>0x1520</code> || <code>sysevent.jam</code> || Startup jingle |
|- | |- | ||
− | | <code>0x00000</code> || <code>0x0000</code> || dummy || | + | | <code>0x00000</code> || <code>0x0000</code> || <code>dummy</code> || |
|- | |- | ||
− | | <code>0x00000</code> || <code>0x0000</code> || dummy || | + | | <code>0x00000</code> || <code>0x0000</code> || <code>dummy</code> || |
|- | |- | ||
− | | <code>0x04160</code> || <code>0x6380</code> || tutorial.jam || The Impact Site | + | | <code>0x04160</code> || <code>0x6380</code> || <code>tutorial.jam</code> || The Impact Site |
|- | |- | ||
− | | <code>0x0A4E0</code> || <code>0x4260</code> || play3.jam || The Forest of Hope | + | | <code>0x0A4E0</code> || <code>0x4260</code> || <code>play3.jam</code> || The Forest of Hope |
|- | |- | ||
− | | <code>0x0E740</code> || <code>0x2820</code> || d_end2.jam || Today's Results | + | | <code>0x0E740</code> || <code>0x2820</code> || <code>d_end2.jam</code> || Today's Results |
|- | |- | ||
− | | <code>0x10F60</code> || <code>0x3680</code> || jungle.jam || Title Screen | + | | <code>0x10F60</code> || <code>0x3680</code> || <code>jungle.jam</code> || Title Screen |
|- | |- | ||
− | | <code>0x00000</code> || <code>0x0000</code> || dummy || | + | | <code>0x00000</code> || <code>0x0000</code> || <code>dummy</code> || |
|- | |- | ||
− | | <code>0x145E0</code> || <code>0x3D00</code> || yaku.jam || The Distant Spring | + | | <code>0x145E0</code> || <code>0x3D00</code> || <code>yaku.jam</code> || The Distant Spring |
|- | |- | ||
− | | <code>0x182E0</code> || <code>0x56A0</code> || cave.jam || The Forest Navel | + | | <code>0x182E0</code> || <code>0x56A0</code> || <code>cave.jam</code> || The Forest Navel |
|- | |- | ||
− | | <code>0x1D980</code> || <code>0x2300</code> || boss2.jam || Beady Long Legs | + | | <code>0x1D980</code> || <code>0x2300</code> || <code>boss2.jam</code> || Beady Long Legs |
|- | |- | ||
− | | <code>0x1FC80</code> || <code>0x3020</code> || map.jam || | + | | <code>0x1FC80</code> || <code>0x3020</code> || <code>map.jam</code> || Area select |
|- | |- | ||
− | | <code>0x22CA0</code> || <code>0x7400</code> || demobgm.jam || {{unsure|Cutscene SFX}} | + | | <code>0x22CA0</code> || <code>0x7400</code> || <code>demobgm.jam</code> || {{unsure|Cutscene SFX}} |
|- | |- | ||
− | | <code>0x00000</code> || <code>0x0000</code> || dummy || | + | | <code>0x00000</code> || <code>0x0000</code> || <code>dummy</code> || |
|- | |- | ||
− | | <code>0x00000</code> || <code>0x0000</code> || dummy || | + | | <code>0x00000</code> || <code>0x0000</code> || <code>dummy</code> || |
|- | |- | ||
− | | <code>0x2A0A0</code> || <code>0x25A0</code> || boss3.jam || Emperor Bulblax | + | | <code>0x2A0A0</code> || <code>0x25A0</code> || <code>boss3.jam</code> || Emperor Bulblax |
|- | |- | ||
− | | <code>0x2C640</code> || <code>0x4660</code> || flow.jam || The Final Trial | + | | <code>0x2C640</code> || <code>0x4660</code> || <code>flow.jam</code> || The Final Trial |
|- | |- | ||
− | | <code>0x30CA0</code> || <code>0x0460</code> || select.jam || File | + | | <code>0x30CA0</code> || <code>0x0460</code> || <code>select.jam</code> || File select |
|- | |- | ||
− | | <code>0x31100</code> || <code>0x15C0</code> || char.jam || Challenge Mode select | + | | <code>0x31100</code> || <code>0x15C0</code> || <code>char.jam</code> || Challenge Mode select |
|- | |- | ||
− | | <code>0x326C0</code> || <code>0x21C0</code> || cresult.jam || Challenge Mode final results | + | | <code>0x326C0</code> || <code>0x21C0</code> || <code>cresult.jam</code> || Challenge Mode final results |
|- | |- | ||
− | | <code>0x34880</code> || <code>0x1080</code> || fresult.jam || Story Mode final results | + | | <code>0x34880</code> || <code>0x1080</code> || <code>fresult.jam</code> || Story Mode final results |
|- | |- | ||
|} | |} | ||
− | |||
==Notes== | ==Notes== | ||
− | Strangely, changing the names of the [[JAM file | + | Strangely, changing the names of the [[JAM file]]s in <code>pikiseq.hed</code> does not affect the file's ability to be loaded. It can be assumed, then, that files are loaded by their position in <code>pikiseq.hed</code>, not filename. |
− | Swapping the offsets and sizes of [[JAM file | + | Swapping the offsets and sizes of [[JAM file]]s in <code>pikiseq.hed</code> can allow for successful melody-swaps. Instrumentation is controlled by a third party. |
− | The value <code>0x00000016</code> in the header of <code>pikiseq.hed</code> dictates how many [[JAM file | + | The value <code>0x00000016</code> in the header of <code>pikiseq.hed</code> dictates how many [[JAM file]]s are defined within it. Strangely, there can be no less than 2 defined JAM files. |
Revision as of 13:29, 28 July 2018
/dataDir/SndData/Seqs/pikiseq.arc
is a paired ARC+DIR file with a catch: it has no DIR partner! Instead, a file called pikiseq.hed
can be found embedded in the DOL header that serves the same purpose.
Contents
Archived files
Offset | Size | Filename | Song |
---|---|---|---|
0x00000 |
0x2C40 |
pikise.jam |
Global SFX[unsure] |
0x02C40 |
0x1520 |
sysevent.jam |
Startup jingle |
0x00000 |
0x0000 |
dummy |
|
0x00000 |
0x0000 |
dummy |
|
0x04160 |
0x6380 |
tutorial.jam |
The Impact Site |
0x0A4E0 |
0x4260 |
play3.jam |
The Forest of Hope |
0x0E740 |
0x2820 |
d_end2.jam |
Today's Results |
0x10F60 |
0x3680 |
jungle.jam |
Title Screen |
0x00000 |
0x0000 |
dummy |
|
0x145E0 |
0x3D00 |
yaku.jam |
The Distant Spring |
0x182E0 |
0x56A0 |
cave.jam |
The Forest Navel |
0x1D980 |
0x2300 |
boss2.jam |
Beady Long Legs |
0x1FC80 |
0x3020 |
map.jam |
Area select |
0x22CA0 |
0x7400 |
demobgm.jam |
Cutscene SFX[unsure] |
0x00000 |
0x0000 |
dummy |
|
0x00000 |
0x0000 |
dummy |
|
0x2A0A0 |
0x25A0 |
boss3.jam |
Emperor Bulblax |
0x2C640 |
0x4660 |
flow.jam |
The Final Trial |
0x30CA0 |
0x0460 |
select.jam |
File select |
0x31100 |
0x15C0 |
char.jam |
Challenge Mode select |
0x326C0 |
0x21C0 |
cresult.jam |
Challenge Mode final results |
0x34880 |
0x1080 |
fresult.jam |
Story Mode final results |
Notes
Strangely, changing the names of the JAM files in pikiseq.hed
does not affect the file's ability to be loaded. It can be assumed, then, that files are loaded by their position in pikiseq.hed
, not filename.
Swapping the offsets and sizes of JAM files in pikiseq.hed
can allow for successful melody-swaps. Instrumentation is controlled by a third party.
The value 0x00000016
in the header of pikiseq.hed
dictates how many JAM files are defined within it. Strangely, there can be no less than 2 defined JAM files.