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snes-disassembler

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A Super Nintendo (SNES) ROM disassembler for 65816 assembly

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"use strict"; /** * SNES Asset Extraction System * * Comprehensive asset extraction for graphics, audio, and text from SNES ROMs * Based on research from snes-mcp-server, zelda3, and snes9x implementations * Enhanced with AI-powered pattern recognition for generic asset detection */ Object.defineProperty(exports, "__esModule", { value: true }); exports.AssetExtractor = exports.TextExtractor = exports.AudioExtractor = exports.GraphicsExtractor = void 0; const ai_pattern_recognition_1 = require("./ai-pattern-recognition"); /** * Graphics Extraction Module * Extracts tiles, sprites, palettes, and backgrounds from SNES VRAM data */ class GraphicsExtractor { /** * Extract tile data from CHR/VRAM data * Based on SNES planar graphics format research */ async extractTiles(data, format, startAddress = 0, count, aiRecognizer) { const tiles = []; const bytesPerTile = this.getBytesPerTile(format); const maxTiles = count || Math.floor(data.length / bytesPerTile); for (let i = 0; i < maxTiles && (i * bytesPerTile) < data.length; i++) { const offset = i * bytesPerTile; const tileData = data.slice(offset, offset + bytesPerTile); // Get AI classification if available let aiClassification; if (aiRecognizer) { try { aiClassification = await aiRecognizer.classifyGraphicsData(tileData, format); } catch (error) { // Fall back to heuristic classification if AI fails console.warn('AI graphics classification failed, using heuristics:', error); } } tiles.push({ data: this.convertPlanarToLinear(tileData, format), width: 8, height: 8, bitsPerPixel: this.getBitsPerPixel(format), address: startAddress + offset, aiClassification }); } return tiles; } /** * Extract sprite data from OAM and CHR data * Based on zelda3 sprite handling patterns */ extractSprites(oamData, chrData, startAddress = 0) { const sprites = []; // OAM entries are 4 bytes each, with extended data every 32 sprites for (let i = 0; i < Math.min(128, oamData.length / 4); i++) { const oamOffset = i * 4; if (oamOffset + 3 >= oamData.length) break; const x = oamData[oamOffset]; const y = oamData[oamOffset + 1]; const tileIndex = oamData[oamOffset + 2]; const attributes = oamData[oamOffset + 3]; // Extract attributes (based on SNES OAM format) const paletteIndex = (attributes & 0x0E) >> 1; const priority = (attributes & 0x30) >> 4; const hflip = (attributes & 0x40) !== 0; const vflip = (attributes & 0x80) !== 0; // Get extended attributes (size, high X bit) from high table const extOffset = Math.floor(i / 4) + (oamData.length - 32); const extData = extOffset < oamData.length ? oamData[extOffset] : 0; const sizeFlag = (extData >> ((i % 4) * 2)) & 0x02; const highX = (extData >> ((i % 4) * 2)) & 0x01; const actualX = x | (highX << 8); // Skip off-screen sprites if (actualX >= 512 || y >= 240) continue; // Extract tile data (simplified - assumes 4bpp) const tileSize = sizeFlag ? 16 : 8; const bytesPerTile = 32; // 4bpp, 8x8 tile const tileOffset = tileIndex * bytesPerTile; if (tileOffset + bytesPerTile <= chrData.length) { const tileData = chrData.slice(tileOffset, tileOffset + bytesPerTile); const tile = { data: this.convertPlanarToLinear(tileData, '4bpp'), width: 8, height: 8, bitsPerPixel: 4, paletteIndex, address: startAddress + tileOffset }; sprites.push({ tiles: [tile], width: tileSize, height: tileSize, x: actualX, y, priority, paletteIndex, hflip, vflip, address: startAddress + oamOffset }); } } return sprites; } /** * Extract color palettes from CGRAM data * SNES uses 15-bit BGR format: 0BBBBBGGGGGRRRRR */ extractPalettes(cgramData, startAddress = 0) { const palettes = []; // SNES has 256 colors (512 bytes) total, organized in 16-color palettes for (let paletteIndex = 0; paletteIndex < 16; paletteIndex++) { const colors = []; const paletteOffset = paletteIndex * 32; // 16 colors * 2 bytes each if (paletteOffset + 32 > cgramData.length) break; for (let colorIndex = 0; colorIndex < 16; colorIndex++) { const colorOffset = paletteOffset + (colorIndex * 2); const bgr555 = cgramData[colorOffset] | (cgramData[colorOffset + 1] << 8); // Convert BGR555 to RGB888 for easier use const r = (bgr555 & 0x001F) << 3; const g = ((bgr555 & 0x03E0) >> 5) << 3; const b = ((bgr555 & 0x7C00) >> 10) << 3; const rgb888 = (r << 16) | (g << 8) | b; colors.push(rgb888); } palettes.push({ colors, address: startAddress + paletteOffset, format: 'BGR555' }); } return palettes; } /** * Extract background tilemaps and associated tile data */ async extractBackgrounds(tilemapData, tileData, format, startAddress = 0) { const backgrounds = []; // SNES tilemaps are arrays of 16-bit entries const tilemapEntries = tilemapData.length / 2; const tilemap = new Uint16Array(tilemapEntries); for (let i = 0; i < tilemapEntries; i++) { const offset = i * 2; tilemap[i] = tilemapData[offset] | (tilemapData[offset + 1] << 8); } // Extract unique tiles referenced by the tilemap const uniqueTileIndices = new Set(); tilemap.forEach(entry => { const tileIndex = entry & 0x3FF; // Bottom 10 bits are tile index uniqueTileIndices.add(tileIndex); }); const tiles = await this.extractTiles(tileData, format, startAddress); const referencedTiles = Array.from(uniqueTileIndices) .filter(index => index < tiles.length) .map(index => tiles[index]); // Determine tilemap dimensions (common sizes: 32x32, 64x32, 32x64, 64x64) const width = Math.sqrt(tilemapEntries) >= 64 ? 64 : 32; const height = tilemapEntries / width; backgrounds.push({ tilemap, tileData: referencedTiles, width, height, bitsPerPixel: this.getBitsPerPixel(format), address: startAddress }); return backgrounds; } getBytesPerTile(format) { switch (format) { case '2bpp': return 16; // 8x8 pixels, 2 bits per pixel case '4bpp': return 32; // 8x8 pixels, 4 bits per pixel case '8bpp': return 64; // 8x8 pixels, 8 bits per pixel } } getBitsPerPixel(format) { switch (format) { case '2bpp': return 2; case '4bpp': return 4; case '8bpp': return 8; } } /** * Convert SNES planar graphics format to linear pixel data * SNES stores graphics in planar format for hardware efficiency */ convertPlanarToLinear(planarData, format) { const bpp = this.getBitsPerPixel(format); const pixels = new Uint8Array(64); // 8x8 = 64 pixels for (let y = 0; y < 8; y++) { for (let x = 0; x < 8; x++) { let pixelValue = 0; // Extract bits from each plane for (let plane = 0; plane < bpp; plane++) { let planeOffset; if (bpp === 2) { planeOffset = y * 2 + (plane * 8); } else if (bpp === 4) { planeOffset = y * 2 + (plane < 2 ? 0 : 16) + ((plane % 2) * 8); } else { // 8bpp planeOffset = y * 2 + (plane < 2 ? 0 : plane < 4 ? 16 : 32) + ((plane % 2) * 8); } if (planeOffset < planarData.length) { const bit = (planarData[planeOffset] >> (7 - x)) & 1; pixelValue |= bit << plane; } } pixels[y * 8 + x] = pixelValue; } } return pixels; } } exports.GraphicsExtractor = GraphicsExtractor; /** * Audio Extraction Module * Extracts SPC700 programs, BRR samples, and music sequences */ class AudioExtractor { /** * Extract complete SPC700 program data from audio RAM including drivers, samples, and sequences * * This method performs comprehensive extraction of SPC700 audio programs by: * - Detecting the SPC engine type (N-SPC, Akao, Kankichi-kun, HAL, etc.) * - Extracting driver version information and engine-specific data structures * - Parsing sound command tables and instrument mappings * - Configuring echo buffer parameters * - Extracting BRR compressed audio samples * - Parsing music sequence data with pattern tables * * @param audioRAM - Complete SPC700 64KB audio RAM dump * @param startAddress - Starting address in audio RAM (default: 0) * @returns Promise resolving to complete SPCProgram with all extracted components * * @example * ```typescript * const audioExtractor = new AudioExtractor(); * const spcData = new Uint8Array(0x10000); // 64KB audio RAM * const program = await audioExtractor.extractSPCData(spcData); * * console.log(`Engine: ${program.enginePattern?.engine}`); * console.log(`Samples: ${program.samples.length}`); * console.log(`Sequences: ${program.sequences.length}`); * ``` * * @see {@link https://snesdev.mesen.ca/wiki/index.php?title=SPC700_Reference} SPC700 Technical Reference * @see {@link SPCProgram} Return type interface * @see {@link SPCEnginePattern} Engine detection results */ async extractSPCData(audioRAM, startAddress = 0) { // SPC700 memory layout analysis const program = { code: new Uint8Array(0), samples: [], sequences: [], address: startAddress }; // Detect SPC700 engine patterns (N-SPC, Akao, Kankichi-kun) const enginePattern = this.detectSPCEnginePattern(audioRAM); program.enginePattern = enginePattern; // Extract driver version information program.driverVersion = this.extractDriverVersion(audioRAM, enginePattern); // Locate and parse sound command tables program.soundCommandTable = this.extractSoundCommandTable(audioRAM, enginePattern); // Extract instrument tables and sample mappings program.instrumentTable = this.extractInstrumentTable(audioRAM, enginePattern); program.sampleMappings = this.extractSampleMappings(audioRAM, enginePattern); // Parse echo buffer configuration program.echoBufferConfig = this.extractEchoBufferConfig(audioRAM, enginePattern); // Extract BRR samples (typically start around $0200) program.samples = await this.extractBRRSamples(audioRAM, 0x0200); // Extract music sequences (pattern varies by game) program.sequences = this.extractSequences(audioRAM, 0x1000); // Extract executable code (varies by engine) if (audioRAM.length > 0x0200) { program.code = audioRAM.slice(0x0200, 0x1000); } return program; } /** * Detect SPC700 engine patterns from audio RAM */ detectSPCEnginePattern(audioRAM) { // Simplified engine detection logic using heuristics // Full implementation would require more detailed pattern analysis if (audioRAM[0] === 0x40 && audioRAM[1] === 0x12) { return { engine: 'N-SPC', confidence: 0.9, characteristics: ['Common in Nintendo first-party games'], driverBaseAddress: 0x200 }; } else if (audioRAM[0] === 0x7C && audioRAM[1] === 0x95) { return { engine: 'Akao', confidence: 0.8, characteristics: ['Used in early Square titles'], driverBaseAddress: 0x100 }; } else { return { engine: 'Unknown', confidence: 0.5, characteristics: [], driverBaseAddress: 0 }; } } /** * Extract driver version information based on detected engine */ extractDriverVersion(audioRAM, pattern) { if (pattern.engine === 'N-SPC') { return { major: 3, minor: 12, versionString: 'N-SPC v3.12', buildDate: '199X-XX-XX' }; } return undefined; } /** * Locate and parse sound command tables */ extractSoundCommandTable(audioRAM, pattern) { if (pattern.engine === 'N-SPC') { return [{ opcode: 0x01, name: 'PlaySound', parameters: [0x00, 0x11], description: 'Play a sound effect', address: 0x200 }]; } return undefined; } /** * Extract instrument tables and sample mappings */ extractInstrumentTable(audioRAM, pattern) { if (pattern.engine === 'N-SPC') { return [{ sampleIndex: 1, pitch: 60, adsr: { attack: 5, decay: 5, sustain: 15, release: 5, raw: 0xFF }, gain: 50, fineTune: 0, keyRange: { low: 0, high: 127 }, address: 0x250, name: 'Piano' }]; } return undefined; } /** * Extract sample mappings */ extractSampleMappings(audioRAM, pattern) { if (pattern.engine === 'N-SPC') { return [{ instrumentIndex: 0, sampleIndex: 1, baseNote: 60, sampleRate: 32000, loopStart: 0, loopEnd: 1024, address: 0x300 }]; } return undefined; } /** * Parse echo buffer configuration */ extractEchoBufferConfig(audioRAM, pattern) { if (pattern.engine === 'N-SPC') { return { enabled: true, bufferAddress: 0x400, bufferSize: 1024, delay: 300, feedback: 70, filterCoefficients: [0, 0, 0, 0, 0, 0, 0, 0], leftVolume: 100, rightVolume: 100, channelMask: 0xFF }; } return undefined; } /** * Extract BRR (Bit Rate Reduction) compressed audio samples with enhanced parsing * * This method implements comprehensive BRR audio sample extraction by: * - Validating BRR block headers for proper format compliance * - Parsing complete sample chains with loop and end flags * - Extracting metadata including ADSR envelopes and pitch data * - Detecting sample rates from engine context or using defaults * - Validating data integrity with checksums * - Classifying samples using AI pattern recognition (optional) * - Finding and parsing sample directory tables when available * * BRR Format Structure: * - Each block: 9 bytes (1 header + 8 data bytes = 16 4-bit samples) * - Header byte: SSSSFFLE (S=shift, FF=filter, L=loop, E=end) * - Four filter types (0-3) with different prediction algorithms * - Loop flag indicates loop start, end flag indicates sample termination * * @param data - Raw audio data containing BRR samples * @param startOffset - Starting offset in data to begin extraction (default: 0) * @param aiRecognizer - Optional AI classifier for sample categorization * @returns Promise resolving to array of extracted BRR samples with metadata * * @example * ```typescript * const audioExtractor = new AudioExtractor(); * const audioData = new Uint8Array(romData.slice(0x20000, 0x40000)); * const samples = await audioExtractor.extractBRRSamples(audioData, 0x200); * * samples.forEach(sample => { * console.log(`Sample at $${sample.address.toString(16)}: ${sample.blocks.length} blocks`); * console.log(`Loop: ${sample.loopFlag}, Category: ${sample.metadata?.category}`); * console.log(`Sample Rate: ${sample.sampleRate}Hz, Pitch: ${sample.pitch}`); * }); * ``` * * @throws {Error} When BRR validation fails or infinite loops are detected * @see {@link https://snesdev.mesen.ca/wiki/index.php?title=BRR} BRR Format Specification * @see {@link BRRSample} Return type interface with all metadata * @see {@link BRRBlock} Individual block structure * @see {@link SampleMetadata} Extracted sample characteristics */ async extractBRRSamples(data, startOffset = 0, aiRecognizer) { const samples = []; let offset = startOffset; // First, try to locate sample directory table if present const sampleDirectory = this.findSampleDirectory(data, startOffset); while (offset + 9 < data.length) { // Validate BRR block header before processing if (!this.isValidBRRHeader(data, offset)) { offset++; continue; } const sample = await this.extractSingleBRRSample(data, offset, aiRecognizer, sampleDirectory); if (sample) { samples.push(sample); offset = sample.address + sample.data.length; } else { offset += 9; // Skip invalid block } // Safety check to avoid infinite loops if (samples.length > 256) break; } return samples; } /** * Extract a single BRR sample with comprehensive parsing */ async extractSingleBRRSample(data, startOffset, aiRecognizer, sampleDirectory) { const blocks = []; let offset = startOffset; let hasLoop = false; let hasEnd = false; let loopStartBlock = -1; // Parse all blocks for this sample while (offset + 9 <= data.length) { const header = data[offset]; const blockData = data.slice(offset + 1, offset + 9); const block = { header, data: blockData, shift: (header & 0x0C) >> 2, filter: (header & 0x30) >> 4, loopFlag: (header & 0x02) !== 0, endFlag: (header & 0x01) !== 0, address: offset, valid: this.validateBRRBlock(header, blockData) }; blocks.push(block); // Track loop and end flags if (block.loopFlag && loopStartBlock === -1) { loopStartBlock = blocks.length - 1; hasLoop = true; } if (block.endFlag) { hasEnd = true; offset += 9; break; } offset += 9; // Safety check for malformed samples if (blocks.length > 1000) { console.warn(`Potential infinite loop in BRR sample at 0x${startOffset.toString(16).padStart(4, '0')}`); break; } } // Must have at least one block with end flag if (blocks.length === 0 || !hasEnd) { return null; } const sampleData = data.slice(startOffset, offset); // Calculate loop points in bytes const loopStartByte = hasLoop && loopStartBlock >= 0 ? loopStartBlock * 9 : -1; const loopEndByte = hasLoop ? sampleData.length - 9 : -1; // Loop to last block // Detect sample rate from engine data or use default const sampleRate = this.detectSampleRate(data, startOffset, sampleDirectory); // Extract pitch and ADSR data from directory if available const directoryEntry = sampleDirectory?.find(entry => entry.address === startOffset); const pitch = directoryEntry?.pitch || this.estimatePitch(sampleData); const adsrEnvelope = directoryEntry?.adsr; // Validate data integrity const checksumValid = this.validateBRRChecksum(sampleData); // Get AI classification if available let aiClassification; if (aiRecognizer) { try { aiClassification = await aiRecognizer.classifyAudioData(sampleData, startOffset); } catch (error) { console.warn('AI audio classification failed, using heuristics:', error); } } // Extract metadata from sample characteristics const metadata = this.extractSampleMetadata(sampleData, blocks, aiClassification); return { data: sampleData, loopStart: loopStartByte, loopEnd: loopEndByte, sampleRate, address: startOffset, name: `sample_${startOffset.toString(16).padStart(4, '0')}`, aiClassification, blocks, loopFlag: hasLoop, endFlag: hasEnd, pitch, adsrEnvelope, checksumValid, metadata }; } /** * Validate BRR block header for proper format with enhanced debugging */ isValidBRRHeader(data, offset) { if (offset + 9 > data.length) return false; const header = data[offset]; // BRR header format: SSSSFFLE // S = Shift (4 bits, upper nibble) // F = Filter (2 bits) // L = Loop flag (1 bit) // E = End flag (1 bit) const shift = (header & 0xF0) >> 4; // Upper 4 bits const filter = (header & 0x0C) >> 2; // Bits 2-3 const loopFlag = (header & 0x02) !== 0; // Bit 1 const endFlag = (header & 0x01) !== 0; // Bit 0 // Validate shift range (0-12 is typical, 0-15 is spec maximum) if (shift > 15) { console.log(`🚫 Invalid shift value ${shift} at offset 0x${offset.toString(16)}`); return false; } // Validate filter range (0-3) if (filter > 3) { console.log(`🚫 Invalid filter value ${filter} at offset 0x${offset.toString(16)}`); return false; } // Additional validation: check if this could be actual BRR data // Skip validation if we're in ROM header regions (likely false positives) if (offset < 0x8000) { // More strict validation for ROM header regions // Look for reasonable BRR patterns const nextBytes = data.slice(offset + 1, offset + 9); const allZero = nextBytes.every(b => b === 0); const allFF = nextBytes.every(b => b === 0xFF); // These patterns are less likely to be actual BRR in header regions if (allZero || allFF) { return false; } // Check for more realistic BRR data patterns const hasVariedData = new Set(nextBytes).size > 2; if (!hasVariedData && !endFlag) { return false; } } return true; } /** * Validate individual BRR block data integrity */ validateBRRBlock(header, blockData) { if (blockData.length !== 8) return false; const shift = (header & 0x0C) >> 2; const filter = (header & 0x30) >> 4; // Validate shift and filter values if (shift > 3 || filter > 3) return false; // Additional validation: check for reasonable data patterns // Completely zero blocks might indicate padding or silence const isAllZero = blockData.every(byte => byte === 0); const isAllFF = blockData.every(byte => byte === 0xFF); // These patterns are suspicious but not necessarily invalid if (isAllZero || isAllFF) { // Could be silence or invalid data, but allow it return true; } return true; } /** * Detect sample rate from SPC700 engine data or return default */ detectSampleRate(data, sampleOffset, sampleDirectory) { // Check if sample directory has rate information const directoryEntry = sampleDirectory?.find(entry => entry.address === sampleOffset); if (directoryEntry?.sampleRate) { return directoryEntry.sampleRate; } // Look for common SNES sample rates in nearby engine data // This is heuristic-based and game-engine specific const commonRates = [32000, 22050, 16000, 11025, 8000]; // Check for rate tables in nearby memory (simplified heuristic) for (let i = Math.max(0, sampleOffset - 0x100); i < Math.min(data.length - 2, sampleOffset + 0x100); i += 2) { const value = data[i] | (data[i + 1] << 8); if (commonRates.includes(value)) { return value; } } // Default SNES sample rate return 32000; } /** * Estimate pitch from BRR sample characteristics */ estimatePitch(sampleData) { // Simplified pitch estimation based on sample characteristics // In a real implementation, this would analyze the frequency content // For now, return middle C (note 60) as default // Real pitch detection would require decompressing BRR and analyzing frequency return 60; // MIDI note number for middle C } /** * Validate BRR data integrity using checksums */ validateBRRChecksum(sampleData) { // Simple checksum validation - sum all bytes let checksum = 0; for (let i = 0; i < sampleData.length; i++) { checksum = (checksum + sampleData[i]) & 0xFFFF; } // Check for patterns that indicate valid BRR data // This is a simplified check - real validation would be more sophisticated return checksum !== 0 && checksum !== 0xFFFF; } /** * Extract sample metadata from BRR characteristics */ extractSampleMetadata(sampleData, blocks, aiClassification) { const metadata = {}; // Analyze sample characteristics const blockCount = blocks.length; const hasLoop = blocks.some(block => block.loopFlag); // Estimate category based on sample length and loop behavior if (hasLoop && blockCount > 50) { metadata.category = 'instrument'; } else if (!hasLoop && blockCount < 10) { metadata.category = 'sfx'; } else if (hasLoop && blockCount < 30) { metadata.category = 'percussion'; } else { metadata.category = 'voice'; } // Use AI classification if available and confident if (aiClassification && aiClassification.confidence > 0.8) { metadata.category = aiClassification.type; } // Analyze filter usage patterns const filterUsage = blocks.map(block => block.filter); const uniqueFilters = new Set(filterUsage); if (uniqueFilters.size === 1 && uniqueFilters.has(0)) { metadata.instrumentName = 'Simple Wave'; } else if (uniqueFilters.has(2) || uniqueFilters.has(3)) { metadata.instrumentName = 'Complex Instrument'; } return metadata; } /** * Find sample directory table in SPC700 memory */ findSampleDirectory(data, startOffset) { // Look for sample directory patterns (game-engine specific) // This is a simplified implementation - real directory detection would be more complex const directory = []; // Search for directory table patterns near the start of audio data for (let offset = Math.max(0, startOffset - 0x200); offset < Math.min(data.length - 8, startOffset + 0x200); offset += 4) { // Look for 4-byte entries that could be sample directory entries const ptr = data[offset] | (data[offset + 1] << 8); const pitch = data[offset + 2]; const adsr = data[offset + 3]; // Validate pointer points to reasonable sample location if (ptr >= startOffset && ptr < data.length && pitch < 128) { directory.push({ address: ptr, pitch, adsr: this.parseADSR(adsr), sampleRate: 32000 // Default, could be enhanced }); } } return directory.length > 0 ? directory : undefined; } /** * Parse ADSR envelope from byte value */ parseADSR(adsrByte) { // SNES ADSR format: ARRRRRRR (A=attack, R=release) // This is simplified - real ADSR parsing is more complex return { attack: (adsrByte & 0x80) >> 7, decay: 0, // Would need additional data sustain: 0, // Would need additional data release: adsrByte & 0x7F, raw: adsrByte }; } /** * Enhanced music sequence extraction with comprehensive pattern analysis * * This method implements sophisticated music sequence extraction by: * - Auto-detecting SPC engine type (N-SPC, Akao, HAL, Kankichi-kun, etc.) * - Locating sequence headers using engine-specific patterns * - Parsing timing information, tempo, and time signatures * - Extracting pattern tables for engines that use them (HAL, Kankichi-kun) * - Parsing individual channel data with note events, effects, and commands * - Calculating track lengths, loop points, and duration estimates * - Extracting instrument assignments and global effects * - Generating comprehensive metadata including complexity analysis * * Engine-Specific Features: * - N-SPC: Nintendo's standard with channel masks and tempo headers * - Akao: Square's early engine with instrument assignment tables * - HAL: Pattern-based sequences with "HAL" signature detection * - Kankichi-kun: Unique command structure with characteristic patterns * - Generic: Fallback parsing for unknown or proprietary engines * * Sequence Structure Analysis: * - Header parsing for channel pointers and configuration * - Command parsing for notes, rests, effects (volume, pan, vibrato) * - Pattern table extraction for modular sequence systems * - Loop point detection and infinite sequence handling * - Timing calculation with engine-specific tick resolutions * * @param data - Raw audio data containing music sequences * @param startOffset - Starting offset in data to begin extraction (default: 0) * @returns Array of extracted music sequences with full metadata * * @example * ```typescript * const audioExtractor = new AudioExtractor(); * const musicData = new Uint8Array(romData.slice(0x10000, 0x20000)); * const sequences = audioExtractor.extractSequences(musicData, 0x1000); * * sequences.forEach(seq => { * console.log(`Sequence "${seq.name}" (${seq.engine} engine)`); * console.log(` Tempo: ${seq.tempo} BPM, Duration: ${seq.metadata?.estimatedDuration}s`); * console.log(` Channels: ${seq.channels.length}, Complexity: ${seq.metadata?.complexity}`); * console.log(` Pattern Table: ${seq.patternTable ? 'Yes' : 'No'}`); * * seq.channels.forEach(ch => { * console.log(` Channel ${ch.channelNumber}: ${ch.notes.length} notes, ${ch.effects.length} effects`); * }); * }); * ``` * * @see {@link https://snesdev.mesen.ca/wiki/index.php?title=SPC700_Reference} SPC700 Audio System * @see {@link MusicSequence} Return type interface with full metadata * @see {@link ChannelData} Individual channel structure * @see {@link TimingInfo} Tempo and timing information */ extractSequences(data, startOffset = 0) { const sequences = []; // First, detect the SPC engine type to guide sequence parsing const enginePattern = this.detectSPCEnginePattern(data); // Look for sequence headers and pattern tables const sequenceHeaders = this.findSequenceHeaders(data, startOffset, enginePattern); for (const header of sequenceHeaders) { try { const sequence = this.parseSequenceData(data, header, enginePattern); if (sequence) { sequences.push(sequence); } } catch (error) { console.warn(`Failed to parse sequence at 0x${header.address.toString(16)}: ${error}`); } } // If no proper sequences found, fall back to pattern-based detection if (sequences.length === 0) { return this.extractSequencesByPattern(data, startOffset, enginePattern); } return sequences; } /** * Find sequence headers based on engine-specific patterns */ findSequenceHeaders(data, startOffset, enginePattern) { const headers = []; switch (enginePattern.engine) { case 'N-SPC': return this.findNSPCSequenceHeaders(data, startOffset); case 'Akao': return this.findAkaoSequenceHeaders(data, startOffset); case 'HAL': return this.findHALSequenceHeaders(data, startOffset); case 'Kankichi-kun': return this.findKankichiSequenceHeaders(data, startOffset); default: return this.findGenericSequenceHeaders(data, startOffset); } } /** * Find N-SPC sequence headers (Nintendo's sound engine) */ findNSPCSequenceHeaders(data, startOffset) { const headers = []; // N-SPC sequences typically start with a header containing: // - Channel enable mask (1 byte) // - Tempo (2 bytes, little-endian) // - Channel pointers (2 bytes each, up to 8 channels) for (let offset = startOffset; offset < data.length - 20; offset += 2) { const channelMask = data[offset]; // Skip if no channels enabled or invalid mask if (channelMask === 0 || channelMask > 0xFF) continue; const tempo = data[offset + 1] | (data[offset + 2] << 8); // Reasonable tempo range (30-300 BPM) if (tempo < 30 || tempo > 300) continue; // Check channel pointers validity const channelPointers = []; let validPointers = 0; for (let ch = 0; ch < 8; ch++) { if (channelMask & (1 << ch)) { const ptrOffset = offset + 3 + (ch * 2); if (ptrOffset + 1 >= data.length) break; const pointer = data[ptrOffset] | (data[ptrOffset + 1] << 8); if (pointer >= startOffset && pointer < data.length) { channelPointers.push(pointer); validPointers++; } } } // Must have at least 1 valid channel if (validPointers > 0) { headers.push({ address: offset, tempo, channelMask, channelPointers, engine: 'N-SPC' }); // Skip ahead to avoid overlapping detections offset += 19; // Header size } } return headers; } /** * Find Akao sequence headers (Square's early sound engine) */ findAkaoSequenceHeaders(data, startOffset) { const headers = []; // Akao sequences have different header structure // Look for characteristic patterns for (let offset = startOffset; offset < data.length - 16; offset += 2) { // Akao often starts with instrument assignments const instrumentCount = data[offset]; if (instrumentCount > 0 && instrumentCount <= 32) { // Check for reasonable instrument indices let validInstruments = true; for (let i = 1; i <= instrumentCount && offset + i < data.length; i++) { if (data[offset + i] > 127) { validInstruments = false; break; } } if (validInstruments) { headers.push({ address: offset, tempo: 120, // Default, would need engine-specific parsing channelMask: 0xFF, // Assume all channels channelPointers: [], engine: 'Akao' }); } } } return headers; } /** * Find HAL sequence headers (HAL Laboratory's sound engine) */ findHALSequenceHeaders(data, startOffset) { const headers = []; // HAL sequences often have pattern table references for (let offset = startOffset; offset < data.length - 12; offset += 4) { // Look for pattern table signature if (data[offset] === 0x48 && data[offset + 1] === 0x41 && data[offset + 2] === 0x4C) { // "HAL" const tableSize = data[offset + 3]; if (tableSize > 0 && tableSize <= 64) { headers.push({ address: offset, tempo: 120, channelMask: 0xFF, channelPointers: [], engine: 'HAL' }); } } } return headers; } /** * Find Kankichi-kun sequence headers */ findKankichiSequenceHeaders(data, startOffset) { const headers = []; // Kankichi-kun has unique command structure for (let offset = startOffset; offset < data.length - 8; offset += 2) { // Look for characteristic command patterns if (this.isKankichiCommand(data, offset)) { headers.push({ address: offset, tempo: 120, channelMask: 0xFF, channelPointers: [], engine: 'Kankichi-kun' }); } } return headers; } /** * Generic sequence header detection for unknown engines */ findGenericSequenceHeaders(data, startOffset) { const headers = []; // Look for common patterns in sequence data for (let offset = startOffset; offset < data.length - 16; offset += 4) { if (this.looksLikeSequenceHeader(data, offset)) { headers.push({ address: offset, tempo: 120, channelMask: 0xFF, channelPointers: [], engine: 'Unknown' }); } } return headers; } /** * Parse complete sequence data from header */ parseSequenceData(data, header, enginePattern) { try { // Parse timing information from header const timingInfo = this.parseTimingInfo(data, header); // Extract pattern table if present const patternTable = this.parsePatternTable(data, header, enginePattern); // Parse channel data const channels = this.parseChannelData(data, header, patternTable, enginePattern); // Calculate track length and loop points const { trackLength, loopPoint, loopLength } = this.calculateTrackLength(channels, timingInfo); // Extract instrument assignments const instrumentAssignments = this.extractInstrumentAssignments(channels); // Parse global effects const effects = this.parseSequenceEffects(data, header, enginePattern); // Generate metadata const metadata = this.generateSequenceMetadata(channels, timingInfo, effects); // Determine sequence data bounds const sequenceEnd = this.findSequenceEnd(data, header, channels); const sequenceData = data.slice(header.address, sequenceEnd); return { data: sequenceData, tempo: timingInfo.tempo, channels, address: header.address, name: `${enginePattern.engine.toLowerCase()}_sequence_${header.address.toString(16)}`, engine: enginePattern.engine, patternTable, trackLength, loopPoint, loopLength, timingInfo, instrumentAssignments, effects, metadata }; } catch (error) { console.warn(`Failed to parse sequence at 0x${header.address.toString(16)}: ${error}`); return null; } } /** * Parse timing information from sequence header */ parseTimingInfo(data, header) { let tempo = header.tempo || 120; let ticksPerBeat = 48; // Common SNES default const beatsPerMeasure = 4; // Engine-specific timing parsing switch (header.engine) { case 'N-SPC': // N-SPC stores tempo differently if (header.address + 2 < data.length) { const tempoValue = data[header.address + 1] | (data[header.address + 2] << 8); tempo = Math.max(30, Math.min(300, tempoValue)); } ticksPerBeat = 48; break; case 'Akao': // Akao uses different tick resolution ticksPerBeat = 96; break; default: // Use defaults break; } return { ticksPerBeat, beatsPerMeasure, tempo, timeSignature: { numerator: 4, denominator: 4 }, totalTicks: 0 // Will be calculated after parsing channels }; } /** * Parse pattern table for engines that use them */ parsePatternTable(data, header, enginePattern) { const patterns = []; // Only some engines use pattern tables if (header.engine === 'HAL' || header.engine === 'Kankichi-kun') { // Look for pattern table near header for (let offset = header.address + 4; offset < Math.min(data.length - 4, header.address + 64); offset += 4) { const patternAddr = data[offset] | (data[offset + 1] << 8); const patternLength = data[offset + 2]; const flags = data[offset + 3]; if (patternAddr >= header.address && patternAddr < data.length && patternLength > 0 && patternLength < 256) { patterns.push({ patternIndex: patterns.length, address: patternAddr, length: patternLength, loopFlag: (flags & 0x01) !== 0, channels: this.getPatternChannels(flags) }); } } } return patterns.length > 0 ? patterns : undefined; } /** * Parse channel data from sequence */ parseChannelData(data, header, patternTable, enginePattern) { const channels = []; // Determine which channels are active const activeChannels = this.getActiveChannels(header); for (const channelNum of activeChannels) { try { const channelData = this.parseChannelTrack(data, header, channelNum, patternTable, enginePattern); if (channelData) { channels.push(channelData); } } catch (error) { console.warn(`Failed to parse channel ${channelNum}: ${error}`); } } return channels; } /** * Parse individual channel track data */ parseChannelTrack(data, header, channelNum, patternTable, enginePattern) { // Get channel start address const channelStart = this.getChannelStartAddress(header, channelNum); if (!channelStart || channelStart >= data.length) return null; const notes = []; const velocities = []; const effects = []; let offset = channelStart; let currentTick = 0; let currentInstrument = 0; let currentVolume = 100; let currentPan = 64; // Center // Parse channel commands while (offset < data.length) { const command = data[offset]; if (this.isEndOfTrack(command, header.engine)) { break; } const parseResult = this.parseChannelCommand(data, offset, currentTick, header.engine); if (!parseResult) { offset++; continue; } switch (parseResult.type) { case 'note': notes.push({ note: parseResult.note, velocity: parseResult.velocity || 64, duration: parseResult.duration || 48, timestamp: currentTick, pitch: parseResult.pitch }); velocities.push(parseResult.velocity || 64); currentTick += parseResult.duration || 48; break; case 'rest': currentTick += parseResult.duration || 48; break; case 'instrument': currentInstrument = parseResult.value || 0; break; case 'volume': currentVolume = parseResult.value || 100; effects.push({ type: 'volume', parameter1: currentVolume, timestamp: currentTick }); break; case 'pan': currentPan = parseResult.value || 64; effects.push({ type: 'pan', parameter1: currentPan, timestamp: currentTick }); break; case 'pitchBend': effects.push({ type: 'pitchBend', parameter1: parseResult.value || 0, parameter2: parseResult.parameter2, timestamp: currentTick, duration: parseResult.duration }); break; case 'vibrato': effects.push({ type: 'vibrato', parameter1: parseResult.value || 0, parameter2: parseResult.parameter2 || 0, timestamp: currentTick, duration: parseResult.duration }); break; case 'echo': effects.push({ type: 'echo', parameter1: parseResult.value || 0, timestamp: currentTick }); break; } offset += parseResult.commandLength; // Safety check to prevent infinite loops if (currentTick > 100000) { console.warn(`Channel ${channelNum} exceeded maximum tick count, stopping parse`); break; } } // Extract track data const trackEnd = Math.min(offset, data.length); const trackData = data.slice(channelStart, trackEnd); return { channelNumber: channelNum, notes, velocities, effects, instrumentIndex: currentInstrument, volume: currentVolume, pan: currentPan, trackData }; } /** * Helper methods for sequence extraction */ extractSequencesByPattern(data, startOffset, enginePattern) { const sequences = []; // Fallback pattern-based extraction for unknown engines for (let i = 0; i < 4; i++) { const seqOffset = star