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435 bytes added ,  21:39, 8 January 2017
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/private/ds/app/4B475556/001 - European location
 
/private/ds/app/4B475556/001 - European location
 +
/private/ds/app/4B475545/001 - North American location
    
You can save your images in a user folder as long as it's on the same level as the 001 folder.  Clicking on the Choose Folder icon on the top of the View Flipnote / SD Card option gives you a list of normal folders, and you can swap to user folders by selecting the normal button again.  This could possibly be to overcome a limitation in one of the files (possibly the dirmemo2.lst file).
 
You can save your images in a user folder as long as it's on the same level as the 001 folder.  Clicking on the Choose Folder icon on the top of the View Flipnote / SD Card option gives you a list of normal folders, and you can swap to user folders by selecting the normal button again.  This could possibly be to overcome a limitation in one of the files (possibly the dirmemo2.lst file).
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|-
 
|-
 
| 0000
 
| 0000
| 4
+
| 2
 
| Size of the offset table
 
| Size of the offset table
 +
|-
 +
| 0002
 +
| 2
 +
| Padding
 
|-
 
|-
 
| 0004
 
| 0004
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if( useByte == 0 ) // Set the full line to the current paper colour
 
if( useByte == 0 ) // Set the full line to the current paper colour
 +
        {
 
memset( outB, paper, 256 );
 
memset( outB, paper, 256 );
 +
        }
 
else // Bytes in this line, read and deal with them
 
else // Bytes in this line, read and deal with them
 
{
 
{
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{
 
{
 
if( ( data & 0x01 ) == 0x01 )
 
if( ( data & 0x01 ) == 0x01 )
 +
                                        {
 
outB[ x ] = invflag == 0 ? pen : paper;
 
outB[ x ] = invflag == 0 ? pen : paper;
 +
                                        }
 
else
 
else
 +
                                        {
 
outB[ x ] = invflag == 0 ? paper : pen;
 
outB[ x ] = invflag == 0 ? paper : pen;
 
+
                                        }
 
x ++;
 
x ++;
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if( x < 256 )
 
if( x < 256 )
 +
                {
 
memset( &outB[ x ], paper, 256 - x );
 
memset( &outB[ x ], paper, 256 - x );
 +
                }
 
}
 
}
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| 4
 
| 4
 
| Size of the background music.
 
| Size of the background music.
| The size of the background music in bytes in the audio data below. 0x0000000 if not used/emtpy.
+
| The size of the background music in bytes in the audio data below. 0x0 if not used/empty.
 
|-
 
|-
 
| 4
 
| 4
 
| Size of sound effect #1
 
| Size of sound effect #1
| The size of the sound effect #1 in bytes in the audio data below. 0x0000000 if not used/emtpy.
+
| The size of the sound effect #1 in bytes in the audio data below, max size is 0x2000. 0x0 if not used/empty.
 
|-
 
|-
 
| 4
 
| 4
 
| Size of sound effect #2
 
| Size of sound effect #2
| The size of the sound effect #3 in bytes in the audio data below. 0x0000000 if not used/emtpy.
+
| The size of the sound effect #3 in bytes in the audio data below, max size is 0x2000. 0x0 if not used/empty.
 
|-
 
|-
 
| 4
 
| 4
 
| Size of sound effect #3
 
| Size of sound effect #3
| The size of the sound effect #3 in bytes in the audio data below. 0x0000000 if not used/emtpy.
+
| The size of the sound effect #3 in bytes in the audio data below, max size is 0x2000. 0x0 if not used/empty.
 
|-
 
|-
 
| 1
 
| 1
| Given Framespeed.  
+
| Current Framespeed.  
 
| This is the speed of the flipnote. It's in the range of 1-8. To get the correct value, you must take 8, and subtract the decimal value of this byte.
 
| This is the speed of the flipnote. It's in the range of 1-8. To get the correct value, you must take 8, and subtract the decimal value of this byte.
 
|-
 
|-
 
| 1
 
| 1
| Current Framespeed when BGM was recorded.
+
| Given Framespeed when BGM was recorded.
 
| This is the speed of the flipnote when the BGM was recorded/modified. It's in the range of 1-8. This is used to resample the sound to the new speed. To get the correct value, you must take 8, and subtract the decimal value of this byte.
 
| This is the speed of the flipnote when the BGM was recorded/modified. It's in the range of 1-8. This is used to resample the sound to the new speed. To get the correct value, you must take 8, and subtract the decimal value of this byte.
 
|-
 
|-
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*Then comes sound effect #3(if used)
 
*Then comes sound effect #3(if used)
   −
To decode the sound data, you must multiply each byte by 16 and run it as 32000Hz PCM data.
     −
----
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The sound data is 4bit ADPCM with reversed nibbles @ 8kHz.
 +
 
 +
You can decode the sound yourself with "sox -t ima -N [input] [output]"
 +
 
 +
==Signature==
   −
I have yet to figure out how to get rid of the noice when decoding sound...--[[User:Pbsds|pbsds]] 17:38, 6 June 2010 (UTC)
+
The last 0x10-bytes in a PPM are all-zero. The 0x80 bytes before that is a RSA-1024 SHA-1 signature over the whole PPM, excluding the last 0x90 bytes with the signature.
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