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.sav structure

This is the structure of the .sav file, produced by emulators and backup devices for storing the LSDJ song data.

For some examples how to parse this, check http://code.google.com/p/lsdj-sav-utils/ and http://code.google.com/p/lsdj2xml/

Contents

MapEdit

This map is valid for v4.1.8:

Bank 0:
0000–0FEF: phrases-> notes
0FF0-102F: bookmarks
1030–108F: empty
1090–128F: grooves
1290–168F: song-> chainno (listed PU1,PU2,WAV,NOI for $00 .. $ff in order)
1690–188F: tables-> envelope
1890–1DCF: instrument->speech->words ($20*42)
1DD0–1E77: instr->speech->wordnames
1E78–1E79: mem initialized flag (set to “rb” on init)
1E7A-1FB9: instr->names
1FBA-1FFF: empty

Bank 1:
2000–201F: empty 
2020–203F: table allocation table (byte per table, 1 if alloced, 0 else)
2040–207F: instr alloc table (byte per instrument, 1 if alloced, 0 else)
2080–287F: chains-> phraseno
2880–307F: chains-> transposes
3080–347F: instr->param
3480–367F: tables-> transpose
3680–387F: tables-> fx
3880–3A7F: tables-> fx val
3A80–3C7F: tables-> fx 2
3C80–3E7F: tables-> fx 2 val
3E80–3E81: mem initialized flag (set to “rb” on init)
3E82–3EA1: phrase allocation table (bit per phrase, 1 if alloced, 0 else)
3EA2–3EB1: chain allocation table (bit per chain, 1 if alloced, 0 else)
3EB2–3FB1: softsynth params
3FB2–3FB2: clock, hours
3FB3–3FB3: clock, minutes
3FB4–3FB4: tempo
3FB5–3FB5: tune setting
3FB6–3FB6: total clock, days
3FB7–3FB7: total clock, hours
3FB8–3FB8: total clock, minutes
3FB9–3FB9: total clock, checksum (days+hours+minutes)
3FBA-3FBA: key delay
3FBB-3FBB: key repeat
3FBC-3FBC: font
3FBD-3FBD: sync setting
3FBE-3FBE: colorset
3FBF-3FBF: empty
3FC0–3FC0: clone (0=deep, 1=slim)
3FC1-3FC1: file changed?
3FC2-3FC2: power save
3FC3-3FC3: prelisten
3FC4-3FC5: wave synth overwrite locks
3FC6-3FFF: empty

Bank 2:
4000–4FEF: phrases->fx
4FF0–5FDF: phrases->fx val
5FE0-5FFF: empty

Bank 3:
6000–6FFF: wave frames
7000–7FEF: phrases->instr
7FF0–7FF1: mem initialized flag (set to “rb” on init)
7FF2-7FFE: empty
7FFF-7FFF: version byte (0 = before 3.6.0, 1 = 3.6.0, 2 = 3.6.1 and up)

Instrument StructureEdit

Default InstrumentEdit

0, $a8, 0, 0, $ff, 0, 0, 3, 0, 0, $d0, 0, 0, $f3, 0, 0

Pulse InstrumentEdit

  • Byte 0: 0
  • Byte 1: Envelope
  • Byte 2: Phase transpose
  • Byte 3: Sound length (bit 6-0). If bit 6 is unset, sound length is UNLIM.
  • Byte 4: Sweep
  • Byte 5: Automate 1,2 (bit 4-3); Vibrato (bit 2-1: type, bit 0: down/up)
  • Byte 6: Table (bit 5-0: bit 5 = table on/off)
  • Byte 7: Wave (bits 7-6); Phase finetune (bit 5-2); Pan (bit 1-0)

Wave InstrumentEdit

  • Byte 0: 1
  • Byte 1: Volume
  • Byte 2: Synth (bit 7-4); Repeat (3-0)
  • Byte 3: -
  • Byte 4: -
  • Byte 5: Automate 1,2 (bit 4-3); Vibrato (bit 2-1: type, bit 0: down/up)
  • Byte 6: Table (bit 5-0: bit 5 = table on/off)
  • Byte 7: Pan (bit 1-0)
  • Byte 8: -
  • Byte 9: Play type (bits 1-0; 0=once, 1=loop, 2=pingpong, 3=manual)
  • Byte 10: -
  • Byte 11: -
  • Byte 12: -
  • Byte 13: -
  • Byte 14: Steps (bit 7-4); Speed (bit 3-0)

Kit InstrumentEdit

  • Byte 0: 2
  • Byte 1: Volume
  • Byte 2: Keep attack 2 (bit 7); Half-speed (bit 6); Kit (bit 5-0)
  • Byte 3: Length 1 (0 = auto)
  • Byte 4: -
  • Byte 5: Loop 1,2 (bit 6-5); Automate 1,2 (bit 4-3); Vibrato (bit 2-1: type, bit 0: down/up)
  • Byte 6: Table (bit 5-0; bit 5 = table on/off)
  • Byte 7: Pan (bit 1-0)
  • Byte 8: Pitch
  • Byte 9: Keep attack 2 (bit 7); Kit 2 (bit 5-0)
  • Byte 10: Dist. type
  • Byte 11: Length 2 (0 = auto)
  • Byte 12: Offset
  • Byte 13: Offset 2

Noise InstrumentEdit

  • Byte 0: 3
  • Byte 1: Envelope
  • Byte 2: -
  • Byte 3: Sound length (bit 6-0; if bit 6 is unset, soundlength = UNLIM)
  • Byte 4: Sweep
  • Byte 5: Automate 1,2 (bit 4-3)
  • Byte 6: Table (bit 5-0; bit 5 = table on/off)
  • Showing 0 most recent

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