JCB
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Jason C. Brooke | |||||
Developer: | Jason Brooke | ||||
Header: | Absent | ||||
Content: | Programmatic | ||||
Instruments: | Internal | ||||
Target Output
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Released: | 1987 | ||||
First Game: | Feud (AMI) | ||||
Extensions |
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JCB refers to audio in Jason Brooke's Amiga driver. Almost every JCB file contains multiple songs and sound effects.
The jcb.* extension was given retrospectively by rippers. The original filename, SND.pin, short for "position independent", is still found on the game disks of Rockford (AMI), Vixen (DOS), and Brooke's instructions for Savage (AST).
Contents
Players
(Category)
- DeliPlayer - Windows
- Delix - XMPlay
No player is known to support sound effects and NTSC.
Games
(Category)
Released | Title | Sample | Notes |
---|---|---|---|
1987-0?-?? | Feud (AMI) | ||
198?-??-?? | Space Ranger (ARC) | Title. | |
198?-??-?? | World Darts (ARC) | Main. | |
1988-05-?? | Rockford (AMI) | ||
1988-0?-?? | Ikari Warriors (AMI) | ||
1988-0?-?? | World Darts (AMI) | |
|
1988-0?-?? | Vixen (AMI) a.k.a. She-Fox (AMI) | ||
1988-11-?? | OutRun (AMI) | ||
1988-??-?? | Revenge of the Mutant Camels II (AMI) | ||
1988-??-?? | Hellfire (AMI) | ||
1988-??-?? | Thunder Blade (AMI) | ||
198?-??-?? | Side Arms (AMI) | ||
1989-0?-?? | Space Harrier (AMI) | ||
1989-0?-?? | Pac-Land (AMI) | ||
1989-??-?? | 1943 (AMI) | ||
1990-01-?? | After Burner NTSC (AMI) | ||
1990-0?-?? | Resolution 101 (AMI) a.k.a. HoverForce (AMI) | ||
1990-0?-?? | Heavy Metal (AMI) | ||
1990-0?-?? | Harley-Davidson (AMI) | ||
1990-0?-?? | ThunderStrike (AMI) |
Technical
Starting with Feud:
- Each sample must be exactly 128 bytes long and loop, possibly inspired by the Amiga Hardware Reference Manual.
- Songs can turn on Paula's modulations, although none does.
Starting with World Darts:
- Sound effects can play on any of Paula's four channels, but are disturbed if music plays.
Starting with Pac-Land, Revenge of the Mutant Camels II and Space Ranger:
- Game programmers can toggle an option in the driver so it won't sound too fast on NTSC Amigas.
- Sound effects temporarily mute the music tracks on the used channels. Game programmers can call a function to mute the least important track.
Starting with Rockford:
- Each sample has its own size, loop start, and tuning.
- One sample is a pulse wave modulated in real-time (i.e. just as the song plays). Songs can change the bounds anytime.
- The LED filter is constantly turned off.