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	<id>http://www.gc-forever.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cyndanera</id>
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	<updated>2026-05-20T00:31:29Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=User:Cyndanera&amp;diff=9738</id>
		<title>User:Cyndanera</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=User:Cyndanera&amp;diff=9738"/>
		<updated>2026-04-28T00:09:31Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: updated my page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Developed Software:&#039;&#039;&#039;&lt;br /&gt;
*Internal Engine - inhouse property engine designed for GameCube, Wii, PS2&lt;br /&gt;
*JAudio - Inhouse Audio System with it own custom DSP microcode for running on the Macronix 16-bit Audio DSP.&lt;br /&gt;
&lt;br /&gt;
== Studio Development Hardware ==&lt;br /&gt;
&lt;br /&gt;
[[File:SN_TDEV.png|300px]]&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=User:Cyndanera&amp;diff=9737</id>
		<title>User:Cyndanera</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=User:Cyndanera&amp;diff=9737"/>
		<updated>2026-04-27T23:54:56Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: updated my page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Developed Software:&#039;&#039;&#039;&lt;br /&gt;
*Internal Engine - inhouse property engine designed for GameCube, Wii, PS2&lt;br /&gt;
*JAudio - Inhouse Audio System with it own custom DSP microcode for running on the MXIC 16-bit Audio DSP.&lt;br /&gt;
&lt;br /&gt;
== Studio Development Hardware ==&lt;br /&gt;
&lt;br /&gt;
[[File:SN_TDEV.png|300px]]&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9732</id>
		<title>Sarah</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9732"/>
		<updated>2026-03-20T03:25:36Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/homebrew&lt;br /&gt;
| title       = Sarah&lt;br /&gt;
| image       = [[File:Sarah_box_alpha.png|200px]]&lt;br /&gt;
| type        = Metroidvania, Platformer&lt;br /&gt;
| author      = [[User:Cyndanera|Cyndanera]]&lt;br /&gt;
| version     = 1.0&lt;br /&gt;
| licence     = Proprietary&lt;br /&gt;
| website     = https://www.cyndanera.com&lt;br /&gt;
| engine      = Inhouse&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A forgotten world. A hidden origin. A power waiting to awaken.&lt;br /&gt;
Sarah is a 2.5D Metroidvania platformer starring Sarah, a half-cosmic alien girl with mysterious powers. Explore a strange, interconnected world filled with hidden paths, dangerous enemies, and labyrinth-like mazes. As Sarah’s cosmic abilities grow, overcome challenging platforming sequences, uncover secrets, and unlock new areas—gradually piecing together the truth behind her mysterious origins.&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
Non-linear Exploration – Traverse a sprawling, interconnected world filled with secrets and hidden routes.&lt;br /&gt;
Cosmic Abilities – Unlock and upgrade powers that enhance traversal, combat, and puzzle-solving.&lt;br /&gt;
Challenging Platforming – Precision-based movement through intricate environments and environmental puzzles.&lt;br /&gt;
Hidden Lore &amp;amp; Secrets – Discover optional areas and uncover the story behind Sarah’s past.&lt;br /&gt;
&lt;br /&gt;
Platform-Specific Features&lt;br /&gt;
GameCube – Connect a Game Boy Advance via link cable to interact with the game and reveal hidden secrets.&lt;br /&gt;
Wii – Use Nintendo DS download play to access interactive features and exclusive minigames.&lt;br /&gt;
PlayStation 2 – Supports 1080i resolution and 5.1 surround audio for FMV cutscenes.&lt;br /&gt;
Audio Support – Dolby Pro Logic II supported on GameCube, Wii, and PlayStation 2.&lt;br /&gt;
&lt;br /&gt;
Save &amp;amp; Updates&lt;br /&gt;
Save data is stored on Memory Cards or SD Cards. The game also supports downloadable update patches for bug fixes—simply connect to the server to download the latest version.&lt;br /&gt;
&lt;br /&gt;
Soundtrack&lt;br /&gt;
Uses it own Sound driver and DSP microcode for it&#039;s inhouse audio system.&lt;br /&gt;
The soundtrack of Sarah blends retro synthesis with modern production to create a rich, evolving audio experience:&lt;br /&gt;
  • FM synthesis channels provide bright leads, deep basslines, and atmospheric textures inspired by the Yamaha YM2612/SCSP.&lt;br /&gt;
  • PSG waveform channels deliver crisp melodies, arpeggios, and rhythmic elements.&lt;br /&gt;
  • Noise waveform channels generate percussion and environmental textures, adding intensity and energy during combat and high-stakes moments.&lt;br /&gt;
  • Sampled instruments are used for sequenced music/sfx, giving interactive tracks additional depth and variation beyond pure synthesis.&lt;br /&gt;
  • Triangle waveform channels provide smooth, rolling basslines inspired by the NES APU, adding retro harmonic depth to exploration and combat tracks.&lt;br /&gt;
  • Certain maps feature vocal tracks used during cinematic events.&lt;br /&gt;
&lt;br /&gt;
[[Category:Homebrew_Software]]&lt;br /&gt;
[[Category:Homebrew_Games]]&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9731</id>
		<title>Sarah</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9731"/>
		<updated>2026-03-20T03:23:16Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/homebrew&lt;br /&gt;
| title       = Sarah&lt;br /&gt;
| image       = [[File:Sarah_box_alpha.png|200px]]&lt;br /&gt;
| type        = Game&lt;br /&gt;
| author      = [[User:Cyndanera|Cyndanera]]&lt;br /&gt;
| version     = 1.0&lt;br /&gt;
| licence     = Proprietary&lt;br /&gt;
| website     = https://www.cyndanera.com&lt;br /&gt;
| engine      = Inhouse&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A forgotten world. A hidden origin. A power waiting to awaken.&lt;br /&gt;
Sarah is a 2.5D Metroidvania platformer starring Sarah, a half-cosmic alien girl with mysterious powers. Explore a strange, interconnected world filled with hidden paths, dangerous enemies, and labyrinth-like mazes. As Sarah’s cosmic abilities grow, overcome challenging platforming sequences, uncover secrets, and unlock new areas—gradually piecing together the truth behind her mysterious origins.&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
Non-linear Exploration – Traverse a sprawling, interconnected world filled with secrets and hidden routes.&lt;br /&gt;
Cosmic Abilities – Unlock and upgrade powers that enhance traversal, combat, and puzzle-solving.&lt;br /&gt;
Challenging Platforming – Precision-based movement through intricate environments and environmental puzzles.&lt;br /&gt;
Hidden Lore &amp;amp; Secrets – Discover optional areas and uncover the story behind Sarah’s past.&lt;br /&gt;
&lt;br /&gt;
Platform-Specific Features&lt;br /&gt;
GameCube – Connect a Game Boy Advance via link cable to interact with the game and reveal hidden secrets.&lt;br /&gt;
Wii – Use Nintendo DS download play to access interactive features and exclusive minigames.&lt;br /&gt;
PlayStation 2 – Supports 1080i resolution and 5.1 surround audio for FMV cutscenes.&lt;br /&gt;
Audio Support – Dolby Pro Logic II supported on GameCube, Wii, and PlayStation 2.&lt;br /&gt;
&lt;br /&gt;
Save &amp;amp; Updates&lt;br /&gt;
Save data is stored on Memory Cards or SD Cards. The game also supports downloadable update patches for bug fixes—simply connect to the server to download the latest version.&lt;br /&gt;
&lt;br /&gt;
Soundtrack&lt;br /&gt;
Uses it own Sound driver and DSP microcode for it&#039;s inhouse audio system.&lt;br /&gt;
The soundtrack of Sarah blends retro synthesis with modern production to create a rich, evolving audio experience:&lt;br /&gt;
  • FM synthesis channels provide bright leads, deep basslines, and atmospheric textures inspired by the Yamaha YM2612/SCSP.&lt;br /&gt;
  • PSG waveform channels deliver crisp melodies, arpeggios, and rhythmic elements.&lt;br /&gt;
  • Noise waveform channels generate percussion and environmental textures, adding intensity and energy during combat and high-stakes moments.&lt;br /&gt;
  • Sampled instruments are used for sequenced music/sfx, giving interactive tracks additional depth and variation beyond pure synthesis.&lt;br /&gt;
  • Triangle waveform channels provide smooth, rolling basslines inspired by the NES APU, adding retro harmonic depth to exploration and combat tracks.&lt;br /&gt;
  • Certain maps feature vocal tracks used during cinematic events.&lt;br /&gt;
&lt;br /&gt;
[[Category:Homebrew_Software]]&lt;br /&gt;
[[Category:Homebrew_Games]]&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=File:SN_TDEV.png&amp;diff=9730</id>
		<title>File:SN TDEV.png</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=File:SN_TDEV.png&amp;diff=9730"/>
		<updated>2026-03-20T03:21:07Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: SN Systems TDEV&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
SN Systems TDEV&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=User:Cyndanera&amp;diff=9729</id>
		<title>User:Cyndanera</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=User:Cyndanera&amp;diff=9729"/>
		<updated>2026-03-20T03:20:30Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Developed Software:&#039;&#039;&#039;&lt;br /&gt;
*Sarah - inhouse property engine and my game that targets the PS2, GameCube, Wii&lt;br /&gt;
*BAudio Audio System - inhouse audio system Sound driver, DSP microcode for running on the CPU and Audio DSP.&lt;br /&gt;
&lt;br /&gt;
== Studio Development Hardware ==&lt;br /&gt;
&lt;br /&gt;
[[File:SN_TDEV.png|300px]]&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9727</id>
		<title>Sarah</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9727"/>
		<updated>2026-03-20T02:03:01Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: updated sarah gamecube page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/homebrew&lt;br /&gt;
| title       = Sarah&lt;br /&gt;
| image       = [[File:Sarah_box_alpha.png|200px]]&lt;br /&gt;
| type        = Game&lt;br /&gt;
| author      = Cyndanera&lt;br /&gt;
| version     = 1.0&lt;br /&gt;
| licence     = Proprietary&lt;br /&gt;
| website     = https://www.cyndanera.com&lt;br /&gt;
| engine      = Inhouse&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A forgotten world. A hidden origin. A power waiting to awaken.&lt;br /&gt;
Sarah is a 2.5D Metroidvania platformer starring Sarah, a half-cosmic alien girl with mysterious powers. Explore a strange, interconnected world filled with hidden paths, dangerous enemies, and labyrinth-like mazes. As Sarah’s cosmic abilities grow, overcome challenging platforming sequences, uncover secrets, and unlock new areas—gradually piecing together the truth behind her mysterious origins.&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
Non-linear Exploration – Traverse a sprawling, interconnected world filled with secrets and hidden routes.&lt;br /&gt;
Cosmic Abilities – Unlock and upgrade powers that enhance traversal, combat, and puzzle-solving.&lt;br /&gt;
Challenging Platforming – Precision-based movement through intricate environments and environmental puzzles.&lt;br /&gt;
Hidden Lore &amp;amp; Secrets – Discover optional areas and uncover the story behind Sarah’s past.&lt;br /&gt;
&lt;br /&gt;
Platform-Specific Features&lt;br /&gt;
GameCube – Connect a Game Boy Advance via link cable to interact with the game and reveal hidden secrets.&lt;br /&gt;
Wii – Use Nintendo DS download play to access interactive features and exclusive minigames.&lt;br /&gt;
PlayStation 2 – Supports 1080i resolution and 5.1 surround audio for FMV cutscenes.&lt;br /&gt;
Audio Support – Dolby Pro Logic II supported on GameCube, Wii, and PlayStation 2.&lt;br /&gt;
&lt;br /&gt;
Save &amp;amp; Updates&lt;br /&gt;
Save data is stored on Memory Cards or SD Cards. The game also supports downloadable update patches for bug fixes—simply connect to the server to download the latest version.&lt;br /&gt;
&lt;br /&gt;
Soundtrack&lt;br /&gt;
Uses it own Sound driver and DSP microcode for it&#039;s inhouse audio system.&lt;br /&gt;
The soundtrack of Sarah blends retro synthesis with modern production to create a rich, evolving audio experience:&lt;br /&gt;
  • FM synthesis channels provide bright leads, deep basslines, and atmospheric textures inspired by the Yamaha YM2612/SCSP.&lt;br /&gt;
  • PSG waveform channels deliver crisp melodies, arpeggios, and rhythmic elements.&lt;br /&gt;
  • Noise waveform channels generate percussion and environmental textures, adding intensity and energy during combat and high-stakes moments.&lt;br /&gt;
  • Sampled instruments are used for sequenced music/sfx, giving interactive tracks additional depth and variation beyond pure synthesis.&lt;br /&gt;
  • Triangle waveform channels provide smooth, rolling basslines inspired by the NES APU, adding retro harmonic depth to exploration and combat tracks.&lt;br /&gt;
  • Certain maps feature vocal tracks used during cinematic events.&lt;br /&gt;
&lt;br /&gt;
[[Category:Homebrew_Software]]&lt;br /&gt;
[[Category:Homebrew_Games]]&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9726</id>
		<title>Sarah</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9726"/>
		<updated>2026-03-20T01:59:39Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: updated sarah gamecube page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/homebrew&lt;br /&gt;
| title       = Sarah&lt;br /&gt;
| image       = [[File:Sarah_box_alpha.png|200px]]&lt;br /&gt;
| type        = Game&lt;br /&gt;
| author      = Cyndanera&lt;br /&gt;
| version     = 1.0&lt;br /&gt;
| licence     = Proprietary&lt;br /&gt;
| website     = https://www.cyndanera.com&lt;br /&gt;
| engine      = Inhouse&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Sarah uses the inhouse engine and It&#039;s own DSP microcode for it own audio system.&lt;br /&gt;
&lt;br /&gt;
A forgotten world. A hidden origin. A power waiting to awaken.&lt;br /&gt;
Sarah is a 2.5D Metroidvania platformer starring Sarah, a half-cosmic alien girl with mysterious powers. Explore a strange, interconnected world filled with hidden paths, dangerous enemies, and labyrinth-like mazes. As Sarah’s cosmic abilities grow, overcome challenging platforming sequences, uncover secrets, and unlock new areas—gradually piecing together the truth behind her mysterious origins.&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
Non-linear Exploration – Traverse a sprawling, interconnected world filled with secrets and hidden routes.&lt;br /&gt;
Cosmic Abilities – Unlock and upgrade powers that enhance traversal, combat, and puzzle-solving.&lt;br /&gt;
Challenging Platforming – Precision-based movement through intricate environments and environmental puzzles.&lt;br /&gt;
Hidden Lore &amp;amp; Secrets – Discover optional areas and uncover the story behind Sarah’s past.&lt;br /&gt;
&lt;br /&gt;
Platform-Specific Features&lt;br /&gt;
GameCube – Connect a Game Boy Advance via link cable to interact with the game and reveal hidden secrets.&lt;br /&gt;
Wii – Use Nintendo DS download play to access interactive features and exclusive minigames.&lt;br /&gt;
PlayStation 2 – Supports 1080i resolution and 5.1 surround audio for FMV cutscenes.&lt;br /&gt;
Audio Support – Dolby Pro Logic II supported on GameCube, Wii, and PlayStation 2.&lt;br /&gt;
&lt;br /&gt;
Save &amp;amp; Updates&lt;br /&gt;
Save data is stored on Memory Cards or SD Cards. The game also supports downloadable update patches for bug fixes—simply connect to the server to download the latest version.&lt;br /&gt;
&lt;br /&gt;
Soundtrack&lt;br /&gt;
The soundtrack of Sarah blends retro synthesis with modern production to create a rich, evolving audio experience:&lt;br /&gt;
  • FM synthesis channels provide bright leads, deep basslines, and atmospheric textures inspired by the Yamaha YM2612/SCSP.&lt;br /&gt;
  • PSG waveform channels deliver crisp melodies, arpeggios, and rhythmic elements.&lt;br /&gt;
  • Noise waveform channels generate percussion and environmental textures, adding intensity and energy during combat and high-stakes moments.&lt;br /&gt;
  • Sampled instruments are used for sequenced music/sfx, giving interactive tracks additional depth and variation beyond pure synthesis.&lt;br /&gt;
  • Triangle waveform channels provide smooth, rolling basslines inspired by the NES APU, adding retro harmonic depth to exploration and combat tracks.&lt;br /&gt;
  • Certain maps feature vocal tracks used during cinematic events.&lt;br /&gt;
&lt;br /&gt;
[[Category:Homebrew_Software]]&lt;br /&gt;
[[Category:Homebrew_Games]]&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9725</id>
		<title>Sarah</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9725"/>
		<updated>2026-03-19T02:52:04Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/homebrew&lt;br /&gt;
| title       = Sarah&lt;br /&gt;
| image       = [[File:Sarah_box_alpha.png|200px]]&lt;br /&gt;
| type        = Game&lt;br /&gt;
| author      = Cyndanera&lt;br /&gt;
| version     = 1.0&lt;br /&gt;
| licence     = Proprietary&lt;br /&gt;
| website     = https://www.cyndanera.com&lt;br /&gt;
| engine      = Cyndanera Engine&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sarah&#039;&#039;&#039; is a 2.5D Metroidvania adventure about a half-cosmic alien girl exploring a mysterious world. Fight enemies, navigate labyrinth mazes, gain new powers, and uncover secrets as Sarah learns the truth about her cosmic heritage. Will be released on a bootable disc(no mod chip required) for the [[GameCube]] and Wii including a Wiiware version.&lt;br /&gt;
Sarah uses the inhouse engine and It&#039;s own DSP microcode for it own audio system.&lt;br /&gt;
&lt;br /&gt;
 GameCube special feature you can connect a GBA to interactive with the game itself and discover secrets.&lt;br /&gt;
 Wii special feature uses DS Download play to interactive with the game itself and play minigames.&lt;br /&gt;
&lt;br /&gt;
 Memory Cards and SD Card are used for Save Data and Update patch for bug fixes all is require is connecting to the server to download a update patch.&lt;br /&gt;
&lt;br /&gt;
 PS2 supports 1080i mode and 5.1 audio for FMV cutscenes.&lt;br /&gt;
 Dolby Pro Logic II is supported on GameCube, Wii, PS2&lt;br /&gt;
&lt;br /&gt;
[[Category:Homebrew_Software]]&lt;br /&gt;
[[Category:Homebrew_Games]]&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9724</id>
		<title>Sarah</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9724"/>
		<updated>2026-03-19T02:50:35Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/homebrew&lt;br /&gt;
| title       = Sarah&lt;br /&gt;
| image       = [[File:Sarah_box_alpha.png]]&lt;br /&gt;
| type        = Game&lt;br /&gt;
| author      = Cyndanera&lt;br /&gt;
| version     = 1.0&lt;br /&gt;
| licence     = Proprietary&lt;br /&gt;
| website     = https://www.cyndanera.com&lt;br /&gt;
| engine      = Cyndanera Engine&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sarah&#039;&#039;&#039; is a 2.5D Metroidvania adventure about a half-cosmic alien girl exploring a mysterious world. Fight enemies, navigate labyrinth mazes, gain new powers, and uncover secrets as Sarah learns the truth about her cosmic heritage. Will be released on a bootable disc(no mod chip required) for the [[GameCube]] and Wii including a Wiiware version.&lt;br /&gt;
Sarah uses the inhouse engine and It&#039;s own DSP microcode for it own audio system.&lt;br /&gt;
&lt;br /&gt;
 GameCube special feature you can connect a GBA to interactive with the game itself and discover secrets.&lt;br /&gt;
 Wii special feature uses DS Download play to interactive with the game itself and play minigames.&lt;br /&gt;
&lt;br /&gt;
 Memory Cards and SD Card are used for Save Data and Update patch for bug fixes all is require is connecting to the server to download a update patch.&lt;br /&gt;
&lt;br /&gt;
 PS2 supports 1080i mode and 5.1 audio for FMV cutscenes.&lt;br /&gt;
 Dolby Pro Logic II is supported on GameCube, Wii, PS2&lt;br /&gt;
&lt;br /&gt;
[[Category:Homebrew_Software]]&lt;br /&gt;
[[Category:Homebrew_Games]]&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=File:Sarah_box_alpha.png&amp;diff=9723</id>
		<title>File:Sarah box alpha.png</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=File:Sarah_box_alpha.png&amp;diff=9723"/>
		<updated>2026-03-19T02:50:10Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: Sarah Box Alpha Artwork 
(C) Cyndanera 2026&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Sarah Box Alpha Artwork &lt;br /&gt;
(C) Cyndanera 2026&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9722</id>
		<title>Sarah</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9722"/>
		<updated>2026-03-19T02:48:23Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/homebrew&lt;br /&gt;
| title       = Sarah&lt;br /&gt;
| image       = [[File:Sarah_game.png]]&lt;br /&gt;
| type        = Game&lt;br /&gt;
| author      = Cyndanera&lt;br /&gt;
| version     = 1.0&lt;br /&gt;
| licence     = Proprietary&lt;br /&gt;
| website     = https://www.cyndanera.com&lt;br /&gt;
| engine      = Cyndanera Engine&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sarah&#039;&#039;&#039; is a 2.5D Metroidvania adventure about a half-cosmic alien girl exploring a mysterious world. Fight enemies, navigate labyrinth mazes, gain new powers, and uncover secrets as Sarah learns the truth about her cosmic heritage. Will be released on a bootable disc(no mod chip required) for the [[GameCube]] and Wii including a Wiiware version.&lt;br /&gt;
Sarah uses the inhouse engine and It&#039;s own DSP microcode for it own audio system.&lt;br /&gt;
&lt;br /&gt;
 GameCube special feature you can connect a GBA to interactive with the game itself and discover secrets.&lt;br /&gt;
 Wii special feature uses DS Download play to interactive with the game itself and play minigames.&lt;br /&gt;
&lt;br /&gt;
 Memory Cards and SD Card are used for Save Data and Update patch for bug fixes all is require is connecting to the server to download a update patch.&lt;br /&gt;
&lt;br /&gt;
 PS2 supports 1080i mode and 5.1 audio for FMV cutscenes.&lt;br /&gt;
 Dolby Pro Logic II is supported on GameCube, Wii, PS2&lt;br /&gt;
&lt;br /&gt;
[[Category:Homebrew_Software]]&lt;br /&gt;
[[Category:Homebrew_Games]]&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9721</id>
		<title>Sarah</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9721"/>
		<updated>2026-03-19T02:46:33Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/homebrew&lt;br /&gt;
| title       = Sarah&lt;br /&gt;
| image       = [[File:Sarah_game.png]]&lt;br /&gt;
| type        = Game&lt;br /&gt;
| author      = Cyndanera&lt;br /&gt;
| version     = 1.0&lt;br /&gt;
| licence     = Proprietary&lt;br /&gt;
| website     = https://www.cyndanera.com&lt;br /&gt;
| engine      = Cyndanera Engine&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sarah&#039;&#039;&#039; is a 2.5D Metroidvania adventure about a half-cosmic alien girl exploring a mysterious world. Fight enemies, navigate labyrinth mazes, gain new powers, and uncover secrets as Sarah learns the truth about her cosmic heritage. Will be released on a bootable disc(no mod chip required) for the [[GameCube]] and Wii including a Wiiware version.&lt;br /&gt;
Sarah uses the inhouse engine and It&#039;s own DSP microcode for it own audio system.&lt;br /&gt;
&lt;br /&gt;
 GameCube special feature you can connect a GBA to interactive with the game itself and discover secrets.&lt;br /&gt;
 Wii special feature uses DS Download play to interactive with the game itself and play minigames.&lt;br /&gt;
&lt;br /&gt;
 Memory Cards and SD Card are used for Save Data and Update patch for bug fixes all is require is connecting to the server to download a update patch.&lt;br /&gt;
&lt;br /&gt;
 PS2 supports 1080i mode and 5.1 audio for FMV cutscenes.&lt;br /&gt;
 Dolby Pro Logic II is supported on GameCube, Wii, PS2&lt;br /&gt;
&lt;br /&gt;
more info can be found here [cyndanera.indieretrogames.com/sarah Indie Retro Games]&lt;br /&gt;
&lt;br /&gt;
[[Category:Homebrew_Software]]&lt;br /&gt;
[[Category:Homebrew_Games]]&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9720</id>
		<title>Sarah</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9720"/>
		<updated>2026-03-19T02:44:40Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: updated sarah gamecube page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/homebrew&lt;br /&gt;
| title       = Sarah&lt;br /&gt;
| image       = [[File:Sarah_game.png]]&lt;br /&gt;
| type        = Game&lt;br /&gt;
| author      = Cyndanera&lt;br /&gt;
| version     = 1.0&lt;br /&gt;
| licence     = Proprietary&lt;br /&gt;
| website     = https://www.cyndanera.com&lt;br /&gt;
| engine      = Cyndanera Engine&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sarah&#039;&#039;&#039; is a 2.5D Metroidvania adventure about a half-cosmic alien girl exploring a mysterious world. Fight enemies, navigate labyrinth mazes, gain new powers, and uncover secrets as Sarah learns the truth about her cosmic heritage. Will be released on a bootable disc(no mod chip required) for the [[GameCube]] and Wii including a Wiiware version.&lt;br /&gt;
Sarah uses the inhouse engine and It&#039;s own DSP microcode for it own audio system.&lt;br /&gt;
&lt;br /&gt;
 GameCube special feature you can connect a GBA to interactive with the game itself and discover secrets.&lt;br /&gt;
 Wii special feature uses DS Download play to interactive with the game itself and play minigames.&lt;br /&gt;
&lt;br /&gt;
 Memory Cards and SD Card are used for Save Data and Update patch for bug fixes all is require is connecting to the server to download a update patch.&lt;br /&gt;
&lt;br /&gt;
 PS2 supports 1080i mode and 5.1 audio for FMV cutscenes.&lt;br /&gt;
 Dolby Pro Logic II is supported on GameCube, Wii, PS2&lt;br /&gt;
&lt;br /&gt;
more info can be found here. indieretrogames.com&lt;br /&gt;
&lt;br /&gt;
[[Category:Homebrew_Software]]&lt;br /&gt;
[[Category:Homebrew_Games]]&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9719</id>
		<title>Sarah</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9719"/>
		<updated>2026-03-19T02:41:20Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/homebrew&lt;br /&gt;
| title       = Sarah&lt;br /&gt;
| image       = [[File:Sarah_game.png]]&lt;br /&gt;
| type        = Game&lt;br /&gt;
| author      = Cyndanera&lt;br /&gt;
| version     = 1.0&lt;br /&gt;
| licence     = Proprietary&lt;br /&gt;
| website     = https://www.cyndanera.com&lt;br /&gt;
| engine      = Cyndanera Engine&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sarah&#039;&#039;&#039; is a 2.5D Metroidvania adventure about a half-cosmic alien girl exploring a mysterious world. Fight enemies, navigate labyrinth mazes, gain new powers, and uncover secrets as Sarah learns the truth about her cosmic heritage. Will be released on a bootable disc(no mod chip required) for the [[GameCube]] and Wii including a Wiiware version.&lt;br /&gt;
Sarah uses the inhouse engine and It&#039;s own DSP microcode for it own audio system.&lt;br /&gt;
&lt;br /&gt;
 GameCube special feature you can connect a GBA to interactive with the game itself and discover secrets.&lt;br /&gt;
 Wii special feature uses DS Download play to interactive with the game itself and play minigames.&lt;br /&gt;
&lt;br /&gt;
 Memory Cards and SD Card are used for Save Data and Update patch for bug fixes all is require is connecting to the server to download a update patch.&lt;br /&gt;
&lt;br /&gt;
 PS2 supports 1080i mode and 5.1 audio for FMV cutscenes.&lt;br /&gt;
 Dolby Pro Logic II is supported on GameCube, Wii, PS2&lt;br /&gt;
&lt;br /&gt;
[[Category:Homebrew_Software]]&lt;br /&gt;
[[Category:Homebrew_Games]]&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9718</id>
		<title>Sarah</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9718"/>
		<updated>2026-03-19T02:40:51Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/homebrew&lt;br /&gt;
| title       = Sarah&lt;br /&gt;
| image       = [[File:Sarah_game.png]]&lt;br /&gt;
| type        = Game&lt;br /&gt;
| author      = Cyndanera&lt;br /&gt;
| version     = 1.0&lt;br /&gt;
| licence     = Proprietary&lt;br /&gt;
| website     = https://www.cyndanera.com&lt;br /&gt;
| engine      = Cyndanera Engine&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sarah&#039;&#039;&#039; is a 2.5D Metroidvania adventure about a half-cosmic alien girl exploring a mysterious world. Fight enemies, navigate labyrinth mazes, gain new powers, and uncover secrets as Sarah learns the truth about her cosmic heritage. Will be released on a bootable disc(no mod chip required) for the [[GameCube]] and Wii including a Wiiware version.&lt;br /&gt;
Sarah uses the inhouse engine and It&#039;s own DSP microcode for it own audio system.&lt;br /&gt;
&lt;br /&gt;
GameCube special feature you can connect a GBA to interactive with the game itself and discover secrets.&lt;br /&gt;
Wii special feature uses DS Download play to interactive with the game itself and play minigames.&lt;br /&gt;
&lt;br /&gt;
 Memory Cards and SD Card are used for Save Data and Update patch for bug fixes all is require is connecting to the server to download a update patch.&lt;br /&gt;
&lt;br /&gt;
 PS2 supports 1080i mode and 5.1 audio for FMV cutscenes.&lt;br /&gt;
 Dolby Pro Logic II is supported on GameCube, Wii, PS2&lt;br /&gt;
&lt;br /&gt;
[[Category:Homebrew_Software]]&lt;br /&gt;
[[Category:Homebrew_Games]]&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9717</id>
		<title>Sarah</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9717"/>
		<updated>2026-03-19T02:40:28Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/homebrew&lt;br /&gt;
| title       = Sarah&lt;br /&gt;
| image       = [[File:Sarah_game.png]]&lt;br /&gt;
| type        = Game&lt;br /&gt;
| author      = Cyndanera&lt;br /&gt;
| version     = 1.0&lt;br /&gt;
| licence     = Proprietary&lt;br /&gt;
| website     = https://www.cyndanera.com&lt;br /&gt;
| engine      = Cyndanera Engine&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sarah&#039;&#039;&#039; is a 2.5D Metroidvania adventure about a half-cosmic alien girl exploring a mysterious world. Fight enemies, navigate labyrinth mazes, gain new powers, and uncover secrets as Sarah learns the truth about her cosmic heritage. Will be released on a bootable disc(no mod chip required) for the [[GameCube]] and Wii including a Wiiware version.&lt;br /&gt;
Sarah uses the inhouse engine and It&#039;s own DSP microcode for it own audio system.&lt;br /&gt;
&lt;br /&gt;
GameCube special feature you can connect a GBA to interactive with the game itself and discover secrets.&lt;br /&gt;
Wii special feature uses DS Download play to interactive with the game itself and play minigames.&lt;br /&gt;
&lt;br /&gt;
Memory Cards and SD Card are used for Save Data and Update patch for bug fixes all is require is connecting to the server to download a update patch.&lt;br /&gt;
&lt;br /&gt;
PS2 supports 1080i mode and 5.1 audio for FMV cutscenes.&lt;br /&gt;
 Dolby Pro Logic II is supported on GameCube, Wii, PS2&lt;br /&gt;
&lt;br /&gt;
[[Category:Homebrew_Software]]&lt;br /&gt;
[[Category:Homebrew_Games]]&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9716</id>
		<title>Sarah</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=9716"/>
		<updated>2026-03-19T02:39:01Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: updated sarah gamecube page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/homebrew&lt;br /&gt;
| title       = Sarah&lt;br /&gt;
| image       = [[File:Sarah_game.png]]&lt;br /&gt;
| type        = Game&lt;br /&gt;
| author      = Cyndanera&lt;br /&gt;
| version     = 1.0&lt;br /&gt;
| licence     = Proprietary&lt;br /&gt;
| website     = https://www.cyndanera.com&lt;br /&gt;
| engine      = Cyndanera Engine&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sarah&#039;&#039;&#039; is a 2.5D Metroidvania adventure about a half-cosmic alien girl exploring a mysterious world. Fight enemies, navigate labyrinth mazes, gain new powers, and uncover secrets as Sarah learns the truth about her cosmic heritage. Will be released on a bootable disc(no mod chip required) for the [[GameCube]] and Wii including a Wiiware version.&lt;br /&gt;
Sarah uses the inhouse engine and It&#039;s own DSP microcode for it own audio system.&lt;br /&gt;
&lt;br /&gt;
GameCube special feature you can connect a GBA to interactive with the game itself and discover secrets.&lt;br /&gt;
Wii special feature uses DS Download play to interactive with the game itself and play minigames.&lt;br /&gt;
&lt;br /&gt;
Memory Cards and SD Card are used for Save Data and Update patch for bug fixes all is require is connecting to the server to download a update patch.&lt;br /&gt;
&lt;br /&gt;
PS2 supports 1080i mode and 5.1 audio for FMV cutscenes.&lt;br /&gt;
Dolby Pro Logic II is supported on GameCube, Wii, PS2&lt;br /&gt;
&lt;br /&gt;
[[Category:Homebrew_Software]]&lt;br /&gt;
[[Category:Homebrew_Games]]&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=DVDFormat&amp;diff=9714</id>
		<title>DVDFormat</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=DVDFormat&amp;diff=9714"/>
		<updated>2026-03-13T18:47:08Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: /* Burst Cutting Area */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GameCube Disc Format aka NROM(Read-only) or NR-Disc(Recordable)&lt;br /&gt;
&lt;br /&gt;
Please Note this is a work in progress doc.&lt;br /&gt;
&lt;br /&gt;
DVD Sector Scrambling(XOR) is done using Disk ID(8 bytes) and a Random Number by the Disk Controller Firmware, it is stored on a 128KB on-chip ROM&lt;br /&gt;
System Controller firmware uses a ROM 128KB chip.&lt;br /&gt;
&lt;br /&gt;
 Panasonic MN103S (32bit), 54MHz is the Disk Controller(ECC, EFM\EFM+, Drive IC Control, Descrambler, XADPCM Decoding)&lt;br /&gt;
 Panasonic MN102H (16bit), 33Mhz is the System Controller(System Manager, Copy protection, Handles Commands)&lt;br /&gt;
&lt;br /&gt;
The development tools used to develop for these Panasonic microcontrollers is called Debug Factory 3, it comes with a toolchain that has compiler, linker, assembler.&lt;br /&gt;
&lt;br /&gt;
 In the firmware the text &amp;quot;Nintendo Game Disk&amp;quot; can be found this is the Media ID 19 byte string that is used as meta data in the lead-in area of the DVD.&lt;br /&gt;
 MN102H looks for this string to check if the disc type is a GameCube\Wii Game Disc.&lt;br /&gt;
 It&#039;s also does the BCA copy protection check.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
 ========================================&lt;br /&gt;
 NROM BOOTABLE PRESSED DISC GUIDE&lt;br /&gt;
 GameCube / Original Wii (GC Mode)&lt;br /&gt;
 ========================================&lt;br /&gt;
 &lt;br /&gt;
 1. CONTROL DATA ZONE (CDZ) - Mandatory for boot&lt;br /&gt;
 ------------------------------------------------&lt;br /&gt;
 Sector size: 2048 bytes&lt;br /&gt;
 &lt;br /&gt;
 PHYSICAL FORMAT INFORMATION&lt;br /&gt;
 ---------------------------&lt;br /&gt;
 Bytes (BP)   Name                              Value / Notes&lt;br /&gt;
 0-5          Reserved                          Any value (zeros fine)&lt;br /&gt;
 6            NGC Identifier                    0xFF (must)&lt;br /&gt;
 7            Disc size &amp;amp; min transfer rate     0x12 (fixed)&lt;br /&gt;
 8            Disc structure                    0x01 (fixed)&lt;br /&gt;
 9            Recorded density                  0x00 (fixed)&lt;br /&gt;
 10-21        Data area allocation              Start sector = 0x030000&lt;br /&gt;
                                                     End sector   = 0x0DE0AF&lt;br /&gt;
 22-2047      Reserved                          Any value (zeros or filler)&lt;br /&gt;
 Dummy area   Reserved                          6 bytes&lt;br /&gt;
 &lt;br /&gt;
 DISC MANUFACTURING INFORMATION&lt;br /&gt;
 ------------------------------&lt;br /&gt;
 Bytes (BP)   Name                              Value / Notes&lt;br /&gt;
 0-5          Reserved                          Any value&lt;br /&gt;
 6-11         Secret                            Optional, any value&lt;br /&gt;
 12-13        Random number                      Optional&lt;br /&gt;
 14-15        Secret                             Optional&lt;br /&gt;
 16-21        Random number                      Optional&lt;br /&gt;
 22-40        Media ID                           ASCII: &amp;quot;Nintendo Game Disk&amp;quot; (must match exactly)&lt;br /&gt;
 41-47        Random number                      Optional&lt;br /&gt;
 48           Book type / Part version          0x01 (must)&lt;br /&gt;
 49           Disc size / min readout           0x12 (must)&lt;br /&gt;
 50           Disc structure                    0x01 (must)&lt;br /&gt;
 51           Recorded density                  0x00 (must)&lt;br /&gt;
 52-63        Data area allocation              Start = 0x030000, End = 0x0DE0AF&lt;br /&gt;
 64           BCA descriptor                     0x80 (must)&lt;br /&gt;
 65-2047      Reserved                          Any value&lt;br /&gt;
 Dummy area   Reserved                          6 bytes&lt;br /&gt;
 &lt;br /&gt;
 Notes:&lt;br /&gt;
 - Only BP6, BP7-BP9, BP48-BP51, BP52-BP63, BP64, and Media ID are critical.&lt;br /&gt;
 - All &amp;quot;secret&amp;quot; or &amp;quot;random number&amp;quot; fields are optional filler.&lt;br /&gt;
 &lt;br /&gt;
 2. DISCID - Mandatory&lt;br /&gt;
 ---------------------&lt;br /&gt;
 - 8 bytes total: game_code[4] + corp_code[2] + disc_number + version&lt;br /&gt;
 - Example:&lt;br /&gt;
   game_code = &amp;quot;ABCD&amp;quot;&lt;br /&gt;
   corp_code = &amp;quot;01&amp;quot;&lt;br /&gt;
   disc_number = 0x01&lt;br /&gt;
   version = 0x00&lt;br /&gt;
 - DiscID is used to select XOR scrambler preset index.&lt;br /&gt;
 &lt;br /&gt;
 3. USER AREA - Mandatory, XOR Scrambled&lt;br /&gt;
 ----------------------------------------&lt;br /&gt;
 - Start sector: 0x030000&lt;br /&gt;
 - End sector:   0x0DE0AF&lt;br /&gt;
 - Sector size:  2048 bytes&lt;br /&gt;
 &lt;br /&gt;
 XOR Scrambling (NROM style):&lt;br /&gt;
 - Preset table (16 numbers):&lt;br /&gt;
   0: 3, 1: 48, 2: 32512, 3: 28673&lt;br /&gt;
   4: 6, 5: 69, 6: 32256, 7: 24579&lt;br /&gt;
   8: 12, 9: 192, 10: 31744, 11: 16391&lt;br /&gt;
   12: 24, 13: 384, 14: 30720, 15: 15&lt;br /&gt;
 - Select preset index (0-15) using DiscID:&lt;br /&gt;
   1) sum = sum of first 8 bytes of DiscID&lt;br /&gt;
   2) beat_data = ((sum / 0x10) + sum) &amp;amp; 0x0F&lt;br /&gt;
   3) beat_data selects index in preset table&lt;br /&gt;
 - Initialize XOR scrambler (LFSR) with chosen preset&lt;br /&gt;
 - Scramble each sector:&lt;br /&gt;
   - Bytes D0-D5 = not scrambled&lt;br /&gt;
   - Bytes D6-D2047 = XOR with pseudo-random stream from LFSR&lt;br /&gt;
 - Wrap-around ensures continuity across sectors&lt;br /&gt;
 &lt;br /&gt;
 4. BCA (BURST-CUTTING AREA) - Optional&lt;br /&gt;
 ----------------------------------------&lt;br /&gt;
 - 188-byte block is enough if included&lt;br /&gt;
 - Fill with zeros or dummy values&lt;br /&gt;
 - No real marks or signatures needed&lt;br /&gt;
 - Drive ignores BCA for boot&lt;br /&gt;
 &lt;br /&gt;
 5. LEAD-IN / LEAD-OUT&lt;br /&gt;
 ---------------------&lt;br /&gt;
 - Can follow normal DVD standard&lt;br /&gt;
 - Ignored by drive for boot&lt;br /&gt;
 &lt;br /&gt;
 6. SUMMARY - Minimum for bootable disc&lt;br /&gt;
 --------------------------------------&lt;br /&gt;
 1) Control Data Zone ? correct fixed bytes + Media ID + BCA descriptor&lt;br /&gt;
 2) DiscID ? 8 bytes&lt;br /&gt;
 3) User area ? XOR-scrambled using DiscID/preset index&lt;br /&gt;
 4) Optional: BCA block (zeros or filler)&lt;br /&gt;
&lt;br /&gt;
== Data Frame ==&lt;br /&gt;
    u32 id; // PSN(Physical Sector Number)&lt;br /&gt;
    u16 ied; // ID Error Detection Code, CRC16&lt;br /&gt;
    u8 userdata[2048]; // Sector Data&lt;br /&gt;
    u8 cpr_mai[6]; // Copyright Management Information(Not used)&lt;br /&gt;
    u32 edc; // Error Detection Code, CRC32&lt;br /&gt;
    // 2064B&lt;br /&gt;
&lt;br /&gt;
== Random Number Table ==&lt;br /&gt;
    0: 3&lt;br /&gt;
    1: 48&lt;br /&gt;
    2: 32512&lt;br /&gt;
    3: 28673&lt;br /&gt;
    4: 6&lt;br /&gt;
    5: 69&lt;br /&gt;
    6: 32256&lt;br /&gt;
    7: 24579&lt;br /&gt;
    8: 12&lt;br /&gt;
    9: 192&lt;br /&gt;
    10: 31744&lt;br /&gt;
    11: 16391&lt;br /&gt;
    12: 24&lt;br /&gt;
    13: 384&lt;br /&gt;
    14: 30720&lt;br /&gt;
    15: 15&lt;br /&gt;
&lt;br /&gt;
== DiskId ==&lt;br /&gt;
    char gamecode[4];&lt;br /&gt;
    char makercode[2];&lt;br /&gt;
    u8 diskNumber;&lt;br /&gt;
    u8 version;&lt;br /&gt;
    u8 streaming;&lt;br /&gt;
    u8 streamingBufferSize;&lt;br /&gt;
    u8 pad[18];&lt;br /&gt;
    u32 magic;&lt;br /&gt;
&lt;br /&gt;
== Burst Cutting Area ==&lt;br /&gt;
    /* Each radial mark entry */&lt;br /&gt;
    struct_BcaMarkEntry&lt;br /&gt;
    {&lt;br /&gt;
        u32 psn; /* Physical sector number */&lt;br /&gt;
        u16 bitOffset; /* Bit offset within the sector where the mark starts */&lt;br /&gt;
        u8 type; /* Mark type (Datel style = 0xFF) */&lt;br /&gt;
        u8 reserved; /* Padding to make struct size 8 bytes */&lt;br /&gt;
    };&lt;br /&gt;
    &lt;br /&gt;
    /* Complete BCA block */&lt;br /&gt;
    struct_DiscBca&lt;br /&gt;
    {&lt;br /&gt;
        /* --- Manufacturing metadata (plain) --- */&lt;br /&gt;
        u8 optInfo[52]; /* mastering options */&lt;br /&gt;
        u8 manufacturer[2]; /* pressing plant code */&lt;br /&gt;
        u8 recorderDevice[2]; /* LBR device code */&lt;br /&gt;
        u8 bcaSerial; /* disc batch serial */&lt;br /&gt;
        u8 discDate[2]; /* year / month etc. */&lt;br /&gt;
        u8 discTime[2]; /* hour / minute etc. */&lt;br /&gt;
        u8 discNumber[3]; /* disc number in batch */&lt;br /&gt;
        &lt;br /&gt;
        /* --- Authentication key and ID --- */&lt;br /&gt;
        u8 key[8]; /* 8-byte key used by hardware check */&lt;br /&gt;
        u8 id[4]; /* 4-byte disc identifier */&lt;br /&gt;
        &lt;br /&gt;
        /* --- Radial mark table --- */&lt;br /&gt;
        BcaMarkEntry marks[6]; /* 6 radial marks used for validation */&lt;br /&gt;
        /* --- Padding to fill 188 bytes --- */&lt;br /&gt;
        u8 reserved[64];&lt;br /&gt;
    };&lt;br /&gt;
&lt;br /&gt;
== Disc Physical Format ==&lt;br /&gt;
    // Leadin Area&lt;br /&gt;
    PhysicalFormatInfo pfi;&lt;br /&gt;
    DiscManufacturingInfo dmi;&lt;br /&gt;
&lt;br /&gt;
PhysicalFormatInfo&lt;br /&gt;
    u8 reversed[6];&lt;br /&gt;
    u8 discMagic; // value is -1.&lt;br /&gt;
    u8 discSizeMinTransferRate; // The value is fixed on 16.&lt;br /&gt;
    u8 discStructure; // The value is fixed on 1.&lt;br /&gt;
    u8 recordedDensity; // The value is fixed on 1.&lt;br /&gt;
    DataAreaAllocation m_dataAreaAllocation;&lt;br /&gt;
    u8 reversed2[2026];&lt;br /&gt;
    u8 reversed3[6];&lt;br /&gt;
&lt;br /&gt;
DiscManufacturingInfo&lt;br /&gt;
    u8 reversed[6];&lt;br /&gt;
    u8 unknown1[6];&lt;br /&gt;
    u8 randomNumber2[6];&lt;br /&gt;
    u8 unknown2[6];&lt;br /&gt;
    u8 randomNumber3[6];&lt;br /&gt;
    char mediaId[19]; // &amp;quot;Nintendo Game Disk&amp;quot;&lt;br /&gt;
    u8 randomNumber4[6];&lt;br /&gt;
    u8 bookTypePartVersion; // value must be 1.&lt;br /&gt;
    u8 discSizeMinReadoutRate; // The value is fixed on 16.&lt;br /&gt;
    u8 discStructure; // The value is fixed on 1.&lt;br /&gt;
    u8 recordedDensity; // The value is fixed on 0.&lt;br /&gt;
    DataAreaAllocation dataAreaAllocation;&lt;br /&gt;
    u8 bcaDescriptor; // The value is fixed on 128.&lt;br /&gt;
    u8 reversed2[1983];&lt;br /&gt;
    u8 reversed3[6];&lt;br /&gt;
&lt;br /&gt;
DataAreaAllocation&lt;br /&gt;
    u8 reversed;&lt;br /&gt;
    u16 startSector;&lt;br /&gt;
    u8 reversed2;&lt;br /&gt;
    u16 endSector;&lt;br /&gt;
    u8 reversed3[3];&lt;br /&gt;
    // 12 Bytes&lt;br /&gt;
&lt;br /&gt;
== Disc Image Format ==&lt;br /&gt;
    BootHeader m_header;&lt;br /&gt;
    BootHeaderInfo m_bi;&lt;br /&gt;
    AppLoader m_apploader;&lt;br /&gt;
    FileSystemTable m_fst;&lt;br /&gt;
    u8 userdata[0]; // application is stored here, including boot file&lt;br /&gt;
&lt;br /&gt;
BootHeader&lt;br /&gt;
    u8 game_code[4];&lt;br /&gt;
    u8 company_code[2];&lt;br /&gt;
    u8 diskNumber;&lt;br /&gt;
    u8 gameVersion;&lt;br /&gt;
    u8 audioStreaming;&lt;br /&gt;
    u8 streamBufSize;&lt;br /&gt;
    u8 unused_1[18];    &lt;br /&gt;
    u32 magic; // 3258163005&lt;br /&gt;
    char gameName[64];&lt;br /&gt;
    u8 unused_2[416];&lt;br /&gt;
    u32 nkitMagicWord;&lt;br /&gt;
    u32 nkitVersion;&lt;br /&gt;
    u32 dataCRC;&lt;br /&gt;
    u32 headerCRC;&lt;br /&gt;
    u32 dataSize;&lt;br /&gt;
    u32 junkId;&lt;br /&gt;
    u8 unused_3[488];&lt;br /&gt;
    u32 ApploaderSize;&lt;br /&gt;
    u32 ApploaderInit;&lt;br /&gt;
    u32 ApploaderMain;&lt;br /&gt;
    u32 ApploaderExit;&lt;br /&gt;
    u8 unused_4[16];&lt;br /&gt;
    u32 bootOffset;&lt;br /&gt;
    u32 fstOffset;&lt;br /&gt;
    u32 fstSize;&lt;br /&gt;
    u32 maxFstSize;&lt;br /&gt;
    u32 fstAddress; // debug fstOffset&lt;br /&gt;
    u32 userPos; // disc data offset&lt;br /&gt;
    u32 userLength; // disc data size&lt;br /&gt;
    u32 unused_5;&lt;br /&gt;
&lt;br /&gt;
BootHeaderInfo&lt;br /&gt;
    u32 debugMonSize; // debug monitor size&lt;br /&gt;
    u32 simMemSize; // simulator memory size&lt;br /&gt;
    u32 argOffset;&lt;br /&gt;
    u32 debugFlag;&lt;br /&gt;
    u32 debugOffset;&lt;br /&gt;
    u32 debugSize;&lt;br /&gt;
    u32 country;&lt;br /&gt;
    u32 totalDisc;&lt;br /&gt;
    u32 supportLongFileName;&lt;br /&gt;
    u32 padSpec;&lt;br /&gt;
    u32 dolLimit;&lt;br /&gt;
    u8 unused_6[8148];&lt;br /&gt;
    // 8192 Bytes&lt;br /&gt;
&lt;br /&gt;
AppLoader&lt;br /&gt;
    char date[16]; // date string&lt;br /&gt;
    u32 entryAddress;&lt;br /&gt;
    u32 size;&lt;br /&gt;
    u32 rebootSize;&lt;br /&gt;
    u8 pad[4];&lt;br /&gt;
    u8* code;&lt;br /&gt;
&lt;br /&gt;
FileSystemTable&lt;br /&gt;
    u32 entryCount;&lt;br /&gt;
    FileSystemEntity* m_entity;&lt;br /&gt;
    StringTable* m_string;&lt;br /&gt;
&lt;br /&gt;
FileSystemEntity&lt;br /&gt;
    u8 flags;&lt;br /&gt;
    u16 filenameOffset;&lt;br /&gt;
    u32 fileOffset;&lt;br /&gt;
    u32 fileSize;&lt;br /&gt;
&lt;br /&gt;
StringTable&lt;br /&gt;
    char* name;&lt;br /&gt;
    u8 pad;&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Main_Page&amp;diff=9710</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Main_Page&amp;diff=9710"/>
		<updated>2026-03-09T15:58:08Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: /* Software */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the [//www.gc-forever.com/ GC-Forever] Wiki!&lt;br /&gt;
&lt;br /&gt;
This wiki is about the console released in 2001, the GameCube! In this wiki, we help you share your knowledge on the GameCube. Hope you learn something :)&lt;br /&gt;
&lt;br /&gt;
== How To ==&lt;br /&gt;
* [[Backing Up Discs|Backup Original Media]]&lt;br /&gt;
* [[Booting Homebrew|Boot Homebrew]]&lt;br /&gt;
* [[Create_a_bootable_homebrew_disc|Create bootable homebrew disc]]&lt;br /&gt;
* Play [[Playing Backups|Backups]] &lt;br /&gt;
* Play [[Playing Imports|Imports]]&lt;br /&gt;
* Install NTSC-U or NTSC-J [[Region Switch]]&lt;br /&gt;
* Make Swiss the [[Swiss/Usage#Installing_Swiss_to_the_Wiikey_Fusion_Flash | initial ISO for WiiKey Fusion]]&lt;br /&gt;
* Make Swiss the [[Swiss on WODE | initial ISO for WODE]]&lt;br /&gt;
* [[Using a Wii drive replacement on a GameCube | Use a Wii drive replacement on a Gamecube]]&lt;br /&gt;
&lt;br /&gt;
== Software ==&lt;br /&gt;
* [[Game_Boy_Interface|Game Boy Interface]]&lt;br /&gt;
* [[GC-Linux with rootFS on SD|GC-Linux with rootFS on SD Card]]&lt;br /&gt;
* [[Swiss|Swiss]]&lt;br /&gt;
* [https://github.com/extremscorner/libogc2 libogc2]&lt;br /&gt;
* [https://github.com/MiloCharmingMagician/makernrom makenrom]&lt;br /&gt;
* [[:Category:Homebrew_Software|List of other Homebrew]]&lt;br /&gt;
&lt;br /&gt;
== Hardware ==&lt;br /&gt;
* [[:Category:MiscHardware|List of Miscellaneous Hardware]]&lt;br /&gt;
* [[:Category:Modchips|List of Modchips]]&lt;br /&gt;
* [[:Category:Hardware_Hacks|List of Hardware Hacks]]&lt;br /&gt;
* [[GameCube versions|GameCube versions]]&lt;br /&gt;
* [[Macronix DSP|Macronix DSP]]&lt;br /&gt;
&lt;br /&gt;
== Documents ==&lt;br /&gt;
* [[DVDFormat|GC Disc Format]]&lt;br /&gt;
* [[DICommands|GC/Wii DVD Commands explained]]&lt;br /&gt;
* [//www.gc-forever.com/yagcd/ &#039;&#039;&#039;Y&#039;&#039;&#039;et &#039;&#039;&#039;A&#039;&#039;&#039;nother &#039;&#039;&#039;G&#039;&#039;&#039;ame&#039;&#039;&#039;C&#039;&#039;&#039;ube &#039;&#039;&#039;D&#039;&#039;&#039;ocumentation]&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
* [https://savefileconverter.com/#/gamecube Save File Converter]&lt;br /&gt;
* [[List_of_GameCube_games|List of all Nintendo licensed GameCube games]]&lt;br /&gt;
**[[List of GameCube games with native widescreen]]&lt;br /&gt;
* [[Homebrew_Games|List of all Homebrew games for the GameCube]]&lt;br /&gt;
&lt;br /&gt;
== The WikiScene Archives ==&lt;br /&gt;
* [[WikiScene:GameCube]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=DVDFormat&amp;diff=9698</id>
		<title>DVDFormat</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=DVDFormat&amp;diff=9698"/>
		<updated>2025-11-05T16:34:34Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: added NROM DVD format notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GameCube Disc Format aka NROM(Read-only) or NR-Disc(Recordable)&lt;br /&gt;
&lt;br /&gt;
Please Note this is a work in progress doc.&lt;br /&gt;
&lt;br /&gt;
DVD Sector Scrambling(XOR) is done using Disk ID(8 bytes) and a Random Number by the Disk Controller Firmware, it is stored on a 128KB on-chip ROM&lt;br /&gt;
System Controller firmware uses a ROM 128KB chip.&lt;br /&gt;
&lt;br /&gt;
 Panasonic MN103S (32bit), 54MHz is the Disk Controller(ECC, EFM\EFM+, Drive IC Control, Descrambler, XADPCM Decoding)&lt;br /&gt;
 Panasonic MN102H (16bit), 33Mhz is the System Controller(System Manager, Copy protection, Handles Commands)&lt;br /&gt;
&lt;br /&gt;
The development tools used to develop for these Panasonic microcontrollers is called Debug Factory 3, it comes with a toolchain that has compiler, linker, assembler.&lt;br /&gt;
&lt;br /&gt;
 In the firmware the text &amp;quot;Nintendo Game Disk&amp;quot; can be found this is the Media ID 19 byte string that is used as meta data in the lead-in area of the DVD.&lt;br /&gt;
 MN102H looks for this string to check if the disc type is a GameCube\Wii Game Disc.&lt;br /&gt;
 It&#039;s also does the BCA copy protection check.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
 ========================================&lt;br /&gt;
 NROM BOOTABLE PRESSED DISC GUIDE&lt;br /&gt;
 GameCube / Original Wii (GC Mode)&lt;br /&gt;
 ========================================&lt;br /&gt;
 &lt;br /&gt;
 1. CONTROL DATA ZONE (CDZ) - Mandatory for boot&lt;br /&gt;
 ------------------------------------------------&lt;br /&gt;
 Sector size: 2048 bytes&lt;br /&gt;
 &lt;br /&gt;
 PHYSICAL FORMAT INFORMATION&lt;br /&gt;
 ---------------------------&lt;br /&gt;
 Bytes (BP)   Name                              Value / Notes&lt;br /&gt;
 0-5          Reserved                          Any value (zeros fine)&lt;br /&gt;
 6            NGC Identifier                    0xFF (must)&lt;br /&gt;
 7            Disc size &amp;amp; min transfer rate     0x12 (fixed)&lt;br /&gt;
 8            Disc structure                    0x01 (fixed)&lt;br /&gt;
 9            Recorded density                  0x00 (fixed)&lt;br /&gt;
 10-21        Data area allocation              Start sector = 0x030000&lt;br /&gt;
                                                     End sector   = 0x0DE0AF&lt;br /&gt;
 22-2047      Reserved                          Any value (zeros or filler)&lt;br /&gt;
 Dummy area   Reserved                          6 bytes&lt;br /&gt;
 &lt;br /&gt;
 DISC MANUFACTURING INFORMATION&lt;br /&gt;
 ------------------------------&lt;br /&gt;
 Bytes (BP)   Name                              Value / Notes&lt;br /&gt;
 0-5          Reserved                          Any value&lt;br /&gt;
 6-11         Secret                            Optional, any value&lt;br /&gt;
 12-13        Random number                      Optional&lt;br /&gt;
 14-15        Secret                             Optional&lt;br /&gt;
 16-21        Random number                      Optional&lt;br /&gt;
 22-40        Media ID                           ASCII: &amp;quot;Nintendo Game Disk&amp;quot; (must match exactly)&lt;br /&gt;
 41-47        Random number                      Optional&lt;br /&gt;
 48           Book type / Part version          0x01 (must)&lt;br /&gt;
 49           Disc size / min readout           0x12 (must)&lt;br /&gt;
 50           Disc structure                    0x01 (must)&lt;br /&gt;
 51           Recorded density                  0x00 (must)&lt;br /&gt;
 52-63        Data area allocation              Start = 0x030000, End = 0x0DE0AF&lt;br /&gt;
 64           BCA descriptor                     0x80 (must)&lt;br /&gt;
 65-2047      Reserved                          Any value&lt;br /&gt;
 Dummy area   Reserved                          6 bytes&lt;br /&gt;
 &lt;br /&gt;
 Notes:&lt;br /&gt;
 - Only BP6, BP7-BP9, BP48-BP51, BP52-BP63, BP64, and Media ID are critical.&lt;br /&gt;
 - All &amp;quot;secret&amp;quot; or &amp;quot;random number&amp;quot; fields are optional filler.&lt;br /&gt;
 &lt;br /&gt;
 2. DISCID - Mandatory&lt;br /&gt;
 ---------------------&lt;br /&gt;
 - 8 bytes total: game_code[4] + corp_code[2] + disc_number + version&lt;br /&gt;
 - Example:&lt;br /&gt;
   game_code = &amp;quot;ABCD&amp;quot;&lt;br /&gt;
   corp_code = &amp;quot;01&amp;quot;&lt;br /&gt;
   disc_number = 0x01&lt;br /&gt;
   version = 0x00&lt;br /&gt;
 - DiscID is used to select XOR scrambler preset index.&lt;br /&gt;
 &lt;br /&gt;
 3. USER AREA - Mandatory, XOR Scrambled&lt;br /&gt;
 ----------------------------------------&lt;br /&gt;
 - Start sector: 0x030000&lt;br /&gt;
 - End sector:   0x0DE0AF&lt;br /&gt;
 - Sector size:  2048 bytes&lt;br /&gt;
 &lt;br /&gt;
 XOR Scrambling (NROM style):&lt;br /&gt;
 - Preset table (16 numbers):&lt;br /&gt;
   0: 3, 1: 48, 2: 32512, 3: 28673&lt;br /&gt;
   4: 6, 5: 69, 6: 32256, 7: 24579&lt;br /&gt;
   8: 12, 9: 192, 10: 31744, 11: 16391&lt;br /&gt;
   12: 24, 13: 384, 14: 30720, 15: 15&lt;br /&gt;
 - Select preset index (0-15) using DiscID:&lt;br /&gt;
   1) sum = sum of first 8 bytes of DiscID&lt;br /&gt;
   2) beat_data = ((sum / 0x10) + sum) &amp;amp; 0x0F&lt;br /&gt;
   3) beat_data selects index in preset table&lt;br /&gt;
 - Initialize XOR scrambler (LFSR) with chosen preset&lt;br /&gt;
 - Scramble each sector:&lt;br /&gt;
   - Bytes D0-D5 = not scrambled&lt;br /&gt;
   - Bytes D6-D2047 = XOR with pseudo-random stream from LFSR&lt;br /&gt;
 - Wrap-around ensures continuity across sectors&lt;br /&gt;
 &lt;br /&gt;
 4. BCA (BURST-CUTTING AREA) - Optional&lt;br /&gt;
 ----------------------------------------&lt;br /&gt;
 - 188-byte block is enough if included&lt;br /&gt;
 - Fill with zeros or dummy values&lt;br /&gt;
 - No real marks or signatures needed&lt;br /&gt;
 - Drive ignores BCA for boot&lt;br /&gt;
 &lt;br /&gt;
 5. LEAD-IN / LEAD-OUT&lt;br /&gt;
 ---------------------&lt;br /&gt;
 - Can follow normal DVD standard&lt;br /&gt;
 - Ignored by drive for boot&lt;br /&gt;
 &lt;br /&gt;
 6. SUMMARY - Minimum for bootable disc&lt;br /&gt;
 --------------------------------------&lt;br /&gt;
 1) Control Data Zone ? correct fixed bytes + Media ID + BCA descriptor&lt;br /&gt;
 2) DiscID ? 8 bytes&lt;br /&gt;
 3) User area ? XOR-scrambled using DiscID/preset index&lt;br /&gt;
 4) Optional: BCA block (zeros or filler)&lt;br /&gt;
&lt;br /&gt;
== Data Frame ==&lt;br /&gt;
    u32 id; // PSN(Physical Sector Number)&lt;br /&gt;
    u16 ied; // ID Error Detection Code, CRC16&lt;br /&gt;
    u8 userdata[2048]; // Sector Data&lt;br /&gt;
    u8 cpr_mai[6]; // Copyright Management Information(Not used)&lt;br /&gt;
    u32 edc; // Error Detection Code, CRC32&lt;br /&gt;
    // 2064B&lt;br /&gt;
&lt;br /&gt;
== Random Number Table ==&lt;br /&gt;
    0: 3&lt;br /&gt;
    1: 48&lt;br /&gt;
    2: 32512&lt;br /&gt;
    3: 28673&lt;br /&gt;
    4: 6&lt;br /&gt;
    5: 69&lt;br /&gt;
    6: 32256&lt;br /&gt;
    7: 24579&lt;br /&gt;
    8: 12&lt;br /&gt;
    9: 192&lt;br /&gt;
    10: 31744&lt;br /&gt;
    11: 16391&lt;br /&gt;
    12: 24&lt;br /&gt;
    13: 384&lt;br /&gt;
    14: 30720&lt;br /&gt;
    15: 15&lt;br /&gt;
&lt;br /&gt;
== DiskId ==&lt;br /&gt;
    char gamecode[4];&lt;br /&gt;
    char makercode[2];&lt;br /&gt;
    u8 diskNumber;&lt;br /&gt;
    u8 version;&lt;br /&gt;
    u8 streaming;&lt;br /&gt;
    u8 streamingBufferSize;&lt;br /&gt;
    u8 pad[18];&lt;br /&gt;
    u32 magic;&lt;br /&gt;
&lt;br /&gt;
== Burst Cutting Area ==&lt;br /&gt;
    // UserData(unencrypted), 64B&lt;br /&gt;
    u8 optionalInfo[52];&lt;br /&gt;
    u8 manufacturer[2];&lt;br /&gt;
    u8 recorderDevice[2];&lt;br /&gt;
    u8 bcaSerial;&lt;br /&gt;
    u8 discDate[2];&lt;br /&gt;
    u8 discTime[2];&lt;br /&gt;
    u8 discNumber[3];&lt;br /&gt;
    // SecureData(unencrypted), 12B&lt;br /&gt;
    u8 key[8];&lt;br /&gt;
    u8 id[4];&lt;br /&gt;
    // AuthenticationData(encrypted), 48B&lt;br /&gt;
    PsnRegion psn[6]; // 6 sector locations&lt;br /&gt;
    // 188 Total Bytes&lt;br /&gt;
    &lt;br /&gt;
    struct_PsnRegion&lt;br /&gt;
    {&lt;br /&gt;
        u32 start;&lt;br /&gt;
        u32 end;&lt;br /&gt;
    };&lt;br /&gt;
&lt;br /&gt;
== Disc Physical Format ==&lt;br /&gt;
    // Leadin Area&lt;br /&gt;
    PhysicalFormatInfo pfi;&lt;br /&gt;
    DiscManufacturingInfo dmi;&lt;br /&gt;
&lt;br /&gt;
PhysicalFormatInfo&lt;br /&gt;
    u8 reversed[6];&lt;br /&gt;
    u8 discMagic; // value is -1.&lt;br /&gt;
    u8 discSizeMinTransferRate; // The value is fixed on 16.&lt;br /&gt;
    u8 discStructure; // The value is fixed on 1.&lt;br /&gt;
    u8 recordedDensity; // The value is fixed on 1.&lt;br /&gt;
    DataAreaAllocation m_dataAreaAllocation;&lt;br /&gt;
    u8 reversed2[2026];&lt;br /&gt;
    u8 reversed3[6];&lt;br /&gt;
&lt;br /&gt;
DiscManufacturingInfo&lt;br /&gt;
    u8 reversed[6];&lt;br /&gt;
    u8 unknown1[6];&lt;br /&gt;
    u8 randomNumber2[6];&lt;br /&gt;
    u8 unknown2[6];&lt;br /&gt;
    u8 randomNumber3[6];&lt;br /&gt;
    char mediaId[19]; // &amp;quot;Nintendo Game Disk&amp;quot;&lt;br /&gt;
    u8 randomNumber4[6];&lt;br /&gt;
    u8 bookTypePartVersion; // value must be 1.&lt;br /&gt;
    u8 discSizeMinReadoutRate; // The value is fixed on 16.&lt;br /&gt;
    u8 discStructure; // The value is fixed on 1.&lt;br /&gt;
    u8 recordedDensity; // The value is fixed on 0.&lt;br /&gt;
    DataAreaAllocation dataAreaAllocation;&lt;br /&gt;
    u8 bcaDescriptor; // The value is fixed on 128.&lt;br /&gt;
    u8 reversed2[1983];&lt;br /&gt;
    u8 reversed3[6];&lt;br /&gt;
&lt;br /&gt;
DataAreaAllocation&lt;br /&gt;
    u8 reversed;&lt;br /&gt;
    u16 startSector;&lt;br /&gt;
    u8 reversed2;&lt;br /&gt;
    u16 endSector;&lt;br /&gt;
    u8 reversed3[3];&lt;br /&gt;
    // 12 Bytes&lt;br /&gt;
&lt;br /&gt;
== Disc Image Format ==&lt;br /&gt;
    BootHeader m_header;&lt;br /&gt;
    BootHeaderInfo m_bi;&lt;br /&gt;
    AppLoader m_apploader;&lt;br /&gt;
    FileSystemTable m_fst;&lt;br /&gt;
    u8 userdata[0]; // application is stored here, including boot file&lt;br /&gt;
&lt;br /&gt;
BootHeader&lt;br /&gt;
    u8 game_code[4];&lt;br /&gt;
    u8 company_code[2];&lt;br /&gt;
    u8 diskNumber;&lt;br /&gt;
    u8 gameVersion;&lt;br /&gt;
    u8 audioStreaming;&lt;br /&gt;
    u8 streamBufSize;&lt;br /&gt;
    u8 unused_1[18];    &lt;br /&gt;
    u32 magic; // 3258163005&lt;br /&gt;
    char gameName[64];&lt;br /&gt;
    u8 unused_2[416];&lt;br /&gt;
    u32 nkitMagicWord;&lt;br /&gt;
    u32 nkitVersion;&lt;br /&gt;
    u32 dataCRC;&lt;br /&gt;
    u32 headerCRC;&lt;br /&gt;
    u32 dataSize;&lt;br /&gt;
    u32 junkId;&lt;br /&gt;
    u8 unused_3[488];&lt;br /&gt;
    u32 ApploaderSize;&lt;br /&gt;
    u32 ApploaderInit;&lt;br /&gt;
    u32 ApploaderMain;&lt;br /&gt;
    u32 ApploaderExit;&lt;br /&gt;
    u8 unused_4[16];&lt;br /&gt;
    u32 bootOffset;&lt;br /&gt;
    u32 fstOffset;&lt;br /&gt;
    u32 fstSize;&lt;br /&gt;
    u32 maxFstSize;&lt;br /&gt;
    u32 fstAddress; // debug fstOffset&lt;br /&gt;
    u32 userPos; // disc data offset&lt;br /&gt;
    u32 userLength; // disc data size&lt;br /&gt;
    u32 unused_5;&lt;br /&gt;
&lt;br /&gt;
BootHeaderInfo&lt;br /&gt;
    u32 debugMonSize; // debug monitor size&lt;br /&gt;
    u32 simMemSize; // simulator memory size&lt;br /&gt;
    u32 argOffset;&lt;br /&gt;
    u32 debugFlag;&lt;br /&gt;
    u32 debugOffset;&lt;br /&gt;
    u32 debugSize;&lt;br /&gt;
    u32 country;&lt;br /&gt;
    u32 totalDisc;&lt;br /&gt;
    u32 supportLongFileName;&lt;br /&gt;
    u32 padSpec;&lt;br /&gt;
    u32 dolLimit;&lt;br /&gt;
    u8 unused_6[8148];&lt;br /&gt;
    // 8192 Bytes&lt;br /&gt;
&lt;br /&gt;
AppLoader&lt;br /&gt;
    char date[16]; // date string&lt;br /&gt;
    u32 entryAddress;&lt;br /&gt;
    u32 size;&lt;br /&gt;
    u32 rebootSize;&lt;br /&gt;
    u8 pad[4];&lt;br /&gt;
    u8* code;&lt;br /&gt;
&lt;br /&gt;
FileSystemTable&lt;br /&gt;
    u32 entryCount;&lt;br /&gt;
    FileSystemEntity* m_entity;&lt;br /&gt;
    StringTable* m_string;&lt;br /&gt;
&lt;br /&gt;
FileSystemEntity&lt;br /&gt;
    u8 flags;&lt;br /&gt;
    u16 filenameOffset;&lt;br /&gt;
    u32 fileOffset;&lt;br /&gt;
    u32 fileSize;&lt;br /&gt;
&lt;br /&gt;
StringTable&lt;br /&gt;
    char* name;&lt;br /&gt;
    u8 pad;&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=User:Cyndanera&amp;diff=8645</id>
		<title>User:Cyndanera</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=User:Cyndanera&amp;diff=8645"/>
		<updated>2025-01-29T02:44:43Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: updated profile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;My software:&#039;&#039;&#039;&lt;br /&gt;
*JSystem - inhouse property engine for DS, PS2, GameCube\Wii&lt;br /&gt;
*JAudio Microcode(UCode) - audio system microcode for running on the Macronix DSP(Slave Processor)&lt;br /&gt;
*JAudio Driver - sound driver for running on the IOP(Input/Output Processor)&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=User:Cyndanera&amp;diff=8644</id>
		<title>User:Cyndanera</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=User:Cyndanera&amp;diff=8644"/>
		<updated>2025-01-29T02:44:08Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: updated profile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;My software:&#039;&#039;&#039;&lt;br /&gt;
*JSystem - inhouse property engine for DS, PS2, GameCube\Wii&lt;br /&gt;
*JAudio Microcode(UCode) - audio system microcode for running on the GameCube\Wii Macronix DSP(Slave Processor)&lt;br /&gt;
*JAudio Driver - sound driver for running on the IOP(Input/Output Processor)&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8643</id>
		<title>Macronix DSP</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8643"/>
		<updated>2025-01-29T00:12:34Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: updated dsp page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Macronix DSP is a 16 bit programmable DSP(Slave Processor) in the Nintendo GameCube\Wii\Wii U it was manufactured by Macronix. &lt;br /&gt;
It has it&#039;s own ADPCM hardware decoder to off load the DSP. &lt;br /&gt;
16 MB of ARAM stores PCM\ADPCM, but ARAM also can store extra data such as textures, animations, data, for example. &lt;br /&gt;
&lt;br /&gt;
Macronix DSP microcode is written in assembly you will require a assembler to assemble your code. asnd &amp;amp; aesnd is the homebrew dsp microcode that exist in devkitpro for the Nintendo GameCube\Wii, can mix up to 64 channels(AX\JAudio) and 16 or 32 channels(ASnd\AESnd) respectively in software.&lt;br /&gt;
&lt;br /&gt;
JAudio(JSystem) DSP microcode also seems to contain these types&lt;br /&gt;
 SRC_SQUARE_WAVE&lt;br /&gt;
 SQUARE_WAVE_25PCT&lt;br /&gt;
 SAW_WAVE&lt;br /&gt;
 PCM8&lt;br /&gt;
 PCM16&lt;br /&gt;
 DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Specs ==&lt;br /&gt;
  Clock: 81MHz(GC) or 121.5MHz(Wii)&lt;br /&gt;
  Bits: 16bit&lt;br /&gt;
  Endian: Big&lt;br /&gt;
  Data RAM: 8KB&lt;br /&gt;
  Data ROM: 4KB&lt;br /&gt;
  Instruction RAM: 8KB&lt;br /&gt;
  Instruction ROM: 8KB (Macronix, Nintendo)&lt;br /&gt;
  Hardware Decoder: DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Programs ==&lt;br /&gt;
  Bootrom IPL microcode x2 (Macronix, Nintendo)&lt;br /&gt;
  DSP ARAM/Init microcode&lt;br /&gt;
  Memory Card microcode - handles memory card security &amp;amp; unlocking&lt;br /&gt;
  Audio System(AX) microcode - mixing, filters, Dolby logic pro II, effects done on CPU&lt;br /&gt;
  JAudio(JSystem) microcode - mixing, filters, Dolby logic pro II, effects done on DSP&lt;br /&gt;
  GBA Multiboot microcode - decrypts GBA multiboot program&lt;br /&gt;
&lt;br /&gt;
== Homebrew DSP Programs ==&lt;br /&gt;
  ASnd microcode - mixing&lt;br /&gt;
  AESnd microcode - mixing&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=User:Cyndanera&amp;diff=8641</id>
		<title>User:Cyndanera</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=User:Cyndanera&amp;diff=8641"/>
		<updated>2025-01-29T00:08:00Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: updated profile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;My software:&#039;&#039;&#039;&lt;br /&gt;
*JSystem - inhouse property engine for DS, PS2, GameCube\Wii&lt;br /&gt;
*JAudio Microcode(UCode) - audio system microcode for running on the GameCube\Wii Macronix DSP(Slave Processor)&lt;br /&gt;
*JAudio Driver(IRX) - audio system driver for running on the PS2 IOP(Input/Output Processor)&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8640</id>
		<title>Macronix DSP</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8640"/>
		<updated>2025-01-29T00:07:16Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: updated dsp page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Macronix DSP is a 16 bit programmable DSP(Slave Processor) in the Nintendo GameCube\Wii\Wii U it was manufactured by Macronix. &lt;br /&gt;
It has it&#039;s own ADPCM hardware decoder to off load the DSP. &lt;br /&gt;
16 MB of ARAM stores PCM\ADPCM, but ARAM also can store extra data such as textures, animations, data, for example. &lt;br /&gt;
&lt;br /&gt;
Macronix DSP microcode is written in assembly you will require a assembler to assemble your code. asnd &amp;amp; aesnd is the homebrew dsp microcode that exist in devkitpro for the Nintendo GameCube\Wii, can mix up to 64 channels(AX\JAudio) and 16 or 32 channels(ASnd\AESnd) respectively in software.&lt;br /&gt;
&lt;br /&gt;
JAudio(JSystem) DSP microcode also seems to contain these types&lt;br /&gt;
 SRC_SQUARE_WAVE&lt;br /&gt;
 SQUARE_WAVE_25PCT&lt;br /&gt;
 SAW_WAVE&lt;br /&gt;
 PCM8&lt;br /&gt;
 PCM16&lt;br /&gt;
 DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Specs ==&lt;br /&gt;
  Clock: 81MHz(GC) or 121.5MHz(Wii)&lt;br /&gt;
  Bits: 16bit&lt;br /&gt;
  Endian: Big&lt;br /&gt;
  Data RAM: 8KB&lt;br /&gt;
  Data ROM: 4KB&lt;br /&gt;
  Instruction RAM: 8KB&lt;br /&gt;
  Instruction ROM: 8KB (Macronix, Nintendo)&lt;br /&gt;
  Hardware Decoder: DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Programs ==&lt;br /&gt;
  Bootrom IPL microcode x2 (Macronix, Nintendo)&lt;br /&gt;
  DSP ARAM/Init microcode&lt;br /&gt;
  Memory Card microcode - handles memory card security &amp;amp; unlocking&lt;br /&gt;
  Audio System(AX) microcode - mixing, filters, Dolby logic pro II, effects done on CPU&lt;br /&gt;
  JAudio(JSystem) microcode - mixing, filters, Dolby logic pro II, effects done on DSP&lt;br /&gt;
  GBA Multiboot microcode - decrypts GBA multiboot program&lt;br /&gt;
&lt;br /&gt;
== Homebrew DSP Programs ==&lt;br /&gt;
  Sarah microcode - Audio System&lt;br /&gt;
  ASnd microcode - mixing&lt;br /&gt;
  AESnd microcode - mixing&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=User:Cyndanera&amp;diff=8631</id>
		<title>User:Cyndanera</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=User:Cyndanera&amp;diff=8631"/>
		<updated>2025-01-22T04:32:23Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: updated profile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;My software:&#039;&#039;&#039;&lt;br /&gt;
*JSystem - inhouse property engine for DS, GameCube\Wii&lt;br /&gt;
*JAudio Microcode(UCode) - audio system microcode for running on the MXIC 16bit DSP(Slave Processor), on the Nintendo GameCube\Wii&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=User:Cyndanera&amp;diff=8619</id>
		<title>User:Cyndanera</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=User:Cyndanera&amp;diff=8619"/>
		<updated>2025-01-07T23:09:01Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: added my user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;My software:&#039;&#039;&#039;&lt;br /&gt;
* Cyndanera Engine - inhouse property engine for GameCube\Wii&lt;br /&gt;
* Sarah Microcode(UCode) - dsp microcode for running on the MXIC 16bit DSP(Slave Processor), on the Nintendo GameCube\Wii&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8617</id>
		<title>Macronix DSP</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8617"/>
		<updated>2025-01-07T21:23:31Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Macronix DSP is a 16 bit programmable DSP(Slave Processor) in the Nintendo GameCube\Wii\Wii U it was manufactured by Macronix. &lt;br /&gt;
It has it&#039;s own ADPCM hardware decoder to off load the DSP. &lt;br /&gt;
16 MB of ARAM stores PCM\ADPCM, but ARAM also can store extra data such as textures, animations, data, for example. &lt;br /&gt;
&lt;br /&gt;
Macronix DSP microcode is written in assembly you will require a assembler to assemble your code. asnd &amp;amp; aesnd is the homebrew dsp microcode that exist in devkitpro for the Nintendo GameCube\Wii, can mix up to 64 channels(AX\JAudio) and 16 or 32 channels(ASnd\AESnd) respectively in software.&lt;br /&gt;
&lt;br /&gt;
JAudio(JSystem) DSP microcode also seems to contain these types&lt;br /&gt;
 SRC_SQUARE_WAVE&lt;br /&gt;
 SQUARE_WAVE_25PCT&lt;br /&gt;
 SAW_WAVE&lt;br /&gt;
 PCM8&lt;br /&gt;
 PCM16&lt;br /&gt;
 DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
Sarah DSP microcode(UCode) is written by Milo Charming Magician for the MXIC 16bit DSP Slave Processor:&lt;br /&gt;
 64 Channels, Reverb, Dolby Logic Pro II, Pitch Modulation, FIR Filter&lt;br /&gt;
 PCM8, PCM16, DSP-ADPCM, FM, Triangle-Wave, PSG-Wave, PSG-Noise&lt;br /&gt;
 LFO, PG, EG(ADSR), Channel(Volume, Panning, Keyon, Keyoff)&lt;br /&gt;
 MPEG-2(Audio), CRI ADX(ADPCM)&lt;br /&gt;
&lt;br /&gt;
== DSP Specs ==&lt;br /&gt;
  Clock: 80MHz(GC) or 121.5MHz(Wii)&lt;br /&gt;
  Bits: 16bit&lt;br /&gt;
  Endian: Big&lt;br /&gt;
  Data RAM: 8KB&lt;br /&gt;
  Data ROM: 4KB&lt;br /&gt;
  Instruction RAM: 8KB&lt;br /&gt;
  Instruction ROM: 8KB (Macronix, Nintendo)&lt;br /&gt;
  Hardware Decoder: DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Programs ==&lt;br /&gt;
  Bootrom IPL microcode x2 (Macronix, Nintendo)&lt;br /&gt;
  DSP ARAM/Init microcode&lt;br /&gt;
  Memory Card microcode - handles memory card security &amp;amp; unlocking&lt;br /&gt;
  Audio System(AX) microcode - mixing, filters, Dolby logic pro II, effects done on CPU&lt;br /&gt;
  JAudio(JSystem) microcode - mixing, filters, Dolby logic pro II, effects done on DSP&lt;br /&gt;
  GBA Multiboot microcode - decrypts GBA multiboot program&lt;br /&gt;
&lt;br /&gt;
== Homebrew DSP Programs ==&lt;br /&gt;
  Sarah microcode - Audio System&lt;br /&gt;
  ASnd microcode - mixing&lt;br /&gt;
  AESnd microcode - mixing&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8616</id>
		<title>Macronix DSP</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8616"/>
		<updated>2025-01-07T21:14:54Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Macronix DSP is a 16 bit programmable DSP(Slave Processor) in the Nintendo GameCube\Wii\Wii U it was manufactured by Macronix. &lt;br /&gt;
It has it&#039;s own ADPCM hardware decoder to off load the DSP. &lt;br /&gt;
16 MB of ARAM stores PCM\ADPCM, but ARAM also can store extra data such as textures, animations, data, for example. &lt;br /&gt;
&lt;br /&gt;
Macronix DSP microcode is written in assembly you will require a assembler to assemble your code. asnd &amp;amp; aesnd is the homebrew dsp microcode that exist in devkitpro for the Nintendo GameCube\Wii, can mix up to 64 channels(AX\JAudio) and 16 or 32 channels(ASnd\AESnd) respectively in software.&lt;br /&gt;
&lt;br /&gt;
JAudio(JSystem) DSP microcode also seems to contain these types&lt;br /&gt;
 SRC_SQUARE_WAVE&lt;br /&gt;
 SQUARE_WAVE_25PCT&lt;br /&gt;
 SAW_WAVE&lt;br /&gt;
 PCM8&lt;br /&gt;
 PCM16&lt;br /&gt;
 DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
Sarah DSP microcode(UCode) is written by Milo Charming Magician for the MXIC 16bit DSP Slave Processor:&lt;br /&gt;
 Reverb, Dolby Logic Pro II, Pitch Modulation, FIR Filter&lt;br /&gt;
 PCM8, PCM16, DSP-ADPCM, FM, Triangle-Wave, PSG-Wave, PSG-Noise&lt;br /&gt;
 LFO, PG, EG(ADSR), Channel(Volume, Panning, Keyon, Keyoff)&lt;br /&gt;
 MPEG-2(Audio), CRI ADX(ADPCM)&lt;br /&gt;
&lt;br /&gt;
== DSP Specs ==&lt;br /&gt;
  Clock: 80MHz(GC) or 121.5MHz(Wii)&lt;br /&gt;
  Bits: 16bit&lt;br /&gt;
  Endian: Big&lt;br /&gt;
  Data RAM: 8KB&lt;br /&gt;
  Data ROM: 4KB&lt;br /&gt;
  Instruction RAM: 8KB&lt;br /&gt;
  Instruction ROM: 8KB (Macronix, Nintendo)&lt;br /&gt;
  Hardware Decoder: DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Programs ==&lt;br /&gt;
  Bootrom IPL microcode x2 (Macronix, Nintendo)&lt;br /&gt;
  DSP ARAM/Init microcode&lt;br /&gt;
  Memory Card microcode - handles memory card security &amp;amp; unlocking&lt;br /&gt;
  Audio System(AX) microcode - mixing, filters, Dolby logic pro II, effects done on CPU&lt;br /&gt;
  JAudio(JSystem) microcode - mixing, filters, Dolby logic pro II, effects done on DSP&lt;br /&gt;
  GBA Multiboot microcode - decrypts GBA multiboot program&lt;br /&gt;
&lt;br /&gt;
== Homebrew DSP Programs ==&lt;br /&gt;
  Sarah microcode - Audio System&lt;br /&gt;
  ASnd microcode - mixing&lt;br /&gt;
  AESnd microcode - mixing&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8615</id>
		<title>Macronix DSP</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8615"/>
		<updated>2025-01-07T21:13:54Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: fixed dsp page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Macronix DSP is a 16 bit programmable DSP(Slave Processor) in the Nintendo GameCube\Wii\Wii U it was manufactured by Macronix. &lt;br /&gt;
It has it&#039;s own ADPCM hardware decoder to off load the DSP. &lt;br /&gt;
16 MB of ARAM stores PCM\ADPCM, but ARAM also can store extra data such as textures, animations, data, for example. &lt;br /&gt;
&lt;br /&gt;
Macronix DSP microcode is written in assembly you will require a assembler to assemble your code. asnd &amp;amp; aesnd is the homebrew dsp microcode that exist in devkitpro for the Nintendo GameCube\Wii, can mix up to 64 channels(AX\JAudio) and 16 or 32 channels(ASnd\AESnd) respectively in software.&lt;br /&gt;
&lt;br /&gt;
JAudio(JSystem) DSP microcode also seems to contain these types&lt;br /&gt;
 SRC_SQUARE_WAVE&lt;br /&gt;
 SQUARE_WAVE_25PCT&lt;br /&gt;
 SAW_WAVE&lt;br /&gt;
 PCM8&lt;br /&gt;
 PCM16&lt;br /&gt;
 DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
Sarah DSP microcode(UCode) is written by Milo Charming Magician for the MXIC 16bit DSP Slave Processor:&lt;br /&gt;
 Reverb, Dolby Logic Pro II, Pitch Modulation, FIR Filter&lt;br /&gt;
 PCM8, PCM16, DSP-ADPCM, FM, Triangle-Wave, PSG-Wave, PSG-Noise&lt;br /&gt;
 LFO, PG, EG(ADSR), Channel(Volume, Panning, Keyon, Keyoff)&lt;br /&gt;
 MPEG 2(Audio), CRI ADX(ADPCM)&lt;br /&gt;
&lt;br /&gt;
== DSP Specs ==&lt;br /&gt;
  Clock: 80MHz(GC) or 121.5MHz(Wii)&lt;br /&gt;
  Bits: 16bit&lt;br /&gt;
  Endian: Big&lt;br /&gt;
  Data RAM: 8KB&lt;br /&gt;
  Data ROM: 4KB&lt;br /&gt;
  Instruction RAM: 8KB&lt;br /&gt;
  Instruction ROM: 8KB (Macronix, Nintendo)&lt;br /&gt;
  Hardware Decoder: DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Programs ==&lt;br /&gt;
  Bootrom IPL microcode x2 (Macronix, Nintendo)&lt;br /&gt;
  DSP ARAM/Init microcode&lt;br /&gt;
  Memory Card microcode - handles memory card security &amp;amp; unlocking&lt;br /&gt;
  Audio System(AX) microcode - mixing, filters, Dolby logic pro II, effects done on CPU&lt;br /&gt;
  JAudio(JSystem) microcode - mixing, filters, Dolby logic pro II, effects done on DSP&lt;br /&gt;
  GBA Multiboot microcode - decrypts GBA multiboot program&lt;br /&gt;
&lt;br /&gt;
== Homebrew DSP Programs ==&lt;br /&gt;
  Sarah microcode - Audio System&lt;br /&gt;
  ASnd microcode - mixing&lt;br /&gt;
  AESnd microcode - mixing&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8614</id>
		<title>Macronix DSP</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8614"/>
		<updated>2025-01-07T21:06:14Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Macronix DSP is a 16 bit programmable DSP(Slave Processor) in the Nintendo GameCube\Wii\Wii U it was manufactured by Macronix. &lt;br /&gt;
It has it&#039;s own ADPCM hardware decoder to off load the DSP. &lt;br /&gt;
16 MB of ARAM stores PCM\ADPCM, but ARAM also can store extra data such as textures, animations, data, for example. &lt;br /&gt;
&lt;br /&gt;
Macronix DSP microcode is written in assembly you will require a assembler to assemble your code. asnd &amp;amp; aesnd is the homebrew dsp microcode that exist in devkitpro for the Nintendo GameCube\Wii, can mix up to 64 channels respectively in software.&lt;br /&gt;
&lt;br /&gt;
JAudio(JSystem) DSP microcode also seems to contain these types&lt;br /&gt;
 SRC_SQUARE_WAVE&lt;br /&gt;
 SQUARE_WAVE_25PCT&lt;br /&gt;
 SAW_WAVE&lt;br /&gt;
 PCM8&lt;br /&gt;
 PCM16&lt;br /&gt;
 DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
Sarah DSP microcode(UCode) is written by Milo Charming Magician for the MXIC 16bit DSP Slave Processor:&lt;br /&gt;
 Reverb, Dolby Logic Pro II, Pitch Modulation, FIR Filter&lt;br /&gt;
 PCM8, PCM16, DSP-ADPCM, FM, Triangle-Wave, PSG-Wave, PSG-Noise&lt;br /&gt;
 LFO, PG, EG(ADSR), Channel(Volume, Panning, Keyon, Keyoff)&lt;br /&gt;
 MPEG 2(Audio), CRI ADX(ADPCM)&lt;br /&gt;
&lt;br /&gt;
== DSP Specs ==&lt;br /&gt;
  Clock: 80MHz(GC) or 121.5MHz(Wii)&lt;br /&gt;
  Bits: 16bit&lt;br /&gt;
  Endian: Big&lt;br /&gt;
  Data RAM: 8KB&lt;br /&gt;
  Data ROM: 4KB&lt;br /&gt;
  Instruction RAM: 8KB&lt;br /&gt;
  Instruction ROM: 8KB (Macronix, Nintendo)&lt;br /&gt;
  Hardware Decoder: DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Programs ==&lt;br /&gt;
  Bootrom IPL microcode x2 (Macronix, Nintendo)&lt;br /&gt;
  DSP ARAM/Init microcode&lt;br /&gt;
  Memory Card microcode - handles memory card security &amp;amp; unlocking&lt;br /&gt;
  Audio System(AX) microcode - mixing, filters, Dolby logic pro II, effects done on CPU&lt;br /&gt;
  JAudio(JSystem) microcode - mixing, filters, Dolby logic pro II, effects done on DSP&lt;br /&gt;
  GBA Multiboot microcode - decrypts GBA multiboot program&lt;br /&gt;
&lt;br /&gt;
== Homebrew DSP Programs ==&lt;br /&gt;
  Sarah microcode - Audio System&lt;br /&gt;
  ASnd microcode - mixing&lt;br /&gt;
  AESnd microcode - mixing&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8613</id>
		<title>Macronix DSP</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8613"/>
		<updated>2025-01-07T21:05:18Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: updated MXIC DSP page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Macronix DSP is a 16 bit programmable DSP(Slave Processor) in the Nintendo GameCube\Wii\Wii U it was manufactured by Macronix. &lt;br /&gt;
It has it&#039;s own ADPCM hardware decoder to off load the DSP. &lt;br /&gt;
16 MB of ARAM stores PCM\ADPCM, but ARAM also can store extra data such as textures, animations, data, for example. &lt;br /&gt;
&lt;br /&gt;
Macronix DSP microcode is written in assembly you will require a assembler to assemble your code. asnd &amp;amp; aesnd is the homebrew dsp microcode that exist in devkitpro for the Nintendo GameCube\Wii, can mix up to 64 channels respectively.&lt;br /&gt;
&lt;br /&gt;
JAudio(JSystem) DSP microcode also seems to contain these types&lt;br /&gt;
 SRC_SQUARE_WAVE&lt;br /&gt;
 SQUARE_WAVE_25PCT&lt;br /&gt;
 SAW_WAVE&lt;br /&gt;
 PCM8&lt;br /&gt;
 PCM16&lt;br /&gt;
 DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
Sarah DSP microcode(UCode) is written by Milo Charming Magician for the MXIC 16bit DSP Slave Processor:&lt;br /&gt;
 Reverb, Dolby Logic Pro II, Pitch Modulation, FIR Filter&lt;br /&gt;
 PCM8, PCM16, DSP-ADPCM, FM, Triangle-Wave, PSG-Wave, PSG-Noise&lt;br /&gt;
 LFO, PG, EG(ADSR), Channel(Volume, Panning, Keyon, Keyoff)&lt;br /&gt;
 MPEG 2(Audio), CRI ADX(ADPCM)&lt;br /&gt;
&lt;br /&gt;
== DSP Specs ==&lt;br /&gt;
  Clock: 80MHz(GC) or 121.5MHz(Wii)&lt;br /&gt;
  Bits: 16bit&lt;br /&gt;
  Endian: Big&lt;br /&gt;
  Data RAM: 8KB&lt;br /&gt;
  Data ROM: 4KB&lt;br /&gt;
  Instruction RAM: 8KB&lt;br /&gt;
  Instruction ROM: 8KB (Macronix, Nintendo)&lt;br /&gt;
  Hardware Decoder: DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Programs ==&lt;br /&gt;
  Bootrom IPL microcode x2 (Macronix, Nintendo)&lt;br /&gt;
  DSP ARAM/Init microcode&lt;br /&gt;
  Memory Card microcode - handles memory card security &amp;amp; unlocking&lt;br /&gt;
  Audio System(AX) microcode - mixing, filters, Dolby logic pro II, effects done on CPU&lt;br /&gt;
  JAudio(JSystem) microcode - mixing, filters, Dolby logic pro II, effects done on DSP&lt;br /&gt;
  GBA Multiboot microcode - decrypts GBA multiboot program&lt;br /&gt;
&lt;br /&gt;
== Homebrew DSP Programs ==&lt;br /&gt;
  Sarah microcode - Audio System&lt;br /&gt;
  ASnd microcode - mixing&lt;br /&gt;
  AESnd microcode - mixing&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8612</id>
		<title>Macronix DSP</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8612"/>
		<updated>2025-01-07T21:02:43Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Macronix DSP is a 16 bit programmable DSP(Slave Processor) in the Nintendo GameCube\Wii\Wii U it was manufactured by Macronix. &lt;br /&gt;
It has it&#039;s own ADPCM hardware decoder to off load the DSP. &lt;br /&gt;
16 MB of ARAM stores PCM\ADPCM, but ARAM also can store extra data such as textures, animations, data, for example. &lt;br /&gt;
&lt;br /&gt;
Macronix DSP microcode is written in assembly you will require a assembler to assemble your code. asnd &amp;amp; aesnd is the homebrew dsp microcode that exist in devkitpro for the Nintendo GameCube\Wii, can mix up to 16 and 32 channels respectively.&lt;br /&gt;
&lt;br /&gt;
JAudio(JSystem) DSP microcode also seems to contain these types&lt;br /&gt;
 SRC_SQUARE_WAVE&lt;br /&gt;
 SQUARE_WAVE_25PCT&lt;br /&gt;
 SAW_WAVE&lt;br /&gt;
 PCM8&lt;br /&gt;
 PCM16&lt;br /&gt;
 DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
Sarah DSP microcode(UCode) is written by Milo Charming Magician for the MXIC 16bit DSP Slave Processor:&lt;br /&gt;
 Reverb, Dolby Logic Pro II, Pitch Modulation, FIR Filter&lt;br /&gt;
 PCM8, PCM16, DSP-ADPCM, FM, Triangle-Wave, PSG-Wave, PSG-Noise&lt;br /&gt;
 LFO, PG, EG(ADSR), Channel(Volume, Panning, Keyon, Keyoff)&lt;br /&gt;
 MPEG2 Audio Decoding&lt;br /&gt;
&lt;br /&gt;
== DSP Specs ==&lt;br /&gt;
  Clock: 81MHz(GC) or 121.5MHz(Wii)&lt;br /&gt;
  Bits: 16bit&lt;br /&gt;
  Endian: Big&lt;br /&gt;
  Data RAM: 8KB&lt;br /&gt;
  Data ROM: 4KB&lt;br /&gt;
  Instruction RAM: 8KB&lt;br /&gt;
  Instruction ROM: 8KB (Macronix, Nintendo)&lt;br /&gt;
  Hardware Decoder: DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Programs ==&lt;br /&gt;
  Bootrom IPL microcode x2 (Macronix, Nintendo)&lt;br /&gt;
  DSP ARAM/Init microcode&lt;br /&gt;
  Memory Card microcode - handles memory card security &amp;amp; unlocking&lt;br /&gt;
  Audio System(AX) microcode - mixing, filters, Dolby logic pro II, effects done on CPU&lt;br /&gt;
  JAudio(JSystem) microcode - mixing, filters, Dolby logic pro II, effects done on DSP&lt;br /&gt;
  GBA Multiboot microcode - decrypts GBA multiboot program&lt;br /&gt;
&lt;br /&gt;
== Homebrew DSP Programs ==&lt;br /&gt;
  Sarah microcode - Audio System&lt;br /&gt;
  ASnd microcode - mixing&lt;br /&gt;
  AESnd microcode - mixing&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=DVDFormat&amp;diff=8610</id>
		<title>DVDFormat</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=DVDFormat&amp;diff=8610"/>
		<updated>2025-01-07T20:16:35Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: updated disc page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GameCube Disc Format aka NROM(Read-only) or NR-Disc(Recordable)&lt;br /&gt;
&lt;br /&gt;
Please Note this is a work in progress doc.&lt;br /&gt;
&lt;br /&gt;
DVD Sector Scrambling(XOR) is done using Disk ID(8 bytes) and a Random Number by the Disk Controller Firmware, it is stored on a 128KB on-chip ROM&lt;br /&gt;
System Controller firmware uses a ROM 128KB chip.&lt;br /&gt;
&lt;br /&gt;
 Panasonic MN103S (32bit), 54MHz is the Disk Controller(ECC, EFM\EFM+, Drive IC Control, Descrambler, XADPCM Decoding)&lt;br /&gt;
 Panasonic MN102H (16bit), 33Mhz is the System Controller(System Manager, Copy protection, Handles Commands)&lt;br /&gt;
&lt;br /&gt;
The development tools used to develop for these Panasonic microcontrollers is called Debug Factory 3, it comes with a toolchain that has compiler, linker, assembler.&lt;br /&gt;
&lt;br /&gt;
 In the firmware the text &amp;quot;Nintendo Game Disk&amp;quot; can be found this is the Media ID 19 byte string that is used as meta data in the lead-in area of the DVD.&lt;br /&gt;
 MN102H looks for this string to check if the disc type is a GameCube\Wii Game Disc.&lt;br /&gt;
 It&#039;s also does the BCA copy protection check.&lt;br /&gt;
&lt;br /&gt;
== Data Types ==&lt;br /&gt;
   u8 = unsigned char (1 byte) or string&lt;br /&gt;
   s8 = signed char (1 byte)&lt;br /&gt;
   u16 = unsigned short (2 bytes)&lt;br /&gt;
   s16 = signed short (2 bytes)&lt;br /&gt;
   u32 = unsigned int (4 bytes)&lt;br /&gt;
   s32 = signed int (4 bytes)&lt;br /&gt;
   u64 = unsigned long long (8 bytes)&lt;br /&gt;
   s64 = signed long long (8 bytes)&lt;br /&gt;
&lt;br /&gt;
== Data Frame ==&lt;br /&gt;
    u32 id; // PSN(Physical Sector Number)&lt;br /&gt;
    u16 ied; // ID Error Detection Code, CRC16&lt;br /&gt;
    u8 userdata[2048]; // Sector Data&lt;br /&gt;
    u8 cpr_mai[6]; // Copyright Management Information(Not used)&lt;br /&gt;
    u32 edc; // Error Detection Code, CRC32&lt;br /&gt;
    // 2064B&lt;br /&gt;
&lt;br /&gt;
== Random Number Table ==&lt;br /&gt;
    0: 3&lt;br /&gt;
    1: 48&lt;br /&gt;
    2: 32512&lt;br /&gt;
    3: 28673&lt;br /&gt;
    4: 6&lt;br /&gt;
    5: 69&lt;br /&gt;
    6: 32256&lt;br /&gt;
    7: 24579&lt;br /&gt;
    8: 12&lt;br /&gt;
    9: 192&lt;br /&gt;
    10: 31744&lt;br /&gt;
    11: 16391&lt;br /&gt;
    12: 24&lt;br /&gt;
    13: 384&lt;br /&gt;
    14: 30720&lt;br /&gt;
    15: 15&lt;br /&gt;
&lt;br /&gt;
== DiskId ==&lt;br /&gt;
    char gamecode[4];&lt;br /&gt;
    char makercode[2];&lt;br /&gt;
    u8 diskNumber;&lt;br /&gt;
    u8 version;&lt;br /&gt;
    u8 streaming;&lt;br /&gt;
    u8 streamingBufferSize;&lt;br /&gt;
    u8 pad[18];&lt;br /&gt;
    u32 magic;&lt;br /&gt;
&lt;br /&gt;
== Burst Cutting Area ==&lt;br /&gt;
    // UserData(unencrypted), 64B&lt;br /&gt;
    u8 optionalInfo[52];&lt;br /&gt;
    u8 manufacturer[2];&lt;br /&gt;
    u8 recorderDevice[2];&lt;br /&gt;
    u8 bcaSerial;&lt;br /&gt;
    u8 discDate[2];&lt;br /&gt;
    u8 discTime[2];&lt;br /&gt;
    u8 discNumber[3];&lt;br /&gt;
    // SecureData(unencrypted), 12B&lt;br /&gt;
    u8 key[8];&lt;br /&gt;
    u8 id[4];&lt;br /&gt;
    // AuthenticationData(encrypted), 48B&lt;br /&gt;
    PsnRegion psn[6]; // 6 sector locations&lt;br /&gt;
    // 188 Total Bytes&lt;br /&gt;
    &lt;br /&gt;
    struct_PsnRegion&lt;br /&gt;
    {&lt;br /&gt;
        u32 start;&lt;br /&gt;
        u32 end;&lt;br /&gt;
    };&lt;br /&gt;
&lt;br /&gt;
== Disc Physical Format ==&lt;br /&gt;
    // Leadin Area&lt;br /&gt;
    PhysicalFormatInfo pfi;&lt;br /&gt;
    DiscManufacturingInfo dmi;&lt;br /&gt;
&lt;br /&gt;
PhysicalFormatInfo&lt;br /&gt;
    u8 reversed[6];&lt;br /&gt;
    u8 discMagic; // value is -1.&lt;br /&gt;
    u8 discSizeMinTransferRate; // The value is fixed on 16.&lt;br /&gt;
    u8 discStructure; // The value is fixed on 1.&lt;br /&gt;
    u8 recordedDensity; // The value is fixed on 1.&lt;br /&gt;
    DataAreaAllocation m_dataAreaAllocation;&lt;br /&gt;
    u8 reversed2[2026];&lt;br /&gt;
    u8 reversed3[6];&lt;br /&gt;
&lt;br /&gt;
DiscManufacturingInfo&lt;br /&gt;
    u8 reversed[6];&lt;br /&gt;
    u8 unknown1[6];&lt;br /&gt;
    u8 randomNumber2[6];&lt;br /&gt;
    u8 unknown2[6];&lt;br /&gt;
    u8 randomNumber3[6];&lt;br /&gt;
    char mediaId[19]; // &amp;quot;Nintendo Game Disk&amp;quot;&lt;br /&gt;
    u8 randomNumber4[6];&lt;br /&gt;
    u8 bookTypePartVersion; // value must be 1.&lt;br /&gt;
    u8 discSizeMinReadoutRate; // The value is fixed on 16.&lt;br /&gt;
    u8 discStructure; // The value is fixed on 1.&lt;br /&gt;
    u8 recordedDensity; // The value is fixed on 0.&lt;br /&gt;
    DataAreaAllocation dataAreaAllocation;&lt;br /&gt;
    u8 bcaDescriptor; // The value is fixed on 128.&lt;br /&gt;
    u8 reversed2[1983];&lt;br /&gt;
    u8 reversed3[6];&lt;br /&gt;
&lt;br /&gt;
DataAreaAllocation&lt;br /&gt;
    u8 reversed;&lt;br /&gt;
    u16 startSector;&lt;br /&gt;
    u8 reversed2;&lt;br /&gt;
    u16 endSector;&lt;br /&gt;
    u8 reversed3[3];&lt;br /&gt;
    // 12 Bytes&lt;br /&gt;
&lt;br /&gt;
== Disc Image Format ==&lt;br /&gt;
    BootHeader m_header;&lt;br /&gt;
    BootHeaderInfo m_bi;&lt;br /&gt;
    AppLoader m_apploader;&lt;br /&gt;
    FileSystemTable m_fst;&lt;br /&gt;
    u8 userdata[0]; // application is stored here, including boot file&lt;br /&gt;
&lt;br /&gt;
BootHeader&lt;br /&gt;
    u8 game_code[4];&lt;br /&gt;
    u8 company_code[2];&lt;br /&gt;
    u8 diskNumber;&lt;br /&gt;
    u8 gameVersion;&lt;br /&gt;
    u8 audioStreaming;&lt;br /&gt;
    u8 streamBufSize;&lt;br /&gt;
    u8 unused_1[18];    &lt;br /&gt;
    u32 magic; // 3258163005&lt;br /&gt;
    char gameName[64];&lt;br /&gt;
    u8 unused_2[416];&lt;br /&gt;
    u32 nkitMagicWord;&lt;br /&gt;
    u32 nkitVersion;&lt;br /&gt;
    u32 dataCRC;&lt;br /&gt;
    u32 headerCRC;&lt;br /&gt;
    u32 dataSize;&lt;br /&gt;
    u32 junkId;&lt;br /&gt;
    u8 unused_3[488];&lt;br /&gt;
    u32 ApploaderSize;&lt;br /&gt;
    u32 ApploaderInit;&lt;br /&gt;
    u32 ApploaderMain;&lt;br /&gt;
    u32 ApploaderExit;&lt;br /&gt;
    u8 unused_4[16];&lt;br /&gt;
    u32 bootOffset;&lt;br /&gt;
    u32 fstOffset;&lt;br /&gt;
    u32 fstSize;&lt;br /&gt;
    u32 maxFstSize;&lt;br /&gt;
    u32 fstAddress; // debug fstOffset&lt;br /&gt;
    u32 userPos; // disc data offset&lt;br /&gt;
    u32 userLength; // disc data size&lt;br /&gt;
    u32 unused_5;&lt;br /&gt;
&lt;br /&gt;
BootHeaderInfo&lt;br /&gt;
    u32 debugMonSize; // debug monitor size&lt;br /&gt;
    u32 simMemSize; // simulator memory size&lt;br /&gt;
    u32 argOffset;&lt;br /&gt;
    u32 debugFlag;&lt;br /&gt;
    u32 debugOffset;&lt;br /&gt;
    u32 debugSize;&lt;br /&gt;
    u32 country;&lt;br /&gt;
    u32 totalDisc;&lt;br /&gt;
    u32 supportLongFileName;&lt;br /&gt;
    u32 padSpec;&lt;br /&gt;
    u32 dolLimit;&lt;br /&gt;
    u8 unused_6[8148];&lt;br /&gt;
    // 8192 Bytes&lt;br /&gt;
&lt;br /&gt;
AppLoader&lt;br /&gt;
    char date[16]; // date string&lt;br /&gt;
    u32 entryAddress;&lt;br /&gt;
    u32 size;&lt;br /&gt;
    u32 rebootSize;&lt;br /&gt;
    u8 pad[4];&lt;br /&gt;
    u8* code;&lt;br /&gt;
&lt;br /&gt;
FileSystemTable&lt;br /&gt;
    u32 entryCount;&lt;br /&gt;
    FileSystemEntity* m_entity;&lt;br /&gt;
    StringTable* m_string;&lt;br /&gt;
&lt;br /&gt;
FileSystemEntity&lt;br /&gt;
    u8 flags;&lt;br /&gt;
    u16 filenameOffset;&lt;br /&gt;
    u32 fileOffset;&lt;br /&gt;
    u32 fileSize;&lt;br /&gt;
&lt;br /&gt;
StringTable&lt;br /&gt;
    char* name;&lt;br /&gt;
    u8 pad;&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8608</id>
		<title>Macronix DSP</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8608"/>
		<updated>2025-01-07T19:11:27Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: fixed dsp page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Macronix DSP is a 16 bit programmable DSP(Slave Processor) in the Nintendo GameCube\Wii\Wii U it was manufactured by Macronix. &lt;br /&gt;
It has it&#039;s own ADPCM hardware decoder to off load the DSP. &lt;br /&gt;
16 MB of ARAM stores PCM\ADPCM, but ARAM also can store extra data such as textures, animations, data, for example. &lt;br /&gt;
&lt;br /&gt;
Macronix DSP microcode is written in assembly you will require a assembler to assemble your code. asnd &amp;amp; aesnd is the homebrew dsp microcode that exist in devkitpro for the Nintendo GameCube\Wii, can mix up to 64 channels respectively by software.&lt;br /&gt;
&lt;br /&gt;
JAudio(JSystem) DSP microcode also seems to contain these types&lt;br /&gt;
 SRC_SQUARE_WAVE&lt;br /&gt;
 SQUARE_WAVE_25PCT&lt;br /&gt;
 SAW_WAVE&lt;br /&gt;
 PCM8&lt;br /&gt;
 PCM16&lt;br /&gt;
 DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
Sarah DSP microcode(UCode) is written by Milo Charming Magician for the MXIC 16bit DSP Slave Processor:&lt;br /&gt;
 Reverb, Dolby Logic Pro II, Pitch Modulation, FIR Filter&lt;br /&gt;
 PCM8, PCM16, DSP-ADPCM, FM, Triangle-Wave, PSG-Wave, PSG-Noise&lt;br /&gt;
 LFO, PG, EG(ADSR), Channel(Volume, Panning, Keyon, Keyoff)&lt;br /&gt;
&lt;br /&gt;
== DSP Specs ==&lt;br /&gt;
  Clock: 80MHz(GC) or 121.5MHz(Wii)&lt;br /&gt;
  Bits: 16bit&lt;br /&gt;
  Endian: Big&lt;br /&gt;
  Data RAM: 8KB&lt;br /&gt;
  Data ROM: 4KB&lt;br /&gt;
  Instruction RAM: 8KB&lt;br /&gt;
  Instruction ROM: 8KB (Macronix, Nintendo)&lt;br /&gt;
  Hardware Decoder: DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Programs ==&lt;br /&gt;
  Bootrom IPL microcode x2 (Macronix, Nintendo)&lt;br /&gt;
  DSP ARAM/Init microcode&lt;br /&gt;
  Memory Card microcode - handles memory card security &amp;amp; unlocking&lt;br /&gt;
  Audio System(AX) microcode - mixing, filters, Dolby logic pro II, effects done on CPU&lt;br /&gt;
  JAudio(JSystem) microcode - mixing, filters, Dolby logic pro II, effects done on DSP&lt;br /&gt;
  GBA Multiboot microcode - decrypts GBA multiboot program&lt;br /&gt;
&lt;br /&gt;
== Homebrew DSP Programs ==&lt;br /&gt;
  Sarah microcode - Audio System&lt;br /&gt;
  ASnd microcode - mixing&lt;br /&gt;
  AESnd microcode - mixing&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8519</id>
		<title>Macronix DSP</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8519"/>
		<updated>2024-12-08T03:44:58Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Macronix DSP is a 16 bit programmable DSP coprocessor in the Nintendo GameCube\Wii it was manufactured by Macronix. &lt;br /&gt;
It has it&#039;s own ADPCM hardware decoder to off load the DSP. &lt;br /&gt;
16 MB of ARAM stores PCM\ADPCM, but ARAM also can store extra data such as textures, animations, data, for example. &lt;br /&gt;
&lt;br /&gt;
Macronix DSP microcode is written in assembly you will require a assembler to assemble your code. asnd &amp;amp; aesnd is the homebrew dsp microcode that exist in devkitpro for the Nintendo GameCube, can mix up to 16 and 32 channels respectively.&lt;br /&gt;
&lt;br /&gt;
JAudio(JSystem) DSP microcode also seems to contain these types&lt;br /&gt;
 SRC_SQUARE_WAVE&lt;br /&gt;
 SQUARE_WAVE_25PCT&lt;br /&gt;
 SAW_WAVE&lt;br /&gt;
 PCM8&lt;br /&gt;
 PCM16&lt;br /&gt;
 DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
Sarah DSP microcode(UCode) is written by Milo Charming Magician for the MXIC 16-bit DSP Slave Processor:&lt;br /&gt;
 Reverb, Dolby Logic Pro II, Pitch Modulation, FIR Filter&lt;br /&gt;
 PCM8, PCM16, DSP-ADPCM, FM, PSG-Wave, PSG-Noise&lt;br /&gt;
 LFO, PG, EG(ADSR), Channel Control(Volume, Panning, Keyon, Keyoff)&lt;br /&gt;
 Particle Systems, Animation, and GBA Multiboot Decryption.&lt;br /&gt;
&lt;br /&gt;
== DSP Specs ==&lt;br /&gt;
  Clock: 81MHz(GC) or 121.5MHz(Wii)&lt;br /&gt;
  Bits: 16bit&lt;br /&gt;
  Endian: Big&lt;br /&gt;
  Data RAM: 8KB&lt;br /&gt;
  Data ROM: 4KB&lt;br /&gt;
  Instruction RAM: 8KB&lt;br /&gt;
  Instruction ROM: 8KB (Macronix, Nintendo)&lt;br /&gt;
  Hardware Decoder: DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Programs ==&lt;br /&gt;
  Bootrom IPL microcode x2 (Macronix, Nintendo)&lt;br /&gt;
  DSP ARAM/Init microcode&lt;br /&gt;
  Memory Card microcode - handles memory card security &amp;amp; unlocking&lt;br /&gt;
  Audio System(AX) microcode - mixing, filters, Dolby logic pro II, effects done on CPU&lt;br /&gt;
  JAudio(JSystem) microcode - mixing, filters, Dolby logic pro II, effects, GBA decryption in some games&lt;br /&gt;
  GBA Multiboot microcode - decrypts GBA multiboot program&lt;br /&gt;
&lt;br /&gt;
== Homebrew DSP Programs ==&lt;br /&gt;
  Sarah microcode - Audio System, Particle Systems, Animation, GBA Decryption&lt;br /&gt;
  ASnd microcode - mixing&lt;br /&gt;
  AESnd microcode - mixing&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8518</id>
		<title>Macronix DSP</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8518"/>
		<updated>2024-12-08T03:43:30Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Macronix DSP is a 16 bit programmable DSP coprocessor in the Nintendo GameCube\Wii it was manufactured by Macronix. &lt;br /&gt;
It has it&#039;s own ADPCM hardware decoder to off load the DSP. &lt;br /&gt;
16 MB of ARAM stores PCM\ADPCM, but ARAM also can store extra data such as textures, animations, data, for example. &lt;br /&gt;
&lt;br /&gt;
Macronix DSP microcode is written in assembly you will require a assembler to assemble your code. asnd &amp;amp; aesnd is the homebrew dsp microcode that exist in devkitpro for the Nintendo GameCube, can mix up to 16 and 32 channels respectively.&lt;br /&gt;
&lt;br /&gt;
JAudio(JSystem) DSP microcode also seems to contain these types&lt;br /&gt;
 SRC_SQUARE_WAVE&lt;br /&gt;
 SQUARE_WAVE_25PCT&lt;br /&gt;
 SAW_WAVE&lt;br /&gt;
 PCM8&lt;br /&gt;
 PCM16&lt;br /&gt;
 DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
Sarah DSP microcode(UCode) is written by Milo Charming Magician for the MXIC 16-bit DSP Slave Processor:&lt;br /&gt;
 Reverb, Dolby Logic Pro II, Pitch Modulation, FIR Filter&lt;br /&gt;
 PCM8, PCM16, DSP-ADPCM, FM, PSG-Wave, PSG-Noise&lt;br /&gt;
 LFO, PG, EG(ADSR), Channel Control(Volume, Panning, Keyon, Keyoff)&lt;br /&gt;
 Particle Systems, Animation, and GBA Multiboot Decryption.&lt;br /&gt;
&lt;br /&gt;
== DSP Specs ==&lt;br /&gt;
  Clock: 81MHz(GC) or 121.5MHz(Wii)&lt;br /&gt;
  Bits: 16bit&lt;br /&gt;
  Endian: Big&lt;br /&gt;
  Data RAM: 8KB&lt;br /&gt;
  Data ROM: 4KB&lt;br /&gt;
  Instruction RAM: 8KB&lt;br /&gt;
  Instruction ROM: 8KB (Macronix, Nintendo)&lt;br /&gt;
  Hardware Decoder: DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Programs ==&lt;br /&gt;
  Bootrom IPL microcode x2 (Macronix, Nintendo)&lt;br /&gt;
  DSP ARAM/Init microcode&lt;br /&gt;
  Memory Card microcode - handles memory card security &amp;amp; unlocking&lt;br /&gt;
  Audio System(AX) microcode - mixing, filters, Dolby logic pro II, effects done on CPU&lt;br /&gt;
  JAudio(JSystem) microcode - mixing, filters, Dolby logic pro II, effects, GBA decryption in some games&lt;br /&gt;
  GBA Multiboot microcode - decrypts GBA multiboot program&lt;br /&gt;
&lt;br /&gt;
== Homebrew DSP Programs ==&lt;br /&gt;
  Sarah microcode - Audio System(Mixing\FX\DLP2\FM\PSG\Noise), Particle Systems, Animation, GBA Decryption&lt;br /&gt;
  ASnd microcode - mixing&lt;br /&gt;
  AESnd microcode - mixing&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8517</id>
		<title>Macronix DSP</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8517"/>
		<updated>2024-12-08T03:34:39Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: updating Sarah microcode info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Macronix DSP is a 16 bit programmable DSP coprocessor in the Nintendo GameCube\Wii it was manufactured by Macronix. &lt;br /&gt;
It has it&#039;s own ADPCM hardware decoder to off load the DSP. &lt;br /&gt;
16 MB of ARAM stores PCM\ADPCM, but ARAM also can store extra data such as textures, animations, data, for example. &lt;br /&gt;
&lt;br /&gt;
Macronix DSP microcode is written in assembly you will require a assembler to assemble your code. asnd &amp;amp; aesnd is the homebrew dsp microcode that exist in devkitpro for the Nintendo GameCube, can mix up to 16 and 32 channels respectively.&lt;br /&gt;
&lt;br /&gt;
JAudio(JSystem) DSP microcode also seems to contain these types&lt;br /&gt;
 SRC_SQUARE_WAVE&lt;br /&gt;
 SQUARE_WAVE_25PCT&lt;br /&gt;
 SAW_WAVE&lt;br /&gt;
 PCM8&lt;br /&gt;
 PCM16&lt;br /&gt;
 DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
Sarah DSP microcode(UCode) is written by Milo Charming Magician for the MXIC 16-bit DSP Slave Processor:&lt;br /&gt;
 Reverb, Dolby Logic Pro II, Pitch Modulation, FIR Filter&lt;br /&gt;
 PCM8, PCM16, DSP-ADPCM, FM, PSG-Wave, PSG-Noise&lt;br /&gt;
 LFO, PG, EG(ADSR), Channel Control(Volume, Panning, Keyon, Keyoff)&lt;br /&gt;
 Particle Systems, Animation, and GBA Multiboot Decryption.&lt;br /&gt;
&lt;br /&gt;
== DSP Specs ==&lt;br /&gt;
  Clock: 81MHz(GC) or 121.5MHz(Wii)&lt;br /&gt;
  Bits: 16bit&lt;br /&gt;
  Endian: Big&lt;br /&gt;
  Data RAM: 8KB&lt;br /&gt;
  Data ROM: 4KB&lt;br /&gt;
  Instruction RAM: 8KB&lt;br /&gt;
  Instruction ROM: 8KB (Macronix, Nintendo)&lt;br /&gt;
  Hardware Decoder: DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Programs ==&lt;br /&gt;
  Bootrom IPL microcode x2 (Macronix, Nintendo)&lt;br /&gt;
  DSP ARAM/Init microcode&lt;br /&gt;
  Memory Card microcode - handles memory card security &amp;amp; unlocking&lt;br /&gt;
  Audio System(AX) microcode - mixing, filters, Dolby logic pro II, effects done on CPU&lt;br /&gt;
  JAudio(JSystem) microcode - mixing, filters, Dolby logic pro II, effects, GBA decryption in some games&lt;br /&gt;
  GBA Multiboot microcode - decrypts GBA multiboot program&lt;br /&gt;
&lt;br /&gt;
== Homebrew DSP Programs ==&lt;br /&gt;
  ASnd microcode - mixing&lt;br /&gt;
  AESnd microcode - mixing&lt;br /&gt;
&lt;br /&gt;
== Cyndanera DSP Programs ==&lt;br /&gt;
  Sarah microcode - Audio System(Mixing\FX\DLP2\FM\PSG\Noise), Particle Systems, Animation, GBA Decryption&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8516</id>
		<title>Macronix DSP</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8516"/>
		<updated>2024-12-08T03:13:14Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Macronix DSP is a 16 bit programmable DSP coprocessor in the Nintendo GameCube\Wii it was manufactured by Macronix. &lt;br /&gt;
It has it&#039;s own ADPCM hardware decoder to off load the DSP. &lt;br /&gt;
16 MB of ARAM stores PCM\ADPCM, but ARAM also can store extra data such as textures, animations, data, for example. &lt;br /&gt;
&lt;br /&gt;
Macronix DSP microcode is written in assembly you will require a assembler to assemble your code. asnd &amp;amp; aesnd is the homebrew dsp microcode that exist in devkitpro for the Nintendo GameCube, can mix up to 16 and 32 channels respectively.&lt;br /&gt;
&lt;br /&gt;
JAudio(JSystem) DSP microcode also seems to contain these types&lt;br /&gt;
 SRC_SQUARE_WAVE&lt;br /&gt;
 SQUARE_WAVE_25PCT&lt;br /&gt;
 SAW_WAVE&lt;br /&gt;
 PCM8&lt;br /&gt;
 PCM16&lt;br /&gt;
 DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Specs ==&lt;br /&gt;
  Clock: 81MHz(GC) or 121.5MHz(Wii)&lt;br /&gt;
  Bits: 16bit&lt;br /&gt;
  Endian: Big&lt;br /&gt;
  Data RAM: 8KB&lt;br /&gt;
  Data ROM: 4KB&lt;br /&gt;
  Instruction RAM: 8KB&lt;br /&gt;
  Instruction ROM: 8KB (Macronix, Nintendo)&lt;br /&gt;
  Hardware Decoder: DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Programs ==&lt;br /&gt;
  Bootrom IPL microcode x2 (Macronix, Nintendo)&lt;br /&gt;
  DSP ARAM/Init microcode&lt;br /&gt;
  Memory Card microcode - handles memory card security &amp;amp; unlocking&lt;br /&gt;
  Audio System(AX) microcode - mixing, filters, Dolby logic pro II, effects done on CPU&lt;br /&gt;
  JAudio(JSystem) microcode - mixing, filters, Dolby logic pro II, effects, GBA decryption in some games&lt;br /&gt;
  GBA Multiboot microcode - decrypts GBA multiboot program&lt;br /&gt;
&lt;br /&gt;
== Homebrew DSP Programs ==&lt;br /&gt;
  ASnd microcode - mixing&lt;br /&gt;
  AESnd microcode - mixing&lt;br /&gt;
&lt;br /&gt;
== Cyndanera DSP Programs ==&lt;br /&gt;
  Sarah microcode - Audio System(Mixing\FX\DLP2\FM\PSG\Noise), Particle Systems, Animation, GBA Decryption&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8515</id>
		<title>Macronix DSP</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8515"/>
		<updated>2024-12-08T01:54:41Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Macronix DSP is a 16 bit programmable DSP coprocessor in the Nintendo GameCube\Wii it was manufactured by Macronix. &lt;br /&gt;
It has it&#039;s own ADPCM hardware decoder to off load the DSP. &lt;br /&gt;
16 MB of ARAM stores PCM\ADPCM, but ARAM also can store extra data such as textures, animations, data, for example. &lt;br /&gt;
&lt;br /&gt;
Macronix DSP microcode is written in assembly you will require a assembler to assemble your code. asnd &amp;amp; aesnd is the homebrew dsp microcode that exist in devkitpro for the Nintendo GameCube, can mix up to 16 and 32 channels respectively.&lt;br /&gt;
&lt;br /&gt;
JAudio(JSystem) DSP microcode also seems to contain these types&lt;br /&gt;
 SRC_SQUARE_WAVE&lt;br /&gt;
 SQUARE_WAVE_25PCT&lt;br /&gt;
 SAW_WAVE&lt;br /&gt;
 PCM8&lt;br /&gt;
 PCM16&lt;br /&gt;
 DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Specs ==&lt;br /&gt;
  Clock: 81MHz&lt;br /&gt;
  Bits: 16bit&lt;br /&gt;
  Endian: Big&lt;br /&gt;
  Data RAM: 8KB&lt;br /&gt;
  Data ROM: 4KB&lt;br /&gt;
  Instruction RAM: 8KB&lt;br /&gt;
  Instruction ROM: 8KB (Macronix, Nintendo)&lt;br /&gt;
  Hardware Decoder: DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Programs ==&lt;br /&gt;
  Bootrom IPL microcode x2 (Macronix, Nintendo)&lt;br /&gt;
  DSP ARAM/Init microcode&lt;br /&gt;
  Memory Card microcode - handles memory card security &amp;amp; unlocking&lt;br /&gt;
  Audio System(AX) microcode - mixing, filters, Dolby logic pro II, effects done on CPU&lt;br /&gt;
  JAudio(JSystem) microcode - mixing, filters, Dolby logic pro II, effects, GBA decryption in some games&lt;br /&gt;
  GBA Multiboot microcode - decrypts GBA multiboot program&lt;br /&gt;
&lt;br /&gt;
== Homebrew DSP Programs ==&lt;br /&gt;
  ASnd microcode - mixing&lt;br /&gt;
  AESnd microcode - mixing&lt;br /&gt;
&lt;br /&gt;
== Cyndanera DSP Programs ==&lt;br /&gt;
  Sarah microcode - Audio System(Mixing\FX\DLP2\FM\PSG\Noise), Particle Systems, Animation, GBA Decryption&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8514</id>
		<title>Macronix DSP</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8514"/>
		<updated>2024-12-08T00:22:12Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: updated microcode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Macronix DSP is a 16 bit programmable DSP coprocessor in the Nintendo GameCube\Wii it was manufactured by Macronix. &lt;br /&gt;
It has it&#039;s own ADPCM hardware decoder to off load the DSP. &lt;br /&gt;
16 MB of ARAM stores PCM\ADPCM, but ARAM also can store extra data such as textures, animations, data, for example. &lt;br /&gt;
&lt;br /&gt;
Macronix DSP microcode is written in assembly you will require a assembler to assemble your code. asnd &amp;amp; aesnd is the homebrew dsp microcode that exist in devkitpro for the Nintendo GameCube, can mix up to 16 and 32 channels respectively.&lt;br /&gt;
&lt;br /&gt;
JAudio(JSystem) DSP microcode also seems to contain these types&lt;br /&gt;
 SRC_SQUARE_WAVE&lt;br /&gt;
 SQUARE_WAVE_25PCT&lt;br /&gt;
 SAW_WAVE&lt;br /&gt;
 PCM8&lt;br /&gt;
 PCM16&lt;br /&gt;
 DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Specs ==&lt;br /&gt;
  Clock: 81MHz&lt;br /&gt;
  Bits: 16bit&lt;br /&gt;
  Endian: Big&lt;br /&gt;
  Data RAM: 8KB&lt;br /&gt;
  Data ROM: 4KB&lt;br /&gt;
  Instruction RAM: 8KB&lt;br /&gt;
  Instruction ROM: 8KB (Macronix, Nintendo)&lt;br /&gt;
  Hardware Decoder: DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Programs ==&lt;br /&gt;
  Bootrom IPL microcode x2 (Macronix, Nintendo)&lt;br /&gt;
  DSP ARAM/Init microcode&lt;br /&gt;
  Memory Card microcode - handles memory card security &amp;amp; unlocking&lt;br /&gt;
  Audio System(AX) microcode - mixing, filters, Dolby logic pro II, effects done on CPU&lt;br /&gt;
  JAudio(JSystem) microcode - mixing, filters, Dolby logic pro II, effects, GBA decryption in some games&lt;br /&gt;
  GBA Multiboot microcode - decrypts GBA multiboot program&lt;br /&gt;
&lt;br /&gt;
== Homebrew DSP Programs ==&lt;br /&gt;
  ASnd microcode - mixing&lt;br /&gt;
  AESnd microcode - mixing&lt;br /&gt;
&lt;br /&gt;
== Cyndanera DSP Programs ==&lt;br /&gt;
  Sarah microcode - Audio System(Mixing\FX\DLP2\FM\PSG\Noise), Particle Systems, Animation Skinning, GBA Decryption&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8511</id>
		<title>Macronix DSP</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8511"/>
		<updated>2024-12-07T02:21:36Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: updated dsp program&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Macronix DSP is a 16 bit programmable DSP coprocessor in the Nintendo GameCube\Wii it was manufactured by Macronix. &lt;br /&gt;
It has it&#039;s own ADPCM hardware decoder to off load the DSP. &lt;br /&gt;
It stores raw DSP data in the 16 MB of ARAM along with audio data, but ARAM also can store extra data such as textures, animations, for example. &lt;br /&gt;
&lt;br /&gt;
Macronix DSP microcode is written in assembly you will require a assembler to assemble your code. asnd &amp;amp; aesnd is the homebrew dsp microcode that exist in devkitpro for the nintendo gamecube, can mix up to 16 and 32 channels respectively.&lt;br /&gt;
&lt;br /&gt;
JAudio(JSystem) DSP microcode also seems to contain these types&lt;br /&gt;
 SRC_SQUARE_WAVE&lt;br /&gt;
 SQUARE_WAVE_25PCT&lt;br /&gt;
 SAW_WAVE&lt;br /&gt;
 PCM8&lt;br /&gt;
 PCM16&lt;br /&gt;
 DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Specs ==&lt;br /&gt;
  Clock: 81MHz&lt;br /&gt;
  Bits: 16bit&lt;br /&gt;
  Endian: Big&lt;br /&gt;
  Data RAM: 8KB&lt;br /&gt;
  Data ROM: 4KB&lt;br /&gt;
  Instruction RAM: 8KB&lt;br /&gt;
  Instruction ROM: 8KB (Macronix, Nintendo)&lt;br /&gt;
  Hardware Decoder: DSP-ADPCM&lt;br /&gt;
  Sampling Frequency: 48KHz&lt;br /&gt;
&lt;br /&gt;
== DSP Programs ==&lt;br /&gt;
  Bootrom IPL microcode x2 (Macronix, Nintendo)&lt;br /&gt;
  DSP ARAM/Init microcode&lt;br /&gt;
  Memory Card microcode - handles memory card security &amp;amp; unlocking&lt;br /&gt;
  Audio System(AX) microcode - mixing, filters, Dolby logic pro II, effects done on CPU&lt;br /&gt;
  JAudio(JSystem) microcode - mixing, filters, Dolby logic pro II, effects, GBA decryption in some games&lt;br /&gt;
  GBA Multiboot microcode - decrypts GBA multiboot program&lt;br /&gt;
&lt;br /&gt;
== Homebrew DSP Programs ==&lt;br /&gt;
  ASnd microcode - mixing&lt;br /&gt;
  AESnd microcode - mixing&lt;br /&gt;
&lt;br /&gt;
== Cyndanera DSP Programs ==&lt;br /&gt;
  Sarah microcode - mixing, filters, Dolby logic pro II, effects, FM, Square, PSG-Wave, PSG-Noise, GBA Decryption&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8506</id>
		<title>Macronix DSP</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8506"/>
		<updated>2024-12-04T18:48:59Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Macronix DSP is a 16 bit programmable DSP coprocessor in the Nintendo GameCube\Wii it was manufactured by Macronix. &lt;br /&gt;
It has it&#039;s own ADPCM hardware decoder to off load the DSP. &lt;br /&gt;
It stores raw DSP data in the 16 MB of ARAM along with audio data, but ARAM also can store extra data such as textures, animations, for example. &lt;br /&gt;
&lt;br /&gt;
Macronix DSP microcode is written in assembly you will require a assembler to assemble your code. asnd &amp;amp; aesnd is the homebrew dsp microcode that exist in devkitpro for the nintendo gamecube, can mix up to 64 channels.&lt;br /&gt;
&lt;br /&gt;
JAudio(JSystem) DSP microcode also seems to contain these types&lt;br /&gt;
 SRC_SQUARE_WAVE&lt;br /&gt;
 SQUARE_WAVE_25PCT&lt;br /&gt;
 SAW_WAVE&lt;br /&gt;
 PCM8&lt;br /&gt;
 PCM16&lt;br /&gt;
 DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Specs ==&lt;br /&gt;
  Clock: 81MHz&lt;br /&gt;
  Bits: 16bit&lt;br /&gt;
  Endian: Big&lt;br /&gt;
  Data RAM: 8KB&lt;br /&gt;
  Data ROM: 4KB&lt;br /&gt;
  Instruction RAM: 8KB&lt;br /&gt;
  Instruction ROM: 8KB (Macronix, Nintendo)&lt;br /&gt;
  Hardware Decoder: DSP-ADPCM&lt;br /&gt;
  Sampling Frequency: 48KHz&lt;br /&gt;
&lt;br /&gt;
== DSP Programs ==&lt;br /&gt;
  Bootrom IPL microcode x2 (Macronix, Nintendo)&lt;br /&gt;
  DSP ARAM/Init microcode&lt;br /&gt;
  Memory Card microcode - handles memory card security &amp;amp; unlocking&lt;br /&gt;
  Audio System(AX) microcode - mixing, filters, Dolby logic pro II, effects done on CPU&lt;br /&gt;
  JAudio(JSystem) microcode - mixing, filters, Dolby logic pro II, effects, GBA decryption in some games&lt;br /&gt;
  GBA Multiboot microcode - decrypts GBA multiboot program&lt;br /&gt;
&lt;br /&gt;
== Homebrew DSP Programs ==&lt;br /&gt;
  ASnd microcode - mixing&lt;br /&gt;
  AESnd microcode - mixing&lt;br /&gt;
&lt;br /&gt;
== Cyndanera Engine DSP Programs ==&lt;br /&gt;
  Sarah microcode - mixing, filters, Dolby logic pro II, effects, FM &amp;amp; PSG-Noise, GBA Decryption&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8490</id>
		<title>Macronix DSP</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8490"/>
		<updated>2024-11-23T17:43:03Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Macronix DSP is a 16 bit programmable DSP coprocessor in the Nintendo GameCube\Wii it was manufactured by Macronix. &lt;br /&gt;
It has it&#039;s own ADPCM hardware decoder to off load the DSP. &lt;br /&gt;
It stores raw DSP data in the 16 MB of ARAM along with audio data, but ARAM also can store extra data such as textures, animations, for example. &lt;br /&gt;
&lt;br /&gt;
Macronix DSP microcode is written in assembly you will require a assembler to assemble your code. asnd &amp;amp; aesnd is the homebrew dsp microcode that exist in devkitpro for the nintendo gamecube. &lt;br /&gt;
&lt;br /&gt;
JAudio(JSystem) DSP microcode also seems to contain these types&lt;br /&gt;
 SRC_SQUARE_WAVE&lt;br /&gt;
 SQUARE_WAVE_25PCT&lt;br /&gt;
 SAW_WAVE&lt;br /&gt;
 PCM8&lt;br /&gt;
 PCM16&lt;br /&gt;
 DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Specs ==&lt;br /&gt;
  Clock: 81MHz&lt;br /&gt;
  Bits: 16bit&lt;br /&gt;
  Endian: Big&lt;br /&gt;
  Data RAM: 8KB&lt;br /&gt;
  Data ROM: 4KB&lt;br /&gt;
  Instruction RAM: 8KB&lt;br /&gt;
  Instruction ROM: 8KB (Macronix, Nintendo)&lt;br /&gt;
  Hardware Decoder: DSP-ADPCM&lt;br /&gt;
  Channels: 64&lt;br /&gt;
  Sampling Frequency: 48KHz&lt;br /&gt;
&lt;br /&gt;
== DSP Programs ==&lt;br /&gt;
  Bootrom IPL microcode x2 (Macronix, Nintendo)&lt;br /&gt;
  DSP ARAM/Init microcode&lt;br /&gt;
  Memory Card microcode - handles memory card security &amp;amp; unlocking&lt;br /&gt;
  Audio System(AX) microcode - mixing, filters, Dolby logic pro II, effects done on CPU&lt;br /&gt;
  JAudio(JSystem) microcode - mixing, filters, Dolby logic pro II, effects, GBA decryption in some games&lt;br /&gt;
  GBA Multiboot microcode - decrypts GBA multiboot program&lt;br /&gt;
&lt;br /&gt;
== Homebrew DSP Programs ==&lt;br /&gt;
  ASnd microcode - mixing&lt;br /&gt;
  AESnd microcode - mixing&lt;br /&gt;
&lt;br /&gt;
== Cyndanera Engine DSP Programs ==&lt;br /&gt;
  Sarah microcode - mixing, filters, Dolby logic pro II, effects, FM &amp;amp; PSG-Noise, GBA Decryption&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8489</id>
		<title>Macronix DSP</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8489"/>
		<updated>2024-11-23T17:39:11Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Macronix DSP is a 16 bit programmable DSP coprocessor in the Nintendo GameCube\Wii it was manufactured by Macronix. &lt;br /&gt;
It has it&#039;s own ADPCM hardware decoder to off load the DSP. &lt;br /&gt;
It stores raw DSP data in the 16 MB of ARAM along with audio data, but ARAM also can store extra data such as textures, animations, for example. &lt;br /&gt;
&lt;br /&gt;
Macronix DSP microcode is written in assembly you will require a assembler to assemble your code. asnd &amp;amp; aesnd is the homebrew dsp microcode that exist in devkitpro for the nintendo gamecube. &lt;br /&gt;
&lt;br /&gt;
JAudio(JSystem) DSP microcode also seems to contain these types&lt;br /&gt;
 SRC_SQUARE_WAVE&lt;br /&gt;
 SQUARE_WAVE_25PCT&lt;br /&gt;
 SAW_WAVE&lt;br /&gt;
 PCM8&lt;br /&gt;
 PCM16&lt;br /&gt;
 DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Specs ==&lt;br /&gt;
  Clock: 81MHz&lt;br /&gt;
  Bits: 16bit&lt;br /&gt;
  Endian: Big&lt;br /&gt;
  Data RAM: 8KB&lt;br /&gt;
  Data ROM: 4KB&lt;br /&gt;
  Instruction RAM: 8KB&lt;br /&gt;
  Instruction ROM: 8KB (Macronix, Nintendo)&lt;br /&gt;
  Hardware Decoder: DSP-ADPCM&lt;br /&gt;
  Channels: 64&lt;br /&gt;
  Sampling Frequency: 48KHz&lt;br /&gt;
&lt;br /&gt;
== DSP Programs ==&lt;br /&gt;
  Bootrom IPL microcode x2 (Macronix, Nintendo)&lt;br /&gt;
  DSP ARAM/Init microcode&lt;br /&gt;
  Memory Card microcode - handles memory card security &amp;amp; unlocking&lt;br /&gt;
  Audio System(AX) microcode - mixing, filters, Dolby logic pro II&lt;br /&gt;
  JAudio(JSystem) microcode - mixing, filters, Dolby logic pro II, effects, GBA decryption in some games&lt;br /&gt;
  GBA Multiboot microcode - decrypts GBA multiboot program&lt;br /&gt;
&lt;br /&gt;
== Homebrew DSP Programs ==&lt;br /&gt;
  ASnd microcode - mixing&lt;br /&gt;
  AESnd microcode - mixing&lt;br /&gt;
&lt;br /&gt;
== Cyndanera Engine DSP Programs ==&lt;br /&gt;
  Sarah microcode - mixing, filters, Dolby logic pro II, effects, FM &amp;amp; PSG-Noise, GBA Decryption&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8488</id>
		<title>Macronix DSP</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Macronix_DSP&amp;diff=8488"/>
		<updated>2024-11-23T17:37:58Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Macronix DSP is a 16 bit programmable DSP coprocessor in the Nintendo GameCube\Wii it was manufactured by Macronix. &lt;br /&gt;
It has it&#039;s own ADPCM hardware decoder to off load the DSP. &lt;br /&gt;
It stores raw DSP data in the 16 MB of ARAM along with audio data, but ARAM also can store extra data such as textures, animations, for example. &lt;br /&gt;
&lt;br /&gt;
Macronix DSP microcode is written in assembly you will require a assembler to assemble your code. asnd &amp;amp; aesnd is the homebrew dsp microcode that exist in devkitpro for the nintendo gamecube. &lt;br /&gt;
&lt;br /&gt;
JAudio(JSystem) DSP microcode also seems to contain these types&lt;br /&gt;
 SRC_SQUARE_WAVE&lt;br /&gt;
 SQUARE_WAVE_25PCT&lt;br /&gt;
 SAW_WAVE&lt;br /&gt;
 PCM8&lt;br /&gt;
 PCM16&lt;br /&gt;
 DSP-ADPCM&lt;br /&gt;
&lt;br /&gt;
== DSP Specs ==&lt;br /&gt;
  Clock: 81MHz&lt;br /&gt;
  Bits: 16bit&lt;br /&gt;
  Endian: Big&lt;br /&gt;
  Data RAM: 8KB&lt;br /&gt;
  Data ROM: 4KB&lt;br /&gt;
  Instruction RAM: 8KB&lt;br /&gt;
  Instruction ROM: 8KB (Macronix, Nintendo)&lt;br /&gt;
  Hardware Decoder: DSP-ADPCM&lt;br /&gt;
  Channels: 64&lt;br /&gt;
  Sampling Frequency: 48KHz&lt;br /&gt;
&lt;br /&gt;
== DSP Programs ==&lt;br /&gt;
  Bootrom IPL microcode x2 (Macronix, Nintendo)&lt;br /&gt;
  DSP ARAM/Init microcode&lt;br /&gt;
  Memory Card microcode - handles memory card security &amp;amp; unlocking&lt;br /&gt;
  Audio System(AX) microcode - mixing, filters, Dolby logic pro II&lt;br /&gt;
  JAudio(JSystem) microcode - mixing, filters, Dolby logic pro II, effects, channels, GBA in some games&lt;br /&gt;
  GBA Multiboot microcode - decrypts GBA multiboot program&lt;br /&gt;
&lt;br /&gt;
== Homebrew DSP Programs ==&lt;br /&gt;
  ASnd microcode - mixing&lt;br /&gt;
  AESnd microcode - mixing&lt;br /&gt;
&lt;br /&gt;
== Cyndanera Engine DSP Programs ==&lt;br /&gt;
  Sarah microcode - mixing, filters, Dolby logic pro II, effects, FM &amp;amp; PSG-Noise, GBA Decryption&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=8464</id>
		<title>Sarah</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=8464"/>
		<updated>2024-11-18T13:26:18Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: added no mod chip required&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/homebrew&lt;br /&gt;
| title       = Sarah&lt;br /&gt;
| image       = [[File:Sarah_game.png]]&lt;br /&gt;
| type        = Game&lt;br /&gt;
| author      = Cyndanera&lt;br /&gt;
| version     = 1.0&lt;br /&gt;
| licence     = Proprietary&lt;br /&gt;
| website     = https://www.cyndanera.com&lt;br /&gt;
| engine      = Cyndanera Engine&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sarah&#039;&#039;&#039; is a 2D.5 Metroidvania Platformer game currently in development &amp;amp; will be released on a bootable disc(no mod chip required) for the [[GameCube]].&lt;br /&gt;
Sarah uses the Cyndanera Engine and It&#039;s own DSP microcode called Sarah UCode(microcode).&lt;br /&gt;
&lt;br /&gt;
[[Category:Homebrew_Software]]&lt;br /&gt;
[[Category:Homebrew_Games]]&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=WikiScene:GameCube&amp;diff=8429</id>
		<title>WikiScene:GameCube</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=WikiScene:GameCube&amp;diff=8429"/>
		<updated>2024-10-29T05:53:06Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is a Gamecube?==&lt;br /&gt;
The GameCube is a video game console made by [[Nintendo]]. It’s marketed audience is children, yet many adults who grew up with the big N have come to enjoy it.&lt;br /&gt;
&lt;br /&gt;
Nintendo’s Official GameCube Page - http://www.nintendo.com/systemsgcn&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
{| style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* IBM &#039;&#039;&#039;PowerPC&#039;&#039;&#039;, &#039;&#039;&#039;486&#039;&#039;&#039; MHz&lt;br /&gt;
* Macronix &#039;&#039;&#039;DSP&#039;&#039;&#039;, &#039;&#039;&#039;81&#039;&#039;&#039; MHz&lt;br /&gt;
* &#039;&#039;&#039;ATI&#039;&#039;&#039; graphics&lt;br /&gt;
* &#039;&#039;&#039;24+16 MB&#039;&#039;&#039; of RAM&lt;br /&gt;
|&lt;br /&gt;
* 8 cm &#039;&#039;&#039;optical drive&#039;&#039;&#039;&lt;br /&gt;
* (optional) 10/100 &#039;&#039;&#039;Ethernet&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Versions==&lt;br /&gt;
Currently there are four main retail versions of the GameCube. The “DOL-001”, “DOL-002”, “DOL-101” and the “Panasonic Q”. Please see the [[Gamecube BIOS]] Chart to see which [[BIOS]] work on your system (only the [[Cobra]] and/or [[Qoob]] BIOS will work on your Panasonic Q)&lt;br /&gt;
&lt;br /&gt;
[[Image:DOL-001.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a picture of the infamous Panasonic Q. It’s a combined DVD player with a GameCube in a really cool custom case.&lt;br /&gt;
&lt;br /&gt;
Buy one for $250 on http://prodb.matsushita.co.jp/product/info.do?pg=04&amp;amp;hb=SL-GC10&lt;br /&gt;
&lt;br /&gt;
There is no BIOS support in older BIOS and/or [[Anaconda]] for the DOL-002, DOL-101 and/or Panasonic Q.  Make sure the unit you have is DOL-001 if you wish to use an older BIOS.  DOL-001 has two AV ports on the back (one analog and one digital).&lt;br /&gt;
&lt;br /&gt;
[[Image:Dol002.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: The DOL-002 version of the GCN is an exclusive version to Brazil. It was manufactured by a Brazilian company, [[Gradiente]], due to a now dead partnership between Gradiente Nintendo.&lt;br /&gt;
&lt;br /&gt;
==GameCube Original BIOS (IPL) Version Information==&lt;br /&gt;
&lt;br /&gt;
===IPL Version 0.0===&lt;br /&gt;
The very first IPL Version that was used in early NTSC DOL-001 devices - it&#039;s pretty rare to find this version in a GameCube&lt;br /&gt;
&lt;br /&gt;
===IPL Version 1.0===&lt;br /&gt;
This IPL is the only one PAL Version IPL and can only be found in PAL &lt;br /&gt;
GameCubes that are all DOL-001 REV A GameCubes&lt;br /&gt;
&lt;br /&gt;
===IPL Version 2.0===&lt;br /&gt;
There are two version of this IPL, they are all for [[NTSC]] units. One is for DOL-001 and the other is for DOL-101 both versions do have the same version number but not the same release date and are not compatible each others, thats one of the reason of the numerous bugs from Cobra v0.2, v0.3 and v0.4 with DOL-101 units. This IPL can be found on DOL-101 and DOL-001 REV A, B and C GameCubes.&lt;br /&gt;
&lt;br /&gt;
===IPL Version 3.0===&lt;br /&gt;
There are two version of this IPL; they are all for NTSC units. One is for DOL-001 and the other is for DOL-101 both versions do have the same version number but not the same release date and are not compatible each others, thats one of the reason of the numerous bugs from Cobra v0.2, v0.3 and v0.4 with DOL-101 units. This IPL can be found on DOL-101 and DOL-001 REV A, B and C GameCubes. SAME AS IPL v2.0&lt;br /&gt;
&lt;br /&gt;
===IPL Version 4.0===&lt;br /&gt;
This IPL Version can only be found in NTSC DOL-101 REV C GameCubes and is mostly supplied with v8 GameCube drives and it&#039;s the latest IPL Release except for Brazil.&lt;br /&gt;
&lt;br /&gt;
===IPL Version 5.0===&lt;br /&gt;
This IPL is very special, it can only be found in DOL-002 GameCubes that are only being sold in Brazil (along with DOL-001) it&#039;s a special GameCube co-produced by both Nintendo Corporation and Gradiente Corporation (A Brazilian Company) the main differences are that the GameCube menus are in Portuguese (Official Language in Brasil) and that the display is in PAL M signals. beside that the GameCube is the same but this very particular IPL makes it incompatible with Cobra that do patch the GC IPL to work however it still works with anaconda and of course GCOS.&lt;br /&gt;
&lt;br /&gt;
===REV A: DOL-001===&lt;br /&gt;
GameCubes with both Digital AV output on and Serial Port 2 inside ::Status:: Still being sold in Europe and Korea (NTSC J), Sold out in Japan and both North and South America.&lt;br /&gt;
&lt;br /&gt;
===REV B: DOL-001===&lt;br /&gt;
GameCubes with both Digital AV output on, but where the serial Port 2 had been removed ::Status:: Sold out worldwide but you can still get one in the usa if you exchange your DOL-101 (unmodded) GameCube to a DOL-001 version with Nintendo (for free).&lt;br /&gt;
&lt;br /&gt;
===REV C: DOL-101===&lt;br /&gt;
GameCubes without Digital AV output and serial Port 2. ::Status: It&#039;s the current Retail version for worldwide except for PAL GameCube systems (EU + Australia) and Brazil.&lt;br /&gt;
&lt;br /&gt;
I know it can help or interest some people to have that IPL Version guide and know more about those, however only Retail IPL Versions are mentioned here, don&#039;t look for details on the TDEV or NPDP GBOX IPLs while looking at that post.&lt;br /&gt;
&lt;br /&gt;
===Panasonic Q===&lt;br /&gt;
[[Image:PanasonicQ.jpg]]&lt;br /&gt;
&lt;br /&gt;
There is also a modified GameCube that reads DVD videos that is called the Panasonic Q and that is only being sold in Japan, however I don&#039;t know what IPL Version it can have, I heard someone has a V2 IPL in his Panasonic Q, however the Panasonic Q is just composed of a Panasonic DVD player mainboard, a GameCube mainboard (a Japanese DOL-001 Retail version) and a (VERY) modified v8 Drive (that only has v8 in the drive version but that is totally different from standard v8 drives). It also uses two different drive controller chips, one for DVD and the other for GameCube and the GameCube controller will never allow to read more than 8cm medias (no full DVD reading on the GameCube mode as it&#039;s hardware limited by the controller chip), however the Q can be much less picky with media then standard GameCubes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Info]]&lt;br /&gt;
[[Category:WikiScene]]&lt;br /&gt;
[[Category:ModThatCube]]&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
	<entry>
		<id>http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=8428</id>
		<title>Sarah</title>
		<link rel="alternate" type="text/html" href="http://www.gc-forever.com/wiki/index.php?title=Sarah&amp;diff=8428"/>
		<updated>2024-10-28T23:41:30Z</updated>

		<summary type="html">&lt;p&gt;Cyndanera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/homebrew&lt;br /&gt;
| title       = Sarah&lt;br /&gt;
| image       = [[File:Sarah_game.png]]&lt;br /&gt;
| type        = Game&lt;br /&gt;
| author      = Cyndanera&lt;br /&gt;
| version     = 1.0&lt;br /&gt;
| licence     = Proprietary&lt;br /&gt;
| website     = https://www.cyndanera.com&lt;br /&gt;
| engine      = Cyndanera Engine&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sarah&#039;&#039;&#039; is a 2D.5 Metroidvania Platformer game currently in development &amp;amp; will be released on a bootable disc for the [[GameCube]].&lt;br /&gt;
Sarah uses the Cyndanera Engine and It&#039;s own DSP microcode called Sarah UCode(microcode).&lt;br /&gt;
&lt;br /&gt;
[[Category:Homebrew_Software]]&lt;br /&gt;
[[Category:Homebrew_Games]]&lt;/div&gt;</summary>
		<author><name>Cyndanera</name></author>
	</entry>
</feed>