#SoundData
if ur wondering what i've been up to, i've finished writing a whole specification for the sound format of one of my childhood games, The Sims 2 DS. this spec also applies to some other games the same studio made (The Urbz DS, Spyro: Shadow Legacy). Take a look yall: github.com/Eggrens/soun...
GitHub - Eggrens/sounddata-spec: An attempt to document the format of SoundData.rom, a sound file format found in Amaze Entertainment games for the Nintendo DS.
An attempt to document the format of SoundData.rom, a sound file format found in Amaze Entertainment games for the Nintendo DS. - Eggrens/sounddata-spec
github.com
October 8, 2026 at 6:02 PM
Today's Taemin sound engineering class ✨
June 14, 2025 at 2:25 PM
how do you feel about nonbinary artificial gods who have timed invulnerability on demand
April 12, 2025 at 8:18 PM
lossless sounddata is a beautiful name
January 14, 2026 at 3:15 AM
Here are some events of a specific stage in Flipnic (guess which one) partially translated to (somewhat) human-readable format. This gives you an idea of some of the stuff you can change in this game by just patching some bytes in .SST files, without touching the game code itself
August 31, 2025 at 1:10 PM
LÖVE provides a way to access the data inside specific objects, which is what all this FFI business is about; I thought it was worth showing off the actual logic that does the synthesis. That "math.sin" will be replaced with a selection of wave shapes.
October 25, 2025 at 9:16 PM