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26<title>BNAdpcm</title>
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30
31<h1 align="left">BNAdpcm</h1>
32
33
34<H2>Location</H2>
35<P><CODE>$REVOLUTION_SDK_ROOT/X86/bin/</CODE></P>
36
37<h2>Description</h2>
38
39<p>Generates ADPCM format banner sound data (BNS file) from uncompressed wave data (WAV or AIFF file).</P>
40
41<h2>How to Use</h2>
42
43<p><code>% BNAdpcm &lt;option(s)&gt; wave_file</code></p>
44
45<table border="1" cellpadding="3" cellspacing="0.1">
46  <tr>
47    <td bgcolor="#C0C0C0"><B>Options</B></td>
48    <td bgcolor="#C0C0C0"><B>Description</B></td>
49    <td bgcolor="#C0C0C0"><B>Default Value</B></td>
50  </tr>
51  <tr>
52    <td><code>-o output_file</code></td>
53    <td>Output file name.</td>
54    <td>The same filename as the input wave data with the extension changed to BNS.</td>
55  </tr>
56  <tr>
57    <td><code>-v, --verbose</code></td>
58    <td>Sequential display of conversion information.</td>
59    <td>None.</td>
60  </tr>
61  <tr>
62    <td><code>-u, --update</code></td>
63    <td>Convert if the input wave data is newer than the output file.</td>
64    <td>None.</td>
65  </tr>
66  <tr>
67    <td><code>-h, --help</code></td>
68    <td>Display help.</td>
69    <td>None.</td>
70  </tr>
71</table>
72
73<p>Specify the source wave data in <code>wave_file</code>.</p>
74
75<h3>Precautions</h3>
76<p>The conversion requires <CODE>dsptool.dll</CODE>. Be sure to place <CODE>dsptool.dll</CODE> in the same folder as <CODE>BNAdpcm.exe</CODE> or where the path is set. Also, the <CODE>dsptool.dll</CODE> file can be the one included with the Revolution SDK or NintendoWare for Revolution. If the path for these files is already set, there is no need to prepare a separate <CODE>dsptool.dll</CODE>.</p>
77
78<!-- <h2>場所</h2>  <p><code>$ICONBANNER_ROOT/X86/bin/BNAdpcm.exe</code></p>  <h2>参照</h2> -->
79<H2>Revision History</H2>
80<p>
812009/10/06 Integrated into the SDK.<br> 2007/02/14 Initial version.
82</p>
83<hr><p>CONFIDENTIAL</p></body>
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