Update TXTH doc with info about how to use codecs

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bnnm 2019-02-23 01:49:45 +01:00
parent e3a76d35aa
commit 35a2989462

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@ -60,33 +60,77 @@ A text file with the above commands must be saved as ".vag.txth" or ".txth", not
# Codec used to encode the data [REQUIRED]
# Accepted codec strings:
# - PSX PlayStation ADPCM
# - XBOX Xbox IMA ADPCM
# - NGC_DTK|DTK Nintendo ADP/DTK ADPCM
# - PCM16BE PCM 16-bit big endian
# - PCM16LE PCM 16-bit little endian
# - PCM8 PCM 8-bit signed
# - SDX2 Squareroot-delta-exact 8-bit DPCM (3DO games)
# - DVI_IMA DVI IMA ADPCM
# - MPEG MPEG Audio Layer file (MP1/2/3)
# - IMA IMA ADPCM
# - AICA Yamaha AICA ADPCM (Dreamcast)
# - MSADPCM Microsoft ADPCM (Windows)
# - NGC_DSP|DSP Nintendo GameCube ADPCM
# - PCM8_U_int PCM RAW 8bit unsigned (interleaved)
# * For many PS1/PS2/PS3 games
# * Interleave is multiple of 0x10, often +0x1000
# - PSX_bf PlayStation ADPCM with bad flags
# - MS_IMA Microsoft IMA ADPCM
# * Variation with garbage data, for rare PS2 games
# - XBOX Xbox IMA ADPCM (mono/stereo)
# * For many XBOX games, and some PC games
# * Special interleave is multiple of 0x24 (mono) or 0x48 (stereo)
# - DSP|NGC_DSP Nintendo GameCube ADPCM
# * For many GC/Wii/3DS games
# * Interleave is multiple of 0x08, often +0x1000
# * Must set decoding coefficients (coef_offset/spacing/etc)
# - DTK|NGC_DTK Nintendo ADP/DTK ADPCM
# * For rare GC games
# - PCM16LE PCM 16-bit little endian
# * For many games (usually on PC)
# * Interleave is multiple of 0x2
# - PCM16BE PCM 16-bit big endian
# * Variation for certain consoles (GC/Wii/PS3/X360/etc)
# - PCM8 PCM 8-bit signed
# * For some games (usually on PC)
# * Interleave is multiple of 0x1
# - PCM8_U PCM 8-bit unsigned
# * Variation with modified encoding
# - PCM8_U_int PCM 8-bit unsigned (interleave block)
# * Variation with modified encoding
# - IMA IMA ADPCM (mono/stereo)
# * For some PC games, and rarely consoles
# * Special interleave is multiple of 0x1, often +0x80
# - DVI_IMA IMA ADPCM (DVI order)
# * Variation with modified encoding
# - YAMAHA|AICA Yamaha ADPCM (mono/stereo)
# * For some Dreamcast games, and some arcade games
# * Special interleave is multiple of 0x1
# - APPLE_IMA4 Apple Quicktime IMA ADPCM
# * For some Mac/iOS games
# - MS_IMA Microsoft IMA ADPCM
# * For some PC games
# * Interleave (frame size) varies, often multiple of 0x100 [required]
# - MSADPCM Microsoft ADPCM (mono/stereo)
# * For some PC games
# * Interleave (frame size) varies, often multiple of 0x100 [required]
# - SDX2 Squareroot-delta-exact 8-bit DPCM (3DO games)
# * For many 3DO games
# - MPEG MPEG Audio Layer file (MP1/2/3)
# * For some games (usually PC/PS3)
# - ATRAC3 Sony ATRAC3
# * For some PS2 and PS3 games
# * Interleave (frame size) can be 0x60/0x98/0xC0 * channels [required]
# - ATRAC3PLUS Sony ATRAC3plus
# * For many PSP games and rare PS3 games
# * Interleave (frame size) can be: [required]
# Mono: 0x0118|0178|0230|02E8
# Stereo: 0x0118|0178|0230|02E8|03A8|0460|05D0|0748|0800
# - XMA1 Microsoft XMA1
# * For early X360 games
# - XMA2 Microsoft XMA2
# * For later X360 games
# - FFMPEG Any headered FFmpeg format
# * For uncommon games
# - AC3 AC3/SPDIF
# * For few PS2 games
# - PCFX PC-FX ADPCM
# * For many PC-FX games
# * Interleave is multiple of 0x1, often +0x8000
# * Sample rate may be ~31468/~15734/~10489/~7867
# - PCM4 PCM 4-bit signed
# * For early consoles
# - PCM4_U PCM 4-bit unsigned
# - OKI16 OKI ADPCM with 16-bit output (not std/VOX/Dialogic 12-bit)
# * Variation with modified encoding
# - OKI16 OKI ADPCM with 16-bit output (not VOX/Dialogic 12-bit)
# * For few PS2 games (Sweet Legacy, Hooligan)
codec = (codec string)
# Codec variations [OPTIONAL, depends on codec]
@ -111,9 +155,11 @@ value_sub|value_- = (number)|(offset)|(field)
# Interleave or block size [REQUIRED/OPTIONAL, depends on codec]
# - half_size: sets interleave as data_size / channels
# For mono/interleaved codecs it's the amount of data between channels,
# and for codecs with variable-sized frames (MSADPCM, MS-IMA, ATRAC3/plus)
# means block size (size of a single frame).
# Interleave 0 means "stereo mode" for some codecs (IMA, AICA, etc).
# and while optional you'll often need to set it to get proper sound.
# For codecs with custom frame sizes (MSADPCM, MS-IMA, ATRAC3/plus)
# means frame size and it's required.
# Interleave 0 means "stereo mode" for codecs marked as "mono/stereo",
# and setting it will usually force mono-interleaved mode.
interleave = (number)|(offset)|(field)|half_size
# Interleave in the last block [OPTIONAL]