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