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cleanup: rename adp_bos to adp_wildfire
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@ -1031,8 +1031,7 @@ static const meta_info meta_info_list[] = {
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{meta_AIFC, "Apple AIFF-C (Audio Interchange File Format) header"},
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{meta_AIFF, "Apple AIFF (Audio Interchange File Format) header"},
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{meta_STR_SNDS, "3DO SNDS header"},
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{meta_WS_AUD, "Westwood Studios .aud header"},
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{meta_WS_AUD_old, "Westwood Studios .aud (old) header"},
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{meta_WS_AUD, "Westwood Studios .AUD header"},
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{meta_PS2_IVB, "IVB/BVII header"},
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{meta_SVS, "Square SVS header"},
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{meta_RIFF_WAVE, "RIFF WAVE header"},
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@ -1218,7 +1217,7 @@ static const meta_info meta_info_list[] = {
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{meta_PS2_WMUS, "assumed The Warriors Sony ADPCM by .wmus extension"},
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{meta_HYPERSCAN_KVAG, "Mattel Hyperscan KVAG"},
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{meta_IOS_PSND, "PSND Header"},
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{meta_BOS_ADP, "ADP! header"},
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{meta_ADP_WILDFIRE, "Wildfire ADP! header"},
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{meta_QD_ADP, "Quantic Dream .ADP header"},
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{meta_EB_SFX, "Excitebots .sfx header"},
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{meta_EB_SF0, "assumed Excitebots .sf0 by extension"},
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@ -335,9 +335,9 @@
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<ClCompile Include="meta\acx.c" />
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<ClCompile Include="meta\adm3.c" />
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<ClCompile Include="meta\adpcm_capcom.c" />
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<ClCompile Include="meta\adp_bos.c" />
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<ClCompile Include="meta\adp_konami.c" />
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<ClCompile Include="meta\adp_qd.c" />
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<ClCompile Include="meta\adp_wildfire.c" />
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<ClCompile Include="meta\ads.c" />
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<ClCompile Include="meta\ads_midway.c" />
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<ClCompile Include="meta\adx.c" />
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@ -826,15 +826,15 @@
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<ClCompile Include="meta\adpcm_capcom.c">
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<Filter>meta\Source Files</Filter>
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</ClCompile>
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<ClCompile Include="meta\adp_bos.c">
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<Filter>meta\Source Files</Filter>
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</ClCompile>
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<ClCompile Include="meta\adp_konami.c">
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<Filter>meta\Source Files</Filter>
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</ClCompile>
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<ClCompile Include="meta\adp_qd.c">
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<Filter>meta\Source Files</Filter>
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</ClCompile>
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<ClCompile Include="meta\adp_wildfire.c">
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<Filter>meta\Source Files</Filter>
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</ClCompile>
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<ClCompile Include="meta\ads.c">
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<Filter>meta\Source Files</Filter>
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</ClCompile>
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@ -1,18 +1,18 @@
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#include "meta.h"
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/* ADP - from Balls of Steel */
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VGMSTREAM* init_vgmstream_adp_bos(STREAMFILE* sf) {
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/* ADP - from Wildfire Studios games [Balls of Steel (PC)] */
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VGMSTREAM* init_vgmstream_adp_wildfire(STREAMFILE* sf) {
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VGMSTREAM* vgmstream = NULL;
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off_t start_offset;
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int loop_flag = 0;
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int channels;
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uint32_t start_offset;
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int channels, loop_flag = 0;
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/* checks */
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if (!check_extensions(sf,"adp"))
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goto fail;
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if (!is_id32be(0x00,sf, "ADP!"))
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goto fail;
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return NULL;
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if (!check_extensions(sf,"adp"))
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return NULL;
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loop_flag = (-1 != read_s32le(0x08,sf));
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channels = 1;
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@ -30,7 +30,7 @@ VGMSTREAM* init_vgmstream_adp_bos(STREAMFILE* sf) {
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vgmstream->coding_type = coding_DVI_IMA_int;
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vgmstream->layout_type = layout_none;
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vgmstream->meta_type = meta_BOS_ADP;
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vgmstream->meta_type = meta_ADP_WILDFIRE;
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// 0x10, 0x12 - both initial history?
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//vgmstream->ch[0].adpcm_history1_32 = read_16bitLE(0x10,sf);
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@ -519,7 +519,7 @@ VGMSTREAM * init_vgmstream_hyperscan_kvag(STREAMFILE* streamFile);
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VGMSTREAM * init_vgmstream_ios_psnd(STREAMFILE* streamFile);
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VGMSTREAM* init_vgmstream_adp_bos(STREAMFILE* sf);
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VGMSTREAM* init_vgmstream_adp_wildfire(STREAMFILE* sf);
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VGMSTREAM* init_vgmstream_adp_qd(STREAMFILE* sf);
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@ -245,7 +245,7 @@ init_vgmstream_t init_vgmstream_functions[] = {
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init_vgmstream_xwav_old,
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init_vgmstream_hyperscan_kvag,
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init_vgmstream_ios_psnd,
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init_vgmstream_adp_bos,
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init_vgmstream_adp_wildfire,
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init_vgmstream_adp_qd,
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init_vgmstream_eb_sfx,
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init_vgmstream_eb_sf0,
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@ -410,8 +410,7 @@ typedef enum {
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meta_AIFC, /* Audio Interchange File Format AIFF-C */
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meta_AIFF, /* Audio Interchange File Format */
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meta_STR_SNDS, /* .str with SNDS blocks and SHDR header */
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meta_WS_AUD, /* Westwood Studios .aud */
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meta_WS_AUD_old, /* Westwood Studios .aud, old style */
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meta_WS_AUD,
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meta_RIFF_WAVE, /* RIFF, for WAVs */
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meta_RIFF_WAVE_POS, /* .wav + .pos for looping (Ys Complete PC) */
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meta_RIFF_WAVE_labl, /* RIFF w/ loop Markers in LIST-adtl-labl */
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@ -506,7 +505,7 @@ typedef enum {
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meta_PS2_WMUS, /* The Warriors (PS2) */
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meta_HYPERSCAN_KVAG, /* Hyperscan KVAG/BVG */
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meta_IOS_PSND, /* Crash Bandicoot Nitro Kart 2 (iOS) */
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meta_BOS_ADP,
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meta_ADP_WILDFIRE,
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meta_QD_ADP,
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meta_EB_SFX, /* Excitebots .sfx */
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meta_EB_SF0, /* Excitebots .sf0 */
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