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Add XA in TXTH [Phantasy Star (SAT), Fantavision]
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doc/TXTH.md
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doc/TXTH.md
@ -1,4 +1,4 @@
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# TXTH FORMAT
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# TXTH format
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TXTH is a simple text file with text commands to simulate a header for files unsupported by vgmstream, mainly headerless audio.
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TXTH is a simple text file with text commands to simulate a header for files unsupported by vgmstream, mainly headerless audio.
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@ -28,7 +28,7 @@ Also check the [examples](#examples) section for some quick recipes, of varying
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## Issues
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## Issues
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The `.txth` may be rejected if incorrect commands are found. Errors are shown in the console log (see *USAGE* guide), better try starting with a simple case (see examples) then add more complex commands until it fully works.
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The `.txth` may be rejected if incorrect commands are found. Errors are shown in the console log (see *USAGE* guide), better try starting with a simple case from examples then add more complex commands until it fully works.
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Extension must be accepted/added to vgmstream (plugins like foobar2000 only load extensions from an accepted list in `formats.c`), or one could rename to any supported extension (like `.vgmstream`), or leave the file extensionless. Before renaming consider reporting the unknown extension so it can be added to the list (so similar games benefit, as long as the extension is a good fit). Some plugins allow playing unknown extensions too.
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Extension must be accepted/added to vgmstream (plugins like foobar2000 only load extensions from an accepted list in `formats.c`), or one could rename to any supported extension (like `.vgmstream`), or leave the file extensionless. Before renaming consider reporting the unknown extension so it can be added to the list (so similar games benefit, as long as the extension is a good fit). Some plugins allow playing unknown extensions too.
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@ -74,7 +74,7 @@ as explained below, but often will use default values. Accepted codec strings:
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# * For many XBOX games, and some PC games
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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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# * Special interleave is multiple of 0x24 (mono) or 0x48 (stereo)
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# - DSP|NGC_DSP Nintendo GameCube ADPCM
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# - DSP|NGC_DSP Nintendo GameCube ADPCM
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# * For many GC/Wii/3DS games
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# * For many GC/Wii/3DS/Switch games
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# * Interleave is multiple of 0x08 (default), often +0x1000
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# * Interleave is multiple of 0x08 (default), often +0x1000
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# * Must set decoding coefficients (coef_offset/spacing/etc)
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# * Must set decoding coefficients (coef_offset/spacing/etc)
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# * Should set ADPCM state (hist_offset/spacing/etc)
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# * Should set ADPCM state (hist_offset/spacing/etc)
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@ -84,7 +84,7 @@ as explained below, but often will use default values. Accepted codec strings:
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# * For many games (usually on PC)
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# * For many games (usually on PC)
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# * Interleave is multiple of 0x2 (default)
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# * Interleave is multiple of 0x2 (default)
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# - PCM16BE PCM 16-bit big endian
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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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# * Variation for certain consoles (GC/Wii/PS3/X360)
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# - PCM8 PCM 8-bit signed
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# - PCM8 PCM 8-bit signed
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# * For some games (usually on PC)
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# * For some games (usually on PC)
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# * Interleave is multiple of 0x1 (default)
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# * Interleave is multiple of 0x1 (default)
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@ -116,14 +116,14 @@ as explained below, but often will use default values. Accepted codec strings:
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# - ATRAC3 Sony ATRAC3
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# - ATRAC3 Sony ATRAC3
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# * For some PS2 and PS3 games
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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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# * Interleave (frame size) can be 0x60/0x98/0xC0 * channels [required]
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# * Should set skip_samples (more than 1024+69 but varies)
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# * Should set skip_samples (around 1024+69 but varies)
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# - ATRAC3PLUS Sony ATRAC3plus
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# - ATRAC3PLUS Sony ATRAC3plus
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# * For many PSP games and rare PS3 games
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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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# * Interleave (frame size) can be: [required]
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# Mono: 0x0118|0178|0230|02E8
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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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# Stereo: 0x0118|0178|0230|02E8|03A8|0460|05D0|0748|0800
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# 6/8 channels: multiple of one of the above
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# 6/8 channels: multiple of one of the above
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# * Should set skip_samples (more than 2048+184 but varies)
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# * Should set skip_samples (around 2048+184 but varies)
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# - XMA1 Microsoft XMA1
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# - XMA1 Microsoft XMA1
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# * For early X360 games
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# * For early X360 games
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# - XMA2 Microsoft XMA2
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# - XMA2 Microsoft XMA2
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@ -143,18 +143,20 @@ as explained below, but often will use default values. Accepted codec strings:
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# - PCM4_U PCM 4-bit unsigned
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# - PCM4_U PCM 4-bit unsigned
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# * Variation with modified encoding
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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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# - OKI16 OKI ADPCM with 16-bit output (not VOX/Dialogic 12-bit)
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# * For rare PS2 games (Sweet Legacy, Hooligan)
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# * For rare PS2 games [Sweet Legacy (PS2), Hooligan (PS2)]
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# - OKI4S OKI ADPCM with 16-bit output and adjusted tables
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# - OKI4S OKI ADPCM with 16-bit output and adjusted tables
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# * For later Konami rhythm games
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# * For later Konami rhythm games
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# - AAC Advanced Audio Coding (raw without .mp4)
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# - AAC Advanced Audio Coding (raw outside .mp4)
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# * For some 3DS games and many iOS games
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# * For some 3DS games and many iOS games
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# * Should set skip_samples (typically 1024 but varies, 2112 is also common)
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# * Should set skip_samples (typically 1024 but varies, 2112 is also common)
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# - TGC Tiger Game.com 4-bit ADPCM
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# - TGC Tiger Game.com 4-bit ADPCM
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# * For Tiger Game.com
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# * For Tiger Game.com games
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# - ASF Argonaut ASF ADPCM
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# - ASF Argonaut ASF ADPCM
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# * For rare Argonaut games [Croc (SAT)]
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# * For rare Argonaut games [Croc (SAT)]
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# - EAXA Electronic Arts EA-XA ADPCM
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# - EAXA Electronic Arts EA-XA ADPCM
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# * For rare EA games [Harry Potter and the Chamber of Secrets (PC)]
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# * For rare EA games [Harry Potter and the Chamber of Secrets (PC)]
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# - XA CD-XA ADPCM (ISO 2048 mode1/data streams without subchannels)
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# * For rare Saturn and PS2 games [Phantasy Star Collection (SAT), Fantavision (PS2), EA SAT videos]
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codec = (codec string)
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codec = (codec string)
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```
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```
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@ -40,6 +40,7 @@ typedef enum {
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ASF = 30, /* Argonaut ASF 4-bit ADPCM */
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ASF = 30, /* Argonaut ASF 4-bit ADPCM */
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EAXA = 31, /* Electronic Arts EA-XA 4-bit ADPCM v1 */
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EAXA = 31, /* Electronic Arts EA-XA 4-bit ADPCM v1 */
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OKI4S = 32, /* OKI ADPCM with 16-bit output (unlike OKI/VOX/Dialogic ADPCM's 12-bit) */
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OKI4S = 32, /* OKI ADPCM with 16-bit output (unlike OKI/VOX/Dialogic ADPCM's 12-bit) */
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XA = 33,
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UNKNOWN = 99,
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UNKNOWN = 99,
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} txth_codec_t;
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} txth_codec_t;
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@ -256,6 +257,7 @@ VGMSTREAM* init_vgmstream_txth(STREAMFILE* sf) {
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case TGC: coding = coding_TGC; break;
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case TGC: coding = coding_TGC; break;
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case ASF: coding = coding_ASF; break;
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case ASF: coding = coding_ASF; break;
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case EAXA: coding = coding_EA_XA; break;
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case EAXA: coding = coding_EA_XA; break;
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case XA: coding = coding_XA; break;
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default:
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default:
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goto fail;
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goto fail;
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}
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}
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@ -367,6 +369,7 @@ VGMSTREAM* init_vgmstream_txth(STREAMFILE* sf) {
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case coding_OKI16:
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case coding_OKI16:
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case coding_OKI4S:
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case coding_OKI4S:
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case coding_XA:
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vgmstream->layout_type = layout_none;
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vgmstream->layout_type = layout_none;
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break;
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break;
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@ -939,6 +942,7 @@ static txth_codec_t parse_codec(txth_header* txth, const char* val) {
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else if (is_string(val,"GCOM_ADPCM")) return TGC;
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else if (is_string(val,"GCOM_ADPCM")) return TGC;
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else if (is_string(val,"ASF")) return ASF;
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else if (is_string(val,"ASF")) return ASF;
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else if (is_string(val,"EAXA")) return EAXA;
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else if (is_string(val,"EAXA")) return EAXA;
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else if (is_string(val,"XA")) return XA;
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/* special handling */
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/* special handling */
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else if (is_string(val,"name_value")) return txth->name_values[0];
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else if (is_string(val,"name_value")) return txth->name_values[0];
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else if (is_string(val,"name_value1")) return txth->name_values[0];
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else if (is_string(val,"name_value1")) return txth->name_values[0];
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@ -2001,6 +2005,8 @@ static int get_bytes_to_samples(txth_header* txth, uint32_t bytes) {
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return asf_bytes_to_samples(bytes, txth->channels);
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return asf_bytes_to_samples(bytes, txth->channels);
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case EAXA:
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case EAXA:
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return ea_xa_bytes_to_samples(bytes, txth->channels);
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return ea_xa_bytes_to_samples(bytes, txth->channels);
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case XA:
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return xa_bytes_to_samples(bytes, txth->channels, 0, 0, 4);
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/* XMA bytes-to-samples is done at the end as the value meanings are a bit different */
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/* XMA bytes-to-samples is done at the end as the value meanings are a bit different */
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case XMA1:
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case XMA1:
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