Merge pull request #1026 from bnnm/bao-ster

- Fix some .pk DSP in Ubi BAO [We Dare (Wii)]
- Unify dupe STER meta [Baroque (PS2), Star Soldier (PS2)]
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bnnm 2021-12-06 13:27:05 +01:00 committed by GitHub
commit b0faaff061
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10 changed files with 50 additions and 106 deletions

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@ -261,12 +261,12 @@ sourceball:
bin: vgmstream-cli winamp xmplay
mkdir -p bin
zip -FS -j "bin/$(BIN_FILE).zip" $(ZIP_FILES)
zip -FS -j "bin/$(BIN_FILE)" $(ZIP_FILES)
#separate since vgmstream123 is kinda untested
bin-ex: vgmstream-cli winamp xmplay vgmstream123
mkdir -p bin
zip -FS -j "bin/$(BIN_FILE).zip" $(ZIP_FILES) $(ZIP_FILES_AO)
zip -FS -j "bin/$(BIN_FILE)" $(ZIP_FILES) $(ZIP_FILES_AO)
vgmstream_cli: vgmstream-cli

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@ -1021,7 +1021,7 @@ static const meta_info meta_info_list[] = {
{meta_LEG, "Legaia 2 - Duel Saga LEG Header"},
{meta_FILP, "Bio Hazard - Gun Survivor FILp Header"},
{meta_IKM, "MiCROViSiON IKM header"},
{meta_SFS, "String .SFS header"},
{meta_STER, "ALCHEMY STER header"},
{meta_SAT_DVI, "Konami KCEN DVI. header"},
{meta_DC_KCEY, "Konami KCEY KCEYCOMP header"},
{meta_BG00, "Falcom BG00 Header"},
@ -1140,7 +1140,6 @@ static const meta_info meta_info_list[] = {
{meta_PONA_PSX, "Policenauts BGM header"},
{meta_NGC_DSP_AAAP, "Acclaim Austin AAAp DSP header"},
{meta_NGC_DSP_KONAMI, "Konami DSP header"},
{meta_PS2_STER, "STER Header"},
{meta_BNSF, "Namco Bandai BNSF header"},
{meta_PS2_WB, "Shooting Love. ~TRIZEAL~ WB header"},
{meta_S14, "Namco .S14 raw header"},

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@ -487,12 +487,11 @@
<ClCompile Include="meta\ps2_rnd.c" />
<ClCompile Include="meta\ps2_rstm.c" />
<ClCompile Include="meta\rxws.c" />
<ClCompile Include="meta\ps2_sfs.c" />
<ClCompile Include="meta\ster.c" />
<ClCompile Include="meta\ps2_sl3.c" />
<ClCompile Include="meta\ps2_smpl.c" />
<ClCompile Include="meta\ps2_snd.c" />
<ClCompile Include="meta\ps2_sps.c" />
<ClCompile Include="meta\ps2_ster.c" />
<ClCompile Include="meta\svag_kcet.c" />
<ClCompile Include="meta\svag_snk.c" />
<ClCompile Include="meta\ps2_tec.c" />

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@ -940,7 +940,7 @@
<ClCompile Include="meta\rxws.c">
<Filter>meta\Source Files</Filter>
</ClCompile>
<ClCompile Include="meta\ps2_sfs.c">
<ClCompile Include="meta\ster.c">
<Filter>meta\Source Files</Filter>
</ClCompile>
<ClCompile Include="meta\ps2_sl3.c">
@ -955,9 +955,6 @@
<ClCompile Include="meta\ps2_sps.c">
<Filter>meta\Source Files</Filter>
</ClCompile>
<ClCompile Include="meta\ps2_ster.c">
<Filter>meta\Source Files</Filter>
</ClCompile>
<ClCompile Include="meta\svag_kcet.c">
<Filter>meta\Source Files</Filter>
</ClCompile>

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@ -225,7 +225,7 @@ VGMSTREAM * init_vgmstream_filp(STREAMFILE * streamFile);
VGMSTREAM* init_vgmstream_ikm(STREAMFILE* sf);
VGMSTREAM * init_vgmstream_sfs(STREAMFILE * streamFile);
VGMSTREAM* init_vgmstream_ster(STREAMFILE* sf);
VGMSTREAM * init_vgmstream_sat_dvi(STREAMFILE * streamFile);
@ -451,8 +451,6 @@ VGMSTREAM * init_vgmstream_dmsg(STREAMFILE* streamFile);
VGMSTREAM * init_vgmstream_ngc_dsp_konami(STREAMFILE* streamFile);
VGMSTREAM * init_vgmstream_ps2_ster(STREAMFILE* streamFile);
VGMSTREAM * init_vgmstream_bnsf(STREAMFILE* streamFile);
VGMSTREAM * init_vgmstream_ps2_wb(STREAMFILE* streamFile);

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@ -1,66 +0,0 @@
#include "meta.h"
#include "../util.h"
/* STER (from Juuni Kokuki: Kakukaku Taru Ou Michi Beni Midori no Uka) */
VGMSTREAM * init_vgmstream_ps2_ster(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
char filename[PATH_LIMIT];
off_t start_offset;
int loop_flag;
int channel_count;
/* check extension, case insensitive */
streamFile->get_name(streamFile,filename,sizeof(filename));
if (strcasecmp("ster",filename_extension(filename))) goto fail;
/* check header */
if (read_32bitBE(0x00,streamFile) != 0x53544552) /* "STER" */
goto fail;
loop_flag = (read_16bitLE(0xB,streamFile)==0);
channel_count = 2;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count,loop_flag);
if (!vgmstream) goto fail;
/* fill in the vital statistics */
start_offset = 0x30;
vgmstream->channels = channel_count;
vgmstream->sample_rate = read_32bitBE(0x10,streamFile);
vgmstream->coding_type = coding_PSX;
vgmstream->num_samples = read_32bitLE(0x4,streamFile)*56/32;
if (loop_flag) {
vgmstream->loop_start_sample = read_32bitLE(0x8,streamFile)*28/32;
vgmstream->loop_end_sample = vgmstream->num_samples;
}
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = 0x10;
vgmstream->meta_type = meta_PS2_STER;
/* open the file for reading */
{
int i;
STREAMFILE * file;
file = streamFile->open(streamFile,filename,STREAMFILE_DEFAULT_BUFFER_SIZE);
if (!file) goto fail;
for (i=0;i<channel_count;i++) {
vgmstream->ch[i].streamfile = file;
vgmstream->ch[i].channel_start_offset=
vgmstream->ch[i].offset=start_offset+
vgmstream->interleave_block_size*i;
}
}
return vgmstream;
/* clean up anything we may have opened */
fail:
if (vgmstream) close_vgmstream(vgmstream);
return NULL;
}

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@ -1,8 +1,8 @@
#include "meta.h"
#include "../coding/coding.h"
/* SFS - from Sting games [Baroque (PS2)] */
VGMSTREAM* init_vgmstream_sfs(STREAMFILE* sf) {
/* STER - from Silicon Studios/Vicarious Visions's ALCHEMY middleware [Baroque (PS2), Star Soldier (PS2)] */
VGMSTREAM* init_vgmstream_ster(STREAMFILE* sf) {
VGMSTREAM* vgmstream = NULL;
off_t start_offset;
int loop_flag, channels, sample_rate;
@ -10,8 +10,9 @@ VGMSTREAM* init_vgmstream_sfs(STREAMFILE* sf) {
/* checks */
/* .sfs: bigfile extension (no apparent names) */
if (!check_extensions(sf, "sfs"))
/* .ster: header id (no apparent names/extensions)
* .sfs: generic bigfile extension (to be removed?)*/
if (!check_extensions(sf, "ster,sfs"))
goto fail;
if (!is_id32be(0x00,sf, "STER"))
@ -20,9 +21,10 @@ VGMSTREAM* init_vgmstream_sfs(STREAMFILE* sf) {
loop_start = read_u32le(0x08, sf); /* absolute (ex. offset 0x50 for full loops) */
/* 0x0c: data size BE */
sample_rate = read_s32be(0x10,sf);
/* 0x14~20: null */
loop_flag = loop_start != 0xFFFFFFFF;
channels = 2;
channels = 2; /* mono files are simply .VAG */
start_offset = 0x30;
@ -30,7 +32,7 @@ VGMSTREAM* init_vgmstream_sfs(STREAMFILE* sf) {
vgmstream = allocate_vgmstream(channels, loop_flag);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_SFS;
vgmstream->meta_type = meta_STER;
vgmstream->sample_rate = sample_rate;
vgmstream->num_samples = ps_bytes_to_samples(channel_size, 1);

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@ -32,6 +32,8 @@ typedef struct {
off_t audio_stream_type;
off_t audio_prefetch_size;
size_t audio_interleave;
off_t audio_cue_count;
off_t audio_cue_size;
int audio_fix_psx_samples;
int audio_external_and;
int audio_loop_and;
@ -79,21 +81,21 @@ typedef struct {
ubi_bao_config cfg;
/* header info */
off_t header_offset;
uint32_t header_offset;
uint8_t header_format;
uint32_t header_version;
uint32_t header_id;
uint32_t header_type;
size_t header_skip; /* common sub-header size */
size_t header_size; /* normal base size (not counting extra tables) */
size_t extra_size; /* extra tables size */
uint32_t header_skip; /* common sub-header size */
uint32_t header_size; /* normal base size (not counting extra tables) */
uint32_t extra_size; /* extra tables size */
uint32_t stream_id;
size_t stream_size;
off_t stream_offset;
uint32_t stream_size;
uint32_t stream_offset;
uint32_t prefetch_id;
size_t prefetch_size;
off_t prefetch_offset;
uint32_t prefetch_size;
uint32_t prefetch_offset;
size_t memory_skip;
size_t stream_skip;
@ -265,10 +267,10 @@ static VGMSTREAM* init_vgmstream_ubi_bao_base(ubi_bao_header* bao, STREAMFILE* s
vgmstream->coding_type = coding_NGC_DSP;
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = bao->stream_size / bao->channels;
VGM_LOG("dsp=%x, %x, %x\n", bao->header_offset, bao->header_size, bao->extra_size);
/* mini DSP header (first 0x10 seem to contain DSP header fields like nibbles and format) */
dsp_read_coefs_be(vgmstream, streamHead, bao->header_offset + bao->header_size + 0x10, 0x40);
dsp_read_hist_be (vgmstream, streamHead, bao->header_offset + bao->header_size + 0x34, 0x40); /* after gain/initial ps */
dsp_read_coefs_be(vgmstream, streamHead, bao->header_offset + bao->header_size + bao->extra_size + 0x10, 0x40);
dsp_read_hist_be (vgmstream, streamHead, bao->header_offset + bao->header_size + bao->extra_size + 0x34, 0x40); /* after gain/initial ps */
break;
#ifdef VGM_USE_FFMPEG
@ -638,12 +640,12 @@ static VGMSTREAM* init_vgmstream_ubi_bao_header(ubi_bao_header* bao, STREAMFILE*
goto fail; /* not uncommon */
}
//;VGM_LOG("UBI BAO: target at %x, h_id=%08x, s_id=%08x, p_id=%08x\n",
// (uint32_t)bao->header_offset, bao->header_id, bao->stream_id, bao->prefetch_id);
//;VGM_LOG("UBI BAO: stream=%x, size=%x, res=%s\n",
// (uint32_t)bao->stream_offset, bao->stream_size, (bao->is_external ? bao->resource_name : "internal"));
//;VGM_LOG("UBI BAO: type=%i, header=%x, extra=%x, prefetch=%x, size=%x\n",
// bao->header_type, bao->header_size, bao->extra_size, (uint32_t)bao->prefetch_offset, bao->prefetch_size);
;VGM_LOG("UBI BAO: target at %x, h_id=%08x, s_id=%08x, p_id=%08x\n",
(uint32_t)bao->header_offset, bao->header_id, bao->stream_id, bao->prefetch_id);
;VGM_LOG("UBI BAO: stream=%x, size=%x, res=%s\n",
(uint32_t)bao->stream_offset, bao->stream_size, (bao->is_external ? bao->resource_name : "internal"));
;VGM_LOG("UBI BAO: type=%i, header=%x, extra=%x, prefetch=%x, size=%x\n",
bao->header_type, bao->header_size, bao->extra_size, (uint32_t)bao->prefetch_offset, bao->prefetch_size);
switch(bao->type) {
@ -830,6 +832,12 @@ static int parse_type_audio(ubi_bao_header* bao, off_t offset, STREAMFILE* sf) {
bao->channels = read_32bit(h_offset + bao->cfg.audio_channels, sf);
bao->sample_rate = read_32bit(h_offset + bao->cfg.audio_sample_rate, sf);
/* extra cue table, rare (found with DSP) [We Dare (Wii)] */
if (bao->cfg.audio_cue_size) {
//bao->cfg.audio_cue_count //not needed?
bao->extra_size = read_32bit(h_offset + bao->cfg.audio_cue_size, sf);
}
/* prefetch data is in another internal BAO right after the base header */
if (bao->cfg.audio_prefetch_size) {
bao->prefetch_size = read_32bit(h_offset + bao->cfg.audio_prefetch_size, sf);
@ -1570,6 +1578,12 @@ static void config_bao_audio_m(ubi_bao_header* bao, off_t channels, off_t sample
bao->cfg.audio_prefetch_size = prefetch_size;
}
static void config_bao_audio_c(ubi_bao_header* bao, off_t cue_count, off_t cue_size) {
/* audio header extra */
bao->cfg.audio_cue_count = cue_count;
bao->cfg.audio_cue_size = cue_size;
}
static void config_bao_sequence(ubi_bao_header* bao, off_t sequence_count, off_t sequence_single, off_t sequence_loop, off_t entry_size) {
/* sequence header and chain table */
bao->cfg.sequence_sequence_count = sequence_count;
@ -1768,6 +1782,9 @@ static int config_bao_version(ubi_bao_header* bao, STREAMFILE* sf) {
if (version == 0x0022000D) /* Just Dance (Wii) oddity */
bao->cfg.audio_ignore_resource_size = 1;
if (version == 0x0022000D) /* We Dare (Wii) */
config_bao_audio_c(bao, 0x68, 0x78);
return 1;
case 0x00220015: /* James Cameron's Avatar: The Game (PSP)-package */

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@ -93,7 +93,7 @@ VGMSTREAM* (*init_vgmstream_functions[])(STREAMFILE* sf) = {
init_vgmstream_leg,
init_vgmstream_filp,
init_vgmstream_ikm,
init_vgmstream_sfs,
init_vgmstream_ster,
init_vgmstream_bg00,
init_vgmstream_sat_dvi,
init_vgmstream_dc_kcey,
@ -216,7 +216,6 @@ VGMSTREAM* (*init_vgmstream_functions[])(STREAMFILE* sf) = {
init_vgmstream_dmsg,
init_vgmstream_ngc_dsp_aaap,
init_vgmstream_ngc_dsp_konami,
init_vgmstream_ps2_ster,
init_vgmstream_ps2_wb,
init_vgmstream_bnsf,
init_vgmstream_ps2_gcm,

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@ -383,7 +383,7 @@ typedef enum {
meta_LEG, /* Legaia 2 [no header_id] */
meta_FILP, /* Resident Evil - Dead Aim */
meta_IKM,
meta_SFS, /* Baroque */
meta_STER,
meta_BG00, /* Ibara, Mushihimesama */
meta_PS2_RSTM, /* Midnight Club 3 */
meta_PS2_KCES, /* Dance Dance Revolution */
@ -513,7 +513,6 @@ typedef enum {
meta_AST_MMV,
meta_DMSG, /* Nightcaster II - Equinox (XBOX) */
meta_NGC_DSP_AAAP, /* Turok: Evolution (NGC), Vexx (NGC) */
meta_PS2_STER, /* Juuni Kokuki: Kakukaku Taru Ou Michi Beni Midori no Uka */
meta_PS2_WB, /* Shooting Love. ~TRIZEAL~ */
meta_S14, /* raw Siren 14, 24kbit mono */
meta_SSS, /* raw Siren 14, 48kbit stereo */