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https://github.com/vgmstream/vgmstream.git
synced 2024-11-28 00:20:47 +01:00
added .XVAG support for Ratchet & Clank Future: Quest for Booty (PS3)
git-svn-id: https://vgmstream.svn.sourceforge.net/svnroot/vgmstream@827 51a99a44-fe44-0410-b1ba-c3e57ba2b86b
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@ -479,6 +479,7 @@ bool input_vgmstream::g_is_our_path(const char * p_path,const char * p_extension
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if(!stricmp_utf8(p_extension,"xmu")) return 1;
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if(!stricmp_utf8(p_extension,"xsf")) return 1;
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if(!stricmp_utf8(p_extension,"xss")) return 1;
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if(!stricmp_utf8(p_extension,"xvag")) return 1;
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if(!stricmp_utf8(p_extension,"xvas")) return 1;
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if(!stricmp_utf8(p_extension,"xwav")) return 1;
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if(!stricmp_utf8(p_extension,"xwb")) return 1;
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@ -758,6 +759,7 @@ DECLARE_MULTIPLE_FILE_TYPE("XAU Audio File (*.XAU)", xau);
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DECLARE_MULTIPLE_FILE_TYPE("XMU Audio File (*.XMU)", xmu);
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DECLARE_MULTIPLE_FILE_TYPE("XSF Audio File (*.XSF)", xsf);
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DECLARE_MULTIPLE_FILE_TYPE("XSS Audio File (*.XSS)", xss);
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DECLARE_MULTIPLE_FILE_TYPE("XVAG Audio File (*.XVAG)", xvag);
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DECLARE_MULTIPLE_FILE_TYPE("XVAS Audio File (*.XVAS)", xvas);
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DECLARE_MULTIPLE_FILE_TYPE("XWAV Audio File (*.XWAV)", xwav);
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DECLARE_MULTIPLE_FILE_TYPE("XWB Audio File (*.XWB)", xwb);
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@ -250,7 +250,8 @@ META_OBJS=meta/adx_header.o \
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meta/ps2_xau.o \
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meta/gh3_bar.o \
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meta/ffw.o \
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meta/ps2_jstm.o
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meta/ps2_jstm.o \
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meta/ps3_xvag.o
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OBJECTS=vgmstream.o streamfile.o util.o $(CODING_OBJS) $(LAYOUT_OBJS) $(META_OBJS)
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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<VisualStudioProject
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ProjectType="Visual C++"
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Version="9,00"
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Version="9.00"
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Name="libvgmstream"
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ProjectGUID="{54A6AD11-5369-4895-A06F-E255ABB99B11}"
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RootNamespace="libvgmstream"
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@ -806,6 +806,10 @@
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RelativePath=".\meta\ps2_xau.c"
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>
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</File>
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<File
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RelativePath=".\meta\ps3_xvag.c"
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>
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</File>
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<File
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RelativePath=".\meta\psx_cdxa.c"
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>
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@ -203,5 +203,6 @@ libmeta_la_SOURCES += ps2_xau.c
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libmeta_la_SOURCES += gh3_bar.c
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libmeta_la_SOURCES += ffw.c
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libmeta_la_SOURCES += ps2_jstm.c
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libmeta_la_SOURCES += ps3_xvag.c
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EXTRA_DIST = meta.h
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@ -517,4 +517,6 @@ VGMSTREAM * init_vgmstream_dsp_dspw(STREAMFILE* streamFile);
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VGMSTREAM * init_vgmstream_ps2_jstm(STREAMFILE* streamFile);
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VGMSTREAM * init_vgmstream_ps3_xvag(STREAMFILE* streamFile);
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#endif
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68
src/meta/ps3_xvag.c
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68
src/meta/ps3_xvag.c
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@ -0,0 +1,68 @@
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#include "meta.h"
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#include "../util.h"
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/* XVAG (from Ratchet & Clank Future: Quest for Booty) */
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VGMSTREAM * init_vgmstream_ps3_xvag(STREAMFILE *streamFile) {
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VGMSTREAM * vgmstream = NULL;
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char filename[260];
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off_t start_offset;
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int loop_flag;
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int channel_count;
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/* check extension, case insensitive */
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streamFile->get_name(streamFile,filename,sizeof(filename));
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if (strcasecmp("xvag",filename_extension(filename))) goto fail;
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/* check header */
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if (read_32bitBE(0x00,streamFile) != 0x58564147) /* "XVAG" */
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goto fail;
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if (read_32bitBE(0x44,streamFile) !=0x63756573)
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loop_flag = 0;
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else loop_flag = 1;
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channel_count = read_32bitBE(0x28,streamFile);
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/* build the VGMSTREAM */
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vgmstream = allocate_vgmstream(channel_count,loop_flag);
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if (!vgmstream) goto fail;
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/* fill in the vital statistics */
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start_offset = read_32bitBE(0x4,streamFile);
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vgmstream->channels = channel_count;
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vgmstream->sample_rate = read_32bitBE(0x3c,streamFile);
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vgmstream->coding_type = coding_PSX;
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vgmstream->num_samples = read_32bitBE(0x30,streamFile);
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if (loop_flag) {
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vgmstream->loop_start_sample = read_32bitBE(0x24,streamFile);;
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vgmstream->loop_end_sample = vgmstream->num_samples;
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}
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vgmstream->layout_type = layout_interleave;
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vgmstream->interleave_block_size = 0x10;
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vgmstream->meta_type = meta_PS3_XVAG;
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/* open the file for reading */
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{
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int i;
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STREAMFILE * file;
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file = streamFile->open(streamFile,filename,STREAMFILE_DEFAULT_BUFFER_SIZE);
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if (!file) goto fail;
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for (i=0;i<channel_count;i++) {
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vgmstream->ch[i].streamfile = file;
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vgmstream->ch[i].channel_start_offset=
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vgmstream->ch[i].offset=start_offset+
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vgmstream->interleave_block_size*i;
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}
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}
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return vgmstream;
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/* clean up anything we may have opened */
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fail:
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if (vgmstream) close_vgmstream(vgmstream);
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return NULL;
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}
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@ -281,6 +281,7 @@ VGMSTREAM * (*init_vgmstream_fcns[])(STREAMFILE *streamFile) = {
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init_vgmstream_ffw,
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init_vgmstream_dsp_dspw,
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init_vgmstream_ps2_jstm,
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init_vgmstream_ps3_xvag,
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};
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#define INIT_VGMSTREAM_FCNS (sizeof(init_vgmstream_fcns)/sizeof(init_vgmstream_fcns[0]))
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@ -2656,6 +2657,9 @@ void describe_vgmstream(VGMSTREAM * vgmstream, char * desc, int length) {
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break;
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case meta_PS2_JSTM:
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snprintf(temp,TEMPSIZE,"JSTM Header");
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break;
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case meta_PS3_XVAG:
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snprintf(temp,TEMPSIZE,"XVAG Header");
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break;
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default:
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snprintf(temp,TEMPSIZE,"THEY SHOULD HAVE SENT A POET");
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@ -482,6 +482,7 @@ typedef enum {
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meta_FFW, /* Freedom Fighters [NGC] */
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meta_DSP_DSPW, /* Sengoku Basara 3 [WII] */
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meta_PS2_JSTM, /* Tantei Jinguji Saburo - Kind of Blue (PS2) */
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meta_PS3_XVAG, /* Ratchet & Clank Future: Quest for Booty (PS3) */
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} meta_t;
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typedef struct {
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@ -308,6 +308,7 @@ char * extension_list[] = {
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"xmu\0XMU Audio File (*.XMU)\0",
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"xsf\0XSF Audio File (*.XSF)\0",
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"xss\0XSS Audio File (*.XSS)\0",
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"xvag\0XVAG Audio File (*.XVAG)\0",
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"xvas\0XVAS Audio File (*.XVAS)\0",
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"xwav\0XWAV Audio File (*.XWAV)\0",
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"xwb\0XWB Audio File (*.XWB)\0",
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