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@ -18,6 +18,9 @@ Help and newest builds can be found here: https://www.hcs64.com/
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Latest development is usually here: https://github.com/losnoco/vgmstream/
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Latest releases are here: https://github.com/losnoco/vgmstream/releases
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Automated builds with the latest changes: https://ci.appveyor.com/project/kode54/vgmstream/branch/master/artifacts
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You can find further info about other details in https://github.com/losnoco/vgmstream/tree/master/doc
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## Needed extra files (for Windows)
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@ -423,6 +426,7 @@ are used in few games.
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- Circus XPCM ADPCM
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- OKI 4-bit ADPCM (16-bit output, 4-shift, PC-FX)
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- Ubisoft 4/6-bit ADPCM
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- Tiger Game.com ADPCM
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- SDX2 2:1 Squareroot-Delta-Exact compression DPCM
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- CBD2 2:1 Cuberoot-Delta-Exact compression DPCM
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- Activision EXAKT SASSC DPCM
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@ -430,11 +434,12 @@ are used in few games.
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- InterPlay ACM
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- VisualArt's NWA
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- Electronic Arts MicroTalk a.k.a. UTK or UMT
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- Relic Codec
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- CRI HCA
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- Xiph Vorbis (Ogg, FSB5, Wwise, OGL, Silicon Knights)
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- MPEG MP1/2/3 (standard, AHX, XVAG, FSB, AWC, P3D, etc)
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- ITU-T G.722.1 annex C (Polycom Siren 14)
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- ITU G.719 annex B (Polycom Siren 22)
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- ITU-T G.719 annex B (Polycom Siren 22)
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- Electronic Arts EALayer3
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- Electronic Arts EA-XMA
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- Sony ATRAC3, ATRAC3plus
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@ -25,7 +25,7 @@ start_offset = 0x100 #data starts after exactly this value
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num_samples = data_size #find automatically number of samples in the file
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loop_flag = auto #find loop points in PS-ADPCM
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```
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A text file with the above commands must be saved as `.vag.txth` or `.txth` (preferably the former), notice it starts with a "." (dot). On Windows files starting with a dot can be created by appending a dot at the end when renaming: `.txth.`
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A text file with the above commands must be saved as `.vag.txth` or `.txth` (preferably the former), notice it starts with a "." (dot). On some Windows versions files starting with a dot need to be created by appending a dot at the end when renaming: `.txth.`
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While the main point is playing the file, many of TXTH's features are aimed towards keeping original data intact, for documentation and preservation purposes; try leaving data as untouched as possible and consider how the game plays the file, as there is a good chance some feature can mimic it.
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