bxaimc
fcc728c8b1
Add Entergram NXA Opus
2018-08-01 01:24:26 -04:00
bnnm
61034484ab
Add XMD decoder [Silent Hill 4, Castlevania: Curse of Darkness (Xbox)
2018-07-27 17:11:11 +02:00
Christopher Snowhill
637ec27998
Merge pull request #265 from NicknineTheEagle/ea-formats
...
More EA formats
2018-07-23 19:08:02 -07:00
bnnm
fd7ecbd393
Add AIFF with XA ADPCM [Crusader: No Remorse (SAT), Road Rash (3DO)]
2018-07-22 23:13:03 +02:00
bnnm
0dc2c81ab9
Handle XA ADPCM in a more standard way
...
It was decoding one 28-sample subframes and blocked layout handled
frames, doing some voodoo to skip CD sectors.
Now decodes one 28*8-sample frame and blocked layout handles CD sectors.
Decoding is byte-exact vs before.
2018-07-22 23:08:09 +02:00
NicknineTheEagle
04debd021e
Merge remote-tracking branch 'origin/master' into ea-formats
...
# Conflicts:
# src/meta/ea_schl.c
2018-07-22 05:34:26 +03:00
bnnm
57b8c6acd3
Add TXTP 'm' channel mapper/swapper
...
Credit to topher-au for the initial idea/code
2018-07-22 00:46:08 +02:00
NicknineTheEagle
0210489f83
Added support for newer EA ABK format
2018-07-22 00:18:12 +03:00
NicknineTheEagle
b6080f6bdc
Added EA HDR/STH/DAT format support
2018-07-21 21:58:01 +03:00
NicknineTheEagle
4d10e91c27
Added EA IDX/BIG format support
2018-07-21 21:57:35 +03:00
bnnm
af70e95877
Tweak PS-ADPCM decoding [inFamous (PS3)]
...
- Code now more verbose, but easier to understand (by me, at least)
- Unify normal and badflags code
- Fix hist1 not being properly clamped, though not noticeable
- Fix inFamous (PS3) which seemingly wasn't using the extended table but
hitting some compiler weirdness? (failed in foobar and worked in test)
- Use int math for PSX-cfg, which should be minimally more accurate
2018-07-21 20:15:07 +02:00
NicknineTheEagle
be00f0a988
Added EA HDR/DAT format support
2018-07-18 19:32:33 +03:00
NicknineTheEagle
51146cd612
Merge remote-tracking branch 'origin/master' into patch-1
2018-07-18 05:18:35 +03:00
bnnm
d6795b63c3
Add ASF decoder [Croc 2 (PC), Aladdin: Nasira's Revenge (PC)]
2018-07-18 00:52:24 +02:00
NicknineTheEagle
5d6b603055
Added EA ABK header support
2018-07-18 00:14:28 +03:00
bxaimc
69c2e9f07f
Add Falcom NLSD Opus (Ys VIII [Switch])
2018-07-15 03:49:33 -04:00
bxaimc
5b3a001082
Add Bandai Namco Opus found in NUS3Banks (Taiko no Tatsujin and future games)
2018-07-15 02:37:15 -04:00
bnnm
12233dd0bb
Remove ps2_adsc as it's handled in ps2_ads now
2018-06-17 01:12:53 +02:00
bnnm
ae3307e6f0
Redo ADS to fix various issues
...
- Fix minor samples bugs
- Fix ADSC variation [Kenka Bancho 2, Shunjuku no Okami]
- Fix misc loops [Culdcept, Katakamuna, Super Galdelic Hour]
- Fix Capcom loops [MM X7, BOF5, Clock Tower 3]
- Fix cavia loops [Drakengard 1/2, GITS: Stand Alone Complex]
- Fix Angel Studios videos [Red Read Revolver, Spy Hunter 2]
- Fix misdetected files [Gran Turismo 2000 videos]
2018-06-17 01:08:52 +02:00
bnnm
9d86c42ea4
Add .H4M videos (wip)
2018-06-03 13:08:41 +02:00
bxaimc
94a9cf1f7f
Add SADF DSP variant from Xenoblade Chronicles 2 (Switch)
2018-05-19 16:05:25 -04:00
bnnm
92419c2143
Add tri-Ace .aac Vita [Judas Code (Vita)]
2018-05-12 13:53:58 +02:00
bnnm
da930bc3c9
Add .opus variation [Fast RMX (Switch)]
2018-05-05 23:01:49 +02:00
bnnm
d292531654
Add switch_audio [Gal Gun 2 (Switch)]
2018-04-29 21:04:55 +02:00
bnnm
10e506675b
Add (wip) Ubi .pk support [Just Dance (Wii)]
2018-04-29 20:28:27 +02:00
bnnm
686d77debc
Clean Switch opus meta
...
Separate header variations since every other dev is going to make their
own, it was getting kind of messy.
2018-04-21 21:52:30 +02:00
bnnm
165cb400b1
Add .at9 opus [Penny-Punching Princess (Switch)]
2018-04-20 20:37:19 +02:00
bnnm
befcbbd4fb
Add PPST .sng [Parappa the Rapper (PSP)]
2018-04-20 18:27:08 +02:00
bnnm
84b1b31608
Add .sps in Frostbite(?) containers [Need For Speed Rivals (PS4)]
2018-04-20 00:22:40 +02:00
bnnm
3d2f7e0de2
Clean NWA meta
...
To open external files it was using get_realname, which only was
actually implemented in Audacious, but Audacious can use get_name to
open external files just fine anyway (for any path, encoding, etc)
2018-04-19 22:44:05 +02:00
bnnm
12cba40baf
Add .smc+smh [Wangan Midnight (System 246)]
2018-04-15 01:08:27 +02:00
bnnm
56d6cbbf6c
Add artificial format TXTP (.txtp)
...
Used to play separate intro+loop files, mask channels, play subsongs in
single files without having to demux, etc.
Also a channel mask parsing during main render_vgmstream.
2018-04-15 00:48:37 +02:00
bnnm
b2766bf137
Add .msb+msh sfx [EyeToy Play (PS2), Ace Combat 2 (PS2)]
2018-04-07 13:35:33 +02:00
bnnm
254f980a50
Improve layered layout bitrate calculation
2018-04-07 11:44:29 +02:00
bnnm
41e60f29da
Add Ubi LyN (.sns/son/wav) [Adventures of Tintin, From Dust (multi)]
2018-04-07 11:31:43 +02:00
bnnm
8fab88be8f
Remove ps2_psw.c as it's now parsed by ubi_jade.c
2018-04-06 20:55:11 +02:00
bnnm
d39e7ec67d
Fix Ubi Jade (.wam) [Beyond Good & Evil (PS3), Rayman Rabbids (Wii/PS2)]
...
Adds X360/PS3/PC support and fixes looping
2018-04-06 20:48:24 +02:00
bnnm
9db9ae563a
Add .pdt subsongs [Cubic Lode Runner (GC), Muscle Champion (GC)]
2018-04-01 02:15:10 +02:00
bnnm
effe65c934
Tweak PDT header (cleanup)
2018-03-31 20:42:02 +02:00
bnnm
f2aaccc9fb
Add .awc XMA [Red Dead Redemption (XMA)]
2018-03-31 20:11:21 +02:00
bnnm
b35f88159c
Add .mcadpcm [Skyrim (Switch)]
2018-03-31 13:28:30 +02:00
bnnm
b7da78e68e
Add .PCM+.SRE [Viewtiful Joe (PS2)]
2018-03-31 13:10:57 +02:00
bnnm
c843c350d1
Clean scd_int layout and rename to layered layout for later reuse
2018-03-30 21:28:32 +02:00
bnnm
642c833fcd
Simplify STREAMFILE handling in scd_int_layout
...
It's not the easiest thing to follow so here is what's going on with
STREAMFILEs:
- external player opens base-streamfile, with a base FILE
- meta scd parses stuff, then per DSP channel/layer:
- open temp-streamfile, which does custom IO with base-streamfile
(doesn't open any FILE)
- pass temp-streamfile to init_vgmstream_ngc_dsp_std
- init parses ok, and re-opens temp-streamfile (with custom IO) as its
own dsp-vgmstream-streamfile; internally it does fopen/fdopen the
original FILE from base-streamfile
- scd_int_layout stores the newly created VGMSTREAM (internally has
the dsp-vgmstream-streamfile too)
- close temp-streamfile, that doesn't close base-streamfile as it's
wrapped to avoid doing so, nor affects dsp-vgmstream-streamfile in any
way.
- meta parsing is done, so external player closes base-streamfile (but
the re-fopen'ed dsp-vgmstream-streamfile FILE remains)
- vgmstream renders pcm buffers, etc
- finally player calls close_vgmstream
- scd_int_layout calls close_vgmstream for each stored VGMSTREAM
- the VGMSTREAM internally closes the dsp-vgmstream-streamfile, which
in turn closes its own FILE
So ultimately all FILEs, STREAMFILEs and their clones should be properly
handled and closed.
2018-03-30 19:14:37 +02:00
bnnm
011b880884
Add little endian .adpcm DSP [LEGO Worlds (Switch)]
...
The .adpcm extension may conflict with naomi_adpcm so meta is ordered
before that
2018-03-29 23:28:02 +02:00
bnnm
531e8dc9b8
Rename blocked layout for consistency
2018-03-29 19:00:04 +02:00
bnnm
dfeb1da3ef
Add .stx STHD [Kakuto Chojin (Xbox)]
2018-03-29 17:01:46 +02:00
bnnm
c052848e26
Add EA .WVE videos [Supercross 2000 (PS), Wing Commander 3/4 (PS)]
2018-03-29 15:39:33 +02:00
bnnm
eb52b3fb57
Add stereo AICA to GENH/TXTH (no interleave) [SF3 Double Impact (DC)]
2018-03-28 00:30:59 +02:00
bnnm
93c26cfef0
Rename coding_AICA to coding_AICA_int since it only does mono data
2018-03-27 23:32:01 +02:00
bnnm
1708dcaf63
Remove PCM16-XOR decoder and use decryption streamfile instead
...
The encryption is built on top of the data, so this way mimics the
actual setup and removes another superfluous decoder
2018-03-27 23:24:24 +02:00
bnnm
0f529ea1a7
Remove BMDX decoder and use decryption streamfile instead
...
The encryption is built on top of PS ADPCM data, so this way mimics the
actual setup and removes a superfluous decoder
2018-03-27 22:39:05 +02:00
bnnm
a2acd045bf
Fix missing nxap
2018-03-25 19:59:58 +02:00
bnnm
c72ff8dd46
Clean ngc_bo2
...
Move code to rkv.c as it's the same format, add .rkv (archive)
extension, remove file and rename to init ngc_rkv
2018-03-25 11:08:36 +02:00
bnnm
1d656026e5
Add .L/R extension [Crash Nitro Kart (PS2)]
2018-03-24 19:43:17 +01:00
bnnm
5d9c5c4ff7
Adjust interleave last block description
2018-03-24 19:30:35 +01:00
bnnm
eca9b83208
Simplify last block interleave
...
Remove layout_interleave_shortblock for clarity as the value is enough
to signal its use. Also fix .snd last block calculation, and clean some
metas since I was testing changes anyway.
2018-03-24 19:27:24 +01:00
bnnm
8534006035
Fix AKB2 subsongs [Mobius Final Fantasy (PC)]
2018-03-24 14:22:37 +01:00
bnnm
f132c11764
Add .aac ADPCM [Star Ocean Ananmesis v1, Heaven x Inferno (Mobile)]
2018-03-24 12:17:04 +01:00
bnnm
fbd8e94e41
Add Yamaha/NXAP ADPCM decoder
2018-03-24 12:08:16 +01:00
bnnm
13a5322e26
Add .smv [Cho Aniki Zero (PSP)]
2018-03-23 22:41:42 +01:00
bnnm
49331423e2
Add true multichannel XBOX-IMA
2018-03-23 21:21:44 +01:00
bnnm
a53712d495
Add RSD6WMA [Scarface (Xbox)]
2018-03-23 18:54:20 +01:00
bnnm
8bb9fa5f4a
Clean .WSI
2018-03-23 18:34:37 +01:00
bnnm
e2a3590158
Remove layout_ogg and cleanup
...
Layout was not actually needed, remove to simplify. Rename
vgm_vorbis_info_t to ogg_vorbis_meta_info_t to clarify it's only for
meta, also don't pass filename to init ogg (not useful even as an
optimization since getting the name is a minuscule part in parsing a
meta)
2018-03-23 16:34:48 +01:00
bnnm
4e0ce29f4a
Fix ACM/NWA bitrate
2018-03-16 18:41:30 +01:00
bnnm
71d642574b
Unify coding_NWAx in a single coding_NWA to simplify
2018-03-16 18:35:21 +01:00
bnnm
05dc3df6e0
Simplify mus_acm_codec_data into acm_codec_data
2018-03-16 18:02:17 +01:00
bnnm
ad1f719cf3
Remove mus_acm_layout.c as it's not neede anymore
2018-03-16 17:23:50 +01:00
bnnm
ce9a69aad1
Clean ACM init/free/reset
2018-03-16 15:42:01 +01:00
bnnm
8d4974033c
Allow ACM to play as regular (single file) layout and remove layout_acm
2018-03-16 13:03:39 +01:00
bnnm
8328814a2f
Add RSD6AT3+ [Crash of the Titans (PSP)]
2018-03-11 21:03:48 +01:00
bnnm
3eeddcc41e
Add WayForward single/segmented .wave [Shantae and the Pirate's Curse]
2018-03-11 19:24:06 +01:00
bnnm
15f221af7c
Rename aax layout to segmented layout, as now can be used for others
2018-03-10 20:25:57 +01:00
bnnm
66c9a06351
Add AAX HCA [Binary Domain (PS3)]
2018-03-10 17:33:48 +01:00
bnnm
693fbf8e3b
Clean AAX layout (rename parts, move code around, etc)
2018-03-10 12:19:30 +01:00
bnnm
a7870c5339
Rename coding_ogg_vorbis to coding_OGG_VORBIS for consistency
2018-03-08 23:32:58 +01:00
bnnm
c0906d1b0f
Add CAF .caf/empty extension, cleanup [Baten Kaitos (GC), Fragile (Wii)]
2018-03-08 23:26:10 +01:00
bnnm
b97fc632be
Fix minor compiler warnings
2018-03-03 19:07:59 +01:00
bnnm
789ca26e8a
Add KID .WAF [Ever 17 (PC)]
2018-03-03 18:46:12 +01:00
bnnm
ce568fb6a3
Add .ATSL for PS4/Vita/PC [Warriors All-Stars (PC)]
2018-03-03 02:03:53 +01:00
bnnm
c44b7ef264
Rename some blocked layouts for clarity
2018-02-25 16:52:57 +01:00
bnnm
3c1d4ee825
Validate max channels on allocation
2018-02-25 12:17:51 +01:00
bnnm
5e50819778
Add FSB FADPCM decoding [Dead Rising 4 (PC), Sine Mora EX (Switch)]
2018-02-25 10:05:28 +01:00
bnnm
3a11728846
Remove xbox_xwav.c as riff.c now should produce identical files
2018-02-24 22:37:17 +01:00
bnnm
ac8a94c2b9
Fix XBOX-IMA decoding, 4ch and tweak layout [Dynasty Warriors 4 (Xbox)]
...
Now writes header sample and skips last nibble, as seen in MS's XDK
code, and simplifies multichannel layouts and fixes some theoretical
configurations
2018-02-24 22:30:17 +01:00
bnnm
6eba6b7022
Tweak WWISE-IMA as interleave and use "MUL" nibble expansion
...
Clarify it's just basically mono XBOX-IMA; "MUL" expansion apparently
used per decompilation (not really noticeable due to small headered
frames)
2018-02-23 23:01:44 +01:00
bnnm
216ecf04b2
Rename psx_mgav to ea_swvr and clean for future changes
2018-02-17 21:15:21 +01:00
bnnm
05916bdf26
Fix REF-IMA ADPCM decoding/num_samples, as it's based on MS-IMA
2018-02-17 18:19:28 +01:00
bnnm
e73023d6e2
Fix MS-IMA ADPCM decoding/bytes_to_samples missing 1 sample per block
...
Now correctly follows Microsoft's spec and matches other players.
2018-02-17 17:23:52 +01:00
bnnm
9cf9416665
Add/use xbox_ima_bytes_to_samples, rename coding_XBOX to XBOX_IMA
...
Currently same as ms_ima_bytes_to_samples, but this will change; renamed
for consistency with all other IMA variations. Also clean a bit some
metas since I was testing anyway.
2018-02-17 12:30:14 +01:00
bnnm
0b2902880c
Minor reordering in get samples_per_frame/frame_size for consistency
2018-02-17 04:00:04 +01:00
bnnm
694cded587
Add stream_size to calculate bitrate in subsongs, print bitrate info
2018-01-28 00:31:12 +01:00
bnnm
2ef0663d79
Add SQEX SAB/MAB (MPEG/ATRAC9/HCA/MSADPCM) [DQ Builders, FF XV (PS4)]
2018-01-27 22:34:48 +01:00
bnnm
d8c81bc14a
Add Media.Vision ATX subfiles (decrypted) [Shining Blade (PSP)]
2018-01-27 14:00:31 +01:00
bnnm
561c3fa8c1
Add Nippon Ichi SPS subfiles [ClaDun (PSP)]
2018-01-27 12:21:25 +01:00
bnnm
861e1ea796
Add Koei Tecmo ATL3 subfiles [One Piece Pirate Warriors (PS3)]
2018-01-27 11:53:15 +01:00
bnnm
a0e97683e4
Add Starbreeze XWC [Riddick Dark Athena, Syndicate]
2018-01-27 11:00:21 +01:00
bnnm
ed29f694ed
Add FSB decryption, keys and optional .fsbkey
2018-01-21 01:46:33 +01:00
bnnm
cbe4b19b92
Add .KM9 [Nobunaga no Yabou - Souzou (Vita)]
2018-01-13 17:47:40 +01:00