- 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
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.
This is needed for blocked layout, as it can't do normal interleave.
Probably could be fixed in the future to remove several superfluous
_int/block decoders
The layout was designed to do subframe deinterleave (when
less-than-a-frame bytes of each channel are interleaved) in an array and
pass it to "mem" decoders.
In practice this only happens in a handful of formats, was only used
with DSP, and since making "mem" decoders is required it's simpler to
make normal decoders handling the byte layout directly.
In an effort to simplify vgmstream's layouts, code, and other esoteric
features I changed the old decode_ngc_dsp_mem for decode_ngc_dsp_subint;
results are byte-exact.
EACS was just DVI (high nibble first) with stereo and mono modes, while
old DVI was mono only.
This unifies both decoders, so DVI_IMA (not interleaved) works with mono
and stereo while DVI_IMA_int (interleaved) forces mono.
Some metas needed to explicitly set DVI_IMA_int but others work with no
change.
To support future MPEGs of uncertain layout and frame variations (namely
EALayer3) the code has been restructured: mpeg_decoder does stream
procesing and decoding, while mpeg_custom_utils_x does init and parsing
(write to data buffer + update offsets), per MPEG subtype. Internals
have changed but still gives byte-exact results.
AHX has been adapted to this format as a test. Some modes
(P3D/EALayer3/LyN/AWC) are defined for later development but will fail
on init ATM.
EA's MT/MicroTalk is not the early version of EAXA as I thought, but a
rarely used VBR codec (ex. FIFA 2001/2002 PS2) seemingly related to
Westwood VBR ADPCM