#include "meta.h" #include "../coding/coding.h" /* EXST - from Sony games [Shadow of the Colossus (PS2), Gacha Mecha Stadium Saru Battle (PS2)] */ VGMSTREAM * init_vgmstream_ps2_exst(STREAMFILE *streamFile) { VGMSTREAM * vgmstream = NULL; STREAMFILE * streamBody = NULL; off_t start_offset; int loop_flag, channel_count; size_t block_size, num_blocks, loop_start_block; /* checks */ /* .sts+int: main [Shadow of the Colossus (PS2)] (some .sts have manually joined header+body) * .x: header+body [Ape Escape 3 (PS2)] */ if (!check_extensions(streamFile, "sts,x")) goto fail; if (read_32bitBE(0x00,streamFile) != 0x45585354) /* "EXST" */ goto fail; streamBody = open_streamfile_by_ext(streamFile,"int"); if (!streamBody) { /* data+body joined */ start_offset = 0x78; if (get_streamfile_size(streamFile) < start_offset) goto fail; } else { /* body is separate */ start_offset = 0x00; } channel_count = read_16bitLE(0x06,streamFile); loop_flag = read_32bitLE(0x0C,streamFile) == 1; loop_start_block = read_32bitLE(0x10,streamFile); num_blocks = read_32bitLE(0x14,streamFile); /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channel_count,loop_flag); if (!vgmstream) goto fail; vgmstream->sample_rate = read_32bitLE(0x08,streamFile); vgmstream->meta_type = meta_PS2_EXST; vgmstream->coding_type = coding_PSX; vgmstream->layout_type = layout_interleave; vgmstream->interleave_block_size = 0x400; block_size = vgmstream->interleave_block_size * vgmstream->channels; vgmstream->num_samples = ps_bytes_to_samples(num_blocks*block_size, channel_count); if (vgmstream->loop_flag) { vgmstream->loop_start_sample = ps_bytes_to_samples(loop_start_block*block_size, channel_count);; vgmstream->loop_end_sample = vgmstream->num_samples; } if (!vgmstream_open_stream(vgmstream,streamBody ? streamBody : streamFile,start_offset)) goto fail; close_streamfile(streamBody); return vgmstream; fail: close_streamfile(streamBody); close_vgmstream(vgmstream); return NULL; }