# TXTH FORMAT TXTH is a simple text file that uses text commands to simulate a header for files unsupported by vgmstream, mainly headerless audio. When an unsupported file is loaded (for instance "bgm01.snd"), vgmstream tries to find a TXTH header in the same dir, in this order: - `(filename.ext).txth` - `.(ext).txth` - `.txth` If found and parsed correctly (the .txth may be rejected if incorrect commands are found) vgmstream will try to play the file as described. Extension must be accepted/added to vgmstream (plugins like foobar2000 only load extensions from a whitelist in formats.c), or one could rename to any supported extension (like .vgmstream), or leave the file extensionless. You can also use `.(sub).(ext).txth` (if the file is `filename.sub.ext`), to allow mixing slightly different files in the same folder. The `sub` part doesn't need to be an extension, for example: - `001.1ch.str`, `001.1ch.str` may use `.1ch.txth` - `003.2ch.str`, `003.2ch.str` may use `.2ch.txth` - etc ## Example of a TXTH file For an unsupported `bgm01.vag` this would be a simple TXTH for it: ``` codec = PSX #data uses PS-ADPCM sample_rate = @0x10$2 #get sample rate at offset 0x10, 16 bit value channels = @0x14 #get number of channels at offset 14 interleave = 0x1000 #fixed value start_offset = 0x100 #data starts after exactly this value num_samples = data_size #find automatically number of samples in the file loop_flag = auto #find loop points in PS-ADPCM ``` 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.` 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. ## Available commands The file is made of lines with `key = value` commands describing a header. Commands are all case sensitive and spaces are optional: `key=value`, `key = value`, and so on are all ok. Comments start with # and can be inlined. The parser is fairly simple and may be buggy or unexpected in some cases. The order of keys is variable but some things won't work if others aren't defined (ex. bytes-to-samples may not work without channels or interleave) or need to be done in a certain order (due to technical reasons) as explained below. To get a file playing you need to correctly set, at least: `codec` and sometimes `interleave`, `sample_rate`, `channels` and `num_samples`, or use the "subfile" feature. ### VALUES The following can be used in place of `(value)` for `(key) = (value)` commands. - `(number)`: constant number in dec/hex, unsigned (no +10 or -10). * Examples: `44100, 40, 0x40 (decimal=64)` - `(offset)`: read a value at offset inside the file, format being `@(number)[:LE|BE][$1|2|3|4]` * `@(number)`: offset of the value (required) * if `base_offset` is defined this value is modified (see later) * `:LE|BE`: value is little/big endian (optional, defaults to LE) * `$1|2|3|4`: value has size of 8/16/24/32 bit (optional, defaults to 4) * Example: `@0x10:BE$2` means `get big endian 16b value at 0x10` - `(field)`: uses current value of some fields. Accepted strings: - `interleave, interleave_last, channels, sample_rate, start_offset, data_size, num_samples, loop_start_sample, loop_end_sample, subsong_count, subsong_offset` - `(other)`: other special values for certain keys, described per key The above may be combined with math operations (+-*/): `(key) = (number) (op) (offset) (op) (field) (...)` ### KEYS #### CODEC [REQUIRED] Sets codec used to encode the data. Some codecs need interleave or other config as explained below, but often will use default values. Accepted codec strings: ``` # - PSX PlayStation ADPCM # * For many PS1/PS2/PS3 games # * Interleave is multiple of 0x10 (default), often +0x1000 # - PSX_bf PlayStation ADPCM with bad flags # * Variation with garbage data, for rare PS2 games # - XBOX Xbox IMA ADPCM (mono/stereo) # * For many XBOX games, and some PC games # * Special interleave is multiple of 0x24 (mono) or 0x48 (stereo) # - DSP|NGC_DSP Nintendo GameCube ADPCM # * For many GC/Wii/3DS games # * Interleave is multiple of 0x08 (default), often +0x1000 # * Must set decoding coefficients (coef_offset/spacing/etc) # * Should set ADPCM state (hist_offset/spacing/etc) # - DTK|NGC_DTK Nintendo ADP/DTK ADPCM # * For rare GC games # - PCM16LE PCM 16-bit little endian # * For many games (usually on PC) # * Interleave is multiple of 0x2 (default) # - PCM16BE PCM 16-bit big endian # * Variation for certain consoles (GC/Wii/PS3/X360/etc) # - PCM8 PCM 8-bit signed # * For some games (usually on PC) # * Interleave is multiple of 0x1 (default) # - PCM8_U PCM 8-bit unsigned # * Variation with modified encoding # - PCM8_U_int PCM 8-bit unsigned (interleave block) # * Variation with modified encoding # - IMA IMA ADPCM (mono/stereo) # * For some PC games, and rarely consoles # * Special interleave is multiple of 0x1, often +0x80 # - DVI_IMA IMA ADPCM (DVI order) # * Variation with modified encoding # - YAMAHA|AICA Yamaha ADPCM (mono/stereo) # * For some Dreamcast games, and some arcade games # * Special interleave is multiple of 0x1 # - APPLE_IMA4 Apple Quicktime IMA ADPCM # * For some Mac/iOS games # - MS_IMA Microsoft IMA ADPCM # * For some PC games # * Interleave (frame size) varies, often multiple of 0x100 [required] # - MSADPCM Microsoft ADPCM (mono/stereo) # * For some PC games # * Interleave (frame size) varies, often multiple of 0x100 [required] # - SDX2 Squareroot-delta-exact 8-bit DPCM # * For many 3DO games # - MPEG MPEG Audio Layer file (MP1/2/3) # * For some games (usually PC/PS3) # * May set skip_samples # - ATRAC3 Sony ATRAC3 # * For some PS2 and PS3 games # * Interleave (frame size) can be 0x60/0x98/0xC0 * channels [required] # * Should set skip_samples (more than 1024+69 but varies) # - ATRAC3PLUS Sony ATRAC3plus # * For many PSP games and rare PS3 games # * Interleave (frame size) can be: [required] # Mono: 0x0118|0178|0230|02E8 # Stereo: 0x0118|0178|0230|02E8|03A8|0460|05D0|0748|0800 # 6/8 channels: multiple of one of the above # * Should set skip_samples (more than 2048+184 but varies) # - XMA1 Microsoft XMA1 # * For early X360 games # - XMA2 Microsoft XMA2 # * For later X360 games # - FFMPEG Any headered FFmpeg format # * For uncommon games # * May set skip_samples # - AC3 AC3/SPDIF # * For few PS2 games # * Should set skip_samples (around 256 but varies) # - PCFX PC-FX ADPCM # * For many PC-FX games # * Interleave is multiple of 0x1, often +0x8000 # * Sample rate may be ~31468/~15734/~10489/~7867 # - PCM4 PCM 4-bit signed # * For early consoles # - PCM4_U PCM 4-bit unsigned # * Variation with modified encoding # - OKI16 OKI ADPCM with 16-bit output (not VOX/Dialogic 12-bit) # * For few PS2 games (Sweet Legacy, Hooligan) # - AAC Advanced Audio Coding (raw without .mp4) # * For some 3DS games and many iOS games # * Should set skip_samples (around 1024 but varies) codec = (codec string) ``` #### CODEC VARIATIONS Changes the behavior of some codecs: ``` # - NGC_DSP: 0=normal interleave, 1=byte interleave, 2=no interleave # - XMA1|XMA2: 0=dual multichannel (2ch xN), 1=single multichannel (1ch xN) # - XBOX: 0=standard (mono or stereo interleave), 1=force mono interleave mode # - PCFX: 0=standard, 1='buggy encoder' mode, 2/3=same as 0/1 but with double volume # - PCM4|PCM4_U: 0=low nibble first, 1=high nibble first # - others: ignored codec_mode = (variation) ``` #### (deprecated) VALUE MODIFIERS *Use inline math instead of this.* Changes next read to: `(key) = (value) */+- value_(op)`. Set to 0 when done using, as it affects ANY value. Priority is as listed. ``` value_mul|value_* = (value) value_div|value_/ = (value) value_add|value_+ = (value) value_sub|value_- = (value) ``` #### INTERLEAVE / FRAME SIZE [REQUIRED depending on codec] This value changes how data is read depending on the codec: - For mono/interleaved codecs it's the amount of data between channels, and while optional (defaults described in the "codec" section) you'll often need to set it to get proper sound. - For codecs with custom frame sizes (MSADPCM, MS-IMA, ATRAC3/plus) means frame size and is required. - Interleave 0 means "stereo mode" for codecs marked as "mono/stereo", and setting it will usually force mono-interleaved mode. Special values: - `half_size`: sets interleave as data_size / channels automatically ``` interleave = (value)|half_size ``` #### INTERLEAVE IN THE LAST BLOCK In some files with interleaved data the last block (`interleave * channels`) of data is smaller than normal, so `interleave` is smaller for that block. Setting this fixes decoding glitches at the end. Note that this doesn't affect files with padding data in the last block (as the `interleave` itself is constant). Special values: - `auto`: calculate based on channels, interleave and data_size/start_offset ``` interleave_last = (value)|auto ``` #### ID VALUES Validates that `id_value` (normally set as constant value) matches value read at `id_offset`. The file will be rejected and won't play if values don't match. Can be redefined several times, it's checked whenever a new id_offset is found. ``` id_value = (value) id_offset = (value) ``` #### NUMBER OF CHANNELS [REQUIRED] ``` channels = (value) ``` #### MUSIC FREQUENCY [REQUIRED] ``` sample_rate = (value) ``` #### DATA START Where encoded data actually starts, after the header part. Defaults to 0. ``` start_offset = (value) ``` #### DATA SIZE Special variable that can be used in sample values. Defaults to `(file_size - start_offset)`, re-calculated when `start_offset` is set. With multiple subsongs, `block_size` or padding are set this it's recalculated as well. If data_size is manually set it stays constant and won't be auto changed. ``` data_size = (value) ``` #### DATA PADDING Some files have extra padding at the end that is meant to be ignored. This adjusts the padding in `data_size`, manually or auto-calculated. Special values (for PS-ADPCM only): - `auto`: discards null frames - `auto-empty`: discards null and 'empty' frames (for games with weird padding) ``` padding_size = (value)|auto|auto-empty ``` #### SAMPLE MEANINGS Modifies the meaning of sample fields when set *before* them. Accepted values: - `samples`: exact sample (default) - `bytes`: automatically converts bytes/offset to samples (applies after */+- modifiers) - `blocks`: same as bytes, but value is given in blocks/frames * Value is internally converted from blocks to bytes first: `bytes = (value * interleave*channels)` Some codecs can't convert bytes-to-samples at the moment: `FFMPEG`. For XMA1/2, bytes does special parsing, with loop values being bit offsets within data (as XMA has a peculiar way to loop). ``` sample_type = samples|bytes|blocks ``` #### SAMPLE VALUES [REQUIRED (num_samples)] Special values: - `data_size`: automatically converts bytes-to-samples ``` num_samples = (value)|data_size loop_start_sample = (value) loop_end_sample = (value)|data_size ``` #### LOOP SETTING Force loop on or off, as loop start/end may be defined but not used. If not set, by default it loops when loop_end_sample is defined and less than num_samples. Special values: - auto: tries to autodetect loop points for PS-ADPCM data using data loop flags. Sometimes games give loop flags different meaning, so behavior can be tweaked by defining `loop_behavior` before `loop_flag`: - `default`: values 0 or 0xFFFF/0xFFFFFFFF (-1) disable looping, but not 0xFF (loop endlessly) - `negative`: values 0xFF/0xFFFF/0xFFFFFFFF (-1) enable looping - `positive`: values 0xFF/0xFFFF/0xFFFFFFFF (-1) disable looping ``` loop_negative = default|negative|positive loop_flag = (value)|auto ``` #### LOOP START/END MODIFIER For XMA1/2 + sample_type=bytes it means loop subregion, if read after loop values. For other codecs its added to loop start/end, if read before loop values (a format may rarely have rough loop offset/bytes, then a loop adjust in samples). ``` loop_adjust = (value) ``` #### ENCODER DELAY Beginning samples to skip, a.k.a. priming samples or encoder delay, that some codecs use to "warm up" the decoder. This is needed for proper gapless support. Supported codecs: `ATRAC3/ATRAC3PLUS/XMA/FFMPEG/AC3/AAC` ``` skip_samples = (value) ``` #### DSP DECODING COEFFICIENTS [REQUIRED for DSP] DSP needs a "coefs" list to decode correctly. These are 8*2 16-bit values per channel, starting from `coef_offset`. Usually each channel uses its own list, so we may need to set separation per channel, usually 0x20 (16 values * 2 bytes). So channel N coefs are read at `coef_offset + coef_spacing * N` Those 16-bit coefs can be little or big endian (usually BE), set `coef_endianness` directly or in an offset value where ´0=LE, >0=BE´. While the coef table is almost always included per-file, some games have their coef table in the executable or precalculated somehow. You can set inline coefs instead of coef_offset. Format is a long string of bytes (optionally space-separated) like `coef_table = 0x1E02DE01 3C0C0EFA ...`. You still need to set `coef_spacing` and `coef_endianness` though. ``` coef_offset = (value) coef_spacing = (value) coef_endianness = BE|LE|(value) coef_table = (string) ``` #### ADPCM STATE Some ADPCM codecs need to set up their initial or "history" state, normally one or two 16-bit PCM samples per channel, starting from `hist_offset`. Usually each channel uses its own state, so we may need to set separation per channel. State values can be little or big endian (usually BE for DSP), set `hist_endianness` directly or in an offset value where ´0=LE, >0=BE´. Normally audio starts with silence or hist samples are set to zero and can be ignored, but it does affect a bit resulting output. Currently used by DSP. ``` hist_offset = (value) hist_spacing = (value) hist_endianness = BE|LE|(value) ``` #### HEADER/BODY SETTINGS Changes internal header/body representation to external files. TXTH commands are done on a "header", and decoding on "body". When loading an unsupported file it becomes the "base" file that loads the .txth, and is both header and body. You can alter those, mainly for files that split header and body in separate files (load base file and txth sets header on another file). It's also possible to load the .txth directly with a set body, as a sort of "reverse TXTH" (useful with bigfiles, as you could have one .txth per song). Allowed values: - (filename): open any file, subdirs also work (dir/filename) - *.(extension): opens with same name as the "base" file (the one you open, not the .txth) plus another extension - null: unloads file and goes back to defaults (body/header = base file). ``` header_file = (filename)|*.(extension)|null body_file = (filename)|*.(extension)|null ``` #### SUBSONGS Sets the number of subsongs in the file, adjusting reads per subsong N: `value = @(offset) + subsong_offset*N`. number/constants values aren't adjusted though. Mainly for bigfiles with consecutive headers per subsong, set subsong_offset to 0 when done as it affects any reads. The current subsong number is handled externally by plugins or TXTP. ``` subsong_count = (value) subsong_offset = (value) ``` #### NAMES Sets the name of the stream, most useful when used with subsongs. TXTH will read a string at `name_offset`, with `name_size characters`. `name_size` defaults to 0, which reads until null-terminator or a non-ascii character is found. `name_offset` can be a (number) value, but being an offset it's also adjusted by subsong_offset. ``` name_offset = (value) name_size = (value) ``` #### SUBFILES Tells TXTH to parse a full file (ex. an Ogg) at `subfile_offset`, with size of `subfile_size` (defaults to `file size - subfile_offset` if not set). This is useful for files that are just container of other files, so you don't have to remove the extra data (since it could contain useful stuff like loop info). Internal subfile extension can be changed to `subfile_extension` if needed, as vgmstream won't accept unknown extensions (for example if your file uses .vgmstream or .pogg you may need to set subfile_extension = ogg). Setting any of those three will trigger this mode (it's ok to set offset 0). Once triggered most fields are ignored, but not all, explained later. This will also set some values like `channels` or `sample_rate` if not set for calculations/convenience. ``` subfile_offset = (value) subfile_size = (value) subfile_extension = (string) ``` #### CHUNK DEINTERLEAVING Some files interleave data chunks, for example 3 stereo songs pasted together, alternating 0x10000 bytes of data each. These settings allow vgmstream to play one of the chunks while ignoring the rest (read 0x10000 data, skip 0x10000*2). File is first "dechunked" then played with using other settings (`start_offset` would point within the internal dechunked" file). It can be used to remove garbage data that affects decoding, too. You need to set: - `chunk_count`: total number of interleaved chunks (ex. 3=3 interleaved songs) - `chunk_number`: first chunk to start (ex. 1=0x00000, 2=0x10000, 3=0x20000...) * If you set `subsong_count` first `chunk_number` will be auto-set per subsong (subsong 1 starts from chunk number 1, subsong 2 from chunk 2, etc) - `chunk_start`: absolute offset where chunks start (normally 0x00) - `chunk_size`: amount of data in a single chunk (ex. 0x10000) For fine-tuning you can optionally set (before `chunk_size`, for reasons): - `chunk_header_size`: header to skip before chunk data (part of chunk_size) - `chunk_data_size`: actual data size (part of chunk_size, rest is header/padding) So, if you set size to 0x1000, header_size 0x100, data_size is implicitly 0xF00, or if size is 0x1000 and data_size 0x800 last 0x200 is ignored padding. Use combinations of the above to make vgmstream "see" only actual codec data. ``` chunk_count = (value) chunk_number = (value) chunk_start = (value) chunk_header_size = (value) chunk_data_size = (value) chunk_size = (value) ``` #### NAME TABLE Some games have headers for all files pasted together separate from the actual data, but this order may be hard-coded or even alphabetically ordered by filename. In those cases you can set a "name table" that assigns constant values (one or many) to filenames. This table is loaded from an external text file (for clarity) and can be set to any name, for example `name_table = .names.txt` ``` name_table = (filename) ``` Inside the table you define lines mapping a filename to a bunch of values, in this format: ``` # base definition (filename1): (value) ... # may put multiple comma-separated values, spaces are ok (filenameN) : (value1), (...) , (valueN) # put no name before the : to set default values : (value1), (...), (valueN) ``` Then I'll find your current file name, and you can then reference its numbers from the list as a `name_value` field, like `base_offset = name_value`, `start_offset = 0x1000 + name_value1`, `interleave = name_value5`, etc. `(filename)` can be with or without extension (like `bgm01.vag` or just `bgm01`), and if the file's name isn't found it'll use default values, and if those aren't defined you'll get 0 instead. Being "values" they can be use math or offsets too. You can use wildcards to match multiple names too (it stops on first name that matches), and UTF-8 names should work, case insensitive even. ``` bgm_??_4: 4 # 4ch: files like bgm_00_4, bgm_01_4, etc bgm*_M: 1 # 1ch: some files end with _M for mono bgm*: 2 # 2ch: all other files, notice order matters ``` While you can put anything in the numbers, this feature is meant to be used to store some number that points to the actual data inside a real multi-header, that could be set with `header_file`. If you need to store many constant values there is good chance this can be supported in some better way. #### BASE OFFSET MODIFIER You can set a default offset that affects next `@(offset)` reads making them `@(offset + base_offset)`, for cleaner parsing (particularly interesting when combined with the `name_list). For example instead of `channels = @0x714` you could set `base_offset = 0x710, channels = @0x04`. Set to 0 when you want to disable it. ``` base_offset = (value) ``` ## Complex usages ### Temporary values Most commands are evaluated and calculated immediatedly, every time they are found. This is by design, as it can be used to adjust and trick for certain calculations. It makes TXTHs a bit harder to follow, as they are order dependant, but otherwise it's hard to accomplish some things or others become ambiguous. For example, normally you are given a data_size in bytes, that can be used to calculate num_samples for all channels. ``` channels = 2 sample_type = bytes num_samples = @0x10 #calculated from data_size ``` But sometimes this size is for a single channel only (even though the file may be stereo). You can set temporally change the channel number to force a correct calculation. ``` channels = 1 #not the actual number of channels sample_type = bytes num_samples = @0x10 #calculated from channel_size channels = 2 #change once calculations are done ``` You can also use: ``` channels = 2 sample_type = bytes num_samples = @0x10 * channels # resulting bytes is transformed to samples ``` Do note when using special values/strings like `data_size` in `num_samples` and `loop_end_samples` they must be alone to trigger. ``` data_size = @0x100 num_samples = data_size * 2 # doesn't tranform bytes-to-samples (do it before? after?) ``` ``` data_size = @0x100 * 2 num_samples = data_size # ok ``` Also beware of order: ``` start_offset = 0x200 # recalculated data_size num_samples = data_size # transforms bytes-to-samples data_size = @0x100 # useless as num_samples is already transformed ``` ### Redefining values Some commands alter the function of all next commands and can be redefined as needed: ``` samples_type = bytes num_samples = @0x10 samples_type = sample loop_end_sample = @0x14 ``` ### External files When setting external files all commands are done on the "header" file, but with some creativity you can read in multiple files. ``` body_file = bgm01.bdy header_file = bgm01.hdr channels = @0x10 #base info in bgm01.hdr header_file = bgm01.bdy coef_offset = 0x00 #DSP coefs in bgm01.bdy ``` Note that DSP coefs are special in that aren't read immediately, and will use *last* header_file set. ### Resetting values Values may need to be reset (to 0 or other sensible value) when done. Subsong example: ``` subsong_count = 5 subsong_offset = 0x20 # there are 5 subsong headers, 0x20 each channel_count = @0x10 # reads channels at 0x10+0x20*subsong # 1st subsong: 0x10+0x20*0: 0x10 # 2nd subsong: 0x10+0x20*1: 0x30 # 2nd subsong: 0x10+0x20*2: 0x50 # ... start_offset = @0x14 # reads offset within data at 0x14+0x20*subsong subsong_offset = 0 # reset value sample_rate = 0x04 # sample rate is the same for all subsongs # Nth subsong ch: 0x04+0x00*N: 0x08 ``` ### Math Sometimes header values are in "sectors" or similar concepts (typical in DVD games), and need to be adjusted to a real value. ``` sample_type = bytes start_offset = @0x10 * 0x800 # 0x15 * DVD sector size, for example ``` You can also use certain fields' values: ``` num_samples = @0x10 * channels # byte-to-samples of channel_size ``` `data_size` is a special value for `num_samples` and `loop_end_sample` and will always convert as bytes-to-samples, though. Priority is left-to-right. Do add brackets though, they are accounted for and if they are implemented in the future your .txth *will* break with impunity. ``` # normal priority data_size = @0x10 * 0x800 + 0x800 # also works data_size = (@0x10 + 1) * 0x800 # same as above but don't do this # (may become @0x10 + (1 * 0x800) in the future data_size = @0x10 + 1 * 0x800 # doesn't work at the moment, so reorder as (1 * 0x800) + @0x10 data_size = @0x10 + (1 * 0x800) # fails, wrong bracket count data_size = (@0x10 + 1 * 0x800 # fails, wrong bracket count data_size = )@0x10 + 1 * 0x800 ``` If a TXTH needs too many calculations it may be better to implement directly in vgmstream though, consider reporting. ### Modifiers Remnant of simpler math (priority is fixed to */+-), *shouldn't be needed anymore*. ``` value_multiply = 0x800 start_offset = @0x10 value_multiply = 0 ``` ``` value_add = 1 channels = @0x08 value_add = 0 value_multiply = channels sample_type = bytes num_samples = @0x10 value_multiply = 0 ``` ``` value_add = 0x10 value_mul = 0x800 start_offset = @0x10 ``` ### Subfiles Sometimes a file is just a wrapper for another common format. In those cases you can tell TXTH to just play the internal format: ``` subfile_offset = 0x20 # tell TXTH to parse a full file (ex. .ogg) at this offset subfile_size = @0x10 # defaults to (file size - subfile_offset) if not set subfile_extension = ogg # may be ommited if subfile extension is the same # many fields are ignored codec = PCM16LE interleave = 0x1000 channels = 2 # a few fields are applied sample_rate = @0x08 num_samples = @0x10 loop_start_sample = @0x14 loop_end_sample = @0x18 ``` Most fields can't be changed after parsing since doesn't make much sense technically, as the parsed subfile should supply them. You can set them to use bytes-to-samples conversions, though. ``` # parses subfile at start with some num_samples subfile_offset = 0x20 # force recalculation of num_samples codec = PSX start_offset = 0x40 num_samples = data_size ``` ### Chunks Chunks affect some values (padding size, data size, etc) and are a bit sensitive to order at the moment, due to technical complexities: ``` # Street Fighter EX3 (PS2) # base config is defined normally codec = PSX sample_rate = 44100 channels = 2 interleave = 0x8000 # set subsong number instead of chunk_number for subsongs subsong_count = 26 #chunk_number = 1 chunk_start = 0 chunk_size = 0x10000 chunk_count = 26 # after setting chunks (sizes vary when 'dechunking') start_offset = 0x00 padding_size = auto-empty num_samples = data_size ``` Subfiles and chunks can coexist: ``` # Gitaroo Man (PSP) # 3 interleaved RIFF files subsong_count = 3 chunk_start = 0 chunk_size = 0x2800 chunk_count = 3 # the 3 de-interleaved chunks are treated and parsed as a subsong subfile_offset = 0 subfile_size = @0x04 + 0x08 #RIFF size subfile_extension = at3 ``` It can be used to make blocks with padding playable: ``` # Mortal Kombat: Deception (PS2) codec = PSX interleave = 0x3F40 sample_rate = 32000 channels = 2 chunk_number = 1 chunk_count = 1 chunk_start = 0x00 chunk_data_size = interleave * channels chunk_size = 0x8000 num_samples = data_size ``` ## Examples **Colin McRae DiRT (PC) .wip.txth** ``` id_value = 0x00000000 #check that value at 0x00 is really 0x00000000 id_offset = @0x00:BE codec = PCM16LE channels = 2 sample_rate = 32000 start_offset = 0x04 num_samples = data_size loop_start_sample = 0 loop_end_sample = data_size ``` **Kim Possible: What's the Switch (PS2) .str.txth** ``` codec = PSX interleave = 0x2000 channels = 2 sample_rate = 48000 num_samples = data_size interleave_last = auto ``` **Manhunt (Xbox) .rib.txth** ``` codec = XBOX codec_mode = 1 #interleaved XBOX interleave = 0xD800 channels = 12 sample_rate = 44100 start_offset = 0x00 num_samples = data_size ``` **Pitfall The Lost Expedition (PC) .txth** ``` codec = DVI_IMA interleave = 0x80 start_offset = 0x00 channels = 2 sample_rate = 44100 num_samples = data_size ``` **Spy Hunter (GC) .pcm.txth** ``` codec = PCM8 sample_rate = 32000 channels = 1 start_offset = 0 num_samples = data_size ``` **Ultimate Board Game Collection (Wii) .dsp.txth** ``` codec = NGC_DSP interleave = 0x10000 channels = 2 start_offset = 0x00 num_samples = @0x00:BE sample_rate = @0x08:BE loop_flag = @0x0C:BE$2 sample_type = bytes loop_start_sample = @0x10:BE loop_end_sample = @0x14:BE coef_offset = 0x1c coef_spacing = 0x10000 coef_endianness = BE ``` **Aladdin in Nasira's Revenge (PS1) .cvs.txth** ``` codec = PSX interleave = 0x10 sample_rate = 24000 channels = 1 padding_size = auto-empty num_samples = data_size ``` **Shikigami no Shiro - Nanayozuki Gensoukyoku (PS2) bgm.txth** ``` codec = PSX interleave = 0x1000 # this .txth is meant to be loaded directly header_file = data/SLPM_660.69 body_file = data/BGM.BIN channels = 2 # subsong headers at 0x1A5A40, entry size 0x14, total 58 * 0x14 = 0x488 subsong_count = 58 subsong_offset = 0x14 base_offset = 0x1A5A40 sample_rate = @0x00 start_offset = @0x04 * 0x800 #in sectors sample_type = bytes num_samples = @0x08 * channels #in 1ch sizes loop_start_sample = @0x0c * channels loop_end_sample = @0x10 * channels data_size = @0x08 * channels #for bitrate ``` **Dragon Poker (Mobile) .snd.txth** ``` # parse MP3 inside the .snd subfile_extension = mp3 subfile_offset = 0x14 #subfile_size = @0x10 # manually set looping codec = MPEG start_offset = 0x14 num_samples = data_size loop_start_sample = 0 loop_end_sample = data_size ``` **Simple 2000 Series Vol. 120 - The Saigo no Nihonhei (PS2) .xag.txth** ``` header_file = TSNDDRVC.IRX name_table = .names.txt base_offset = 0xAC3c + name_value codec = PSX interleave = @0x10 sample_rate = @0x0A$2 * 48000 / 4096 #pitch value channels = @0x0D$1 loop_start_sample = @0x0E$1 * interleave / 2 / 0x10 * 28 loop_flag = @0x0F$1 padding_size = auto-empty loop_end_sample = data_size num_samples = data_size ``` *.names.txt* ``` # offset-to-header within TSNDDRVC.IRX at around 0xAC3C + position * 0x18 BGM001.XAG: 0x00 BGM002.XAG: 0x18 BGM000.XAG: 0x30 BGM003.XAG: 0x48 BGM008.XAG: 0xA8 BGM010.XAG: 0xD8 BGM011.XAG: 0xF0 BGM012.XAG: 0x108 PAD.XAG : 0x150 JIN002.XAG: 0x168 JIN003.XAG: 0x180 ```