#include "meta.h" #include "../util.h" /* EXST PS2 INT format is an interleaved format found in Shadow of the Colossus The header start with a EXST id. The headers and bgm datas was separated in the game, and joined in order to add support for vgmstream The interleave value is allways 0x400 known extensions : .STS 2008-05-13 - Fastelbja : First version ... */ VGMSTREAM * init_vgmstream_ps2_exst(STREAMFILE *streamFile) { VGMSTREAM * vgmstream = NULL; char filename[260]; int loop_flag=0; int channel_count; int i; /* check extension, case insensitive */ streamFile->get_name(streamFile,filename,sizeof(filename)); if (strcasecmp("sts",filename_extension(filename))) goto fail; /* check EXST Header */ if (read_32bitBE(0x00,streamFile) != 0x45585354) goto fail; /* check loop */ loop_flag = (read_32bitLE(0x0C,streamFile)==1); channel_count=read_16bitLE(0x06,streamFile); /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channel_count,loop_flag); if (!vgmstream) goto fail; /* fill in the vital statistics */ vgmstream->channels = read_16bitLE(0x06,streamFile); vgmstream->sample_rate = read_32bitLE(0x08,streamFile); /* Compression Scheme */ vgmstream->coding_type = coding_PSX; vgmstream->num_samples = (read_32bitLE(0x14,streamFile)*0x400)/16*28; /* Get loop point values */ if(vgmstream->loop_flag) { vgmstream->loop_start_sample = (read_32bitLE(0x10,streamFile)*0x400)/16*28; vgmstream->loop_end_sample = (read_32bitLE(0x14,streamFile)*0x400)/16*28; } vgmstream->interleave_block_size = 0x400; vgmstream->layout_type = layout_interleave; vgmstream->meta_type = meta_PS2_EXST; /* open the file for reading by each channel */ { for (i=0;ich[i].streamfile = streamFile->open(streamFile,filename,0x8000); if (!vgmstream->ch[i].streamfile) goto fail; vgmstream->ch[i].channel_start_offset= vgmstream->ch[i].offset= (off_t)(0x78+vgmstream->interleave_block_size*i); } } return vgmstream; /* clean up anything we may have opened */ fail: if (vgmstream) close_vgmstream(vgmstream); return NULL; }