#include "meta.h" #include "../coding/coding.h" /* VGS - from Princess Soft games [Gin no Eclipse (PS2), Metal Wolf REV (PS2)] */ VGMSTREAM* init_vgmstream_vgs_ps(STREAMFILE* sf) { VGMSTREAM* vgmstream = NULL; off_t start_offset; size_t data_size, channel_size, interleave, sample_rate; int loop_flag, channels; int32_t loop_start = 0, loop_end = 0; /* check */ if (!check_extensions(sf,"vgs")) goto fail; if (!is_id32be(0x00,sf, "VGS\0")) /* 'VAG stereo', presumably (simple VAG clone) */ goto fail; start_offset = 0x30; data_size = get_streamfile_size(sf) - start_offset; /* test PS-ADPCM null frame for 2nd channel to detect interleave */ if (read_u32be(0x20000 + start_offset,sf) == 0) { interleave = 0x20000; /* common */ } else if (read_u32be(0x8000 + start_offset,sf) == 0) { interleave = 0x8000; /* Ishikura Noboru no Igo Kouza: Chuukyuuhen (PS2) */ } else { goto fail; } channels = 2; channel_size = read_u32be(0x0c,sf); sample_rate = read_s32be(0x10,sf); loop_flag = 0; /* all files have loop flags but simply fade out normally and repeat */ /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channels, loop_flag); if (!vgmstream) goto fail; vgmstream->meta_type = meta_VGS_PS; vgmstream->sample_rate = sample_rate; vgmstream->num_samples = ps_bytes_to_samples(channel_size, 1); vgmstream->loop_start_sample = loop_start; vgmstream->loop_end_sample = loop_end; vgmstream->coding_type = coding_PSX; vgmstream->layout_type = layout_interleave; vgmstream->interleave_block_size = interleave; if (vgmstream->interleave_block_size) vgmstream->interleave_last_block_size = (data_size % (vgmstream->interleave_block_size * channels)) / channels; read_string(vgmstream->stream_name,0x10+1, 0x20,sf); /* always, can be null */ if (!vgmstream_open_stream(vgmstream, sf, start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }