CSMP (File Format): Difference between revisions

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>Aruki
(Yeah I can think of some critique...)
imported>Antidote
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The '''.csmp file format''' seen in Retro Studios games past Metroid Prime 2, it's very similar in use to [[AGSC (File Format)|AGSC]] and contains sound affects. Where CSMP differs is the fact that it only contains one sound (usually, there may be a few outliers) and is broken up into obvious data chunks with easily identifiable sizes.
The '''.csmp file format''' seen in Retro Studios games past Metroid Prime 2, it's very similar in use to [[AGSC (File Format)|AGSC]] and contains sound affects. Where CSMP differs is the fact that it only contains one sound and is broken up into obvious data chunks with easily identifiable sizes.


{{todo|Notate Tropical freeze differences ([[User:Parax0|Paraxade]] do you know anything?)}}
{{todo|Notate Tropical freeze differences ([[User:Parax0|Paraxade]] do you know anything?)}}
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== Header ==
==Header==
What follows is the header found in Metroid Prime 3 and Donkey Kong Country Returns, Tropical Freeze's seems to be a bit different. The file can be read using a simple while loop, each chunk designates it's size
What follows is the header found in Metroid Prime 3 and Donkey Kong Country Returns, Tropical Freeze's seems to be a bit different. The file can be read using a simple while loop, each chunk designates it's size


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|}
|}


== Chunk ==
==Chunk==


{|class="wikitable"
{|class="wikitable"
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|-
|-
|0x8+N
|0x8+N
|colspan=2|End of chunk (usually, subtract 4 when the chunk type is equal to 0x44415441 ("DATA"))
|colspan=2|End of chunk (usually, subtract 4 when the chunk type is equal to 0x44415441 ["DATA"])
|}
|}


== Chunk Types ==
==Chunk Types==


The known values for each chunk are as follows
The known values for each chunk are as follows:
--INFO--
 
===NAME===
This chunk just has a null-terminated string, it's the name of the contained sound data.
===INFO===
{|class="wikitable"
{|class="wikitable"
!Offset
!Offset
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|'''Volume'''
|'''Volume'''
|}
|}
 
===PAD===
--PAD--
Padding, just seek '''ChunkSize''' bytes ahead
Padding, just seek '''ChunkSize''' bytes ahead


--DATA--
===DATA===
Refer to the [[DSP (File Format)|DSP]] page for details.
Refer to the [[DSP (File Format)|DSP]] page for details.

Revision as of 19:32, 25 January 2015

The .csmp file format seen in Retro Studios games past Metroid Prime 2, it's very similar in use to AGSC and contains sound affects. Where CSMP differs is the fact that it only contains one sound and is broken up into obvious data chunks with easily identifiable sizes.


To do:
Notate Tropical freeze differences (Paraxade do you know anything?)


Header

What follows is the header found in Metroid Prime 3 and Donkey Kong Country Returns, Tropical Freeze's seems to be a bit different. The file can be read using a simple while loop, each chunk designates it's size


To do:
We've had success getting audio out of Tropical Freeze, crediar mentioned ddspadpcm being used in Tropical Freeze. What is it? And can we find any information on it?
Offset Size Description
0x0 4 Magic; Always 0x43534D50 ("CSMP")
0x4 4 Version; Always 1

Chunk

Offset Size Description
0x0 4 ChunkType
0x4 4 ChunkSize (N)
0x8+N End of chunk (usually, subtract 4 when the chunk type is equal to 0x44415441 ["DATA"])

Chunk Types

The known values for each chunk are as follows:

NAME

This chunk just has a null-terminated string, it's the name of the contained sound data.

INFO

Offset Size Description
0x0 1 Unknown
0x1 1 Loop Flag
0x2 4 Unknown
0x6 2 Unknown
0x8 4 Volume

PAD

Padding, just seek ChunkSize bytes ahead

DATA

Refer to the DSP page for details.