CSMP (File Format): Difference between revisions

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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 and is broken up into obvious data chunks with easily identifiable sizes.
The '''.CSMP file format''' is an audio format seen in Retro Studios games starting in Metroid Prime 3. It's very similar in use to [[AGSC (File Format)|AGSC]] and usually 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?)}}
__TOC__
__TOC__


== Header ==


==Header==
This is the header structure 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 sets its own 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


{{todo|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?}}
{{todo|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?}}
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|0x0
|0x0
|4
|4
|'''Magic'''; Always 0x43534D50 ("CSMP")
|'''"CSMP" magic''' fourCC
|-
|-
|0x4
|0x4
|4
|4
|'''Version'''; Always 1
|'''Version'''; always 1
|}
|}


==Chunk==
== Chunk ==


{|class="wikitable"
{|class="wikitable"
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|0x0
|0x0
|4
|4
|'''ChunkType'''
|'''Chunk type'''
|-
|-
|0x4
|0x4
|4
|4
|'''ChunkSize (N)'''
|'''Chunk size (N)'''
|-
|-
|0x8+N
|0x8+N
Line 43: Line 44:
|}
|}


==Chunk Types==
== Chunk Types ==
 
The structure for each chunk are as follows:
 
=== NAME ===


The known values for each chunk are as follows:
This chunk just has a null-terminated string; it's the name of the contained sound data.
 
=== 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===
Padding, just seek '''ChunkSize''' bytes ahead


===DATA===
=== PAD ===
 
Padding; just skip this chunk using its size value.
 
=== DATA ===
 
Refer to the [[DSP (File Format)|DSP]] page for details.
Refer to the [[DSP (File Format)|DSP]] page for details.


[[Category:File Formats]]
[[Category:Audio]]
[[Category:Audio]]
[[Category:Metroid Prime 3: Corruption]]
[[Category:Metroid Prime 3: Corruption]]
[[Category:Donkey Kong Country Returns]]
[[Category:Donkey Kong Country Returns]]

Revision as of 19:56, 25 January 2015

The .CSMP file format is an audio format seen in Retro Studios games starting in Metroid Prime 3. It's very similar in use to AGSC and usually 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

This is the header structure 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 sets its own 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 "CSMP" magic fourCC
0x4 4 Version; always 1

Chunk

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

Chunk Types

The structure 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 skip this chunk using its size value.

DATA

Refer to the DSP page for details.