Recent content by jackoalan

  1. jackoalan

    Hacking DSPADPCM (.dsp audio) Encoding Made Easy!

    Ah cool! Thanks for the eagle-eyed catch! I'll merge the changes in my using repos soon
  2. jackoalan

    Hacking DSPADPCM (.dsp audio) Encoding Made Easy!

    OK, changed those aux fields to match let me know if this works correctly, and I'll make it part of the general release: https://github.com/jackoalan/audacity/releases/tag/v2.1.3-dev-stmtest
  3. jackoalan

    Hacking DSPADPCM (.dsp audio) Encoding Made Easy!

    Here's what i've got so far for .stm support: https://github.com/jackoalan/audacity/releases/tag/v2.1.3-dev-stmtest I'm a bit confused by the two files though. Both seem to set 'adpcmLoopStartOffset' as 0xffffffff. I'm assuming this means that both of these are non-looping files. Judging by...
  4. jackoalan

    Hacking DSPADPCM (.dsp audio) Encoding Made Easy!

    New Version!! https://github.com/jackoalan/audacity/releases This updates Audacity to the current dev branch and fixes a bug discovered with the help of @Shrinefox: .dsp files with less than 1024 samples are now correctly identified as valid input.
  5. jackoalan

    Hacking DSPADPCM (.dsp audio) Encoding Made Easy!

    Yea, it's common for SFX and other event cues to be short, standard mono .dsp files On the other hand, GameCube music will often be a fully-produced stereo mix, requiring a stereo container of some sort (not standardised by Nintendo)
  6. jackoalan

    Hacking DSPADPCM (.dsp audio) Encoding Made Easy!

    According to this http://wiibrew.org/wiki/Wiimote#Sound_Data_Format, the Wiimote uses Yamaha ADPCM. It should be noted that DSPADPCM is not well-suited for real-time encoding (which is how the Wiimote stream works). The entire music/sfx track needs to be mixed and encoded ahead of time, using...
  7. jackoalan

    Hacking DSPADPCM (.dsp audio) Encoding Made Easy!

    If you notice it happen consistently for certain individual files, then you might be dealing with a different container type. Not all .dsp files are made with Nintendo's usual utility. In most cases the same codec is used, but it's also arbitrarily split for stereo or other multi-track usage...
  8. jackoalan

    Hacking DSPADPCM (.dsp audio) Encoding Made Easy!

    Ah yes! Due thanks to @Antidote and Parax from M2K2 for supplying test material and plenty of background information on relevant file formats.
  9. jackoalan

    Hacking DSPADPCM (.dsp audio) Encoding Made Easy!

    Hello everyone! I'm a game reverse-engineering and modding enthusiast focusing on games by Retro Studios (i.e. the Metroid Prime games and recent Donkey Kong titles). For some time, I've been wanting to insert custom music and SFX by implementing a DSPADPCM encoder (which many titles seem to...
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