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FF8/FileFormat FMT

1,325 bytes added, 22:00, 3 June 2014
Created page with "Final Fantasy 8's sound effects are stored within two files. The '''audio.dat''' contains the actual wav files, compressed as 4-bit ADPCM. The '''audio.fmt''' file is a locato..."
Final Fantasy 8's sound effects are stored within two files. The '''audio.dat''' contains the actual wav files, compressed as 4-bit ADPCM. The '''audio.fmt''' file is a locator for sounds in the dat.

==FMT File Structure==
The FMT is headed by 2 bytes representing the number of sound file headers in the rest of the FMT file.

Each sound header either contains 70 bytes if it represents a valid sound file, or 38 bytes if it's a blank entry (those 38 bytes are all 0x0)

Each sound header contains the following structure:

{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Offset
! style="background:rgb(204,204,204)" | Size
! style="background:rgb(204,204,204)" | Data
|-
| 0x0000
| 4 bytes
| Size of wav file in the dat.
|-
| 0x0004
| 4 bytes
| Offset of wav file in the dat.
|-
| 0x0008
| 12 bytes
| Unknown. If first byte is 0, the other 11 are always 0. Probably some kind of looping metadata.
|-
| 0x0020
| 18 bytes
| Microsoft WAVFORMATEX header for the wav file.
|-
| 0x0038
| 2 bytes
| Samples per block
|-
| 0x0040
| 2 bytes
| Number of ADPCM coefficients (used for compression, should always be 7).
|-
| 0x0042
| 28 bytes (7 pairs of two 2-byte coefficients)
| Standard Microsoft ADPCMCoefSets.
|-
|}
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