Difference between revisions of "FF8/FileFormat FMT"
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my_wiki>Shard m (→FMT File Structure) |
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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 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: | + | Each sound header representing a valid sound file contains the following structure: |
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Revision as of 22:01, 3 June 2014
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 representing a valid sound file contains the following structure:
Offset | Size | 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 | Standard Microsoft ADPCMCoefSets. |