Difference between revisions of "FF8/FileFormat FMT"
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my_wiki>Shard (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...") |
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==FMT File Structure== | ==FMT File Structure== | ||
− | The FMT is headed by | + | The FMT is headed by 4 bytes representing the number of sound file headers in the rest of the FMT file, then by a 36 byte header that isn't interesting. |
− | 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 (beginning with the first at 0x28) 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: |
− | {| | + | {| class="wikitable" |
− | ! | + | ! Offset |
− | ! | + | ! Size |
− | ! | + | ! Data |
|- | |- | ||
− | | | + | | 0x00 |
| 4 bytes | | 4 bytes | ||
| Size of wav file in the dat. | | Size of wav file in the dat. | ||
|- | |- | ||
− | | | + | | 0x04 |
| 4 bytes | | 4 bytes | ||
| Offset of wav file in the dat. | | Offset of wav file in the dat. | ||
|- | |- | ||
− | | | + | | 0x08 |
| 12 bytes | | 12 bytes | ||
| Unknown. If first byte is 0, the other 11 are always 0. Probably some kind of looping metadata. | | Unknown. If first byte is 0, the other 11 are always 0. Probably some kind of looping metadata. | ||
|- | |- | ||
− | | | + | | 0x14 |
| 18 bytes | | 18 bytes | ||
| Microsoft WAVFORMATEX header for the wav file. | | Microsoft WAVFORMATEX header for the wav file. | ||
|- | |- | ||
− | | | + | | 0x26 |
| 2 bytes | | 2 bytes | ||
| Samples per block | | Samples per block | ||
|- | |- | ||
− | | | + | | 0x28 |
| 2 bytes | | 2 bytes | ||
| Number of ADPCM coefficients (used for compression, should always be 7). | | Number of ADPCM coefficients (used for compression, should always be 7). | ||
|- | |- | ||
− | | | + | | 0x2A |
− | | 28 bytes | + | | 28 bytes |
| Standard Microsoft ADPCMCoefSets. | | Standard Microsoft ADPCMCoefSets. | ||
|- | |- | ||
|} | |} |
Latest revision as of 05:24, 23 May 2019
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 4 bytes representing the number of sound file headers in the rest of the FMT file, then by a 36 byte header that isn't interesting.
Each sound header (beginning with the first at 0x28) 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 |
---|---|---|
0x00 | 4 bytes | Size of wav file in the dat. |
0x04 | 4 bytes | Offset of wav file in the dat. |
0x08 | 12 bytes | Unknown. If first byte is 0, the other 11 are always 0. Probably some kind of looping metadata. |
0x14 | 18 bytes | Microsoft WAVFORMATEX header for the wav file. |
0x26 | 2 bytes | Samples per block |
0x28 | 2 bytes | Number of ADPCM coefficients (used for compression, should always be 7). |
0x2A | 28 bytes | Standard Microsoft ADPCMCoefSets. |