Currently Supported Formats: 0x00 - PlayStation 4-bit ADPCM 0x01 - XBOX 4-bit IMA ADPCM 0x02 - GameCube ADP/DTK 4-bit ADPCM 0x03 - PCM RAW (Big Endian) 0x04 - PCM RAW (Little Endian) 0x05 - PCM RAW (8-Bit) 0x06 - Squareroot-delta-exact 8-bit DPCM 0x07 - Interleaved DVI 4-Bit IMA ADPCM 0x08 - MPEG Layer Audio File (MP1/2/3) 0x09 - 4-bit IMA ADPCM 0x0A - Yamaha AICA 4-bit ADPCM 0x0B - Microsoft 4-bit IMA ADPCM 0x0C - Nintendo GameCube DSP 4-bit ADPCM 0x0D - PCM RAW (8-Bit Unsigned) 0x0E - PlayStation 4-bit ADPCM (with bad flags) more to come...
There are some special options, like an Interleave and Loop Finder for PSx ADPCM, a "Capcom Hack" for a different coef layout in some Capcom games, like Viewtiful Joe, Resident Evil 4 and possibly more...
Further, it includes some nice "autoget" features, for example: if you select a wav file it will retrieve all needed infos, i'll work more on this support, it saves a lot of time.
It would be nice if someone could test it, and i'm open for any suggestions!
cU mana
by RebeccaSugar at 5:42 PM EST on February 28, 2015
Would this still be around somewhere? I've got a few headerless files lying around and would be more than happy to test this for you after more than five years.
This is now part of VGM Toolbox (forum thread here). It's how people make GENH files for rips these days. GENH is used for when the rips have no header, or the header is incorrect, or just plain useless/missing important data. There has been occasional discussion on using a GENH header to store tag data, but no one has agreed on a standard, and no one has stepped up to do the software programming necessary for it.
Anyway, basically this is a really old thread, and out dated. VGMTb can do this, and is not only updated more, but supports features this old tool doesn't. Mouser X over and out.
edited 12:31 AM EST March 1, 2015
by RebeccaSugar at 7:30 PM EST on February 28, 2015