Conduit gcs/gcm files by pietastesgood at 8:34 PM EDT on June 24, 2009
The Conduit just came out today, and from the samples i've heard the score is going to be great. However, the game is divided into many small archives with the extensions gcs and gcm. I can see riff headers but the archives somehow seem to be compressed.
I agree that it looks compressed. The stream data, however, is uncompressed (I see plain DSP at the end of the gcs). This isn't going to do much good, however, as it appears that the headers are in the compressed section (as there are no headers in evidence with the raw DSP and the RIFFs seem to be in there).
Ok, thanks anyways. Hopefully someone can still help me out with this compression issue. :)
Edit:
Or, is there a way I can reverse engineer the header, so I can manually extract the uncompressed audio data out from the archive and add it on to the header?
The standard header is documented on the vgmstream wiki. The major thing missing is the table of decode coefficients. It suppose might be possible to work this out backwards from the sample data, but I wouldn't know how to go about it if it was. Consider the format used in MadWorld, where I had to work out an encryption scheme before I could read the header. This seems to be a similar situation, and it might be possible to work it out from the game executable also.
Considering that I'm unlikely to do it myself, yeah that'd be helpful. If you could post all of the gcs files, that might work, too. It might be more obvious with more samples to work from.