Previous Page

by Knurek at 3:29 AM EST on December 22, 2016
@bnnm: Could you please upload the latest build somewhere?
by bnnm at 2:02 PM EST on December 22, 2016
@Knurek - sure: https://www.sendspace.com/file/n6sw4d
It also has (beta?) HEVAG support.
I'll try to automatize the upload process somewhat (still need to link to kode54's "official" FFmpeg DLLs and stuff).

@Dro - if you want I could incorporate your changes.
I test the DLL with an old Winamp 5.61 but I didn't have any particular problems, FFmpeg included.

@ChillyBilly - they work in test/winamp but not in foobar, somehow... I'll check.
EDIT: seems FFmpeg DLLs weren't compiled with MSF support.


edited 2:50 PM EST December 22, 2016
by kode54 at 3:03 PM EST on December 22, 2016
It seems I need to know which switches to pass to configure to enable MSF support.
by bnnm at 4:21 PM EST on December 22, 2016
@kode54: --enable-demuxer=msf


While you are at it could you add these too?

--enable-decoder=bink,binkaudio_dct,binkaudio_rdft,flac,pcm_s16be,pcm_s16be_planar,pcm_s16le,pcm_s16le_planar,theora
--enable-demuxer=bink,flac,mov,msf,xmv,xwma
by kode54 at 10:10 PM EST on December 22, 2016
Done. And please see ext_libs/ffmeg_options.txt to see what I actually use to build it, using the specified base build kit. I basically answer shared, GPLv3, yes to try Windows XP support, no to pretty much everything else, and then that specified options file in the build directory. For 32 bit only, it will use about 2.55GB of NTFS disk space, and produce output in build\local32\bin-video\ffmpegSHARED\bin.
by ChillyBilly at 2:30 AM EST on December 24, 2016
Just wanted to mention that I installed the latest update for foobar, and now those MSF files play like a charm! A million thanks, bnnm and kode64! :D
by Knurek at 2:07 AM EST on December 26, 2016
@bnnm: Could you take a look at the recent 3DS rips for FIFA games?
They seem to use standard EA container (SCHl header with chunks), which VGMStream supports (provided you rename the files to *.eam).
But I'm guessing VGMStream expects PS2 ADPCM, whereas these files use Gamecube ADPCM.
(I've seen them used on PSP and VITA as well, with AT3 and AT9 streams respectively)
by bnnm at 8:51 AM EST on December 27, 2016
I decided to upload my builds here so I don't have to manually post them all the time:
https://github.com/bnnm/vgmstream-builds

Not ideal, until I find a better way to host them...

@Knurek - the headers go to EA ADPCM. I tried to force a bunch of codecs without success. Since I don't know much about GC ADPCM I'd need some pointers, as well as examples of other EA containers.

Previous Page
Go to Page 0 1 2 3

Search this thread

Show all threads

Reply to this thread:

User Name Tags:

bold: [b]bold[/b]
italics: [i]italics[/i]
emphasis: [em]emphasis[/em]
underline: [u]underline[/u]
small: [small]small[/small]
Link: [url=http://www.google.com]Link[/url]

[img=https://www.hcs64.com/images/mm1.png]
Password
Subject
Message

HCS Forum Index
Halley's Comet Software
forum source