May be standard Nintendo DSP. The table at 0x88 describes the offset (relative to 0x800) and size of each track. Table size is trackcount * 32. However, I am not able to find anything obvious that could be coefficients... Is there a second file related to this "jungleMU.RWS" file? Here's my (slightly distorted) result: https://mega.co.nz/#!SwxkmR4Y!c6Gb-fXJG44Od1Oo9crcSaUTpu0JoOf47rHFAzTznUE
I see the filenames with offset I think. I tried with vgmtoolbox to put them in Offset but don't work. The file you extracted is "mushroom_game" the first in the archive. What am I supposed to do to extract the files and convert them??? and can I have a script if you can?
Thanks but I don't know how to write in file offset records and so on... I have an infinite numbers of 0xCA for example I don't know where's the correct offset
That's the purpose of the preset - it's already specified. All you need to specify is the path of the RWS file, then click the "extract files" button. After you've properly restarted VGMToolbox and selected the preset in the VFS extractor dropdown list and hit "load" that is..
It's the only place that made sense. There are 12 (0x0C) entries/records in the table at 0x88, and the value at 0x38 is the only place that specifies 12 (0x0C) before the table. Note that the value is 4 bytes long (big endian order) however.
As I mentioned, the VFS Extractor does NOT output headers. It's a simple extract-only tool.
I used a junkish PHP script I wrote a while ago to add a DSP header with custom coefficients I generated from iterating a bunch of DSP files from various games. But as you probably noticed, it doesn't sound alright anyway (either because it's not even DSP to begin with, or because we need the correct coefficients, which I can't seem to find any of in the RWS file you uploaded)..
But how did you convert the .bin extracted into dsp to play them with Foobar anyway? I tried to rename but don't work and I tried to extract the extracted files (xD) with the Nintendo GC ADPCM 4-bit but I don't have the coeffs so ...
I don't have the exact coefficients either. You'll have to try to find them. I don't have the game, and the bare RWS you uploaded might not contain all that's needed. The DSP file I uploaded uses an "approximate" header (with custom coefficients) which I generated with a PHP script.