cog/Frameworks/vgmstream/vgmstream/src/meta/ubi_bao.c

1956 lines
72 KiB
C

#include "meta.h"
#include "../layout/layout.h"
#include "../coding/coding.h"
#include "ubi_bao_streamfile.h"
#define BAO_MIN_VERSION 0x1B
#define BAO_MAX_VERSION 0x2A
#define BAO_MAX_LAYER_COUNT 16 /* arbitrary max */
#define BAO_MAX_CHAIN_COUNT 128 /* POP:TFS goes up to ~100 */
typedef enum { CODEC_NONE = 0, UBI_IMA, RAW_PCM, RAW_PSX, RAW_XMA1, RAW_XMA2_OLD, RAW_XMA2_NEW, RAW_AT3, RAW_AT3_105, FMT_AT3, RAW_DSP, FMT_OGG } ubi_bao_codec;
typedef enum { TYPE_NONE = 0, UBI_AUDIO, UBI_LAYER, UBI_SEQUENCE, UBI_SILENCE } ubi_bao_type;
typedef enum { FILE_NONE = 0, UBI_FORGE, UBI_FORGE_b, UBI_FAT } ubi_bao_file;
typedef struct {
size_t bao_class;
size_t header_base_size;
size_t header_skip;
int header_less_le_flag; /* horrid but not sure what to do */
off_t header_id;
off_t header_type;
off_t audio_stream_size;
off_t audio_stream_id;
off_t audio_external_flag;
off_t audio_loop_flag;
off_t audio_channels;
off_t audio_sample_rate;
off_t audio_num_samples;
off_t audio_num_samples2;
off_t audio_stream_type;
off_t audio_prefetch_size;
size_t audio_interleave;
off_t audio_cue_count;
off_t audio_cue_size;
int audio_fix_psx_samples;
int audio_external_and;
int audio_loop_and;
int audio_ignore_resource_size;
off_t sequence_sequence_loop;
off_t sequence_sequence_single;
off_t sequence_sequence_count;
off_t sequence_entry_number;
size_t sequence_entry_size;
off_t layer_layer_count;
off_t layer_external_flag;
off_t layer_stream_id;
off_t layer_stream_size;
off_t layer_prefetch_size;
off_t layer_extra_size;
off_t layer_cue_count;
off_t layer_cue_labels;
off_t layer_sample_rate;
off_t layer_channels;
off_t layer_stream_type;
off_t layer_num_samples;
size_t layer_entry_size;
int layer_external_and;
int layer_ignore_error;
off_t silence_duration_float;
ubi_bao_codec codec_map[16];
ubi_bao_file file_type;
} ubi_bao_config;
typedef struct {
int is_atomic;
int version;
ubi_bao_type type;
ubi_bao_codec codec;
int big_endian;
int total_subsongs;
/* config */
ubi_bao_config cfg;
/* header info */
uint32_t header_offset;
uint8_t header_format;
uint32_t header_version;
uint32_t header_id;
uint32_t header_type;
uint32_t header_skip; /* common sub-header size */
uint32_t header_size; /* normal base size (not counting extra tables) */
uint32_t extra_size; /* extra tables size */
uint32_t stream_id;
uint32_t stream_size;
uint32_t stream_offset;
uint32_t prefetch_id;
uint32_t prefetch_size;
uint32_t prefetch_offset;
size_t memory_skip;
size_t stream_skip;
int is_prefetched;
int is_external;
int loop_flag;
int num_samples;
int loop_start;
int sample_rate;
int channels;
int stream_type;
int layer_count;
int layer_channels[BAO_MAX_LAYER_COUNT];
int sequence_count;
uint32_t sequence_chain[BAO_MAX_CHAIN_COUNT];
int sequence_loop;
int sequence_single;
float duration;
char resource_name[255];
char readable_name[255];
int classes[16];
int types[16];
int allowed_types[16];
} ubi_bao_header;
static int parse_header(ubi_bao_header* bao, STREAMFILE* sf, off_t offset);
static int parse_bao(ubi_bao_header* bao, STREAMFILE* sf, off_t offset, int target_subsong);
static int parse_pk(ubi_bao_header* bao, STREAMFILE* sf);
static VGMSTREAM* init_vgmstream_ubi_bao_header(ubi_bao_header* bao, STREAMFILE* sf);
static STREAMFILE* setup_bao_streamfile(ubi_bao_header* bao, STREAMFILE* sf);
static STREAMFILE* open_atomic_bao(ubi_bao_file file_type, uint32_t file_id, int is_stream, STREAMFILE* sf);
static int find_package_bao(uint32_t target_id, STREAMFILE* sf, off_t* p_offset, size_t* p_size);
static int config_bao_version(ubi_bao_header* bao, STREAMFILE* sf);
static void config_bao_endian(ubi_bao_header* bao, off_t offset, STREAMFILE* sf);
static void build_readable_name(char* buf, size_t buf_size, ubi_bao_header* bao);
/* .PK - packages with BAOs from Ubisoft's sound engine ("DARE") games in 2008+ */
VGMSTREAM* init_vgmstream_ubi_bao_pk(STREAMFILE* sf) {
ubi_bao_header bao = { 0 };
/* checks */
if (read_u8(0x00, sf) != 0x01)
goto fail;
if (read_u8(0x01, sf) < BAO_MIN_VERSION || read_u8(0x01, sf) > BAO_MAX_VERSION)
goto fail;
if (!check_extensions(sf, "pk,lpk,cpk"))
goto fail;
/* package .pk+spk (or .lpk+lspk for localized) database-like format, evolved from Ubi sbN/smN.
* .pk has an index pointing to memory BAOs and tables with external stream BAOs in .spk. */
/* main parse */
if (!parse_pk(&bao, sf))
goto fail;
build_readable_name(bao.readable_name, sizeof(bao.readable_name), &bao);
return init_vgmstream_ubi_bao_header(&bao, sf);
fail:
return NULL;
}
/* .BAO - single BAO files from Ubisoft's sound engine ("DARE") games in 2007+ */
VGMSTREAM* init_vgmstream_ubi_bao_atomic(STREAMFILE* sf) {
ubi_bao_header bao = { 0 };
STREAMFILE* streamData = NULL;
/* checks */
if (read_u8(0x00, sf) != 0x01 && read_u8(0x00, sf) != 0x02) /* 0x01=AC1, 0x02=POP2008 */
goto fail;
if (read_u8(0x01, sf) < BAO_MIN_VERSION || read_u8(0x01, sf) > BAO_MAX_VERSION)
goto fail;
if (!check_extensions(sf, "bao,"))
goto fail;
/* atomic .bao+bao/sbao found in .forge and similar bigfiles. The bigfile acts as index, but
* since BAOs reference each other by id and are named by it (though the internal BAO id may
* be other) we can simulate it. Extension is .bao/sbao or extensionaless in some games. */
bao.is_atomic = 1;
bao.version = read_u32be(0x00, sf) & 0x00FFFFFF;
if (!config_bao_version(&bao, sf))
goto fail;
/* main parse */
if (!parse_bao(&bao, sf, 0x00, 1))
goto fail;
build_readable_name(bao.readable_name, sizeof(bao.readable_name), &bao);
return init_vgmstream_ubi_bao_header(&bao, sf);
fail:
close_streamfile(streamData);
return NULL;
}
#if 0
/* .SPK - special mini package with BAOs [Avatar (PS3)] */
VGMSTREAM* init_vgmstream_ubi_bao_spk(STREAMFILE* sf) {
ubi_bao_header bao = { 0 };
/* checks */
if (!check_extensions(sf, "spk"))
goto fail;
/* Variation of .pk:
* - 0x00: 0x014B5053 ("SPK\01" LE)
* - 0x04: BAO count
* - 0x08: BAO ids inside (0x04 * BAO count)
* - per BAO count
* - 0x00: table count
* - 0x04: ids related to this BAO? (0x04 * table count)
* - 0x08/NN: BAO size
* - 0x0c/NN+: BAO data up to size
*
* BAOs reference .sbao by name (are considered atomic) so perhaps could
* be considered a type of bigfile.
*/
return NULL;
}
#endif
/* ************************************************************************* */
static VGMSTREAM* init_vgmstream_ubi_bao_base(ubi_bao_header* bao, STREAMFILE* streamHead, STREAMFILE* streamData) {
VGMSTREAM* vgmstream = NULL;
off_t start_offset = 0x00;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(bao->channels, bao->loop_flag);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_UBI_BAO;
vgmstream->sample_rate = bao->sample_rate;
vgmstream->num_streams = bao->total_subsongs;
vgmstream->stream_size = bao->stream_size;
vgmstream->num_samples = bao->num_samples;
vgmstream->loop_start_sample = bao->loop_start;
vgmstream->loop_end_sample = bao->num_samples;
switch(bao->codec) {
case UBI_IMA: {
vgmstream->coding_type = coding_UBI_IMA;
vgmstream->layout_type = layout_none;
break;
}
case RAW_PCM:
vgmstream->coding_type = coding_PCM16LE; /* always LE */
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = 0x02;
break;
case RAW_PSX:
vgmstream->coding_type = coding_PSX;
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = (bao->cfg.audio_interleave) ?
bao->cfg.audio_interleave :
bao->stream_size / bao->channels;
break;
case RAW_DSP:
vgmstream->coding_type = coding_NGC_DSP;
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = bao->stream_size / bao->channels;
/* mini DSP header (first 0x10 seem to contain DSP header fields like nibbles and format) */
dsp_read_coefs_be(vgmstream, streamHead, bao->header_offset + bao->header_size + bao->extra_size + 0x10, 0x40);
dsp_read_hist_be (vgmstream, streamHead, bao->header_offset + bao->header_size + bao->extra_size + 0x34, 0x40); /* after gain/initial ps */
break;
#ifdef VGM_USE_FFMPEG
//TODO: Ubi XMA1 (raw or fmt) is a bit strange, FFmpeg decodes some frames slightly wrong (see Ubi SB)
case RAW_XMA1:
case RAW_XMA2_OLD:
case RAW_XMA2_NEW: {
size_t chunk_size, data_size;
off_t chunk_offset;
STREAMFILE* sf_xma;
switch(bao->codec) {
case RAW_XMA1: chunk_size = 0x20; break;
case RAW_XMA2_OLD: chunk_size = 0x2c; break;
case RAW_XMA2_NEW: chunk_size = 0x34; break;
default: goto fail;
}
//todo improve XMA subheader skip
//- audio memory: in header
//- audio stream: in data
//- layer memory: in layer mem, right before audio (technically in header...)
//- layer stream: same?
/* XMA header chunk is stored in different places, setup and also find actual data start */
if (bao->is_external || bao->type == UBI_LAYER) {
uint8_t flag, bits_per_frame;
uint32_t sec1_num, sec2_num, sec3_num;
size_t header_size, frame_size;
off_t header_offset = start_offset + chunk_size;
/* skip custom XMA seek? table after standard XMA/fmt header chunk */
if (bao->codec == RAW_XMA1) {
flag = read_8bit(header_offset + 0x00, streamData);
sec2_num = read_32bitBE(header_offset + 0x04, streamData); /* number of XMA frames */
frame_size = 0x800;
sec1_num = read_32bitBE(header_offset + 0x08, streamData);
sec3_num = read_32bitBE(header_offset + 0x0c, streamData);
header_size = chunk_size + 0x10;
}
else {
flag = read_8bit(header_offset + 0x00, streamData);
sec2_num = read_32bitBE(header_offset + 0x04, streamData); /* number of XMA frames */
frame_size = 0x800; //read_32bitBE(header_offset + 0x08, streamData); /* not always present? */
sec1_num = read_32bitBE(header_offset + 0x0c, streamData);
sec3_num = read_32bitBE(header_offset + 0x10, streamData); /* assumed */
header_size = chunk_size + 0x14;
}
bits_per_frame = 4;
if (flag == 0x02 || flag == 0x04)
bits_per_frame = 2;
else if (flag == 0x08)
bits_per_frame = 1;
header_size += sec1_num * 0x04;
header_size += align_size_to_block(sec2_num * bits_per_frame, 32) / 8; /* bitstream seek table? */
header_size += sec3_num * 0x08;
sf_xma = streamData;
chunk_offset = 0x00;
start_offset += header_size;
data_size = sec2_num * frame_size;
}
else {
sf_xma = streamHead;
chunk_offset = bao->header_offset + bao->header_size;
start_offset = 0x00;
data_size = bao->stream_size;
}
vgmstream->codec_data = init_ffmpeg_xma_chunk(sf_xma, start_offset, data_size, chunk_offset, chunk_size);
if (!vgmstream->codec_data) goto fail;
vgmstream->coding_type = coding_FFmpeg;
vgmstream->layout_type = layout_none;
vgmstream->stream_size = data_size;
xma_fix_raw_samples(vgmstream, streamData, start_offset,data_size,0, 0,0);
break;
}
case RAW_AT3_105:
case RAW_AT3: {
int block_align, encoder_delay;
block_align = (bao->codec == RAW_AT3_105 ? 0x98 : 0xc0) * vgmstream->channels;
encoder_delay = 0; /* num_samples is full bytes-to-samples (unlike FMT_AT3) and comparing X360 vs PS3 games seems ok */
vgmstream->codec_data = init_ffmpeg_atrac3_raw(streamData, start_offset,vgmstream->stream_size, vgmstream->num_samples,vgmstream->channels,vgmstream->sample_rate, block_align, encoder_delay);
if (!vgmstream->codec_data) goto fail;
vgmstream->coding_type = coding_FFmpeg;
vgmstream->layout_type = layout_none;
break;
}
case FMT_AT3: {
vgmstream->codec_data = init_ffmpeg_atrac3_riff(streamData, start_offset, NULL);
if (!vgmstream->codec_data) goto fail;
vgmstream->coding_type = coding_FFmpeg;
vgmstream->layout_type = layout_none;
break;
}
#endif
#ifdef VGM_USE_VORBIS
case FMT_OGG: {
vgmstream->codec_data = init_ogg_vorbis(streamData, start_offset, bao->stream_size, NULL);
if (!vgmstream->codec_data) goto fail;
vgmstream->coding_type = coding_OGG_VORBIS;
vgmstream->layout_type = layout_none;
vgmstream->num_samples = bao->num_samples; /* same as Ogg samples */
break;
}
#endif
default:
goto fail;
}
if (!vgmstream_open_stream(vgmstream, streamData, start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
VGM_LOG("UBI BAO: failed init base\n");
return NULL;
}
static VGMSTREAM* init_vgmstream_ubi_bao_audio(ubi_bao_header* bao, STREAMFILE* sf) {
VGMSTREAM* vgmstream = NULL;
STREAMFILE* streamData = NULL;
streamData = setup_bao_streamfile(bao, sf);
if (!streamData) goto fail;
vgmstream = init_vgmstream_ubi_bao_base(bao, sf, streamData);
if (!vgmstream) goto fail;
close_streamfile(streamData);
return vgmstream;
fail:
close_streamfile(streamData);
close_vgmstream(vgmstream);
VGM_LOG("UBI BAO: failed init audio\n");
return NULL;
}
static VGMSTREAM* init_vgmstream_ubi_bao_layer(ubi_bao_header* bao, STREAMFILE* sf) {
VGMSTREAM* vgmstream = NULL;
layered_layout_data* data = NULL;
STREAMFILE* temp_sf = NULL;
STREAMFILE* streamData = NULL;
size_t full_stream_size = bao->stream_size;
int i, total_channels = 0;
streamData = setup_bao_streamfile(bao, sf);
if (!streamData) goto fail;
/* init layout */
data = init_layout_layered(bao->layer_count);
if (!data) goto fail;
/* open all layers and mix */
for (i = 0; i < bao->layer_count; i++) {
/* prepare streamfile from a single layer section */
temp_sf = setup_ubi_bao_streamfile(streamData, 0x00, full_stream_size, i, bao->layer_count, bao->big_endian);
if (!temp_sf) goto fail;
bao->stream_size = get_streamfile_size(temp_sf);
bao->channels = bao->layer_channels[i];
total_channels += bao->layer_channels[i];
/* build the layer VGMSTREAM (standard sb with custom streamfile) */
data->layers[i] = init_vgmstream_ubi_bao_base(bao, sf, temp_sf);
if (!data->layers[i]) goto fail;
close_streamfile(temp_sf);
temp_sf = NULL;
}
if (!setup_layout_layered(data))
goto fail;
/* build the base VGMSTREAM */
vgmstream = allocate_vgmstream(total_channels, bao->loop_flag);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_UBI_BAO;
vgmstream->sample_rate = bao->sample_rate;
vgmstream->num_streams = bao->total_subsongs;
vgmstream->stream_size = full_stream_size;
vgmstream->num_samples = bao->num_samples;
vgmstream->loop_start_sample = bao->loop_start;
vgmstream->loop_end_sample = bao->num_samples;
vgmstream->coding_type = data->layers[0]->coding_type;
vgmstream->layout_type = layout_layered;
vgmstream->layout_data = data;
close_streamfile(streamData);
return vgmstream;
fail:
close_streamfile(temp_sf);
close_streamfile(streamData);
if (vgmstream)
close_vgmstream(vgmstream);
else
free_layout_layered(data);
VGM_LOG("UBI BAO: failed init layer\n");
return NULL;
}
static VGMSTREAM* init_vgmstream_ubi_bao_sequence(ubi_bao_header* bao, STREAMFILE* sf) {
VGMSTREAM* vgmstream = NULL;
STREAMFILE* streamChain = NULL;
segmented_layout_data* data = NULL;
int i;
/* init layout */
data = init_layout_segmented(bao->sequence_count);
if (!data) goto fail;
bao->channels = 0;
bao->num_samples = 0;
/* open all segments and mix */
for (i = 0; i < bao->sequence_count; i++) {
ubi_bao_header temp_bao = *bao; /* memcpy'ed */
int entry_id = bao->sequence_chain[i];
if (bao->is_atomic) {
/* open memory audio BAO */
streamChain = open_atomic_bao(bao->cfg.file_type, entry_id, 0, sf);
if (!streamChain) {
VGM_LOG("UBI BAO: chain BAO %08x not found\n", entry_id);
goto fail;
}
/* parse BAO */
if (!parse_header(&temp_bao, streamChain, 0x00))
goto fail;
/* will open its companion BAOs later */
close_streamfile(streamChain);
streamChain = NULL;
}
else {
/* find memory audio BAO */
off_t entry_offset;
if (!find_package_bao(entry_id, sf, &entry_offset, NULL)) {
VGM_LOG("UBI BAO: expected chain id %08x not found\n", entry_id);
goto fail;
}
/* parse BAO */
if (!parse_header(&temp_bao, sf, entry_offset))
goto fail;
}
if (temp_bao.type == TYPE_NONE || temp_bao.type == UBI_SEQUENCE) {
VGM_LOG("UBI BAO: unexpected sequence entry type\n");
goto fail; /* technically ok but too much recursiveness? */
}
/* build the layer VGMSTREAM (current sb entry config) */
data->segments[i] = init_vgmstream_ubi_bao_header(&temp_bao, sf);
if (!data->segments[i]) goto fail;
if (i == bao->sequence_loop)
bao->loop_start = bao->num_samples;
bao->num_samples += data->segments[i]->num_samples;
/* save current (silences don't have values, so this unsures they know when memcpy'ed) */
bao->channels = temp_bao.channels;
bao->sample_rate = temp_bao.sample_rate;
}
//todo Rabbids 0x200000bd.pk#24 mixes 2ch audio with 2ch*3 layers
if (!setup_layout_segmented(data))
goto fail;
/* build the base VGMSTREAM */
vgmstream = allocate_vgmstream(data->output_channels, !bao->sequence_single);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_UBI_BAO;
vgmstream->sample_rate = data->segments[0]->sample_rate;
vgmstream->num_streams = bao->total_subsongs;
//vgmstream->stream_size = bao->stream_size; /* auto when getting avg br */
vgmstream->num_samples = bao->num_samples;
vgmstream->loop_start_sample = bao->loop_start;
vgmstream->loop_end_sample = bao->num_samples;
vgmstream->coding_type = data->segments[0]->coding_type;
vgmstream->layout_type = layout_segmented;
vgmstream->layout_data = data;
return vgmstream;
fail:
close_streamfile(streamChain);
if (vgmstream)
close_vgmstream(vgmstream);
else
free_layout_segmented(data);
VGM_LOG("UBI BAO: failed init sequence\n");
return NULL;
}
static VGMSTREAM* init_vgmstream_ubi_bao_silence(ubi_bao_header* bao) {
VGMSTREAM* vgmstream = NULL;
int channels, sample_rate;
int32_t num_samples;
/* by default silences don't have settings */
channels = bao->channels;
if (channels == 0)
channels = 2;
sample_rate = bao->sample_rate;
if (sample_rate == 0)
sample_rate = 48000;
num_samples = bao->duration * sample_rate;
/* init the VGMSTREAM */
vgmstream = init_vgmstream_silence(channels, sample_rate, num_samples);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_UBI_BAO;
vgmstream->num_streams = bao->total_subsongs;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return vgmstream;
}
static VGMSTREAM* init_vgmstream_ubi_bao_header(ubi_bao_header* bao, STREAMFILE* sf) {
VGMSTREAM* vgmstream = NULL;
if (bao->total_subsongs <= 0) {
vgm_logi("UBI BAO: bank has no subsongs (ignore)\n");
goto fail; /* not uncommon */
}
;VGM_LOG("UBI BAO: target at %x, h_id=%08x, s_id=%08x, p_id=%08x\n",
(uint32_t)bao->header_offset, bao->header_id, bao->stream_id, bao->prefetch_id);
;VGM_LOG("UBI BAO: stream=%x, size=%x, res=%s\n",
(uint32_t)bao->stream_offset, bao->stream_size, (bao->is_external ? bao->resource_name : "internal"));
;VGM_LOG("UBI BAO: type=%i, header=%x, extra=%x, pre.of=%x, pre.sz=%x\n",
bao->header_type, bao->header_size, bao->extra_size, (uint32_t)bao->prefetch_offset, bao->prefetch_size);
switch(bao->type) {
case UBI_AUDIO:
vgmstream = init_vgmstream_ubi_bao_audio(bao, sf);
break;
case UBI_LAYER:
vgmstream = init_vgmstream_ubi_bao_layer(bao, sf);
break;
case UBI_SEQUENCE:
vgmstream = init_vgmstream_ubi_bao_sequence(bao, sf);
break;
case UBI_SILENCE:
vgmstream = init_vgmstream_ubi_bao_silence(bao);
break;
default:
VGM_LOG("UBI BAO: subsong not found/parsed\n");
goto fail;
}
if (!vgmstream) goto fail;
strcpy(vgmstream->stream_name, bao->readable_name);
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}
/* ************************************************************************* */
/* parse a .pk (package) file: index + BAOs + external .spk resource table. We want header
* BAOs pointing to internal/external stream BAOs (.spk is the same, with stream BAOs only).
* A fun feature of .pk is that different BAOs in a .pk can point to different .spk BAOs
* that actually hold the same data, with different GUID too, somehow. */
static int parse_pk(ubi_bao_header* bao, STREAMFILE* sf) {
int i;
int index_entries;
size_t index_size, index_header_size;
off_t bao_offset;
int target_subsong = sf->stream_index;
STREAMFILE* streamIndex = NULL;
STREAMFILE* streamTest = NULL;
/* format: 0x01=package index, 0x02=package BAO */
if (read_8bit(0x00, sf) != 0x01)
goto fail;
/* index and resources are always LE */
if (target_subsong <= 0) target_subsong = 1;
bao->version = read_u32be(0x00, sf) & 0x00FFFFFF;
index_size = read_u32le(0x04, sf); /* can be 0, not including */
/* 0x08: resource table offset, always found even if not used */
/* 0x0c: always 0? */
/* 0x10: unknown, null if no entries */
/* 0x14: config/flags/time? (changes a bit between files), null if no entries */
/* 0x18(10): file GUID? clones may share it */
/* 0x24: unknown */
/* 0x2c: unknown, may be same as 0x14, can be null */
/* 0x30(10): parent GUID? may be same as 0x18, may be shared with other files */
/* (the above values seem ignored by games, probably just info for their tools) */
if (!config_bao_version(bao, sf))
goto fail;
index_entries = index_size / 0x08;
index_header_size = 0x40;
/* pre-load to avoid too much I/O back and forth */
if (index_size > (10000*0x08)) {
VGM_LOG("BAO: index too big\n");
goto fail;
}
/* use smaller I/O buffers for performance, as this read lots of small headers all over the place */
streamIndex = reopen_streamfile(sf, index_size);
if (!streamIndex) goto fail;
streamTest = reopen_streamfile(sf, 0x100);
if (!streamTest) goto fail;
/* parse index to get target subsong N = Nth valid header BAO */
bao_offset = index_header_size + index_size;
for (i = 0; i < index_entries; i++) {
//uint32_t bao_id = read_32bitLE(index_header_size + 0x08*i + 0x00, streamIndex);
size_t bao_size = read_32bitLE(index_header_size + 0x08*i + 0x04, streamIndex);
//;VGM_LOG("UBI BAO: offset=%x, size=%x\n", (uint32_t)bao_offset, bao_size);
/* parse and continue to find out total_subsongs */
if (!parse_bao(bao, streamTest, bao_offset, target_subsong))
goto fail;
bao_offset += bao_size; /* files simply concat BAOs */
}
//;VGM_LOG("UBI BAO: class "); {int i; for (i=0;i<16;i++){ VGM_ASSERT(bao->classes[i],"%02x=%i ",i,bao->classes[i]); }} VGM_LOG("\n");
//;VGM_LOG("UBI BAO: types "); {int i; for (i=0;i<16;i++){ VGM_ASSERT(bao->types[i],"%02x=%i ",i,bao->types[i]); }} VGM_LOG("\n");
close_streamfile(streamIndex);
close_streamfile(streamTest);
return 1;
fail:
close_streamfile(streamIndex);
close_streamfile(streamTest);
return 0;
}
/* ************************************************************************* */
static void build_readable_name(char* buf, size_t buf_size, ubi_bao_header* bao) {
const char *grp_name;
const char *pft_name;
const char *typ_name;
const char *res_name;
uint32_t h_id, s_id, type;
if (bao->type == TYPE_NONE)
return;
/* config */
if (bao->is_atomic)
grp_name = "atomic";
else
grp_name = "package";
pft_name = bao->is_prefetched ? "p" : "n";
typ_name = bao->is_external ? "str" : "mem";
h_id = bao->header_id;
s_id = bao->stream_id;
type = bao->header_type;
if (bao->type == UBI_SEQUENCE) {
if (bao->sequence_single) {
if (bao->sequence_count == 1)
res_name = "single";
else
res_name = "multi";
}
else {
if (bao->sequence_count == 1)
res_name = "single-loop";
else
res_name = (bao->sequence_loop == 0) ? "multi-loop" : "intro-loop";
}
}
else {
res_name = NULL;
//if (!bao->is_atomic && bao->is_external)
// res_name = bao->resource_name; /* too big? */
//else
// res_name = NULL;
}
/* .pk can contain many subsongs, we need something helpful
* (best done right after subsong detection, since some sequence re-parse types) */
if (res_name && res_name[0]) {
snprintf(buf,buf_size, "%s/%s-%s/%02x-%08x/%08x/%s", grp_name, pft_name, typ_name, type, h_id, s_id, res_name);
}
else {
snprintf(buf,buf_size, "%s/%s-%s/%02x-%08x/%08x", grp_name, pft_name, typ_name, type, h_id, s_id);
}
}
static int parse_type_audio(ubi_bao_header* bao, off_t offset, STREAMFILE* sf) {
int32_t (*read_32bit)(off_t,STREAMFILE*) = bao->big_endian ? read_32bitBE : read_32bitLE;
off_t h_offset = offset + bao->header_skip;
/* audio header */
bao->type = UBI_AUDIO;
bao->stream_size = read_32bit(h_offset + bao->cfg.audio_stream_size, sf);
bao->stream_id = read_32bit(h_offset + bao->cfg.audio_stream_id, sf);
bao->is_external = read_32bit(h_offset + bao->cfg.audio_external_flag, sf) & bao->cfg.audio_external_and;
bao->loop_flag = read_32bit(h_offset + bao->cfg.audio_loop_flag, sf) & bao->cfg.audio_loop_and;
bao->channels = read_32bit(h_offset + bao->cfg.audio_channels, sf);
bao->sample_rate = read_32bit(h_offset + bao->cfg.audio_sample_rate, sf);
/* extra cue table, rare (found with DSP) [We Dare (Wii)] */
if (bao->cfg.audio_cue_size) {
//bao->cfg.audio_cue_count //not needed?
bao->extra_size = read_32bit(h_offset + bao->cfg.audio_cue_size, sf);
}
/* prefetch data is in another internal BAO right after the base header */
if (bao->cfg.audio_prefetch_size) {
bao->prefetch_size = read_32bit(h_offset + bao->cfg.audio_prefetch_size, sf);
bao->is_prefetched = (bao->prefetch_size > 0);
}
if (bao->loop_flag) {
bao->loop_start = read_32bit(h_offset + bao->cfg.audio_num_samples, sf);
bao->num_samples = read_32bit(h_offset + bao->cfg.audio_num_samples2, sf) + bao->loop_start;
}
else {
bao->num_samples = read_32bit(h_offset + bao->cfg.audio_num_samples, sf);
}
bao->stream_type = read_32bit(h_offset + bao->cfg.audio_stream_type, sf);
return 1;
//fail:
// return 0;
}
static int parse_type_sequence(ubi_bao_header* bao, off_t offset, STREAMFILE* sf) {
int32_t (*read_32bit)(off_t,STREAMFILE*) = bao->big_endian ? read_32bitBE : read_32bitLE;
off_t h_offset = offset + bao->header_skip;
off_t table_offset;
int i;
/* sequence chain */
bao->type = UBI_SEQUENCE;
if (bao->cfg.sequence_entry_size == 0) {
VGM_LOG("UBI BAO: sequence entry size not configured at %x\n", (uint32_t)offset);
goto fail;
}
bao->sequence_loop = read_32bit(h_offset + bao->cfg.sequence_sequence_loop, sf);
bao->sequence_single = read_32bit(h_offset + bao->cfg.sequence_sequence_single, sf);
bao->sequence_count = read_32bit(h_offset + bao->cfg.sequence_sequence_count, sf);
if (bao->sequence_count > BAO_MAX_CHAIN_COUNT) {
VGM_LOG("UBI BAO: incorrect sequence count\n");
goto fail;
}
/* get chain in extra table */
table_offset = offset + bao->header_size;
for (i = 0; i < bao->sequence_count; i++) {
uint32_t entry_id = (uint32_t)read_32bit(table_offset + bao->cfg.sequence_entry_number, sf);
bao->sequence_chain[i] = entry_id;
table_offset += bao->cfg.sequence_entry_size;
}
return 1;
fail:
return 0;
}
static int parse_type_layer(ubi_bao_header* bao, off_t offset, STREAMFILE* sf) {
int32_t (*read_32bit)(off_t,STREAMFILE*) = bao->big_endian ? read_32bitBE : read_32bitLE;
off_t h_offset = offset + bao->header_skip;
off_t table_offset;
size_t cues_size = 0;
int i;
/* audio header */
bao->type = UBI_LAYER;
if (bao->cfg.layer_entry_size == 0) {
VGM_LOG("UBI BAO: layer entry size not configured at %x\n", (uint32_t)offset);
goto fail;
}
bao->layer_count = read_32bit(h_offset + bao->cfg.layer_layer_count, sf);
if (bao->layer_count > BAO_MAX_LAYER_COUNT) {
VGM_LOG("UBI BAO: incorrect layer count\n");
goto fail;
}
bao->is_external = read_32bit(h_offset + bao->cfg.layer_external_flag, sf) & bao->cfg.layer_external_and;
bao->stream_size = read_32bit(h_offset + bao->cfg.layer_stream_size, sf);
bao->stream_id = read_32bit(h_offset + bao->cfg.layer_stream_id, sf);
if (bao->cfg.layer_prefetch_size) {
bao->prefetch_size = read_32bit(h_offset + bao->cfg.layer_prefetch_size, sf);
bao->is_prefetched = (bao->prefetch_size > 0);
}
/* extra cue table (rare, has N variable-sized labels + cue table pointing to them) */
if (bao->cfg.layer_cue_labels) {
cues_size += read_32bit(h_offset + bao->cfg.layer_cue_labels, sf);
}
if (bao->cfg.layer_cue_count) {
cues_size += read_32bit(h_offset + bao->cfg.layer_cue_count, sf) * 0x08;
}
if (bao->cfg.layer_extra_size) {
bao->extra_size = read_32bit(h_offset + bao->cfg.layer_extra_size, sf);
}
else {
bao->extra_size = cues_size + bao->layer_count * bao->cfg.layer_entry_size + cues_size;
}
/* get 1st layer header in extra table and validate all headers match */
table_offset = offset + bao->header_size + cues_size;
//bao->channels = read_32bit(table_offset + bao->cfg.layer_channels, sf);
bao->sample_rate = read_32bit(table_offset + bao->cfg.layer_sample_rate, sf);
bao->stream_type = read_32bit(table_offset + bao->cfg.layer_stream_type, sf);
bao->num_samples = read_32bit(table_offset + bao->cfg.layer_num_samples, sf);
for (i = 0; i < bao->layer_count; i++) {
int channels = read_32bit(table_offset + bao->cfg.layer_channels, sf);
int sample_rate = read_32bit(table_offset + bao->cfg.layer_sample_rate, sf);
int stream_type = read_32bit(table_offset + bao->cfg.layer_stream_type, sf);
int num_samples = read_32bit(table_offset + bao->cfg.layer_num_samples, sf);
if (bao->sample_rate != sample_rate || bao->stream_type != stream_type) {
VGM_LOG("UBI BAO: layer headers don't match at %x\n", (uint32_t)table_offset);
if (!bao->cfg.layer_ignore_error) {
goto fail;
}
}
/* uncommonly channels may vary per layer [Rayman Raving Rabbids: TV Party (Wii) ex. 0x22000cbc.pk] */
bao->layer_channels[i] = channels;
/* can be +-1 */
if (bao->num_samples != num_samples && bao->num_samples + 1 == num_samples) {
bao->num_samples -= 1;
}
table_offset += bao->cfg.layer_entry_size;
}
return 1;
fail:
return 0;
}
static int parse_type_silence(ubi_bao_header* bao, off_t offset, STREAMFILE* sf) {
float (*read_f32)(off_t,STREAMFILE*) = bao->big_endian ? read_f32be : read_f32le;
off_t h_offset = offset + bao->header_skip;
/* silence header */
bao->type = UBI_SILENCE;
if (bao->cfg.silence_duration_float == 0) {
VGM_LOG("UBI BAO: silence duration not configured at %x\n", (uint32_t)offset);
goto fail;
}
bao->duration = read_f32(h_offset + bao->cfg.silence_duration_float, sf);
if (bao->duration <= 0.0f) {
VGM_LOG("UBI BAO: bad duration %f at %x\n", bao->duration, (uint32_t)offset);
goto fail;
}
return 1;
fail:
return 0;
}
/* adjust some common values */
static int parse_values(ubi_bao_header* bao) {
if (bao->type == UBI_SEQUENCE || bao->type == UBI_SILENCE)
return 1;
/* common validations */
if (bao->stream_size == 0) {
VGM_LOG("UBI BAO: unknown stream_size at %x\n", (uint32_t)bao->header_offset); goto fail;
goto fail;
}
/* set codec */
if (bao->stream_type > 0x10) {
VGM_LOG("UBI BAO: unknown stream_type at %x\n", (uint32_t)bao->header_offset); goto fail;
goto fail;
}
bao->codec = bao->cfg.codec_map[bao->stream_type];
if (bao->codec == 0x00) {
VGM_LOG("UBI BAO: unknown codec %x at %x\n", bao->stream_type, (uint32_t)bao->header_offset); goto fail;
goto fail;
}
if (bao->type == UBI_AUDIO && bao->codec == RAW_PSX && bao->cfg.audio_fix_psx_samples && bao->loop_flag) { //todo: loop flag only?
bao->num_samples = bao->num_samples / bao->channels;
}
/* set prefetch id */
if (bao->is_prefetched) {
if (bao->is_atomic && bao->cfg.file_type == UBI_FORGE) {
/* AC1's stream BAO are 0x5NNNNNNN and prefetch BAO 0x3NNNNNNN (all filenames include class) */
bao->prefetch_id = (bao->stream_id & 0x0FFFFFFF) | 0x30000000;
}
else {
/* shared id in index and resource table, or named atomic BAOs */
bao->prefetch_id = bao->stream_id;
}
}
/* normalize base skips, as memory data (prefetch or not, atomic or package) can be
* in a memory BAO after base header or audio layer BAO after the extra table */
if (bao->stream_id == bao->header_id && (!bao->is_external || bao->is_prefetched)) { /* layers with memory data */
bao->memory_skip = bao->header_size + bao->extra_size;
bao->stream_skip = bao->header_skip;
}
else {
bao->memory_skip = bao->header_skip;
bao->stream_skip = bao->header_skip;
}
return 1;
fail:
return 0;
}
/* set actual offsets in various places */
static int parse_offsets(ubi_bao_header* bao, STREAMFILE* sf) {
off_t bao_offset;
size_t bao_size;
if (bao->type == UBI_SEQUENCE || bao->type == UBI_SILENCE)
return 1;
if (!bao->is_external && bao->is_prefetched) {
VGM_LOG("UBI BAO: unexpected non-streamed prefetch at %x\n", (uint32_t)bao->header_offset);
goto fail;
}
/* Audio headers can point to audio data in multiple forms we must configure here:
* - memory part (internal .pk BAO or separate atomic .bao)
* - streamed part (external .spk BAO or separate atomic .sbao)
* - prefetched memory part + streamed part (must join both during reads)
*
* Offsets are absolute (ignoring the index table that even .spk has) but point to BAO
* base header start, that we must also skip to reach actual audio data.
*/
if (bao->is_atomic) {
if (bao->is_prefetched) {
bao->prefetch_offset = bao->memory_skip;
}
if (bao->is_external) {
bao->stream_offset = bao->stream_skip;
}
else {
bao->stream_offset = bao->memory_skip;
}
}
else {
if (bao->is_prefetched) {
if (!find_package_bao(bao->prefetch_id, sf, &bao_offset, &bao_size)) {
VGM_LOG("UBI BAO: expected prefetch id %08x not found\n", bao->prefetch_id);
goto fail;
}
bao->prefetch_offset = bao_offset + bao->memory_skip;
if (bao->prefetch_size + bao->memory_skip != bao_size) {
VGM_LOG("UBI BAO: unexpected prefetch size %x vs %x\n", bao->prefetch_size + bao->memory_skip, bao_size);
goto fail;
}
}
if (bao->is_external) {
int i;
off_t offset;
off_t resources_offset = read_32bitLE(0x08, sf);
int resources_count = read_32bitLE(resources_offset+0x00, sf);
size_t strings_size = read_32bitLE(resources_offset+0x04, sf);
/* parse resource table to external stream (may be empty, or exist even with nothing in the file) */
offset = resources_offset + 0x04+0x04 + strings_size;
for (i = 0; i < resources_count; i++) {
uint32_t resource_id = read_32bitLE(offset+0x10*i+0x00, sf);
off_t name_offset = read_32bitLE(offset+0x10*i+0x04, sf);
off_t resource_offset = read_32bitLE(offset+0x10*i+0x08, sf);
size_t resource_size = read_32bitLE(offset+0x10*i+0x0c, sf);
if (resource_id == bao->stream_id) {
bao->stream_offset = resource_offset + bao->stream_skip;
read_string(bao->resource_name,255, resources_offset + 0x04+0x04 + name_offset, sf);
if (bao->stream_size != resource_size - bao->stream_skip + bao->prefetch_size) {
VGM_LOG("UBI BAO: stream vs resource size mismatch at %lx (res %x vs str=%x, skip=%x, pre=%x)\n", offset+0x10*i, resource_size, bao->stream_size, bao->stream_skip, bao->prefetch_size);
/* rarely resource has more data than stream (sometimes a few bytes, others +0x100000)
* sometimes short song versions, but not accessed? no samples/sizes/cues/etc in header seem to refer to that [Just Dance (Wii)]
* Michael Jackson The Experience also uses prefetch size + bad size (ignored) */
if (!bao->cfg.audio_ignore_resource_size && bao->prefetch_size)
goto fail;
}
break;
}
}
if (bao->stream_offset == 0) {
VGM_LOG("UBI BAO: expected external id %08x not found\n", bao->stream_id);
goto fail;
}
}
else {
if (!find_package_bao(bao->stream_id, sf, &bao_offset, &bao_size)) {
VGM_LOG("UBI BAO: expected internal id %08x not found\n", bao->stream_id);
goto fail;
}
bao->stream_offset = bao_offset + bao->memory_skip;
/* in some cases, stream size value from audio header can be bigger (~0x18)
* than actual audio chunk o_O [Rayman Raving Rabbids: TV Party (Wii)] */
if (bao->stream_size > bao_size - bao->memory_skip) {
VGM_LOG("UBI BAO: bad stream size found: %x + %x vs %x\n", bao->stream_size, bao->memory_skip, bao_size);
/* too big is usually bad config */
if (bao->stream_size > bao_size + bao->header_size) {
VGM_LOG("UBI BAO: bad stream config at %x\n", (uint32_t)bao->header_offset);
goto fail;
}
bao->stream_size = bao_size - bao->memory_skip;
}
}
}
return 1;
fail:
return 0;
}
/* parse a single known header resource at offset (see config_bao for info) */
static int parse_header(ubi_bao_header* bao, STREAMFILE* sf, off_t offset) {
int32_t (*read_32bit)(off_t,STREAMFILE*) = bao->big_endian ? read_32bitBE : read_32bitLE;
bao->header_offset = offset;
bao->header_format = read_8bit (offset + 0x00, sf); /* 0x01: atomic, 0x02: package */
bao->header_version = read_32bitBE(offset + 0x00, sf) & 0x00FFFFFF;
if (bao->version != bao->header_version) {
VGM_LOG("UBI BAO: mismatched header version at %x\n", (uint32_t)offset);
goto fail;
}
/* - base part in early versions:
* 0x04: header skip (usually 0x28, rarely 0x24), can be LE unlike other fields (ex. Assassin's Creed PS3)
* 0x08(10): GUID, or id-like fields in early versions
* 0x18: null
* 0x1c: null
* 0x20: class
* 0x24: config/version? (0x00/0x01/0x02)
*
* - base part in later versions:
* 0x04(10): GUID
* 0x14: class
* 0x18: config/version? (0x02)
* 0x1c: fixed value? */
bao->header_skip = bao->cfg.header_skip;
bao->header_id = read_32bit(offset + bao->header_skip + 0x00, sf);
bao->header_type = read_32bit(offset + bao->header_skip + 0x04, sf);
bao->header_size = bao->cfg.header_base_size;
/* hack for games with smaller than standard
* (can't use lowest size as other games also have extra unused field) */
if (bao->cfg.header_less_le_flag && !bao->big_endian) {
bao->header_size -= 0x04;
}
/* detect extra unused field in PC/Wii
* (could be improved but no apparent flags or anything useful) */
else if (get_streamfile_size(sf) > offset + bao->header_size) {
/* may read next BAO version, layer header, cues, resource table size, etc, always > 1 */
int32_t end_field = read_32bit(offset + bao->header_size, sf);
if (end_field == -1 || end_field == 0 || end_field == 1) /* some count? */
bao->header_size += 0x04;
}
switch(bao->header_type) {
case 0x01:
if (!parse_type_audio(bao, offset, sf))
goto fail;
break;
case 0x05:
if (!parse_type_sequence(bao, offset, sf))
goto fail;
break;
case 0x06:
if (!parse_type_layer(bao, offset, sf))
goto fail;
break;
case 0x08:
if (!parse_type_silence(bao, offset, sf))
goto fail;
break;
default:
VGM_LOG("UBI BAO: unknown header type at %x\n", (uint32_t)offset);
goto fail;
}
if (!parse_values(bao))
goto fail;
if (!parse_offsets(bao, sf))
goto fail;
return 1;
fail:
return 0;
}
static int parse_bao(ubi_bao_header* bao, STREAMFILE* sf, off_t offset, int target_subsong) {
int32_t (*read_32bit)(off_t,STREAMFILE*) = NULL;
uint32_t bao_class, header_type;
/*bao_version =*/ read_32bitBE(offset+0x00, sf); /* force buffer read */
config_bao_endian(bao, offset, sf);
read_32bit = bao->big_endian ? read_32bitBE : read_32bitLE;
bao_class = read_32bit(offset+bao->cfg.bao_class, sf);
if (bao_class & 0x0FFFFFFF) {
VGM_LOG("UBI BAO: unknown class %x at %x\n", bao_class, (uint32_t)offset);
goto fail;
}
bao->classes[(bao_class >> 28) & 0xF]++;
if (bao_class != 0x20000000) /* ignore non-header classes */
return 1;
header_type = read_32bit(offset + bao->cfg.header_skip + 0x04, sf);
if (header_type > 9) {
VGM_LOG("UBI BAO: unknown type %x at %x\n", header_type, (uint32_t)offset);
goto fail;
}
//;VGM_ASSERT(header_type == 0x05 || header_type == 0x06, "UBI BAO: type %x at %x\n", header_type, (uint32_t)offset);
bao->types[header_type]++;
if (!bao->allowed_types[header_type])
return 1;
bao->total_subsongs++;
if (target_subsong != bao->total_subsongs)
return 1;
if (!parse_header(bao, sf, offset))
goto fail;
return 1;
fail:
return 0;
}
/* ************************************************************************* */
/* These are all of the languages that were referenced in Assassin's Creed exe (out of each platform). */
/* Also, additional languages were referenced in Shawn White Skateboarding (X360) exe in this order, there may be more. */
static const char* language_bao_formats[] = {
"English_BAO_0x%08x",
"French_BAO_0x%08x",
"Spanish_BAO_0x%08x",
"Polish_BAO_0x%08x",
"German_BAO_0x%08x",
"Chinese_BAO_0x%08x",
"Hungarian_BAO_0x%08x",
"Italian_BAO_0x%08x",
"Japanese_BAO_0x%08x",
"Czech_BAO_0x%08x",
"Korean_BAO_0x%08x",
"Russian_BAO_0x%08x",
"Dutch_BAO_0x%08x",
"Danish_BAO_0x%08x",
"Norwegian_BAO_0x%08x",
"Swedish_BAO_0x%08x",
};
/* opens a file BAO's companion BAO (memory or stream) */
static STREAMFILE* open_atomic_bao(ubi_bao_file file_type, uint32_t file_id, int is_stream, STREAMFILE* sf) {
STREAMFILE* sf_bao = NULL;
char buf[255];
size_t buf_size = 255;
/* Get referenced BAOs, in different naming styles for "internal" (=memory) or "external" (=stream). */
switch(file_type) {
case UBI_FORGE:
case UBI_FORGE_b:
/* Try default extensionless (as extracted from .forge bigfile) and with common extension.
* .forge data can be uncompressed (stream BAOs) and compressed (subfiles per area with memory BAOs). */
if (is_stream) {
snprintf(buf,buf_size, "Common_BAO_0x%08x", file_id);
sf_bao = open_streamfile_by_filename(sf, buf);
if (sf_bao) return sf_bao;
strcat(buf,".sbao");
sf_bao = open_streamfile_by_filename(sf, buf);
if (sf_bao) return sf_bao;
{
int i;
int count = (sizeof(language_bao_formats) / sizeof(language_bao_formats[0]));
for (i = 0; i < count; i++) {
const char* format = language_bao_formats[i];
snprintf(buf,buf_size, format, file_id);
sf_bao = open_streamfile_by_filename(sf, buf);
if (sf_bao) return sf_bao;
}
}
/* If all else fails, try %08x.bao/%08x.sbao nomenclature.
* (id).bao is for mimicking engine loading files by internal ID,
* original names (like Common_BAO_0x5NNNNNNN, French_BAO_0x5NNNNNNN and the like) are OK too. */
if (file_type != UBI_FORGE_b) {
/* %08x.bao nomenclature present in Assassin's Creed (Windows Vista) exe. */
snprintf(buf,buf_size, "%08x.bao", file_id);
sf_bao = open_streamfile_by_filename(sf, buf);
if (sf_bao) return sf_bao;
}
else {
/* %08x.sbao nomenclature (in addition to %08x.bao) present in Shaun White Snowboarding (Windows Vista) exe. */
snprintf(buf,buf_size, "%08x.sbao", file_id);
sf_bao = open_streamfile_by_filename(sf, buf);
if (sf_bao) return sf_bao;
}
}
else {
snprintf(buf,buf_size, "BAO_0x%08x", file_id);
sf_bao = open_streamfile_by_filename(sf, buf);
if (sf_bao) return sf_bao;
strcat(buf,".bao");
sf_bao = open_streamfile_by_filename(sf, buf);
if (sf_bao) return sf_bao;
/* Ditto. */
snprintf(buf,buf_size, "%08x.bao", file_id);
sf_bao = open_streamfile_by_filename(sf, buf);
if (sf_bao) return sf_bao;
}
goto fail;
case UBI_FAT:
snprintf(buf,buf_size, "%08x.bao", file_id);
sf_bao = open_streamfile_by_filename(sf, buf);
if (sf_bao) return sf_bao;
goto fail;
default:
goto fail;
}
return sf_bao; /* may be NULL */
fail:
close_streamfile(sf_bao);
VGM_LOG("UBI BAO: failed opening atomic BAO id %08x\n", file_id);
return NULL;
}
static int find_package_bao(uint32_t target_id, STREAMFILE* sf, off_t* p_offset, size_t* p_size) {
int i;
int index_entries;
off_t bao_offset;
size_t index_size, index_header_size;
index_size = read_32bitLE(0x04, sf);
index_entries = index_size / 0x08;
index_header_size = 0x40;
/* parse index to get target BAO */
bao_offset = index_header_size + index_size;
for (i = 0; i < index_entries; i++) {
uint32_t bao_id = read_32bitLE(index_header_size + 0x08*i + 0x00, sf);
size_t bao_size = read_32bitLE(index_header_size + 0x08*i + 0x04, sf);
if (bao_id == target_id) {
if (p_offset) *p_offset = bao_offset;
if (p_size) *p_size = bao_size;
return 1;
}
bao_offset += bao_size;
}
return 0;
}
/* create a usable streamfile */
static STREAMFILE* setup_bao_streamfile(ubi_bao_header* bao, STREAMFILE* sf) {
STREAMFILE* new_sf = NULL;
STREAMFILE* temp_sf = NULL;
STREAMFILE* stream_segments[2] = { 0 };
/* Audio comes in "memory" and "streaming" BAOs. When "prefetched" flag is
* on we need to join memory and streamed part as they're stored separately.
*
* The physical location of those depends on the format:
* - file .bao: both in separate files, with different names per type
* - bank .pk: memory BAO is in the pk, stream is in another file
*
* For some header BAO audio data can be in the same BAO too, which
* can be considered memory BAO with different offset treatment.
*/
if (bao->is_atomic) {
/* file BAOs re-open new STREAMFILEs so no need to wrap them */
if (bao->is_prefetched) {
new_sf = open_atomic_bao(bao->cfg.file_type, bao->prefetch_id, 0, sf);
if (!new_sf) goto fail;
stream_segments[0] = new_sf;
new_sf = open_clamp_streamfile(stream_segments[0], bao->prefetch_offset, bao->prefetch_size);
if (!new_sf) goto fail;
stream_segments[0] = new_sf;
if (bao->stream_size - bao->prefetch_size != 0) {
new_sf = open_atomic_bao(bao->cfg.file_type, bao->stream_id, 1, sf);
if (!new_sf) goto fail;
stream_segments[1] = new_sf;
new_sf = open_clamp_streamfile(stream_segments[1], bao->stream_offset, (bao->stream_size - bao->prefetch_size));
if (!new_sf) goto fail;
stream_segments[1] = new_sf;
new_sf = open_multifile_streamfile(stream_segments, 2);
if (!new_sf) goto fail;
temp_sf = new_sf;
stream_segments[0] = NULL;
stream_segments[1] = NULL;
}
else {
/* weird but happens, streamed chunk is empty in this case */
temp_sf = new_sf;
stream_segments[0] = NULL;
}
}
else {
new_sf = open_atomic_bao(bao->cfg.file_type, bao->stream_id, bao->is_external, sf);
if (!new_sf) goto fail;
temp_sf = new_sf;
new_sf = open_clamp_streamfile(temp_sf, bao->stream_offset, bao->stream_size);
if (!new_sf) goto fail;
temp_sf = new_sf;
}
}
else {
if (bao->is_prefetched) {
new_sf = open_wrap_streamfile(sf);
if (!new_sf) goto fail;
stream_segments[0] = new_sf;
new_sf = open_clamp_streamfile(stream_segments[0], bao->prefetch_offset, bao->prefetch_size);
if (!new_sf) goto fail;
stream_segments[0] = new_sf;
if (bao->stream_size - bao->prefetch_size != 0) {
new_sf = open_streamfile_by_filename(sf, bao->resource_name);
if (!new_sf) {
vgm_logi("UBI BAO: external file '%s' not found (put together)\n", bao->resource_name);
goto fail;
}
stream_segments[1] = new_sf;
new_sf = open_clamp_streamfile(stream_segments[1], bao->stream_offset, (bao->stream_size - bao->prefetch_size));
if (!new_sf) goto fail;
stream_segments[1] = new_sf;
temp_sf = NULL;
new_sf = open_multifile_streamfile(stream_segments, 2);
if (!new_sf) goto fail;
temp_sf = new_sf;
stream_segments[0] = NULL;
stream_segments[1] = NULL;
}
else {
/* weird but happens, streamed chunk is empty in this case */
temp_sf = new_sf;
stream_segments[0] = NULL;
}
}
else if (bao->is_external) {
new_sf = open_streamfile_by_filename(sf, bao->resource_name);
if (!new_sf) {
vgm_logi("UBI BAO: external file '%s' not found (put together)\n", bao->resource_name);
goto fail;
}
temp_sf = new_sf;
new_sf = open_clamp_streamfile(temp_sf, bao->stream_offset, bao->stream_size);
if (!new_sf) goto fail;
temp_sf = new_sf;
}
else {
new_sf = open_wrap_streamfile(sf);
if (!new_sf) goto fail;
temp_sf = new_sf;
new_sf = open_clamp_streamfile(temp_sf, bao->stream_offset, bao->stream_size);
if (!new_sf) goto fail;
temp_sf = new_sf;
}
}
return temp_sf;
fail:
close_streamfile(stream_segments[0]);
close_streamfile(stream_segments[1]);
close_streamfile(temp_sf);
VGM_LOG("UBI BAO: failed streamfile setup\n");
return NULL;
}
/* ************************************************************************* */
static void config_bao_endian(ubi_bao_header* bao, off_t offset, STREAMFILE* sf) {
/* Detect endianness using the 'class' field (the 'header skip' field is LE in early
* versions, and was removed in later versions).
* This could be done once as all BAOs share endianness */
/* negate as fields looks like LE (0xN0000000) */
bao->big_endian = !guess_endianness32bit(offset+bao->cfg.bao_class, sf);
}
static void config_bao_entry(ubi_bao_header* bao, size_t header_base_size, size_t header_skip) {
bao->cfg.header_base_size = header_base_size;
bao->cfg.header_skip = header_skip;
}
static void config_bao_audio_b(ubi_bao_header* bao, off_t stream_size, off_t stream_id, off_t external_flag, off_t loop_flag, int external_and, int loop_and) {
/* audio header base */
bao->cfg.audio_stream_size = stream_size;
bao->cfg.audio_stream_id = stream_id;
bao->cfg.audio_external_flag = external_flag;
bao->cfg.audio_loop_flag = loop_flag;
bao->cfg.audio_external_and = external_and;
bao->cfg.audio_loop_and = loop_and;
}
static void config_bao_audio_m(ubi_bao_header* bao, off_t channels, off_t sample_rate, off_t num_samples, off_t num_samples2, off_t stream_type, off_t prefetch_size) {
/* audio header main */
bao->cfg.audio_channels = channels;
bao->cfg.audio_sample_rate = sample_rate;
bao->cfg.audio_num_samples = num_samples;
bao->cfg.audio_num_samples2 = num_samples2;
bao->cfg.audio_stream_type = stream_type;
//bao->cfg.audio_cue_count = cue_count;
//bao->cfg.audio_cue_labels = cue_labels;
bao->cfg.audio_prefetch_size = prefetch_size;
}
static void config_bao_audio_c(ubi_bao_header* bao, off_t cue_count, off_t cue_size) {
/* audio header extra */
bao->cfg.audio_cue_count = cue_count;
bao->cfg.audio_cue_size = cue_size;
}
static void config_bao_sequence(ubi_bao_header* bao, off_t sequence_count, off_t sequence_single, off_t sequence_loop, off_t entry_size) {
/* sequence header and chain table */
bao->cfg.sequence_sequence_count = sequence_count;
bao->cfg.sequence_sequence_single = sequence_single;
bao->cfg.sequence_sequence_loop = sequence_loop;
bao->cfg.sequence_entry_size = entry_size;
bao->cfg.sequence_entry_number = 0x00;
}
static void config_bao_layer_m(ubi_bao_header* bao, off_t stream_id, off_t layer_count, off_t external_flag, off_t stream_size, off_t extra_size, off_t prefetch_size, off_t cue_count, off_t cue_labels, int external_and) {
/* layer header in the main part */
bao->cfg.layer_stream_id = stream_id;
bao->cfg.layer_layer_count = layer_count;
bao->cfg.layer_external_flag = external_flag;
bao->cfg.layer_stream_size = stream_size;
bao->cfg.layer_extra_size = extra_size;
bao->cfg.layer_prefetch_size = prefetch_size;
bao->cfg.layer_cue_count = cue_count;
bao->cfg.layer_cue_labels = cue_labels;
bao->cfg.layer_external_and = external_and;
}
static void config_bao_layer_e(ubi_bao_header* bao, off_t entry_size, off_t sample_rate, off_t channels, off_t stream_type, off_t num_samples) {
/* layer sub-headers in extra table */
bao->cfg.layer_entry_size = entry_size;
bao->cfg.layer_sample_rate = sample_rate;
bao->cfg.layer_channels = channels;
bao->cfg.layer_stream_type = stream_type;
bao->cfg.layer_num_samples = num_samples;
}
static void config_bao_silence_f(ubi_bao_header* bao, off_t duration) {
/* silence headers in float value */
bao->cfg.silence_duration_float = duration;
}
static int config_bao_version(ubi_bao_header* bao, STREAMFILE* sf) {
uint32_t version;
/* Ubi BAO evolved from Ubi SB and are conceptually quite similar, see that first.
*
* BAOs (binary audio objects) always start with:
* - 0x00(1): format (meaning defined by mode)
* - 0x01(3): 8b*3 version, major/minor/release (numbering continues from .sb0/sm0)
* - 0x04+: mini header (varies with version, see parse_header)
*
* Then are divided into "classes":
* - 0x10000000: event (links by id to another event or header BAO, may set volume/reverb/filters/etc)
* - 0x20000000: header
* - 0x30000000: memory audio (in .pk/.bao)
* - 0x40000000: project info
* - 0x50000000: stream audio (in .spk/.sbao)
* - 0x60000000: unused?
* - 0x70000000: info? has a count+table of id-things
* - 0x80000000: unknown (some floats?)
* - 0x90000000: unknown (some kind of command config?), rare [Ghost Recon Future Soldier (PC), Drawsome (Wii)]
* Class 1/2/3 are roughly equivalent to Ubi SB's section1/2/3, and class 4 is
* basically .spN project files.
*
* The project BAO (usually with special id 0x7FFFFFFF or 0x40000000) has version,
* filenames (not complete) and current mode, "PACKAGE" (pk, index + BAOs with
* external BAOs) or "ATOMIC" (file, separate BAOs).
*
* We want header classes, also similar to SB types:
* - 01: single audio (samples, channels, bitrate, samples+size, etc)
* - 02: play chain with config? (ex. silence + audio, or rarely audio 2ch intro + layer 4ch body)
* - 03: unknown chain
* - 04: random (count, etc) + BAO IDs and float probability to play
* - 05: sequence (count, etc) + BAO IDs and unknown data
* - 06: layer (count, etc) + layer headers
* - 07: unknown chain
* - 08: silence (duration, etc)
* - 09: silence with config? (channels, sample rate, etc), extremely rare [Shaun White Skateboarding (Wii)]
*
* Right after base BAO size is the extra table for that BAO (what sectionX had, plus
* extra crap like cue-like labels, even for type 0x01).
*
* Just to throw us off, the base BAO size may add +0x04 (with a field value of 0/-1) on
* some game versions/platforms (PC/Wii only?). Doesn't look like there is a header field
* (comparing many BAOs from different platforms of the same games) so it's autodetected.
*
* Most types + tables are pretty much the same as SB (with config styles ported straight) but
* now can "prefetch" part of the data (signaled by a size in the header, or perhaps a flag but
* looks too erratic). The header points to a external/stream ID, and with prefetch enabled part
* of the audio is in an internal/memory ID, and must join both during reads to get the full
* stream. Prefetch may be used in some platforms of a game only (ex. AC1 PC does while PS3
* doesn't, while Scott Pilgrim always does)
*/
bao->allowed_types[0x01] = 1;
bao->allowed_types[0x05] = 1;
bao->allowed_types[0x06] = 1;
/* absolute */
bao->cfg.bao_class = 0x20;
/* relative to header_skip */
bao->cfg.header_id = 0x00;
bao->cfg.header_type = 0x04;
version = bao->version;
/* 2 configs with same ID, autodetect */
if (version == 0x00220015) {
off_t header_size = 0x40 + read_32bitLE(0x04, sf); /* first is always LE */
/* next BAO uses machine endianness, entry should always exist
* (maybe should use project BAO to detect?) */
if (guess_endianness32bit(header_size + 0x04, sf)) {
version |= 0xFF00; /* signal Wii=BE, but don't modify original */
}
}
/* config per version*/
switch(version) {
case 0x001B0100: /* Assassin's Creed (PS3/X360/PC)-atomic-forge */
//case 0x001B0100: /* My Fitness Coach (Wii)-atomic-forge */
//case 0x001B0100: /* Your Shape featuring Jenny McCarthy (Wii)-atomic-forge */
config_bao_entry(bao, 0xA4, 0x28); /* PC: 0xA8, PS3/X360: 0xA4 */
config_bao_audio_b(bao, 0x08, 0x1c, 0x28, 0x34, 1, 1); /* 0x2c: prefetch flag? */
config_bao_audio_m(bao, 0x44, 0x48, 0x50, 0x58, 0x64, 0x74);
bao->cfg.audio_interleave = 0x10;
bao->cfg.audio_fix_psx_samples = 1;
config_bao_sequence(bao, 0x2c, 0x20, 0x1c, 0x14);
config_bao_layer_m(bao, 0x4c, 0x20, 0x2c, 0x44, 0x00, 0x50, 0x00, 0x00, 1); /* stream size: 0x48? */
config_bao_layer_e(bao, 0x30, 0x00, 0x04, 0x08, 0x10);
config_bao_silence_f(bao, 0x1c);
bao->cfg.codec_map[0x00] = RAW_XMA1;
bao->cfg.codec_map[0x02] = RAW_PSX;
bao->cfg.codec_map[0x03] = UBI_IMA;
bao->cfg.codec_map[0x04] = FMT_OGG;
bao->cfg.codec_map[0x05] = RAW_XMA1; /* same but streamed? */
bao->cfg.codec_map[0x07] = RAW_AT3_105;
bao->cfg.file_type = UBI_FORGE;
return 1;
case 0x001B0200: /* Beowulf (PS3/X360)-atomic-bin+fat */
config_bao_entry(bao, 0xA0, 0x24);
config_bao_audio_b(bao, 0x08, 0x1c, 0x28, 0x34, 1, 1); /* 0x2c: prefetch flag? */
config_bao_audio_m(bao, 0x44, 0x48, 0x50, 0x58, 0x64, 0x74);
bao->cfg.audio_interleave = 0x10;
bao->cfg.audio_fix_psx_samples = 1;
config_bao_sequence(bao, 0x2c, 0x20, 0x1c, 0x14);
config_bao_layer_m(bao, 0x4c, 0x20, 0x2c, 0x44, 0x00, 0x50, 0x00, 0x00, 1); /* stream size: 0x48? */
config_bao_layer_e(bao, 0x30, 0x00, 0x04, 0x08, 0x10);
config_bao_silence_f(bao, 0x1c);
bao->cfg.codec_map[0x00] = RAW_XMA1;
bao->cfg.codec_map[0x02] = RAW_PSX;
bao->cfg.codec_map[0x03] = UBI_IMA;
bao->cfg.codec_map[0x04] = FMT_OGG;
bao->cfg.codec_map[0x07] = RAW_AT3_105;
bao->cfg.file_type = UBI_FAT;
return 1;
case 0x001F0008: /* Rayman Raving Rabbids: TV Party (Wii)-package */
case 0x001F0010: /* Prince of Persia 2008 (PC/PS3/X360)-atomic-forge, Far Cry 2 (PS3)-atomic-dunia? */
case 0x001F0011: /* Naruto: The Broken Bond (X360)-package */
case 0x0021000C: /* Splinter Cell: Conviction (E3 2009 Demo)(X360)-package */
case 0x0022000D: /* Just Dance (Wii)-package, We Dare (PS3/Wii)-package */
case 0x0022FF15: /* James Cameron's Avatar: The Game (Wii)-package */
case 0x0022001B: /* Prince of Persia: The Forgotten Sands (Wii)-package */
config_bao_entry(bao, 0xA4, 0x28); /* PC/Wii: 0xA8 */
config_bao_audio_b(bao, 0x08, 0x1c, 0x28, 0x34, 1, 1);
config_bao_audio_m(bao, 0x44, 0x4c, 0x54, 0x5c, 0x64, 0x74); /* cues: 0x68, 0x6c */
config_bao_sequence(bao, 0x2c, 0x20, 0x1c, 0x14);
config_bao_layer_m(bao, 0x00, 0x20, 0x2c, 0x44, 0x4c, 0x50, 0x54, 0x58, 1); /* 0x1c: id-like, 0x3c: prefetch flag? */
config_bao_layer_e(bao, 0x28, 0x00, 0x04, 0x08, 0x10);
config_bao_silence_f(bao, 0x1c);
bao->cfg.codec_map[0x01] = RAW_PCM;
bao->cfg.codec_map[0x03] = UBI_IMA;
bao->cfg.codec_map[0x04] = FMT_OGG;
bao->cfg.codec_map[0x05] = RAW_XMA1;
bao->cfg.codec_map[0x07] = RAW_AT3_105;
bao->cfg.codec_map[0x09] = RAW_DSP;
bao->cfg.file_type = UBI_FORGE_b;
if (version == 0x0022000D) /* Just Dance (Wii) oddity */
bao->cfg.audio_ignore_resource_size = 1;
if (version == 0x0022000D) /* We Dare (Wii) */
config_bao_audio_c(bao, 0x68, 0x78);
return 1;
case 0x00220015: /* James Cameron's Avatar: The Game (PSP)-package */
case 0x0022001E: /* Prince of Persia: The Forgotten Sands (PSP)-package */
config_bao_entry(bao, 0x84, 0x28); /* PSP: 0x84 */
config_bao_audio_b(bao, 0x08, 0x1c, 0x20, 0x20, (1 << 2), (1 << 5)); /* (1 << 4): prefetch flag? */
config_bao_audio_m(bao, 0x28, 0x30, 0x38, 0x40, 0x48, 0x58);
config_bao_layer_m(bao, 0x00, 0x20, 0x24, 0x34, 0x3c, 0x40, 0x00, 0x00, (1 << 2)); /* 0x1c: id-like */
config_bao_layer_e(bao, 0x28, 0x00, 0x04, 0x08, 0x10);
bao->cfg.codec_map[0x06] = RAW_PSX;
bao->cfg.codec_map[0x07] = FMT_AT3;
return 1;
case 0x00230008: /* Splinter Cell: Conviction (X360/PC)-package */
config_bao_entry(bao, 0xB4, 0x28); /* PC: 0xB8, X360: 0xB4 */
config_bao_audio_b(bao, 0x08, 0x24, 0x38, 0x44, 1, 1);
config_bao_audio_m(bao, 0x54, 0x5c, 0x64, 0x6c, 0x74, 0x84);
config_bao_sequence(bao, 0x34, 0x28, 0x24, 0x14);
config_bao_layer_m(bao, 0x00, 0x28, 0x3c, 0x54, 0x5c, 0x00 /*0x60?*/, 0x00, 0x00, 1); /* 0x24: id-like */
config_bao_layer_e(bao, 0x30, 0x00, 0x04, 0x08, 0x18);
bao->cfg.layer_ignore_error = 1; //todo last sfx layer (bass) may have smaller sample rate
bao->cfg.codec_map[0x01] = RAW_PCM;
bao->cfg.codec_map[0x02] = UBI_IMA;
bao->cfg.codec_map[0x03] = FMT_OGG;
bao->cfg.codec_map[0x04] = RAW_XMA2_OLD;
return 1;
case 0x00250108: /* Scott Pilgrim vs the World (PS3/X360)-package */
case 0x0025010A: /* Prince of Persia: The Forgotten Sands (PS3/X360)-atomic-forge */
case 0x00250119: /* Shaun White Skateboarding (Wii)-package */
case 0x0025011D: /* Shaun White Skateboarding (PC/PS3)-atomic-forge */
config_bao_entry(bao, 0xB4, 0x28); /* PC: 0xB0, PS3/X360: 0xB4, Wii: 0xB8 */
if (bao->version == 0x0025011D)
bao->cfg.header_less_le_flag = 1;
config_bao_audio_b(bao, 0x08, 0x24, 0x2c, 0x38, 1, 1);
config_bao_audio_m(bao, 0x48, 0x50, 0x58, 0x60, 0x68, 0x78);
bao->cfg.audio_interleave = 0x10;
config_bao_sequence(bao, 0x34, 0x28, 0x24, 0x14);
config_bao_layer_m(bao, 0x00, 0x28, 0x30, 0x48, 0x50, 0x54, 0x58, 0x5c, 1); /* 0x24: id-like */
config_bao_layer_e(bao, 0x30, 0x00, 0x04, 0x08, 0x18);
//todo some SPvsTW layers look like should loop (0x30 flag?)
//todo some POP layers have different sample rates (ambience)
config_bao_silence_f(bao, 0x24);
bao->cfg.codec_map[0x01] = RAW_PCM;
bao->cfg.codec_map[0x02] = UBI_IMA;
bao->cfg.codec_map[0x03] = FMT_OGG;
bao->cfg.codec_map[0x04] = RAW_XMA2_NEW;
bao->cfg.codec_map[0x05] = RAW_PSX;
bao->cfg.codec_map[0x06] = RAW_AT3;
if (bao->version == 0x0025010A) /* no apparent flag */
bao->cfg.codec_map[0x06] = RAW_AT3_105;
bao->cfg.file_type = UBI_FORGE_b;
return 1;
case 0x00260000: /* Michael Jackson: The Experience (X360)-package */
config_bao_entry(bao, 0xB8, 0x28);
config_bao_audio_b(bao, 0x08, 0x28, 0x30, 0x3c, 1, 1); //loop?
config_bao_audio_m(bao, 0x4c, 0x54, 0x5c, 0x64, 0x6c, 0x7c);
config_bao_layer_m(bao, 0x00, 0x2c, 0x34, 0x4c, 0x54, 0x58, 0x00, 0x00, 1);
config_bao_layer_e(bao, 0x34, 0x00, 0x04, 0x08, 0x1c);
bao->cfg.codec_map[0x03] = FMT_OGG;
bao->cfg.codec_map[0x04] = RAW_XMA2_NEW;
bao->cfg.audio_ignore_resource_size = 1; /* leave_me_alone.pk */
return 1;
case 0x00270102: /* Drawsome (Wii)-package */
config_bao_entry(bao, 0xAC, 0x28);
config_bao_audio_b(bao, 0x08, 0x28, 0x2c, 0x38, 1, 1);
config_bao_audio_m(bao, 0x44, 0x4c, 0x54, 0x5c, 0x64, 0x70);
config_bao_sequence(bao, 0x38, 0x2c, 0x28, 0x14);
bao->cfg.codec_map[0x02] = UBI_IMA;
return 1;
case 0x00280303: /* Tom Clancy's Ghost Recon Future Soldier (PC/PS3)-package */
config_bao_entry(bao, 0xBC, 0x28); /* PC/PS3: 0xBC */
config_bao_audio_b(bao, 0x08, 0x38, 0x3c, 0x48, 1, 1);
config_bao_audio_m(bao, 0x54, 0x5c, 0x64, 0x6c, 0x74, 0x80);
config_bao_sequence(bao, 0x48, 0x3c, 0x38, 0x14);
config_bao_layer_m(bao, 0x00, 0x3c, 0x44, 0x58, 0x60, 0x64, 0x00, 0x00, 1);
config_bao_layer_e(bao, 0x2c, 0x00, 0x04, 0x08, 0x1c);
bao->cfg.layer_ignore_error = 1; //todo some layer sample rates don't match
//todo some files have strange prefetch+stream of same size (2 segments?), ex. CEND_30_VOX.lpk
config_bao_silence_f(bao, 0x38);
bao->cfg.codec_map[0x01] = RAW_PCM;
bao->cfg.codec_map[0x02] = UBI_IMA; /* v6 */
bao->cfg.codec_map[0x04] = FMT_OGG;
bao->cfg.codec_map[0x07] = RAW_AT3; //todo some layers use AT3_105
bao->cfg.file_type = UBI_FORGE_b;
return 1;
case 0x001C0000: /* Lost: Via Domus (PS3)-atomic-gear */
/* same as 0x001B0100 except:
* - base 0xA0, skip 0x24, name style %08x.bao (not .sbao?) */
case 0x001D0A00: /* Shaun White Snowboarding (PSP)-atomic-opal */
case 0x00220017: /* Avatar (PS3)-atomic/spk */
case 0x00220018: /* Avatar (PS3)-atomic/spk */
case 0x00260102: /* Prince of Persia Trilogy HD (PS3)-package-gear */
/* similar to 0x00250108 but most values are moved +4
* - base 0xB8, skip 0x28 */
case 0x00280306: /* Far Cry 3: Blood Dragon (X360)-atomic-hashed */
case 0x00290106: /* Splinter Cell: Blacklist (PS3)-atomic-gear */
/* quite different, lots of flags and random values
* - base varies per type (0xF0=audio), skip 0x20
* - 0x74: type, 0x78: channels, 0x7c: sample rate, 0x80: num_samples
* - 0x94: stream id? 0x9C: extra size */
case 0x002A0300: /* Watch Dogs (Wii U) */
/* similar to SC:B */
default: /* others possibly using BAO: Watch_Dogs, Far Cry Primal, Far Cry 4 */
vgm_logi("UBI BAO: unknown BAO version %08x\n", bao->version);
return 0;
}
return 0;
}