EA SCHl Audio: Difference between revisions
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== DAT == | == ASF, DCT, DAT, MUS == | ||
* ''' Format Type ''': | * ''' Format Type ''': Audio <br> | ||
* ''' [http://en.wikipedia.org/wiki/Endianness Endian Order] ''': Little Endian <br> | * ''' [http://en.wikipedia.org/wiki/Endianness Endian Order] ''': Little Endian <br> | ||
* ''' Signature ''': SCHl / SCHL <br> | * ''' Signature ''': SCHl / SCHL <br> | ||
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<tt><b> | <tt><b> | ||
<font color="blue"> ''' // for each file ''' </font> <br> | <font color="blue"> ''' // for each file ''' </font> <br> | ||
: char {4} - | : char {4} - Signature <font color="purple">(SCHl)</font> <br> | ||
: uint32 {4} - Split Header Offset <br> | : uint32 {4} - Split Header Offset <br> | ||
: byte {X} - <font color="red"> '' Unknown '' </font> <br> | : byte {X} - <font color="red"> '' Unknown '' </font> <br> | ||
<br> | <br> | ||
: <font color="blue"> ''' // Split Header ''' </font> <br> | : <font color="blue"> ''' // Split Header ''' </font> <br> | ||
:: char {4} - Split | :: char {4} - Split Signature <font color="purple">(SCCl)</font> <br> | ||
:: uint32 {4} - Chunk Data Offset <font color="purple">(12)</font> <font color="purple">(relative to the start of the split header)</font> <br> | :: uint32 {4} - Chunk Data Offset <font color="purple">(12)</font> <font color="purple">(relative to the start of the split header)</font> <br> | ||
:: uint32 {4} - Number Of Chunks <br> | :: uint32 {4} - Number Of Chunks <br> | ||
<br> | <br> | ||
:: <font color="blue"> ''' // for each chunk ''' </font> <br> | :: <font color="blue"> ''' // for each chunk ''' </font> <br> | ||
::: char {4} - Chunk | ::: char {4} - Chunk Signature <font color="purple">(SCDl)</font> <br> | ||
::: uint32 {4} - Compressed Size <font color="purple">(of the chunk)</font> <br> | ::: uint32 {4} - Compressed Size <font color="purple">(of the chunk)</font> <br> | ||
::: uint32 {4} - Uncompressed Size <font color="purple">(of the chunk)</font> <br> | ::: uint32 {4} - Uncompressed Size <font color="purple">(of the chunk)</font> <br> | ||
| Line 26: | Line 26: | ||
::: byte {X} - Chunk Data <br> | ::: byte {X} - Chunk Data <br> | ||
<br> | <br> | ||
: char {4} - File End Tag <font color="purple">( | : char {4} - File End Tag <font color="purple">(SCEl)</font> <br> | ||
: uint32 {4} - <font color="red"> '' Unknown <font color="purple">(8)</font> '' </font> <br> | : uint32 {4} - <font color="red"> '' Unknown <font color="purple">(8)</font> '' </font> <br> | ||
: byte {X} - Padding <font color="purple">(filled with null)</font> <br> | : byte {X} - Padding <font color="purple">(filled with null)</font> <br> | ||
| Line 32: | Line 32: | ||
</b></tt> | </b></tt> | ||
=== | === Notes and Comments === | ||
* This format is also often referenced as "'''EA ASF file format'''" or "'''Electronic Arts SCxl'''" | |||
* This format lists all files one after the other. Each file is split up into chunks, presumably to make for more efficient file buffering when playing audio. | |||
* This file format supports several chunk types: SCHl (header chunk), PATl, TMxl, mTCD, SCCl, SCDl (data chunk?), GSTR, PT and SCEl (end chunk). | |||
=== | === quickBMS Script === | ||
* | * [https://zenhax.com/viewtopic.php?t=4683 MUS to WAVE script] | ||
=== Compatible Programs === | === Compatible Programs === | ||
* [https://wiki.multimedia.cx/index.php/Electronic_Arts_Sound_eXchange Electronic Arts Sound eXchange] | |||
* [https://github.com/camconn/ealayer3 ealayer3 / EA Layer 3 Extractor/Decoder] | |||
* foobar2000 + vgmstream plugin (file extension needs to be changed to ASF or STR to play audio correctly) | |||
* [https://www.nfsplanet.com/cars_info.php?id=351&lang=eng Game Audio Player] (+ [https://github.com/ValeryAnisimovsky/GameAudioPlayer source code]) | |||
* [[Game Extractor|Game Extractor]]<br><br> | * [[Game Extractor|Game Extractor]]<br><br> | ||
| Line 48: | Line 53: | ||
List of games using this file format: | List of games using this file format: | ||
* Def Jam: Fight for NY (PS2) (*.MUS / *.ASF) | |||
* FIFA 2000 (*.STR) | |||
* FIFA 2002 (*.STR) | |||
* FIFA 2004 *.dat | * FIFA 2004 *.dat | ||
* FIFA 2005 *.dat | * FIFA 2005 *.dat | ||
* FIFA 2006 *.sng | * FIFA 2006 *.sng | ||
* Harry Potter And The Prizoner Of Azkaban (XBox) *.ast | * Harry Potter And The Prizoner Of Azkaban (XBox) *.ast | ||
* Harry Potter and the Goblet of Fire (*.AST) | |||
* Harry Potter and the Order of the Phoenix | |||
* MVP Baseball 2005 *.ast | * MVP Baseball 2005 *.ast | ||
* NBA Live 97 (PS1) (*.DCT / *.BIG) | * NBA Live 97 (PS1) (*.DCT / *.BIG / *.PBI) | ||
* Need For Speed Underground *.ast | * Need For Speed Underground *.ast | ||
* Need For Speed Underground 2 *.ast | * Need For Speed Underground 2 *.ast | ||
* NHL 2006 *.ast *.big *.vp6 | * NHL 2006 *.ast *.big *.vp6 | ||
=== See Also === | |||
* [https://wiki.multimedia.cx/index.php/Electronic_Arts_Formats Electronic Arts Formats (multimedia.cx)] | |||
* [https://wiki.multimedia.cx/index.php/Electronic_Arts_SCxl Electronic Arts SCxl (multimedia.cx)] | |||
* [https://forum.xentax.com/viewtopic.php?t=2041 SCHl Audio - Valery's document] | |||
<br><br> | |||
[[Category:Complete WIP|EA SCHl | [[Category:Complete WIP|EA SCHl Audio]] | ||
[[Category:Platform PS1|EA SCHl | [[Category:Platform PS1|EA SCHl Audio]] | ||
[[Category:CE None|EA SCHl | [[Category:Platform PS2|EA SCHl Audio]] | ||
[[Category: | [[Category:CE None|EA SCHl Audio]] | ||
[[Category:Format_Audio | Type: Audio]] | |||
[[Category:Extension_dct | Extension: dct]] | [[Category:Extension_dct | Extension: dct]] | ||
[[Category:Extension_mus | Extension: mus]] | |||
[[Category:Extension_asf | Extension: asf]] | |||
[[Category:Extension_big | Extension: big]] | [[Category:Extension_big | Extension: big]] | ||
[[Category:File Format]] | [[Category:File Format]] | ||
Latest revision as of 20:22, 6 August 2023
ASF, DCT, DAT, MUS
- Format Type : Audio
- Endian Order : Little Endian
- Signature : SCHl / SCHL
Format Specifications
// for each file
- char {4} - Signature (SCHl)
- uint32 {4} - Split Header Offset
- byte {X} - Unknown
- // Split Header
- char {4} - Split Signature (SCCl)
- uint32 {4} - Chunk Data Offset (12) (relative to the start of the split header)
- uint32 {4} - Number Of Chunks
- char {4} - Split Signature (SCCl)
- // for each chunk
- char {4} - Chunk Signature (SCDl)
- uint32 {4} - Compressed Size (of the chunk)
- uint32 {4} - Uncompressed Size (of the chunk)
- byte {4} - null Padding
- byte {X} - Chunk Data
- char {4} - Chunk Signature (SCDl)
- // for each chunk
- char {4} - File End Tag (SCEl)
- uint32 {4} - Unknown (8)
- byte {X} - Padding (filled with null)
Notes and Comments
- This format is also often referenced as "EA ASF file format" or "Electronic Arts SCxl"
- This format lists all files one after the other. Each file is split up into chunks, presumably to make for more efficient file buffering when playing audio.
- This file format supports several chunk types: SCHl (header chunk), PATl, TMxl, mTCD, SCCl, SCDl (data chunk?), GSTR, PT and SCEl (end chunk).
quickBMS Script
Compatible Programs
- Electronic Arts Sound eXchange
- ealayer3 / EA Layer 3 Extractor/Decoder
- foobar2000 + vgmstream plugin (file extension needs to be changed to ASF or STR to play audio correctly)
- Game Audio Player (+ source code)
- Game Extractor
Games
List of games using this file format:
- Def Jam: Fight for NY (PS2) (*.MUS / *.ASF)
- FIFA 2000 (*.STR)
- FIFA 2002 (*.STR)
- FIFA 2004 *.dat
- FIFA 2005 *.dat
- FIFA 2006 *.sng
- Harry Potter And The Prizoner Of Azkaban (XBox) *.ast
- Harry Potter and the Goblet of Fire (*.AST)
- Harry Potter and the Order of the Phoenix
- MVP Baseball 2005 *.ast
- NBA Live 97 (PS1) (*.DCT / *.BIG / *.PBI)
- Need For Speed Underground *.ast
- Need For Speed Underground 2 *.ast
- NHL 2006 *.ast *.big *.vp6
See Also
- Electronic Arts Formats (multimedia.cx)
- Electronic Arts SCxl (multimedia.cx)
- SCHl Audio - Valery's document