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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Hardware/Software - ...VADPCM? | |
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Keitaro

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Posted on 03-03-05 05:13 AM Link | Quote
Yeah...what exactly...is this? I googled it, but to no avail...all I know is its a derrivative of ADPCM, and I have a shitload of N64 wave samples I dumped that are encoded in this god forsaken format, and when played back sound like pure white noise unless i somehow...un-vadpcm encode it? I'm hoping someone maybe knows of a codec for like, WMP or Winamp or something, or even just a way to decode the waves so i can actualy HEAR them thanks.

(for the record, the waves are in .wav file...i also have the ability to have them as aif's or raw, but they are still encoded--and WMP will at least play the .wavs as some sort of static white noise, it instead throws a complete shitfit when i tried to open the aif or raw)


(edited by Keitaro on 03-02-05 08:25 PM)
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Posted on 03-03-05 11:35 AM Link | Quote
VOX ADPCM? That's the only name I can think of, since the version of GoldWave I have has an option to open such a format. Mind tossing one of the files my way, if it's not very big?
neotransotaku

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Posted on 03-03-05 11:35 AM Link | Quote
I'm guessing the V in VADPCM is variable ADPCM. As for a codec to play the guy...um...try searching for variable ADPCM?
Keitaro

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Posted on 03-04-05 05:03 AM Link | Quote
Sorry I'm using Angelfire, but heres one of the wav's...hopefully you can make heads or tails of it .

http://www.angelfire.com/anime5/erikau/Sound_3_1.wav

also, this was from the readme of the thing I used to dump said wave...

"You might want to listen to the samples you extracted, but once again there is a problem cause usualy all files are vadpcm encoded. I've tried the standart sgi encoding but no luck there. So I am sorry to tell you unless I don't get more infos on vadpcm or am able to take a good guess on it, you'll porpably have to be a developer to listen to them."

If that helps you narrow it down...er, I mean, now you know sgi encoding won't work These are from n64 'roms', keep that in mind. it may have something to do with one of the whacky compression methods used by the n64, perhaps.


(edited by Keitaro on 03-03-05 08:06 PM)
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Posted on 03-04-05 11:29 AM Link | Quote
It doesn't appear to be compressed using any Nintendo method I know of. N64/GCN compressions usually have a 4-letter header (MIO0, YAZ0, YAY0 etc) that can be used to find them. (Keep in mind the byte order; if you're searching in actual ROMs, it's probably backward. ) It does look like valid wave data though. Most likely the header is just wrong, so the programs don't know how to play it.
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