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BRSTM files contain ADPCM sound data. They're used in Mario Kart Wii for musics, and possibly in other games.
BRSTM files contain ADPCM sound data. They're used in Mario Kart Wii for musics, and possibly in other games.
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They contain an header, followed by a HEAD chunk, a ADPC chunk and a DATA chunk.
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They contain an header, followed by a HEAD chunk, a ADPC chunk and a DATA chunk.<br>
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All the data in those files are big-endian, except where mentioned.
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All the data in those files are big-endian, except where mentioned.<br>
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All the offsets are absolute (from begining of file), except where mentioned.
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All the offsets are absolute (from begining of file), except where mentioned.<br>
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All the sizes are in bytes, except where mentioned.
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All the sizes are in bytes, except where mentioned.<br>
=== BRSTM header ===
=== BRSTM header ===
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=== HEAD chunk ===
=== HEAD chunk ===
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The head chunk is typically 256 bytes long.
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The head chunk is typically 256 bytes long.<br>
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It contains what looks like the ADPCM table and YN1/YN2, twice, probably once for the first part
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It contains what looks like the ADPCM table and YN1/YN2, twice, probably once for the first part<br>
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and once for the last (looping) part.
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and once for the last (looping) part.<br>
It also contains some other unknown stuff.
It also contains some other unknown stuff.