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vqachunknames.txt
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FORM
..VQHD //VQa HeaDer
..NAME //Standard IFF Name chunk // used in Poly,BR and LOL game VQA's, poly contains the string "...$Generated by BuildVQA 3.9 (03/03/95)"
..ZBUF //ZBUFfer data //Used in BR only?
..SND0 //SouND0 //PCM Audio
..SND1 //SouND1 //WS ADPCM
..SND2 //SouND2 //IMA ADPCM Audio
..SN2J //SouNd2 Jumptable //<madmoose> SN2J is jump-information for SND2-decoding
..VIEW //VIEWport //3x4 Matrix. Used in BR only?
..AESC //Something Pal related //Used in BR only?
..LITE //LIghTing Entries? //Used in BR only?
..FINF //Frame INFormation //Appears to contain offsets to each VQFR chunk (and VQFL?)
..CLIP //CLIP //Used for cropping the VQA to a specific size
..CMDS //some sort of commands //Only used in Malcolms Revenge?
..SPAN //Unknown //Only appears to be in LOLG/LOL3 Sound effect related //Only appears to be in LOLG, appears to be connected to bitfields
..LINF //Loop INFormation
....LINH //Loop INformation Header
....LIND //Loop INformation Data //Contains Loop start and End number array as ushort
..LNIN
....LNIH //Loop N? I? Header
....LNIO //Loop N? I? Offsets
....LNID //Loop N? I? Data //Contains Loop names as strings
..MSCI //Main? SCene? Information?
....MSCH //Main? SCene? Header?
....MSCT //Main? SCene? T?
..CINF //Codebook INFormation
....CINH //Codebook INformation Header
....CIND //Codebook INformation Data
..VQFR //Vector Quantized FRame
....CBFZ //CodeBook Full Compressed
....VPTR //Vector PointeR Uncompressed
....CBF0 //CodeBook Full Uncompressed
....CBP0 //CodeBook Partial Uncompressed
....CPL0 //Color PaLette Uncompressed
....VPTZ //Vector Pointer Table Compressed
....VPRZ //Vector PointeR Compressed
....CBPZ //CodeBook Partial Compressed
..PINF // Palette INFormation
....PINH // Palette INformation Header
....PIND // Palette INformation Data
..MFCI
....MFCH
....MFCD
....MFCT
..VQFL //Vector Quantized Frame Loop???? // Only in LOL3?? what is this <peterkohaut> VQFL is also in BR and its used only for codebook<peterkohaut> in br code of vqadecoder there is option to skip vqfl when reading next frame<peterkohaut> no, but it may be skipped when you are looping and codebook has not been changed<peterkohaut> but its just a guess
....CBFZ
/////////////////////////////////////////////////////////////////
MUST DO RESEARCH ON
These are alternative audio streams, how exactly this works i don't know right now
These explain why the VQAHeader contains audio related data at the bottom of the header sometimes
SNA0 // Present in TD code, BR and TS code
SNA1 // Present in RA code, BR and TS code
SNA2 // Present in RA code, BR and TS code
/////////////////////////////////////////////////////////////////
Not found in any VQAs
CAP0 // Isn't in any VQA's, present in early TD code, captions(subtitles) where in there compressed with LCW
EVA0 // Present in early TD code, purpose unknown
CPLZ // Present in RA code and TS code Color PaLette Compressed
VPTD // Present in RA code and TS code, read with Load_VPTZ
VQFK // Present in RA code and TS code, read with Load_VQF
VPTK // Present in RA code and TS code
VPT0 // Present in RA code and TS code //Vector Pointer Table Uncompressed
VPDZ // Present in BR code
VPKZ // Present in BR code
/////////////////////////////////////////////////////////////////
OLD infos
FORM // standard IFF chunk id
NAME // used in Poly,BR and LOL game VQA's poly contains the string "...$Generated by BuildVQA 3.9 (03/03/95)"
PINF // Palette info
PINH // Palette Header
PIND // Palette Data
FINF // Frame INFormation
CMDS // Commands for the VQA player? Used in Malcoms Revenge Bench VQA's
SN2J
SND0 // PCM Audio
SND1 // WS ADPCM, Used in Malcoms Revenge VQA's
SND2 // SOSCodec (IMA ADPCM) Audio
VQFR // Vector Quantized FRame
CBF0 // CodeBook, Full Uncompressed
CBFZ // CodeBook, Full Compressed
CBP0 // CodeBook Part For Uncompressed
CBPZ // CodeBook Part For Compressed
CPL0 // Color PaLette Uncompressed
VPTZ // Compressed Vector Pointer Table
VPRZ
Not found in any VQAs
CAP0 // Isn't in any VQA's, present in early TD code and TS code
EVA0 // Present in early TD code, purpose unknown
SNA0 // Present in early TD code
SNA1 // Present in RA code
SNA2 // Present in RA code
CPLZ // Color PaLette Compressed Present in RA code
VPTD // Present in RA code
VQFK // Present in RA code
VPTK // Present in RA code
VPT0 // Present in RA code
Appears in TS and BR code
CLIP
LINF // Loop info
LINH
LIND // Loop ID string
LNIH
LNIN
LNIO
LNID
MFCI
MFCH
MFCD
LITE // Lighting info in BR
MSCI
MSCH
CINF // Codebook info
CINH
CIND
ZBUF // ZBuffer data in BR
VIEW // in BR <madmoose> VIEW is the 3D view matrix <madmoose> basically the camera position
AESC // in BR, something palette related, palette shifting for special effects maybe?