A Cri Middleware High Compress Audio (HCA) Codec
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Updated
Apr 24, 2023 - C++
A Cri Middleware High Compress Audio (HCA) Codec
A library for decoding ADX audio files
Tooling and format documentation towards a native PC reimplementation of Ragnarok Odyssey ACE (PS3). BYOA: no game content.
Structural documentation of Tales of the Abyss (PlayStation 2, 2005, SLPS-25586): the Tales block codec's nine-byte header restored after Legendia's CPS, 47,513 of 47,513 blocks decoding, and a decoder that shares 69 bytes with the one copy of Symphonia's source nobody edited.
Byte-level documentation of Tales of Hearts (Nintendo DS, Namco Bandai, 2008) — both cartridges. The Tales block codec is absent across 33 modules, 32 of them BLZ-packed; FPS4 crosses from Tales of Vesperia little-endian; 28,662 of 28,679 payloads identical between the two editions.
Structural documentation of Tales of Legendia (PlayStation 2, 2005, SLPS-25533): the block codec present with 1997's ring constant but no inherited source, a sixteen-byte CPS envelope replacing the corpus's nine-byte block, 4,508 of 4,508 members decoded, and a 1 GB unreferenced build artefact.
Structural documentation of the Japanese Wii disc of Tales of Graces (2009): the Tales block codec is on it, 138 bytes shared with the 2003 GameCube decoder, project tag TO10, a Nintendo DS ROM inside the disc, and the first build of this line that names its developer.
Structural documentation of Tales of Symphonia on GameCube (2003, two discs) and PlayStation 2 (2004, one disc): the 1995 Wolf Team block codec on a big-endian console, the first source edit to its decoder since 1997, and the gigabyte the two-disc split cost.
Structural documentation of Tales of Innocence (Nintendo DS, 2007, Japan): the control that shows the Tales block codec's absence on the DS is about the codebase, not the machine — it compresses 16.9 MB into 32.1 MB in the platform's own LZ77.
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