private static Endianness GetTypeEndianness(NwTarget type) { switch (type) { case NwTarget.NX: case NwTarget.Ctr: return(Endianness.LittleEndian); default: return(Endianness.BigEndian); } }
private static NwVersion GetNwVersion(NwTarget type) { switch (type) { case NwTarget.Ctr: return(DefaultCtrVersion); case NwTarget.NX: return(DefaultNXVersion); case NwTarget.Cafe: return(DefaultBcstmVersion); default: return(DefaultNXVersion); // idk } }
private int GetVersion(NwTarget type) { if (type == NwTarget.Cafe || type == NwTarget.NX) { return(IncludeUnalignedLoopPoints ? 4 : 3); } //All BCSTM files I've seen follow this pattern except for Kingdom Hearts 3D if (IncludeTrackInformation && IncludeRegionInfo) { return(0x201); } if (!IncludeTrackInformation && IncludeRegionInfo) { return(0x202); } return(0x200); }
public BCFstmWriter(NwTarget type) { Type = type; }
private static Endianness GetTypeEndianness(NwTarget type) => type == NwTarget.Ctr ? Endianness.LittleEndian : Endianness.BigEndian;
/// <summary> /// Creates a new FSTMExporter instance that uses the given encoding when it has to re-encode a file. /// </summary> /// <param name="defaultEncoding">The encoding to use</param> public FSTMExporter(NwCodec encoding, NwTarget target) { this.encoding = encoding; this.target = target; }