At this point, I was feeling rather discouraged, as the file format wasn't anything recognizable. I found a really nice site that explains the various flavors of ADPCM; but alas, none of them described the format I was seeing.
That left an exceedingly painful alternative: reverse-engineer the game and find the decompression code. While I do know MIPS assembly language (which the PS2 uses), debugging an unfamiliar platform is hell.
Next idea: talk to nameless programmer friend who programs, among other things, the PS2. I explained the situation, and asked if he thought it was remotely feasible to reverse-engineer the thing. He doubted it. However, he offered an opinion even more valuable: he suggested it might be VAG, a hardware format. Now that was a format I'd never heard of before, other than seeing it listed in the list of formats MFAudio supports. I smell an opportunity...
I whipped out a random WAV file and ran it through MFAudio (which can encode as well as decode). While the header was obviously different (for reasons I wouldn't realize till later), the distinctive data block structure was evident in the generated VAG file.
That left one thing to do, to confirm: to try to splice the AUS file data into the VAG file, and see if MFAudio could play it. I deleted the VAG file dat
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Wednesday, November 30, 2005
Real Life Adventures: Mega Man Fun - Part 3
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