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The XTConvert sub-module - #632

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Wohlstand wants to merge 284 commits into
masterfrom
wip-xtconvert
Open

Wohlstand wants to merge 284 commits into
masterfrom
wip-xtconvert

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@Wohlstand

@Wohlstand Wohlstand commented Sep 7, 2026 •

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This is a large update that adds the component to convert TheXTech's game packs and episodes into special optimised formats for 3DS, Wii, for DSi, and later for PSP. And just produce generic packages that include just original content packing, or with only converted synthesized music for weak compuiters that unable to carry emulated synthesizer chips.

I going to merge this soon to continue development and polishing of this in the mainstream branch master. However, marking the feature itself being experimental and full of bugs.

Most of work done by @ds-sloth. And to don't confuse with tasks and bugs, let's make a tasklist issue to track down what's need to finish before consider this feature being stable?

Quick list to fix (make a task from it later):

  • Implement per-file progress when converting audio files.
  • Debug the stuck problem happen on some AMD machines.

ds-sloth added 30 commits July 1, 2026 02:11
Wohlstand and others added 26 commits July 1, 2026 02:13
This also avoids glitches happen at the XQOA while encoding
When that's possible: when formats aren't actually changed after first initialisation.
This now applies to Desktop, so that the level files in XTA -> 3DS/DSi/Wii XTA builds will perfectly match.
(Costs space, but prevents clipping on o3DS when playing multiple streamed SFX. Investigate further.)
NOT YET TESTED, THE TESTING IS REQUIRED! THE SoX MUST BE REPLACED WITH AudioProcessing!
It doesn't works, it fails:
- WMA fails on frame sizes and time stamps
- WAVs fails to calculate buffer size and require specific channels layout (mono or stereo) being set to work.
Still not completely works, but for now it reports understandible error messages.
- It almost works
- Result files are incorrect and unplayable
- Memory leaks!
However, still fails to generate output of WMA and ADPCM codecs, they are unplayable.
- IMA ADPCM files now encoded properly
- MS ADPCM files now encoded properly, but MixerX fails to read such file
- WMA files now gets encoded, but they are just dirty and ugly
It still results a dirty output.
- Meta-data support and other encode options handling are left to be implemented
@LoveBodhi

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Would this remove non-ASCII characters like this?

@ds-sloth

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I just made some changes that should cause the progress to update better during the initial audio conversion stage.

(Previously, it treated audio as the first ~30 out of ~3000 files, so the progress bar only reached 1%. After the update, there are separate progress stages for audio and the rest of the files.)

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3 participants