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The SSF tools are for synth audio, so you can ignore those (well, you can rip sound effects and Pause jingles with those). Also, ignore file extensions on console games, they can be very often game specific and have nothing to do with any other application.
I don't think I can add anything that you haven't found out by yourself. If I had to make a wild guess, I'd say that the pcm data is stored in the same way as in the Sega FILM format (used in the CPK videos - big-endian, and stereo data is in non-interleaved chunks). Jam it back in, in the dark. |
At this point the only thing you could do was writing your own custom pcm parser.
There's nowhere I can't reach. |
The p16 files are raw audio. No header, no nothing.
Perhaps you could make a dummy FILM container that holds audio only, I haven't tried that. If converters work properly and not just by bruteforcing the video, then it could work. Even if converters suck and don't work properly with stereo 16bit audio inside cpk files, you can still use mencoder, since mplayer supports FILM properly. (I've never once encountered a saturn game with that high audio quality under FMVs inside a CPK file, and it would be highly impractical since CPK does not use audio compression - stereo 16bit would only allow very low sampling rates. This is of course not counting Burning Rangers ADX and Nights into Dreams ADPCM.) FFMpeg probably just supports Cvid, the compression used in CPK files. I've seen a directshow splitter that allowed windows to open CPK files directly, but I haven't used it in ages, and you can just open them in mplayer anyway. This thing is sticky, and I don't like it. I don't appreciate it. |