Electronic Arts Formats: Difference between revisions

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(More games, ASF description, MVI->CMV)
Line 17: Line 17:
* [[Electronic Arts 1SNx]]: 1SNh, 1SNd, 1SNl, 1SNe
* [[Electronic Arts 1SNx]]: 1SNh, 1SNd, 1SNl, 1SNe
* [[Electronic Arts SCxl]]: SCHl, SCCl, SCDl, SCLl, SCEl
* [[Electronic Arts SCxl]]: SCHl, SCCl, SCDl, SCLl, SCEl
* [[Electronic Arts MVI]]: MVIh, MVIf, MVIe
* [[Electronic Arts CMV]]: MVIh, MVIf, MVIe
* [[Electronic Arts TGV]]: kVGT, fVGT
* [[Electronic Arts TGV]]: kVGT, fVGT
* [[Electronic Arts DCT]]: mTCD
* [[Electronic Arts DCT]]: mTCD
Line 30: Line 30:
! Name !! File Ext !! Video Codec !! Audio Codec || Byte Order
! Name !! File Ext !! Video Codec !! Audio Codec || Byte Order
|-
|-
| NHL 95
| [http://www.mobygames.com/game/dos/nhl-95 NHL 95]
| cmv || CMV || none || le
| cmv || CMV || none || le
|-
| [http://www.mobygames.com/game/dos/nhl-96 NHL 96]
| tgv || ? || ? || ?
|-
|-
| [http://www.mobygames.com/game/dos/cybermage-darklight-awakening CyberMage: Darklight Awakening]
| [http://www.mobygames.com/game/dos/cybermage-darklight-awakening CyberMage: Darklight Awakening]
Line 77: Line 80:
| [http://www.mobygames.com/game/fifa-soccer-2005 FIFA 2005]
| [http://www.mobygames.com/game/fifa-soccer-2005 FIFA 2005]
| mad || MAD || SCHl/PT/adpcm_ea_r1, SCHl/PT/adpcm_ea_r3 || le
| mad || MAD || SCHl/PT/adpcm_ea_r1, SCHl/PT/adpcm_ea_r3 || le
|-
| [http://www.mobygames.com/game/windows/simcity-4-rush-hour Sim City 4: Rush Hour]
| mad || MAD || ? || ?
|-
| [http://www.mobygames.com/game/sims-2 The Sims 2]
| mad || MAD || ? || ?
|-
|-
| [http://www.mobygames.com/game/need-for-speed-underground-2 Need for Speed: Underground 2]
| [http://www.mobygames.com/game/need-for-speed-underground-2 Need for Speed: Underground 2]
Line 84: Line 93:
| vp6 || VP6 || SCHl/GSTR/ealayer3 || le
| vp6 || VP6 || SCHl/GSTR/ealayer3 || le
|}
|}
In addition to FMV, the EA audio chunk types are frequently used throughout Electronic Arts games for music tracks, audio effects and speech. Older titles use the .ASF file extension for individual music tracks, whereas newer titles store multiple audio sequentially within the one file (hence rational for the ending chunk types) and use a variety of file extensions.


[[Category:Game Formats]]
[[Category:Game Formats]]

Revision as of 05:21, 30 March 2006

  • Extensions: ASF, CMV, DCT, TGI, TGV, TGQ, WVE, UV, UV2, MAD, VP6
  • Company: Electronic Arts

Electronic Arts, the video game publishing empire, and the various constituent development houses under its umbrella, have deployed a number of multimedia formats in its games.

EA multimedia formats are comprised of a series of blocks with the following format:

bytes 0-3    block type FourCC
bytes 4-7    block size (including this 8-byte preamble)
bytes 8..    block payload

It is important to note that there is no consistent byte order for multi-byte numbers. However, order is optimized for target platform.

Chunk Types

Games Using Electronic Arts Multimedia Formats

Name File Ext Video Codec Audio Codec Byte Order
NHL 95 cmv CMV none le
NHL 96 tgv ? ? ?
CyberMage: Darklight Awakening tgv TGV 1SNx/EACS/pcm_s8 le
Need for Speed tgv TGV 1SNx/EACS/pcm_s8 le
Privateer 2: The Darkening tgv TGV SEAD/adpcm_ima_ea_sead le
NBA Live 96 tgv TGV 1SNh/EACS/adpcm_ima_ea_eacs le
Need for Speed 2 dct DCT SCHl/PT/adpcm_ea le
Need for Speed 2 (Demo) uv TGQ SCHl/PT/adpcm_ea le
Warcraft II: The Dark Saga (Sega Saturn) tgq TGQ ? be
Crusader: No Remorse (Sega Saturn) tgq TGQ 1SNh/EACS/mulaw be
Wing Commander: Prophecy wve TQI SCHl/PT/adpcm_ea le
NBA Live 99 mad MAD SCHl/PT/adpcm_ea le
Need for Speed 3: Hot Pursuit mad MAD SCHl/PT/adpcm_ea le
Need for Speed 4: High Stakes mad MAD SCHl/PT/adpcm_ea le
Need for Speed 5: Porsche mad MAD SCHl/PT/adpcm_ea_r1 le
Need for Speed 6: Hot Pursuit 2 mad MAD SCHl/PT/adpcm_ea_r1 le
FIFA 2005 mad MAD SCHl/PT/adpcm_ea_r1, SCHl/PT/adpcm_ea_r3 le
Sim City 4: Rush Hour mad MAD ? ?
The Sims 2 mad MAD ? ?
Need for Speed: Underground 2 vp6 VP6 SCHl/GSTR/ealayer3 le
Need for Speed: Most Wanted vp6 VP6 SCHl/GSTR/ealayer3 le

In addition to FMV, the EA audio chunk types are frequently used throughout Electronic Arts games for music tracks, audio effects and speech. Older titles use the .ASF file extension for individual music tracks, whereas newer titles store multiple audio sequentially within the one file (hence rational for the ending chunk types) and use a variety of file extensions.