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Anyone know how to master with XA tracks?

Posted: June 21st, 2013, 10:43 am
by LameGuy64
t0rxe mentioned in one thread that he'll make a tutorial about mastering CD images with XA streams after the competition but, where is the tutorial? Ever since I started coding for the PlayStation, I have no idea how to incorporate XA streams of any kind into my CD image.

I'm also wondering if this method will work using cue sheets:

Code: Select all

FILE "MYGAME.BIN" BINARY
   TRACK 01 MODE2/2352
      INDEX 01 00:00:00
FILE "MUSIC.XA" BINARY
   TRACK 02 MODE2/2336
      INDEX 01 00:00:00
And then use the position of the track instead of a file for the player code.

From what I've read, normal files are stored in MODE2/FORM1 while XA files are stored in MODE2/FORM2 incorporated in such a way that both forms are used simultaneously in a single track (that's why you can't copy XA or STR files off of a PlayStation CD).

Re: Anyone know how to master with XA tracks?

Posted: June 22nd, 2013, 3:34 am
by Orion_
it's much more complicated.
You need to use old tools from sony in dosbox or on an old computer.
The XA stream will be incorporated inside the cd image file.
You can check out this file: http://www.psxdev.net/forum/download/file.php?id=136
It's a movie player with a batch file and cti file that show you how to proceed.

Re: Anyone know how to master with XA tracks?

Posted: June 22nd, 2013, 2:51 pm
by t0rxe
I'll start writing the guide now. You WILL need Nero.
It is actually really simple to make XA tracks on a 2352 disc once you know how ;)

Re: Anyone know how to master with XA tracks?

Posted: June 25th, 2013, 1:18 pm
by t0rxe

Re: Anyone know how to master with XA tracks?

Posted: June 26th, 2013, 9:48 am
by LameGuy64
Thanks!

Re: Anyone know how to master with XA tracks?

Posted: October 2nd, 2013, 12:39 am
by nocash
Are the XA-compression tools supporting 8bit ADPCM samples, and emphasis?

Most (or maybe all) existing PSX games are using 4bit ADPCM without emphasis, but those 8bit & emphasis features can be enabled in the codinginfo byte (in the cdrom sector's subheader), and the PSX hardware does actually support those features.