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- by Bolt at 9:22 PM EDT on April 15, 2011
- Yeah, you're right. I've already ripped a few samples using it, it is very handy (Though the output is very sporadic and sped up with this particular game, it is possible but difficult); I was just testing the waters to see if anyone knew the tbl address for the game, since it would cut down a lot of the work excising samples, wading through the sped up .wavs, checking duplicates, etc.
But you are right, if it comes down to it, I will be using usfdump. I forgot to thank you for the initial concept/hack, sorry about that, I'm very grateful even if I don't sound like I am :] .
- by punk7890 at 9:39 PM EDT on April 15, 2011
- @Bolt
I took a quick look at it and it is indeed on of Nintendo's standard formats. Unfortunately, it seems there is no way of ripping it. They may be ctl headers but I'm not familiar with them.
Here is Super Smash Bros 64 if anyones interested:
/c 0xB4E5C0 /t 0xB54CE0
edited 9:45 PM EDT April 15, 2011
- by Bolt at 9:45 PM EDT on April 15, 2011
- Thanks for taking the time to look at it punk7890, I appreciate it. I guess it's up to in_usfdump to save the day.
edit: Thanks for the SSB addresses! Perhaps looking at more of them might help me wrap my brain around the process, if you find any more it would be cool of you to post them.
edited 9:47 PM EDT April 15, 2011
- by punk7890 at 10:02 PM EDT on April 15, 2011
- No problem.
Here is the SFX bank for Super Smash Bros
/c 0xC6B650 /t 0xC7B1F0
- by Lunar at 6:09 AM EDT on April 16, 2011
- any idea what the SFX bank for goemon is?
also if you know the values for bomberman 64 that'd be great as well :J
i have no idea how you're doing this. it seems crazy that a human can discern this information and yet there's no tool to automate the process.
- by hcs at 1:16 PM EDT on April 16, 2011
- The easiest way to automate this is to hook into the sequencer setup calls, which are given the ROM offsets of the ctl and tbl. I had done this for the generic USF driver program, I'll see if I still have that source around anywhere.
- by Bolt at 1:36 PM EDT on April 16, 2011
- What Lunar said. I looked at the hex for Smash Bros and could not glean any sort of pattern compared to the Goemon games :| . The ctl doesn't even begin with the "magic number". You are a wizard.
Do you have any tips for being able to do what you do, punk7890? Maybe even just how you have the skill-set to do this? A lot of experience with hex or something? Like I said earlier, I don't even know how you know what constitutes the end of a ctl file /beginning of a tbl, let alone actually finding them.
And hcs: Are you saying you might be able to rig up something that locates these files? Because that would be a godsend!
edited 1:36 PM EDT April 16, 2011
- by hcs at 9:17 PM EDT on April 16, 2011
- Well, I located (after a lot of digging on old drives) the modified pj64 I'd been using. It needed some more work to do just what we need. I now have it up and running after 8 hours.
The bad news is that a lot of games (the tricky ones anyway) don't use the standard alBnkfNew call. We might be able to track down some other common calls, but who knows. In any case, it works on Mystical Ninja, but not Star Fox, Animal Forest, or F-Zero X.
ctl_tbl_helper v1 (and source)
Run it in interpreter CPU mode and it will pop up a window whenever it sees a alBnkfNew call. It displays the RAM address of the ctl, which it will try to locate in the ROM (there may be > 1 match, which should mean they're identical), and the ROM address of the tbl.
edited 9:19 PM EDT April 16, 2011
- by Bolt at 9:30 PM EDT on April 16, 2011
- Wow, incredible work hcs. It's too bad it doesn't work on Animal Forest, etc. Do you know how difficult it would be/ whether it would even be possible to make this work with the more stubborn games?
It seems odd that there is a working USF for Animal Forest yet the way it calls instruments/ produces music is a mystery. Thanks for all your work on this though, should be very useful for some of the difficult games.
- by hcs at 9:39 PM EDT on April 16, 2011
- usf ripping is a lot lazier than other emulated formats. We essentially just take the full rom, locate a song select, and then break the graphics.
There was work on a more thorough extraction of the music data, to produce cleaner rips, but there is so much variation in the drivers that it wasn't practical. Or maybe I just did a shitty job of it.
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