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- Mitchell sound driver by unknownfile at 2:42 PM EDT on July 8, 2008
- Here's some info I wrote regarding the sound driver used in some Mitchell arcade games (specifically Super Pang and its prequel), which is being dumped here because I can't decode the ROMs to get this thing into KSS format.
Pang/Super Pang music driver stuff
by unknownfile, 2008
Super Pang runs a single Z80 CPU which executes encrypted code which I can't decrypt.
There are two soundchips: a YM2413 (OPLL), and an OKI which is not required to run music.
This document pertains to the YM2413 part of the driver.
Important subroutines:
0x788E - init address. Song ID is stored in a.
0x7803 - play address?
- by ugetab at 3:58 PM EDT on July 8, 2008
- I just checked, and 7800 looks more like Play than 788E in Super Pang.
Sound Init appears to be running 7303, with A=40
Sound effects come before Music, of course. A=30 it probably first.
I have a copy of Debug Mame that let me dump what appears to be the CPU 0 code for 0-7FFF(Music Code), and 8000-BFFF(Music Data)
It needs to be parsed into HEX, but that's not much of an issue. It may also need to have the bytes flipped by the word, but I'm sure that with the right hex utils, you could finish that off yourself, should it be neccesary.
Talk to me if you decide you don't want to do this part yourself.
- by unknownfile at 6:00 PM EDT on July 8, 2008
- The actual problem is that the Z80 machine code is encrypted. The banked memory does not matter at this moment.
- by marioman at 6:37 PM EDT on July 8, 2008
- @ugetab: Thanks for looking at the Wario's Woods SNSF set again. Please do keep us posted. Good luck.
- by Knurek at 2:22 AM EDT on July 9, 2008
- UF, maybe you could try posting this on M1 forums, IIRC it doesn't support the games, and with your finds adding them should be easy.
- by marioman at 10:45 PM EDT on July 10, 2008
- NEZPlug++ v0.9.4.8 + 2 + 16.91b released. I believe that it implements some type of fix by ugetab.
- by ugetab at 10:52 PM EDT on July 10, 2008
- The specifics of the fix are still posted on my site. FF4D, which is only used on a GBC, returns slow/fast info from there. The latest rip, as well as 3 other games from the series, rely on that info to play accurately.
- by marioman at 11:40 PM EDT on July 10, 2008
- Awesome. Do you directly contact them, or do they just rip the info from your site? If they do contact you directly, could you find out if they are planning on implementing a graphical config dialog any time soon? (Immediate update would be nice too, but you can't have that without the graphical dialog.)
- by ugetab at 12:14 AM EDT on July 11, 2008
- I post on offgao's forums when I have something to contribute. I asked for something at one point, he provided, and I suddenly felt it was worth the time it would take to improve the GBS format, and the winamp plugin.
I don't add much, but I'm also satisfied with whatever improvements offgao tries to implement, as he's done quite a number of improvements that make it worth the effort to rip GBS files.
More important than any GUI options, is the improved music emulation. Anyone can work with the GUI if they don't mess with the guts of the emulation. Very few actually know how to improve the machine emulation.
- by DChronos at 1:08 AM EDT on July 11, 2008
- Would it be possible to implement a neat snapping config window like SNES Amp that includes a keyboard and other stuff interface like in NSFPlug?
very cool
I like how Nez sounds better than NSFPlug... well, I need to mess with the volume, I think it's too quiet now again. But I think it'd be awesome to have that info in a snappable config like SNESAmp. It'd also be very cool if there was an option box you could check to split the keyboard up into each channel, like some midi programs do with each track.
NSF is just begging for that stuff. And SNES, GBS, Genesis, GG, etc. I had a Genesis emulator that showed what each instrument channel was doing, very neat.
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