Arcade rips by Zetto Kuzuuya at 1:34 PM EDT on September 30, 2017
I know ALOT of Arcade games in the 90s and 80s used the cps3/cps2 capcom soundfont (best soundfont in my opinion besides mario sunshine and mario 64)
However, I know that THERE ARE games that have been ported to consoles that were on arcade, like Sonic the Fighters. I am not saying that if it is possible to get the GAMECUBE samples or rips from the game, but the original ARCADE rips, or if the gamecube version can be done, that would be interesting, my guess is that it does not use sequenced music because it is a port of the original arcade version, but I might be wrong.
by Kirishima at 5:57 PM EDT on September 30, 2017
Considering it's Sega, the console versions might be using ADX audio. The arcade version, iirc, was on the Sega Model 2 board and may have used the SCSP chip to synthesize its music. Currently, nothing emulates this chip correctly, so you might be better off downloading the Sonic Gems rip:

http://gcn.joshw.info/s/Sonic%20Gems%20Collection%20(2005-08-11)(Sonic%20Team,%20Traveller's%20Tales,%20Sega%20AM2)(H.I.C.,%20Comolink)(Sega).7z

The ps2 and x360 versions don't appear to have been ripped yet.

edited 5:57 PM EDT September 30, 2017
by Zetto Kuzuuya at 10:27 AM EDT on October 1, 2017
Ah, I see. Though the only problem being is that I have absolutely no clue how to begin ripping any audio, let alone instruments, samples or otherwise from a console besides a nintendo DS with VGmaster
by Kirishima at 1:43 PM EDT on October 1, 2017
Just get yourself a copy of vgmtoolbox. That already supports ripping of several streamed audio types like adx. You're not going to get instruments from these formats because of the obvious, though. The x360 version might actually used a different streamed format, probably HCA.

If you're really set on trying to extract instuments from the game, I'd suggest importing the arcade roms you would suspect to hold the game's audio(usually they're one of the bigger roms) into an audio editor as some pcm format.


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