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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.
by hcs at 3:00 AM EDT on July 11, 2008
Super Jukebox does that for SNES. Hoot does it for SNES and a bunch of others.

edited 3:28 AM EDT July 11, 2008
by marioman at 7:26 AM EDT on July 11, 2008
@ugetab: Of course the emulation comes first. I was just wondering if there were plans for such a feature. Thanks again for your improvements.
m1 stuff by unknownfile at 11:57 PM EDT on July 11, 2008
I am now implementing some stuff in M1. As Pang is encrypted in an annoying manner (decrypted code/data are split into two 0x8000 chunks) I'm working on some other stuff tonight before I tackle the split data issue.
MISSION COMPLETE by unknownfile at 5:09 PM EDT on July 13, 2008
The Pang driver's been integrated into M1. Huzzah!

by ugetab at 7:31 PM EDT on July 13, 2008
Damn. You put my boredom to shame.
by Knurek at 2:30 AM EDT on July 14, 2008
\O/
by snakemeat at 10:19 AM EDT on July 14, 2008
Nice work man.
by unknownfile at 5:10 PM EDT on July 14, 2008
Block Block has been added to the driver. Code's nearly identical (the play and init addresses are right next to each other):

Patch_Kabuki(0x2abf,0x2abc,0xf880);
by unknownfile at 8:08 PM EDT on July 15, 2008
The driver has been submitted, along with another for Arkanoid. Blah blah blah, have a nice day.
by marioman at 7:25 AM EDT on July 21, 2008
aodsf v0.03 released. Get it here.
M1 driver requests by unknownfile at 5:57 PM EDT on July 27, 2008
Hi, I'm sort of bored, so you can now annoy me about M1. If you want me to work on a driver to submit, you can do so now.
by Knurek at 6:28 PM EDT on July 27, 2008
Well, I'd love to see a Psikyo SH2 one (psikyosh.c and psikyo4.c), but RB told once those don't have a separate sound CPU, so would
require hacking the bejeebus out of the games.

suprnova.c and ssv.c would be fine too look at as well (mostly for Vasara 1/2 and Cyvern). IIRC RB had done some work on one of those ages ago (song select codes or such).

deco_mlc.c games look interesting as well if Hoops '96 is anything like the NeoGeo game.
by unknownfile at 8:18 PM EDT on July 27, 2008
OH SWEET JESUS IT'S A SH-2 CPU

I haven't worked with SuperH assembly code before, so it looks like I'm in for a bit of a challenge.

OFF TO SPACE BOMBER I GO

----

OOPS EXCUSE ME, THE MAME DEBUGGER SUCKS:

-----------------------------------------------------
Exception at EIP=009A3326: ACCESS VIOLATION
While attempting to read memory at 001AA6E0
-----------------------------------------------------
EAX=00000000 EBX=00000001 ECX=10321000 EDX=001AA6E0
ESI=02850994 EDI=021AA6E0 EBP=02CDEBCC ESP=02CDEBA4

edited 8:27 PM EDT July 27, 2008
by unknownfile at 7:01 PM EDT on July 29, 2008
Well, I've put this off long enough.

Time to get working on Genesis music hacking again. I'm doing it for M1 this time around, and I have a single game working right now. Impressive!

Too bad the PCM is all corrupted and suck.
by DChronos at 5:43 PM EDT on July 30, 2008
How about fixing the one for Gunlock/Rayforce?
by marcusss at 9:04 PM EDT on July 30, 2008
Yeah the music from the vasara games is cool and wish it could be done.. I believe it can't be done currently :( awww.. That would be really nice of you :D
by Arbee at 3:17 PM EDT on July 31, 2008
I was just sent a possible fix for the missing drums in Gunlock/Rayforce by the Hoot guys. If it actually works it'll be in the next MAME (and M1, and of course Hoot).

UF's done some awesome work lately on the single-Z80 games. Hopefully he can work out the goofy PCM on SMPS games (something I've chased on and off since I got Sonic 2 running).

SSV seemed to have a weirdly isolated sound driver in many of the games last time I looked at it (the main code ROMs were one place in the memory map and the sound driver was elsewhere in a separate ROM) so it may be a possibility. No promises though.
by unknownfile at 8:11 PM EDT on July 31, 2008
There are a multitude of suggestions that the samples sent to the DAC are actually decoded from something, but there is no code in the Z80 memory that says that they are. Perhaps the entire thing's just a case of improper emulation but I'm not going to count on that.
by DChronos at 8:41 PM EDT on July 31, 2008
I don't hear what's wrong with Gunlock in Mame... I hear drums and everything fine, the music is synced right, sounds right, and everything. What's wrong with it?
by Richter X at 1:42 AM EDT on August 1, 2008
If it'll help any, there's been recent documentation discovered on the YM2608, which was stripped down to become the YM2612. Needless to say. All the major sound emulation bugs have been fixed with this documentation, especially the GEMS/Flashback bug.

http://www.spritesmind.net/_GenDev/forum/viewtopic.php?t=386&postdays=0&postorder=asc&start=0
by Knurek at 11:31 AM EDT on August 1, 2008
That's very good news, actually. The GEMS bug in MAME core makes listening to M1 SMD rips pretty painful on the ears. Hopefully this will help sort it out (browsed through the thread linked, seems to have a lot of new data).
by unknownfile at 1:02 PM EDT on August 1, 2008
While we're talking about the OPN series, I want you to go get hoot to listen to the PC-88 Snatcher. That is an order.

I will resume work on the driver later today when I get sick of playing TF2.
by unknownfile at 9:42 PM EDT on August 2, 2008
R. Belmont sent me an email with a fix for the broken DAC in the OPN emulation.

I also added some support for the Sound Images driver found in games such as Blaster Master 2.

So far, I have added 5 Genesis games to M1. I'm willing to add some 32X but I'm not in the mood for swaying too far from the ultimate goal of the project.
by unknownfile at 9:12 PM EDT on August 3, 2008
RB sent me a new source tree, which adds the ability to add your own XML for Z80-based games. Quite neat, actually.

71 Genesis games are supported as of this writing.
by Knurek at 12:40 PM EDT on August 4, 2008
162 according to the latest Tafoid XML. :)

And given how easy is to add some games, it should be much, much more soon.
Dynamite Headdy (and possibly other Treasure stuff) by unknownfile at 2:38 PM EDT on August 4, 2008
I did Dynamite Headdy (SMPS/Treasure). It's a 68000-based SMPS variant.

Trouble is that it requires interrupt vectors working correctly, a feat that M1 doesn't have yet, which explains why Sonic 1 isn't working.

Here are notes that I'm throwing out anyway:

Sound signature is 64 bytes: 0x4EFA0006 0x4EFA????

Call soundsig+4 to initialize the driver, and call soundsig on vblanks to update the sound driver.

Write to 0xFFFFF80A to play a sound.
by marioman at 10:09 PM EDT on August 6, 2008
NEZPlug++ v0.9.4.8 + 2 + 17.00 released. Investigating changes now.
by Knurek at 2:21 AM EDT on August 7, 2008
Channel balance in PC Engine and some NSFSDK fixes IIRC.
by marioman at 6:31 PM EDT on August 7, 2008
NEZPlug++ v0.9.4.8 + 2 + 17.01 released.
by OffGao at 10:18 AM EDT on August 10, 2008
I came here too. But, I understand few English...
i‚±‚¿‚ç‚É‚à—ˆ‚Ä‚Ý‚Ü‚µ‚½B‚µ‚©‚µA‰´‚ɂ͉pŒê‚ª‚ ‚܂蕪‚©‚ç‚È‚¢cj
by marioman at 1:22 PM EDT on August 10, 2008
Welcome OffGao. As you can see, I greatly appreciate the improvements that you have made to NEZPlug. Keep up the good work!
by ugetab at 12:03 AM EDT on August 11, 2008
I definately appreciate the work Offgao has put into NEZPlug's GBS core. His additions to the sound core, and the inclusion of a memory viewer helped me figure out the NEZPlug emulation.

I would like it if I could discuss improvements with Offgao, instead of just handing him bits of code where any added comments are nearly useless. It doubles the interpertation needed, at least.
by nensondubois at 6:08 PM EDT on August 11, 2008
I don't have the link due to massive cleaning of everything.
by anewuser at 7:46 PM EDT on August 11, 2008
Indeed we appreciate OffGao's work/updates to nezplug. Welcome OffGao!

@nensondubois I'm not following you, but OffGao's build of nezplug is at http://offgao.no-ip.org/program/nezplug++.html
by nensondubois at 9:18 PM EDT on August 11, 2008
There's nothing to follow. I clean up all my crap and now I'm searching for all the important things I deleted including bookmarks.
by OffGao at 1:49 PM EDT on August 12, 2008
I'm anxious about Memory Viewer Font of NEZPlug++.
There is not the problem if you look like this image.
iNEZPlug++ƒƒ‚ƒŠƒrƒ…ƒA[‚̃tƒHƒ“ƒg‚ªAŠO‘”ÅWindows‚Å‚±‚̉摜‚̂悤‚ÉŒ©‚¦‚Ä‚¢‚é‚©‚ªS”z‚Å‚·Bj


by Knurek at 3:44 PM EDT on August 12, 2008
Polish WinXP + Japanese fonts installed:



edited 3:44 PM EDT August 12, 2008
by MarkGrass at 11:07 PM EDT on August 12, 2008
[quote]71 Genesis games are supported as of this writing.[/quote]

(I know quote tags aren't supported, but still...)

Godspeed, UF.

I wish you the best of luck completing your Genesis/Mega Drive sound format driver, we're all counting on ya!

I'm sure it could go unsaid, but thanks for all of your efforts!!! :D
by unknownfile at 12:11 AM EDT on August 13, 2008
You should be thanking Knurek instead as he's the guy writing all the driver code for Genesis games. The only thing I'm doing now is looking at possible Sega CD/32X support, and maybe add a few more arcade drivers.

Speaking of which, any driver requests? They need to be running on a Z80/68k CPU.
by Knurek at 1:25 AM EDT on August 13, 2008
Dynax games (hnayayoi.c, royalmah.c, dynax.c, ddenlovr.c) look to have a lot of games, that aren't supported yet. Not sure if anything's from there is good of course, but it's mostly Mahjong games, and they have usually surprisingly good music.

Oh, and the only Genesis games I can add are those that use only the Z80 for music (and sadly, quite a few of the better ones use 68k).

edited 2:21 AM EDT August 13, 2008
by Lunar at 6:41 PM EDT on August 13, 2008
"but it's mostly Mahjong games, and they have usually surprisingly good music" - yeah, the two yet-to-be-ripped Mahjong games on SNES have some sweet tracks, composed by Masanao Akahori (the Cybernator guy). i was working on rips but i abandoned them.

i wonder if he's done music for these other mahjong games you mention.
by unknownfile at 7:29 PM EDT on August 13, 2008
Request taken. Expect it to be done when I can get my head around it.
by Knurek at 4:31 AM EDT on August 14, 2008
@Lunar: If you gave up the SPC sets because you couldn't play Mahjong, well, I can, so I might be of help. :D
KNUREK MAKES ME PLAY BAD HENTAI GAMES by unknownfile at 4:59 PM EDT on August 14, 2008
Hana no Mai (Japan)

Init address: 0x8003 (pass song value to accumulator)
Vsync address: 0x8006
by ugetab at 8:20 PM EDT on August 14, 2008
Super Real Mahjong PIV Music Select(Use a title screen save-state)
1B78 = ??13
by Knurek at 3:26 AM EDT on August 15, 2008
ugetab, someone on 2CH did rip Boomers Adventure in ASMIK World 2 (Asmik-kun World 2) already. And theirs rip is 50 kB and 5 songs larger than yours.
by ugetab at 2:50 PM EDT on August 15, 2008
Neat. They got it right, but the extra 5 tracks are speech, and it doesn't work as a .GB conversion. The ripper programmed the game to loop back into itself after the first play routine for the voice, and it doesn't work even with this loop taken out.

Since I tend to rely rather heavily on BGB to tell me if a GBS is working right, I would have deduced those to be blank. I should also note that I likely wouldn't have gone to the effort to include those voice tracks anyways, as the SFX after the music was just conveniently available.
by unknownfile at 12:16 AM EDT on August 16, 2008
I am now implementing the dynax driver into M1, just using that single game. I don't want to go wild with expansion just yet.
I can never stay focused by unknownfile at 3:28 PM EDT on August 16, 2008
Going back to VRC7 stuff, here's the sin table that the OPL2 uses:

unsigned int sintable_rom[256] = {
2137, 1731, 1543, 1419, 1326, 1252, 1190, 1137, 1091, 1050,
1013,979,949,920,894,869,846,825,804,785,767,749,732,717,701,
687,672,659,646,633,621,609,598,587,576,566,556,546,536,
527,518,509,501,492,484,476,468,461,453,446,439,432,425,418,411,405,
399,392,386,380,375,369,363,358,352,347,341,336,331,326,321,316,311,307,
302,297,293,289,284,280,276,271,267,263,259,255,251,248,244,240,236,233,
229,226,222,219,215,212,209,205,202,199,196,193,190,187,184,181,178,175,
172,169,167,164,161,159,156,153,151,148,146,143,141,138,136,134,131,129,
127,125,122,120,118,116,114,112,110,108,106,104,102,100,98,96,94,92,91,89,
87,85,83,82,80,78,77,75,74,72,70,69,67,66,64,63,62,60,59,57,56,55,53,52,
51,49,48,47,46,45,43,42,41,40,39,38,37,36,35,34,33,32,31,30,29,28,27,26,
25,24,23,23,22,21,20,20,19,18,17,17,16,15,15,14,13,13,12,12,11,10,10,9,
9,8,8,7,7,7,6,6,5,5,5,4,4,4,3,3,3,2,2,2,2,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,
};

source
by nensondubois at 8:35 PM EDT on August 16, 2008
Nice work uf. Do you have the latest of NotSoFatso so I can tell someone on a forum to implement it into the new PSP video game multiplugin app? I'm going to work on something like this once I have time.

edited 9:42 PM EDT August 16, 2008
by unknownfile at 10:56 PM EDT on August 16, 2008
Hana no Mai finally implemented into M1.

I'll post the Notsofatso source later.
by Lunar at 8:01 AM EDT on August 17, 2008
Knurek yeah I just gave up because I didn't really intend on playing through the games. I was also doing it manually instead of using game genie codes (the only way I know how). Codes sure would make life easier. Would be funny seeing just how many sets on snesmusic are incomplete/missing secret songs/etc, if that is possible. I'm fairly sure Final Stretch is incomplete, for example, and I'd like to find more tunes in that.

http://www.shakal.net/lunar/temp/mahjong/ that's what i have for mahjong PV
by ugetab at 7:13 PM EDT on August 17, 2008
Mahjong PV Title Music Code
819F9A??

It loaded the music number with a PEA, which took a bit to determine. Rip the music if you still feel like it.
by Knurek at 1:25 AM EDT on August 18, 2008
Thank you very much, ugetab.

BTW, any tutorial on how to go around determining the song select code in SNES games? Took me half of yesterday looking at RAM writes in MESS debugger, and I wasn't even close to the address you provided. :|

Also, the data you provided for SMRM PIV... Is that for the arcade game, or the SNES version? If the latter, how do I exactly go around using it? Edit the offset in ZST file?

edited 1:32 AM EDT August 18, 2008
by unknownfile at 10:31 AM EDT on August 18, 2008
Made progress on Snatcher last night. The sound driver is loaded at the copyright screen, so it's possible to make a memory dump and run from there.

As the Sega CD never sees the Genesis' memory, writes are made to the SCD's memory space.

Even more interesting is the fact that the Z80 is not used, but its memory is used for loading sequences in from memory (from FMWR.BIN or whatever, switched in 0x1e00 chunks).

Next step is to patch this beast to run the way I want it to in Gens, and I also need to wait until R. Belmont gets the 68K interrupt vectors working in a less screwy way.
by skiz3 at 6:10 PM EDT on August 18, 2008
Glad to hear about the progress on Snatcher! I've been wanting to get my hands on the music that plays during the cutscenes without all the voices and sound effects playing over the music.
by ugetab at 8:07 PM EDT on August 18, 2008
@Knurek

I generally follow a very simple method of determining how the game loads music.

In Geiger's debugging SNES9X
Attempt 1:
A little before music is loaded(as in, something like the title screen music), put a watch on 002142, then when it breaks, disable the breakpoint, and use the Step Out command, and disassemble back to the address that was just run. If this is believed or proven to not be the deciding address, step out further. There's usually a single value pushed/loaded to a variable. It's also common for the load address to be close to/at ???000.

Attempt 2:
Same as above, but use address 002140.

Note that in SMRM PV, after stepping out, I had to look forward a bit to find the title loader, while the address I stepped out of was using the same routine to do something other than song selection by initing an unusual song value. You may still have to breakpoint and test the value inits/addresses of several routines you jump out of. It's just not as straight-forward as some other projects.

edited 9:00 PM EDT August 18, 2008
by Knurek at 10:44 AM EDT on August 19, 2008
@ugetab

Oh, man, thanks a lot. It's kinda easy in some games, here's 5 minutes worth of work with Dragon Slayer - Eiyuu Densetsu II (J).smc.

Search for string 0xa90222bd in ROM, modify the second byte (0x02) to have other songs play during the introduction.

Should have the basic SPC pack ready in a jiffy.

edited 10:45 AM EDT August 19, 2008
by nensondubois at 5:06 PM EDT on August 19, 2008
can this method be used yo yield results with Wario's Woods?
by Lunar at 5:16 PM EDT on August 19, 2008
no...

*forehead*
by Knurek at 5:50 PM EDT on August 19, 2008
I think it should be possible. Not to dump SPCs of course, but to make a ROM that plays the selected songs (SNSF pretty much).

Here's Soul & Sword, and now I really need some sleep. :D

ROM should be deinterleaved (NSRT Checksum 0x772A). Search ROM for string 0xa92c22f3e00020. Change the second byte to have different songs play during the intro screen.

ugetab, small question. Is there a possibility that stepping out wrong number of times will result in sequence playing with the wrong sample bank, or is that generally handled by SPC Init function?



edited 6:34 PM EDT August 19, 2008
by ugetab at 3:42 PM EDT on August 20, 2008
Usually, the higher you step out after hitting a breakpoint, the safer it is to change something, but the the amount of stuff affected by any change can be farther reaching.

As for the SPC specifics, I don't know. I generally see sound generation in Sound Init/Song Init/Play specifications from ripping NSFs/GBSs. Wario's Woods has this overall setup, GBSs from many flavors of companies will use this, and in my experience, only very rarely will a game become too tangled up with the sound generation to adequately isolate the pieces into those 3 categories. Rayman GBC is like this, and an NSF I ripped also had a very iffy sound setup.
by Knurek at 5:52 PM EDT on August 20, 2008
Wizap!: Ankoku no Ou

ROM should be deinterleaved (NSRT Checksum 0xA944). Search ROM for string 0xc0a91d22ce. Change the third byte to have different songs play during the intro screen.
by Knurek at 4:50 PM EDT on August 21, 2008
I'm starting to think the three games that went nicely were just flukes. Spent the best part of the day looking at disassemblies, and couldn't really find anything in the 30+ games I've tried. :(

Best thing I got was changing the intro song for Angelique, but that only worked with one other song select (all other either crashed the game or didn't change anything). Pity, nice music there from what I could gather. :|
by ugetab at 6:20 PM EDT on August 21, 2008
Misc. Notes on Angelique:

C0C0AF = C0BA
C0C124 = C12F

1870 area is where things get inited

002142
001802
C0C110
C095E6
DC014D

Narrowed it down to 33 by watching memory, tracking changes with memory BPs, and watching continually fewer memory changes until I got to the first change. That first change, (after sound init, which setup the 1800 area) turned out to be the song select. A good log should show the origin of the song value, which can be traced back to the origin visually.

The 1830 write tracks back to being read from 0054 at C0/C0A4, so, I'll just change it to an absolute read, and see if that works. Nope.

DC01F6 has an AND #$007F instruction. Make it A9?? for music track

DC01F6A9
DC01F7??

Edit:
I watched writes, traced back farther, and ended up just jumping in during the right routine, so I could jump out and find something better.

000054 is written from 0008E2, which is the stack, so I timed my freeze(clicking the memory window) to be pretty close to the write, which ended up allowing me to step out and recognize a PEA $0070 I saw on the stack, preceeded by a push and further preceeded by an AND #$00FF. Putting in a code to change this allowed for the second song to be used, which goes in at full volume. Tracking writes to 7E37F4 should allow further specifications for specific songs by the area.

Use this to get full-intro-volume rips from basically anywhere.
C905E7A9
C905E8??

As it turns out, I was being too cautious, and it was actually about 4 or 5 step-outs farther than I thought was practical. I don't exactly do SNES song select codes more than once every 3 months.

edited 8:47 PM EDT August 21, 2008
by marioman at 8:24 PM EDT on August 21, 2008
WIP NSF of Mega Man 9 music.

ROM containing above music along with a Mega Man themed player.

Both courtesy of Acmlm. I hope that he finishes them after the game comes out. The music is really accurate.

edited 8:24 PM EDT August 21, 2008
by nensondubois at 9:47 PM EDT on August 23, 2008
Can you get all the voice samples from FIFA Soccer 96' with a SNES music select code?

edited 10:27 AM EDT August 24, 2008

edited 11:11 AM EDT August 24, 2008
by Knurek at 2:57 AM EDT on August 25, 2008
ugetab, thank you very much for those song selects. I'm currently wrapping up the SPC pack (need to time 7 more games and dump/time Angelique), so I should have the whole package ready sometime this week.

If you want to dabble some more in SNES stuff, the Most Requested sets list at SNESMusic.org (http://snesmusic.org/v2/wiki.php?iRequest=wiki/ViewPage&iPage=MostRequested) is a good place to look for undumped games (though some of the ones there have basic dumps done, will need to speak with the guys about making them show up differently or something).

Also, other Koei games should be pretty easy to hack using Angelique as a basis. I've looked a bit at Winning Post 2 and it even seems to use the same addresses for the music call.

edited 2:58 AM EDT August 25, 2008
by nensondubois at 11:08 AM EDT on August 25, 2008
I have sent stuff over there and I need three more voice samples to finish yet another set.
by ugetab at 12:36 PM EDT on August 25, 2008
I started a topic a GSHI, and hacked the music select for that Oni game with about 600 votes.

Bakumatsu Korinden ONI 2(May be called 'Bakumatsu Korinden Oni', but will have the internal name S-ONI2.) Leave it off until the last line of intro text to make ripping easy, so you can just edit the codes and restore the save state. This worked for Dark Law, which had a nasty habit of dropping leading notes when ripping.
C02F06A9
C02F07??
by Knurek at 2:10 PM EDT on August 25, 2008
Thanks, I have a unordered set for this game from 2CH (like I've said, the data listed on the Wiki page is kinda incomplete), but this will let me at least check if the rip I have isn't missing anything.

Other games listed there that have SPC sets (not necessarily complete):
Dragon Ball Z: Chou Gokuu Den: Kakusei-hen
Monster Maker 3: Hikari no Majyutsushi
Super Wagan Land 2
Idea No Hi
Shin SD Sengokuden Taisyo Retsuden
Dragon Slayer: Legend Of Heroes 2
Wizap!
Battle Dodgeball: Tokyu Gekitotsu
Captain Tsubasa 4
Koutetsu No Kishi 3
YUUYUU Hakusho 2: Kakutou no Syo
Captain Tsubasa 5
Mahoujin Guru Guru
Captain Tsubasa J
Super Fire Pro Wrestling 1
Mahoujin Guru Guru 2
Bomberman B-Daman
Super Fire Pro Wrestling Special
Soul & Sword
Super Fire Pro Wrestling 3
Magical Drop 2
Super Fire Pro Wrestling Queens Special
Super Fire Pro Wrestling 2
Edo No Kiba
Appleseed
J League Excite Stage '95
Kido Senshi Gundam V
Nintama Rantarou 1
Super Fire Pro Wrestling 3 Easy
Kunio No Oden
Dragon Slayer: The Legend Of Heroes (already on the main site, BTW)
Super Real Mahjong P5: Paradise

edited 2:16 PM EDT August 25, 2008
by Knurek at 6:11 PM EDT on August 25, 2008
Okay, pack #2 is up: http://snesmusic.org/hoot/new_spc2.rar
29 sets, includes music from:

Dragon Slayer - Eiyuu Densetsu 2 [ドラゴンスレイヤー英雄伝説2] (1993)(Falcom, Epoch)
Hana no Keiji - Kumo no Kanata ni [花の慶次 雲のかなたに] (1994)(Tose, Yojigen)
Hebereke no Oishii Puzzle wa Irimasen ka [へべれけのおいしいパズルはいりませんか] (1994)(Sunsoft)
Hissatsu Pachinko Collection [必殺パチンココレクション] (1994)(Sunsoft)
Hisshou! Pachi-Slot Fan [必勝パチスロファン] (1994)(POW)
Honke Sankyo Fever - Jikki Simulation 2 [本家・SANKYO FEVER 実機シミュレーション2] (1995)(Boss Communications)
Honke Sankyo Fever - Jikki Simulation 3 [本家・SANKYO FEVER 実機シミュレーション3] (1996)(Boss Communications)
Hyper V-Ball [スーパーバレー2] (1992)(Video System)
Idea no Hi [イデアの日] (1994)(Office Koukan, Shouei System)
Inazuma Serve da!! Super Beach Volley [稲妻サーブだ!スーパービーチバレー] (1995)(Virgin)
J.League Excite Stage '95 [Jリーグ エキサイトステージ'95] (1995)(A-Max, Epoch)
Jammit (1994)(GTE Entertainment)
Jissen Pachi Slot Hisshouhou! [実戦パチスロ必勝法] (1993)(Sammy)
Jissen Pachi Slot Hisshouhou! 2 [実戦パチスロ必勝法2] (1994)(Sammy)
Jissen Pachi Slot Hisshouhou! Classic [実戦パチスロ必勝法クラシック] (1995)(Sammy)
Jissen Pachi Slot Hisshouhou! Twin [実戦パチスロ必勝法! TWIN] (1996)(Nihon Syscom, Sammy)
Jissen Pachi Slot Hisshouhou! Twin 2 [実戦パチスロ必勝法! TWIN 2] (1997)(Tose, Sammy)
Jissen Pachi Slot Hisshouhou! Yamasa Densetsu [実践!パチスロ必勝法 山佐伝説] (1996)(Sammy)
JWP Joshi Pro Wrestling - Pure Wrestle Queens [JWP女子プロレス ピュア・レッスル・クイーンズ] (1994)(Jaleco)
Keiba Eight Special - Maru hi Baken Kounyuu Jutsu [競馬エイト スペシャル マル秘馬券購入術] (1993)(C-Lab, Misawa Entertainment)
Kidou Senshi V Gundam [機動戦士Vガンダム] (1994)(Tose, Bandai)
Kinnikuman - Dirty Challenger [キン肉マン DIRTY CHALLENGER] (1992)(Yutaka)
Kunio no Oden [くにおのおでん] (1994)(Technos Japan)
Lock On [スーパーエアダイバー] (1993)(Copya System, Asmik)
Magical Drop 2 [マジカルドロップ2] (1996)(Data East)
Mahou Poi Poi Poitto! [魔法ぽいぽい ぽいっと!] (1994)(Metro, Takara)
Soul & Sword [ソウル アンド ソード] (1993)(Pandora Box, Zamuse)
Super Real Mahjong PV - Paradise All Star 4-nin Uchi [スーパーリアル麻雀P5 パラダイス オールスター4人打ち] (1995)(Seta)
Wizap! - Ankoku no Ou [ウィザップ 暗黒の王] (1992)(Sakata SAS, ASCII)

I've put ugetab as dumper in the sets he found the song selects for (heck, without his work they wouldn't be dumped, so it's only proper to give credit).

I'll see about having pack #3 done a little faster.

edited 6:12 PM EDT August 25, 2008
KSS crap by unknownfile at 6:51 PM EDT on September 21, 2008
I'll just leave this here.

msxplug-ufmix-09122008.zip
MDXOnline - MXDRV by guest at 10:57 AM EDT on October 28, 2008
MDXOnline is now offline for a few months, here is the complete MXDRV section

Be sure to extract to the root of your drive, it has long file paths.

edited 11:01 AM EDT October 28, 2008
by hcs at 1:02 PM EDT on October 28, 2008
Be sure to extract to the root of your drive, it has long file paths.

I don't know what this program is, but this sounds absolutely moronic.

[edit]
In light of guest's comment below, it looks like I'm the moron here. Sorry.

edited 7:11 PM EDT October 28, 2008
by guest at 1:29 PM EDT on October 28, 2008
It's an old music archive, sorry if I was unclear. It has long paths and deep nested directories. Unpacking to lower dirs _may_ work, but I've found I hit errors in Windows (256 char limit) with extraction if I put it too deep below my root dir. Just a suggestion to avoid the "this archive is broken" comments.
by manakoAT at 3:33 PM EDT on October 28, 2008
I ripped 2 new QSF (CPS2) sets, if someone wants them:

Armored Warriors

Eco Fighters

cU mana
by marioman at 7:28 AM EDT on October 31, 2008
Well, well... It appears that ugetab has figured out how to rip SPCs from Super Game Boy games. There are 11 SGB rips on his site now. I remember that someone was requesting the SPC from Donkey Kong, so maybe ugetab will be able to rip it in the future. Good job ugetab.
by kingshriek at 4:48 AM EDT on November 1, 2008
Just updated my site with a couple more dsf tools. These target the AM2 DTPK sound driver, one of the Big Three (along with Manatee, Audio64) in widespread use on the Dreamcast. This driver is actually much easier (in general) to configure than the Manatee driver and doesn't require any patching to boot!

Now we just need to figure out how Audio64 works, and we'll probably have at least 90% of the Dreamcast's sequenced music covered.

Anyone have some Audio64 files on hand? I have the driver file itself, but no clean sound data files to go along with it.


edited 4:51 AM EDT November 1, 2008
by Knurek at 6:12 AM EDT on November 1, 2008
Kingshriek, there's also segamidi.dll for Windows CE games (standard MIDI files with MPB samples played by windows sequencer).

Pretty sure that's not doable with DSF though.

edited 6:22 AM EDT November 1, 2008
by F3582 at 8:57 AM EDT on November 1, 2008
Didnt the Dreamcast run on Windows CE?
by Mouser X at 6:06 PM EDT on November 1, 2008
More accurately, the Dreamcast ran Windows CE (not on, since software runs on hardware). There are some games that are written such that they use the Windows stuff extensively, but most don't (otherwise they wouldn't be rippable (yet?)). Also, and I could be wrong (it's been awhile since I looked), current Dreamcast emulators have a difficult time running Windows CE games. In other words, if the Windows CE stuff were widely used across all the games, then (currently) there would be far fewer games running in emulators than there are right now (on the other hand, people would be working a lot more to get Windows CE games working then...).

In short, yes. The Dreamcast did use Windows CE for certain things. Mouser X over and out.
by Arbee at 10:54 AM EST on November 3, 2008
There were two Dreamcast OSes: WinCE and a Sega custom one. Both loaded entirely off the disc - there was no concept of a "native" OS. A large majority of games used Sega's because it was faster, smaller, and lighter-weight. CE existed (for Sega) primarily to facilitate easy ports to and from PC DirectX. (It existed for Microsoft as advance research towards the Xbox, of course).

CE is harder to emulate because it uses the SH-4 MMU (which is hard to get correct in emulation) while the Sega OS doesn't.
by Mouser X at 11:52 AM EST on November 3, 2008
Ah. That makes sense. I just figured the OS stuff was loaded from the Dreamcast. It didn't occur to me that it was loaded from the game disc. That most certainly explains why some games run better/easier than others. Thanks for your insight/clarification. Mouser X over and out.
by marioman at 7:29 AM EST on November 5, 2008
ugetab has ripped 8 more SGB SPC sets. Donkey Kong is included in this update, so I am sure that whoever was requesting the credits theme from that game will be happy.

Thanks ugetab.

edited 7:32 AM EST November 5, 2008
by ugetab at 11:21 AM EST on November 5, 2008
As I mentioned to someone else, if some insane individual wants to implement an SPC player into an SGB compatible emulator, I now know how to interpret all the SGB sound packets in a way that would allow the internal SGB SFX and transferred SFX to be played back. My method of ripping SGB tunes is now based on the overall method an emulator would use to handle playback. Fortunately, I don't have enough of a grudge against anyone here to point and say "They'll do it, go ask them"
by nensondubois at 5:40 PM EST on November 5, 2008
heh, interesting. I didn't know they were ever ripped. How would I know that?

edited 8:30 PM EST November 5, 2008
by Knurek at 11:54 AM EST on November 6, 2008
New DSF plugins based on Audio Overload core.

http://foobar2000.xrea.jp/up/

This version is required for pretty much all of the latest rips posted here:

http://dsf.hcs64.com/

edited 11:53 AM EST November 6, 2008
by ugetab at 7:06 PM EST on November 6, 2008
I worked a little bit on CaitSith's SPC Timer. I got the Intro recognition code a bit closer to my needs, and got it to time to 2 loops more certainly, and with less of an issue to change the number. Should you use it, I'd like to know if I got it wrong.

Added some code to handle marginally shorter Intros to Loop times. If the Intro is at most 0.010 seconds shorter than the loop point before processing Intro times, the difference will be nullified, and it should report more accurately after processing.

A little bit more stuff added. 10 second spread between loop time and intro time, if it includes both, 1 loop + intro amount. Only if it's a 5 second or higher loop time. Added a loops-used counter to the results, and added an option to change base loop number used.

http://www.angelfire.com/nc/ugetab/SPC_Timer_Ugetab_Update.zip

edited 10:42 PM EST November 6, 2008
by marioman at 10:21 PM EST on November 6, 2008
@Knurek: Thanks for the heads up on the aodsf update. Glad to see that progress is being made.

Now if manakoAT could just get that Sonic Shuffle rip finished...

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