No comments; just enjoy.
Streets of Rage samples. These were ripped out of a dump of Z80 memory (so the split file is applied to that); while I could crack the compression routine used for everything else in the game (including the sound driver), I didn't want to deal with an algorithm that used the 68000's ccr as a general purpose register. These samples use their own compression format which differs from the Sonic 1/2/3K format; I left a C program to decompress them in the archive, along with uncompressed and wav versions.
The Hybrid Front samples. The split file is for the ROM; the DAC table is in Z80 memory. The samples are compressed in Sonic 1/2/3K format. Uncompressed and wav versions included.
Ristar samples. Again, the samples are ripped from ROM, but this game is interesting in that the 68000 tells the Z80 driver which bank to load and where to find the sample — that is, the DAC tables (yes, more than one) are accessed by the 68000. Samples are uncompressed in ROM; wav versions included.
Street Fighter II′: Special Champion Edition samples. Wow, getting this out was nuts. Good thing the samples were uncompressed! I left the structure format I used to format the DAC table in the Z80 ROM. As you can tell from the voice samples, a higher speed value means a slower speed. The split file is applied to the ROM.
Viewpoint (Mega Drive/Genesis) samples. So they decided to put the DAC tables in the ROM banks this time. Just check the relevant text file. It's jman2050 compression again.
Michael Jackson's Moonwalker samples. One thing holding this one back was that a data array used by jman2050 compression had been changed slightly for the voices; therefore a custom decompressor (no compressor) is included. Enjoy!
Tempo samples. (Yes, about time I updated this post =P) This game, despite being SMPS like Knuckles' Chaotix, also uses the Z80 DAC for some of the samples. The PWM table format is the exact same as in Chaotix, though, and includes the theme song!
Other ones I've done before (but not in this thread):
Streets of Rage samples. These were ripped out of a dump of Z80 memory (so the split file is applied to that); while I could crack the compression routine used for everything else in the game (including the sound driver), I didn't want to deal with an algorithm that used the 68000's ccr as a general purpose register. These samples use their own compression format which differs from the Sonic 1/2/3K format; I left a C program to decompress them in the archive, along with uncompressed and wav versions.
The Hybrid Front samples. The split file is for the ROM; the DAC table is in Z80 memory. The samples are compressed in Sonic 1/2/3K format. Uncompressed and wav versions included.
Ristar samples. Again, the samples are ripped from ROM, but this game is interesting in that the 68000 tells the Z80 driver which bank to load and where to find the sample — that is, the DAC tables (yes, more than one) are accessed by the 68000. Samples are uncompressed in ROM; wav versions included.
Street Fighter II′: Special Champion Edition samples. Wow, getting this out was nuts. Good thing the samples were uncompressed! I left the structure format I used to format the DAC table in the Z80 ROM. As you can tell from the voice samples, a higher speed value means a slower speed. The split file is applied to the ROM.
Viewpoint (Mega Drive/Genesis) samples. So they decided to put the DAC tables in the ROM banks this time. Just check the relevant text file. It's jman2050 compression again.
Michael Jackson's Moonwalker samples. One thing holding this one back was that a data array used by jman2050 compression had been changed slightly for the voices; therefore a custom decompressor (no compressor) is included. Enjoy!
Tempo samples. (Yes, about time I updated this post =P) This game, despite being SMPS like Knuckles' Chaotix, also uses the Z80 DAC for some of the samples. The PWM table format is the exact same as in Chaotix, though, and includes the theme song!
Other ones I've done before (but not in this thread):
- Knuckles' Chaotix (links to forum post; hey, posted exactly one year ago today lol)
- Sonic Rush (ok, this isn't a rip like the others; I painstakingly went through every SEQ_ entry VGMTrans showed me since Dimps or whoever did the sound programming was stupid and duplicated all the levels's SEQ_ headers for each level for each character [for each act? I forget], invalidating the irrelevant ones... according to Aquaslash, Sonic Rush Adventure is even worse because it has MORE LEVELS... anyway original thread where posted)
This post has been edited by Andlabs: 27 August 2010 - 12:24 AM


