Second attempt at this. I hope I won't ask for a trash again. I'm reposting it exactly as I posted it the last time. Please, PLEASE, help me. You probably know that I love Snow Bros' music, but it's not in SMPS format, so it can't be ported to Sonic. Snow Bros uses the Cube/Iwadare driver, that is also used by Doctor Robotnik's Mean Bean Machine (and other games, of course). Since there is a Sonic-related game that uses the same driver, I thought it could be worth some research and a topic on this forum. I've been messing around with Snow Bros and Dr. R's roms, and with some help by Puto and drx (I will give proper credit later) I managed to find some stuff. My work was mainly based on guesses, while Puto and drx gave me technical confirmations. Here is what I got so far. Locations in the roms. As you can see, most (all) of them are the same for both the games. This isn't always 100% true with other Cube/Iwadare games; for example, Ys III has the driver in the same place, but the other locations won't match. Some other games also have the driver in a different place: not a big problem, as it's easy to find it anyway. Snow Bros: DAC: E8000. After the DAC there are FFs up to the next location, which is EFFFF Streak of 00s: F0000 - F227F Unknown: F2280 - F2AB9 Streak of FFs: F2ABA - F5FFF Driver: F6000. At the end of the driver there is a small unknown section that is probably data, and then FFs... Voices: F8000. After the voices there are 00s... Songs: F937C. After the songs there are FFs to the end of the rom (FFFFF) Dr R's M.B.M.: Samples: B0000 - E7FFF (the samples are splitted in "banks" of $8000 bytes; the unused bytes are padded with FFs) DAC: E8000. After the DAC there are FFs up to the next location, which is EFFFF Unknown: F0000 - F01A5 Streak of 00s: F01A5 - F227F Unknown: F2280 - F22E3 Streak of FFs: F22E4 - F5FFF Driver: F6000. At the end of the driver there is a small unknown section that is probably data, and then FFs... Voices: F8000. After the voices there are 00s... Songs: F937C. After the songs there are FFs to the end of the rom (FFFFF) The driver code is pretty much the same for all the Cube/Iwadare games; only a few bytes are usually different. It is Z80 code, not compressed. I found it by byte-comparing Snow Bros and Dr R's; I kindly asked Puto to check with IDA if the location I guessed (F6000) was something interesting and he replied "you hit it right in the spot". He then disassembled it, and said that since it's Z80 it is also present in savestates. Thanks Puto. I then tried to find the other locations (still by guessing them); in the meanwhile, I asked drx if he could take a look at the Z80 code since he posted a topic about Z80 some days ago and I realized that he is an expert. He confirmed another of my guesses: the songs begin at F937C. So thanks drx. Voices aren't in the same $19 format used in smps, they use a different $1D format, that kinda reminds the other one (it's probably some other kind of dump of 2612's registers, arranged in a different way). I'm clueless on that, I tried to swap a few bytes and put some voices from the UVB in there but everything was completely mute. Someone with better FM knowledge may help here. *looks at Saxman* DAC samples are regular PCM samples, 8 bit, uncompressed; also the samples in Dr R's are pure PCM. This implies that the DAC is muted when they are played. This also explains why the samples are divided in "banks" of $8000 bytes, since they must be managed by the Z80 and you all know what this means. A sample that begins at $XFFFF and end at $Y0000 would make the Z80 sad. Yay for 16-bit addressing. Now, here is the point everyone was expecting. No, I didn't decode the format of the songs yet. I figured out some things, it's almost similar to smps under certain points of view, yet it's completely different. I did hundreds of tests and I wrote down a few notes, and I'm going to share them here (no, I'm not an information hoarder as someone may think). Unfortunately, because of my new job, I can't work on this as much as I wanted to (but this time I definitely will, I want to make a cube to smps converter). On the meantime, I hope that someone else is interested and helps me in the cracking process. This topic is also here for discussion, as I said, I don't want to call this "the neko format" or something. Group efforts are cool to me. Oh, tl;dr, here you are my notes. I hope the hex values are correct, I don't have an hex editor and I have to convert the values by hand. The "songs" section begins with an header (which I call the global-header), which contains pointers to all the other songs. Let's look at Snow Bros (EVERYTHING FROM NOW REFERS TO SNOW BROS AND NOT TO DR ROBOTNIK'S MEAN BEAN MACHINE, thanks). BC 93 8F 9B ... This means that the first song is at $F93BC, the second song is at $F9B8F... There are 32 pointers there; the first 20 point to the songs, and the last 12 point to $F021: basically the end of the rom, and they "terminated" by other invalid pointers which I will explain later. So. What are we going to find at $F93BC? There are three 00s and a C3. I don't know what they are used for, the C3 also changes. After them, there are 10 other pointers (20 bytes, what I call the song-header). Those 10 pointers point to the channels' location in each song. The ones for the first song are D4 93 39 95... and at those locations (of course, byte-swapped and with a leading F, like $F93D4 and $F9539) there are the actual channels themselves. Each channel begins with a F8. This value will be used like everywhere in the songs (also combined with other bytes), it's probably a key flag or something. Anyways, all the 10 pointers in the song-header land on an F8. After the F8 there are 10 other bytes (the channel-header). I don't know the meaning of them all, but so far I figured that the third defines the voices, the fifth defines the volume ($0 = min, $F = max), the seventh is used for some kind of "legato" and affects the duration of the notes in some kind of way, and the nineth is used for modulation/vibrato/pitch bend of some sort. Still need to figure out the other bytes, and the extent/range of legato and modulation. This is the channel-header for the first channel of the first song, displayed as MS-DOS ascii (which is what I actually see, as I mentioned I don't have an hex editor and I work with MS-DOS default editor): ° ??²?³?¹*· The ? (11 decimal) is the voice, ? (10 decimal) is the volume, ? (1 decimal) is that legato thing, and * (42 decimal) is the vibrato/pitch bend thing. Note that the DAC channel doesn't have this header, it's just F8 00. (later addition to this: it seems that some channel-headers DON'T begin with an F8. Maybe it's actually used as a loop point of some sort, and those FF FE FD FC FB values are flags that say "the next value is the voice/volume/etc". Don't know) Then there is the actual song data for that channel. The format is still beyond me, but I figured out some things. The valid range for the notes SEEMS to be from $00 to $53. I don't know where is the duration. I have some ideas but they're not verified at this point. $70 seems to act as a rest. Other values are untested; the problem is that there are plenty of them, and sometimes I even think that there may be some kind of compression D: The DAC channel is slightly different. It uses 80 for the kick and 81 for the snare (fact). And I even managed to identify a flag. F8 Cx [stuff] F8 E0 will repeat [stuff] for x+1 times. I don't know if this works also on non-DAC channels. An FF 00 00 seems to be used to end a channel. I didn't check the PSG channels yet, since most of the songs from Snow Bros don't use them. Yeah, I know this is still quite messed up, and probably a lot of my guesses about the format are wrong. I need to work more on this, and probably it wasn't a good idea to post it now, since everything is really tentative. But I wanted to show my work, since there are already some interesting results here. As a bonus, I include a RAR file with the driver, the voices, the songs, and the DAC from both Snow Bros and Dr R's MBM. And a nice Snow Bros rom with Dr R's songs and dac (needs to fix the checksum). Enjoy that. I will work more on the format soon, I hope to hear some comments and feedback here. -------- edit: oh, here is a list of the games that use the Cube/Iwadare driver: Crusader of Centy (Soleil/Ragnacenty) Dino Land Dr. Robotnik's Mean Bean Machine Galaxy Force II Gleylancer Granada Jewel Master Kishi Densetsu Landstalker Langrisser II Lord Monarch Maten no Soumetsu Ranger-X (Ex-Ranza) Sagaia (Darius II) Shining Force Shining Force II Shining in the Darkness Snow Bros.: Nick & Tom Space Invaders '91 The Steel Empire (Koutetsu Teikoku) Warsong (Langrisser) Wings of Wor (Gynoug) Ys III: Wanderers from Ys Zero Wing If your favorite game is in that list, you can't ignore it!