Some DAC sample rips right out of ROMs

Discussion in 'General Sega Discussion' started by Andlabs, Dec 12, 2009.

  1. Andlabs

    Andlabs

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    Writing my own MD/Genesis sound driver :D
    No comments; just enjoy.

    <a href="http://idisk.mac.com/pietro10-Public/sorsamples.zip" target="_blank">Streets of Rage samples.</a> 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.

    <a href="http://idisk.mac.com/pietro10-Public/thfsamples.zip" target="_blank">The Hybrid Front samples.</a> 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.

    <a href="http://idisk.mac.com/pietro10-Public/ristarsamples.zip" target="_blank">Ristar samples.</a> 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.

    <a href="http://idisk.mac.com/pietro10-Public/sf2scesamples.zip" target="_blank">Street Fighter II′: Special Champion Edition samples.</a> 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.

    <a href="http://idisk.mac.com/pietro10-Public/viewpointmdsamples.zip" target="_blank">Viewpoint (Mega Drive/Genesis) samples.</a> 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.

    <a href="http://idisk.mac.com/pietro10-Public/mjmsamples.zip" target="_blank">Michael Jackson's Moonwalker samples.</a> 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!

    <a href="http://idisk.mac.com/pietro10-Public/temposamples.zip" target="_blank">Tempo samples.</a> (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):
    <ul><li><a href="http://forums.sonicretro.org/index.php?showtopic=17220&hl=" target="_blank">Knuckles' Chaotix</a> (links to forum post; hey, posted exactly one year ago today lol)</li><li><a href="http://idisk.mac.com/pietro10-Public/sonicrush.7z" target="_blank">Sonic Rush</a> (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 <a href="http://forums.sonicretro.org/index.php?showtopic=21885" target="_blank">original thread where posted</a>)</li></ul>
     
  2. Glisp

    Glisp

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    None at the moment I'm afraid.
    Total win! Thanks dude!
     
  3. TmEE

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    Right term would be PCM sample, at least when they're uncompressed....

    None the less, its fun what you've did. Regarding Ristar, the game does 2 ch playback but no freq scaling, and despite that things sound like shit, damn, my shittiest 2ch code did 11KHz and shoulded crisp and clean as there was no jitter...
     
  4. ICEknight

    ICEknight

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    Just out of curiosity, why do none the WAV files play at the correct speed?

    Chipmunk Ristar is kinda funny, but still.
     
  5. Andlabs

    Andlabs

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    Writing my own MD/Genesis sound driver :D
    <!--quoteo(post=384108:date=Dec 12 2009, 03:27 PM:name=ICEknight)--><div class='quotetop'>QUOTE (ICEknight @ Dec 12 2009, 03:27 PM) <a href="index.php?act=findpost&pid=384108">[​IMG]</a></div><div class='quotemain'><!--quotec-->Just out of curiosity, why do none the WAV files play at the correct speed?

    Chipmunk Ristar is kinda funny, but still.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I would have to check, but I think the samples on the second DAC table are played slower than they are stored in ROM. The DAC tables don't store the playback speed, so I would have to look at the code.

    Also are the "Hi everybody!" and "Hasta la vista baby!" samples used in game? Are there any samples in this pack not used in game?
     
  6. amphobius

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    Thank you for the SOR Samples! I personally have no use for the ones used when the player's hurt, but the drums themselves I intend on using. :)

    EDIT: If you managed to get a rip of the samples from Street Fighter 2 Turbo, I'd be even more greatful, that snare is awesome.
     
  7. ddrmaxromance

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    <!--quoteo(post=384111:date=Dec 12 2009, 03:31 PM:name=Andlabs)--><div class='quotetop'>QUOTE (Andlabs @ Dec 12 2009, 03:31 PM) <a href="index.php?act=findpost&pid=384111">[​IMG]</a></div><div class='quotemain'><!--quotec-->Also are the "Hi everybody!" and "Hasta la vista baby!" samples used in game? Are there any samples in this pack not used in game?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I believe he says "Hasta la vista baby" towards the end of the game after you defeat the boss.

    EDIT: Check out this video on YouTube: <a href="http://www.youtube.com/watch?v=JDr61bEXZ9c" target="_blank">http://www.youtube.com/watch?v=JDr61bEXZ9c</a> and start the video about half way near 4:23. It's also interesting that Ristar uses some sounds from Sonic 3K!
     
  8. TmEE

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    Hasta La Vista baby is when you beat last boss as mentioned in previous boss, and Hi Everybody happens right when intro turns into title screen.
     
  9. nineko

    nineko

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    I wonder if I should post PCM samples from the Cube/Iwadare games, it's easy to extract them.
     
  10. Varion Icaria

    Varion Icaria

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    Gimme Dr R's <3
     
  11. nineko

    nineko

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    <a href="http://digilander.iol.it/projectchaos/DRRPCM.rar" target="_blank">There you go</a>.
    Note that I only separated the 4 drums, and I didn't feel like separating the voice clips. Though all you need is a wave editor if you want to do so.
     
  12. Animemaster

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    If you can get the revenge of shinobi drums, I will love you forever.
     
  13. Andlabs

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    Writing my own MD/Genesis sound driver :D
    <!--quoteo(post=384118:date=Dec 12 2009, 03:44 PM:name=DalekSam)--><div class='quotetop'>QUOTE (DalekSam @ Dec 12 2009, 03:44 PM) <a href="index.php?act=findpost&pid=384118">[​IMG]</a></div><div class='quotemain'><!--quotec-->EDIT: If you managed to get a rip of the samples from Street Fighter 2 Turbo, I'd be even more greatful, that snare is awesome.<!--QuoteEnd--></div><!--QuoteEEnd--><!--quoteo(post=384426:date=Dec 13 2009, 10:29 AM:name=Animemaster)--><div class='quotetop'>QUOTE (Animemaster @ Dec 13 2009, 10:29 AM) <a href="index.php?act=findpost&pid=384426">[​IMG]</a></div><div class='quotemain'><!--quotec-->If you can get the revenge of shinobi dums, I will love you forever.<!--QuoteEnd--></div><!--QuoteEEnd-->Give me a day or two and I will. :) I will also get the DAC tables for the two other games (I forgot them in the zip archive and I know how much that information will be useful to hackers, sorry; I originally just wanted to use them in my own songs) and the Ristar speed information either later or tomorrow.
     
  14. Animemaster

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    <!--quoteo(post=384441:date=Dec 13 2009, 04:48 PM:name=Andlabs)--><div class='quotetop'>QUOTE (Andlabs @ Dec 13 2009, 04:48 PM) <a href="index.php?act=findpost&pid=384441">[​IMG]</a></div><div class='quotemain'><!--quotec--><!--quoteo(post=384118:date=Dec 12 2009, 03:44 PM:name=DalekSam)--><div class='quotetop'>QUOTE (DalekSam @ Dec 12 2009, 03:44 PM) <a href="index.php?act=findpost&pid=384118">[​IMG]</a></div><div class='quotemain'><!--quotec-->EDIT: If you managed to get a rip of the samples from Street Fighter 2 Turbo, I'd be even more greatful, that snare is awesome.<!--QuoteEnd--></div><!--QuoteEEnd--><!--quoteo(post=384426:date=Dec 13 2009, 10:29 AM:name=Animemaster)--><div class='quotetop'>QUOTE (Animemaster @ Dec 13 2009, 10:29 AM) <a href="index.php?act=findpost&pid=384426">[​IMG]</a></div><div class='quotemain'><!--quotec-->If you can get the revenge of shinobi dums, I will love you forever.<!--QuoteEnd--></div><!--QuoteEEnd-->Give me a day or two and I will. :) I will also get the DAC tables for the two other games (I forgot them in the zip archive and I know how much that information will be useful to hackers, sorry; I originally just wanted to use them in my own songs) and the Ristar speed information either later or tomorrow.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Awsome, look forward to it thank you :)
    Edit: Can someone mirror the above links? everytime I click on a link it closes down instantly.
     
  15. Dracula

    Dracula

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    Wow! Thank you all very much for this! If I knew how to do this then I'll be ripping stuff right now.
     
  16. Bareirito

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    I imagine someone using the sexy drums of Dyna Brothers 2.

    If you want, take it as a request. =P

    Good job dumping instruments from other games! :)
     
  17. muteKi

    muteKi

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    Dyna Bros. 2, like Super Fantasy Zone and Thunder Force IV, used good FM Synth drums, rather than PCM samples.
     
  18. Andlabs

    Andlabs

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    Writing my own MD/Genesis sound driver :D
    Street Fighter II′: Special Champion Edition samples uploaded, see first post.
     
  19. MarkeyJester

    MarkeyJester

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    <!--quoteo(post=384401:date=Dec 13 2009, 12:54 PM:name=nineko)--><div class='quotetop'>QUOTE (nineko @ Dec 13 2009, 12:54 PM) <a href="index.php?act=findpost&pid=384401">[​IMG]</a></div><div class='quotemain'><!--quotec--><a href="http://digilander.iol.it/projectchaos/DRRPCM.rar" target="_blank">There you go</a>.
    Note that I only separated the 4 drums, and I didn't feel like separating the voice clips. Though all you need is a wave editor if you want to do so.<!--QuoteEnd--></div><!--QuoteEEnd-->

    "samples.wav" HAHAHAHA My ribs!
    Thank you for providing these samples, I'll see if I can put them to some use for a track in BroTro or something
     
  20. Ch1pper

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    Greetings all.

    I recall messing around with Ristar at least a few months back just for something to do, and confirming with these rips, the magic Hz number (er, the correct sampling rate) is 8000 for Ristar's speech. Can't recall if it's the same for all samples (I.e. all those little percussive "Hit it!" touches and such) or just his; I'm tempted to say all though.


    I was just now digging around Comix Zone and the magic Hz number seems to be around 10000 Hz, but I'm unsure due to other rates with numbers like 11025, 22050, 44100, etc. Anyone know what the correct rate number would be in the 10,000 range?

    In addition, what I found in CZ was mostly samples from Sketch and enemies, but others such as Alyssa's clips ("Well done Turner!" etc.) seem to still be buried in sections between the clear samples.

    Did that all make sense? Apologies if it didn't, ask away for clarification, or feel free to try out CZ for yourself. If we can figure out what's up with all the clips in CZ, I can theoretically have a rip up within a few days.

    Cheers, all.