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PostPosted: Fri May 12, 2006 11:46 am 
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We know of no way to dump these chips' embedded memory without removing the silicon from its package.
Didn't somewhat over at cherryroms.com do exactly that with the original Game Boy to get its (small) firmware ROM? That might be done with that sound chip as well.


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PostPosted: Fri May 12, 2006 12:04 pm 
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A similar device, the UPD7759, has been emulated by MAME (src/sound/upd7759.c), ie. used by TMNT. I've no knowledge on how they've dumped the ROMs though.

*edit* If asked nicely, maybe The Guru ( http://www.mameworld.net/gurudumps/ ) would dump them, he's very capable at dumping ROMs and is responsible for many dumps used in MAME.


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PostPosted: Fri May 12, 2006 5:14 pm 
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hap wrote:
A similar device, the UPD7759, has been emulated by MAME (src/sound/upd7759.c), ie. used by TMNT. I've no knowledge on how they've dumped the ROMs though.


If the method of dump is understood, I do dump.


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PostPosted: Sat May 13, 2006 6:23 pm 
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Location: Santiago de Chile
I just want to say hello!!! This site rocks!!! Keep working in your NES games. I think NES is the greatest game console of all times.


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PostPosted: Sun May 14, 2006 9:19 am 
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Moero Pro Yakyuu voice:

There might be voice data (It is encoded) data in PRG-ROM.

There is a possibility of doing the voice data deciphering and outputting UPD7756C.

Does not "src/sound/upd7759.c" only do the decipherment?


Moero Pro Yakyuu(J) PCB Photo
Image


Family Trainer - Aerobics Studio(J) PCB Photo
Image Image
M50806-058P -> ROM?
M47LS139P -> encode chip?


Moero!! Pro Yakyuu '88 - Ketteiban(J) PCB Photo
Image Image


http://www.etime.net.cn/pdf/2005128100106.pdf
The μPD7759 is an external ROM type speech synthesis LSI...


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PostPosted: Mon May 15, 2006 12:18 pm 
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indeed, the UPD7759 uses an external ROM, my mistake. So its dumping method doesn't apply. "src/sound/upd7759.c" is the UPD7759 emulator.

Moero Pro Yakyuu (and I presume other Jaleco games that use voice too, judging from the picture of Moero!! Pro Yakyuu '88 - Ketteiban), use the UPD7756C. The voice data is inside that chip: internal, not external; not encoded in the standard PRG-ROM.

Quote:
M50806-058P -> ROM?
M47LS139P -> encode chip?

I would say that too, including the question marks: I don't know much about electronics.


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PostPosted: Mon May 15, 2006 12:32 pm 
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Then I guess this ROM can be represented correctly only in UNIF, as you'd need chunks for the waveform data.


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PostPosted: Mon May 15, 2006 1:01 pm 
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Am I missing something? The 74LS139 is a dual 2:4 decoder, it's certainly being used to decode the bankswitch registers and/or the sound ROM. That is unless it's a disguised part, I don't think Mitsubishi would do such a thing though.. M50805 is definately a mask ROM chip without a player inside, how does the game play the sound ROM?


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PostPosted: Mon May 15, 2006 6:36 pm 
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Only voice sample can be recorded if the mask of the 15Pin of Cart is carried out.
However, in order to sound all voice(s), you have to play a game for a long time. ;(
Moero Pro Yakyuu voice was recorded such.

hap: How did you investigate sample number of Moero Pro Yakyuu voice.?

If the sample number of the following games is known, I can record.
(sound quality is not perfect)

Uses Voice Sample Game List

Moero!! Pro Tennis (J)
Moero!! Pro Yakyuu '88 - Ketteiban (J)
Moe Pro! '90 - Kandou Hen (J)
Moe Pro! - Saikyou Hen (J)
Shin Moero!! Pro Yakyuu (J)
Terao no Dosukoi Oozumou (J)


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PostPosted: Tue May 16, 2006 3:40 pm 
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By looking at mapper writes to the sound register while playing the game for a long time.

Could you confirm that the Jaleco SS8806 games (mapper 18 ) also use the UPD7756C by looking at the PCB of one of them?


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PostPosted: Wed May 17, 2006 9:06 am 
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hap wrote:
Could you confirm that the Jaleco SS8806 games (mapper 18 ) also use the UPD7756C by looking at the PCB of one of them?

Ok,
It is PCB Photo of Terao no Dosukoi Oozumou (J).
Mapper 18
Use the UPD7755C
ImageImage


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PostPosted: Wed May 17, 2006 1:38 pm 
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Guessed the details:

mapper 18:
$F003: sound register
xxxyyyzy
x: don't care?
y: sample number
z: set: init sample/stop, clear: play

mapper 72/92, not very sure:
write with D4 clear and D5 set, A0-A3=sample number: play sample.

A build of my emulator (not for use outside this thread) to help you find sample numbers: http://home.planet.nl/~haps/crap/segali_sample.zip
It prints decimal sample numbers to a separate dosbox. For mapper 72/92 it also prints the data and the address in hex. Sorry, no support for savestates.


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PostPosted: Wed May 17, 2006 7:45 pm 
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hap wrote:
A build of my emulator (not for use outside this thread) to help you find sample numbers: http://home.planet.nl/~haps/crap/segali_sample.zip
It prints decimal sample numbers to a separate dosbox. For mapper 72/92 it also prints the data and the address in hex. Sorry, no support for savestates.

Thanks !!:)

Could you open the source code of segali_sample.zip to the public?


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PostPosted: Thu May 18, 2006 12:34 am 
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source code of the previous version is on my homepage (see profile), what's added are a few quick hacks inside mapper IO functions to show sample numbers:

Code:
mapper 18:
case 0xf003:
   if (((map_jaleco.ss_sn&BIN8(00011101))==(data&BIN8(00011101)))&(((data&2)==0)&((map_jaleco.ss_sn&2)==2))) printf("%02d\n",(data&1)|(data>>1&0xe));
   map_jaleco.ss_sn=data; // ss_sn is previous data written to sound reg

mapper 72/92:
if (!(data&BIT(4))) printf("%02x %x --- %2d\n",data,address,address&0xf);



*edit*: I've asked about the dumping method on the MAME board: http://www.mame.net/cgi-bin/wwwthreads/showpost.pl?Board=mamegeneral&Number=193606&page=0&view=expanded&mode=threaded&sb=7#Post193606


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PostPosted: Thu May 18, 2006 8:13 pm 
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hanks! hap,

Moero!! Pro Yakyuu '88 - Ketteiban (J)
Mapper 92

The report of norakuro is more accurate.

Voice Sample was examined.

00: "out"
01: catcher obtains the ball.
02: pitcher obtains the ball and "foul"?
03: yay (crowd)
04: "strike"
05: "ball"
06: "time"
07: "batter out"
08: "ball four"
09: "home run"
10: "play ball"
11: "new pitcher"
12: Pinch-hit
13: (pitcher throws the ball against the batter)
14: clink-sound, when the bat hits the ball
15: ?

??: "safe"
??: "fair" .. when a field player catches a fast ball

*The figure is not displayed at the voice "safe" and "fair".
*There are two sounds of #02 ???
There seems to be a problem in segali_sample.zip.


Last edited by egoh on Fri May 19, 2006 7:44 pm, edited 1 time in total.

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