Moero Pro Yakyuu voice
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Terao no Dosukoi Oozumou (J) Voice Sample
Terao no Dosukoi Oozumou (J)
Mapper 18
Voice Sample was examined.
00: Sound in which tree is beaten
01: ?
02: "Hakkyoyoi" ...Sumo wrestling term
03: ?
04: "Nokotta" ...Sumo wrestling term
05: ?
06: "Matta Nashi" ...Sumo wrestling term
07: ?
08: "Nokotta Nokotta" ...Sumo wrestling term
09: ?
10: "Matta Arimasen" ...Sumo wrestling term
11: ?
12: ?
13: ?
14: ?
15: ?
Mapper 18
Voice Sample was examined.
00: Sound in which tree is beaten
01: ?
02: "Hakkyoyoi" ...Sumo wrestling term
03: ?
04: "Nokotta" ...Sumo wrestling term
05: ?
06: "Matta Nashi" ...Sumo wrestling term
07: ?
08: "Nokotta Nokotta" ...Sumo wrestling term
09: ?
10: "Matta Arimasen" ...Sumo wrestling term
11: ?
12: ?
13: ?
14: ?
15: ?
Last edited by egoh on Fri May 19, 2006 7:53 pm, edited 2 times in total.
The sound data of "Moero!! Pro Yakyuu '88 - Ketteiban (J)" was not accurate.
It's me that reported to egoh.
This is correct.
Moero!! Pro Yakyuu '88 - Ketteiban (J)
Mapper 92
80c0 00 "out"
80c1 01 "safe"
80c2 02 "foul"
80c3 03 "fair"
80c4 04 "strike"
80c5 05 "ball"
80c6 06 "time"
80c7 07 "batter out"
80c8 08 "ball four"
80c9 09 "home run"
80ca 10 "home run"
80cb 11 "new pitcher"
80cc 12 "pinch-hit"
80cd 13 "--Groan--" (hit by pitch)
80ce 14 clink-sound, when the bat hits the ball
80d1 01 catcher obtains the ball
80d2 02 pitcher obtains the ball
80d3 03 "--yay--" (crowd)
It's me that reported to egoh.
This is correct.
Moero!! Pro Yakyuu '88 - Ketteiban (J)
Mapper 92
80c0 00 "out"
80c1 01 "safe"
80c2 02 "foul"
80c3 03 "fair"
80c4 04 "strike"
80c5 05 "ball"
80c6 06 "time"
80c7 07 "batter out"
80c8 08 "ball four"
80c9 09 "home run"
80ca 10 "home run"
80cb 11 "new pitcher"
80cc 12 "pinch-hit"
80cd 13 "--Groan--" (hit by pitch)
80ce 14 clink-sound, when the bat hits the ball
80d1 01 catcher obtains the ball
80d2 02 pitcher obtains the ball
80d3 03 "--yay--" (crowd)
segali_sample is updated again, details should now be correct:
mapper 18: sample number is D2-D6
mapper 72/92: sample number is A0-A4
mapper 18: sample number is D2-D6
mapper 72/92: sample number is A0-A4
Code: Select all
Moero!! Pro Yakyuu '88 - Ketteiban (J) (added #15):
0: out
1: safe
2: foul
3: fair
4: strike
5: ball
6: time
7: batter out
8: ball four
9: home run
10: play ball
11: new pitcher
12: pinch-hit
13: --Groan-- (hit by pitch)
14: bat hits the ball
15: bunt (bat hits ball softly)
16:
17: catcher obtains the ball
18: pitcher obtains the ball / field catch
19: --yay-- (crowd)
Moero!! Pro Tennis (J) (guessed):
0:
1:
2: 0 (points)
3: 15 (points)
4: 30 (points)
5: 40 (points)
6: advantage
7: advantage was for south player
8: advantage was for north player
9: love (equal points)
10: deuce
11:
12: racket hits ball
13: crowd cheers???
14: net
15: foul (serve ball hit the net and went over)
16: out
17: ???
18: ball hits player
Terao no Dosukoi Oozumou (J):
0: tree beating sound
1: Hakkyoyoi
2: Nokotta
3: Matta Nashi
4: Nokotta Nokotta
5: Matta Arimasen
Probably, and I'm certain Marty of Nestopia will add support for it (he already added sample support for mapper 86). A standard for samples will have to be designed though, eg. a zipfile or folder with the same name of the .NES file, containing standard 16 bit 44100hz mono WAV samples named 0,1,2,3,etc.wav.hap,If Voice Sample is recorded, can you support it with SegaLi?
Moe Pro! - Saikyou Hen (J)
Moe Pro! - Saikyou Hen (J)
mapper 18
00 --- 00 "out"
04 --- 01 "safe"
08 --- 02 "foul"
?? --- 03 ???
10 --- 04 "strike"
14 --- 05 "ball"
18 --- 06 "time"
1c --- 07 "batter out"
20 --- 08 "ball four"
24 --- 09 "home run"
28 --- 10 "play ball"
2c --- 11 "new pitcher"
30 --- 12 "pinch-hit"
34 --- 13 "--Groan--" (hit by pitch)
38 --- 14 clink-sound, when the bat hits the ball
3c --- 15 bunt (bat hits ball softly)
40 --- 16 catcher obtains the ball (nomal)
44 --- 17 catcher obtains the ball (alt)
4c --- 19 "--yay--" (crowd)
catcher obtains the ball
mapper 18
00 --- 00 "out"
04 --- 01 "safe"
08 --- 02 "foul"
?? --- 03 ???
10 --- 04 "strike"
14 --- 05 "ball"
18 --- 06 "time"
1c --- 07 "batter out"
20 --- 08 "ball four"
24 --- 09 "home run"
28 --- 10 "play ball"
2c --- 11 "new pitcher"
30 --- 12 "pinch-hit"
34 --- 13 "--Groan--" (hit by pitch)
38 --- 14 clink-sound, when the bat hits the ball
3c --- 15 bunt (bat hits ball softly)
40 --- 16 catcher obtains the ball (nomal)
44 --- 17 catcher obtains the ball (alt)
4c --- 19 "--yay--" (crowd)
catcher obtains the ball
Last edited by egoh on Tue May 23, 2006 10:49 pm, edited 12 times in total.
Moero!! Pro Tennis (J) (guessed by my memory):
It seems to be almost the same as Racket Attack (U).
0:
1:
2: 0="love" (points)
3: 15 (points)
4: 30 (points)
5: 40 (points)
6: advantage
7: (advantage) server
8: (advantage) receiver
9: all (equal points)
10: deuce
11:
12: racket hits ball
13: crowd cheers???
14: fault
15: net
16: out
17: ???
18: ball hits player
It seems to be almost the same as Racket Attack (U).
0:
1:
2: 0="love" (points)
3: 15 (points)
4: 30 (points)
5: 40 (points)
6: advantage
7: (advantage) server
8: (advantage) receiver
9: all (equal points)
10: deuce
11:
12: racket hits ball
13: crowd cheers???
14: fault
15: net
16: out
17: ???
18: ball hits player
Shin Moero!! Pro Yakyuu (J)
Shin Moero!! Pro Yakyuu (J)
mapper 18
00 --- 00 out
04 --- 01 safe
08 --- 02 foul
?? --- 03 ???
10 --- 04 strike
14 --- 05 ball
18 --- 06 time
1c --- 07 batter out
20 --- 08 ball four
24 --- 09 home run
28 --- 10 play ball
2c --- 11 new pitcher
30 --- 12 pinch-hit
34 --- 13 --Groan-- (hit by pitch)
38 --- 14 bat hits the ball
3c --- 15 bunt
40 --- 16 catcher obtains the ball
44 --- 17 fair
48 --- 18 pitcher obtains the ball / field catch
4c --- 19 --yay-- (crowd)
mapper 18
00 --- 00 out
04 --- 01 safe
08 --- 02 foul
?? --- 03 ???
10 --- 04 strike
14 --- 05 ball
18 --- 06 time
1c --- 07 batter out
20 --- 08 ball four
24 --- 09 home run
28 --- 10 play ball
2c --- 11 new pitcher
30 --- 12 pinch-hit
34 --- 13 --Groan-- (hit by pitch)
38 --- 14 bat hits the ball
3c --- 15 bunt
40 --- 16 catcher obtains the ball
44 --- 17 fair
48 --- 18 pitcher obtains the ball / field catch
4c --- 19 --yay-- (crowd)
Last edited by egoh on Tue May 23, 2006 10:48 pm, edited 3 times in total.
Moe Pro! '90 - Kandou Hen (J)
Moe Pro! '90 - Kandou Hen (J)
mapper 18
00 --- 00 "out"
04 --- 01 "safe"
08 --- 02 "foul"
?? --- 03 ???
10 --- 04 "strike"
14 --- 05 "ball"
18 --- 06 "time"
1c --- 07 "batter out"
20 --- 08 "ball four"
24 --- 09 "home run"
28 --- 10 "play ball"
2c --- 11 "new pitcher"
30 --- 12 "pinch-hit"
34 --- 13 "--Groan--" (hit by pitch)
38 --- 14 clink-sound, when the bat hits the ball
3c --- 15 bunt (bat hits ball softly)
40 --- 16 catcher obtains the ball (alt1)
44 --- 17 catcher obtains the ball (nomal)
48 --- 18 catcher obtains the ball (alt2)...very rare!!!
4c --- 19 "--yay--" (crowd)
mapper 18
00 --- 00 "out"
04 --- 01 "safe"
08 --- 02 "foul"
?? --- 03 ???
10 --- 04 "strike"
14 --- 05 "ball"
18 --- 06 "time"
1c --- 07 "batter out"
20 --- 08 "ball four"
24 --- 09 "home run"
28 --- 10 "play ball"
2c --- 11 "new pitcher"
30 --- 12 "pinch-hit"
34 --- 13 "--Groan--" (hit by pitch)
38 --- 14 clink-sound, when the bat hits the ball
3c --- 15 bunt (bat hits ball softly)
40 --- 16 catcher obtains the ball (alt1)
44 --- 17 catcher obtains the ball (nomal)
48 --- 18 catcher obtains the ball (alt2)...very rare!!!
4c --- 19 "--yay--" (crowd)
Last edited by egoh on Tue May 23, 2006 10:47 pm, edited 1 time in total.
Hi Hap,hap wrote: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: Select all
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);
Is this code the latest?
It did not ring accurately yesterday though Martin supported voice sample of Terao no Dosukoi Oozumou with
Nestopia.
No, like I said: sample number for mapper 18 is (of data written) D2-D6, so:
segali_sample was updated with preliminary support for external samples: mono 44100hz 16 bit PCM wav samples inside a zipfile with the same name of the game file (eg. moepro.zip contains samples for moepro.nes).
*edit*
Moero!! Pro Tennis: #11 happened after I lost the match, #17 rarely happens when I hit the ball close
Moero!! Pro Yakyuu '88 - Ketteiban: #16 happened once in-game, though I don't know why (just proof that #16 is used)
Code: Select all
case 0xf003:
if (((map_jaleco.ss_sn&BIN8(01111100))==(data&BIN8(01111100)))&(((data&2)==0)&((map_jaleco.ss_sn&2)==2))) {
printf("%02x --- %2d\n",data,data>>2&0x1f);
sample_play(data>>2&0x1f);
}
map_jaleco.ss_sn=data;
break;
*edit*
Moero!! Pro Tennis: #11 happened after I lost the match, #17 rarely happens when I hit the ball close
Moero!! Pro Yakyuu '88 - Ketteiban: #16 happened once in-game, though I don't know why (just proof that #16 is used)
Thank youhap wrote:No, like I said: sample number for mapper 18 is (of data written) D2-D6, so:segali_sample was updated with preliminary support for external samples: mono 44100hz 16 bit PCM wav samples inside a zipfile with the same name of the game file (eg. moepro.zip contains samples for moepro.nes).Code: Select all
case 0xf003: if (((map_jaleco.ss_sn&BIN8(01111100))==(data&BIN8(01111100)))&(((data&2)==0)&((map_jaleco.ss_sn&2)==2))) { printf("%02x --- %2d\n",data,data>>2&0x1f); sample_play(data>>2&0x1f); } map_jaleco.ss_sn=data; break;
Moero!! Pro Tennis:*edit*
Moero!! Pro Tennis: #11 happened after I lost the match, #17 rarely happens when I hit the ball close
Moero!! Pro Yakyuu '88 - Ketteiban: #16 happened once in-game, though I don't know why (just proof that #16 is used)
00: ???
01: ???
02: 0="love" (points)
03: 15 (points)
04: 30 (points)
05: 40 (points)
06: advantage
07: (advantage) server
08: (advantage) receiver
09: all (equal points)
10: deuce
11: game
12: racket hits ball
13: crowd cheers???
14: fault
15: net
16: out
17: ???
18: ball hits player
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- Location: PA, USA
- Contact:
I believe only the uPD77P56 has the verify mode, and all the chips seen so far are the mask rom ones (7755 or 7756) and not the otprom ones (77P56) which are documented to be verifyable. its certainly POSSIBLE that the 7755 or 7756 have the verify circuitry in them too, but it might be activated in a slightly different way than on the 77P56 since the 77P56 requires the program pin (or was it one of the enable pins?) to be pulled high to something like 22vdc which may very well deep-fry a maskrom 775x chip.
Lord Nightmare
Lord Nightmare
"When life gives you zombies... *CHA-CHIK!* ...you make zombie-ade!"