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PostPosted: Thu May 18, 2006 8:20 pm 
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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: ?


Last edited by egoh on Fri May 19, 2006 7:53 pm, edited 2 times in total.

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PostPosted: Fri May 19, 2006 2:05 am 
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Hm, poor guessing on my side it seems :P
for mapper 72/92, could you also write down the address?
for mapper 18, could you also write down the data written? (I've updated segali_sample), bit 0 is probably unused.

Are you sure there's a sound for safe and fair in Moero!! Pro Yakyuu '88 - Ketteiban?


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PostPosted: Fri May 19, 2006 11:16 am 
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The sound data of "Moero!! Pro Yakyuu '88 - Ketteiban (J)" was not accurate.
It's me that reported to egoh. :cry:

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)


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PostPosted: Fri May 19, 2006 11:23 am 
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mistake. :shock:

80ca 10 "play ball"


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PostPosted: Fri May 19, 2006 7:35 pm 
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norakuro wrote:
The sound data of "Moero!! Pro Yakyuu '88 - Ketteiban (J)" was not accurate.
It's me that reported to egoh. :cry:

Hi norakuro, Thank you for the report. :)

hap,If Voice Sample is recorded, can you support it with SegaLi?


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PostPosted: Sat May 20, 2006 9:22 am 
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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

Code:
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


Quote:
hap,If Voice Sample is recorded, can you support it with SegaLi?
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.


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PostPosted: Sat May 20, 2006 11:42 am 
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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
Image


Last edited by egoh on Tue May 23, 2006 10:49 pm, edited 12 times in total.

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PostPosted: Sat May 20, 2006 1:06 pm 
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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


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PostPosted: Sun May 21, 2006 4:34 am 
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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)


Last edited by egoh on Tue May 23, 2006 10:48 pm, edited 3 times in total.

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PostPosted: Sun May 21, 2006 5:33 am 
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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)


Last edited by egoh on Tue May 23, 2006 10:47 pm, edited 1 time in total.

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PostPosted: Mon May 22, 2006 6:12 pm 
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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:
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);



Hi Hap,
Is this code the latest?

It did not ring accurately yesterday though Martin supported voice sample of Terao no Dosukoi Oozumou with
Nestopia.


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PostPosted: Tue May 23, 2006 12:43 pm 
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No, like I said: sample number for mapper 18 is (of data written) D2-D6, so:
Code:
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;


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)


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PostPosted: Wed May 24, 2006 7:16 am 
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hap wrote:
No, like I said: sample number for mapper 18 is (of data written) D2-D6, so:
Code:
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;


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).

Thank you :)


Quote:
*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)


Moero!! Pro Tennis:
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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PostPosted: Thu May 25, 2006 1:42 am 
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Hmmm... I'm looking at UPD7755,UPD7756 datasheets and these chips have verify state which can possible to dump ROM data from internal chip directly, but it needs manual clocking to do that, because there is no any address line ;)


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PostPosted: Thu May 25, 2006 7:38 am 
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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

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