Moero Pro Yakyuu voice

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hap
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Moero Pro Yakyuu voice

Post by hap » Tue Nov 15, 2005 8:24 pm

The voice samples are probably from an UPD7756C with internal ROM, and until it's dumped, we're stuck with this list. The game writes $2x, then $3x, to $7000, where x is the sample number.

0: "strike"
1: "ball"
2: "time"
3: "out"
4: "safe"
5: "foul"
6: thud-sound? .. when a field player catches a fast ball
7: "you're out"
8: "play ball"
9: "ball four"
a: "home run"
b: "new pitcher"
c: "ouch" (pitcher throws the ball against the batter)
d: dunno :(
e: clink-sound, when the bat hits the ball
f: yay (crowd)

I'm not sure if the whole list was known (well, except for d), so I thought I'd post it... I made it by playing the game while making it spit out sample numbers, and playing Bases Loaded, the US version, afterwards.

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Post by tepples » Tue Nov 15, 2005 9:37 pm

This page describes the UPD7756 as an ADPCM "speech synthesizer" (i.e. sample playback device) with 9-bit DAC and built-in ROM. "Dumping" it would be more like using the so-called analog hole than like CD digital audio extraction.

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Quietust
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Post by Quietust » Tue Nov 15, 2005 10:07 pm

Kevin Horton made his own recording of those sounds. Sound 'D' sound suspiciously like 阿呆/あほう/"ahou", or "idiot".

As for dumping it, one method (though somewhat time-consuming) would be to send the "play" command to the chip and then manually clock it, reading the audio data out using a reasonably high resolution ADC. Kev's "3-in-1 Tester" could theoretically be modified in order to connect the speech chip and extract the audio, though I don't know how feasible it would be.
Last edited by Quietust on Fri Dec 16, 2005 12:50 pm, edited 1 time in total.
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hap
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Post by hap » Wed Nov 16, 2005 5:33 am

I remember SMYNES using samples for that game with an encrypted(!) file 'jaleco1new.dat'. But that emulator doesn't work here anymore since I've had Windows XP. I even registered that hack of an emu back in the 'glory' days of emulation.

Big Mario

VirtuaNES supports Moero Pro Yakyuu voice.

Post by Big Mario » Fri Dec 16, 2005 5:39 am

VirtuaNES supports Moero Pro Yakyuu voice. 8)

It is a method of reading the WAV file.




VirtuaNES version 0.75 (C)2001-2003 Norix

===================================
= An external sound file gains it =
===================================

Please prepare it by each person.
There is a method changes it entirely, and to enjoy. :D

===============
= WAVE Format =
===============

-PCM only.(not ADPCM or mp3)
-A stereo is monaural playback, too.

Note) Please do not do a rest in a long sound file.

=========
= Usage =
=========

Edit a VirtuaNES.ini file like the following examples directly, and please add
it so that there is more than one setting item.

In addition, read a WAVE file in exe activation.

-Example-

[ExtraSound]
; Moero!! Pro Yakyuu
Moepro00=C:\VirtuaNES\MoeProSound\moepro00.wav
Moepro01=C:\VirtuaNES\MoeProSound\moepro01.wav
Moepro02=C:\VirtuaNES\MoeProSound\moepro02.wav
Moepro03=C:\VirtuaNES\MoeProSound\moepro03.wav
Moepro04=C:\VirtuaNES\MoeProSound\moepro04.wav
Moepro05=C:\VirtuaNES\MoeProSound\moepro05.wav
Moepro06=C:\VirtuaNES\MoeProSound\moepro06.wav
Moepro07=C:\VirtuaNES\MoeProSound\moepro07.wav
Moepro08=C:\VirtuaNES\MoeProSound\moepro08.wav
Moepro09=C:\VirtuaNES\MoeProSound\moepro09.wav
Moepro10=C:\VirtuaNES\MoeProSound\moepro10.wav
Moepro11=C:\VirtuaNES\MoeProSound\moepro11.wav
Moepro12=C:\VirtuaNES\MoeProSound\moepro12.wav
Moepro13=C:\VirtuaNES\MoeProSound\moepro13.wav
Moepro14=C:\VirtuaNES\MoeProSound\moepro14.wav
Moepro15=C:\VirtuaNES\MoeProSound\moepro15.wav
; DISKSYSTEM
DiskSound00=.\DiskSound\Cam.wav
DiskSound01=.\DiskSound\Motor.wav
DiskSound02=.\DiskSound\SeekEnd.wav


Equivalence is as follows.

Moero!! Pro Yakyuu
--------------------------------------------------------------------------------
Moepro00 strike
Moepro01 ball
Moepro02 time
Moepro03 out
Moepro04 safe
Moepro05 foul ball
Moepro06 fair ball
Moepro07 batter out
Moepro08 playball
Moepro09 walk
Moepro10 home run
Moepro11 pitcher change
Moepro12 ouch
Moepro13 Be said a fool to a supervisor.
Moepro14 blow sound
Moepro15 shout of joy
--------------------------------------------------------------------------------

DISKSYSTEM
--------------------------------------------------------------------------------
DiskSound00 cam sound.
DiskSound01 motor sound.
DiskSound02 sound in the end to seek.
--------------------------------------------------------------------------------

sadam

Re: VirtuaNES supports Moero Pro Yakyuu voice.

Post by sadam » Fri Dec 16, 2005 9:19 am

An external sound file (WAV file)

http://up.arelink.net/up50/src/are0284.zip

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hap
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Post by hap » Fri Dec 16, 2005 10:18 am

Thanks for those Moero Pro Yakyuu samples!

kkk

Jaleco MoeroProYakyu

Post by kkk » Sat Dec 24, 2005 11:23 am

Address Stats Description
$6000 W Bank-Switch
$7000 W 音声合成チップ

Bnak Switch
Adr Bit Des
$6000 --pp---- PRG-ROM One bank is 32KB
$6000 -c----cc CHR-ROM One bank is 8KB

音声合成チップ
Adr Bit Des
$7000 --P-nnnn P = Play / Stop
0 = Stop sound
1 = Play sound (Auto repert)
n = Number
Sound Number
0 ストライク
1 ボール
2 ファイーイング
3 アウト
4 セーフ
5 ファール
6 フェア
7 バッターアウト
8 プレイボール
9 ファーボール
a ホームラン
b ピッチャー交代
c イテ!
d あほー
e (バットにボールが当たる音)
f (歓声)

音声合成は専用の内蔵チップによって行われ、
45/46番ピンを通して、FC内蔵音源とMIXして、TV等に出力される

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egoh
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voice samples

Post by egoh » Wed May 03, 2006 11:53 am

Though Moero Pro Yakyuu voice was supported
There is voice samples also in the following games.

Neither the analysis nor the emulate are done. :(

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)


All are the games of the Jalleco.

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hap
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Post by hap » Mon May 08, 2006 8:29 am

Looks like the same method as Moero Pro Yakyuu.
Moero!! Pro Tennis (J)
Moero!! Pro Yakyuu '88 - Ketteiban (J)
Mapper 72/92, sample number writes are visible for Tennis. The baseball game showed more mapper writes than usual, but I couldn't make it out. I can't guess exactly how it works.
Moe Pro! '90 - Kandou Hen (J)
Moe Pro! - Saikyou Hen (J)
Shin Moero!! Pro Yakyuu (J)
Terao no Dosukoi Oozumou (J)
Mapper 18, writes sample number to $F003.

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egoh
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Post by egoh » Mon May 08, 2006 9:04 am

Family Trainer - Aerobics Studio(J) uses the voice sample.
http://gamedic.jpn.org/museum/tirasi/FC ... 0007_1.jpg

Because I have these things, the voice sample can be recorded.


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)
Family Trainer - Aerobics Studio (J)

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hap
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Post by hap » Wed May 10, 2006 2:21 pm

Aerobics Studio seems to write sample numbers to $6000. I couldn't test it much though: powerpad is yet unemulated. The American counterpart PRG ROM is twice as large, and it uses the DMC for voice.

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egoh
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Post by egoh » Thu May 11, 2006 2:36 am

hap wrote:Aerobics Studio seems to write sample numbers to $6000. I couldn't test it much though: powerpad is yet unemulated. The American counterpart PRG ROM is twice as large, and it uses the DMC for voice.
Can you make the list of sample number like Moero Pro Yakyuu?

However, how is voice sample analyzed :?:

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hap
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Post by hap » Fri May 12, 2006 3:51 am

Can you make the list of sample number like Moero Pro Yakyuu?
Maybe someone else can, my emulator doesn't have support for the Power Pad (Family Trainer mat). Besides, I favour emulating the sound hardware rather than simulating it using WAV samples.
However, how is voice sample analyzed :?:
The best method would be dumping the voice ROM.

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Post by tepples » Fri May 12, 2006 10:28 am

We know of no way to dump these chips' embedded memory without removing the silicon from its package. The best we can do is underclock the chip, (over)sample the audio, infer the quantization, and produce an exact dump of the uncompressed samples being fed to the internal DAC. This exact dump would be stored in .wav format.

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