Moero Pro Yakyuu voice

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Moero Pro Yakyuu voice
by on (#6628)
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.

by on (#6635)
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.

by on (#6640)
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.

by on (#6657)
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.
VirtuaNES supports Moero Pro Yakyuu voice.
by on (#7471)
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.
--------------------------------------------------------------------------------
Re: VirtuaNES supports Moero Pro Yakyuu voice.
by on (#7472)
An external sound file (WAV file)

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

by on (#7477)
Thanks for those Moero Pro Yakyuu samples!
Jaleco MoeroProYakyu
by on (#7656)
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
voice samples
by on (#12492)
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.

by on (#12668)
Looks like the same method as Moero Pro Yakyuu.

Quote:
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.

Quote:
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.

by on (#12670)
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)

by on (#12722)
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.

by on (#12738)
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 :?:

by on (#12807)
Quote:
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.

Quote:
However, how is voice sample analyzed :?:
The best method would be dumping the voice ROM.

by on (#12818)
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.

by on (#12820)
Quote:
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.

by on (#12822)
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.

by on (#12828)
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.

by on (#12843)
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.

by on (#12865)
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...

by on (#12942)
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.

by on (#12943)
Then I guess this ROM can be represented correctly only in UNIF, as you'd need chunks for the waveform data.

by on (#12945)
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?

by on (#12955)
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)

by on (#13014)
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?

by on (#13025)
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

by on (#13031)
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.

by on (#13038)
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?

by on (#13044)
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
Moero!! Pro Yakyuu '88 - Ketteiban (J) Voice Sample
by on (#13075)
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.
Terao no Dosukoi Oozumou (J) Voice Sample
by on (#13076)
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: ?

by on (#13079)
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?

by on (#13084)
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)

by on (#13085)
mistake. :shock:

80ca 10 "play ball"

by on (#13089)
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?

by on (#13103)
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.
Moe Pro! - Saikyou Hen (J)
by on (#13108)
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

by on (#13119)
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
Shin Moero!! Pro Yakyuu (J)
by on (#13153)
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)
Moe Pro! '90 - Kandou Hen (J)
by on (#13154)
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)

by on (#13268)
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.

by on (#13286)
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)

by on (#13304)
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

by on (#13357)
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 ;)

by on (#13369)
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

by on (#13370)
http://cah4e3.shedevr.org.ru/misc/UPD77 ... PD7758.pdf

P56 is only 56 version with OPD ROM (one-time programmable, not rewritable)...

There is some pins which uses for entering PROM readout procedure (see pdf)... This used by 55/56/57/58 series... Difference only in ROM size...

by on (#13391)
No, you don't understand:
one of the parts of the procedure to enable the PROM verify mode is to raise the VPP pin voltage to 12.5 volts dc.
the upd77p56 has this VPP pin as its a 20 pin IC
the other chips are all 18 pins and do not even HAVE a VPP pin! it may be present on the die itself but it isn't bonded out as a chip lead!
It MIGHT be possible to *trick* one of these chips to go into verify mode by pulsing the Vcc line high or something, but don't get your hopes up.

Lord Nightmare

by on (#13394)
Ok, I see... My fault. ;)
related
by on (#13546)
could the bases loaded voices be ripped?

by on (#13551)
This has nothing to do with NSFs... Yes they could be however, start a new topic in the relevant forum.
Family Trainer - Aerobics Studio (J)
by on (#13646)
Hi Hap,

Aerobics Studio can record Voice Sample like Moero Pro Yakyuu

I can make the WAV file.

Can sample numbers be found with your emulator?

It is said that Martin can be supported with Nestopia.

It is not possible to do because there is no technology though it is
good to do rom in dump in reality. :(


Family Trainer - Aerobics Studio (J) Voice Info from Martin

$6000w
-------
data bits: 0x000yyy
x = 0:start/1:stop sound
y = sound select

by on (#13670)
Sorry, it doesn't have support for the controller needed to properly playtest that game. But it's about time I added support for configurable controller ports, and after that, I can add the powerpad. I'll update it soon.

Instead of waiting, you could ask Martin to create a custom build of Nestopia that shows sample numbers.

*edit* updated it with support for the Family Trainer mat, and sample support for Family Trainer - Aerobics Studio (J).nes (GoodNES ROM only: it detects it by checksum, because sample support for every mapper 3 game would make things slow). Edit the ini file to insert the Family Trainer into the extended port.

by on (#21932)
The only unrecorded samples left are from Moero!! Pro Tennis. Pongbashi asked me to hack the PRG-ROM to be able to record those. This small hack has only been tested on my emulator, so I won't know for sure it will work on a Famicom. Change "SN" to the sample number, and everytime a sample is played, it will use that sample.

Using Moero!! Pro Tennis (J).nes from GoodNES 3.10, iNES file offset $1C861:
4C 00 FF
(jmp $FF00)

Offset $1FF10:
A2 SN AD 4B 03 4C 54 C8
(ldx #SN, lda $34B, jmp $C854)

by on (#22008)
hap wrote:
The only unrecorded samples left are from Moero!! Pro Tennis. Pongbashi asked me to hack the PRG-ROM to be able to record those. This small hack has only been tested on my emulator, so I won't know for sure it will work on a Famicom. Change "SN" to the sample number, and everytime a sample is played, it will use that sample.

Using Moero!! Pro Tennis (J).nes from GoodNES 3.10, iNES file offset $1C861:
4C 00 FF
(jmp $FF00)

Offset $1FF10:
A2 SN AD 4B 03 4C 54 C8
(ldx #SN, lda $34B, jmp $C854)



Thank you Hap.
I was able to have your HACK PRG-ROM work with a family computer real machine. :)

However, because EP-ROM of 1Mbit is hard-to-find, everything cannot be recorded.
Re: Moero Pro Yakyuu voice
by on (#203755)
I got this bootleg - wonder what's the DIP40 chip with removed markings.
Image Image Image Image
---
I rev'ed the schematics:
Image

This `unknown` DIL40 chip seems to be UM5100 (voice processor) - pinout matches.
I attach dumped ROM3 with sounds - viewing in hexeditor shows that it containins 16 sound, separated by 0xAA bytes.
---
Yes! Long time ago I was playing with UM5100, I even built board for testing it (it can record samples to SRAM and play them back or play back samples from EPROM).
Putting EPROM from this cartridge proves that it is this chip!

Image
Check out the movie:
https://www.youtube.com/watch?v=TDVxgFkgSeE
---
Final schematics:
Image
Re: Moero Pro Yakyuu voice
by on (#203774)
... Yup, as the datasheet says, that's definitely just DPCM. Sounds pretty bad, too :/

Per the datasheet, the sample clock is 1.35/R/C ... are you sure C9 is 2.2µF? The datasheet uses a 4.7nF capacitor there.

Interesting that they explicitly support two sample clocks via the bit at $5000.7. Looks like it shorts out R4 when low, making only R7 relevant for the sample clock; should be faster when high. This is probably a hysteretic inverter (74'14) as a clock source... usually that's a symmetric waveform, but D5 will make it more nearly a sawtooth generator. I think that doubles the effective frequency?

Arbitrarily assuming that it's 2.2nF, that means the sample rate should be ≈20kHz (2.7/62kΩ/2.2nF) when $5000.7 is low and ≈50kHz (2.7/2.2nF/(39k//62k)) when it's high.
Re: Moero Pro Yakyuu voice
by on (#203776)
C9 is this white large cap (0.0022 630 isn't 2.2n 630V?). There definitely was some modification due to those large tin-balls and the fact that one of its leg is soldered onto the part of track with soldermask removed, while the hole where it should be contains cut off leg of some previous element.
Image Image
Re: Moero Pro Yakyuu voice
by on (#203780)
... That's an X2 type capacitor for use in a mains voltage context. Probably is 2.2nF, but ... it's pretty darn funny seeing it there.
Re: Moero Pro Yakyuu voice
by on (#203930)
What's the mapper on this bootleg?
Re: Moero Pro Yakyuu voice
by on (#203950)
It's almost identical to the original hardware (i.e. mapper 86). The playback IC has been replaced with with this one, and the register at $5000 (controlling playback speed) has been added. The registers at $6000 and $7000 are unchanged.
Re: Moero Pro Yakyuu voice
by on (#203985)
Are ROMs 1, 2, and 4, the same as the commercial ROMs? If so we can create an NES 2.0 image of this and finally get around to sussing out how to use byte 14 and 15 of NES 2.0 for extra ROM.
Re: Moero Pro Yakyuu voice
by on (#204043)
ROM is very similar to Moero!! Pro Yakyuu (Black) (J).nes, but there are a few random bytes different in first of PRG 16kB + bytes from 7fa8-7fea, which are FF in original, here are filled with some routine.
Other PRG and CHR are same.
Re: Moero Pro Yakyuu voice
by on (#204045)
Without those extra patched bytes (probably an added routine to write to 5000/5001) plus the call patch to get to that area, I cannot test this in an emulator :(

Do you have an .ips file patch which can be applied to the "Moero!! Pro Yakyuu (Black) (J).nes" version of the rom to turn it into this one, or something similar?

LN
Re: Moero Pro Yakyuu voice
by on (#204047)
Here:
Re: Moero Pro Yakyuu voice
by on (#204074)
OK. Set it as mapper 86 submapper 1. Bit 1 is set on byte 14 of the NES2 header. The DPCM ROM is attached after the CHR. Interesting to get this UM5100 chip emulated...

Updated the NES 2.0 proposal information as well.
Re: Moero Pro Yakyuu voice
by on (#204326)
lidnariq: According to the game code it appears that you're right about the sample frequencies using $5000. (There are no instances of $5001 in code that I can see.)

It goes through a few routines where the normal $7000 functions play out. Almost immediately after the accumulator is OR'd with a value that sets bit 4 or bits 4 and 7; and stores to $5000. (ORA #$10 or ORA $#90) The correlation is that if the sample is a high-pitched sound like "crowd noise" it will set both bits 4 and 7. If it's speech it will just set bit 4. So, if bit 4 is set, it's "standard" speed. If bits 7 and 4 are set, it's double speed. I'm not certain what happens when none of the bits 7 through 4 are set..?
Re: Moero Pro Yakyuu voice
by on (#204328)
Well, the hardware only has two speeds, regardless of whatever else is true.

Be careful; my estimates of 20 and 50 kHz were just back-of-the-envelope calculations.

Also, I misread the reverse-engineered schematic: the inverse of bit 7 is used, so it's "write with 128s bit high → pin is low → oscillator runs slower".
Re: Moero Pro Yakyuu voice
by on (#204329)
I'm not so good at reading schematics just yet. I took a look at them though... I don't see instances of bit 4 for $5000?
Re: Moero Pro Yakyuu voice
by on (#204330)
... Yes? That's exactly my point? Only bit 7 (the 128s bit) is used.
Re: Moero Pro Yakyuu voice
by on (#204335)
Image
Image

Here is $1x and $9x being written to $5000.
Re: Moero Pro Yakyuu voice
by on (#204337)
What exactly are you attempting to show me? I believed your initial summary (that it wrote with the $10s bit set).

The physical hardware cares about the 128s bit of the data bus. Or bit 7. Or whether the value is ≥$80 or not. However you want to phrase it.

It doesn't care about anything else. It isn't connected to anything else.
Re: Moero Pro Yakyuu voice
by on (#220857)
B00daW wrote:
OK. Set it as mapper 86 submapper 1. Bit 1 is set on byte 14 of the NES2 header. The DPCM ROM is attached after the CHR. Interesting to get this UM5100 chip emulated...

Updated the NES 2.0 proposal information as well.

You set the bit in byte 13 instead of byte 14 in that file. The correctly-headered file now plays the samples in Nintendulator-NRS. The header can be corrected by using that emulator's Header Editor and setting"Misc ROMs" to 1.
Re: Moero Pro Yakyuu voice
by on (#220872)
I had a chance to test this bootleg on NRS's latest Nintendulator. I have an original Moero Pro Yakyuu (Red) cartridge and noted that some of the samples are quite different than the bootleg. In my video here, https://www.youtube.com/watch?v=JQAy6_ZLE3c, note the sounds made when the batter hits the ball and the crowd noises. They sound noticeably different. Also when the umpire calls "strike out" in the bootleg, there is some nasty stuttering after the word and the sample partially repeats thereafter.

I also note with approval another welcome change in the latest Nintendulator having nothing to do with the mapper support. ;)