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		<title><![CDATA[ChipMusic.org - RIPPING SAMPLES FROM GENESIS .BIN ROMS]]></title>
		<link>https://chipmusic.org/forums/topic/4673/ripping-samples-from-genesis-bin-roms/</link>
		<description><![CDATA[The most recent posts in RIPPING SAMPLES FROM GENESIS .BIN ROMS.]]></description>
		<lastBuildDate>Wed, 01 Aug 2018 19:24:43 +0000</lastBuildDate>
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			<title><![CDATA[Re: RIPPING SAMPLES FROM GENESIS .BIN ROMS]]></title>
			<link>https://chipmusic.org/forums/post/259513/#p259513</link>
			<description><![CDATA[<b><i>Clox says:</i></b><p>Can someone make a Video tutorial about this now? It could be VERY VERY useful, i managed to get to the point where i have to check the rates and all that but i am pretty confused from here since there are multipable channels, as soon as i import it it gives just earrape noise so i can&#039;t understand from where to go from here.</p>]]></description>
			<pubDate>Wed, 01 Aug 2018 19:24:43 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/259513/#p259513</guid>
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			<title><![CDATA[Re: RIPPING SAMPLES FROM GENESIS .BIN ROMS]]></title>
			<link>https://chipmusic.org/forums/post/191142/#p191142</link>
			<description><![CDATA[<b><i>animalstyle says:</i></b><p>Hey Delek - I understand now and did upsample them.&nbsp; My reasoning for wanting to &quot;tune&quot; the sample rate is that there is a certain character to sample rates...&nbsp; Like the low MHz warble of Skitchin or the sample rate switching for the bass drum and snare in Wolverine&#039;s Admantium Rage.&nbsp; A slider would be nice but that does seem hard as fuck to implement now that you explained it.&nbsp; Maybe some kind of lookup table could let you add a slider to the rate?&nbsp; Sorry - I&#039;m the dude who will bug you to be able to split the sample channel into 4 seperate channels like Skitchin lol.&nbsp; Sorry in advance - amazing tracker you have there.&nbsp; <img src="https://chipmusic.org/forums/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></description>
			<pubDate>Sun, 17 Nov 2013 05:01:02 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/191142/#p191142</guid>
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			<title><![CDATA[Re: RIPPING SAMPLES FROM GENESIS .BIN ROMS]]></title>
			<link>https://chipmusic.org/forums/post/189426/#p189426</link>
			<description><![CDATA[<b><i>Delek says:</i></b><p>Only a new option in DefleMask exclusively for 13357hz will not be really useful, as is only used in Galaxy Force 2.</p><p>I should explain a little more, because some people could think that adding support for 13357hz is only to add &quot;13357&quot; in some part of the code. xD</p><p>Sound playback routines are running at a specific, unique and arbitrary update rate, in all games, so they only support one or few sample playback rates, this is like this because you have to sync all of the audio commands with the sample playback all at the same time. You have to put a metronome-like thing to keep things parallel, this will freeze your choices of speed to that speed or multiples of that speed.</p><p>DefleMask has a Genesis sound engine inside, of course, so it supports specific frequencies, they are a lot for sure and the most common frequencies used by lot of brands back in the day btw.</p><p>What you should do when you find a frequency not supported?, simply re-sample it, going upwards, to the closest freq: 13347hz-&gt;16000hz will do the job.<br />WavePad and Audacity are my choices for this type of things.</p><p>Lot of people asked me to add auto-re-sampling, so you will be able to load any rate and it will be automatically converted, this could be done, but I didn&#039;t add this because it will require a lot of code and results will be always worst than using an external, dedicated and specific Audio Editors.</p><p>Regards.</p>]]></description>
			<pubDate>Thu, 31 Oct 2013 17:31:08 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/189426/#p189426</guid>
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			<title><![CDATA[Re: RIPPING SAMPLES FROM GENESIS .BIN ROMS]]></title>
			<link>https://chipmusic.org/forums/post/188817/#p188817</link>
			<description><![CDATA[<b><i>animalstyle says:</i></b><p>Nevermind I got it!&nbsp; I did some sleuthing in Genskmod (CPU&gt;Debug&gt;Genesis&gt;SoundYM2612&gt;looked at Channel 6) and I found the samples were played back at 13357Hz (Galaxy Force 2) - thats really fucking strange because i thought they were all in like 8000, 16000, 32000 etc.&nbsp; I think Deflemask needs a new option!&nbsp; But yea... I found the data by importing the .bin rom in Audacity with import raw data &gt; Unsigned 8bit PCM, no endianness, sampleRate at 13357Hz.&nbsp; They are towards the end of the data - weird stuff!</p>]]></description>
			<pubDate>Fri, 25 Oct 2013 18:19:17 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/188817/#p188817</guid>
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			<title><![CDATA[Re: RIPPING SAMPLES FROM GENESIS .BIN ROMS]]></title>
			<link>https://chipmusic.org/forums/post/188798/#p188798</link>
			<description><![CDATA[<b><i>animalstyle says:</i></b><p>hey - totally reviving this post... I&#039;m trying to rip the Galaxy Force 2 samples - got some recorded from an emulator but I&#039;m noticing some differences when played back on the hardware.&nbsp; anyone want to take a stab at it?</p>]]></description>
			<pubDate>Fri, 25 Oct 2013 08:34:16 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/188798/#p188798</guid>
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			<title><![CDATA[Re: RIPPING SAMPLES FROM GENESIS .BIN ROMS]]></title>
			<link>https://chipmusic.org/forums/post/75787/#p75787</link>
			<description><![CDATA[<b><i>Subway Sonicbeat says:</i></b><p>Whoa, actually, forgot I did that before. I used the rom of Snatcher - you know wtf i&#039;m talking about, don&#039;t ask, it&#039;s early in the morning. Got some sweet samples, all that talking from the entire game non stop.</p>]]></description>
			<pubDate>Mon, 08 Aug 2011 12:34:34 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/75787/#p75787</guid>
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			<title><![CDATA[Re: RIPPING SAMPLES FROM GENESIS .BIN ROMS]]></title>
			<link>https://chipmusic.org/forums/post/75716/#p75716</link>
			<description><![CDATA[<b><i>calmdownkidder says:</i></b><p>This is awesome fun, thanks so much for the method!</p><p><a href="http://calmdownkidder.com/lulz/megadrive/WWF%20RAW.wav" target="_blank">WWF RAW</a> (some funny noises here, of people getting beaten up)<br /><a href="http://calmdownkidder.com/lulz/megadrive/Zero%20Wing.wav" target="_blank">Zero Wing</a> (just a few drum sounds)<br /><a href="http://calmdownkidder.com/lulz/megadrive/barts_nightmare.wav" target="_blank">Bart&#039;s Nightmare</a> (a few simpsons samples)</p>]]></description>
			<pubDate>Sun, 07 Aug 2011 13:50:52 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/75716/#p75716</guid>
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			<title><![CDATA[Re: RIPPING SAMPLES FROM GENESIS .BIN ROMS]]></title>
			<link>https://chipmusic.org/forums/post/73846/#p73846</link>
			<description><![CDATA[<b><i>Shiru says:</i></b><p>Yes, there is no hardware-defined sample rate, it can be any up to 50+ kHz. You can expect it to be 8000-16000 in games, not necessarily a &#039;standart&#039; one.</p>]]></description>
			<pubDate>Mon, 18 Jul 2011 17:09:10 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/73846/#p73846</guid>
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			<title><![CDATA[Re: RIPPING SAMPLES FROM GENESIS .BIN ROMS]]></title>
			<link>https://chipmusic.org/forums/post/73844/#p73844</link>
			<description><![CDATA[<b><i>boomlinde says:</i></b><div class="quotebox"><cite>animalstyle wrote:</cite><blockquote><p>So - i&#039;m looking for some Alien 3 drum samples and what do i find &gt;&gt;&nbsp; a C64 bassdrum in there, but no samples.&nbsp; I wonder why.&nbsp; I guess the actual drums are compressed in this song...&nbsp; but why would there be an uncompressed C64 bassdrum.&nbsp; Totally bizzare.</p></blockquote></div><p>Are you sure it wasn&#039;t just a table of sorts? Either way I&#039;d love to hear it!</p><div class="quotebox"><cite>animalstyle wrote:</cite><blockquote><p>A couple other things we found were some samples that were sped up.&nbsp; Is it possible that they sped up some samples to save room and then slowed them down with the software?&nbsp; That might explain the crunchiness of some of these.&nbsp; Any truth to this - Shiru, someone else?</p></blockquote></div><p>The sample rate is software driven, AFAIK, so there&#039;s really no default rate at which samples are played. Playing some things at half/double the rest of the samples seems quite likely, in that sense, to play samples only as clearly as necessary..</p>]]></description>
			<pubDate>Mon, 18 Jul 2011 16:35:11 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/73844/#p73844</guid>
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			<title><![CDATA[Re: RIPPING SAMPLES FROM GENESIS .BIN ROMS]]></title>
			<link>https://chipmusic.org/forums/post/73843/#p73843</link>
			<description><![CDATA[<b><i>animalstyle says:</i></b><p>So - i&#039;m looking for some Alien 3 drum samples and what do i find &gt;&gt;&nbsp; a C64 bassdrum in there, but no samples.&nbsp; I wonder why.&nbsp; I guess the actual drums are compressed in this song...&nbsp; but why would there be an uncompressed C64 bassdrum.&nbsp; Totally bizzare.</p><p>A couple other things we found were some samples that were sped up.&nbsp; Is it possible that they sped up some samples to save room and then slowed them down with the software?&nbsp; That might explain the crunchiness of some of these.&nbsp; Any truth to this - Shiru, someone else?</p>]]></description>
			<pubDate>Mon, 18 Jul 2011 16:26:32 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/73843/#p73843</guid>
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			<title><![CDATA[Re: RIPPING SAMPLES FROM GENESIS .BIN ROMS]]></title>
			<link>https://chipmusic.org/forums/post/73799/#p73799</link>
			<description><![CDATA[<b><i>HPizzle says:</i></b><p>great idea! a genesis drum pack would be awesome. The audacity method didnt seem to work for me. i just got a bunch of noise lol (using audacity 1.3 beta on win7/64bit...maybe thats why?) i guess ill try the vgmdump method.</p>]]></description>
			<pubDate>Mon, 18 Jul 2011 03:58:46 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/73799/#p73799</guid>
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			<title><![CDATA[Re: RIPPING SAMPLES FROM GENESIS .BIN ROMS]]></title>
			<link>https://chipmusic.org/forums/post/73647/#p73647</link>
			<description><![CDATA[<b><i>Saskrotch says:</i></b><p>awesome, it worked! thanks!</p>]]></description>
			<pubDate>Sat, 16 Jul 2011 09:35:08 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/73647/#p73647</guid>
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			<title><![CDATA[Re: RIPPING SAMPLES FROM GENESIS .BIN ROMS]]></title>
			<link>https://chipmusic.org/forums/post/73644/#p73644</link>
			<description><![CDATA[<b><i>Shiru says:</i></b><p>Create a txt file. Type a line in it:</p><p>dump 1.vgm</p><p>Save file, change file extension to .bat. Double click on the file to run it.</p>]]></description>
			<pubDate>Sat, 16 Jul 2011 08:27:35 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/73644/#p73644</guid>
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			<title><![CDATA[Re: RIPPING SAMPLES FROM GENESIS .BIN ROMS]]></title>
			<link>https://chipmusic.org/forums/post/73639/#p73639</link>
			<description><![CDATA[<b><i>Saskrotch says:</i></b><p>i&#039;ll try renaming it, i have no idea how to call it through the bat file though. i got no dos skills.</p>]]></description>
			<pubDate>Sat, 16 Jul 2011 07:19:38 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/73639/#p73639</guid>
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			<title><![CDATA[Re: RIPPING SAMPLES FROM GENESIS .BIN ROMS]]></title>
			<link>https://chipmusic.org/forums/post/73638/#p73638</link>
			<description><![CDATA[<b><i>Shiru says:</i></b><p>It is not that long, though, it is 10 or more seconds on 3 GHz for a song. However, if something is wrong, it can just wait forever (or create empty files without waiting). Try to unpack VGZ if it is packed and call it through bat file instead of drag and drop. How it works for sure: unpack a VGM, put into the same dir, rename to 1.vgm (to exclude spaces from the name), make a bat with a line &#039;dump 1.vgm&#039;, run the bat. Don&#039;t know what is necessary and what is not.</p>]]></description>
			<pubDate>Sat, 16 Jul 2011 06:36:28 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/73638/#p73638</guid>
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