April 28, 2020 at 11:09 am #176182
Is there a way to get all the sounds on a system 7 ROM file? I am looking to rip all the sounds from a 1983 William Joust head to head game for an MPF build I am doing also to get the sounds to work in the Joust VPX game.
I noticed that the Joust VPX does not have most of the game sounds mapped. I don’t know how it works if that is something that needs to be configured or if they are not mapped in the PinMAME ROM.
I found this tutorial on trying to find the sounds. M1 does not have Joust and I tried the PinMAME approach and put in a few hex values but came up with nothing. It will be tedious to type in each hex code and hit the space bar like suggested in the tutorial.
Is there a way to find out those values and get them to work in VPX? Is there a way to look into the code of the ROM? Cheers.
Here is a video of some of the sounds on a friend’s machine. So far I used a digital sound recorder and stuck it next to the speaker. I got some of the sounds but of course get background noise of the game.
You need to login in order to like this post: click hereMay 8, 2020 at 5:46 pm #178606randrKeymaster@randr
You need to login in order to like this post: click hereMay 8, 2020 at 7:12 pm #178621DJRobXModerator@djrobx
I looked into this briefly hoping to be able to rip TAF sounds. My quick conclusion is there is no easy way. If you need command codes, you can snoop on a playing table using SoundCommand and VPX’s debug window.
If you download 32Assassin’s “Game show” table you can see how to hook it up. Game Show uses sound commands to drive the chase lights.
*edit*: I remembered Thalamus wanted details so I described how I did it, which even has the debug prints. Check this post:
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1 user thanked author for this post.May 9, 2020 at 1:06 am #178683
Thank you. I am new to this so am not following what you do with the script, where you put it and where you get the output. So should I ope the VPX of Joust and put the code into the script? Thanks. I feel like a complete noob.
NewSounds = Controller.NewSoundCommands
If Not IsEmpty(NewSounds) Then
For ii = 0 To UBound(NewSounds)
Snd = NewSounds(ii, 0)
if (snd AND &HE0) = 0 then
debug.print “snd ” & ByteToBit(snd) & ” (” & Snd & “)”
You need to login in order to like this post: click hereMay 9, 2020 at 1:56 am #178691
Start the game. Press D for the debug editor – not press that small arrow near “editor ?” – well, might be called something else. You will then get a window where you can see these debug.print lines – once the event happens.
You need to login in order to like this post: click hereMay 11, 2020 at 12:54 pm #179487May 11, 2020 at 2:18 pm #179493May 11, 2020 at 4:36 pm #179510
Thank you. That worked and I got some debug info but it all said:
Request to play “0”, but sound not found.
You need to login in order to like this post: click hereMay 11, 2020 at 5:29 pm #179528
Those messages are unrelated to what you’ve added.
Your’s would say ‘snd’ xxxx
You need to login in order to like this post: click hereMay 11, 2020 at 6:38 pm #179537
I guess it is not working. Nothing with SND in the debug. I hit all the switches. The only sounds that work properly from the original audio are the spinners, the hidden drop targets and the flippers. The hunter targets and the lava pit ball eject play the wrong sound. The 3 bank drop targets don’t play any correct sounds.
You need to login in order to like this post: click hereMay 11, 2020 at 11:25 pm #179553
Bare in mind – I haven’t tried this. Have you pressed F6 ? Any options to change dips ?
You need to login in order to like this post: click hereMay 12, 2020 at 2:30 am #179560
Dip switch 1 was unchecked and 2 was checked. I checked switch 1 and got a majority of the sounds. Thank you!. The lava pit does not work. The pterodactyl sound is gone too so it seems some of the sounds are swapped.
Still no luck with the snd hex.
You need to login in order to like this post: click hereMay 12, 2020 at 5:03 am #179573
Yeah. You might need the manual for the switch settings.
You need to login in order to like this post: click hereMay 17, 2020 at 3:04 pm #180860
I asked a friend with a Joust to check the switches. Both switches on the sound board are on. There are no other dip switches on the main control board.
When i select both dip switches, the sounds for the 3 bank drop targets and stationary targets are correct but the flippers and hidden drop targets are wrong. The flippers no longer make the flap sound.
- This reply was modified 6 months, 2 weeks ago by AD72.
You need to login in order to like this post: click hereMay 17, 2020 at 3:49 pm #180867
Yeah. I’m sorry, but, without the manual it is more of a black art than anything else. Here is more info about dips and how they are implemented in vpm.
You need to login in order to like this post: click hereMay 17, 2020 at 5:07 pm #180874
Hmm. I have looked over the manual. There is a list of options and what jumpers need to be connected/disconnected but there is nothing about hex code or dips. https://www.ipdb.org/files/1316/Williams_1983_Joust_Instruction_Manual.pdf
You need to login in order to like this post: click hereMay 17, 2020 at 10:20 pm #180927
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