RN22 wrote:
Logging thru MAME is basically the same as M1, but you really need to know how to use debugger and stuff, so that you can find the specific addresses which the sound code plays.
Regarding about looping, i think the best you can log it, is to play the song individually for like around 10 to 20 minutes. I know its long, but It'll be helpful, once you load the vgm files onto the "vgmlpfnd" tool, and find the specific loop points.
That's what I do when logging VGMs.
Thank you for the reply. When I noticed that some tracks had very long loops, I actually let M1 run overnight. Some tracks I let run for over 12 hours just to see what would happen, but the output file was limited to 6:12:49. I haven't yet gone back to determine loop points on them, but I am certain they are well under that.
Looking at the one that is over 3 hours (track 32 / 0x20) , I've found that the first "loop" for the mid tempo is the music for wave 3, then the fast tempo is for wave 18. I guess the very fast tempo and the very slow tempo could be used on later waves, but I have yet to get to another level that uses them. It's seems odd that rather than them being separate tracks, it's just one track that sets a later start point.
RN22 wrote:
Note: I would suggest that when using debugger, try to mess around the addresses, or just find the game (*gamename.cpp) thru mame's source code, and then find the "soundlatch" where the sound test codes usually are, or just trying to mess around with the RAM's addresses.
Is there a resource for learning how to do this? I don't normally use MAME and have not used the debugger before. Atari used to put the memory addresses in their service manuals, but it is not included for Off the Wall. The sound test for this game does not offer a way to test them either. It states on the audio test screen that there are 98 sounds. The last sound is 98, but I believe there are only 79 sounds (music and FX), the rest are null. But the sound test just plays one sound made up of test tones.