
Virtua Racing PCM samples ripping help
Technical discussion about the VGM format, and all the software you need to handle VGM files.
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Virtua Racing PCM samples ripping help
Hello, does anybody have any information on how to properly rip the samples from Virtua Racing? I've been trying for years to no avail and I decided to finally post here and ask for help, I have tried the thing with audacity and can't help but wonder where is the start and loop point data being stored? If anyone knows or would like to help it'd be greatly appreciated, thanks in advance! 

Re: Virtua Racing PCM samples ripping help
If you're looking for where the start and loop data point are being stored, I believe you're better off just looking at the threads here that have research on the YMW258F, the TG100, and the YM3413. Additionally, ValleyBell's MIDI converter for OutRunners might have some insight on how and where the start and loop point data are being stored.
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Re: Virtua Racing PCM samples ripping help
MAME's source code has a description of how the sample table works, see multipcm.cpp.
In short: At the very beginning of the ROM, there is a table with 12 bytes per sample.
bytes 0..2 = sample start file offset (+ sample type, encoded into the first byte)
bytes 3..4 = loop start, relative to the sample start
bytes 5..6 = sample size (except that the value needs to be subtracted from 0x10000 to get the actual sample size)
In short: At the very beginning of the ROM, there is a table with 12 bytes per sample.
bytes 0..2 = sample start file offset (+ sample type, encoded into the first byte)
bytes 3..4 = loop start, relative to the sample start
bytes 5..6 = sample size (except that the value needs to be subtracted from 0x10000 to get the actual sample size)