I stumbled on this tool called SPCM2WAV which was made for Snatcher: you should get it anyway because it contain some info on popful mail. wav but I hear that it discards a lot of information making the size smaller. On the Popful mail disc you'll see a bunch of bin files, these are the audio samples. It contains a readme for Popful mail that contains a index of where all the dialogue is. This works great for games likeĪkumajou Dracula X which contains a lot of redbook audio tracks but not so much for games like Lunar or Popful mail which has sega genesis chip sounds too. but i was a noob.īut anyway in doing so i learned that we can swap the audio with our own. And that method would probably be better than what i demonstrated in the video. It's essentially like compressing your CD albums to mp3, then taking the MP3s and uncompressing it back to wav and burn it onto a CD.
![sega cd open edit bin file sega cd open edit bin file](https://coverproject.sfo2.cdn.digitaloceanspaces.com/sega_cd/segacd_backupramcart_2_thumb.jpg)
Basically what i did was degrade the CD audio from 16bit to 8bit, then reconvert it back to 16bit so when I recompress it, it'll take into account the discarded data thus reducing the filesize. Well in doing so i accidently discovered that I can replace the music tracks with my own audio. That part is very difficult.īack in 2017 I was trying to figure out a way to fit TurboGrafx CD and Sega CD games on a Snes classic, this was way before I knew anything about rom hacking. looking at Popful Mail it appears to contain 3 redbook audio tracks mainly the Opening and Ending, and the rest uses PCM which is lower quality audio, i think 8bit mono i forgot. Those are the tracks that use the standard 44,100 Hz 16bit stereo CD audio format. If the game has Redbook CD audio then that's pretty easy. You would also be doing something similar if they removed all the calls for a given sound effect as part of the localisation, though in this case adding one back in, rinse and repeat for the 600 other effects in the game and hence the "I will backport the script instead" approach so often favoured.
![sega cd open edit bin file sega cd open edit bin file](https://www.nhl94.com/images/editing/tutorial_icelogo/icelogo07.gif)
Find one sound effect and most of the rest will be nearby or use a similar format type which you can then more easily search for to get something like the super rare battle AI making a sound that is harder to control for and thus search for.
SEGA CD OPEN EDIT BIN FILE CODE
If it is a vocal sting for a jump or attack or something then it should not be so bad - find say HP (basic cheat finding) or screen location (should be detailed in any hardware document covering graphics), set a break on write to that, while break will give you what edited the HP or location (or whatever obvious thing you picked) then at a code level a jump will say change the sprite, change the screen location (or maybe camera), whatever else it needs to do and also somewhere in the mix fire off a command to say play this sound effect.
![sega cd open edit bin file sega cd open edit bin file](http://arekuse.net/blog/wp-content/uploads/2019/09/MEGA_SD-Screenshot-2019-09-27-22-20-06.png)
SEGA CD OPEN EDIT BIN FILE ZIP
For early CD stuff you do occasionally get systems using actual CD audio, though that is usually for music or maybe long form cut scenes and not what I would expect for small voice clips or sayings unless they had some buffer which I doubt they did for a megacd.Īs far as those go then that does not appear to have much in the way of enlightening information from names alone.Īt this point you can try analysing the files (open with hex editor, see if anything jumps out at you, see if anything described in a more well known game matches), swapping or corrupting files (if you swap files and find the audio changes then you know what one or both of those did, same thing if you corrupt them and the game manages not to crash), you can try comparing them (chances are most level data, graphics data and so forth is very similar, audio almost certainly will not be - if you want to do a hash of all the files, which can be as simple as extract, zip the lot and view the CRC32 such a thing provides, and line them up between the games then you know what has changed between regions) you might gain something.Īfter that then yeah you probably get to play with a proper debugger.
![sega cd open edit bin file sega cd open edit bin file](https://img.appnee.com/appnee.com/11-BIOS-files-collection-for-Sega-2.png)
Afraid I have not really spent any time properly pondering megacd games beyond sticking one in my first CD writer so many years ago to see what was on the disc.įor later systems I often have nice file names, file types (extensions, magic stamps, headers and whatnot), directory names, file sizes and so forth, as well as elimination methods (if something is clearly graphics then it is not music).