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Author Topic: Ripping Konami SCC wavetables and making them usable on PC Engine  (Read 2576 times)

Offline Speedy

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So, I found out recently that you can indeed get wavetables from SCC music and use it on the PC Engine, the only problem is that it takes a lot of work. Most of this information is from a post on the old Famitracker forums but I figured that some of you here might find it useful.


1: Get the latest version of WinAmp http://www.winamp.com/

2: Get NezPlug+++ http://www.mediafire.com/download/h81t6y1camw0zps/in_nez.zip

3: Install NezPlug into WinAmp (copy in_nez.dll into WinAmp\Plugins)

4: Get the KSS file for the game you want http://anon48.f-m.fm/kss/

5: Open it in WinAmp and skip to the track you want

6: Right click on the file in the Winamp Playlist and click "View file info..."

7: From there, go to Dump, change device to DEV_SCC and press on the channel you want the data for.

8: Highlight and copy everything and put it into a text document.

9: Remove the rightmost number from every value. For example, Channel 2 in Salamander's Operation Seedleek is:

00 00 00 80 00 70 70 70 00 00 00 80 00 00 00 80
80 80 80 00 80 00 00 00 00 80 80 80 00 80 80 80

Take that and turn it into:

0 0 0 8 0 7 7 7 0 0 0 8 0 0 0 8
8 8 8 0 8 0 0 0 0 8 8 8 0 8 8 8

10: Now, add an 8 in hexidecimal to all of these, preferably using a hex calculator. You can also add a zero to the left of everything for the sake of formatting. This will have us end up with:

08 08 08 10 08 0F 0F 0F 08 08 08 10 08 08 08 10
10 10 10 08 10 08 08 08 08 10 10 10 08 10 10 10

We now have something akin to what you would get if you dumped a PC Engine waveform using NezPlug. However...

11: In order to make this easily usable in Deflemask we have to convert it to decimal, preferably using a hex to decimal converter to minimize the chance of making mistakes. Our final result will be this:

08 08 08 16 08 15 15 15 08 08 08 16 08 08 08 16
16 16 16 08 16 08 08 08 08 16 16 16 08 16 16 16

All that's left is to enter it into Deflemask and make music with it.

Offline Michirin9801

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Ripping Konami SCC wavetables and making them usable on PC Engine
« Reply #1 on: July 23, 2016, 08:09:05 PM »
Seems pretty useful! Thanks for the tip ^^

Offline nitrofurano

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Ripping Konami SCC wavetables and making them usable on PC Engine
« Reply #2 on: December 15, 2018, 11:46:52 AM »
wavetables from k051649 are really delicious, and only taking 32 bytes! i made some experiences on MilkyTracker years ago - i think that extracting them from vgm format is far easier