▲ 15 r/houseofthedead+2 crossposts

All In One House of the dead 2 Naomi Sample Extractor

Features: Correct Pitch and speed, No Distortion, Correct LoopPoints and more. special thanks to egregiousguy on the house of the dead discord server for helping me

drive.google.com
u/Quick_Equal5156 — 5 days ago

House of the Dead 2 (Naomi) — AICA sample bank format / boundary splitting help

I'm trying to extract individual samples from HOTD2's Naomi sound ROMs (mpr-21404.ic19s, mpr-21405.ic20s — 8MB each, self-dumped). Here's what I've confirmed so far:

  • Codec confirmed by ear: Yamaha AICA 4-bit ADPCM, 44100 Hz, mono. Decoding the whole ROM as one continuous stream via vgmstream (TXTH-forced) sounds "almost perfect" — real instruments/music are clearly audible.
  • Not DTPK-based: checked the file headers directly — no DTPK magic bytes, so dsfdtpk.py/DTPKDump (AM2 driver tools) don't apply directly.
  • ic20 has ~79.5% trailing 0xFF padding, real data ends at offset 0x1B0800.
  • ic19 has no padding, dense data across the full 8MB, decodes to ~380 seconds of audio.

The problem: decoding either ROM as one continuous stream produces two symptoms that don't go away:

  1. Certain sections get very loud/distorted (spikes), inconsistent with the rest.
  2. Drum loops and phrases repeat back-to-back like a full sample library played start-to-end, rather than a mixed song — consistent with this being a raw sample bank, not a sequenced track.

I've tried:

  • Live MAME debugger register capture on :maincpu's AICA register window (0x700000-0x707FFF) to catch real SA/LSA/LEA key-on events — caught the SH-4→AICA RAM boot upload (huge burst of ARM7 opcodes) but very few real in-game trigger events even during active gameplay.
  • Amplitude-based silence detection on the decoded PCM to find sample boundaries — found only 15 real gaps across the whole ROM, and the loudness/duplication issues persist even within those "silence-bounded" segments.
  • Searching the program ROM (epr-21585.ic22) and three sp*.bin auxiliary ROMs for raw ARM7 opcode signatures — zero hits, so the sound driver code doesn't appear to be stored uncompressed in any file I have.

Does anyone know HOTD2's specific driver format, or have a rip/tool that already handles this game or a sibling AM2-era Naomi title using the same sample-bank layout? Happy to share any of the ROM files or captured data if useful.

reddit.com
u/Quick_Equal5156 — 26 days ago
▲ 1 r/Roms

House of the Dead 2 (Naomi) — AICA sample bank format / boundary splitting help

I'm trying to extract individual samples from HOTD2's Naomi sound ROMs (mpr-21404.ic19s, mpr-21405.ic20s — 8MB each, self-dumped). Here's what I've confirmed so far:

  • Codec confirmed by ear: Yamaha AICA 4-bit ADPCM, 44100 Hz, mono. Decoding the whole ROM as one continuous stream via vgmstream (TXTH-forced) sounds "almost perfect" — real instruments/music are clearly audible.
  • Not DTPK-based: checked the file headers directly — no DTPK magic bytes, so dsfdtpk.py/DTPKDump (AM2 driver tools) don't apply directly.
  • ic20 has ~79.5% trailing 0xFF padding, real data ends at offset 0x1B0800.
  • ic19 has no padding, dense data across the full 8MB, decodes to ~380 seconds of audio.

The problem: decoding either ROM as one continuous stream produces two symptoms that don't go away:

  1. Certain sections get very loud/distorted (spikes), inconsistent with the rest.
  2. Drum loops and phrases repeat back-to-back like a full sample library played start-to-end, rather than a mixed song — consistent with this being a raw sample bank, not a sequenced track.

I've tried:

  • Live MAME debugger register capture on :maincpu's AICA register window (0x700000-0x707FFF) to catch real SA/LSA/LEA key-on events — caught the SH-4→AICA RAM boot upload (huge burst of ARM7 opcodes) but very few real in-game trigger events even during active gameplay.
  • Amplitude-based silence detection on the decoded PCM to find sample boundaries — found only 15 real gaps across the whole ROM, and the loudness/duplication issues persist even within those "silence-bounded" segments.
  • Searching the program ROM (epr-21585.ic22) and three sp*.bin auxiliary ROMs for raw ARM7 opcode signatures — zero hits, so the sound driver code doesn't appear to be stored uncompressed in any file I have.

Does anyone know HOTD2's specific driver format, or have a rip/tool that already handles this game or a sibling AM2-era Naomi title using the same sample-bank layout? Happy to share any of the ROM files or captured data if useful.

reddit.com
u/Quick_Equal5156 — 26 days ago

House of the Dead 2 (Naomi) — AICA sample bank format / boundary splitting help

I'm trying to extract individual samples from HOTD2's Naomi sound ROMs (mpr-21404.ic19s, mpr-21405.ic20s — 8MB each, self-dumped). Here's what I've confirmed so far:

  • Codec confirmed by ear: Yamaha AICA 4-bit ADPCM, 44100 Hz, mono. Decoding the whole ROM as one continuous stream via vgmstream (TXTH-forced) sounds "almost perfect" — real instruments/music are clearly audible.
  • Not DTPK-based: checked the file headers directly — no DTPK magic bytes, so dsfdtpk.py/DTPKDump (AM2 driver tools) don't apply directly.
  • ic20 has ~79.5% trailing 0xFF padding, real data ends at offset 0x1B0800.
  • ic19 has no padding, dense data across the full 8MB, decodes to ~380 seconds of audio.

The problem: decoding either ROM as one continuous stream produces two symptoms that don't go away:

  1. Certain sections get very loud/distorted (spikes), inconsistent with the rest.
  2. Drum loops and phrases repeat back-to-back like a full sample library played start-to-end, rather than a mixed song — consistent with this being a raw sample bank, not a sequenced track.

I've tried:

  • Live MAME debugger register capture on :maincpu's AICA register window (0x700000-0x707FFF) to catch real SA/LSA/LEA key-on events — caught the SH-4→AICA RAM boot upload (huge burst of ARM7 opcodes) but very few real in-game trigger events even during active gameplay.
  • Amplitude-based silence detection on the decoded PCM to find sample boundaries — found only 15 real gaps across the whole ROM, and the loudness/duplication issues persist even within those "silence-bounded" segments.
  • Searching the program ROM (epr-21585.ic22) and three sp*.bin auxiliary ROMs for raw ARM7 opcode signatures — zero hits, so the sound driver code doesn't appear to be stored uncompressed in any file I have.

Does anyone know HOTD2's specific driver format, or have a rip/tool that already handles this game or a sibling AM2-era Naomi title using the same sample-bank layout? Happy to share any of the ROM files or captured data if useful.

reddit.com
u/Quick_Equal5156 — 27 days ago