#ADPCM
Fun fact: all of the sound files are converted at build time into the same ADPCM format used by the PSX 😄
Finally got around to setting up the audio system! (also discovered & fixed a nasty bug which could crash when exiting pause menu)

Also, o7s in chat for the lorem ipsum header in the menu, it's been replaced 🫡

#indiegamedev #foxbladefable
October 29, 2024 at 5:42 AM
A follow-up to the recent PC Engine ADPCM discussion:

Mesen2 and Geargrafx have updated ADPCM speed to 32100 in their codebases, although you may need to wait for a formal release.

TurboEverdrive Pro updated firmware this week:
krikzz.com/pub/support/...
krikzz.com
September 25, 2026 at 3:33 PM
Got that battle theme I wrote ported over to my PSX sound engine.

Fixed some bugs in the soundbank tool also - it turns out the SPU just literally never resets a voice's ADPCM decoder state, even if you assign a new sample address lmaooo

#programming #ps1 #gamedev
September 27, 2026 at 9:47 PM
Freshly decapped and scanned NEO-PCM2: ADPCM ROM multiplexing and security used by late NeoGeo games.
Hopefully will help fix inexact descrambling emulation.
Fujitsu CG47 gate array from 1999
Kindly donated by @Rolel42
August 22, 2026 at 8:11 AM
OK, I have more information on the ADPCM.
We have a tracking spreadsheet that you can contribute to, and the link to the test ROM is in cell A-1.

You will need to run this on a CDROM-based system (as only CDROM systems have the ADPCM unit).

docs.google.com/spreadsheets...
ADPCM Speed Test Results
docs.google.com
September 10, 2026 at 12:47 AM
I have heard no feedback from:
- TerraOnion (SSDS3 was slow),
- Analogue (test not working on Duo, as ADPCM hardware not active from HuCard images)
- Ootake (test not working properly on ver 3.06 - possibly the ADPCM counter is not implemented as 17-bit )
September 25, 2026 at 3:37 PM
PicoGUS v4.1.0 firmware is released: github.com/polpo/picogu...
Highlights:
- ADPCM support in SB mode
- pgusinit won't complain your BLASTER variable is malformed (unless it actually is)
- Revamped MPU-401 that acts more like a real MPU-401 and uses way less SRAM
and more in the changelog!
Release v4.1.0 · polpo/picogus
Fixes/improvements SB mode Sound Blaster ADPCM playback is now supported (4, 2.6, and 2-bit modes). This allows for sound effects in Duke Nukem 2 without needing to patch the game. Thanks to Tube ...
github.com
April 14, 2026 at 4:48 AM
ADPCM (Angry Derek PCM)
May 21, 2026 at 2:23 PM
Released a Python tool to extract samples from NeoGeo V ROM files by manually setting start/stop points:
github.com/neogeodev/Ne...
Useful to get clean samples without BGM and to find possibly unused content 1/2 🧵
GitHub - neogeodev/NeoADPCMEx: GUI tool for extracting ADPCM samples from V ROMs
GUI tool for extracting ADPCM samples from V ROMs. Contribute to neogeodev/NeoADPCMEx development by creating an account on GitHub.
github.com
March 15, 2025 at 7:44 PM
I've heard a report that the TED release also fixes a "pop" at the end of some ADPCM samples in Emerald Dragon.
September 25, 2026 at 3:34 PM
Almost finished integrating the Fusion Driver by Vic into SGDK! This will let SGDK devs fully utilise the Sega Mega CD's sound hardware using ADPCM samples, SPCM, and CDDA. Exciting times for #SegaCD #MegaDrive #Genesis #SGDK #IndieGameDev! 🎵🚀
March 20, 2025 at 7:56 AM
Notes:
1) This really only affects long-running ADPCM-based animated scenes (not many, as most use CDROM).
2) Some emulators can't play the ROM properly because they don't properly implement the 17-bit ADPCM sample length counter.
More information soon.
September 10, 2026 at 12:23 AM
Colors need to be converted properly from YUV->RGB, and these things are NOT yet implemented:
SCSI/CDROM
Sound (PSG, ADPCM)
KING processor (DMA, backgrounds)
MJPEG processor
Backup memory (internal/external)

...I'm surprised that it shows anything yet.
January 4, 2026 at 1:18 AM
Interesting story about improving the accuracy of all PC Engine emulation (hardware and software):
Legend of Xanadu has very long animations (3 to 5 minutes) with ADPCM playing in the background. Some emulators gradually de-synchronize after a couple of minutes.

We found out why.
September 10, 2026 at 12:21 AM
PC-9801-86用のADPCM増設ボード「新ちびおとS (完成品)」が入荷
akiba-pc.watch.impress.co.jp/docs/news/ne...
>NEC PC-98シリーズ用のCバス音源ボード「PC-9801-86」にADPCMを追加できるボード。「新ちびおとR」後継品にあたる製品で、パーツは基板実装済みながら、組み込みにはOPNAへのはんだ付け作業が必要。

同人ハードの世界
PC-9801-86用のADPCM増設ボード「新ちびおとS (完成品)」が入荷
PC-9801-86用ADPCM増設ボード「新ちびおとS (完成品)」が入荷。
akiba-pc.watch.impress.co.jp
January 16, 2026 at 7:37 AM
In todays wtf is this shit.. I present the Neo Geo ADPCM-B encoding scheme. Top is the original wav file, bottom is the encoded version. Looks like it's been down the pub for a few and keeps leaning left.
December 19, 2024 at 4:10 PM
with assistance from @marklincadet.bsky.social and a built version of github.com/superctr/adpcm i got from @64abstract.bsky.social (who got it from someone else, idk who) i have finally, Finally learnt how to rip samples from x68k (and other systems!)

i was so tired last night thank you three again
GitHub - superctr/adpcm: Sound chip ADPCM codec library
Sound chip ADPCM codec library. Contribute to superctr/adpcm development by creating an account on GitHub.
github.com
August 21, 2026 at 3:42 AM
There was minimal compression for the music driver data. The samples are in ADPCM format so are already VERY compact.
September 26, 2026 at 5:33 PM
Hm, any composers following me? Trying to brainstorm what a good workflow would look like for designing music to run in a PS1 engine.

Here's what I'm thinking so far:
- Instruments are imported into the DAW in SFZ format.
- Reverb is applied with github.com/BodbDearg/Pl...
GitHub - BodbDearg/PlayStation1Vsts: A fork of the iPlug2 Framework (https://github.com/iplug2/iplug2) to host 2 VST instruments: a PlayStation 1 SPU instrument (ADPCM based sampler) and a PlayStation...
A fork of the iPlug2 Framework (https://github.com/iplug2/iplug2) to host 2 VST instruments: a PlayStation 1 SPU instrument (ADPCM based sampler) and a PlayStation 1 SPU reverb module. - BodbDearg/...
github.com
September 8, 2026 at 9:06 PM
The BA files are roughly DVI IMA ADPCM with 2048 byte headers you can skip
June 19, 2026 at 10:32 PM
YM2610 (OPNB) は、ヤマハが開発した4オペレータのステレオFM音源チップです。

FM音源部は4オペレータFM音源4音、SSG音源3音、ノイズ1音、ADPCM-A(18.5kHz)6音、ADPCM-B(※YM2608のADPCMと同等、2kHz~55.5kHz可変)1音となっています。

この音源はタイトーのF2システムをはじめとしたアーケードゲーム基板や、SNKのネオジオなどに採用されました。

メガドライブに使われたYM2612(OPN2)と比較すると、FM音源の同時発音数こそ減っているものの、充実したADPCM音源によりあの重厚なサウンドを鳴らすことが可能になっています。
April 28, 2024 at 12:05 AM
#Disneyland Rúna toy: GeneralPlus it is.
145 speech files, 9 seem empty, longest is the sleeping/snoring sample. Exact format unknown, looks like a 4-bit ADPCM variant, not VOX or IMA.
Full dump: furrtek.org/noclass/runa...
May 9, 2026 at 9:45 AM
Does anyone know somebody who works on the macOS CoreAudio team? I found an interesting bug when playing back stereo IMA-ADPCM files.
July 4, 2025 at 6:19 PM
vgmstream but that mainly uses ffmpeg as the decoder for ADPCM so not sure it matters. If you're getting clicks (or by chance hissing) maybe you/ffmpeg were handling it as normal IMA instead of DVI, but I couldn't say

Mono 24000Hz DVI IMA ADPCM with 2048 byte header was what I ultimately landed on
June 19, 2026 at 10:43 PM
What I'm listening to today: "Psycho Soldier" theme, Eikichi Kawasaki

web.archive.org/web/20110430...

This 1986 SNK arcade game had the incredible technical flex of a song with full vocals, using a special ADPCM chip. The slapdash EN localization simultaneously ruined it & made it oddly evocative—
March 12, 2025 at 7:09 PM