blastar (./56):
the reason is how adpcm works (many samples in one big stream) and how it is converted into a wav file.
https://wiki.neogeodev.org/index.php?title=ADPCM (read 'Drifting')
I have told you that this way is feasible but also a lot of work and the quality is not the best.
Well, looks like it means, that it's will be need a reverse engineering of the KOF '94 disassembly to learn what swing sounds is according to Terry's attacks I mentioned previously, and rip this samples as a pieces of binary or assembly code (the first Samurai Shodown also might be an object of RE - the Haohmaru's fist/leg swing SFX from SSI will not badly fit for using in my project too). But unfortunately, I won't be able to do this RE because I don't know any assembly language.
By the way, what is the reason of problem with demo/title/game mode switching in the MVS version? And what the utility are shown on screenshot?