@Mouser X GBgbs has an external text datafile which has ROM CRC and the operations necessary to rip GBS files out of it (which pages to cut, which bytes to patch, load/init routine addresses, song select table, etc). It should be fairly easy to add some US only roms there (all games using GHX driver would be a cinch), but since we here have been distributing GBS files without any problems so far, there's not really much need to do so.
Does that mean that editing this file will allow things like the Bonus (Token Tango), Credits (Swanky's Swing), and Character Parade (Donkey Kong Rescued) as well as the unused Boss Bossanova (and any other ones that may eventually be discovered) to be ripped?
But I don't know what to edit, since I can't read "Japanese", or in the case of the text file, a load of random symbols. All I know is that DKL2 was released in 1996, so I'm assuming it's near one of the parts where it says '1996', of which there are many.
by agu fungus at 12:25 PM EST on February 26, 2013
Here's what I discovered about the missing songs from DKL2, from The Cutting Room Floor:
The other five songs: Token Tango, Boss Bossanova, Klubba's Reveille, Donkey Kong Rescued, and Titular Tableau, needed to be placed in another part of DKL2's ROM -- 7F54E-7FFCD in the English version; 7F54F-7FFCE in the Japanese version (in all versions of DKL3, the data is located at 70000-70A7F). In order to load this into RAM, a function is called at 3747 (in English DKL2), 3778 (in Japanese DKL2), 378A (in English DKL3), or 3619 (in Japanese DKL3) to load the songs when necessary. In both DKL2 and DKL3, the five songs exist at D000-DA7F in RAM.
Maybe this should give an idea about ripping the remaining songs for the .gbs file.