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by unknownfile at 8:37 AM EST on November 20, 2007
took a look at the KbMediaPlayer plugin SDK last night.

it's a foobar2000 in japanese clothing.

looking at it this way, it'd be easy to port the plugin to winamp or at least write a wrapper for it. but knowing how neill is about these sorta things... well, yeah

edited 8:39 AM EST November 20, 2007
by marioman at 4:23 PM EST on November 20, 2007
Is it really so much like HT that it Neill could claim ownership? If not, I say go ahead.
by F3582 at 3:00 AM EST on November 26, 2007
And while you're at it... could anyone port it to Xine?
by unknownfile at 9:20 AM EST on November 26, 2007
i can't really promise anything, but i'll try
MDSF structs! by unknownfile at 12:51 PM EST on November 29, 2007
warning! warning! danger zone!
____


MDSF specification revision 1


Here is a struct that provides an example of the header layout.

typedef struct {
// Majick word and version: self explanatory
char MagicWord[4] = { 'M', 'D', 'S', 'F', };
unsigned char ver = 1;

// 250 bytes for expansion etc.
unsigned char padding_[250];

// the data itself follows. size is determined when the data is deflated or the file size is calculated.
// See the MDSF_ROM format below for information.
char * data;

} MDSF_FILE;


typedef struct {
char MagicWord[4] = { 'S','E','G','M', }; // "Segment"

// Length of the segment
unsigned long seglen;

// Determines what type of code this segment is.
// 0 = Z80, 1 = main 68000, 2 = Sega CD, 3 = Sega 32X.
char DeviceID;


// Load address: Loads the code in the segment to a certain address.
// With Z80 code, the first 0xFFFF bytes will be loaded into Z80 RAM,
// and the rest will be located into 68000 RAM at this address.
unsigned long Load_Addr;

// Init addresses: These all control where code starts.
// As Z80 code usually starts at 0x00, set this section to 0.
unsigned long Init_Addr;

// Play addresses: Updates the audio buffer. If the game uses the Z80
// as an audio processor, set all of these to 0.
unsigned long Play_Addr;

// The data itself follows.
unsigned char * data_section;

} MDSF_ROM;
by Richter X at 11:15 PM EST on November 29, 2007
Ooooh, pretty. >.>
by marioman at 9:06 AM EST on November 30, 2007
Glad to see that you are working on this again.
by marioman at 9:29 PM EST on December 2, 2007
Any word on an improved SSF plugin for Winamp? (HT or otherwise?)

edited 10:02 PM EST December 2, 2007
by unknownfile at 10:37 PM EST on December 2, 2007
SSF plugins? in MY winamp? It's less likely than you think.

I simplified the MDSF format by a LOT, making ripping a hell of a lot easier. It's in the vein of SPC, and I have tested some games and pretty much all of them use the Zilog Z80 processor for audio.

And yes, Sega CD and 32X will be supported by it. In fact, Knuckles' Chaotix on the 32X still uses a Z80 for sound processing. The only thing the 32X does that's even remotely related to audio is handle the PWM channels.

Further details will be coming soon.

In other news, I'm way behind on my school work.
by unknownfile at 7:50 AM EST on December 4, 2007
Got a test version of the Z80 dumper working last night. It has yet to undergo testing of any sort but I hope it'll be reliable at some point.

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