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by soneek at 7:45 PM EDT on June 4, 2013
I think we should think about starting the mobile archives I mentioned a while ago. I want to first get a decent amount of rips done myself and others before anything goes live.

We discussed it on IRC the other day, but it'd be best to have ios.joshw.info and android.joshw.info separately. Knurek and Josh, does this sound okay to you guys?
by dissident93 at 12:03 AM EDT on June 5, 2013
I can't speak for them, but unless both of those archives have alot of soundtracks per system, wouldn't it be better for them just to have one single archive?
by Knurek at 3:50 AM EDT on June 5, 2013
pmh games from 2000.06 to 2000.09 have been added to Game Boy Music Archive and WonderSwan Music Archive

@soneek: No problem with me, managed you find someone to handle the archives. I'm far too busy with pmh/cmh.
by kingshriek at 6:42 AM EDT on June 5, 2013
Managed to rip Judgement Silversword: Rebirth Edition, Dicing Knight., and a whole ton of other WonderWitch games.

http://www.mediafire.com/?81blmyzaudsb1md

They all use the same driver, so I was able to write up a script to automatically rip them all pretty easily by extracting the sequence data and inserting it into a template rip file (system init + sound driver). I ran the script on the entire archive of WonderWitch Grand Prix 2001-2003 submissions. Many of these games don't have music or use some other format than what I was looking for but the script managed to produce a lot of results. All of these rips of provided directly as is from my script output, i.e. they are untimed and untested.

wsr ripping isn't much different than most of the other 8-/16-bit rip formats. It's more similar to hes rather than nsf/gbs/sgc in that a wsr file is essentially just a ROM image. This means that unlike nsf/gbc/sgc where the ripper only needs to handle init/play routines, the ripper is also responsible for initializing the system from reset (installing interrupt handlers, explicitly enabling interrupts, etc.). Personally I find wsr ripping to be a bit more annoying than the other formats - not because of the system initialization aspect but because of the CPU instruction set. Wonderswan uses an NEC VC30MZ processor, which is basically just an 8086 clone. 8086 uses a really awkward/convoluted addressing scheme where a 16-bit segment and 16-bit offset are combined to make a 20-bit physical address (see http://en.wikipedia.org/wiki/X86_memory_segmentation#Real_mode). It can be frustrating to deal with.

The Kakyuusei ssf rip did require matching around 50 sequences to around 20 tone banks, however it didn't turn out to be that bad. All these sequences and tone banks are packed together in a single archive file and there's a file table in the game's main executable for the contents of this archive. The names in the file table are in the same order and thankfully, the tone banks are named similarly to the sequence data they belong to. Sequences with no matching tone bank just used the single generic one found on the disc. I must of just overlooked this before.

I'll try to look into the Cosmic Fantasy hes problem some time.

edited 10:33 AM EDT June 5, 2013
by Knurek at 8:33 AM EDT on June 5, 2013
8086 uses a really awkward/convoluted addressing scheme where a 16-bit segment and 16-bit offset are combined to make a 20-bit physical address

Yea, I did some 8086 (well, x86, but still using real mode only) coding while getting my degree...
You should be really grateful that the CPU didn't have support for protected mode, this one singlehandedly broke just about any interest I had in any low level x86 work.

Kudos for the rips. :)
by kingshriek at 10:08 AM EDT on June 5, 2013
Sorry, I had to update the last wsr set. None of the rips in the previous set played more than 11 tracks due to something I overlooked when copying the song table. Please download again.

http://www.mediafire.com/?81blmyzaudsb1md

I updated the link in my previous post as well.

edited 10:33 AM EDT June 5, 2013
by Knurek at 12:28 PM EDT on June 5, 2013
New X360 set:

Phantom - Phantom of Inferno (2012-10-25)(Nitro+).
by Knurek at 4:02 PM EDT on June 5, 2013
Kingshriek, maybe you will find this useful. I haven't checked any of the games, but given the companies record they should have at least passable music:

List of GB/GBC games published by Konami without pmh rips:

Bill Elliott's NASCAR Fast Tracks
Top Gun: Guts and Glory
Zen: Intergalactic Ninja
Konami GB Collection Vol.1 - collection songs
Konami GB Collection Vol.2 - unique game, Guttang Gottong + collection songs
Konami GB Collection Vol.3 - two unique games, Yie Ar Kung-Fu and Antarctic Adventure + collection songs
Konami GB Collection Vol.4 - unique game, Frogger + collection songs
Owarai Yowiko no Game-dou: Oyaji Sagashite Sanchoume
NBA In the Zone 2000
Hunter X Hunter: Hunter no Keifu
Net de Get: Mini-Game@100 (GBC)
Super Gals! Kotobuki Ran (GBC)

List of GB/GBC games published by Nintendo without pmh rips:

Play Action Football
Magnetic Soccer
Top Rank Tennis
Vegas Stakes
Beauty and the Beast: A Board Game Adventure
The Little Mermaid II: Pinball Frenzy (GBC)
Kakurenbo Battle Monster Tactics (GBC)
Star Wars Episode I: Racer (GBC)

edited 4:06 PM EDT June 5, 2013
by Dais! at 5:56 AM EDT on June 6, 2013
wow, nice job with those Wonderwitch games, kingshriek.
Due to the computer I'm on at the moment, I unfortunately can't do much with them, but...did you see any sign of another version of Dicing Knight? Supposedly, there are at least five versions - I'm not sure which is the one commonly seen on rom sites. Apparently it goes something like this:

-DicingKnight (2002 WWGP entry)
-DicingKnight Release 1b (a bug fix of the above, I believe)
-DicingKnightLegions (2003 demo release)
-DicingKnight (2003 retail release)
-DicingKnight. (aka "Period", 2004 retail)

The first three obviously require the WonderWitch, but for all I know, they all use the same music data. I can see the one you included in the pack is "Period". If you have any insight about the others, I'd be glad to hear it.
by kingshriek at 9:23 AM EDT on June 7, 2013
The only Dicing Knight versions I looked were "Period" and the 2002 WWGP entry. The WWGP one didn't have sequence data in the format I was looking for (FRMD header) so my ripping tool wasn't able to get anything from it. I did see some MML text in the main .fx file so maybe the sound driver uses that somehow. Or perhaps the sequence data is compressed. I don't have any way of running it so I have no idea.

I took a look at Cosmic Fantasy and the Dungeon Tower theme never initializes waveforms for CH3 and CH4 despite using them. So it indeed uses the waveforms from the song played before. To work around this, I initialized all 6 channel waveforms before calling the driver init routines. I set CH0-CH3 and CH5 with the waveforms used in "Field" and CH4 with the waveform used in "Peaceful Town" (since "Field" doesn't use CH4). Let me know if this fix is satisfactory.

While doing that, I noticed the init routine in the Cosmic Fantasy 4 rip had a PHA without a matching PLA. Somehow it managed to work in nezplug++ despite this. Anyway, fixed it so now it should play fine in non-nezplug players as well.

http://www.mediafire.com/?3at3fbqt4u6y94b

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