There is also the problem of provenance of the software going into the softlists.
To R.Belmont's advice in the shoutbox to just put a loose CP/M .COM file that (I happen to know) was distributed on cassette back on a "damn cassette":
Yes I can load the .COM file via the memory window of the debugger and save a "damn cassette" as a WAV consisting of a train of naive square waves.
This means making up some bytes in the Exidy Sorcerer tape header (ie the file type byte) that are not preserved when cassette software is converted to a .COM CP/M executable.
(There are also third party tools like tapetool2 that let you do this independent of real or emulated h/w).
But by inventing this intrinsic metadata you not accurately representing the bytestream of a real cassette that would have existed in the wild.
You are not fully respecting the artists intent.
When the programmer recorded their "golden master" in 1982 they made a conscious decision about what to set those values.
My concern over this is why I asked (in the shoutbox) in the first place.
Because Quickload doesn't store all the bytes in the tape header (in particular it doesn't encode the file type byte) it therefore:
- leaves no ambiguity in the archival record about what those values were.
- doesn't imply (as would a .WAV) that this is a truthful representation of all the bytes on a real cassette copy of the game.
Quickload is a way of saying (in band) that this is all we know about this game:
- bytes in the executable code path
- load address in memory (always 100H for a CP/M file on a Sorcerer)
- execute address in memory (always 100H for a CP/M file on a Sorcerer)
- filename (at least as it written to disk)
It therefore feels like a somewhat better fit for packaging up what are effectively almost loose binaries than a cassette.