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True. Of course, when they did ship cult games in western countries nobody bought them. It's a crime that we're still getting DDR sequels[1] but will probably never see another Space Channel 5.

[1] I'm not actually complaining, but they really need to just release a base version on 360/PS3 and make all the songs downloadables.

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Originally Posted by etabeta78
rent-a-hero on MD was another title worth of a conversion!

Speaking of which, kingshriek, want to have a look at the Dreamcast version of Rent-A-Hero?
All files are nicely nicely stored unpacked (matching *.mpb and *.msb, one *.fob file). The driver used looks like an earlier version (no version number, 1999.06.16 build date) so it won't probably work with Corlett's patch though...

Last edited by Knurek; 01/15/08 04:39 PM.
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Saturn sequences were portable across driver versions, so it might be possible to use the magical one with R-A-H while we work out what the patches do.

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I've taken a look at the driver patch a bit more closely and it looks like the patch is necessary because the Manatee driver zeros out the sound command (0x12000) and area map (0x14000) regions on reset which obviously isn't desirable for DSF rips. The patch NOPs out the STR instructions that are involved in doing this.

Also, processing of sound command 0x87 begins at 0x81BC in MANATEE.DRV v2.50.04. The command appears to have two modes of operation, based on whether the first parameter (P1) is 0 or 1. On mode 0, a second parameter (P2) is used and can take on values from 0-7. Mode 1 uses two additional parameters, P3 & P4, which can take values from 0x80-0x8F (if bit 7 is 0, these are ignored).

Tests indicate P2 is a sound control paramater (like the Saturn driver, the Dreamcast one is set up to play from up to 8 sound sources concurrently). P3 appears to select an MPB (sample bank) that only seems to affect some voices (percussion usually from the examples I've seen). I haven't come across any data yet where P4 appears to do anything, but if I were to take a guess, I'd say that it probably selects a MDB (who knows) instead of an MPB as in the P3 case.

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How's that work, anyway? The ARM7 boots at 0 but manatee.drv doesn't have meaningful code until about 0x120 or so - does the SH4 side put boot and interrupt jumps at the right places depending on where the driver is in the area map or something?

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The exception vectors actually begin at 0x20 in manatee.drv (due to a 0x20 byte header).

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Ahh, yeah. So the header is stripped off when the driver's loaded then? Also interesting that the AICA's ARM7 doesn't have the "T" extension (no Thumb) - that would've potentially made the driver code smaller.

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This is just a minor logistic flaw in recording for the windows 32-bit version. To record a .nsf file, the play button must be pressed before any other buttons, starting the recording. Once any other button is pressed, the recording stops. This prevents a user from recording any other track but the first one in any file types that contain multiple songs. For example, I cannot record track number 6 of a The Legend of Zelda: Link's Awakening.

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The intended flow is that you start it playing, then set the record filename, then type in the track number - the recording should start when the track changes. That at least used to work, not that I've tried it lately smile

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[nevermind]

Last edited by Slick Mandela; 01/26/08 09:19 PM.
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