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#39692 03/27/08 11:43 AM
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Hi!

We (my friend rather, i collect data, he does the code) is trying to add Wonderswan playback to TuneNet/AmigaOS4, he has compiled the in_wsr sources but when he tries to play music it's silent, i noticed you support wonderswan, what's the secret to get sound output?

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Hmm, my recollection is that I did something fairly dumb in my first pass code and that there was music in only a handful of titles as a result. Belmont, do you remember what that was?

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You were missing a return in a function that returned a value.

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Ah yes, that's right. So no, that wouldn't affect anyone else, that was AO specific.

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I have never heard of WSR before. Is there an archive where you can download the music files?

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Should have known. Thanks Knurek.

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Sorry for the double post, but I can't seem to find the edit button.

I have been listening to these WSR files using in_wsr (last updated on 2006/5/3), and I have noticed that in most tracks the first note is missing. Is this a problem with the plugin or the music file? If it is the plugin, is there a newer version that fixes this? (Or another plugin that works better and supports the extended M3Us?)

Thanks

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We didn't make in_wsr and I don't normally use the OS/media player combo it wants. *shrug* They seem to play fine in, ya know, Audio Overload though.

Last edited by R. Belmont; 03/28/08 09:22 PM.
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Yes, I know that you didn't make it. I was just asking if the problem was with the plugin, and if anyone knew if there is an updated version of it.

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Regarding Winamp - I had a problem with all songs starting chopped off at one time, regardless of WAV, emulated, whatever Winamp played.

What I did to fix this is check the preferences of the Output Plugin for DirectSound output and made sure that "Prebuffer on start" and "Buffer-ahead on track change" were set to 0ms. The default for me with Winamp 2.95 was 500ms. I set that and haven't had any problem since.





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I don't think you quite understand the rudeness here, so let me rephrase: "I don't use your software, but I'd like to use your forum to get technical support for a competing product". The only winamp plugins we talk about here are the DSF/SSF ones based on AO/MAME's code.

Feel free to call Microsoft about iLife though and see how far you get ;-)

Last edited by R. Belmont; 03/28/08 10:32 PM.
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Sorry. I wasn't trying to be rude or anything. I just got the plugin from the ModLand FTP because it was the quickest way for me to try out the files, and I thought that I would ask about alternatives. If there was a port of your WSR core to a Winamp plugin, I would more than likely use it.

Again, nothing against you or AO. As I said earlier, I just found out about WSR, and I am just gathering info.

Last edited by marioman; 03/29/08 12:32 AM.
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Gotcha smile

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One last word from me on this. Tafoid was right about my problem. Thanks a lot.

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R. Belmont, this is the current state of the tunenet wsr plugin, do you remember having similiar problems or have a clue?

"I added some debug output for write_audio_port() in the wsr plugin and it seems to me that when I play any tune during the first 4-6 seconds all it does is disable all sound channels and set all volumes to 0. After those 4-6 seconds there is no more activity in this function."

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I just got the Wonderswan plugin. Thanks for the work. However, I did make my own rips of some wonderswan games a couple years back. And comparing some of the files, I noticed that both AudioOverload & the Winamp plug-in both are missing instruments during playback. This was specifically noticed on one of the "hataraku chocobo" tracks where both programs only play the background instruments and not the main chocobo melody with track 08 (audio overload). There should be an instrument playing the main chocobo melody. I'm assuming that's not the only track that's not playing properly.

~Andy

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Hi, I've been looking at the WSR spec and notice some fields for the "Developer Id" and "Cart Id". Does anyone know if there is some sort of mapping (id to Developer, id to Cart) for these values? I noticed these values also exist in the rom dump header file too (found in wstech24.txt included with OSWAN).

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I don't know the mapping or I'd display them in AO as metadata smile

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Code
static DLEntry Developers[] =
{
 { 0x01, "Bandai" },
 { 0x02, "Taito" },
 { 0x03, "Tomy" },
 { 0x04, "Koei" },
 { 0x05, "Data East" },
 { 0x06, "Asmik" }, // Asmik Ace?
 { 0x07, "Media Entertainment" },
 { 0x08, "Nichibutsu" },
 { 0x0A, "Coconuts Japan" },
 { 0x0B, "Sammy" },
 { 0x0C, "Sunsoft" },
 { 0x0D, "Mebius" },
 { 0x0E, "Banpresto" },
 { 0x10, "Jaleco" },
 { 0x11, "Imagineer" },
 { 0x12, "Konami" },
 { 0x16, "Kobunsha" },
 { 0x17, "Bottom Up" },
 { 0x18, "Naxat" },     // Mechanic Arms?  Media Entertainment? Argh!
 { 0x19, "Sunrise" },
 { 0x1A, "Cyberfront" },
 { 0x1B, "Megahouse" },
 { 0x1D, "Interbec" },
 { 0x1E, "NAC" },
 { 0x1F, "Emotion" }, // Bandai Visual??
 { 0x20, "Athena" },
 { 0x21, "KID" },
 { 0x24, "Omega Micott" },
 { 0x25, "Upstar" },
 { 0x26, "Kadokawa/Megas" },
 { 0x27, "Cocktail Soft" },
 { 0x28, "Squaresoft" },
 { 0x2B, "TomCreate" },
 { 0x2D, "Namco" },
 { 0x2F, "Gust" },
 { 0x36, "Capcom" },
};

That's a list for developers I created a WHILE BACK by looking at most of the WonderSwan games.
I thiiiiink there was a more complete list in one of the Japanese WonderSwan emulators' source code.

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Very nice, thank you. I'll have to look through some src when I find the time. If you happen to remember the emu, please let me know.

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It may have been:
http://cvs.sourceforge.jp/cgi-bin/v...nDX/source/rom.cpp?rev=1.5&view=auto

but I thought it was more verbose than just 3-letter codes, so maybe not...

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