TuneNet is one great piece of software, and it supports quite a lot of formats already, but there are still a lot of cool formats out there, that ain't supported.
I've got resouces and sources for a couple of cool formats, but I lack the skills to make plugins out of them. I'll use this thread to try to encourage someone to make TuneNet plugins for these formats, based on my research.
*** When clicking the download tunes links, replace http:// with ftp:// Amigaworld doesn't seem to like ftp links.
NEW! There's Web-Interface for ModLand now, finding music in exotic formats has never been easier!
Example plugins for TuneNet to use as a reference
ModPlugPlugin TFMX Plugin PSF Plugin RealAudio Plugin Interplay ACM Plugin S98 Plugin SC68 Plugin GSF Plugin
Example music for a lot of formats, if you are going to make a plugin
VGM Stream music archive Another Wonderswan music archive Amiga, Playstation, X68000, S98, Hoot Archive mirror, Neo Geo CD, FM Towns, TurboGrafx-16/PC Engine, MSX/Master System/Game Gear, Genesis/Mega Drive, Saturn, Dreamcast, NES, SNES, N64, Game Boy, Game Boy Advance, Nintendo DS, WonderSwan Music Archive
And lastly, here's a Torrent Tracker with lots of video game music streams (GC/Wii/Xbox/Etc).
Formats/Replayers that could be made into TuneNet plugins
UADE 2 - The UNIX Amiga Delitracker emulator emulates the soundchips of the amiga and it uses the original 68k replayers directly and produces a very accurate sound. It supports all formats that deliplayer supports, a LOT of formats in other words. There is an old version of UADE ported to os4 available on os4depot, basing your plugin on this one is not recommended. Also, currently UADE is being rewritten into a link library, so waiting for that might be a good idea.
From UADE's facebook page: "I'm working towards creating a new version of uade that is more easily embedded into other applications. That is, I'm making a library with a relatively simple interface."
Homepage
Formats supported by UADE:
UADE plays at least following music formats:
A.M. Composer 1.2 AC1D Actionamics AHX Amos Music Bank AProSys Art and Magic Art of Noise Audiosculpture Beathoven Synthesizer Benn Daglish Bladepacker / Unique Development Channel Player 1, 2, 3 Chip Tracker (KRIS Tracker) Custom Made / Ron Klaren Customplay Darius Zendeh Dave Lowe (old and new) David Whittaker Delitracker custom songs Delta Music 1.0 and 2.0 Delta Packer 1.0 / Tronic Digibooster 1.x Digital Illusions Digital Mugician DSS Dynamic Synthesizer EarAche EMS EMS v6 Eureka Packer FC-M Packer FollinPlayer II ForgottenWorldPlayer (FWMP) Fredmonitor FredGray FuchsTracker Future Composer 1.3 / 1.4 FutureComposer (BSI) Fuzzac Packer Game Music Creator GlueMon GraveComposer HeatSeeker mc1.0 Hippel Hippel 7V Hippel-COSO Hornet Packer Howie Davies (HD) IceTracker/soundtracker 2.6 Images Music System Infogrames / Rob Hubbard 2 InStereo 1, 2.0 (IS, IS20) Janko Mrsic-Flogel JamCracker Jason Brooke Jason Page Jason Page Old / Steve Turner Kefrens Sound Machine Kris Hatlelid (KH) LeglessMusicEditor (LME) MajorTom2 (Holynoise/MajorTom) M.O.N Magnetic Fields (MFP) Mark Cooksey (MC) Mark Cooksey OLD (MCO) Mark II Martin Walker MED MED Packer (MMDC) Medley MikeDavies /Tiertex Player (MD) ModuleProtector 1.0 Music-Assembler NoisePacker 1, 2, 1.0, 2.0, 3.0 NoiseRunner NoiseTracker NoiseTracker Pak Novotrade Packer (NTP) NSF OctaMED Oktalyzer Old SoundTracker Paul Robotham (dat+ssd) Paul Shields Paul Summers Peter Verswyvelen Pha (Pro/Hanni) Packer Pierre Adane Packer (PAP) PolkaPacker PolkaRunner Power Music PowerTracker (Laxity-Player) Pro-Packer 1.0, 2.0, 2.1, 3.0 Promizer 0.1, 1.x, 2.0, 4.0 ProPacker(PHA) ProRunner 1.0, 2.0, 2.1 ProTracker PSA PumaTracker Pygmy Packer QuadraComposer (EMOD) Richard Joseph (sng+ins, rjp) Riff Raff (RIFF) Rob Hubbard (RH) Rob Hubbard Old (RHO) Rob Hubbard 2 (Infogrames) SAP SCUMM Player Sean Connolly Sean Conran Sidmon 1.0 Sidmon 2.0 Silmarils (MOK) SKYT Packer SonicArranger SonicArranger (packed) SOPROL (Sound Prog. Lang) (SPL) SoundControl (SC) Soundfactory (PSF) SoundFX 1.3, 2.0 SoundImages (DP)=JasonPageNew SoundImages (EP)=TinyWilliams SoundMaster 1/2 (sm, sm1, sm2) SoundMon 1.0, 2.0, 2.2 SoundTracker 15, 31 SoundTracker Pro 3.0 SpecialFX (JD) SpeedyA1System (SAS) SpeedySystem (SS) StarTrekker 4 StarTrekker Packer Steve Barrett SUNtronic Suntronic custom Synth Dream (SDR) Synth Pack (OSP) Synthesis (Synth, SYN) SynTracker TFMX 1.x, 7V, Pro The Player 4.0a, 4.0b, 4.1a, 5.0a, 6.0a, 6.1a The Holy Noise Thomas Hermann (THM) Tim Follin (tf) TME Tomi Pakarinen (TomyTracker) TrackerPacker 1, 2, 3 Ultimate SoundTracker UNIC-Tracker Unic-Tracker 2 / Laxitytracker VSS Wally Beben WantonPacker Xann Packer YMST (MYST) Zen Packer
libSAASound Plays Sam Coupe music. Download library here. Download (.sng format) songs! Download more music (.cop format)
I just found this update from 2010 on the saasound homepage, maybe this is why the plugin doesn't work!?! "Important: Don't update to the latest SAAsound.dll! The version 3.0.1.0 it is corrupted!"
This is how it sounds: http://www.youtube.com/watch?v=L1YunYAoPvc
Example MP3 of how this soundchip sounds (Monkey Island theme).
Note: SAAemu is a libabry which does the work. SamPlay is a program which uses SAAemu library. SAAemu for DOS is compiled into saa32.exe, SAAemu for Win32 uses SAAemu.dll. In addition, SAAemu.dll utilizes SAAsound.dll, the sound emulation library by Dave Hooper (also included in SAAemu package).
SamPlay emulates Z80 CPU together with 64KB RAM and SAA1099 chip, so it is able to play most of the Sam music modules. The "music module" is a part of Sam Coupé's program which plays the sound. You can extract the music modules from any programs (usually games). Simply save one or two memory banks to a file (each memory bank is 16384 bytes of Sam's memory). Then load them to SamPlay and you should get the sound. The SamPlay calls 50 times per second address 32768 (or 32774 when playing E-Tracker modules). You can play any E-Tracker (compiled) modules with or without inline E-Tracker player. Simply run the original E-Tracker compiler, compile your tune, (you don't need to merge the player) and save it to a diskette. Then convert that file to your hard drive and run SamPlay. It should play! Taken from http://www.keprt.cz/sam/saa/
So... as far as I can understand from reading webpages etc etc, we need both SAAEmu and libSAASound to be able to play sam coupe music. That explains why you missed some stuff when you tried it before! I really hope this helps! In case it doesn't, I have also asked the audio overload guys.
More info from Salass00:
The .sng extension seems to be used for a mixture of SAM tune types. Some of them are just raw code dumps, others are eTracker modules that require a separate player - fortunately I still have one that was supplied with the program.
I don't think any code requires SAM paging, so you just need to implement a plain 64K address space of RAM with the SAA I/O ports passed to libSAASound.
I've had a look at some of the songs linked from the tunenet site. Tetris.sng is just a raw code file, which should be loaded at 32768. Calling 32768 every 1/50th of a second will play the song - it sounds a bit slow at first, but it is correct! You can try this in SimCoupe by pressing F4 then importing Tetris.sng to BASIC address 32768. Type in a BASIC program of: 10 CALL 32768 : PAUSE 1 : GOTO 10 and RUN it to hear the song.
Enola is a raw eTracker tune, without a player. You can tell because it has "ETracker" in text at about offset 10 in the file. For those you'll need to load the etracker.bin player at address 32768, then load the song at address 33971. Call 32768 to initialise the player, then call 32774 every 1/50th to play the tune. You can get etracker.bin from: http://obo.homeip.net/etracker.bin.zip
neverendingstory.sng is also eTracker, but includes the player code. The start of the code matches etracker.bin, and it should be enough to look for a hex sequence of 21 B3 84 C3 EF 83 to be happy it's ready to play. Import that at 32768, then call 32768 once to initialise the player. Then call 32774 every 1/50th of a second to play the tune.
Even more info from the Audio Overload boys:
here's the reply i got from the audio overload guys regarding sam coupe music! i guess you knew most of it already, but i'll paste it anyway.
Sam Coupe songs work like this:
1) Is there "ETracker" in ASCII at file offset 0xA? If so it's an ETracker song. Load etracker.bin (usually found in archives with Sam Coupe songs) at 0x8000 and the song data at 0x84B3. Run the Z80 code at 0x8000 until it returns to initialize the player, then run the code at 0x8006 each frame until it returns.
2) For all other songs, first copy them to 0x8000. a) If the song + 0x13 matches the bytes { 0x01, 0xff, 0x01, 0x3e, 0x1c, 0xed }, patch 0x01 to 0x8001 and 0x00 to 0x8002. b) If the song + 0 matches the bytes { 0x43, 0x72, 0x3d, 0xc2, 0x23, 0x81 } patch 0x01 to 0x8001. c) For all of these type 2 songs there is no setup, you simply call the Z80 code at 0x8000 each frame until it returns.
Those steps handle every Sam Coupe song I've found.
An image of the beauty:

sidplay-residfp the best most accurate SID emulator.
The current TuneNet SID plugin is based on the old and crappy PlaySID. This one delivers way better sound.
UPDATE: I ported the player+libs to AmigaOS4. Get them here!
Find the sidplay-residfp homepage here!
STIL is a SID database that contains extra info for the SID tunes, comments etc. Some SID plugins use this to display extra info. This used to be a separate project, but it is now included in HVSC (High Voltage SID Collection). HVSC also includes songlength data etc. This is the only way to determine the lenght of a song i think. So a good idea is to download HVSC and make use of it in the plugin. It looks quite easy to implement. I don't know about displaying extra info through a plugin in tunenet (bean!?) but the songlenghts would be handy, so we don't have to listen to the same tune over and over again.. =)


KLYSTrack a new multiplatform AHX inspired chip tracker, similiar to Hively Tracker but with more features! Link to replayer: http://code.google.com/p/klystron/wiki/MakingNoise Homepage: http://code.google.com/p/klystrack/
UPDATE: The tracker is ported to AmigaOS4: http://www.os4depot.net/?function=showfile&file=audio/tracker/klystrack.lha
UPDATE: Commandline player ported to AmigaOS4: http://www.os4depot.net/index.php?function=showfile&file=audio/play/klysplayer.lha
This is how it sounds: http://www.youtube.com/watch?v=nP8Wsom7Rfk&feature=player_embedded
MDXamp/inMDX supports two formats that we don't have support for; MDC and MYM. Source Homepage MDC is a musicformat from the Sharp X68000. MYM is actually YM music converted to be played on the MSX, quite odd. But there was an open source player, so what the heck. Download MYM music!
This is how it sounds: http://www.youtube.com/watch?v=1ajjk2wsYe0

lazyUSF a player for USF/MiniUSF, Nintendo64 music. homepage: http://joshw.info/?p=24 source: svn checkout svn://joshw.info/lazyusf
This is how it sounds: http://www.youtube.com/watch?v=W9O032KK_jM
An image of the beauty:

NGPMPlay Finally! After years of searching, a Neo Geo Pocket (.ngpm) music player! I have tried to build it, and got a binary, but it crashes.. :/ http://github.com/SquidMan/ngpmplay/ Example music is included in the source archive. I wouldn't base a neo geo pocket plugin on these sources just yet as i suspect it won't take off and the vgm guys have a logged neo geo pocket format done. I am getting the sources of VGMPlay that is the 'official' VGM player so if you want to make a neo geo pocket plugin, base it on VGMPlay instead.
This is how it sounds: http://www.youtube.com/watch?v=4PjJWV0XX1Y
ZXTune Plays a lot of spectrum formats! Homepage!
ASC (ASC Sound Master modules) PSG (Stream format) PT2 (ProTracker v2 modules) PT3 (ProTracker v3 modules) STC (SoundTracker compiled modules) STP (SoundTrackerPro modules) TXT (VortexTracker modules) TurboSound (Container and PT3.7-based) CHI (ChipTracker modules) PDT (ProDigiTracker modules) DSQ FDI Hobeta Hrip Hrust1.x Hrust2.x Raw scaner SCL TRD
VGMPlay VGM is a container for logged YM based videogame music, lately they have started to log more YM and SEGA-PCM based consoles/machines by adding logging functions to emulators. Currently all roms that use YM/Sega PCM for audio supported by MAME, MESS, openMSX and NeoPop can be ripped and played using VGMPlay. Download some music here!
The current VGM plugin we have (based on libGME) only supports the standard/old VGM formats.
Here is a link to a thread that has links to the current VGMPlay sources: http://www.smspower.org/forums/viewtopic.php?t=11965
This is how it sounds: http://www.youtube.com/watch?v=4PjJWV0XX1Y
Some problems i had when i tried to compile it:
VGMPlay.cpp needs to be changed. "rf5c164.h" should actually be "scd_pcm.h".
RetStr = strrchr(FileName, DIR_CHR); should be changed into RetStr = strrchr((char*)FileName, DIR_CHR);
I tried to compile it under Ubuntu, more changes are required to make it run nicely under AmigaOS4.

BMS / BME / EMS / PMS a mysterious japanese player for these formats, i think the music was used in some adult games. replayer source: http://www.proc.org.tohoku.ac.jp/befis/download/kmp/kpibmse-1.0r11s.tar.bz2 UPDATE: Found a bunch of BMS tunes!
The google jap to eng translation gave me this description: BMS / BME-compatible software is for one game, EMS is for Angelic Pianizm, PMS description file immediately for Yu Rin Po?I found wife. ????????PMS????????? Doremimania can not play for PMS. Where to get music? Beats me!
Roland MT-32 An emulator of the named chip. Download Sources. Find a webradio with music in this format here.
MUNT A multi-platform software synthesiser emulating pre-GM MIDI devices such as the MT-32 and CM-32L.
M1 This is an arcade and pinball sound emulator.
UPDATE: Thanks to R. Belmont, you can now play music directly from arcade ROMS with a little program called M1. It's based on MAME, and is extremely simple to use, especially if you also get the separate frontend BridgeM1.
You can use it just as a player, or you can record the output to WAV files so that you can make your own music CDs.
While you're getting BridgeM1, make sure to also get the LIST files. These are song lists made by a very dedicated group of people at e2j.net, and make the games much easier to navigate through. An example of the frontend in use with lists is here to the right. If a list doesn't yet exist for your favorite game, you can also make your own; just refer to the documentation and the other lists as a guide.
Ofcourse BridgeM1 is not portable to os4, but the list files could be used by a tunenet plugin. Get the list files here: http://www.e2j.net/liststatus.html
If you already use MAME, just point M1 to your MAME ROM directory, as over 90% of the currently supported games are the same sets that are supported in MAME. M1 also supports some Pinball ROMS, and there are also few games in M1 that are not currently supported in MAME, which you will have to get separately.
To call it a fun toy would be a misrepresentation. It's a work of art, and I, for one, am glad that RB was inspired to create such a project.
Download Sources! DownloadMac Sources! This is how it sounds: http://www.youtube.com/watch?v=tuJGhdLFr7g

VGMStream This is vgmstream, a library for playing streamed audio from video games. This is the successor of in_cube! More multiplatform friendly code, etc. It's made by the same author as in_cube, so I guess it will support all formats that in_cube supports, eventually. It's said to be VERY portable contrary to in_cube. Source! It currently comes with source for Winamp, Audacious, and foobar2000 plugins, and a command line decoder that outputs PCM .wav. You can find the latest source code at the SourceForge.net project. Check out the SVN version, the archives on sourceforge are old.
UPDATE: Download the library for AOS4 here: http://www.os4depot.net/index.php?function=showfile&file=development/library/audio/libvgmstream.lha
Download the commandline decoder here: http://www.os4depot.net/index.php?function=showfile&file=audio/convert/vgmstream.lha
*** To get in direct contact with the author, join the #console_stream channel on this IRC server: irc.foreverchat.net
VGM Stream music archive for testing the plugin
Formats supported by this version of vgmstream:
--- File types supported by this version of vgmstream ---
PS2/PSX ADPCM:
- .ads/.ss2 - .ass - .ast - .bg00 - .bmdx - .ccc - .cnk - .dxh - .enth - .fag - .filp - .gcm - .gms - .hgc1 - .ikm - .ild - .ivb - .joe - .kces - .khv - .leg - .mcg - .mib, .mi4 (w/ or w/o .mih) - .mic - .mihb (merged mih+mib) - .msa - .msvp - .musc - .npsf - .pnb - .psh - .rkv - .rnd - .rstm - .rws - .rxw - .snd - .eg - .ss - .sl - .smpl (w/ bad flags) - .ster - .str+.sth - .str (MGAV blocked) - .sts - .svag - .svs - .tec (w/ bad flags) - .tk5 (w/ bad flags) - .vas - .vag - .vgs (w/ bad flags) - .vig - .vpk - .vs - .vsf - .wp2 - .xa2 - .xa30
GC/Wii DSP ADPCM: - .aaap - .agsc - .amts - .asr - .bns - .bo2 - .capdsp - .cfn - .ddsp - .dsp - standard, optional dual file stereo - RS03 - Cstr - _lr.dsp - MPDS - .gca - .gcm - .gsp+.gsp - .hps - .idsp - .ish+.isd - .lps - .mpdsp - .mss - .mus (not quite right) - .ndp - .pdt - .sdt - .smp - .sns - .spt+.spd - .ssm - .stm/.dsp - .str - .str+.sth - .sts - .swd - .thp, .dsp - .tydsp - .vjdsp - .waa, .wac, .wad, .wam - .was - .wsd - .wsi - .ydsp - .ymf - .zwdsp
PCM: - .aiff (8 bit, 16 bit) - .asd (16 bit) - .baka (16 bit) - .bh2pcm (16 bit) - .dmsg (16 bit) - .gcsw (16 bit) - .gcw (16 bit) - .his (8 bit) - .int (16 bit) - .pcm (8 bit, 16 bit) - .kraw (16 bit) - .raw (16 bit) - .rwx (16 bit) - .sap (16 bit) - .snd (16 bit) - .sps (16 bit) - .str (16 bit) - .xss (16 bit) - .voi (16 bit) - .wb (16 bit) - .zsd (8 bit)
Xbox IMA ADPCM: - .matx - .wavm - .wvs - .xmu - .xvas - .xwav
Yamaha ADPCM: - .adpcm - .dcs+.dcsw - .str - .spsd
IMA ADPCM: - .bar (IMA ADPCM) - .dvi (DVI IMA ADPCM) - .hwas (IMA ADPCM) - .idvi (DVI IMA ADPCM) - .ivaud (IMA ADPCM) - .myspd (IMA ADPCM) - .stma (DVI IMA ADPCM) - .strm (IMA ADPCM)
multi: - .aifc (SDX2 DPCM, DVI IMA ADPCM) - .asf, .as4 (8/16 bit PCM, EACS IMA ADPCM) - .ast (GC AFC ADPCM, 16 bit PCM) - .aud (IMA ADPCM, WS DPCM) - .aus (PSX ADPCM, Xbox IMA ADPCM) - .brstm (GC DSP ADPCM, 8/16 bit PCM) - .emff (PSX APDCM, GC DSP ADPCM) - .fsb, .wii (PSX ADPCM, GC DSP ADPCM, Xbox IMA ADPCM) - .genh (lots) - .musx (PSX ADPCM, Xbox IMA ADPCM, DAT4 IMA ADPCM) - .nwa (16 bit PCM, NWA DPCM) - .psw (PSX ADPCM, GC DSP ADPCM) - .rwar, .rwav (GC DSP ADPCM, 8/16 bit PCM) - .rwsd (GC DSP ADPCM, 8/16 bit PCM) - .rsd (PSX ADPCM, 16 bit PCM, GC DSP ADPCM, Xbox IMA ADPCM, Radical ADPCM) - .rrds (NDS IMA ADPCM) - .sad (GC DSP ADPCM, NDS IMA ADPCM, Procyon Studios NDS ADPCM) - .sng, .asf, .str, .eam (EA/XA ADPCM or PSX ADPCM) - .strm (NDS IMA ADPCM, 8/16 bit PCM) - .ss7 (EACS IMA ADPCM, IMA ADPCM) - .swav (NDS IMA ADPCM, 8/16 bit PCM) - .xwb (16 bit PCM, Xbox IMA ADPCM) - .wav, .lwav (unsigned 8 bit PCM, 16 bit PCM, GC DSP ADPCM, MS IMA ADPCM)
etc: - .2dx9 (MS ADPCM) - .aax (CRI ADX ADPCM) - .acm (InterPlay ACM) - .adp (GC DTK ADPCM) - .adx (CRI ADX ADPCM) - .afc (GC AFC ADPCM) - .ahx (MPEG-2 Layer II) - .aix (CRI ADX ADPCM) - .bnsf (G.722.1) - .caf (Apple IMA4 ADPCM) - .bgw (FFXI PS-like ADPCM) - .de2 (MS ADPCM) - .kcey (EACS IMA ADPCM) - .mwv (Level-5 0x555 ADPCM) - .ogg, .logg (Ogg Vorbis) - .p3d (Radical ADPCM) - .rsf (CCITT G.721 ADPCM) - .sab (Worms 4 soundpacks) - .s14/.sss (G.722.1) - .sc (Activision EXAKT SASSC DPCM) - .sd9 (MS ADPCM) - .smp (MS ADPCM) - .spw (FFXI PS-like ADPCM) - .stm renamed .ps2stm (DVI IMA ADPCM) - .str (SDX2 DPCM) - .stx (GC AFC ADPCM) - .um3 (Ogg Vorbis) - .xa (CD-ROM XA audio)
SNSF/MiniSNSF This is a variant of the PSF Format, using a version byte of 0x23, for Super NES music. This format exists for SNES music drivers that require the use of the main CPU, and thus can't be fully represented in SPC format. MiniSNFS Source! SNSFPlayer Source! Some tunes to test with! I have uploaded more music to modland, so they will be available there soon.
in_wsr A Wonderswan music player! It plays .wsr tunes! Can it get more exotic and lovely?
WonderSwan is a handheld game console released in Japan by Bandai in 1999. It was developed by the late Gunpei Yokoi's company Koto and Bandai. The WonderSwan was made to compete with the Neo Geo Pocket Color and the market leader Nintendo's Game Boy Color (even though the developer for the WonderSwan, Gunpei Yokoi, developed the original Nintendo Game Boy).
The WonderSwan was later replaced by the WonderSwan Color. Although some WonderSwan Color games are compatible with the original WonderSwan, many are designed exclusively for the WonderSwan Color and show a message such as "This cartridge is for WonderSwan Color only" when run on the original WonderSwan.
The WonderSwan was available in ten case colors, playable both vertically and horizontally, and features a fairly large library of games. As it was a console designed essentially for the Japanese market, most of the games are in Japanese, with only a few featuring English text.
Machine Specs:
Manufacturer: Bandai Type: Handheld game console
Generation: Sixth generation era First available: 1999 CPU: NEC V30 MZ Audio: 4-channel digital stereo sound. Built-in mono speaker or optional headphones with stereo adapter. Three speaker volume settings selectable via button: loud, medium, mute. (use of headphone adapter disables this button)
An image of the beauty:

Download Sources here! Specs here, in japanese, but some things can be made out from it.
Example music: http://www.youtube.com/watch?v=pe3lA7r4g9o
Update: Here is my babel fish translated version of the WSR format specs. I hope it is of some use.
wsr plugin for winamp - the fact that the tune of WonderSwan is reproduced purpose is Winamp plugin. The extension wsr the file is performance possible.
wsr format - As for size of file 64KB*n (n=1,2,3,?) With it does. - The header of this format reaches the last 32 bytes of file. (The header you do not say and become the footer however it is probably will be,)
offset size - content
0x 40 x01 - version number, 0x 0 x04 - WSRF (now 00) 0x 50 x01 - first tune number 0x 60 x10 - reservation 0x 100 x06 - starting order (Jmp order) 0x 160 x01 - (Developer ID) 0x 170 x01 - (Minimum support system) 0x 180 x01 - (CartID) 0x 190 x01 - (??) 0x1a 0x01 - (ROM Size) 0x1b 0x01 - (SRAM/EEPROM Size) 0x1c 0x01 - (Additional capabilities) 0x1d 0x01 - (RTC) 0x1e 0x02 - (Checksum)
it is about, starting order of 0x10, but because CPU starts processing from here, putting in place Jmp order, please fly favorite to address. 0x16 - You do not use 0x1f, but please copy from ROM. When DeveloperID and CartID do perhaps, because perhaps is useful. - CPU (V30MZ) as for execution procedure like below feeling. 1. AX= tune number 2. As CS=0xFFFF and IP=0x0000 start of execution -> in other words, in memory from the position of 0xFFFF0 start of execution. The place, this above-mentioned starting order. As for setting and the like of the interruption, please go during early processing. The interruption vector is on RAM. When it is kss and hes etc, when early processing is done, Ret it does, but in case of this wsr Ret please do not do. When early processing ending is gone, please point even with the infinite loop. Because the above-mentioned explanation is unkind, as for details please look at the source. Perhaps, if the behavior of WonderSwan understands, you think that you understand whether what should have been done. When starting becoming AX= tune number, with just behavior as wsr player, concerning other thing therefore just it is moving normally, is.
UPDATE:
I think i just found out something important! the rips found here: http://wsr.hcs64.com/
have .m3u files included, with gamename, subsong name and offsets. what happened in your player might have been that it didn't know what and where to start playing so it choked? have a look at this, and then check the added info about the format in post #1.
here's some info from one of the m3u files.
# ?o?g???X?s?¦?b?g ?f?W???"?t???"?e?B?A
Battle Spirit - Digimon Frontier (WSC)(2002)(Dimps)(Bandai).wsr::WSR,$05,05 Battle Spirit - Digimon Frontier (WSC)(2002)(Dimps)(Bandai).wsr::WSR,$06,06 Battle Spirit - Digimon Frontier (WSC)(2002)(Dimps)(Bandai).wsr::WSR,$07,07 Battle Spirit - Digimon Frontier (WSC)(2002)(Dimps)(Bandai).wsr::WSR,$08,08 Battle Spirit - Digimon Frontier (WSC)(2002)(Dimps)(Bandai).wsr::WSR,$09,09 Battle Spirit - Digimon Frontier (WSC)(2002)(Dimps)(Bandai).wsr::WSR,$0a,0a Battle Spirit - Digimon Frontier (WSC)(2002)(Dimps)(Bandai).wsr::WSR,$0b,0b
UPDATE 2:
Maybe this can help getting the wonderswan (wsr) player working. http://homepage1.nifty.com/~sha_w/wtd/document/english/
Also, in the Mednafen changelog i found:
- Support for WSR(WonderSwan sound rip format) playback.
So maybe the mednafen sources holds the secret. it's only available in mednafen 9.0 WIP, get the source here: http://forum.fobby.net/index.php?t=getfile&id=196&
NEZPlug supports GBR and we don't have support for that, so it's back in the list! NezPlug Sources! Download Music!
NEZPlug++ supports SGC and we don't have support for that, i guess it also supports GBR as it's an improved version of NEZPlug, so making a plugin out of the original NEZPlug might be a bad idea. Use NEZPlug++ instead for both GBR and SGC.
So what's special about GBR and SGC? Unlige VGM's which is a 'recorded' format these are real rips. The original data is snatched right out of the ROM's, just like in Amiga music rips. GBR is gameboy music and SGC is Sega music.
Homepage Download music! Direct link to the Sources!

inFMPMD plays OVI, OPI, OZI, M, M2 and MZ (NEC-PC98) music! The PC98 is an old Japanese try at making a common standard for computers it seems. Lots of.. ehm, interesting games for grown ups was released for it among others. Source Homepage Download music!
This is how it sounds: http://www.youtube.com/watch?v=ossNughUBbU

MilkyTracker is now opensourced! This can be used to make a proper XM plugin, contrary to the crappy modplug based one we have now! The milky player core is nicely separated from the tracker, and it imports some other formats as well. Get the source! ***PROPER XM PLAYBACK, VERY FEW REPLAYERS CAN DO THIS!***
SymMOD plays Symphonie modules. Yea, it's written in Java :( but it's the only thing we've got that ain't ASM. Download Bin/Source here! The ASM sources of the tracker can be found here.
Aplayer a beos player written in cpp. It's not as actively maintained as XMP, and it mostly supports the same formats as XMP, so I decided to list only those that XMP or any other plugin does not support, as they are the most interesting.
Fred Editor Fred Editor (Final) JamCracker NoiseRunner Power Music SoundMonitor TakeTracker
It also supports some module packers, not very interesting as you don't store mods in these formats. If you rip mods and find mods that are packed with these the ripper depacks them.
Laxity Packer ProPacker Pygmy Packer SKYT Packer Hornet Packer
AAC AAC+ (AACPlus) play AAC+ music.
faad library (shared amigaos library) This package contains; AACPlay - Simple AAC player. Currently only supports mp4 (.m4a) files. faad2 - A command line frontend to the faad library. Can be used to convert AAC files to .wav or raw PCM data. faad.library - The OS4 port of the AAC decoder library (libfaad). Provided as a shared library. ibmp4ff.a - OS4 port of libmp4ff. A library for reading mp4 files.
Curty has made a plugin from this library already, but it only play m4a files, and that is not the same as AAC+ i guess? From the readme of tuneaac_plug: "Uses Faad.Library to decode ACC m4a files.(Handy for those who would like to play songs from their IPod's)"
faad2 decoder - another decoder. libfaad - a static linklib.
AC-3 Shared Amiga Library Original UNIX sources. liba52 is a free library for decoding ATSC A/52 streams, also known as AC-3. I guess this is the most common format used in DIVX videos.
SHN Shorten® (.shn) is an audio compression scheme that is used to compress audio (.wav) files losslessly. This means that after you decompress a Shorten file, everything that was in the original .wav is there. This is unlike MP3, in which the compression step throws away information that can never be recovered. AmigaOS 4.0 Src/Bin
TiMidity++ is a converter that converts some MIDI files to WAV. It supports these formats that we don't have support for: RCP, R36, G18, G36.
they are all a sort of MIDI sequence format. These formats are produced from some sequencers released from Come-On Music's products, Recomposer series ( These are only famous in Japan). Since these format is very popular in Japan, many MIDI sequence data based on these formats instead of Standard MIDI file (SMF) are existing. There are even some free software sequencers those are capable handle these formats.
TiMidity uses Gravis Ultrasound-compatible patch files or Soundfonts to generate digital audio data from MIDI files. http://timidity.sourceforge.net/
ORG Organya - Cavestory Music Format

When Pixel made the fantastic game we know as "Cave Story" he really put some serious effort into it. He made a new music app called, just to compose the music for this game. These songs are known as Organya songs. FINALLY, a new promising player for org music! This one seems accurate and complete. It comes as a lib and a org > pcm decoder. It's called liborganya.
UPDATE I ported libOrganya to AmigaOS4.
Homepage: libOrganya Download: liborganya-os4
ORGestrate v0.3.0 is an alternative opensource library/player. I haven't heard this one, so i don't know how accurate it is. Download: Source Example music is included in the archive.
More tunes (not from the game) available here: http://ftp.uprough.net:8080/temp/organya/
File format description: http://spgardebiter.sp.funpic.de/CaveStory/FAQ/orgfilesdesc.txt
Soundtrack converted to MP3: http://downloads.khinsider.com/game-soundtracks/album/cave-story
PMD Plays music from the japanese P/ECE handheld. Not the same as FMPMD. Download source: http://www.autch.net//online/files/auPiECE_kpi-source-1.11.zip Download music here: http://sound.jp/chemool/piecelib.html http://www.autch.net//online/files/ff_pmds.zip http://ftp.uprough.net:8080/temp/PMD/
PPD/PPG/PPX Plays PCM music from the japanese P/ECE handheld. Sourcecode: http://www.autch.net/online/files/auPPX_kpi-source-1.04.zip Where to get music/samples? No idea.

DTS (Soundsystem) DTS is a series of multichannel audio technologies owned by DTS, Inc. (NASDAQ: DTSI, formerly known as Digital Theater Systems, Inc.), a company specialising in digital surround sound formats used for both commercial/theatrical and consumer grade applications. More info Source
Download all available plugins here!
Update 69: * Removed Sonic Arranger sources, they where inclomplete :( * Added resource for Piston Collage (ptcop/pttune) music!!! \o/
Update 70: * Removed Piston Collage * Added resources for Sunvox Synthesizer * Added resources for PMD a japanese handheld called P/ECE. Not the same as FMPMD.
Update 71: * Added resources for PPD/PPG/PPX PCM music from the japanese P/ECE handheld.
Update 72: * Added link to sunvox music!
Update 73: * Added links to some music archives. (PC Engine/TurboGraphx-16/MSX/Sega Master System/Game Gear)
Update 74: * Added 35 new formats supported by XMP!!! * I had to move the list of supported formats to post #2, as post one was bigger than amigaworld would allow! o_______o * Added 23 new packed formats supported by XMP. (Packed mods).
Update 75: * Added another Roland MT-32 emulator called MUNT
Update 76: * Added resources for DTS (Soundsystem).
Update 77: * Added new resources for SID - TinySID a small SID player library.
Update 78: * YES! Finally I found what seems to be a proper player library for Cave Story Music. It's called libOrganya. Someone, please make a plugin! =)
Update 79: * Added resources for KLYS Track, a new AHX inspired multiplatform tracker!
Update 80: * Added resources for Neo Geo Pocket (.ngpm) music!
Update 81: * New info on SID! New sources, new features, easier to build! Someone nail this sucker now! We need a proper SID plugin! =)
Update 82: * i ported sidplay2-residfp (player+libs) to amigaos4. that should serve as a nice base for a plugin.
Update 83: *game audio decoder removed, the project is dead, and most formats it played is supported by vgm stream anyway.
Update 84: * added resources for UADE.
Update 85: * added resources for SGC music. * removed sunvox, as it has gone closed source. :(
Update 86: * Removed resources for the Konami GX sound player as the music it supports are supported in the M1 player anyway, and it would require heavy modification to make it work on ppc CPU's.
Update 87: * Added resources for VGMPlay.
Update 88: *Removed resources for the Sega System-16, as the music it supports are supported in the M1 player anyway, and it would require heavy modification to make it work on ppc CPU's.
Update 89: *Added the Mac sources of M1, maybe they can be of help.
Update 90: *Not that anybody cares anymore.. but.. anyway.. :) Added a link to the AmigaOS4 commandline player for Klystrack.
Update 91: libOrganya (Cave Story Music) ported to AmigaOS4!
Update 92: Added resources for ZXTune, lots of spectrum formats!
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_________________ AOS4 Betatester, Peg2, G4@1ghz, Radeon 9250 256mb, 1gb RAM.
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