W.G.S.S.
In association with
SAGA of PUSSY
Presents
Strikes again... V2.0
Documents for Version V2.0 Last Revision 18/9/90 20:12
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First of all: What does it do?
Well basically it hunts through chip ram for familiar data structures
and reports it's findings back to the user, at which point you can visually
verify it's findings and act according to what you wish to do with the given
intelligence you hold. i.e. You can just listen, look or save it out to disk.
Familiar data structures in this version are:-
IFF samples
Soundtracker modules
Noisetracker modules
Soundmon modules
Future Composer modules
This list is subject to constant updating, (depending on how
many player source codes I can get hold of, with example
modules (hint, hint)).
Right then I suppose I better go through how to operate this little beauty:-
N.B. In the following info it may be better if you have loaded up the
ripper itself before reading on as it refers to the layout and what is on the
screen quite frequently.
Basic Control
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Keys Description
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Up/Down Cursors - Moves you up or down through memory by the width of
(Caps light off) the bottom display window.
Shift + Up/Down Cursors - Moves you up or down through memory by the overall
size of the bottom display window i.e. height x
width.
Up/Down Cursors - Moves you up or down through memory by the overall
(Caps light on) size of the (top) waveform window.
Left/Right - Moves you up or down in memory by a byte at a time.
Cursors
Fiddley bits
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Keys Description
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f - Allows you to hunt through memory for a string upto
32 characters in length.
g - Allows you to go direct to any memory location in
Chip ram, input in Hex.
h - Hunts through memory for familiar data structures
depending on which items have been requested for id.
Pressing escape will halt the hunt and leave you
at the point it had reached in memory.
Shift + h - Lists available structures for use in the hunt
option and allows items to be omitted from hunt
(for improvements in speed).
i - Attempts to identify the memory at the current
memory address (all structures are checked in this
function),for use if you stumble upon something by
accident.
l - Allows you to view all available structures for
identification during the hunt facility.
p - Defaults the size of the wavefrom window to 256
bytes this is as small as it gets.
Shift + p - Will attempt to play the lastmodules identified in
ram from the hunt option.
r - Toggles between single shot/Repeat for when you are
playing the waveform window as a sample.
s - Will allow you to save all data between points
start and end (viewable on the right hand side of
the screen).
w - Turns on/off the update of the waveform window
which speeds up the display time when hunting for
text in the bottom window.
Shift + w - Turns on/off the bottom window which speeds up the
display time when searching for samples in the top
window.
[] - Increase/Decrease the size of the waveform window
by 256 bytes.
;' - Increase/Decrease the frequency for when playing
the waveform window as a sample.
* (key pad) - Filter on/off
Return/Enter - Plays the waveform window as a sample (at the
specified frequency).
Esc - Alternates the bottom window mode between:-
ASCII
HEX
HEX/ASCII
Tab - Swaps screen colors (why not?).
F1 - Places the current window address in Start.
F2 - Places the current waveform window end address in
Stop.
F3 - Places the current waveform window end address in
Start.
0 - Will stop the current sample/module playing.
1 - Attempts to play the current memory location as a
Soundtracker module.
2 - Attempts to play the current memory location as a
Noisetracker module.
3 - Attempts to play the current memory location as a
Soundmon module.
4 - Attempts to play the current memory location as a
Future Composer module.
Because of the problems distinguishing Soundtracker modules from
Noisetracker modules (especially when people insist on writing
stupid messages in the header), an extra function has been added.
If a message appears in the hunt option that a Soundtracker module
has been located, and it looks like a module, you may need to track
back in memory by a few bytes to find it's true beggining or if it
seems ok but when you try to play it with Shft+p or by pressing 1
(or 2 for a Noisetracker module), it seems way out, you might
try the re-identify option, this will take your word for it and
calculate the new end address for the module, here's how you do it.
Shift + 1 - Will re-identify the current address as a Sound-
tracker module (allowing you to play or save
normally).
Shift + 2 - Will re-identify the current address as a Noise-
tracker module (allowing you to play or save
normally).
However it is at your own risk, and if it's realy shitted up it
might crash if you try to play it, or the ripper may strongly
disagree and deny re-identification (beleive me he knows best).
FFFEEEWWWW.
Hope all that sunk in.