Final Fight 3

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Final Fight 3






Patch (v1.2: Pause jingle):
http://bszelda.zeldalegends.net/stuff/Con/ff3_msu1_patch.zip

PCMs (one download link, includes PCM 34 and 80):
https://app.box.com/s/83ccuq99pz4fqr33cep9gxo0e22e2n04


Last edited by pepillopev on Wed 31 Oct 2018 - 17:05; edited 7 times in total (Reason for editing : adding a pcm)
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kurrono



Since : 2015-03-22

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Final Fight 3 :: Comments

Post on Fri 26 Oct 2018 - 2:48 by Tsolo

Great work Kurrono. It also works with the Spanish translation and the FF3 Restoration Hack, at least the first level.

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Post on Fri 26 Oct 2018 - 3:18 by kurrono

Yea now I'm going like my 2 friends ..I ll take a break....we will see in the future, no more projects for now

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Post on Fri 26 Oct 2018 - 3:31 by Polargames

kurrono wrote:Yea now I'm going like my 2 friends ..I ll take a break....we will see in the future, no more projects for now

Go right ahead dude, With all of your great work you have done, you deserve a break :-). Have a great week Very Happy

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Post on Fri 26 Oct 2018 - 10:50 by GameGenie720

Theres a loud buzzing sound if I skip the intro. Once I start the first level it goes away. Did I do something wrong?

Edit: I noticed track 33 is missing from the pcm files, which is for the title screen.

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Post on Fri 26 Oct 2018 - 11:13 by kurrono

Oh sd2snes.. I haven't test it yet there..I all check that tonight..only way to remove buZz...adding silence..or 00 on the loop table

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Post on Fri 26 Oct 2018 - 12:45 by Conn

If you need a revision of the patch, here's also a small thing:
JSR $C0E000 (both in pausestart and pauseend) needs to be
JSL $C0E000

JSR is 2 byte addressing, somehow your compiler (xkas) seem to have it corrected automatically to JSL (3 byte addressing), at least when tracing in the ips the problem isn't there/fixed.

Edit: I noticed track 33 is missing from the pcm files, which is for the title screen.
Strange that it is there in the video...

I hope you can retire soon, too K... Star Fox was too much trouble for both of us I think Razz

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Post on Fri 26 Oct 2018 - 14:38 by kurrono

No..the buzzing is for 0.pcm..if u. Do a breakpoint. On bsnes..using 2004 on W..write..ull see u need
Ff3_msu1-0.pcm..I'll upload it tonight..batman returns has a silence .pcm u can take and add it to ff3..just rename it to. ff3_msu1-0.pcm..easy

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Post on Fri 26 Oct 2018 - 15:26 by Conn

I get the breakpoint for $33, title screen that needs to be silenced (pcm ff3_msu1-51.pcm needed, not -0)

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Post on Fri 26 Oct 2018 - 16:18 by kurrono

OkConn I guess ur right change it then..no prob Very Happy

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Post on Fri 26 Oct 2018 - 17:09 by Conn

I think there's a plausible reason why you get 0 and gamegenie and I $33. Maybe skipping the intro with button press or an oddity like this.
It's maybe a good idea to add both -0 and -51 pcm as mute tracks, just to be on the safe side Wink

Congratulations for your work Smile

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Post on Fri 26 Oct 2018 - 23:44 by kurrono

Yea I didnt skipped intro.. ur right..

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Post on Sat 27 Oct 2018 - 5:04 by Conn

Just tested (was out yesterday), and it is really the skip intro why there's also a $33 track, so we are both right:

No skipping (2002 read breakpoint but it is the same as 2004, write):


$CC/03F5 AD 02 20    LDA $2002  [$00:2002]   A:1E01 Capcom
$CC/03F5 AD 02 20    LDA $2002  [$00:2002]   A:1E02 Text intro
$CC/03F5 AD 02 20    LDA $2002  [$00:2002]   A:1E31 cutscreen intro
$CC/03F5 AD 02 20    LDA $2002  [$00:2002]   A:BB00 *buzz - needs to be mute
$CC/03F5 AD 02 20    LDA $2002  [$00:2002]   A:1E32 title screen (press start)
$CC/03F5 AD 02 20    LDA $2002  [$00:2002]   A:1E06 Demo

Pressing start anytime during the intro
$CC/03F5 AD 02 20    LDA $2002  [$00:2002]   A:1E33  *buzz title screen (player select) - needs to be mute

So both, pcm-0 and -51 need to get a mute track, then it's all good Smile

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Post on Mon 29 Oct 2018 - 6:30 by Conn

Here's a patch that should fix the troubles without needing to make new silence pcm:
http://bszelda.zeldalegends.net/stuff/Con/ff3_msu1_patch.zip

(added an error check, if a track is not present, it will mute, please test on sd2snes)

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Post on Mon 29 Oct 2018 - 9:15 by GameGenie720

Thnx Conn it worked! Mario I just tested it on my SD2SNES

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Post on Mon 29 Oct 2018 - 10:08 by Conn

Awesome Smile

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Post on Mon 29 Oct 2018 - 23:29 by Polargames

@Conn, I just wanted to let you know that I have played the whole thing and it worked great. I played it on bsnes V4. Now I did play it on snes9x, but there is a strange glitch in the the game that if the enemies go off the screen they do not come back and your stuck, but I am going to see if there is a new snes9x version out because it might have it fixed. Hope this helps :-). Oh also I used a enhancement patch for the game and it works great with it also. No buzzing as well

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Post on Tue 30 Oct 2018 - 5:33 by Conn

I can't reproduce this bug and from the coding side, there is no obvious reason why this could happen. Anybody else can confirm?
My best guess is that you somehow patched wrongly or applied an incompatible patch. Try with msu patch alone, or the original rom.

Only small and negligible thing I noticed is when pressing start you need to wait 2 seconds before being able to return from pause mode. This ~could~ be eased by giving a msu track for pause start like in the original game that is disabled by the mute. But probably too much effort for too little gain.

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Post on Tue 30 Oct 2018 - 9:12 by Tsolo

In Wong (Round 4 Kitchen Boss) there's no music.
Round 5 Second secret door, no music too.

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Post on Tue 30 Oct 2018 - 9:29 by Conn

This suggests some pcm are missing. If a revision of the pcm set is needed, you could add a pause start pcm (number of your choice not used elsewhere).
I think it's easy to implement it.

Edit: I had at the ending most part mute, dunno whether this is how it should be.

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Post on Tue 30 Oct 2018 - 18:14 by kurrono

I'll check that all tonight...on sd2snes cant I got to fix my SNES..I need that special screwdriver to open. It

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Post on Tue 30 Oct 2018 - 18:40 by Polargames

Conn wrote:I can't reproduce this bug and from the coding side, there is no obvious reason why this could happen. Anybody else can confirm?
My best guess is that you somehow patched wrongly or applied an incompatible patch. Try with msu patch alone, or the original rom.

Only small and negligible thing I noticed is when pressing start you need to wait 2 seconds before being able to return from pause mode. This ~could~ be eased by giving a msu track for pause start like in the original game that is disabled by the mute. But probably too much effort for too little gain.

I got it fixed, I had a cheat code running in the background that I did not know about, I turned it off and it played fine. So its all good. My bad.

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Post on Tue 30 Oct 2018 - 19:17 by kurrono

Oh yes I forgot I provided you cheats hahaha

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Post on Tue 30 Oct 2018 - 22:34 by kurrono

Hey Tsolo there is music on kitchen Wong..is 14=20.pcm..it plays on bsnes..
Now I'm checking that room on stage 5

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Post on Tue 30 Oct 2018 - 22:38 by kurrono

That room plays too is 08=8.pcm... I did all stages to play

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