EarthBound MSU-1

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EarthBound MSU-1 Empty EarthBound MSU-1






Patch v2 by Conn, loop-table by ShadowOne333:
http://bszelda.zeldalegends.net/stuff/Con/eb_msu_patch.zip

PCM set v2* by ShadowOne333:
https://app.box.com/s/fkmjx61w4m7xom1kmir5zk7xv6jx9u8f
*v2 set contains the fixed track 22.

PCM Hip Hop Journey by Ballz:
https://mega.nz/#F!thAkyYxJ!huyyjwS5Djpyk25Ci-iWsA
Note: Best to be used with Ballz' Hip Hop Journey patch
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ShadowOne333
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Since : 2016-04-06

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EarthBound MSU-1 :: Comments

JUD6MENT

Post on Thu 27 Jun 2019 - 11:35 by JUD6MENT

Finally finished, good job

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Polargames

Post on Thu 27 Jun 2019 - 12:59 by Polargames

Congrats, Cannot wait to play it.😃

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Post on Thu 27 Jun 2019 - 15:37 by psalmsamuel

(Citizens of Earth, the Cone of Earth Bound Released on the Vita/PS4) (had a very large update released for it)

The game is 1611 MB the patch is 1735 MB (principal figures).

6/27/2019 .......... (earth bound MSU release date)

Raspberry Pi 4 B
CPU 1.5-GHz, Quad-Core Broadcom BCM2711B0 (Cortex A-72)

raspberry pi 4 has been the best thing for snes since, that original Final Fantasy 2 (iv) translation on the snes that was released, after everyone determined the snes was going the way of abandonware

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Shadowrun

Post on Fri 28 Jun 2019 - 3:22 by Shadowrun

Yes !
great ! thanks again ! Very Happy

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Post on Sun 30 Jun 2019 - 0:49 by psalmsamuel

https://drive.google.com/file/d/1JgICCHawUf07gL2-XII1s2xNNKW4jbH3/view?usp=sharing

The Fixed Version of the Run Patch works, first msu patch the rom, then, use "coilsnake" to decompile the rom, add the file to the folder, recompile, works great.

(I don't know which file is specifically modded for the msu-1 fix, but, it may not be any particular files itself, "coilsnake" uses the file you load and writes back to it, usually expanding the rom) (the information is in other sectors not a file specifically)

I don't think the msu-1 will work on other earthbound mods, it maybe..................the "run patch" is a significant improvement, this is bug free version from the ebforums some time ago i made a note about it.  Enjoy, double checking some mods. (method works fine to add run patch no problems)
..........
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Earthbound MateralBoundOmegaRP (run patched is apart of this mod) (it does not use the same asm method as before)

1. Decompile that rom patched to a folder using "coilsnake" (materalboundomega)
2. now get the "eb_msu1.sfc" (msu patch file) (don't do anything else to that file like run patch it)
3. Compile using "eb_msu1.sfc" as the base rom with "maternalboundomega" mod as the folder with the resources
4. Game works so far .......... testing (crashes?) (no) (you need to press start to skip the intro when the game begins to play) (this known problem is because of modding, since we need said info in the MSU, this bug is here again, no problem though, game is stable?)

(if you don't skip the intro you will see graphic errors on the mod's logo after the intro)
(if you do skip the intro you won't see any graphic errors)

the game will crash using this method to apply the mod, the logo after intro will be messed up, and in game when you try to open the door to exit the room, the game will crash .... (on retropie snes versions (lr-snex9x and pgo version) .... (on PC, "snes9x1.53-FuSoYa-8MB_R1", skipping into fixes the issue)

(there's a patches available for this known "intro crash bug", lets see if it works) (?.) (graphic text errors, game will crash if you want for the "demo" mode to start) (a hex edit swap from the "intro" sector should fix this but, guess I don't care anymore, going to try one more mod)

(DELETE) The "Logos" folder, before you compile, use steps 1 to 4, its a security check, you don't need to replace that information (delete the logos folder it will say error couldn't find, but builds anyway in "coilsnake".......WORKING PERFECT NOW(> ?) (tested good on pc and retropie)

(the run patch was undone in the process, going to use, the "compiled snes rom without "logos" folder", to decompile (adding "asm_run.ccs" to decompile folder which is the run patch), and when recompiling the "eb_msu1.sfc" file from the MSU-1 original patch will be used as original file to compile with) (adding the "asm_run.ccs" patch using coilsnake to the new file, then everything will be finished) (once again you delete the "logos" folder before you compile)

Now Everything is Fine, the run patch works, no crashes, and MSU-1 works (it has the original logo graphics) (the mod doesn't modify the game engine just restores some graphics and stuff)
............
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............
............
was going to say ... "some" "awesome" other mods rely on "coilsnake" and can also work great with the sound track, even if its the same one ......... some mods will not ......... there is one other great mod to try out though, lets see
............
EarthBound MSU-1 Vault_Boy_visits_Bridge_Day_1_59856427_ver1.0_1280_720
............
1. Decompile "Earth Bound Infinias Invasion 1.0" to a folder
2. Delete the "logos" folder in the decompiled folder (those files are just pulled from the msu-1 rom you reference during compiling)
3. Add the "asm_run.css" (run patch) to the ccscript folder in the decompiled folder
4. Compile using the "eb_msu1.sfc" (msu-1 patch rom only) as the BASE rom, and select the decompiled/resource folder
5. Finished! method didn't work see below (files were replaced back to defaults)
............
............
1. Earthbound MateralBoundOmega Mod applied to earthbound
2. used "flips ips patcher", to apply the msu-1 patch
3. Finished! (works great)

(no logo crashes or anything, used version of the patch with run patch in it already)
............
............
1. Colinbound - Infinia's Invasion (pre patched from a pack)
2. apply the msu-1 patch directly to the modded file
3. Finished!
(if you run patch this one by rebuilding with coilsnake, it will corrupt the graphics in the intro, maybe cause other errors)


(there's other mods you can try, none really interest me enough to tag on the gig sized msu package, it can add up)

patching info

for the msu-1 patch you use "unheadered" stated in the readme for the release

for (colinbound infinias invasion you need)
1. "NSRT 3.4" to add a header to the rom (either standard or nsrt header)
2. "Easy EB Patcher" (ebpatch) (for the .ips patch file)
3. using "NSRT 3.4" remove the header from the "colinbound rom"
4. use "flips 1.31" ips patcher to apply the MSU-1 patch to the file

for (maternal bound omega you need)
1. "Earthbound Patcher 1.0" with the "unheadered rom" (use .ips file)
2. use "flips 1.31" ips patcher to apply the MSU-1 patch to the file


Once you add the header, you apply the "ColinboundIPS" or its update (not sequal) "Colinbound2".  (double checked, you don't need to use a "prepatched rom", if something goes wrong............)

edit

(there's run patch .ips patches you can use on rom hacks since the rom is already expanded, just don't recompile a mod using "coilsnake" to run patch with that method.....since you may crash a mod later on in game ... earthboundcentral.com/2012/10/earthbound-run-patch/)

Last edited by psalmsamuel on Wed 3 Jul 2019 - 15:55; edited 1 time in total

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Post on Tue 2 Jul 2019 - 23:08 by ardar

I'm having issues saving with this hack. I'm using the SD2SNES (pro) and it only occasionally decides to save when I use the black phone and call my dad. It seems really sporadic on when it decides to save. I will try multiple times, it will confirm save, and when I reset it goes back to an older save version.

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Conn

Post on Wed 3 Jul 2019 - 3:56 by Conn

SD2SNES Note: Problems with saving is a known issue with MSU-1 enhanced games on the SD2SNES.The game saves only with this technique your progress: In order to save permanently, you'll need to "Save and Quit", and then either press L+R+Select+X or press and hold the reset button on your console long enough so that it resets to the SD2SNES main menu.

That's not a problem with the hack and thus nothing I can do. I hoped this issue was fixed with the pro version, but I guess it isn't. Try the quoted technique and see if you get it saved better. My patch for sure doesn't do anything to the saving routine.
For this kind of stuff you need to ask Ikari, I can only fix stuff that happens on emu.

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Relikk

Post on Wed 3 Jul 2019 - 4:44 by Relikk

ardar wrote:I'm having issues saving with this hack. I'm using the SD2SNES (pro) and it only occasionally decides to save when I use the black phone and call my dad. It seems really sporadic on when it decides to save. I will try multiple times, it will confirm save, and when I reset it goes back to an older save version.

As Conn pointed out, you need to hold the reset button on the console for a few seconds so it resets back to the SD2SNES menu for the save to be written to the SD card. MSU1 games cannot save to the SD card in real-time because the SD card is reserved for streaming PCM audio files. The save is stored in the cartridge RAM, and when the console is reset (long reset as explained above), the save is transferred from RAM to the SD card. A short reset still keeps the save in RAM but doesn't transfer to the SD card, and when you turn off your console the save is lost.

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Conn

Post on Wed 3 Jul 2019 - 7:06 by Conn

Somebody should bug Ikari with this issue, so that he may finds a solution for it in an updated firmware (if possible) Woot!!

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Polargames

Post on Wed 3 Jul 2019 - 22:01 by Polargames

Conn wrote:Somebody should bug Ikari with this issue, so that he may finds a solution for it in an updated firmware (if possible) Woot!!

@Conn,@Relikk

Just left a comment on the sd2snes website to let them know about this issue. I quoted what was said and sent it in the comment as well. Will let you know sd2snes said if the replay to my comment. I hope this helps you guys out :-)

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Conn

Post on Thu 4 Jul 2019 - 3:48 by Conn

Good idea, thank you Very Happy
Can you share the link where you posted?

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PittStone

Post on Thu 4 Jul 2019 - 6:18 by PittStone

There is a German Patch for this Game (T+Ger3.00_snes-projects.de_Spade_BetaplayV2) but after patching the msu Version, the Game has some errors ingame and crashes. Its not playable. Is it possible to make the msu patch compatible to this German patch? Would be nice.

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Conn

Post on Thu 4 Jul 2019 - 9:04 by Conn

I've added a german version subfolder to the patch (clear browser history if it isn't there and download again).

IMPORTANT:
Apply the german translation patch BEFORE the eb_ger_msu.ips
(Rom size needs to be 4MB)

Unfortunately you didn't tell where you got that translation version from, I found:
https://www.snes-projects.de/filebase/index.php?page=Entry&entryID=35
And developed the german msu version to work with
Earthbound (U) [T+Ger3.00b2_Spade+snes-projects.de]

However, it should also be compatible with any other translation version.

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PittStone

Post on Thu 4 Jul 2019 - 10:22 by PittStone

@Conn Awesome. Thanks for the fast Update. You found the right one from snes-projects.de!

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Post on Thu 4 Jul 2019 - 14:54 by ardar

Thanks for advice -- long reset worked. Ironic how dad says "be sure to hit power and not reset OK?" when you save and quit -- who could have predicted?

I'm curious if the run feature noted by psalmsamuel will ever be integrated into the msu1 patch? Or could someone post it somewhere? I can't be bothered to go through the recompile process.

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Conn

Post on Thu 4 Jul 2019 - 16:02 by Conn

I'm curious if the run feature noted by psalmsamuel will ever be integrated into the msu1 patch?
No it won't.
I have full comprehension for a rpg translation hack to be compatible with msu, so I addressed PittStone's request. However, it's obsolete to have every PAL Jump'n Runs in german/french/spanish support msu, simply because there's so little text.

However, if a good hack is available I sometimes even provide an extra patch, like e.g., seen with FRUE Lufia. But these are really exceptions.

With that said, there are dozens of hacks out there at romhacking and it is impossible to code the msu code being compatible with all hacks, and even if they are compatible (with that said run button hack i.e.) I see no reason supplying a merged patch - you can download this patch somewhere and apply it yourself.

A google search will give you this site:
https://starmen.net/pkhack/hacks/technical/
The run button hack should be this (didn't test it, so much luck):
http://local-static2.forum-files.fobby.net/forum_attachments/0028/6302/runbutton.ips
If it won't work, I suggest to pm psalmsamuel if he can send you the compiled patch/rom.

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Polargames

Post on Thu 4 Jul 2019 - 16:30 by Polargames

@Conn, Here is the link to were I posted it.https://sd2snes.de/blog/faq I hope this was the right spot. There was no direct contact on the site, so after reading the q&a I though here is the right spot.

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Conn

Post on Thu 4 Jul 2019 - 18:14 by Conn

It is addressed here:
https://github.com/mrehkopf/sd2snes/issues/80
And in q10 of that faq:

Q10: My sd2snes doesn’t save.
A10:

MSU1 games cannot autosave because access to the SD Card is reserved exclusively to the MSU1 features. It must be ready to serve MSU1 requests at any time. Therefore, to save your .SRM file with MSU1 games, a soft reset (hold reset button / use in-game button combination) must be carried out
I was hoping the new fpga would allow to fix this issue in pro... But it doesn't seem so.

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Polargames

Post on Thu 4 Jul 2019 - 18:50 by Polargames

Conn wrote:It is addressed here:
https://github.com/mrehkopf/sd2snes/issues/80
And in q10 of that faq:

Q10: My sd2snes doesn’t save.
A10:

MSU1 games cannot auto save because access to the SD Card is reserved exclusively to the MSU1 features. It must be ready to serve MSU1 requests at any time. Therefore, to save your .SRM file with MSU1 games, a soft reset (hold reset button / use in-game button combination) must be carried out
I was hoping the new fpga would allow to fix this issue in pro... But it doesn't seem so.

I had saw Q10 on the site, but I had assumed that said user had done that already and they still go the same result. Maybe I read the quote wrong. I did not think about the GitHub, my bad. I hope this does get fixed soon.

Hypothetical question, Could extra ram be install on the sd2snes that could have the .SRM file to be stored there. Say like 1 GB just for save files. Or would that not work at all? Just wondering

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ikari_01

Post on Sat 6 Jul 2019 - 19:40 by ikari_01

Conn wrote:It is addressed here:
https://github.com/mrehkopf/sd2snes/issues/80
And in q10 of that faq:

Q10: My sd2snes doesn’t save.
A10:

MSU1 games cannot autosave because access to the SD Card is reserved exclusively to the MSU1 features. It must be ready to serve MSU1 requests at any time. Therefore, to save your .SRM file with MSU1 games, a soft reset (hold reset button / use in-game button combination) must be carried out
I was hoping the new fpga would allow to fix this issue in pro... But it doesn't seem so.

It's rather a shortcoming in the MSU1 specification which could only be fully remedied by adding a second SD card slot (or other permanent flash storage which I think is what Polargames is suggesting as opposed to actual RAM - battery backing 1GB of RAM would probably eat through a CR2032 cell in a matter of hours)

I'm surprised that even having read the GitHub issue description you're disappointed it can't be solved using a bigger FPGA Wink Some approaches are outlined in the issue which would probably "fix" it (you're making it sound like an sd2snes bug) enough for pure audio hacks which seems to be the vast majority these days anyway.

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Conn

Post on Sun 7 Jul 2019 - 5:18 by Conn

Thanks for the clarification, Ikari Smile
You get me wrong, I'm not disappointed. I really am a noob when it comes to hardware, just thought that if SA-1 and MSU-1 can be played together in pro, there may also be a possibility to "fix" this... and "fix" in terms of convenience for the player and not in terms of a bug of course Wink

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Post on Sun 7 Jul 2019 - 13:17 by EmperorOfTigers

I'm having issues having the audio files to download. Shame as I was really looking forward to trying it out.

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Relikk

Post on Sun 7 Jul 2019 - 13:35 by Relikk

EmperorOfTigers wrote:I'm having issues having the audio files to download. Shame as I was really looking forward to trying it out.

No issues from what I can tell, they downloaded just fine for me. What issues are you having?

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Post on Sun 7 Jul 2019 - 13:44 by EmperorOfTigers

Strange. It wouldn't work before but has now. I don't know if somehow being in Mobile mode stopped it?

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