Killer Instinct MSU-1 mega patch

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Killer Instinct MSU-1 mega patch - Page 3 Empty Killer Instinct MSU-1 mega patch






Ignore all previous patches.
Released 28/10, as the arcade Killer Instinct release date.

MSU-1 IS NOT ONLY FOR PLAYING PCM MUSIC.

You can stream graphics, fmv, sound, sprites.


Apply on headerless rom US 1.1

Patch and sound/data files:
https://1drv.ms/f/s!Ah8ksmUOX0QQiR-hlWgB-wczn08C

Light patch (only music for sd2snes)
https://drive.google.com/open?id=1sOpDIBma5u_Khazl2hR7HULS5mfZaDWV
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gizaha

Killer Instinct MSU-1 mega patch - Page 3 Image111

Since : 2015-05-13

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Killer Instinct MSU-1 mega patch :: Comments

Conn

Post on Tue 3 Dec 2019 - 0:26 by Conn

Yes, there is no tutorial how to stream sprites anywhere in the web, and the tutorial from kafka only mentions this, but the information there is somewhat meager.
If you can share some knowledge here would be awesome, gizaha, since your patch is the so far only one featuring this Wink

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Post on Tue 3 Dec 2019 - 12:33 by gizaha

alphons wrote:I`m super interested in importing sprites and adding frames
You must understand the game's specific engine and tables to add frames.


Conn wrote:Yes, there is no tutorial how to stream sprites anywhere in the web, and the tutorial from kafka only mentions this, but the information there is somewhat meager.
If you can share some knowledge here would be awesome, gizaha, since your patch is the so far only one featuring this Wink

The first think you will need, is to understand how sprite engine at a specific game works. If the game is made by you, you don't have that problem.
I could not found a program to create sprites, so i wrote a script at autohotkey for faster. I could give it to you, but it's useless as it creates header/metasprite to killer instinct format.
For streaming data, http://helmet.kafuka.org/msu1.htm was clear: I set msu source at 2000-2003, read sprite header data with $2001 and then dma the rest vram data.
In other words, you just set msu data address and then read a byte at a time with 2001. You can save it somewhere with sta, or setup a dma to batch transfer. It can be any data, audio, moveset table, sprite, and you can even dma to wram.
I will be happy to share knowledge, but i cannot figure if you don't understand msu, dma or sprite engine.

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Conn

Post on Tue 3 Dec 2019 - 13:46 by Conn

yes, I figured transferring sprites works like transferring fmv frames, but didn't expect there is so much space in vram to transfer "better", higher resolution sprites without going off limits and overwrite other information there, like background data or whatever.

Much thanks in any case, your patch is novel and fantastic! Very Happy

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Post on Tue 3 Dec 2019 - 15:47 by gizaha

Conn wrote:but didn't expect there is so much space in vram to transfer "better", higher resolution sprites without going off limits and overwrite other information there, like background data or whatever.

Much thanks in any case, your patch is novel and fantastic! Very Happy

Thanks.
The 3 bold words were wrong. More precise:
Space:
Each player has almost $c00 vram space for sprite (open in bsnes plus debugger to see it) but their data rarely are $c00 long.
You must pass the $c00 limit to overwrite data. As you can see, even eyedol is whithin specs. At 360 frames, p2 frame vram address moved to another position in order to fit with vs logo. 360 frames have problem with sprite limit sometimes (i don't fix it on purpose, i'm proud i've hit the 128 sprite limit).
Time:
Sprites uploaded when necessary, even each frame (60fps) if needed.
You can upload almost $1800 bytes of data in vblank. So you can even upload both player sprites in the same frame. 360 frames were bigger than $0c00 and i cheat, since i upload the players with 1 frame difference. Eye can't catch that and what you think you see, matters. Like prestidigitator.

Of course there is the hard part, vram is limited and there are countless objects that store specific place in vram, especially in the low side 0-4000, aside with sprites.
All objects vram positions were sophisticated reorganized in order to fit. Gameover dark screen is a miracle by itself.

I have shadow frames disabled because there is no free vram but there is always a trick. When it is finished, it will have 4 shadow frames WITHOUT FLICKERING. I cannot remember any other snes game that does that.

Limitations are wonderful and fun to work with.

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Conn

Post on Tue 3 Dec 2019 - 17:14 by Conn

Oh wow. Much thanks for this insight. I do not want to know the countless hours you must have spent to figure this stuff out. Without wanting to exaggerate, I really think your patch is a masterpiece of msu coding Smile

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Post on Tue 3 Dec 2019 - 22:07 by Arnold101

please fix sd2snes, is unplayable after video and video is glitched

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Post Yesterday at 12:43 by gizaha

Arnold101 wrote:please fix sd2snes, is unplayable after video and video is glitched
If i had one it would be ready in a day. Without that it's like putting a blind man to drive a car.
Convince others to send me one. They give free these kind of hardware to youtubers for reviews while they can give one to me to do work. After all, better games at sd2snes means more sd2snes sales.

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Post Yesterday at 12:55 by gizaha

Conn wrote:Oh wow. Much thanks for this insight. I do not want to know the countless hours you must have spent to figure this stuff out. Without wanting to exaggerate, I really think your patch is a masterpiece of msu coding Smile

Glad you like it, that is the result of "target, work and release when it's ready".
The result of marketing and "deadline design" model, i think is widely known.

It took a year because the mornings i work. If you only knew how many hundrends of changes i've made in the game.

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Conn

Post Yesterday at 13:10 by Conn

Though this site is completely non-profit, in this case I'd support gizaha's call for a sd2snes.
I remember Alex (ArcadeTV) was so grateful that he sent me a sd2snes mini for fixing all that super ghouls'n ghost stuff... and I too was happy for the appreciation of my work back that time...

However, I think somebody with the financial background to support this project is needed to be found gizaha. Some are rich, some not... Woot!!

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Post Yesterday at 18:09 by Señor Ventura

I have one of the first revisions of the normal sd2snes, and i could to donate it to him if he assumes that he will need to upgrade it for better audio equalization.

I'm not using it, so, i wouldn't mind giving it to him.

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Post Yesterday at 18:20 by Arnold101

gizaha wrote:
Arnold101 wrote:please fix sd2snes, is unplayable after video and video is glitched
If i had one it would be ready in a day. Without that it's like putting a blind man to drive a car.
Convince others to send me one. They give free these kind of hardware to youtubers for reviews while they can give one to me to do work. After all, better games at sd2snes means more sd2snes sales.
you are right. but if you need someone that can test it for you, just ask.


Last edited by Arnold101 on Wed 4 Dec 2019 - 18:22; edited 1 time in total

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Post Yesterday at 18:22 by Arnold101

Señor Ventura wrote:I have one of the first revisions of the normal sd2snes, and i could to donate it to him if he assumes that he will need to upgrade it for better audio equalization.

I'm not using it, so, i wouldn't mind giving it to him.

here Yes

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Conn

Post Today at 5:11 by Conn

@gizaha and Senor Ventura,
sounds awesome, if you don't mind the both of you can talk over pm the details Wink

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Post Today at 18:00 by pepillopev

@gizaha I have some spare borti boards to fix the low volume issue on those low revisions sd2snes boards too. you can have that too, but have to solder it on.

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