Final Fantasy 5

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Post by Conn Sat 1 Feb 2020 - 12:39

ok v15 in first post, it clears the resume flag on the start menu, so if you die, it won't resume when loading your safestate
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Post by edale Sat 1 Feb 2020 - 13:15

Did a brief test, seemed to work. I'll keep my eye/ear on it while going through my playthrough. Currently right after the Pyramid in World 3 (in case that bug report didn't give that away, lol).

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Post by Conn Sat 1 Feb 2020 - 13:16

I cross all fingers that our misery is soon over Razz
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Post by edale Sat 1 Feb 2020 - 13:58

@Conn, quick non-related question from a user on the FFVI MSU's discord about the SGB MSU mods.

To work on an actual SNES do those need a SD2SNES Pro, or will a regular SD2SNES work?

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Post by Conn Sat 1 Feb 2020 - 14:05

They do not work on sd2snes, bsnes 113 or 114 is the only emulator that works with sgb msu1 (not even bsnes plus or snes9x work).

Ikari may or not enable SGB in his sd2snes project some future day.
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Post by edale Sat 1 Feb 2020 - 14:13

So emulators only atm, doesn't even work on SD2SNES Pro?

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Post by Conn Sat 1 Feb 2020 - 14:20

https://twitter.com/orzvektor/status/1222132885446107136?s=19

Ikari wrote:@Duobix I'm definitely going to look into it (unless someone beats me to it Wink) Pretty sure MSU1 would fit along with it.
Gotta decide what to do next after the initial savestate release though (Savestates+Sound on Pro or SPC7110 or SGB or ...)
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Post by qwertymodo Sat 1 Feb 2020 - 15:28

SGB MSU-1 should work in higan too, I believe. One day we may get SGB support on the SD2SNES (I know ikari is interested but he's human and has other stuff going on). He did say that SGB + MSU-1 should be possible to fit both at the same time, so that's at least promising.
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Post by qwertymodo Sat 1 Feb 2020 - 15:30

The thing about supporting the SGB is that it's a complete.original GB inside the cart, so whether you're emulating it in software or implementing it in an fpga, you have to include an entire GameBoy, and that's not trivial.
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Post by Conn Sat 1 Feb 2020 - 16:29

I hope bsnes plus will follow (I think the volume is a hard task even for revenant (it was 4 weeks ago I mentioned it)), but there's hope that a bsnes plus v6 release can play sgb with msu1.
The more games are available, the higher the chance is that Ikari will implement it for sd2snes FXPak. As soon qwerty succeeds with Zelda: LADX, chances significantly rise.

Higan is able to play it (besides bsnes 113/114) but you need a correct manifest.bml. For anybody interested to try, here's one Yann (NTI Production) posted a while ago:

Code:
board region=ntsc
  rom name=sgbBios.sfc size=0x80000
    map address=00-7d,80-ff:8000-ffff mask=0x8000
    map address=40-7d,c0-ff:0000-7fff mask=0x8000
  icd2 revision=1
    map address=00-3f,80-bf:6000-67ff,7000-7fff
    rom name=sgb2.boot.rom size=0x100
  msu1
    map address=00-3f,80-bf:2000-2007
    rom name=sgbBios.msu
    track number=0 name=sgbBios-0.pcm
    track number=1 name=sgbBios-1.pcm
    track number=2 name=sgbBios-2.pcm

information
  region: NTSC
  title:  Super Game Boy 2 (Japan)
  sha256: fc8a1836dfac4fe723937cc53b5ae49da5deb2137ee6910c6bb34d7a29abc940
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Post by edale Sat 1 Feb 2020 - 18:06

Brutapode89 wrote:There's a French patch that we must test on FF5 MSU-1 Wink
https://www.romhacking.net/utilities/1080/

Looks like they'll work together fine.

Granted, tha program only checks to make sure the 2 IPS patches aren't overwriting the same bits, and you can still have a patch conflict if both try to use the same bits of RAM, but 98% of the time that's a non-issue, and when it is an issue, it's typically blatantly obvious (from the glitching).

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Post by qwertymodo Sat 1 Feb 2020 - 20:40

Conn wrote:The more games are available, the higher the chance is that Ikari will implement it for sd2snes FXPak. As soon qwerty succeeds with Zelda: LADX, chances significantly rise.

I don't think MSU-1 is a driving factor behind SGB support on the FXPak. Even without MSU-1 support it would still open the door to the entire GB library, the MSU-1 addition is just a bonus.
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Post by edale Sun 2 Feb 2020 - 3:20

Back on topic, and it's NOT a bug report this time!

https://mega.nz/#!iMoFBQZY!fB_aLY8MZlX-E9UIXDxapIDN8JrmQbJfvrgXmpwQ5bw

Meet the complete version of track 02, the opening sequence, AKA A Presentiment, by Dracula9AntiChapel.

Guest starring the SFX track by Day2Data!

There's also a version without the SFX track included.

2 hours ago, he messaged me that the updated track was uploaded to bandcamp, 45 minutes ago I saw the message, and now I'm posting it. Wink

I'll have a link to the v1.2 PCM set as soon as it's done uploading.

*edit- PCM set v1.2:
https://mega.nz/#!fRJ0HChC!V5ehV9ryxhl1niRuVys-qSPiPfOgF66m6d-pvRFG7q0

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Post by edale Mon 3 Feb 2020 - 22:44

Bug report:

https://mega.nz/#!7ZAimARZ!jZVuZerjzW6fDRJmnpdOf7y6sEzu-HrwE9Uh1S4JRkQ
Save slots 2-4 (yep, 3 copies of the same save, lol).
South 1 square to enter Rugor.
Enter Pub.
Secret passage to piano.
Play piano.
Town music doesn't resume until you leave the Pub.

The bug is still present in v13, so it's not related to the new resume coding.

*edit- Another bug.
Same save.
Fly the airship to crescent town.
Bards house (south east corner of town)
Play the piano.
Town music doesn't resume until you either talk to the bard to learn the 7th song (triggering one of the fanfares), or leave the bard's house.

I'm already going to all the towns to collect stuff, so I'll check the piano in the towns that have one, this one might be something related to pianos in world 3 as a whole (or at least at this specific part of the game, after unsealing the first 3 legendary weapons), and not just a singular thing...

*edit2- Bug confirmed in: Carwen, Tule, Karnak, Jacole, and Mua. That's all the piano's until I learn the last piece in Mirage Town... I'll post if having the 8th song changes things or not in a few minutes.

*edit3- Learning the last piano piece doesn't fix things.

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Post by Conn Tue 4 Feb 2020 - 6:37

You get an idea why I hate to hack rpg, tinker here a bit -> bugs there a bit Wink

v16 in first post Very Happy
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Post by edale Tue 4 Feb 2020 - 14:34

Only checked in 3-4 town so far, but looks like it working properly now.

I'll do a more thorough check of all pianos with both songs 7 and 8 a bit later, after I get some sleep (I'm o 30-something hours without atm...).

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Post by Conn Tue 4 Feb 2020 - 15:51

Nice sleeping, I hope this works well... I remember your problems Sad
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Post by darthvaderx Thu 6 Feb 2020 - 17:53

I found this track with a very low sound (compared to the FFIV and FFVI hacks), so I increased the volume a little bit on most PCMs, please check the result here and tell me what you think:

FFV MSU-1 Set by Edale alternative.zip

Finally as a suggestion I use this combination to get the best Final Fantasy V experience:

-Final Fantasy V - GBA Script Port:

http://www.romhacking.net/hacks/3687/

+ bugfixes.ips
+Ginger Battle Galuf.ips

-FF5 Passive Sprint and Learning v1.0:

http://www.romhacking.net/hacks/3746/

(ff5_always_learning.ips)
(ff5_always_sprint_holdbutton.ips)

-Three Slots hack (No longer available on RHDN).

-2xp2gold hack by Psyklax

-FFV Sprite Touch-ups:

http://www.romhacking.net/hacks/4537/

-And finally MSU-1 patch hack - ff5_msu1_2.5MB(E).ips

I hope you like it. Blue4

darthvaderx

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Post by Conn Thu 6 Feb 2020 - 18:45

We previously had a discussion with patch mixing in MMX1, mostly multiple patched roms run nuts. I hope your composition works Wink

Myself (again bringing this up) have to maintain 160 games... it is impossible to make every patch compatible with everyone. In some rare cases I added compatibility with some selected patches (e.g, kremling Revenge, DKC) , but mostly not, so I hope the best for these experiments, from my side there is not much support making it to gain compatibility (I am at v16 here already, to get the native version at least bugfree... so... Wink )
Conn
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Post by darthvaderx Thu 6 Feb 2020 - 18:51

But all the hacks I showed here are fully compatible... Wink

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Post by darthvaderx Thu 6 Feb 2020 - 19:00

About the MSU-1 hacks, I try to differentiate them from the normal versions, so in the future I will open here a topic with the list of all the combinations I have here.

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Post by edale Fri 7 Feb 2020 - 2:59

darthvaderx wrote:I found this track with a very low sound (compared to the FFIV and FFVI hacks), so I increased the volume a little bit on most PCMs, please check the result here and tell me what you think:

FFV MSU-1 Set by Edale alternative.zip

[snip]

Finally as a suggestion I use this combination to get the best Final Fantasy V experience:

-FF5 Passive Sprint and Learning v1.0:

http://www.romhacking.net/hacks/3746/

(ff5_always_learning.ips)
(ff5_always_sprint_holdbutton.ips)
Can confirm those 2 patches, at least, work with the MSU with no problem, as I've been using them from the start.

As to the PCM set volume levels, I actually did most of the audio work for the FFVI mod. Those files were normalized to -18 dB (with a few select tracks, such as the Opera, slightly louder at -14 dB), the audio for this game, however, is normalized to -21 dB. The exact normalization level needed for each game varies, with -18 dB and -21 dB being the most common.

Yes, the audio is a little quieter with the lower normalization level, but the audio is normalized to match the volume of the SPC audio in-game, so you can still hear both, without one overwhelming the other.

As an example: In battle, you move your cursor. The MSU is playing the PCM audio for the music, but you also have the SPC audio playing the chime is does when you move the cursor in a menu. If the PCMs are too loud, you can't hear the chime. If the PCMs are too quiet, the chime overwhelms the music.

Basically, I have the audio in my set exactly where it needs to be for every sound and audio-cue to be heard clearly. After that, you just need to adjust your TV or computer's volume level to make the audio as quiet or as loud as you like.

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Post by Conn Fri 7 Feb 2020 - 4:15

There's a checker how compatible the ips patches are:
http://www.romhacking.net/utilities/1080/
Conn
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Post by edale Sat 15 Feb 2020 - 17:59

Quick update.... I haven't touched FFV in like a week.... I'll get back to it later today or tomorrow.

darthvaderx's PCM set isn't a volume adjustment, it's actually rebalancing a lot of the tracks, adding new instrument sets in some parts, lots of little tweaks almost making some of the songs into a new remaster. Unfortunately, it's not looped, and an artifact of the process he used to convert the PCMs into an editable format means the previous loop points don't line up anymore.

I already promised to convert a different PCM set for Conn when I finished on FFV, but after that I'm gonna work on relooping darthvaderx's PCM set for him.

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