Game Boy MSU1 Patches

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Post by ABOhiccups Wed 10 Jun 2020 - 16:44

If you create a patch to disable Music on any Game Boy ROMs for MSU1 Support.

Please post it on this forum. So, anyone can make their own MSU1 Pack.

List of Game Boy ROMs already patched and MSU1 Pack(s) included:
Adventure of Mana / Seiken Densetsu I / Final Fantasy Adventure
The Legend of Zelda: Link's Awakening (Beta Testing)

List of Game Boy ROMs already patched and MSU1 Pack not available:

Game Boy MSU1 Wishlist:
Donkey Kong (1994)
Kid Icarus: Of Myths and Monsters
Kirby's Dream Land
Kirby's Dream Land 2
Metroid II: Return of Samus
Pokemon Red / Blue
Pokemon Yellow
Pokemon Gold / Silver
Super Mario Land
Super Mario Land 2: 6 Golden Coins
Tetris
Tetris Attack
Tetris DX
Wario Land: Super Mario Land 3
Wario Land 2


Last edited by ABOhiccups on Tue 16 Jun 2020 - 0:30; edited 1 time in total
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Post by qwertymodo Wed 10 Jun 2020 - 20:49

Part of the reason Link's Awakening isn't available yet is that I've taken a lot of time to try and rewrite the code into a reusable format that can potentially make a lot of future hacks a lot easier. So... hopefully I can finish it up and get it out the door here soon. If anybody is willing to test the non-English versions (Japanese, French, German), that would help speed things up a lot...
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Post by Conn Thu 11 Jun 2020 - 4:11

The French version of Zelda: Link's Awakening DX is working by testing it with other PCM files! Very Happy

But some PCM tracks are not working if I don't know all good numbers.
The link I've given in the second post is only a beta (more an omega), proof of conncept ( https://www.zeldix.net/t2043-super-gameboy-msu1 ). It cannot work flawlessly. Qwerty's code is pretty advanced and bug-free (I already tested a bit). It's a gem, so it's worth waiting for the release Wink
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Post by qwertymodo Thu 11 Jun 2020 - 17:01

Whatever patch you're using definitely isn't current.  I wouldn't be surprised if it actually crashes on you, since I only recently added support for the non-US1.0 ROM revisions, and that version hasn't been released yet. If you're interested in beta testing the actual FR patch, send me a DM and I'll send it your way.
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Post by JUD6MENT Sun 14 Jun 2020 - 14:36

Is there any plans to do oracle of seasons and ages? I could do the PCM packs for those if so once i finish the Sword of Mana pcms.
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Post by ABOhiccups Sun 14 Jun 2020 - 14:49

JUD6MENT wrote:Is there any plans to do oracle of seasons and ages? I could do the PCM packs for those if so once i finish the Sword of Mana pcms.

Oracle of Seasons and Ages are only work on Game Boy Color.
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Post by JUD6MENT Sun 14 Jun 2020 - 15:06

ABOhiccups wrote:
JUD6MENT wrote:Is there any plans to do oracle of seasons and ages? I could do the PCM packs for those if so once i finish the Sword of Mana pcms.

Oracle of Seasons and Ages are only work on Game Boy Color.

Oh yeah, i kind of forgot. Lol. I will help with a gameboy PCM track if someone does another but i dont have a request. I never liked the gameboy games as much. Zelda and pokemon were the only two type of games i played on gameboy as a kid
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Post by TwinFami Fri 8 Jan 2021 - 19:08

Here’s the Arranged Soundtrack for Super Mario Land:

https://www.youtube.com/playlist?list=PLTSIqhWP1gKUK4ZqXq7bVT_MkmcNIZY2B

If someone can show me how convert MP3 to PCM, I’d gladly try the patch

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Post by Relikk Sat 9 Jan 2021 - 4:26

TwinFami wrote:Here’s the Arranged Soundtrack for Super Mario Land:

https://www.youtube.com/playlist?list=PLTSIqhWP1gKUK4ZqXq7bVT_MkmcNIZY2B

If someone can show me how convert MP3 to PCM, I’d gladly try the patch

Pev already put together a pack based on that version for the New Super Mario Land hack, so it'd be just a case of renaming them. He'd no doubt have the source files should any adjustments be needed with volume etc.

https://www.zeldix.net/t2040-new-super-mario-land
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Post by edale Sun 10 Jan 2021 - 14:26

Relikk wrote:He'd no doubt have the source files should any adjustments be needed with volume etc.
If the only thing needed are volume adjustments, then this tool/script should be fine, and removes the need for the source files:
https://www.zeldix.net/t2068-msu-1-re-normalization-lower-pcm-volume
it directly renormalizes the PCM's while maintaining its loop-point.

The only time you'd really need the source files to remake the PCMs is if you need to increase the volume enough to introduce distortion (which is only really gonna happen if you go from really quiet to really loud, the more likely 4-6 dB adjustment should be fine).

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Post by Relikk Sun 10 Jan 2021 - 15:11

That tool would be better if it was simply performing a volume adjustment and not RMS normalisation, and seeing as that's the case that's why I don't recommend it because any music packs that have been manually balanced (as they really should be), this has the potential to throw that balance out of whack on some tracks, especially for something as nuanced as orchestral soundtracks. Blanket normalisation for anything other than a consistent sound level is not a very good idea.
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Post by TwinFami Sun 10 Jan 2021 - 15:16

Does anyone have the patch for Super Mario Land so I can do this or try it?

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Post by Relikk Sun 10 Jan 2021 - 15:19

There's no patch, yet. Unfortunately this is essentially a wishlist thread.
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Post by TwinFami Sun 10 Jan 2021 - 15:58

Ahh. I thought the patches were done and they were just waiting on soundtracks.

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Post by edale Sun 10 Jan 2021 - 19:20

Relikk wrote:That tool would be better if it was simply performing a volume adjustment and not RMS normalisation, and seeing as that's the case that's why I don't recommend it because any music packs that have been manually balanced (as they really should be), this has the potential to throw that balance out of whack on some tracks, especially for something as nuanced as orchestral soundtracks. Blanket normalisation for anything other than a consistent sound level is not a very good idea.
I think you're confusing normalization with compression.

The only thing normalization adjusts is the volume level of the track as a whole, it doesn't make some parts louder and others quieter. The real difference between peak normalization and RMS normalization is how it calculates how much to raise or lower the volume of a track. No nuances of the track are lost (barring, of course, if something is made too quiet to be audible), because it doesn't touch the track's dynamic range.

Now audio compression, THAT is where you lose nuance to your track.

*edit- Here's a short video that does a decent job explaining the difference between compression and normalization (although it mentions nothing about the loss of audio nuance with compression, I'd have to find a more detailed video to explain that):
https://www.youtube.com/watch?v=C76OVptBWgw

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Post by Relikk Sun 10 Jan 2021 - 20:16

edale wrote:I think you're confusing normalization with compression.

No, I am not. You're misunderstanding the difference between volume cutting/boosting and RMS normalisation of a specific track relative to what the volume of that track is, currently. For example, if you have two of the same audio file but at different volume levels, but you deliberately want them to be at different levels, if you run those files through RMS normalisation at your desired level they will end up with identical volume levels. The same would be deemed for other audio files that are above or below the desired RMS level as they would be boosted or cut to levels that were unintended and those subtle differences will be lost and the balance will be gone, which is why I said for music that has been manually balanced a volume adjustment is the better option over RMS normalisation, and knowing Pev, being one of the few that has an understanding of how to balance audio against in-game effects, he did it manually.

Back on topic, please.
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