Uncharted Waters: New Horizons

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Uncharted Waters: New Horizons - Page 2 Empty Uncharted Waters: New Horizons







-  Patch  -

Patch v1.24 (by Cubear):
Code:

https://mega.nz/file/3LJUyC7b#IyuQtEMc_TNpKDveGAHyng2OoGENfr60cusBJhR8eKo

Apply patches to headerless ROMs. As a special bonus, I've included an "easter egg!"  If you hold B while certain songs begin to play, it will play songs from Uncharted Waters 1.

Patch Changelog (Click To View):



-  PCM Packs  -

Arranged music with tracks from Galaxy Piano and the official arranged album (by Cubear):
Code:
https://mega.nz/file/XS4ixagJ#FB1zWzfr-ESvYWefAGFwN6rU2fARXvQFm8YRsz5z02I

PlayStation Arranged (by Relikk):
Code:
https://mega.nz/file/czwS0ADJ#qo6_IDMIAvCBwjhuyU3jsgqXaHkbPOJIstn0XBP7ulE

Sega Saturn Arranged (by Relikk):
Code:
https://mega.nz/file/d7oU1DpD#zZP2tS1RscvRUT5RGaF0l_ndfqHxBI5U1kSaXjbz4jc

FM Towns Arranged Bonus Tracks (by Relikk):
Code:
https://mega.nz/file/AjQFDBiL#b8IbuAh1DxaQ5QDlf_1QFiG2XBLeKDPmiraW6OBqMOA


-  Track Map  -

Code:
https://docs.google.com/spreadsheets/d/11oAr9uGnllV6YPhub4PzCqhA86GS8TA6MxzBzAT52q4


Last edited by Cubear on Mon 8 Jan 2024 - 2:39; edited 15 times in total
Cubear
Cubear

Uncharted Waters: New Horizons - Page 2 Image211

Since : 2021-11-17

https://www.patreon.com/Cubear

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Uncharted Waters: New Horizons :: Comments

Cubear

Post Mon 1 Jan 2024 - 17:22 by Cubear

Conn wrote:Just a general tip since I many times ran into the problem that unused ram is indeed used, even also that both banks $7e,$7f were completely full.
My trick is to see where the stack is located, e.g. in star wars:

$80/DFD7 18          CLC                     A:02BA X:0000 Y:0010 D:0000 DB:80 S:1FFB

So here the used stack is at 7e1ffb. when I look into that region, I notice that 7e1fa0-7e1fc0 have the values 55 in snes9x geiger and thus I can assume that they are never reached through stack. Here I would use 7e1fa0-7eafaf then for my ram stuff.

The fade code was the culprit.
It looks like perhaps it was writing to incorrect addresses because of DB? at any rate it seems to be fixed. I'll update the first post with a new patch in a moment.

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Post Mon 1 Jan 2024 - 22:09 by VVV18

Cubear wrote:
Conn wrote:Just a general tip since I many times ran into the problem that unused ram is indeed used, even also that both banks $7e,$7f were completely full.
My trick is to see where the stack is located, e.g. in star wars:

$80/DFD7 18          CLC                     A:02BA X:0000 Y:0010 D:0000 DB:80 S:1FFB

So here the used stack is at 7e1ffb. when I look into that region, I notice that 7e1fa0-7e1fc0 have the values 55 in snes9x geiger and thus I can assume that they are never reached through stack. Here I would use 7e1fa0-7eafaf then for my ram stuff.

The fade code was the culprit.
It looks like perhaps it was writing to incorrect addresses because of DB? at any rate it seems to be fixed. I'll update the first post with a new patch in a moment.


The patch link is asking for a password to unlock the download...

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Cubear

Post Mon 1 Jan 2024 - 22:42 by Cubear

ah, thanks for telling me! i just pasted the link poorly. it should be fine now.

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Post Fri 5 Jan 2024 - 3:18 by ycmwan

Thanks for fixing the SAVEDATE issue.  I found a new BUG today.  When the ship docked, the American version showed the place names and the music stopped.  The Japanese version also stopped playing music when the place names were displayed, Japanese version: If I press A quickly, the music stops when I enter the city.  The original ROM music is normal and will not stop.  

https://youtu.be/f4i5MsQRCNE?si=DbUZV77P1I7qFzmI
us msu music stop
https://youtu.be/W5xh2swGjms?si=dAyCvqwX5RMMa_Wy
jp msu music stop
https://youtu.be/gDQkNz4YF9U?si=vbwe67pbIa4WkGXg
og rom music not stop
https://youtu.be/xk6KYS27g18?si=nbF4TygDGuGMr_ov
JP msu city music stop  (If I press A quickly)

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Cubear

Post Fri 5 Jan 2024 - 11:47 by Cubear

that's an easy fix, i'll have a new version today.

i added the fadeout because i felt the transition between music was too jarring with MSU1

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Cubear

Post Fri 5 Jan 2024 - 23:04 by Cubear

released a version which clears the fade flag when a new track begins to play

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Post Sat 6 Jan 2024 - 1:09 by ycmwan

I tested Patch v1.23, music can’t loop now
https://youtu.be/4lDHjy9c7zc?si=C4G_hJIVxb1mlNyW
00:21 music stop


I have another question.toponym scene ,Can the MSU ROM music continue without stop?

https://youtu.be/102b0d8OaM0?si=BHySd6iQPuZaV2de
toponym scene,Original ROM music can continue play,not stop

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Cubear

Post Sat 6 Jan 2024 - 2:27 by Cubear

i see the issue with the loop and i will correct it now.

yes it is possible to allow the music to not fade out and stop, this behaviour was implemented by me as i did not like how the CD audio sounded switching tracks suddenly between sailing/town.

if you'd like to have a version that does not fade out, comment out or delete all of this from the .asm and apply with asar.

Code:
org $ca668a      ;sta $7e2016
;org $ca6422   ;japan region
jsl setfade

org $0084a5 ;sep #$20
jsl dofade  ;lda #$00

updated the first post with a new patch.

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Post Sat 6 Jan 2024 - 4:17 by ycmwan

I watched the Playstation and Sega saturn versions, the music not fade out and not stop.
sailing.toponym scene /town , There is also a short black screen in between, and there is no music for the black screen time, so there is no problem.
I didn't learn ASM and I didn't have the tools. Hope you can update a not fade out and not stop version.

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Cubear

Post Sat 6 Jan 2024 - 11:16 by Cubear

you can edit the .asm with any text editor. it is very easy so just try it out.

try notepad on windows machines.

asar is used to apply the .asm to your rom file. it is free software.
apply the edited .asm to a clean new rom, and then name the output rom uw2_msu.sfc after it has been applied.

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Post Sat 6 Jan 2024 - 19:51 by ycmwan

Cubear wrote:you can edit the .asm with any text editor. it is very easy so just try it out.

try notepad on windows machines.

asar is used to apply the .asm to your rom file. it is free software.
apply the edited .asm to a clean new rom, and then name the output rom uw2_msu.sfc after it has been applied.
The msu rom was successfully modified your way,thank you.

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Post Sat 6 Jan 2024 - 20:09 by ycmwan

I also found other issues with this game.
The music in the opening title cannot be stopped even if I press the start button, but the original ROM can stop it and then loop.
The music doesn't stop even when the game is over. Original rom music can stop.

https://youtu.be/82Lgy8DnbiY?si=5WZ3A7OsPoNrffbD
0:48  press start button music can’t stop

https://youtu.be/5D6iLaJTrVI?si=S1dNq1Ctx6AhP64u
end game music can’t stop

https://youtu.be/iLMjpYzS-RA?si=UgkVSyaCaREf98vf
original rom end game and opening title press start button music stop and loop (0:04 end game,1:19 press start)

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Cubear

Post Mon 8 Jan 2024 - 2:38 by Cubear

updated the first post with a new patch to catch the game's innate fades (title screen, game end)

this feature has not been widely tested.

edited the .asm file to clearly demarcate the area of the patch to remove to more closely resemble native behaviour.

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Post Mon 8 Jan 2024 - 22:19 by ycmwan

I tested patch 1.24, the US version has sonic boom(JP version no sonic boom)
https://youtu.be/IrCelyZgGPY?si=L-bSSoNyJdqCBVy3
0:55 1:00 US version  sonic boom

The opening scene, the original rom  press the start button ,has effect sound,msu rom no effect sound.It's not a major problem,It would be best if you could fix it.
https://youtu.be/iLMjpYzS-RA?si=m0g-XloUrfqz_MCi
1:19 original rom press start,has effect sound

https://youtu.be/IrCelyZgGPY?si=L-bSSoNyJdqCBVy3
0:51 msu rom press start, no effect sound


One more question,if I’d like to have a version that does not fade out, how edit patch1.24 .asm?

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Cubear

Post Mon 8 Jan 2024 - 23:37 by Cubear

remove the top portion of the patch, contained within the
"==========================================="
style borders.

i am not getting the "sonic boom" effect, what method are you using to play the rom? emulator, flashcart, etc? and which one?

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Post Tue 9 Jan 2024 - 1:02 by ycmwan

1.24 patch US version At the beginning of the music, there's some sonic boom or noise ,not serious.yesterday I used sd2snes, today I tested snes9x.(1.23 patch no problem.)


Last edited by ycmwan on Tue 9 Jan 2024 - 2:23; edited 3 times in total

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Cubear

Post Tue 9 Jan 2024 - 1:12 by Cubear

I'm not getting a sonic boom effect in mesen, snes9x, or bsnes.

i think i won't be able to fix this since i cannot cause the issue.

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Post Tue 9 Jan 2024 - 1:21 by ycmwan

Sorry, this is the wrong reply

Last edited by ycmwan on Tue 9 Jan 2024 - 19:53; edited 7 times in total

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Post Tue 9 Jan 2024 - 2:12 by ycmwan

The US version and the JP version, the system is not a small difference, such as my end game, it can automatically return to the opening title, but the JP version can not. So I wonder if .asm should be differentiated.

https://youtu.be/iLMjpYzS-RA?si=bgBwHnxLYO5HzTcL
US version OG rom or MSU rom,end game can automatically return to the title, but the JP version can not.

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Post Tue 9 Jan 2024 - 20:16 by ycmwan

I just tested it again, snes9x is not very obvious, so can’t hear much noise.The noisy video was recorded using sd2snes,But there is no noise in 1.23, I don’t know why.

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Cubear

Post Wed 10 Jan 2024 - 2:46 by Cubear

ycmwan wrote:The US version and the JP version, the system is not a small difference, such as my end game, it can automatically return to the opening title, but the JP version can not. So I wonder if .asm should be differentiated.

https://youtu.be/iLMjpYzS-RA?si=bgBwHnxLYO5HzTcL
US version OG rom or MSU rom,end game can automatically return to the title, but the JP version can not.

The audio code is in identical locations between roms. The only difference the .asm might need for each is in the slow fade when entering town from the sailing screen, which is the portion of the patch marked for your removal. I do not wish to maintain two separate .asm, so the solution of having both regions' hooks in the .asm will suffice for most people.


if SD2SNES is making noisy audio, it's likely that the song is being played before it has finished loading, leading to garbage data being played as sound. I'll look into fixing it, probably this weekend.

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Post Sun 14 Jan 2024 - 21:18 by ycmwan

Looking forward to this patch, I will try it.
One more question, starting with patch 1.0,When the opening screen of the character introduction is pressed start button, return to title ,there is no sound effect.What is the reason?

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Post Sat 20 Jan 2024 - 8:37 by ycmwan

Today I found another problem.Victory in the sea, the music doesn't stop, it's on the loop.
https://youtu.be/ThGkoXfROaY?si=ejHro8grOdoO1Gcj

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Post Sun 11 Feb 2024 - 2:45 by ycmwan

I looked up your Track Map and edited the uw2_msu.asm file,The following has been added:
;noloop tracks here
cmp #$1D ;sleep
beq noloop
cmp #$07 ;victoty in a naval battle
beq noloop
cmp #$1E ;victoty in a duel
beq noloop

The original version of these 3 pieces of music is all stopped and does not loop.Only the Sega Saturn version is 4 pieces of music that does not loop,There is also a music defeated in the Saturn version.

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Cubear

Post Tue 13 Feb 2024 - 2:34 by Cubear

good work, i'm happy that you're becoming comfortable and proficient in altering the assembly code Smile

sorry that this has fallen by the wayside for now, i've been a bit too busy with higher priority things

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