Final Fantasy 3 Dancing Mad (WIP/Public Beta)

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Final Fantasy 3 Dancing Mad (WIP/Public Beta)






Last edited by Conn on Thu 9 Nov 2017 - 5:22; edited 5 times in total (Reason for editing : Long URLs break the forum previews, if there's a better alternative to the bit.ly links, I'm open to suggestions -q)
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qwertymodo



Since : 2014-10-21

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Final Fantasy 3 Dancing Mad (WIP/Public Beta) :: Comments

Post on Sun 15 Oct 2017 - 22:34 by darknior

Thanks a lot for this fantastic work Smile

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Post on Thu 19 Oct 2017 - 19:24 by edale

Links outdated, Dancing mad has moved to github.

Installer: https://github.com/Insidious611/DancingMadFF6/releases

Just the IPS: https://github.com/Insidious611/DancingMadFF6/blob/master/patch/ff3msu.ips

There should be a new beta patch coming out in a few days/a week or so. Insidious and I have been working hard to improve things, not the least of which is the music will now be properly normalized with the new installer. A lot of bugs have been found and hammered out.

Also, 100% compatible with the Ted Woolsey Uncensor/retranslation patch, and about 90% compatibility with the Ted Woolsey's additional music player patch (music player works, and even plays the MSU-1 audio, but introduces some audio glitches at various points).

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Post on Thu 19 Oct 2017 - 19:41 by Conn

Thanks for the info, I updated first post with your given links. Keep us informed about updates Wink

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Post on Thu 19 Oct 2017 - 22:52 by edale

Oh, I should note, the IPS link takes you to the absolute most current IPS in the master branch, so it's usually a newer version than the one included in the installer (for example, it just got an update an hour ago), it'll have more bugfixes than the one in the installer, but might also have a few lines of experimental code that might cause bugs somewhere (anything that has a high chance of bugs usually gets it's own branch).

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Post on Fri 20 Oct 2017 - 11:16 by smokemonster

Thanks edale! This is excellent. Please keep us updated and definitely let us know when it's complete.

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Post on Wed 8 Nov 2017 - 22:42 by edale

"Final" beta release:
https://github.com/Insidious611/DancingMadFF6/releases

Insidious and I are still trying to hammer out a few minor bugs, but the entire game is completely playable beginning to end.

You'd need to check with Insidious for the full list of changes since he last posted on here, but some things I can say for sure:

-Properly normalized audio.
-Several new audio track choices (there are now 2 versions of the OCR tracks, with the addition of qwertymodo's loops, as well as several new selections in the OTH section)
-The inclusion of some ambient sounds as PCM audio.
-Opera issue fixed.
-A much, MUCH improved OTH Opera track (it was a pain, but I managed to get everything timed almost perfectly).

Still no fading support.

The patch has also been verified as 100% compatible with the Ted Woolsey Uncensored Edition patch (The music player patch causes some slight auditory hitching when exiting the menu screen, but works fine otherwise, including playing the PCM audio).

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Post on Thu 9 Nov 2017 - 5:23 by Conn

Thanks for letting us know Very Happy

I updated the first post with your new link

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Post on Mon 13 Nov 2017 - 8:01 by darthvaderx

Some PCMs are corrupted as the number 53, I'm going to test all soundtrack versions and I'll put the results here, OK?

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Post on Mon 13 Nov 2017 - 12:33 by qwertymodo

If the broken PCM's come from the installer, it might be better to report it on the official Github repo.

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Post on Mon 13 Nov 2017 - 13:23 by edale

darthvaderx wrote:Some PCMs are corrupted as the number 53, I'm going to test all soundtrack versions and I'll put the results here, OK?
I just checked all copies of track 53 (Blackjack, first airship theme) on the download server and they're all fine.

Your copy might have gotten corrupted while downloading it.

http://www.somebodyelsesproblem.org/ff6data/

You can grab the tracks directly from there without going through the installer; note track 53 is only in the OST, OCR, and OCR2 sections. Also, the OCR version sounds like it's got static at the beginning, but that's actually part of the song (OCR2 doesn't have that bit).

And yea, you're likely to get a faster response from me and/or Insidious on the GitHub: https://github.com/Insidious611/DancingMadFF6/issues

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Post on Mon 13 Nov 2017 - 19:41 by darthvaderx

Really really, sorry.
I had tested with Audacity for track choices and in it some songs appear as corrupted (like PCM #53), but in the game they are normal, thanks.

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Post on Mon 13 Nov 2017 - 19:59 by edale

darthvaderx wrote:Really really, sorry.
I had tested with Audacity for track choices and in it some songs appear as corrupted (like PCM #53), but in the game they are normal, thanks.
Settings to import MSU-1 formatted PCM's into audacity properly:

File>import>raw data

Then use the following settings for the import:

Encoding: Signed 16-bit PCM
Byte order: Little-Endian
Channels: 2 channels (Stereo)
Start Offset: 8 bytes  - (to skip the MSU-1 header and loop info, only really necessary if altering something)
Amount to import: 100%
Sample Rate: 44100 Hz

Alternately, Qwertymodo made an addon for Foobar to play MSU formatted PCM files:
https://github.com/qwertymodo/foo_input_msu/releases

Just close Foobar, drop the .dll from there into foobar's "components" folder, and reopen foobar and the addon will be working.

Note that if you have any other foobar addons to handle .pcm audio then it may not read MSU formatted PCM's properly due to the conflict (or it could still play the music, but list drastically wrong track info).

Last edited by edale on Mon 13 Nov 2017 - 20:11; edited 1 time in total

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Post on Mon 13 Nov 2017 - 20:07 by darthvaderx

edale wrote:Start Offset: 8 bytes  - (to skip the MSU-1 header and loop info, only really necessary if altering something)

Always left in the default (0), now everything is normalized.

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Post on Mon 13 Nov 2017 - 20:37 by edale

darthvaderx wrote:
edale wrote:Start Offset: 8 bytes  - (to skip the MSU-1 header and loop info, only really necessary if altering something)

Always left in the default (0), now everything is normalized.
The only thing this should affect is interpreting the 8-byte header as 2 samples of audio data.

2 samples is not an audible amount of sound given there's 50ish samples in 1 second.

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Post on Mon 13 Nov 2017 - 22:02 by qwertymodo

Interpreting the header as sample data usually just results in a brief pop at the start (and you'll visually see a short spike in the waveform), but other than that it's harmless.

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Post on Mon 13 Nov 2017 - 22:28 by edale

Honestly, if you do 8 or 32 bit instead of 16 bit, it'll just play faster or slower, but if the audio seemed corrupted, the most likely candidate is the Byte-order.

Try importing ANY MSU formatted audio as big-endian and you'll get garbage output. No-endians and Default-endians can give mixed results

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Post on Mon 13 Nov 2017 - 22:45 by qwertymodo

Agreed, the heuristics tend to get it right more often than not, but every once in awhile it'll default to big endian, and that will definitely sound like garbage.

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