Street Fighter 2 MSU1

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Re: Street Fighter 2 MSU1

Post by Relikk on Tue 31 Oct 2017 - 13:15

Curious, it's not muted for me. Seems a bit weird that someone would patch that sound given there's no other higher quality version of it, and I was always under the impression that if a PCM wasn't present it'd play the original sound, which my SNES does and the emulator I used to test it does, too.

I've no problem doing what you ask but, can you just confirm for me with whatever method you use to play MSU1 games that the logo sound is muted without that particular PCM?

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Re: Street Fighter 2 MSU1

Post by Conn on Tue 31 Oct 2017 - 14:34

You're right and all is good Very Happy added your pcm set also to the first post of https://www.zeldix.net/t1455-street-fighter-2-the-new-challengers-msu-hack#21309

What I have forgotten is that I coded a spc fallback for this game. Usually it is a trade-off between spc-fallback and avoid sd2snes flickering (by setting a msu-busy flag). I decide usually for sd2snes when needing to make that choice.

In sf2 all themes are loaded in black screen, so no flickering is to expect in sd2snes, so I coded the spc-fallback instead - therefore you do not need theme 17.
However, if people use an old emulator that do not have the fallback (bsnes v70 for example), they will have mute. But most use v.73+ I think anyways, which has that fallback.

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Re: Street Fighter 2 MSU1

Post by Relikk on Tue 31 Oct 2017 - 14:40

Great!

I have a question while you're here... Is there any way to program MSU hacks to fade the audio, rather than having it come to an abrupt stop?

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Re: Street Fighter 2 MSU1

Post by kurrono on Tue 31 Oct 2017 - 14:42

Use Audacity...wavepad tool too
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Re: Street Fighter 2 MSU1

Post by Conn on Tue 31 Oct 2017 - 14:45

yes, there is, but a bit complex. I did it recently for my AST SPC replacement hack, and explained it in the super ghouls n' ghost hack for ArcadeTV:


If there is fading in a looping spc, it is a bit more complex to re-create (e.g., Zelda) if you leave a house, checking the map... there is no fading command
I recently hacked AST spc replacement where I needed this. I usually hack a nmi hook to check the msu busy flag (important for sd2snes as it would flicker otherwise). My solution:
So I implemented another free ram where I stored the #$FF I also place on $2006 (full volume). The nmi routine is called in ntsc 60 times a second, pal 50 times per second, so if the nmi busy flag is set I can use this hook to decrement the free ram and store it to $2006 afterwards to decrement the volume. So if you decrement one time each nmi you have FF/60=2seconds to fade to mute, with a double dec 1 second and so on.

Here's the coding example of AST:
lda #$FF   ; volume
sta $2006
sta $012b ; free ram to fade (volume flag

fade command f1:
f1:
lda $012b ; load free ram volume level
dec
dec
dec         ; 4 decrements (will lead to a fade of 0.25 seconds, found this the best adjustment
cmp #$10 ; check if it 10 or below (to break the routine, so that you won't accidentally get into minus (FF again, with all the decs)
bcs $05
lda #$00 ; if below 10:
sta $0129 ; clear msu busy flag to not get into the routine again
sta $2006 ; mute msu completely
sta $012b ; ; clear volume flag
bra end

The fade up is the same, just with incs.


For sf2, I was too lazy to code that, blame me Razz
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Re: Street Fighter 2 MSU1

Post by Relikk on Tue 31 Oct 2017 - 14:49

Conn wrote:yes, there is, but a bit complex. I did it recently for my AST SPC replacement hack, and explained it in the super ghouls n' ghost hack for ArcadeTV

Cool. I think the SF2 hacks could benefit from the audio fading out when a KO happens rather than having it just stop abruptly. If you ever get a chance to revisit any older hacks, that is. Admittedly, I haven't a clue.

Anyway, thanks!

Relikk
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Re: Street Fighter 2 MSU1

Post by Conn on Tue 31 Oct 2017 - 14:59

It's not hard, you only need to capture that code in the asm:

Code:
CMP #$F6    ; end of battle
bne $06
stz $2007
stz $1D75
implement to free ram addresses instead, one for fade busy where you store a flag (01), and a volume control where you store the volume (FF start).
Then you hook the nmi routine and decrement the volume. At the end you clear the fade busy flag.

~Maybe I do that when I feel bored, right now I love the feelings having no project anymore on the run (obligation free that is Razz).
If I do it, I'd also like to have a feedback regarding the music flow during the battle, there's been some complains that the music stops after each round (resembling the native style), and people rather want to have it going through until the complete fight it over (2-0 or 3-1 rounds).
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Re: Street Fighter 2 MSU1

Post by Relikk on Tue 31 Oct 2017 - 15:14

Conn wrote:If I do it, I'd also like to have a feedback regarding the music flow during the battle, there's been some complains that the music stops after each round (resembling the native style), and people rather want to have it going through until the complete fight it over (2-0 or 3-1 rounds).

Actually, that's a good point.

In Super SF2 the music should continue between rounds, that's something that could be fixed as you say. In standard SF2 the music stops between rounds so, it's fine as it is now.

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Re: Street Fighter 2 MSU1

Post by Conn on Tue 31 Oct 2017 - 15:34

Probably I handle both the same way, by fading the music down to 30% at the end of each round and fading it up again when the new round starts or something like this. Guess that is the best compromise and makes all happy Wink


But it will not happen today, maybe later this week.
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Re: Street Fighter 2 MSU1

Post by Conn on Thu 2 Nov 2017 - 15:03

Alright I am done. It was much harder than expected and I spent at least 6 hours with bug-fixing.

Find the new patches at
TNC:
https://www.zeldix.net/t1455-street-fighter-2-the-new-challengers-msu-hack
Turbo:
https://www.zeldix.net/t1456-street-fighter-2-turbo-msu-hack#21310
(Redownload v2 patch in first post).

Direct link:
TNC: http://bszelda.zeldalegends.net/stuff/Con/ssf2_tnc.zip
Turbo: http://bszelda.zeldalegends.net/stuff/Con/sf2_turbo.zip

NOTE: the new patches are for non-headered roms, there were complains...

You now have a fluid music fading system - the music won't stop between fights anymore, but continues on a lower level.

Since this was highly problematic to hack, and might be bug affective, I keep the old patch, as long this is in beta.
http://bszelda.zeldalegends.net/stuff/Con/sf2_turbo_old.zip
http://bszelda.zeldalegends.net/stuff/Con/ssf2_tnc_old.zip
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Re: Street Fighter 2 MSU1

Post by Conn on Thu 2 Nov 2017 - 17:49

very small bug found, please redownload.
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Re: Street Fighter 2 MSU1

Post by Relikk on Thu 2 Nov 2017 - 18:02

Ah, damn. Not quite what I was looking for but, good work.

Relikk
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Re: Street Fighter 2 MSU1

Post by Conn on Thu 2 Nov 2017 - 18:15

Lol. I gave up on the wish making everybody happy, this isn't possible, so I'm rather trying making me content  Razz

Strange is that in my ssf2 Rom, the music stops during round transitions as well just like in turbo, though I saw YouTube videos, where the music keeps playing.

Anyways my solution is imo best, since especially in pcm, which duration is longer in general than in spc, the fluid gameplay is now not interrupted anymore, and still keeps the original feelings through fading to a lower volume. I think capcom should have done it this way.
But this is me. For others, (1) eat or die, (2) adjust the code to own wishes, (3) use the old patch
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Re: Street Fighter 2 MSU1

Post by Conn on Fri 3 Nov 2017 - 7:06

I think with these instructions, you can adjust the game fading to your needs:

SF2 Turbo:
Code:

Instructions:
1, open your patched rom in a hex editor
2, press STRG+G
3, type in the address in hex, e.g., 0x270316 for theme restart (instead 02/70316)
4, you should see then e.g., d0 0f there, change it to 80 07
5, safe the rom

---------------------------------------


theme restarts playing each round:
02/70316: f0 35 -> ea ea
02/703c0: ea ea ea -> 9c b7 1c
02/703d9: d0 0f -> 80 07


fade to zero each round transition instead fading to half:
02/70463: 40 -> 00
02/70469: 40 -> 05
02/70473: 40 -> 00

keep full volume each round transition instead fading to half:
02/70463: 40 -> ff
02/70469: 40 -> fb
02/70473: 40 -> ff

SSF2:
Code:

Instructions:
1, open your patched rom in a hex editor
2, press STRG+G
3, type in the address in hex, e.g., 0x3fece5 for theme restart (instead 03/fece5)
4, you should see then e.g., d0 0f there, change it to 80 07
5, safe the rom

---------------------------------------

theme restarts playing each round:
03/fece5: D0 0f -> 80 07

fade to zero each round transition instead fading to half:
03/fed73: 40 -> 00
03/fed79: 40 -> 05
03/fed83: 40 -> 00

keep full volume each round transition instead fading to half:
03/fed73: 40 -> ff
03/fed79: 40 -> fb
03/fed83: 40 -> ff


Last edited by Conn on Fri 3 Nov 2017 - 13:32; edited 1 time in total
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Re: Street Fighter 2 MSU1

Post by Relikk on Fri 3 Nov 2017 - 9:56

Code:
theme restarts playing each round:
02/703ca: D0 0f -> 80 07

fade to zero each round transition instead fading to half:
02/70454: 40 -> 00
02/7045a: 40 -> 05
02/70464: 40 -> 00

It's almost perfect, and more arcade like using these two options but, upon starting the next round after the fade out, the original SPC soundtrack kicks in. There's a bit of a graphics glitch on the title screen demo the first time around, too.

Relikk
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Re: Street Fighter 2 MSU1

Post by Conn on Fri 3 Nov 2017 - 13:33

ok, re-download the turbo patch,
http://bszelda.zeldalegends.net/stuff/Con/sf2_turbo.zip
then apply on a fresh rom and try this:


Instructions:
1, open your patched rom in a hex editor
2, press STRG+G
3, type in the address in hex, e.g., 0x270316 for theme restart (instead 02/70316)
4, you should see then e.g., d0 0f there, change it to 80 07
5, safe the rom

---------------------------------------


theme restarts playing each round:
02/70316: f0 35 -> ea ea
02/703c0: ea ea ea -> 9c b7 1c
02/703d9: d0 0f -> 80 07


fade to zero each round transition instead fading to half:
02/70463: 40 -> 00
02/70469: 40 -> 05
02/70473: 40 -> 00

keep full volume each round transition instead fading to half:
02/70463: 40 -> ff
02/70469: 40 -> fb
02/70473: 40 -> ff
Super Street Fighter2 works with the old adjustments?
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Re: Street Fighter 2 MSU1

Post by Relikk on Fri 3 Nov 2017 - 13:36

Super is perfect now with the...

Code:
keep full volume each round transition instead fading to half:
03/fed73: 40 -> ff
03/fed79: 40 -> fb
03/fed83: 40 -> ff

I'll try the Turbo codes in a little while and get back to you.

Relikk
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Re: Street Fighter 2 MSU1

Post by Relikk on Fri 3 Nov 2017 - 15:47

Tried it... Love it. It's pretty much perfect now.

You're a star, Conn. Well done. Very Happy

Relikk
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Re: Street Fighter 2 MSU1

Post by Conn on Fri 3 Nov 2017 - 16:12

Nice Very Happy
I removed the link to the v1 patch in the database (but keep the files on the server in case more bugs are detected), since the people are now able to simply edit their "desired version"; and a fade feature is always better than a cut.
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