Aladdin
Page 2 of 2
Page 2 of 2 • 1, 2
20180118

Aladdin
SPC placeholder
PepilloPEV/Kurrono patch v1.4
- Code:
http://bszelda.zeldalegends.net/stuff/Con/aladdin_msu1-patch.zip
Kurrono PCM set v1.1:
https://app.box.com/s/aq8mkx2zm97w8wqllpn15dpko1024noc
Track 10 (intro) with voice:
https://1drv.ms/u/s!AvX_RmSPv95RgQCLdMGwsaNKEs8A
(just replace that from the set with this one if you want to have voice over the intro)
Last edited by pepillopev on Mon 25 May 2020 - 18:40; edited 7 times in total
pev- Since : 2017-10-16
Aladdin :: Comments

I produced a crash on the FX Pak Pro (SD2SNES) when i visited the BGM soundtest (or whatever it is called) in the options menu..
is that a known bug? i went backwards in the numbers if that helps...
are there any specifications for the FX Pak settings that I should remember or should i just go with the default settings?
is that a known bug? i went backwards in the numbers if that helps...
are there any specifications for the FX Pak settings that I should remember or should i just go with the default settings?

The bgm menu doesn't work in msu, but I fixed some of the code. In the asm, it says:
Maybe this works bettersd2snes only plays msu pcm at CAPCOM logo then no more

alex_tenjo requested to move the code to be more compatible with pal versions.
Can anybody test sd2snes and whether the sound menu still crashes (the sound menu test will not work, but a crash should be fixed. Then I'd replace the first post link.
Can anybody test sd2snes and whether the sound menu still crashes (the sound menu test will not work, but a crash should be fixed. Then I'd replace the first post link.

Unfortunately, your last version does not fix the sound test.
The bug is not systematically occurring, you need to keep on selecting tracks and after a few attempts the game will keep playing a loud sound with no way to stop it except by starting a new game. However I did not encounter any crash during my tests, but one thing is constant: you cannot play the song 01 (Capcom Logo) at all. It plays normally when you launch the game, but never when selected in the sound test, while all other tracks play normally.
Thanks for moving you code, unfortunately there is code on your new range in every other ROM regions (PAL-E, PAL-F, PAL-G and NTSC-J). This a just a suggestion but does expanding the ROM to 12Mbit and moving the MSU main code to the new area is something easily possible? Once again this is just a suggestion, I do not known if expanding the ROM will not require heavy other changes on the remaining code.
The bug is not systematically occurring, you need to keep on selecting tracks and after a few attempts the game will keep playing a loud sound with no way to stop it except by starting a new game. However I did not encounter any crash during my tests, but one thing is constant: you cannot play the song 01 (Capcom Logo) at all. It plays normally when you launch the game, but never when selected in the sound test, while all other tracks play normally.
Thanks for moving you code, unfortunately there is code on your new range in every other ROM regions (PAL-E, PAL-F, PAL-G and NTSC-J). This a just a suggestion but does expanding the ROM to 12Mbit and moving the MSU main code to the new area is something easily possible? Once again this is just a suggestion, I do not known if expanding the ROM will not require heavy other changes on the remaining code.

Thanks Conn, I can now confirm that track 01 is working in the sound test with your last iteration. That menu also seems to be more stable even if I still encountered the bug: "the game will keep playing a loud sound with no way to stop it except by starting a new game". As you previously wrote, "The bgm menu doesn't work in msu", but it is now working a way better.
Thanks for moving the MSU main code, it allow a NTSC-J compatibility. I have attached an ips file if someone is interested to patch the Japanese version (there is more or less nothing to change from the US patch to make it compatible). On another side, reallocated the code is not enough for the PAL versions, none of them are correctly working (no crash but random tracks playing and no proper stops for some of them). Thanks for your time and for the changes you have made.
Thanks for moving the MSU main code, it allow a NTSC-J compatibility. I have attached an ips file if someone is interested to patch the Japanese version (there is more or less nothing to change from the US patch to make it compatible). On another side, reallocated the code is not enough for the PAL versions, none of them are correctly working (no crash but random tracks playing and no proper stops for some of them). Thanks for your time and for the changes you have made.
- Attachments

Is this sound sd2snes only or also emu? If yes on emu, how to reproduce
Edit, and why did you attach a japa ips if my code is compatible... Is it because I made it bps? If yes I can publish it as ips
Edit, and why did you attach a japa ips if my code is compatible... Is it because I made it bps? If yes I can publish it as ips


I have not test the sound test in emulation. I have observed what I described above on SD2SNES only because you have asked to make a SD2SNES sound test in one of your last posts.
Sorry for my poor previous explanation, putting your main MSU code in a new area of the ROM allow your code to be successfully applied on the Japanese ROM with a little shift of the two first value ranges of your code. A separate file that contents the needed code moves is require. Sorry for having wrote "compatible", where "possible to make it compatible with a few changes" seems more appropriate. Really sorry for the introduced confusion.
Sorry for my poor previous explanation, putting your main MSU code in a new area of the ROM allow your code to be successfully applied on the Japanese ROM with a little shift of the two first value ranges of your code. A separate file that contents the needed code moves is require. Sorry for having wrote "compatible", where "possible to make it compatible with a few changes" seems more appropriate. Really sorry for the introduced confusion.


Alright, sorry here as well. I couldn't reproduce it on emu, so for now, I'd say: avoid sound menu in sd2snes.
I also added your japa version to the archive. Since it is bps it isn't much compatible with pal versions (you'd need to extract a ips).
http://bszelda.zeldalegends.net/stuff/Con/aladdin_msu1-patch.zip
I also added your japa version to the archive. Since it is bps it isn't much compatible with pal versions (you'd need to extract a ips).
http://bszelda.zeldalegends.net/stuff/Con/aladdin_msu1-patch.zip

The patch is unfortunately too unstable to be apply on any PAL ROM, that is why I made a bps files to avoid any problem.
Maybe someone interested and skilled will one day dig into your last version code's to make it fully PAL compatible.
Thanks Conn, for making a shift in your code to allow a MSU1 Japanese version.
Maybe someone interested and skilled will one day dig into your last version code's to make it fully PAL compatible.
Thanks Conn, for making a shift in your code to allow a MSU1 Japanese version.

bad news for the pal versions. Though it is easy to port, the X and Y registers are different for msu track mappings. So I ported the code, but only half of the tracks were playing. Let's skip that, otherwise there would be requests to port all other 160 hacks as well into pal


@Retroplay Aladdin FastROM patch moved to Merged Section. There is a reason that section was created.
Page 2 of 2 • 1, 2
Permissions in this forum:
You cannot reply to topics in this forum