Super Mario World 2 (finished)

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Post by Conn Sun 28 Jan 2018 - 14:30

The problems you both describe cannot be confirmed.
I think this is the emulator bug I talked so often about, all past fixes heavily altered the ram, and snes9x is keeping a mirror sometimes.

Try this. Patch with v12.
Rename the smw2_msu1.sfc, the smw2_msu1.msu and ALL pcm
from smw_msu1-x.pcm ... to smw_msu-x.pcm ..without the 1 after msu
you can also rename it to smw_msua... or whatever, it just must not have the old name (you can also rename your srm to not have to play all again).


Last edited by Conn on Sun 28 Jan 2018 - 14:33; edited 1 time in total
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Post by daniloroxette Sun 28 Jan 2018 - 14:33

I did it, but i'll retry. Wink
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Post by Conn Sun 28 Jan 2018 - 14:36

Ahit damned, sorry dani. That is my security check I guess. I'll make a workaround
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Post by daniloroxette Sun 28 Jan 2018 - 14:40

Sad

It didn't work again.

But i'm glad that maybe it's the security check.


PS:
I downloaded a bunch of roms to try, but almost all of them is:
SHA-1: 34612A93741F156D6E497462AB7F253CB8A959A0
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Post by Conn Sun 28 Jan 2018 - 15:01

ok v13 is posted and the issue should be fixed. Sorry was really the fault of my security check.
Enmet, the spc plays you encountered should be history, but I have no explanation that you had mute when touching a flower and such. If you encounter it again, could you try Start (pause) and play again to see whether it plays again?
The only non-spc switch coupled msu codes are when pressing pause and when touching a dizzy fuzzy.
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Post by Enmet Sun 28 Jan 2018 - 16:24

I just tested v13 while finally switching to BSNES because I figured out how to get it running, so I should have a lot more accuracy in the play-testing now. However, v13 is broken. The map theme for instance does not loop, and some level tracks doesn't play at all. Going back to v11 works great on BSNES though!

Something really odd about the 2-2 mute, grabbing the coin still mutes the music (it does a quick fade out) but grabbing the red coin next to it instantly resumes the music! This did not happen in Snes9x.
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Post by Conn Sun 28 Jan 2018 - 16:51

Will look into v13 again after a break. Can you send a screenshot of the coin triggering mute?
When mute, does pressing pause and resume solve the issue?
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Post by Enmet Sun 28 Jan 2018 - 17:00

I'm sorry for not telling you that right away, but no, pausing and unpausing does not resolve it.

This is the coin in 2-2. The red coin on the very right there resumes the music.
Super Mario World 2 (finished) - Page 3 DIeCdAT
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Post by daniloroxette Sun 28 Jan 2018 - 17:05

I didn't get the chance to download v10 and v11.   Sad

I tested v13 and some tracks are playing now. Several tracks is muted. I did the renaming thing once more (always a new file name) and it keeps muted. When I rename it, I'm able to run the first levels only. So, the muted ones of my test until level 1-5 (in order of gaming play):

33.pcm (Yoshi Start Demo)
11.pcm (Training Course)
6.pcm (Score)
18.pcm (Castle&Fortress)
24.pcm (Kamek's theme)
15.pcm (Miniboss)

I didnt go further then level 1-5.

Back to my load state (to test the credits) [loaded from the room before baby bowser], the 37.pcm didn't play (it plays the 2.pcm together with SPC).

___________________________

As Enmet wrote;
Map Theme 34.pcm also didn't loop here
and I also reproduced this 2-2 weird coin.  Confused
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Post by Conn Sun 28 Jan 2018 - 18:14

alright, sorry to keep you guys troubled, but we're close I think

v14 is up:
- fixed weired music start/not start (a stupidity mistake from my side: 9f+01=90 err a0
- remapaed free ram as it wasn't free to avoid mute bugs

Let's see how v14 goes.
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Post by daniloroxette Sun 28 Jan 2018 - 18:22

Thank u. I'll try now.

Help me with something; I notice that the stoned yoshi happens with (at least) two songs. The overworld theme (17.pcm) and the flower garden (16.pcm).

I made a stoned version of flower garden to 36.pcm. Should I replace this one with a generic stoned theme to make no referenc of any of the songs?
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Post by Conn Sun 28 Jan 2018 - 18:26

Yes, better to keep it simplified and have only one stoned theme (feel free to make anything weird, no need to stick to original).
Theme 16 and 17 differ not so much imo anyways, so 1 stoned theme is enough. Except you insist on making 2.

But please don't forget to add theme
Code:
; 25    37  n    ending theme2: https://www.youtube.com/watch?v=MGM6FiDti04
to

https://drive.google.com/file/d/10okv6jNGVd7pqtz-s8zoHdsHUkEoes8T/view?usp=sharing
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Post by daniloroxette Sun 28 Jan 2018 - 19:36

Ok. I made a quick search for another replacement of stoned theme, but no good results. I'll keep it that way by now, with the flower variation.

I tried v.14 and now everything seems fine for me, except the ending scene (it keeps playing 2.pcm + SPC instead only 37.pcm).

I updated the pack. The link is the same as before.

_________________________________

Download Yoshi's Island PCM pack (300MB)

Update notes:

2.pcm (Powerful Infant) edited
5.pcm (Goal) leveled -3 Db
6.pcm (Score) edited
23.pcm (Room before boss) leveled -5 Db
26.pcm (Athletic Theme) leveled -5 Db
35.pcm (ending theme) edited (After the silence that obbeys the end of the original timing, I made a complement of the song that lasts the equivalent of a lag experience on Snes9x.)
37.pcm (ending theme 2) added

Music sources: https://goo.gl/k7pWR5
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Post by Conn Sun 28 Jan 2018 - 20:14

I tried v.14 and now everything seems fine for me, except the ending scene (it keeps playing 2.pcm + SPC instead only 37.pcm).
I re-checked both, the code with geiger breakpoints and msu on with snes9x.155. The bug you encountered was fixed already in v9 actually, and for me everything works.

Maybe this is now really a ram issue. Please try again with a fresh rom, fresh patched and renamed... no other idea.

Thanks for the updated pcm set, posted it on first post and move it to database, once... I wait for your bug revision and Enmet's test, then we are hopefully done here...
Smile


Last edited by Conn on Sun 28 Jan 2018 - 20:21; edited 1 time in total
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Post by daniloroxette Sun 28 Jan 2018 - 20:20

Cool I was afraid you would say that. With the rename trick, I'll lose my saves. How to reach the end quickly? LOL
I'll do this test getting an old srm again.

Laughing
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Post by Conn Sun 28 Jan 2018 - 20:24

Load a srm from internet:
e.g., https://www.zophar.net/download_file/7297
store it into your "Saves" folder (snes9x) or in your rom folder (bsnes) and rename it to the name of your rom (smw2_msuabcd.srm or whatever)

helicopter is no problem, use savestates to hit door 4, run the next room. I defeat this level in 10 minutes at the moment (got master through all these playtests.
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Post by daniloroxette Sun 28 Jan 2018 - 21:32

Thanks. I downloaded the zophar' save because i didn't find mine.

I did the renaming trick. Everything worked like a charm now.

This is one of my favourites MSU-1 until now. I hope that some themes get new versions soon. Anyway, its amazing see this MSU-1 hack working. Thank you once again for this wonderful contribution. Piece of Heart

My updated test; https://youtu.be/TpNJO9xaC6k

I think that my pc dont handle record and play msu-1 at the same time. There's an annoying audio crackling sometimes.
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Post by Conn Mon 29 Jan 2018 - 6:58

Let's wait whether Enmet also gives his thumbs up Wink That's really one of the most exhausting patches I've ever made. Happy if it's over.

I think part of the ram is given into cache and fetched again, therefore the ram doesn't update (but this is only my wild speculation)... or a weird super fx speciality. But: after a while also the usual name works again.

As for not all themes covered (alternative boss, stoned, map, intro)... it is possible I think but the code is already so complex that I do not dare to tinker much on it anymore, and also you'd need to find e.g., 7 orchestrated map themes... which is impossible.

Nice music choice by the way, love it Very Happy
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Post by Enmet Mon 29 Jan 2018 - 12:19

Tested both the 2-2 coin and the 4-7 flower and the music did not mute, so it seems good to me! =)
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Post by Conn Mon 29 Jan 2018 - 12:24

So, ready to official release it to the database or do you want to run more tests?
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Post by Enmet Mon 29 Jan 2018 - 14:48

I don't have anything else to add so I think it's ready.
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Post by Conn Mon 29 Jan 2018 - 15:35

Yay Spin
I'm not sure how "bugfree" the current version 14 is, some bugs you reported weren't reproducable like 4-8 spc play at boss. It is however possible that this issue is fixed with the mute fix and alike. We'll see Smile
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