Prince of Persia
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20180506

Prince of Persia
- Patch -
Patch (by Conn):
- Code:
http://bszelda.zeldalegends.net/stuff/Con/pop_msu1_patch.zip
- PCM Packs -
Sega Mega CD (by Relikk):
- Code:
https://mega.nz/file/QigDlYhQ#fnh8s0sDKNBTD9qzVKeZy6YteIH2Kgg8lTXoXjFuRtY
PC Engine CD (by Relikk):
- Code:
https://mega.nz/file/p65zhaaR#TBqNUGPB3vI6ir0WN9X8cnHer0Q2EwoRb00Iz9h6EKo
Notes: There are more stages and tracks on the SNES version than there are on both CD versions. So both packs are, in a sense, hybrids. The Mega CD pack contains two tracks from the PCE CD version, and one SPC track from the original SNES soundtrack to fill in the gaps. The PCE CD version has it's own tracks but the SPC and the Mega CD tracks fill in for the missing tracks there. It's possible to rip the PSG soundtrack from the PC Engine CD version, but they are low quality and don't really fit, and considering that the Mega CD soundtrack upgraded those very same tunes, I decided against including them.
The video above shows the intro's and the first stage for each version.
This hack was a long process and required a lot of skill and patience on the coding side from Conn. The game required extensive testing and while there are a few minor bugs with themes that are still present, we are happy to release it as it is now. There shouldn't be anything game-breaking in there.
Last edited by Relikk on Mon 23 May 2022 - 9:50; edited 3 times in total
Relikk- Since : 2017-02-17
Prince of Persia :: Comments

Video up!
Sorry for getting this one done so late, this remains my favourite version of the game. Great work!
Sorry for getting this one done so late, this remains my favourite version of the game. Great work!

watching your video I tested a bug source... and succeeded 
When you are in L1 and drink the bottle and get to the enemy while that bottle drink jingle is played, the title screen music is played $A0(160) instead bosss fight $A1(161). But I only managed to archive this by replacing 232.pcm with a longer lasting pcm, so I see no need to fix this... right?

When you are in L1 and drink the bottle and get to the enemy while that bottle drink jingle is played, the title screen music is played $A0(160) instead bosss fight $A1(161). But I only managed to archive this by replacing 232.pcm with a longer lasting pcm, so I see no need to fix this... right?

I don't suppose you guys have a tracklist handy do you? I be wantin' to make a PCM pack.

Maybe Relikk has that left, if not you need to go the hard way using msu2wav to see which pcm corresponds to which theme...
- Attachments

Sadly I don't have a track list. I've noticed it's the one thing I never keep when tracks are finished.
That's from my wav2msu BAT file. Any tracks with loop commands that have the same numbers would be stage themes, loop commands with individual numbers would be title screen, ending, maybe bosses etc. And anything without a loop command would be an incidental theme like a small or large potion or sword pickup etc.
Easiest thing to do would be to flick through a Sega CD/Mega CD playthrough on YouTube and match the themes I used to the in-game events. Or maybe someone has an MSU1 playthrough of the game.
- Code:
wav2msu pop_msu1-3.wav -l 74132
wav2msu pop_msu1-6.wav
wav2msu pop_msu1-13.wav
wav2msu pop_msu1-18.wav
wav2msu pop_msu1-23.wav
wav2msu pop_msu1-25.wav -l 246628
wav2msu pop_msu1-33.wav -l 246628
wav2msu pop_msu1-38.wav
wav2msu pop_msu1-47.wav -l 74132
wav2msu pop_msu1-99.wav -l 246628
wav2msu pop_msu1-109.wav -l 41553
wav2msu pop_msu1-128.wav
wav2msu pop_msu1-129.wav
wav2msu pop_msu1-130.wav
wav2msu pop_msu1-131.wav
wav2msu pop_msu1-133.wav
wav2msu pop_msu1-136.wav -l 46664
wav2msu pop_msu1-141.wav -l 280196
wav2msu pop_msu1-160.wav -l 119626
wav2msu pop_msu1-161.wav -l 53576
wav2msu pop_msu1-191.wav -l 246628
wav2msu pop_msu1-200.wav
wav2msu pop_msu1-232.wav
wav2msu pop_msu1-233.wav
wav2msu pop_msu1-234.wav
wav2msu pop_msu1-235.wav -l 74132
wav2msu pop_msu1-236.wav
wav2msu pop_msu1-237.wav -l 2999
wav2msu pop_msu1-238.wav -l 53576
wav2msu pop_msu1-242.wav -l 3246
wav2msu pop_msu1-247.wav -l 76397
wav2msu pop_msu1-248.wav -l 46664
wav2msu pop_msu1-249.wav -l 74132
That's from my wav2msu BAT file. Any tracks with loop commands that have the same numbers would be stage themes, loop commands with individual numbers would be title screen, ending, maybe bosses etc. And anything without a loop command would be an incidental theme like a small or large potion or sword pickup etc.
Easiest thing to do would be to flick through a Sega CD/Mega CD playthrough on YouTube and match the themes I used to the in-game events. Or maybe someone has an MSU1 playthrough of the game.

is it normal that the music stops playing entirely if you're loading from a save state?
is there a way to restart it if you load a state?
is there a way to restart it if you load a state?

It should be fine on an emulator like BSNES or Snes9x, but on something like an SD2SNES it's normal, even with non-MSU1 games. The best thing to try would be to pause the game and then perform a save state, but that depends on whether the music stops when the game is paused.

Relikk wrote:It should be fine on an emulator like BSNES or Snes9x, but on something like an SD2SNES it's normal, even with non-MSU1 games. The best thing to try would be to pause the game and then perform a save state, but that depends on whether the music stops when the game is paused.
I'm using snesx9 v1.60 for the game, the music pauses when the game is paused but resumes when I unpause. its when I'm loading from a save state that I have this problem.

No idea, then. Conn had a pretty torrid time coding this patch, so it's up to him to investigate if he wants to, and I don't blame him if he doesn't if it's not something simple.
I can confirm that this happens in Snes9x when the game is paused and a state is performed, the music doesn't resume when the state is loaded, but the music is fine when a save state is made during normal play and then loaded.
The problem does not happen in BSNES Plus. Both methods of saving and loading perform as intended. It's quite possible it's a Snes9x issue.
I can confirm that this happens in Snes9x when the game is paused and a state is performed, the music doesn't resume when the state is loaded, but the music is fine when a save state is made during normal play and then loaded.
The problem does not happen in BSNES Plus. Both methods of saving and loading perform as intended. It's quite possible it's a Snes9x issue.

Relikk wrote:No idea, then. Conn had a pretty torrid time coding this patch, so it's up to him to investigate if he wants to, and I don't blame him if he doesn't if it's not something simple.
I can confirm that this happens in Snes9x when the game is paused and a state is performed, the music doesn't resume when the state is loaded, but the music is fine when a save state is made during normal play and then loaded.
The problem does not happen in BSNES Plus. Both methods of saving and loading perform as intended. It's quite possible it's a Snes9x issue.
The music restarts when I drink a potion to restore health or when the exit door opens,seems another music needs to play to fix the problem.

I looked into the code and do not think it's a problem with it, though other mutes work (e.g., super street fighter 2).
I assume it is a snes9x bug, since it also does not occur on bsnes... I think this should be addressed here:
https://github.com/snes9xgit/snes9x/issues
I assume it is a snes9x bug, since it also does not occur on bsnes... I think this should be addressed here:
https://github.com/snes9xgit/snes9x/issues

Conn wrote:I looked into the code and do not think it's a problem with it, though other mutes work (e.g., super street fighter 2).
I assume it is a snes9x bug, since it also does not occur on bsnes... I think this should be addressed here:
https://github.com/snes9xgit/snes9x/issues
should I create the issue?

Yes please. I don't consider this bug much an issue though, it can be easily avoided.

I bypassed the problem by instead stopping the msu1 (STZ $2007) I muted the volume (STZ $2006) and made it full on play again. Works now on snes9x.
New patch is here:
http://bszelda.zeldalegends.net/stuff/Con/pop_msu1_patch.zip
(clear browser history, bug in firefox, it takes the download from the history otherwise, new patch name is pop_msu1.bps, date from today)
New patch is here:
http://bszelda.zeldalegends.net/stuff/Con/pop_msu1_patch.zip
(clear browser history, bug in firefox, it takes the download from the history otherwise, new patch name is pop_msu1.bps, date from today)

Tried this out and it worksConn wrote:I bypassed the problem by instead stopping the msu1 (STZ $2007) I muted the volume (STZ $2006) and made it full on play again. Works now on snes9x.
New patch is here:
http://bszelda.zeldalegends.net/stuff/Con/pop_msu1_patch.zip
(clear browser history, bug in firefox, it takes the download from the history otherwise,
new patch name is pop_msu1.bps, date from today)
Thanks for the help ^^

The patch link is fine. There seemed to be a problem with the PCM links. OneDrive must be having issues as I can see the files and there are no red flags, but I've changed the links to my backups on MEGA.

One last thing, is it normal that there's no music when fighting the multi-limbed boss that jumps around?
or is there a track in there that's supposed to be playing but is missing from the PCM pack?
or is there a track in there that's supposed to be playing but is missing from the PCM pack?

I guess not... but I'd need something like a password or so to see what's happening there.
And something like a time here, where that boss is:
https://www.youtube.com/watch?v=aZtkPZih-3s
Edit. Ok found him, Level 17, time 1:26:00. I'll check
And something like a time here, where that boss is:
https://www.youtube.com/watch?v=aZtkPZih-3s
Edit. Ok found him, Level 17, time 1:26:00. I'll check

mmh, that is a strange bug, but the code also got sort of weird due to the complex music engine this game uses.
I think I fixed, redownload
http://bszelda.zeldalegends.net/stuff/Con/pop_msu1_patch.zip
after clearing browser history. bps size is 524 bytes
I think I fixed, redownload
http://bszelda.zeldalegends.net/stuff/Con/pop_msu1_patch.zip
after clearing browser history. bps size is 524 bytes

Conn wrote:mmh, that is a strange bug, but the code also got sort of weird due to the complex music engine this game uses.
I think I fixed, redownload
http://bszelda.zeldalegends.net/stuff/Con/pop_msu1_patch.zip
after clearing browser history. bps size is 524 bytes
Problem is still there unfortunately


I need to make exceptions, I found that theme 96,97,98,99 are played depending on the savestate you use. So you have another one, not mapped
Edit:
I figure out a more elegant solution with relikk
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