Super Metroid/A Link to the Past Combo Randomizer Support

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Post by Conn on Thu 19 Mar 2020 - 18:27

Metroid
01 = Samus Aran's Appearance fanfare - Metroid Prime
02 = Item acquisition fanfare - TBRSO
03 = Item room - TBRSO
04 = Opening with intro - TBRSO
05 = Opening without intro - TBRSO
06 = Arrival on Crateria (with thunder FX) - TBRSO
07 = Arrival on Crateria (without thunder FX) - TBRSO
08 = The Space Pirates Appear - SMOST
09 = Statue Room - TBRSO
10 = Samus's Ship - SMOST
11 = Brinstar with vegetation
12 = Brinstar Red Soil - TBRSO
13 = Upper Norfair - TBRSO
14 = Lower Norfair - The Noble Demon YT
15 = Upper Maridia - TBRSO
16 = Lower Maridia - TBRSO
17 = Tourian - TBRSO
18 = Mother Brain Battle - TBRSO
19 = Big Boss Battle 1
20 = Evacuation - YoshiDude12 + Alarm
21 = Mysterious Statue Chamber - TBRSO
22 = Big Boss Battle 2 - TBRSO
23 = Tension / Hostile Incoming - TBRSO
24 = Plant Miniboss - TBRSO
25 = Ceres Station - TBRSO
26 = Wrecked Ship Power Off - TBRSO
27 = Wrecked Ship Power On - TBRSO
28 = Theme of Super Metroid - SMOST
29 = Death Cry - TBRSO
30 = Ending - SMOST

99 - Combo credits

Zelda
- 101 Triforce + title screen
- 102 Overworld
- 103 Rain
- 104 Rabbit
- 105 Lost Woods
- 106 Introduction
- 107 Kakariko Village
- 108 Portal SFX
- 109 Dark World
- 110 Master Sword
- 111 Name select screen
- 112 Guard summoned
- 113 Skull Woods
- 114 Minigame
- 115 Title screen only
- 116 Hyrule Castle
- 117 Light World dungeon
- 118 Cave
- 119 Medallion/crystal acquired
- 120 Sanctuary
- 121 Boss
- 122 Dark World dungeon
- 123 Fortune Teller
- 124 Cave (appears to be identical to -12)
- 125 Zelda rescued in prison
- 126 Sage rescued in crystal
- 127 Fairy spring
- 128 Ganon's theme only
- 129 Ganon appears in Agahnim's shadow
- 130 Face-to-face + Ganon's theme
- 131 Ganon battle
- 132 Triforce Chamber
- 133 Hyrule rescued
- 134 Zelda Credits

Conn
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Post by Conn on Thu 19 Mar 2020 - 18:30

@ABOhiccups
I just realize 134 (zelda ending credits (triforce in sunset)) is not part of your pcm generator, am I assuming correctly, that this track isn't used in the combo?
Conn
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Post by MiniComputer on Thu 19 Mar 2020 - 23:06

Thanks conn makes it simpler to setup on my end.
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Post by ABOhiccups on Thu 19 Mar 2020 - 23:24

Conn ALTTP Ending Credits Theme is not part of SM/ALTTP Randomizer. That's why I did not add Track 134 in PCM Rename Generator.
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Post by cafink on Tue 9 Jun 2020 - 11:57

Not that I have the know-how to fix anything, but I was wondering if someone could explain in more detail exactly what the issue is with the music stopping & starting when switching between games?

Conn wrote:it seems like bsnes (and probably sd2snes?) msu output is coupled with a working SPC. This is what you experience when switching the game. The current game's spc is stopped, and you therefroe get a break in the msu play, the next game's spc is executed so it works again (and the msu continues). This is what you experience as the one second play. Same is for the ending: I simply overrode the spc play command, thus bsnes can't play msu.

So the first game's SPC music stops, thus the MSU-1/PCM music stops (so far, so good)…then the second game's SPC music starts playing, but the MSU-1 starts the first game's music instead for some reason, before switching over to the second game like it should? Is that right?

Same question for the end credits music (from Starfox)…what does this SPC do differenly than all the other music in the game that prevents it from working?

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Post by Conn on Tue 9 Jun 2020 - 12:53

Phew, that is too long ago, so I hardly remember what I traced.

snes9x works without the apu code running, but bsnes need it. The game switches apu when switching between zelda and metroid (of course). So the current game's msu is running with the apu, the apu stops and therefore the msu is also stopped. Then the apu of the other game is loaded and code is executed and the msu is running again with the new apu code, but still has the old game's music loaded.

Maybe it is possible to overcome this by a hook to disable msu with apu change.
For the ending, which has custom apu code, I think I wasn't able to set it to mute without stopping the apu from executing code. Therefore this will also not work in bsnes.

For now I suggest using snes9x.
Conn
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