Final Fantasy V
Zeldix :: MSU-1 Hacking :: MSU-1 Hacks Database :: RPG :: Round-based
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20200306

Final Fantasy V
MSU-1 Patch by Conn (v4: sd2snes resume fixed):
- Code:
https://drive.google.com/open?id=1o2XQfHcLWnFp6c8KJsa6HOKgLL51tQO5
PCM set v1.2 by Edale (-21 dBFS):
- Code:
https://mega.nz/#!fRJ0HChC!V5ehV9ryxhl1niRuVys-qSPiPfOgF66m6d-pvRFG7q0
PCM set by darthvaderx:
- Code:
https://drive.google.com/file/d/1aoeB9teLxBzZ7SXoNOi8S763d55x2k1A
Final Fantasy V MSU-1 (Pixel Remaster tracks) by Brutapode
- Code:
https://mega.nz/file/UD5iHZoT#ShQSVGn-9RPCSsGhlo_4m0RAaZ-5JS8Cu2c1eybzGxk
English Translation Patch by RPGe:
https://www.romhacking.net/translations/353/
Notes:
The Japanese ROM needs to have a header before applying the English Translation Patch (the CRC and other checksums listed on romhacking.net are for an unheadered ROM).
The translated ROM needs the header removed before applying the MSU-1 Patch.
There is also a MSU-1 patch included to patch the untranslated Japanese ROM.
If downloading a pre-patched English translated ROM, look for this one (it may need its header removed):
- Code:
Final Fantasy V (J) [T+Eng1.1_RPGe].smc
edale- Since : 2017-10-03
Final Fantasy V :: Comments

Posted at top. As always, thank you for the contribution and hard work.JUD6MENT wrote:Until the next work.


Awesome job, I'm always happy to see more PCM sets being made for MSU mods, especially ones I helped with (see the ~8 song options per track on the FFVI MSU mod for proof, lol)!
One minor issue:
https://docs.google.com/spreadsheets/d/1Ew2gd4O2LV1vYfmp8SF3WyO4yIxB4lPvY7kgDjJS5UU/edit#gid=0
That's the track list we came up with while working on the patch and PCM set. It shows which tracks loop and which don't. Looping was determined by how the game's sound engine handles the SPC.
One minor issue:
I just quickly glanced over the list, and noticed a number of tracks you don't have listed as looping that are supposed to loop.darthvaderx wrote:-I used loop only on tracks where I thought they needed.
https://docs.google.com/spreadsheets/d/1Ew2gd4O2LV1vYfmp8SF3WyO4yIxB4lPvY7kgDjJS5UU/edit#gid=0
That's the track list we came up with while working on the patch and PCM set. It shows which tracks loop and which don't. Looping was determined by how the game's sound engine handles the SPC.

pepillopev wrote:Posted at top. As always, thank you for the contribution and hard work.JUD6MENT wrote:Until the next work.
But I am not JUD6MENT.

The title wouldn't be 'PCM set by darthvaderx' ???

Ooops, my blunder. Apologies for mishap. Glad Conn corrected it.darthvaderx wrote:But I am not JUD6MENT.

At the FFV ending these two glitches always happened to me. the first I believe is a problem with the translation itself, but the second is suddenly in all SNes9x versions (I don't use another emulator) and all the roms I found (translated or not), what could be causing these bugs?

First question, which times are your bugs? I see strange cut at 0:23, but no other.
Second question, are they related to the msu patch or also experienced in unpatched spc version?
Third... I cannot find your sequence in the spc endings on YouTube to compare...
https://m.youtube.com/watch?v=ZWaSER_Otj4
Second question, are they related to the msu patch or also experienced in unpatched spc version?
Third... I cannot find your sequence in the spc endings on YouTube to compare...
https://m.youtube.com/watch?v=ZWaSER_Otj4

In the first bug the phrases are repeated and mirrored at the bottom of the screen, in the second there are red artifacts in mode 7. Now watching the World of Longplay' FFV video on Youtube I found that this has to do with the SNes9x emulation (and nothing to do with the MSU-1) see at 1:56:15 and then at 2:14:15 this video to see that it has the same bugs that I mentioned:

Ah, you almost scared me that an undetected msu bug was found. I see now what you mean and have to give you bad news. There's almost nothing I can do without giving huge efforts into it, hourless debugging and so on, learning about mode7 again, trying to retrace what the author used for pointers.... ... ... where I currently have neither the time, interest, nor mood.
Is there a chance for you to contact the author and ask him to fix these bugs (in case they do not appear in original Japanese, they are caused by him).
Is there a chance for you to contact the author and ask him to fix these bugs (in case they do not appear in original Japanese, they are caused by him).

I find it difficult, until today they did not solve that problem of sound delay at the FFVI ending.

That's an issue with the translation patch, and I'd guess it has to do with how they had to code replacing the kanji with english in the ending scroll.
It's a known bug to the translators.
It's likely not getting fixed, as it's been quite a while since the translation patch has been updated.
It's a known bug to the translators.
It's likely not getting fixed, as it's been quite a while since the translation patch has been updated.

Erm.... this is the FFV thread, so yea, FFV.
This is the patch with the end-scroll visual glitch:
English Translation Patch by RPGe:
https://www.romhacking.net/translations/353/
This is the patch with the end-scroll visual glitch:
English Translation Patch by RPGe:
https://www.romhacking.net/translations/353/

FFVI is also has a bug at the the game ending and in several translations, about FFV I use this one which is based on the RPGe version but all corrected and much more complete:
http://www.romhacking.net/hacks/3687/
http://www.romhacking.net/hacks/3687/

Patch is updated to fix sd2snes resume:
Reason is the resume $2007:04 in sd2snes which qwerty found out while working on zelda LA DX.
If you want to resume a currently played track somewhen later you make a LDA #$04 : Sta $2007
On sd2snes it takes a time to transfer the resume location, so if you immediately make a STA $2004: newTrack, the resume info might get lost.
To overcome I added this loop:
LDA #$04
STA $2007
loop41:
LDA $2000
AND #$10
BNE loop41
Reason is the resume $2007:04 in sd2snes which qwerty found out while working on zelda LA DX.
If you want to resume a currently played track somewhen later you make a LDA #$04 : Sta $2007
On sd2snes it takes a time to transfer the resume location, so if you immediately make a STA $2004: newTrack, the resume info might get lost.
To overcome I added this loop:
LDA #$04
STA $2007
loop41:
LDA $2000
AND #$10
BNE loop41

Conn wrote:Patch is updated to fix sd2snes resume:
Reason is the resume $2007:04 in sd2snes which qwerty found out while working on zelda LA DX.
If you want to resume a currently played track somewhen later you make a LDA #$04 : Sta $2007
On sd2snes it takes a time to transfer the resume location, so if you immediately make a STA $2004: newTrack, the resume info might get lost.
To overcome I added this loop:
LDA #$04
STA $2007
loop41:
LDA $2000
AND #$10
BNE loop41
That's it Conn!
I've downloaded and applied the fixes here;
also on Mega Man X1, X2, X3 and Zero Project,
thank you so much!!!
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