Final Fantasy V

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MSU-1 Patch by Conn (v4: sd2snes resume fixed):
https://drive.google.com/open?id=1o2XQfHcLWnFp6c8KJsa6HOKgLL51tQO5

PCM set v1.2 by Edale (-21 dBFS):
https://mega.nz/#!fRJ0HChC!V5ehV9ryxhl1niRuVys-qSPiPfOgF66m6d-pvRFG7q0
Music remastered by Dracula9AntiChapel.

PCM set by darthvaderx:
https://drive.google.com/file/d/1aoeB9teLxBzZ7SXoNOi8S763d55x2k1A/view?usp=sharing

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
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edale

Final Fantasy V - Page 2 Image110

Since : 2017-10-03

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Final Fantasy V :: Comments

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Post on 5/30/2020, 1:02 pm by pepillopev

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

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Post on 5/30/2020, 1:52 pm by edale

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:
darthvaderx wrote:-I used loop only on tracks where I thought they needed.
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.

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.

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Post on 5/30/2020, 2:55 pm by darthvaderx

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

But I am not JUD6MENT.  Very Happy

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

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Conn

Post on 5/30/2020, 3:38 pm by Conn

But I am not JUD6MENT.
Lol* I corrected, was maybe a copy/paste issue Wink

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Post on 5/31/2020, 1:03 pm by pepillopev

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

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Post on 6/17/2020, 1:29 pm by darthvaderx

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?

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Conn

Post on 6/17/2020, 3:22 pm by Conn

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

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Post on 6/17/2020, 3:36 pm by darthvaderx

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:

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Conn

Post on 6/17/2020, 3:56 pm by Conn

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).

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Post on 6/17/2020, 4:01 pm by darthvaderx

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

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Post on 6/17/2020, 5:01 pm by edale

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.

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Post on 6/17/2020, 5:14 pm by darthvaderx

FFV or FFVI?

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Post on 6/17/2020, 5:18 pm by darthvaderx

Because what I use are these:

-FFV GBA Script Port.

-FFVI Retranslated.

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Post on 6/18/2020, 12:12 am by edale

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/

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Post on 6/18/2020, 3:05 am by darthvaderx

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/

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Conn

Post on 7/7/2020, 6:04 pm by Conn

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

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Post on 7/9/2020, 9:09 pm by VVV18

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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