Super Mario World Restored
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Re: Super Mario World Restored
Thanks for the help. I went with the new non-sa1 patch you posted since I don't use any smw mods.That fixes the volume.
So are the yoshi versions possible to implement when getting on/off yoshi in the future?
So are the yoshi versions possible to implement when getting on/off yoshi in the future?
saviorx- Bee
- Since : 2018-03-26
Re: Super Mario World Restored
Relikk wrote:Good to hear. Everything should be plain sailing from here on in. Just need the rest of the tracks now.
Were the resources for all tracks available? Or is it like All-Stars where only some were?
Dinierto- Rope
- Since : 2021-02-03
Re: Super Mario World Restored
saviorx wrote:Thanks for the help. I went with the new non-sa1 patch you posted since I don't use any smw mods.That fixes the volume.
So are the yoshi versions possible to implement when getting on/off yoshi in the future?
Oh poop I didn't even noticed if that happens
Dinierto- Rope
- Since : 2021-02-03
Re: Super Mario World Restored
saviorx wrote:So are the yoshi versions possible to implement when getting on/off yoshi in the future?
It's possible, but not in the same way the original game does it. You can switch tracks when Yoshi is mounted, but it wouldn't be a seamless transition carrying on from the same place in the music. It'd be a hard switch to the Yoshi bongos track, but from the very beginning of it, and then a hard switch back to the beginning of the normal track when you get dismounted, and obviously this can happen numerous times in one level. It'd sound a bit of a mess.
Dinierto wrote:Were the resources for all tracks available? Or is it like All-Stars where only some were?
Resource wise, I'm pretty sure everything is available to the authors. It's a matter of time where finished releases are concerned, but whatever has been finished has been uploaded to The Bricksters YouTube channel with a link provided in the description to the lossless file for someone like me to work with, and unless something is released while I'm sleeping I'll have the track edited and available for download pretty quickly.
I think everything is available for All-Stars as well (and many others), but they're mostly focusing on Super Mario World for the time being.
Relikk- Since : 2017-02-17
Re: Super Mario World Restored
We do mostly have everything available for World, except for a Clarinet and the Heavy Guitar used in the fight with King Koopa. As a result, any songs using those will need to be delayed, until they can hopefully be found.
For the other games, there isn't actually too much found for them yet, so we are finding and researching samples as we go.
For the other games, there isn't actually too much found for them yet, so we are finding and researching samples as we go.
Last edited by The Brickster on Wed 10 Feb 2021 - 8:28; edited 1 time in total (Reason for editing : Removed broken quote stuff.)
The Brickster- Newcomer
- Since : 2021-02-07
Re: Super Mario World Restored
The Brickster wrote:We do mostly have everything available for World, except for a Clarinet and the Heavy Guitar used in the fight with King Koopa. As a result, any songs using those will need to be delayed, until they can hopefully be found.
For the other games, there isn't actually too much found for them yet, so we are finding and researching samples as we go.
Thanks again for your awesome work, this is already one of my favorite MSU-1 packs because of what you guys have been doing.
Dinierto- Rope
- Since : 2021-02-03
Re: Super Mario World Restored
I came to actually hope and request someone was doing this, and someone beat me to it! I'm super excited to see this completed.
Are there plans to use Luigi's sprite like the All Stars + Mario World version? Would that even be possible?
Are there plans to use Luigi's sprite like the All Stars + Mario World version? Would that even be possible?
GDubs- Newcomer
- Since : 2017-10-17
Re: Super Mario World Restored
I'm not sure but that could be a part of the MSU+ hack, already.
https://www.zeldix.net/t1437-super-mario-world-msu
https://www.zeldix.net/t1437-super-mario-world-msu
Relikk- Since : 2017-02-17
Re: Super Mario World Restored
Yes, MSU+ hack already have this change for Luigi's sprite.
By the way, according to this MSU-1(+) hack's Readme file, it is said that :
By the way, according to this MSU-1(+) hack's Readme file, it is said that :
So, are we agree that, we have to use the "MSU1 only" patch and not the "MSU1 + SA1" patch to have all the hack included in the MSU+ ? Just to be sure. Thank you ;-)Due to bugs and the ram address remapping in the SA-1 patch, none of the enhancements included in the normal rom are avaiable. You can say the SA-1 with MSU-1 patch version is more like a proof of concept.
FBBTJ- Newcomer
- Since : 2021-01-11
Re: Super Mario World Restored
This is a secret to everyone... want to say: only Colines can answer that. I think the native patch (not msu+) is compatible with sa1, but I am not sure either.
https://www.zeldix.net/t1436-super-mario-world-native
I put some merged patches in a subfolder of the msu+ (polargames posted), but this bugs on sd2snes I think (though emulator is fine).
https://www.zeldix.net/t1436-super-mario-world-native
I put some merged patches in a subfolder of the msu+ (polargames posted), but this bugs on sd2snes I think (though emulator is fine).
Conn- Since : 2013-06-30
Re: Super Mario World Restored
SA-1 for SMW MSU-1 was conceived back in 2015. At the time, the SA-1 Pack was buggy, and hadn't propper hardware support, as there wasn't any way to test it on a real SNES.
Therefore, I couldn't test it properly, as explained here. Things that went untested was the busy flag (I think I removed it entirely, since emulators don't suffer from seek time, and an SA-1 flashcart didn't exist), and some other MSU+ features, which ones I didn't bother to further improve, as no real way to play it on real hardware existed back then.
It's very likely this prototype works acceptably, though not as polished as I intended, as well as missing proper coding to support the newly SA-1 flashcarts that surfaced over the years!
If people give it a try and report bugs, I may take a look once more in the patch, and finish what was left. Of course, if someone takes the initiative first, be welcome to do so!!!!!
Therefore, I couldn't test it properly, as explained here. Things that went untested was the busy flag (I think I removed it entirely, since emulators don't suffer from seek time, and an SA-1 flashcart didn't exist), and some other MSU+ features, which ones I didn't bother to further improve, as no real way to play it on real hardware existed back then.
It's very likely this prototype works acceptably, though not as polished as I intended, as well as missing proper coding to support the newly SA-1 flashcarts that surfaced over the years!
If people give it a try and report bugs, I may take a look once more in the patch, and finish what was left. Of course, if someone takes the initiative first, be welcome to do so!!!!!
Colines- Since : 2015-05-24
Re: Super Mario World Restored
I tried to look in the ips you once compiled but it is already merged with fastrom as far I can tell... so I looked into your asm but do not dare to recompile (it is also a bit outdated since e.g., volume is set to 80 for emu, while the standard is FF since sd2snes boost.
Polargames threw some days ago a merged SA-1 + MSU1 patch which I added to the patch file (he said it is blessed by you):
https://drive.google.com/file/d/1Bvd9hN_LY0msUqjwwwzivIjVUyMfh7Rf/view?usp=sharing
(Subfolder Super Mario World_msu1_sa1.sfc, file: smw_MSU1_SA1_v1.4.bps)
however this also gives some problems (badcat on discord, msu tech support):
Ah well... I'm completely lost
if you once get the time to recompile I'd be happy 
Polargames threw some days ago a merged SA-1 + MSU1 patch which I added to the patch file (he said it is blessed by you):
https://drive.google.com/file/d/1Bvd9hN_LY0msUqjwwwzivIjVUyMfh7Rf/view?usp=sharing
(Subfolder Super Mario World_msu1_sa1.sfc, file: smw_MSU1_SA1_v1.4.bps)
however this also gives some problems (badcat on discord, msu tech support):
badcat12.02.2021
I'm having trouble with the sa-1 patch. I'm using super nt and sd2snes pro, both w/ the latest firmware. 1st time i started, it played the default audio. then i went to the super nt menu to verify "cartridge audio enabled" - it was. then suddenly the msu1 starts playing OVER the default audio. I hit the reset button and then no audio plays. I turn the super nt on and off, and now i'm back at the default audio.(Bearbeitet)
[03:07]
I discover if i pause the game, when i unpause it begins playing the msu1 music.
[03:08]
i went down a pipe and now it's making a terrible fart noise
[03:08]
pausing and unpausing resumes the msu1 music
[03:12]
i'm gonna try the non-sa1 patch and see if it is better
[03:14]
yeah, the original smw patch i used w/ other pcm sets works much better for me
[03:18]
but... when i return the overworld, the fart noise is back. so both versions are not good for me
[03:18]
i'll retest some other msu1 stuff and see if it's broken
[03:18]
maybe the sd2snes pro firmware i'm on is no good for msu1
[03:25]
i'll try repatching and see what happens
badcat12.02.2021
Hmm. the Readme mentions a specific "_sd2snes" patch, but that bps is not provided
[04:29]
I repatched w/ a no-intro rom but result is the same. Terrible fart noise at different points. Non-sa1 is better than sa-1, but still bad.
badcat12.02.2021
Not sure if this is relevant but the readme in in the linked file says the patch is version 1.0. elsewhere i found a patch for 1.5 that seems to be working better:
[04:42]
http://www.romhacking.net/download/hacks/2472/
Ah well... I'm completely lost


Conn- Since : 2013-06-30
Re: Super Mario World Restored
Conn wrote:I tried to look in the ips you once compiled but it is already merged with fastrom as far I can tell... so I looked into your asm but do not dare to recompile (it is also a bit outdated since e.g., volume is set to 80 for emu, while the standard is FF since sd2snes boost.
Nah, don't worry. Just set the !SD2SNES flag, which is your usual FF standard, and assembler the ASM file with Asar, and you're good to go

Everything should be straightforward with the assembling instructions, just ignore the emulator volume, as it is just a relic from past times

however this also gives some problems (badcat on discord, msu tech support)
Thanks for the feedback!
Yeah, versions issued by other individuals seem to make it more confuse to trace and debug what's going on, as I'm not sure what has been modified or whatever other conditions are outside of what were foreseen in official patches.

Patches inside the Development Purposes folder should be the latest patches issued by me, though PCM packs are limited solely to the ones compatible with the older and broken volume standard.
------------------------------------------------------------------------
The only reason I kept the MSU+ patch still using the older emulator volume, is just because I didn't have time to update all the PCM assets to the correct volume for $FF.
I do intend to revamp the assets eventually. But for now, getting the code functional on real hardware took priority, so just for the time being, the $80 volume will be maintained as I work on the underlying SA-1 code

It's gonna take a while to release a new build for now, as I need to review my code and remember its shenanigans. But as usual, whoever wants to collaborate/fork it and release a new MSU+ version by themselves, feel free to do so! =D
Colines- Since : 2015-05-24
Re: Super Mario World Restored
I compiled it myself now, emulator work perfectly, but same problems on sd2snes badcat reportef (relikk tested). I think the grandmaster colines need to fix 

Conn- Since : 2013-06-30
Re: Super Mario World Restored
I guess I do remember of crossing an issue similar to this "fart" sound, more prominent when getting the Star Power and the music switching back to normal as the power runs out.
Not sure if it's the same issue, but did badcat used my PCM pack only? Because I hijacked the main loop instead of the NMI, the switching music logic gets repeated several times due to how SMW is programed to call this routine. So everytime music changes, the first few milliseconds of the track are played repeatedly.
I found out easier to just add a few milliseconds of silence in the beginning of each track (humanly impossible to notice) rather than truly fix it
Then again, I should rather just fix it so nobody needs to redo entire bunches of PCM files libraries to just add a freaking portion of silence

Not sure if it's the same issue, but did badcat used my PCM pack only? Because I hijacked the main loop instead of the NMI, the switching music logic gets repeated several times due to how SMW is programed to call this routine. So everytime music changes, the first few milliseconds of the track are played repeatedly.
I found out easier to just add a few milliseconds of silence in the beginning of each track (humanly impossible to notice) rather than truly fix it

Then again, I should rather just fix it so nobody needs to redo entire bunches of PCM files libraries to just add a freaking portion of silence

That's actually rather funny. Love the sarcasmI think the grandmaster colines need to fix

Colines- Since : 2015-05-24
Re: Super Mario World Restored
The issue is unfortunately more complex, as stated, emulator is fine it only bugs on sd2snes. Here's relikk report (I don't own a sd2snes):
Other MSU patches however work fine with SA1... So maybe it's a ram thing? Or sd2snes cannot find the MSU registers (like you need 3 byte addressing, e.g., sta $002004 instead sta $2004). Without the possibility to trace sd2snes, I can't tell.
It wasn't sarcasm at all. I never dealt with asar and looking at your asm, most is beyond my understanding
really impressive!
No joy here. SPC music on the title screen, no music during the intro, map or first level to the left
Other MSU patches however work fine with SA1... So maybe it's a ram thing? Or sd2snes cannot find the MSU registers (like you need 3 byte addressing, e.g., sta $002004 instead sta $2004). Without the possibility to trace sd2snes, I can't tell.
It wasn't sarcasm at all. I never dealt with asar and looking at your asm, most is beyond my understanding

Conn- Since : 2013-06-30
Re: Super Mario World Restored
I see. The issue persists on both versions, the MSU-1 alone and the SA-1, right?
The SA-1 is for sure, as like I said, I remember removing entirely the busy flag from the ASM code. But if it's happening on the normal MSU+ version, that's something that needs my attention urgently.
Since the ASM file is hybrid for Slow/Fastrom and SA-1, both codebases share much of the same routines, so fixing everything which is haunting the normal version, most likely will make it easier to debug and trace what's going on with the SA-1 version.
The SA-1 is for sure, as like I said, I remember removing entirely the busy flag from the ASM code. But if it's happening on the normal MSU+ version, that's something that needs my attention urgently.
Since the ASM file is hybrid for Slow/Fastrom and SA-1, both codebases share much of the same routines, so fixing everything which is haunting the normal version, most likely will make it easier to debug and trace what's going on with the SA-1 version.

Appreciate that. Though if it wasn't for your original patch, I could never have conceived it, so all credits go to the first grandmaster.It wasn't sarcasm at all. I never dealt with asar and looking at your asm, most is beyond my understanding

Colines- Since : 2015-05-24
Re: Super Mario World Restored
I think only in the combined patch, nobody complained about MSU+ not working on sd2snes... Relikk?
Oh yes, lol, let's continue to incense each other (that was sarcasm
)
Oh yes, lol, let's continue to incense each other (that was sarcasm

Conn- Since : 2013-06-30
Re: Super Mario World Restored
The normal patch seems fine. It's only the combined MSU+ & SA-1 patch that has issues.
Relikk- Since : 2017-02-17
Re: Super Mario World Restored
Thanks for clarifying, that's all I needed to know.
Yeah, adding the busy flag for the specific SA-1 code back should pretty much make the songs to work more or less regularly, though this "fart" phenomenon is gonna need more research for its cause.
It will take a little while, but a corrected (aka busy flag implemented) patch for SD2SNES will be issued for play testing, hopefully this old dream of mine for an high quality music SA-1 version will finally be completed =^-^=
Just a heads up to everyone reading this regarding the SA-1 code included in my patch:
The ASM file does not contain any of Vitor Vilela's SA-1 Pack code. First and foremost, you should patch Vitor Vilela's SA-1 patch to a clean SMW rom, and then apply the MSU-1 patch to make both enhancements chips to work.

Yeah, adding the busy flag for the specific SA-1 code back should pretty much make the songs to work more or less regularly, though this "fart" phenomenon is gonna need more research for its cause.
It will take a little while, but a corrected (aka busy flag implemented) patch for SD2SNES will be issued for play testing, hopefully this old dream of mine for an high quality music SA-1 version will finally be completed =^-^=
Just a heads up to everyone reading this regarding the SA-1 code included in my patch:
The ASM file does not contain any of Vitor Vilela's SA-1 Pack code. First and foremost, you should patch Vitor Vilela's SA-1 patch to a clean SMW rom, and then apply the MSU-1 patch to make both enhancements chips to work.

Well, you startedOh yes, lol, let's continue to incense each other

Colines- Since : 2015-05-24
Re: Super Mario World Restored
Yes, could the reason simply be this here?
- Code:
if !SA1 == !False
LDA #$01 ;\ Set busy flag so the MSU-1 gets his properties on next frame
STA !BusyFlag ;/
JMP NoMSU
endif
MSUReady:
if !SA1 == !False
BIT $2000 ;\ If not ready, loop
BVS Mute ;/
STZ !BusyFlag ; Clear busy flag
endif
Conn- Since : 2013-06-30
Re: Super Mario World Restored
The reason is simply because there weren't any SA-1 flashcarts at the time, and since emulators don't need to seek anything (streamed content is available right away), I just "commented" the busy flag out
I was aware of the implications of doing so, and planned to add it back eventually... As of now \o/
However, I might have experimented something weird that urged me to remove the busy flag back then, don't remember. Possibly the thing with 3 byte addressing could resolve too.

I was aware of the implications of doing so, and planned to add it back eventually... As of now \o/
However, I might have experimented something weird that urged me to remove the busy flag back then, don't remember. Possibly the thing with 3 byte addressing could resolve too.
Colines- Since : 2015-05-24
Re: Super Mario World Restored
I see. But we know now the reason at least for the sd2snes bug 
I'll try tomorrow with relikk to get it work and keep you heads up

I'll try tomorrow with relikk to get it work and keep you heads up
Conn- Since : 2013-06-30
Re: Super Mario World Restored
Yeah, I did spoke with Polar that SA-1 for SD2SNES could present issues, as well as having commented a couple months ago about the busy flag problem.
Hopefully, it won't be needed further aditional changes aside from adding the flag back.
Hopefully, it won't be needed further aditional changes aside from adding the flag back.
Colines- Since : 2015-05-24
Re: Super Mario World Restored
I think this was the case, I enabled the bit $2000 check for sa1, now it works (thanks to Relikk who tested).
I used this
Here's the download.
http://bszelda.zeldalegends.net/stuff/Con/smw_msu1+_PATCH.zip
(subfolder Super Mario World_msu1_sa1.sfc, smw_sa1_msu1_v2.bps)
Oh and the volume is FF... the pcm sets will hopefully adjusted with the time, until then here's the tool that can be used to lower them:
https://www.zeldix.net/t2068-msu-1-re-normalization-lower-pcm-volume
I used this
- Code:
!BusyFlag = $1415|!Base1 ; Free RAM address for the MSU-1 pending flag, change it if already in use too
Here's the download.
http://bszelda.zeldalegends.net/stuff/Con/smw_msu1+_PATCH.zip
(subfolder Super Mario World_msu1_sa1.sfc, smw_sa1_msu1_v2.bps)
Oh and the volume is FF... the pcm sets will hopefully adjusted with the time, until then here's the tool that can be used to lower them:
https://www.zeldix.net/t2068-msu-1-re-normalization-lower-pcm-volume
Conn- Since : 2013-06-30
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