Samurai Shodown / Samurai Spirits
Zeldix :: MSU-1 Hacking :: MSU-1 Hacks Database :: Fighting :: Other
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20220102

Samurai Shodown / Samurai Spirits
Apply to headerless rom.
- Patch -
MSU1 Patch v1.04 (by Conn & Cubear)
- Code:
https://mega.nz/file/jawk0aqI#HFXhMUe9uUlfJbDQsXtfE8x3nEKWixx1hkzR0rv_38w
- Patch Changelog (Click to view):
- 2022-01-03 v1.01: updated noloop table
2022-01-04 v1.02: Corrected cutscene music to match arcade version
2022-01-05 v1.03: Fixed my bad code!! probably
2022-01-07 v1.04: Stopped a track from restarting if it was already playing
- PCM Packs -
Neo Geo (Arcade/AES/MVS) (by Relikk)
- Code:
https://mega.nz/file/4ngR0IJZ#T-1Q1aZgbYTVM-1nOnrC3r06oQYnDjDkugIcfB0p1Bo
Neo Geo CD (Arranged) (by Relikk)
- Code:
https://mega.nz/file/Mqg0kToY#ormRmS_VwX-7LV6S8QgWPtEgV5e3whzwNZxEd6L-jH0
- Track Map -
- Code:
https://docs.google.com/spreadsheets/d/1lJy51NZzvYzrHBOQaI5RBu5h8mdU14JKOFDi5X1YnkE
Last edited by Cubear on Sat 8 Jan 2022 - 0:42; edited 11 times in total
Samurai Shodown / Samurai Spirits :: Comments

Congrats on the release, however I think we need a pcm pack now 
If possible, please only post in database if the game is fully playable with msu, means release the patch with a pcm set (until then it is development)
Also, if anything gets updated (patch or pcm set), please notify it in the comments, so the community knows. I also have a backup on my HDD and I also update the links in the file lists. If there are silent updates, they are unnoticed

If possible, please only post in database if the game is fully playable with msu, means release the patch with a pcm set (until then it is development)

Also, if anything gets updated (patch or pcm set), please notify it in the comments, so the community knows. I also have a backup on my HDD and I also update the links in the file lists. If there are silent updates, they are unnoticed

Okay I've added the Neo Geo AES/MVS PCM pack for the meantime. I still need to tweak some things, but I'll sort them out hopefully tomorrow. It's "fine" for the time being.
I'll add the Neo Geo CD version along with it, or shortly after.
I'll add the Neo Geo CD version along with it, or shortly after.

Much thanks relikk
I wait with backup until it is set final and you give an ok, so I don't have to do the backup work twice

I wait with backup until it is set final and you give an ok, so I don't have to do the backup work twice

Oh, I wasn't aware that was a requirement for posting in this section. My apologies.

No worries, and thanks for all your efforts! We only have after years of work and 200+ patches our structures that proved itself 


Oh my god, oh my god, oh my god...
This was one of the must have. Congratulations, and thanks to all... awesome!!...
edit:
Jubai stage and tam tam stage music are interchanged, samsho_msu-9 and samsho_msu-10 must be renamed to samsho_msu-10 and samsho_msu-9
I mean:
-samsho_msu-9 is samsho_msu-10
-samsho_msu-10 is samsho_msu-9
This was one of the must have. Congratulations, and thanks to all... awesome!!...
edit:
Jubai stage and tam tam stage music are interchanged, samsho_msu-9 and samsho_msu-10 must be renamed to samsho_msu-10 and samsho_msu-9
I mean:
-samsho_msu-9 is samsho_msu-10
-samsho_msu-10 is samsho_msu-9

Yeah, Relikk noted that error in my track mapping earlier today. there's also an updated patch with a no-loop track that I had missed. I'm glad there are people here to catch my mistakes 


Updated the version with a bugfix (for the game's original code) where it played the incorrect music tracks in two cutscenes.

The latest patch seems to hang just before the 3rd cutscene where the first suggested change to the code occurs. It doesn't transition to the cutscene after the screen goes black and hangs there.
I've updated the Neo Geo AES/MVS PCM set to what should be the final version.
I've updated the Neo Geo AES/MVS PCM set to what should be the final version.

@Cubear, I think this is the error:
instead the value 13/14
So it should be
lda #$13
lda #$14
You load ram 7e0013/7e0014org $c1caa6
lda $13 ;changing cutscene music to match arcade version
org $c1d7da
lda $14 ;same as above
instead the value 13/14
So it should be
lda #$13
lda #$14

Such things happen all time to mewhoops! sloppy mistake on my part. ty conn.


I think when you had time to update to 1.03 we are eventually done with this project


Neo Geo CD Arranged PCM pack added. I'll get a video up soon, also.

@Cubear and @Conn by port;
@Relikk for the albums, I loved it, it was wonderful, thank you so much!
@Relikk for the albums, I loved it, it was wonderful, thank you so much!

I have a suggestion. In the original neo geo aes version there is no music in the menu options, but in the snes character selection screen sounds in all the menu screens, and it does look not so good. The song is constantly restarted every time the screen changes... to be later played once more in the character selection screen.

If I'm interpreting you correctly, you're asking for the game to not restart the song if the same music track is already playing? I can manage that easily enough... just note that this is a change to the normal operation of the SNES game (restarting on screen change)
edit: completed.
edit: completed.

Cubear wrote:If I'm interpreting you correctly, you're asking for the game to not restart the song if the same music track is already playing? I can manage that easily enough... just note that this is a change to the normal operation of the SNES game (restarting on screen change)
edit: completed.
Now the navigation flows well, and even the sensations are more than satisfactory. Well done, for real

It is not necessary to improve it, you can consider the work done, but for illustrating what I was mentioning I leave here a video in which it can be seen how the "selecting character screen" sounds only when the characters are ready to be selected, and not when there is the navigation of the screen options (in neo geo is only about selecting the difficulty level, in wich doesn't sound any music).
https://youtu.be/Aq9k5Gbh9xg?t=42

That could be possible to do but I think I'm satisfied with things the way they are. I'm glad you're enjoying the hack.

Cubear wrote:That could be possible to do but I think I'm satisfied with things the way they are. I'm glad you're enjoying the hack.
Yes, is really good as it is. Completely rounded

I never did this question... When you hook the msu1 music in a game, Do the music get silenced, but still using the spc700 resources?.
It could be interesting, cause maybe could be usable all the 8 pcm channels for voices and sound effects.
This (samurai shodown), is one of these games that has a very low bit rate for voices and sfx samples. Maybe one day this changes and can get improved due to that.
I'm looking at art of fighting 2, but for now these are just ideas that i'm having... i'm for now i will be stuck at least during all this whole year, so we'll see...

This patch was hard muted on the APU side by Conn.
The data transfers etc. are likely the exact same as the default rom. It does mean that there are DSP channels that would normally be used for music goin "unused", but it would be far, far beyond my abilities to increase the sample quality or use the music DSP channels to play sound effects.
With the hack the way it is, the music is loaded to APU and still running, just silently, in the background. the game's sound engine requires the music to run to play the SFX.
The data transfers etc. are likely the exact same as the default rom. It does mean that there are DSP channels that would normally be used for music goin "unused", but it would be far, far beyond my abilities to increase the sample quality or use the music DSP channels to play sound effects.
With the hack the way it is, the music is loaded to APU and still running, just silently, in the background. the game's sound engine requires the music to run to play the SFX.

Cubear wrote:This patch was hard muted on the APU side by Conn.
The data transfers etc. are likely the exact same as the default rom. It does mean that there are DSP channels that would normally be used for music goin "unused", but it would be far, far beyond my abilities to increase the sample quality or use the music DSP channels to play sound effects.
With the hack the way it is, the music is loaded to APU and still running, just silently, in the background. the game's sound engine requires the music to run to play the SFX.
So, the only way to go to save spc700 resources (in terms of bandwidth), is to rewriting the sound engine itself to not transfer all the music samples... but, well, at least possible it is i think.
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