Breath Of Fire II

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Post by Cubear Sat 8 Jan 2022 - 4:37

Unfortunately it's a hardmute for now, which isn't terribly useful for track identification, but I THINK I got most of them laid out and you can contribute by identifying the currently playing track in ram at 
$7EFFFE regardless of my hack or not. (works on unpatched rom)

Track Map (please error check my work and contribute missing tracks)
Code:
https://docs.google.com/spreadsheets/d/1VMIIQN22Dk4RAhFu0iTKFECC0vXX4E6okkSZxLmBxRg/edit?usp=sharing


Patch v0.01 (hardmute with MSU-1 support)
Code:
https://mega.nz/file/yH4mBL7C#1RRmRsnDcH3wIza_XTFEC8qkW6b5i_QqlOttUqo_sws

And of course, if anybody finds the time to find some manner of arranged version of the songs and convert them to PCM etc, I would be grateful as well.  RPGs are a big project and this is probably going to take a long time for a final, playable release.

I do plan on upgrading this at some point to a patch with SPC fallback, I just had set my deadline of a beta launch by this weekend, so I went with a hardmute which happens to be much easier.


Last edited by Cubear on Mon 28 Nov 2022 - 2:39; edited 1 time in total
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Post by Kaiser Mazoku Mon 5 Sep 2022 - 16:13

Breath of Fire 2 is my favorite RPG and I'm glad to see someone started working on it. One thing that's always bothered me, however, is that there's only one dungeon track and only one town track. It gets repetitive. My question is, what is the feasibility of adding in new tracks? Such as, say, giving towns and dungeons each a unique track? Would that rely on an event flag or a location byte?
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Post by Cubear Mon 5 Sep 2022 - 16:47

It's possible to do, and quite easy. there's several ways to do it, either sorted by zone loaded, holding a button on entry, selecting randomly, or going through a "playlist"

However, this game does not have a full replacement soundtrack. it is likely to not be completed without the work of a musician.

There was a mostly complete orchestral set on youtube, but without high quality files I'm not sure anybody will convert them. and still, that is only "mostly complete"

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Post by Kaiser Mazoku Mon 5 Sep 2022 - 22:42

Seems like going by zone loaded would make the most sense. So, would it just be a matter of finding the zone IDs and assigning tracks to those?

I love that orchestral arrangement btw. Shame the original files aren't available.
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Post by Cubear Mon 5 Sep 2022 - 23:49

It's just finding a distinguishing part of ram (or the stack) that tells us either where we are on the world map, or which map is being loaded. this depends upon when the MSU code happens, before or after the state change from world map to town, for instance

From there you detect which track is trying to play, and if it is a track you want to change, to change to a track number from some predetermined scheme (that you would design)
like, for instance, incrementing the track by 100, 110, 120 etc
and then loading the new track instead.
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Post by Kaiser Mazoku Tue 6 Sep 2022 - 11:45

Gotcha. Makes sense. Yesterday, I discovered that BOF2 has a built-in debug mode with a map viewer that helpfully displays each map ID. This will be even easier than I thought.
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Post by Conn Tue 6 Sep 2022 - 17:02

As for high quality soundtrack, why not trying to contact the authors in this video whether they give it to you and are credited? I'd think most musicians are proud having their music ingamed and hear it while playing Smile

I know we are scroogy crediting the musicians and usually mainly credit the asm and pcm artists (something we should change whenever possible - like if a mix of remasters is taken, a readme file should be added to the pcm set listing and crediting the sources... If a set from another system is taken (arcade, switch, ... This is of course obsolete).

Differing tracks should be, as cubear already pointed out, very easy. Usually towns or dungeons are numbered and then you could make a lookup table - this way we were able to make a Zelda and Mario deluxe set with about 100+ tracks each.
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Post by Cubear Tue 6 Sep 2022 - 19:58

some people had requested higher quality versions or at the very least download links, but apparently the work was done on commission and they didn't want to release without asking the person that commissioned the work. the whole thing seems somewhat tied up.

even with that said, it's only about half of a music pack all told. certainly more than nothing but in a state like that i'd probably not do a full release anyways
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Post by BIGLOU Wed 7 Sep 2022 - 0:55

Kaiser Mazoku wrote:Gotcha. Makes sense. Yesterday, I discovered that BOF2 has a built-in debug mode with a map viewer that helpfully displays each map ID. This will be even easier than I thought.

Hey Kaiser glad you found your way over here. I was the one that messaged you on YouTube. You in the right place. I think everyone in here needs to listen to the music you added in on your Breath of Fire 2 play through on YouTube. Awesome stuff man! I’m new here but I check the forums. Im an SNES guy from way back. I got mine XMas day 91. My favorite console of all time. I would like to contribute what I can to this site. I love what you guys are doing here! I would like to see MSU-1 be all that it can be. I have Masters Degree in Math. When I was getting my Bachelors I got my minor in Computer Science. I have done a little bit of programming but that was years ago though. I worked with C++ and did work in Fortran. I would like to learn so that I can contribute. I am decent in photoshop as well and make boxarts for SNES/SFC Genesis/MD, and NES/Famicom all the time.

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Post by Cubear Wed 7 Sep 2022 - 2:24

Well, you're a lot more qualified than me Smile 

I work in social services and hadn't touched programming since high school computer lab...
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Post by Kaiser Mazoku Wed 7 Sep 2022 - 11:56

BIGLOU wrote:
Kaiser Mazoku wrote:Gotcha. Makes sense. Yesterday, I discovered that BOF2 has a built-in debug mode with a map viewer that helpfully displays each map ID. This will be even easier than I thought.

Hey Kaiser glad you found your way over here. I was the one that messaged you on YouTube. You in the right place. I think everyone in here needs to listen to the music you added in on your Breath of Fire 2 play through on YouTube. Awesome stuff man! I’m new here but I check the forums. Im an SNES guy from way back. I got mine XMas day 91. My favorite console of all time. I would like to contribute what I can to this site. I love what you guys are doing here! I would like to see MSU-1 be all that it can be. I have Masters Degree in Math. When I was getting my Bachelors I got my minor in Computer Science. I have done a little bit of programming but that was years ago though. I worked with C++ and did work in Fortran. I would like to learn so that I can contribute. I am decent in photoshop as well and make boxarts for SNES/SFC Genesis/MD, and NES/Famicom all the time.

Hey. Thanks for pointing this place out to me. I'm currently trying to get a grasp on SNES assembly. I do C# for a living so I'm no stranger to coding, but there's so much you take for granted in higher-level languages that just isn't present in assembly languages. I'm blown away that MSU-1 is a thing. It does exactly what I've always wanted to do: Give older games a glow-up with new soundtracks and assets. A full FMV in Link to the Past? That's nuts! I love it!

Here's the playthrough I made if anyone's curious. The soundtrack was done by editing it in via Vegas Pro because...well, I didn't know MSU-1 existed, lol.

https://www.youtube.com/watch?v=65fDBWDrR3A&list=PLikwm8fqmuCplX0Ab5ORniZKvzpx6IND_&index=1
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Post by Conn Wed 7 Sep 2022 - 13:51

If you know c# I can only recommend to learn asm. The principle is the same... Telling the cpu what to do: You have input data, do some math and have output data.

But you learn how cpu:s work, or let's say think, and you can surely implement higher language code more efficiently if you know a bit asm Smile
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Post by Kaiser Mazoku Wed 7 Sep 2022 - 15:14

I took x86 asm in college so I have a wee bit of experience...even if it was on an entirely different architecture. SNES asm doesn't seem too different. The fundamentals are mostly the same from what I gather.
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Post by Cubear Wed 7 Sep 2022 - 22:00

As far as getting started on making MSU1 hacks, I have a bit of a beginner's primer put together here, though I should probably give it a go over and rewrite it at some point.

https://www.zeldix.net/t2412-msu-1-beginning-hacking-information-thread
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Post by BIGLOU Wed 7 Sep 2022 - 22:55

OK. Looks like I have some studying to do!

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Post by Cubear Wed 7 Sep 2022 - 23:00

and of course, don't hesitate to post in that thread to ask for clarifications or advice, etc. i'll answer when i am able. other established hackers may also chime in Smile
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Post by Cubear Tue 15 Nov 2022 - 19:01

a PCM set has been made and linked to me by a member of ours on Discord, 양신.


seems like it's general midi which is not everybody's bag, but it should be fine for testing the patch.


find it here:

Code:
https://mega.nz/file/uewzAQwL#PiBkX9yU9qQ-GMq9pI4RzM-xUyXIhBvkl1whMEAt0aw
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