Puzzle Bobble: Bust-A-Move
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Puzzle Bobble: Bust-A-Move
Download patch V1.02:
- Code:
https://files.catbox.moe/l84zua.zip
PCM Packs:
3DO OST
- Code:
https://www.mediafire.com/file/lqv07rwvestatoe/pcmpack1.7z/file
Yeah, I know it's using the Bust-A-Move ROM when the bps patch is for the PAL version and the title contains a name not in the US version.
Versions:
1.00 - First release, contains the ability to play CD quality music.
1.01 - Includes extra patches that should hopefully make assembling the .asm file more optional. Also cleans up this post.
1.02 - Hot-fix for an issue where Title Screen music stops prematurely. A more proper fix has been suggested, but this should do for now.
Last edited by zdrmonstera on Mon 29 Aug 2022 - 13:30; edited 10 times in total
zdrmonstera- Since : 2022-08-26
Puzzle Bobble: Bust-A-Move :: Comments
Re: Puzzle Bobble: Bust-A-Move
Congrats to your release
Unfortunately I need to tell some conventions, but this is little:
- attachments are only downloadable for registered users. Please upload the patch to an extern cloud.
- patches in ips format are usually for non-headered roms, bps patch both afik
- I know people prefer the us version sometimes, due to compatibility. In your readme it says only Japanese version and people need to compile themselves...
If possible, can you add a japa and us patch (bust a move) to your patch folder? Cubear and I can help you porting if you experience problems
Little things:
- video can be a SPC gameplay from YouTube until one makes one of MSU
- Usually we post the patch first, then the pcm pack (you can see other releases for the standard)
This is all to avoid confusion with players... We have gained experience over years
Much thanks for your contribution!
I promoted you to asm hacker;)
Unfortunately I need to tell some conventions, but this is little:
- attachments are only downloadable for registered users. Please upload the patch to an extern cloud.
- patches in ips format are usually for non-headered roms, bps patch both afik
- I know people prefer the us version sometimes, due to compatibility. In your readme it says only Japanese version and people need to compile themselves...
If possible, can you add a japa and us patch (bust a move) to your patch folder? Cubear and I can help you porting if you experience problems
Little things:
- video can be a SPC gameplay from YouTube until one makes one of MSU
- Usually we post the patch first, then the pcm pack (you can see other releases for the standard)
This is all to avoid confusion with players... We have gained experience over years
Much thanks for your contribution!
I promoted you to asm hacker;)
How do I embed videos?Conn wrote:
- video can be a SPC gameplay from YouTube until one makes one of MSU
Congratulations on your first release! Always nice to see more people learning to hack. It's very rewarding!
The intro music ends prematurely if you're using any 60Hz options (US, JP and forcing the PAL ROM to 60Hz). It's fine on the PAL ROM running at 50Hz.
Relikk wrote:The intro music ends prematurely if you're using any 60Hz options (US, JP and forcing the PAL ROM to 60Hz). It's fine on the PAL ROM running at 50Hz.
I'm not sure what I can do with that, the 3DO's intro music doesn't seem to sync up well with the SNES intro, and I don't think introducing PCM pack specific "speed hacks" would do much good. (Let alone know how to do it yet!)
Unless you are using another PCM pack? :/
pal is always slower than ntsc, for example bszelda dub cannot be played on pal.
I would not know another solution than creating a different pcm for ntsc uses if this is a problem
I would not know another solution than creating a different pcm for ntsc uses if this is a problem
I can't seem to replicate the issue. Maybe I'm misunderstanding.
both versions have the song end right around where bub starts jumping. The PAL version is running at 50fps, too.
both versions have the song end right around where bub starts jumping. The PAL version is running at 50fps, too.
probably an issue with the mute when 00 passes through the MSU1 hook
for a quick band-aid type of fix, you could check the currently playing track and ignore the mute when the title screen song is the last one being played
for a quick band-aid type of fix, you could check the currently playing track and ignore the mute when the title screen song is the last one being played
Yes cubear is right, I traced it.
this may be ocercome with following:
- Code:
CMP #$00
BEQ stop_music
stop_music:
STZ $2143
%CheckNoMSU(stop_music2)
STZ $2007
this may be ocercome with following:
- Code:
stop_music:
STZ $2143
%CheckNoMSU(stop_music2)
;-----------------------------
waittrackover:
LDA $2000
AND #$10
BEQ waittrackover (not sure, could also be BNE waittrackover)
;------------------------------
STZ $2007
that could cause some issues if a looping track is being played, right? you may also want to save track loop status to free ram and use it to avoid that loop if your current track loops, if you use this code
Details surely must be tested and adjusted if necessary, ee.g. through deploying a free ram if intro is played or whateve r:)
Cubear wrote:probably an issue with the mute when 00 passes through the MSU1 hook
for a quick band-aid type of fix, you could check the currently playing track and ignore the mute when the title screen song is the last one being played
Applied that "fix" in a new 1.02 update. @Relikk Try testing it now, though it won't stop when you press the start button.
if it becomes an issue, you can read the snes joy registers for the bit when the start button is pressed and do a mute if that comes back true.
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