Secret Of Mana / Seiken Densetsu II

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Patch:

Code:
http://bszelda.zeldalegends.net/stuff/Con/SecretOfMana_MSU1.zip

Mirror: https://mega.nz/file/IKlmQYhQ#p9F6BxYRNbzqgW7gPgAqkXT8TWN2Z2ybEV7nhApNXBM
(compatible also with French/German PAL versions)


PCM Sets


Secret of Mana Orchestral PCM by JUD6MENT:
Code:
https://mega.nz/file/9HsmRKBB#Q3VWz1aaWiOeQOCNmN-20ugBWJnFCJs7mtuzx7S33-k

Mirror Link: https://www.mediafire.com/file/ty36is68xqwgtid/Secret_of_Mana_Orchestral_by_JUD6MENT.zip/file
YouTube Preview

Jammin' Sam Miller Restored PCM Pack compiled by NoNameSD :
Code:
https://drive.google.com/drive/folders/11u3-ppMoYPjR8Jv_8g1vvjfxwqzwq6h6

PCM by DarkShock (-18dB):
Code:
https://www.mediafire.com/?hvcv15tmns8j5bw

Remastered PCM set by emuandco:
Code:
https://dreimer.eu/msu/SOMRemaster.7z

Original SPC set by Relikk:

Code:
https://mega.nz/file/l35lWYjb#QDF6fQ1DhyIEjEmR7j7L1DyHZkVNqOzpelv7ee5dySo

Official Remake PCM's by qwertymodo (msu1 Pack)
Snes9x msu1 format (needs Mercurial Magic to extract)
Code:
http://www.mediafire.com/?7h5pggkebgr38m3
Extracted Pcm Files, added 06/04/20
Code:
http://www.mediafire.com/file/v0v68pi3q7avmcy


Last edited by Conn on Tue 20 Apr 2021 - 15:44; edited 27 times in total
Conn
Conn

Secret Of Mana / Seiken Densetsu II - Page 3 Image212

Since : 2013-06-30

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Secret Of Mana / Seiken Densetsu II :: Comments

Relikk

Post Wed 31 Jul 2024 - 17:08 by Relikk

Yeah, that's what I was referencing in my original reply to you. The game/patch code is what specifies fades for any given track. In saying that, you can manually fade tracks during the editing process, but that'd be generally done for timed tracks that have a set duration and/or single play tracks that don't loop.

Seeing as you're mentioning a JSON file I presume MSUPCM++ needs to be used for the tracks for that particular set, but I can't say why there's a fade specified if it's not used. I find that method of audio editing and PCM conversion to be overcomplicated for its purpose.

But yes, it seems like the patch code is missing fade instructions.

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monster

Post Wed 31 Jul 2024 - 17:43 by monster

Oh. So you don't need to do both methods to get fades working. The msu set I'm using is Sam Miller's restored set. He included the json he used to make it. That's the one that has all the fade information for every track. So it looks to me like the fading should work. I've used snes9x and bsnes through retroarch. I'm thinking that the msu set and the ips aren't getting along.

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NoNameSD

Post Thu 1 Aug 2024 - 14:49 by NoNameSD

The tracks.json file is only used to create the pcm files from the source (in this case flac) files.

The pcm files are basically just slightly modified uncompressed wav files.
The loop point is specified at the start (header) of the file and all the rest is just raw audio data.
(It's probably the simplest looping audio file possible.)
The fading in the audio conversion is just used to prevent any clicking noises on playback. (Especially the cross fading between the end of the file and the loop point)

Most people can just ignore everything I put into the source folder.
I just included these in case someone wants to do the conversion themselves with modifications or just use them as an example for their own MSU1 music packs.

Any in-game fading needs to be done by the game itself and has nothing to do with the pcm files.

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monster

Post Thu 1 Aug 2024 - 15:01 by monster

Thank you for the info. So what it sounds like you're saying is there isn't a way to recreate the fading effects of the original game when using msu? Or at least not without an unreasonable amount of work in developing the patch? I'm ignorant of how the fade effect commands are written into the patch. I'm guessing its either distinct code for each individual in game instance or general parameters that get called by the game when needed.

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NoNameSD

Post Thu 1 Aug 2024 - 15:14 by NoNameSD

I'm not sure if this patch has fading. I've honestly only playtested it once to test if the pcm files work.

Though I have seen other MSU1 patched games that do proper fading. So it should be possible to do.
I have no Idea how hard that would be to implement, since I have never done anything in assembly.

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Cubear

Post Fri 2 Aug 2024 - 2:35 by Cubear

it's not an unreasonable amount of work. you find the fade signal, then use that to trigger your fade code for MSU1.

from a quick look at the .asm (hosted on github)
https://github.com/DoctorDan1986/SecretOfMana-MSU1/blob/master/secret_of_mana_msu1.asm

there is fade code in this patch. perhaps there is another trigger that is being missed.

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Conn

Post Sun 4 Aug 2024 - 10:44 by Conn

Problem is that darksock made this patch, I don't wanna tinker in his source code.

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monster

Post Sun 4 Aug 2024 - 13:52 by monster

Conn wrote:Problem is that darksock made this patch, I don't wanna tinker in his source code.

Oh, I had believed that you were involved. Sorry. There are two ips patches in the zip up top and one is named som_msu1_v3(Conn).ips and another one is in a sub directory named old_original so that's why. Doesn't look like DarkShock has been on here in a while so I think I'll assume that this patch is as complete as it's likely to be.

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Conn

Post Tue 6 Aug 2024 - 10:53 by Conn

Yes, I probably fixed the one or other bug, but cannot remember, I was doing so much before I went into retirement. When looking at the source cubear postet, DS seemed to implemented a fade and watching the videos, I hear slight fading. Probably, as cubear pointed out, there's another trigger missing, or the fading appears too fast for our ears.
All in all, since DS is gone, and me more or less as well I see unfortunately little chances only this going to be made better. You see: all of us asm coders use different approaches to implement a fade. I hack during nmi and use BCC/BCS, not very complicated, just copying/pasting the code I once made. DS seem to use another technique. So I would need to tinker on his patch to disable his code, implement mine, which is a multiple source of new bugs. So I simply don't dare Secret Of Mana / Seiken Densetsu II - Page 3 1f603

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monster

Post Tue 6 Aug 2024 - 12:02 by monster

Conn wrote:Yes, I probably fixed the one or other bug, but cannot remember, I was doing so much before I went into retirement. When looking at the source cubear postet, DS seemed to implemented a fade and watching the videos, I hear slight fading. Probably, as cubear pointed out, there's another trigger missing, or the fading appears too fast for our ears.
All in all, since DS is gone, and me more or less as well I see unfortunately little chances only this going to be made better. You see: all of us asm coders use different approaches to implement a fade. I hack during nmi and use BCC/BCS, not very complicated, just copying/pasting the code I once made. DS seem to use another technique. So I would need to tinker on his patch to disable his code, implement mine, which is a multiple source of new bugs. So I simply don't dare  Secret Of Mana / Seiken Densetsu II - Page 3 1f603

It's okay and I appreciate you taking the time to explain. I hope I've conveyed that I don't believe we're entitled to any of the work anyone on here does or that you even need to explain yourself. I appreciate it nonetheless. Smile

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