Chrono Trigger
Zeldix :: MSU-1 Hacking :: MSU-1 Hacks Database :: RPG :: Action
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20150630
Chrono Trigger
Patch:
Chrono Trigger Original Patch (without FMV, original game intro) by Qwertymodo:
- Code:
Download: https://mega.nz/file/TqBADBIJ#1dZvVdMR2kBidt32ojZW4KQvGpa4wgf8XioDyKNJc2M
Mirror Download: https://www.mediafire.com/file/l5dq6hsynnuf0ox/CT_MSU-1_Patch.zip/file
Chrono Trigger Patch and FMV intro (video intro replaces original opening):
- Code:
Download: https://mega.nz/file/imAlwYII#0PzgvjXIzGYwmp_DiASZCzNuEJdddmgf1bBdOlefbFc
Mirror Download: https://www.mediafire.com/file/inzllfydh8pw7k1/CT_MSU-1_Patch_and_FMV_Intro.zip/file
This patch developed by qwertymodo will allow the intro FMV video to be played that was created by Ramsis/smkdan. This download has the patch, the FMV, and the extra track to go along with the video.
Cthulhu's patch (1.1.4):
- Code:
https://mega.nz/folder/wIE1gQ5S#rbpeeX5pcNFAXfV9XVt2bA
PCM Sets:
Blake Robinson PCM Set:
Important Note: Before using this pcm set, read this appeal carefully: https://drive.google.com/open?id=1g68fSCN1W7lfB249VGNtRR6ARP42DyHI
- Code:
https://mega.nz/#!mHpyDQwS!B2AsH0Zr-lGcTBJBTXqxYTepertNGGWMl0ch0bMpL98
JUD6MENT's Orchestral Chrono Trigger Set (Accurate Tempo, Volume Level, and Music Style):
Important Note: Before using this pcm set, read this appeal carefully: https://docs.google.com/document/d/1l_hOrosm-duR-jFOST9i-Fia56uJ-sVoVI9W867wRRE/edit?usp=sharing
- Code:
Download: https://mega.nz/file/OjIAWDSZ#e3u5IceI_W6kxzuRLXvvlHKojOmhVPO1gaC00QHcsjU
Mirror Link: https://www.mediafire.com/file/l4iu0vp0txhn7ae/JUD6MENT%2527s_Chrono_Trigger_Orchestral_Set.zip/file
Musician Track Credit: Click Here
This PCM set features music mostly by Blake Robinson, Malcolm Robison, and a few others. Minor music edits have been done to tracks for accurate tempo and volume level.
Music by Kara Comparetto PCM Set (converted by edale):
100% acoustic Piano, Pipe Organ, and Harpsichord.
- Code:
https://mega.nz/file/fZBkiLzD#ypUBSQTa1csf-FQNQkRx9vFxpIhsi2PLARGdG1baLJM
Dracula9AntiChapel PCM Set:
An alternative audio pack has been graciously provided for free by Youtube user Dracula9AntiChapel, and it can be downloaded here:
- Code:
http://www.mediafire.com/file/ihtymj4tret4520
Synthetic Origins PCMs ('uncompressed' versions of the music by tssf), pack Sara:
- Code:
https://saralene.tv/ctso/Chrono%20Trigger%20Synthetic%20Origins%20-%20MSU-1.7z
Chrono Trigger Plus Patch:
Patch by ThegreatBen:
- Code:
https://www.romhacking.net/hacks/3691/
Missing tracks by edale:
- Code:
https://mega.nz/#!mNAX2ApQ!A_agtCA158jVJXOQ1mOBeJwuPW0aSuOeIgxFiiKe_-8
Discussion Thread:
- Code:
http://www.romhacking.net/forum/index.php?topic=23115.0
Important Side Note: If you have seen the qwertymodo preview that is on his YouTube Channel that has all the FMV cutscenes, that project is not finished yet. We do not know when it will be finish but please respect qwertmodo and there is no need for him to be asked frequently about it.
Last edited by Conn on Sun 25 Dec 2022 - 17:19; edited 46 times in total
Conn- Since : 2013-06-30
Chrono Trigger :: Comments
edale wrote:So I came across an awesome real-instrument track remaster from Chrono Trigger on Youtube:
And I HAD to try it in-game. It's as amazing as you'd think, so I decided to share.
Here's the PCM: https://mega.nz/#!mBZRiAIS!0KPO1aX3klzonvQ9lz7Uj-fLnE0uBCEC8ClqUo7KI9k
Great Job on the pcm, It fits great into the game. Well Done
Thanks. If you want to see a LOT of my PCM work, check out the Final Fantasy VI MSU mod:Polargames wrote:Great Job on the pcm, It fits great into the game. Well Done
Project page: https://github.com/Insidious611/DancingMadFF6/releases
This site: https://www.zeldix.net/t1335-final-fantasy-3-dancing-mad-final-beta
Main forum thread for the mod: http://forums.qhimm.com/index.php?topic=16077.0
The installer has 4-8 options for pretty much every track, and I've done almost all of them (I also made the Cut Songs Restoration mod that's optional in the installer).
I've also done the PCMs for all 3 Ys game MSU mods on this site.
edale wrote:Thanks. If you want to see a LOT of my PCM work, check out the Final Fantasy VI MSU mod:Polargames wrote:Great Job on the pcm, It fits great into the game. Well Done
Project page: https://github.com/Insidious611/DancingMadFF6/releases
This site: https://www.zeldix.net/t1335-final-fantasy-3-dancing-mad-final-beta
Main forum thread for the mod: http://forums.qhimm.com/index.php?topic=16077.0
The installer has 4-8 options for pretty much every track, and I've done almost all of them (I also made the Cut Songs Restoration mod that's optional in the installer).
I've also done the PCMs for all 3 Ys game MSU mods on this site.
Oh ok, Now I know why it had a similar quilty to it. Both of them are very well made pcms . Question on the Final Fantasy dance mod. Is it finished? The reason I ask is because its has been listed as final beta for a while now and I have no clue if its done. If it is I will give it a shot. :-)
It's going to perpetually be in "final beta" until Insidious figures out how to get fading working properly.Polargames wrote:Oh ok, Now I know why it had a similar quilty to it. Both of them are very well made pcms . Question on the Final Fantasy dance mod. Is it finished? The reason I ask is because its has been listed as final beta for a while now and I have no clue if its done. If it is I will give it a shot. :-)
Right now all known bugs except for 2 are taken care of, and it's completely playable beginning to end with every track working as intended. Both remaining bugs should be taken care of with fading implementation when that's figured out.
Basically, it might as well be finished, and just needs minor polishing (that is apparently very hard to get working).
I'm in the process of a very deep dive into the Chrono Trigger SPC engine, which shares a lot of similarities with the FFIV engine, and I'm running into the same issue with volume and fades. It seems like the issue is that the SPC actually keeps track of several different volume-related variables internally, which all get combined into the final output volume. Trying to treat all volume-related commands as if they're modifying the same single value results in all kinds of weirdness. I'm getting close though...
I'm not sure, but I think the main problem with fading in FFVI is that the NMIs in battles are too fine-tuned, and any NMI's causes timing-related glitches. I really don't know for sure though.qwertymodo wrote:I'm in the process of a very deep dive into the Chrono Trigger SPC engine, which shares a lot of similarities with the FFIV engine, and I'm running into the same issue with volume and fades. It seems like the issue is that the SPC actually keeps track of several different volume-related variables internally, which all get combined into the final output volume. Trying to treat all volume-related commands as if they're modifying the same single value results in all kinds of weirdness. I'm getting close though...
I know Madsiur was going to take a look at fading for FFVI to try and help figure it out, maybe once you've finished the Chrono Trigger stuff you can use what you figured out there to help as well?
Right now, my working theory is that the play music commands ($10/$14 in CT) specify a "track gain" parameter which is separate from the change volume command ($81).
So, a track play command looks like this:
A fade command looks like this:
And then the fade code in NMI:
This fixes a ton of tracks that were triggering a huge volume jump for a split second right when they first load. I'm not 100% sure that it's quite that simple, but the basic idea of a separate gain value that gets multiplied in order to calculate a final volume is definitely there in the SPC engine (in fact, there are no less than 4 different variables that get multiplied together, but several aren't relevant to the MSU-1 because they control things like stereo panning).
So, a track play command looks like this:
- Code:
command_10(track, gain, sfxbank) {
tracknum = track;
trackgain = gain;
// . . . other stuff
}
A fade command looks like this:
- Code:
command_81(duration, targetvol) {
if(duration == 0)
currentvol = targetvol
else
fadestep = (currentvol - targetvol) / duration
}
And then the fade code in NMI:
- Code:
if (currentvol != targetvol) {
currentvol += fadestep;
msu_volume = currentvol * trackgain;
}
This fixes a ton of tracks that were triggering a huge volume jump for a split second right when they first load. I'm not 100% sure that it's quite that simple, but the basic idea of a separate gain value that gets multiplied in order to calculate a final volume is definitely there in the SPC engine (in fact, there are no less than 4 different variables that get multiplied together, but several aren't relevant to the MSU-1 because they control things like stereo panning).
qwertymodo wrote:I'm in the process of a very deep dive into the Chrono Trigger SPC engine, which shares a lot of similarities with the FFIV engine, and I'm running into the same issue with volume and fades. It seems like the issue is that the SPC actually keeps track of several different volume-related variables internally, which all get combined into the final output volume. Trying to treat all volume-related commands as if they're modifying the same single value results in all kinds of weirdness. I'm getting close though...
Could it be some thing with the OG code, Like hard coded into the game? I just takeing a guess, Reason I brought it up I have read on here how much of a challenage that can be. But again I am just guessing.
qwertymodo wrote:Right now, my working theory is that the play music commands ($10/$14 in CT) specify a "track gain" parameter which is separate from the change volume command ($81).
So, a track play command looks like this:
- Code:
command_10(track, gain, sfxbank) {
tracknum = track;
trackgain = gain;
// . . . other stuff
}
A fade command looks like this:
- Code:
command_81(duration, targetvol) {
if(duration == 0)
currentvol = targetvol
else
fadestep = (currentvol - targetvol) / duration
}
And then the fade code in NMI:
- Code:
if (currentvol != targetvol) {
currentvol += fadestep;
msu_volume = currentvol * trackgain;
}
This fixes a ton of tracks that were triggering a huge volume jump for a split second right when they first load. I'm not 100% sure that it's quite that simple, but the basic idea of a separate gain value that gets multiplied in order to calculate a final volume is definitely there in the SPC engine (in fact, there are no less than 4 different variables that get multiplied together, but several aren't relevant to the MSU-1 because they control things like stereo panning).
Could you mod the stereo panning, Like finding a way to null it or loop it back to msu-1 tracks?
No. The MSU-1 doesn't do panning, and the panning variables are completely internal to the SPC, so there wouldn't be any way of accessing them anyway. And really, it doesn't matter because the panning is already "burned into" the .pcm audio files. The only reason I even brought it up is because all of these extra variables make the code more complicated to pick apart and to be sure that I actually understand what's going on.
qwertymodo wrote:No. The MSU-1 doesn't do panning, and the panning variables are completely internal to the SPC, so there wouldn't be any way of accessing them anyway. And really, it doesn't matter because the panning is already "burned into" the .pcm audio files. The only reason I even brought it up is because all of these extra variables make the code more complicated to pick apart and to be sure that I actually understand what's going on.
Darn, thats sucks. I did not know that. I thought that you could use the empty space as a loop back point. lol
I just achieved to reproduce the video file, but the sound is muted, Do somebody knows why?.
Both files (audio and video), have been named "chrono_msu1".
Both files (audio and video), have been named "chrono_msu1".
What emulator are you using?Señor Ventura wrote:I just achieved to reproduce the video file, but the sound is muted, Do somebody knows why?.
Both files (audio and video), have been named "chrono_msu1".
Do you have a "chrono_msu1.msu" file?
Is the ROM named "chrono_msu1.sfc" (or .smc)
A screenshot of the folder so we can see how everything is named and what files are present could help as well.
edale wrote:What emulator are you using?
Do you have a "chrono_msu1.msu" file?
Is the ROM named "chrono_msu1.sfc" (or .smc)
A screenshot of the folder so we can see how everything is named and what files are present could help as well.
Ok, that must be the issue, then... i haven't any ".msu" file, but the rom is ".sfc".
I will try again tomorrow, i'm like a zombie right now xD
Create a blank txt file, rename it to "chrono_msu1.msu" and put it in the folder with the ROM and PCMs.Señor Ventura wrote:edale wrote:What emulator are you using?
Do you have a "chrono_msu1.msu" file?
Is the ROM named "chrono_msu1.sfc" (or .smc)
A screenshot of the folder so we can see how everything is named and what files are present could help as well.
Ok, that must be the issue, then... i haven't any ".msu" file, but the rom is ".sfc".
I will try again tomorrow, i'm like a zombie right now xD
The MSU file is just a blank pointer file to let the emulator know there's MSU content for the ROM.
edale wrote:Create a blank txt file, rename it to "chrono_msu1.msu" and put it in the folder with the ROM and PCMs.
The MSU file is just a blank pointer file to let the emulator know there's MSU content for the ROM.
Sorry, i didn't see it. Yes, i have an ".msu" file, but it occupies 85MB, if i rename an empty ".txt" file, it forces a blank screen instead of the video.
I think that the ".msu" file contains the video, but the problem is the sound file, cause i don't know how i should rename it.
Ah, I haven't tried the video, so can't really comment on that, in audio-only MSU mods it's just a blank pointer.Señor Ventura wrote:edale wrote:Create a blank txt file, rename it to "chrono_msu1.msu" and put it in the folder with the ROM and PCMs.
The MSU file is just a blank pointer file to let the emulator know there's MSU content for the ROM.
Sorry, i didn't see it. Yes, i have an ".msu" file, but it occupies 85MB, if i rename an empty ".txt" file, it forces a blank screen instead of the video.
I think that the ".msu" file contains the video, but the problem is the sound file, cause i don't know how i should rename it.
So... What emulator are you using? And like I said, a screenshot of your folder would help.
edale wrote:Ah, I haven't tried the video, so can't really comment on that, in audio-only MSU mods it's just a blank pointer.
Ok, but in this case the problem is an video that doesn't sounds... i mean, the video is played without problems, but there is no sound.
I think that the problem is the name of the audio file, but it has the same name than the video file, so if i change it i don't know if it would work, but, what name should i put?.
edale wrote:So... What emulator are you using? And like I said, a screenshot of your folder would help.
I'm using snes9x v1.55 and bsnes v0.63
But the games works correctly, as i said. The only problem is the audio of the video ^^
I tried downloading the stuff to try it out, but every single link for this mod on qwertymodo's servers is reporting a bad gateway error, so I can't grab it...
Even without checking things out, I can say that the audio for the video should not be in a separate file from the video, for the simple reason that the MSU-1 chip is only capable of 1 data stream at a time. If it's streaming the video, it's impossible for it to stream a separate audio file; so the audio has to be included with the video to work.
I'd love to go over the readme, because that would probably tell me what I need to know to help you out, but again, can't grab any of the mod's files...
And does anyone else hate the fact that Windows defaults to not showing file extensions?
Even without checking things out, I can say that the audio for the video should not be in a separate file from the video, for the simple reason that the MSU-1 chip is only capable of 1 data stream at a time. If it's streaming the video, it's impossible for it to stream a separate audio file; so the audio has to be included with the video to work.
I'd love to go over the readme, because that would probably tell me what I need to know to help you out, but again, can't grab any of the mod's files...
And does anyone else hate the fact that Windows defaults to not showing file extensions?
edale wrote:I tried downloading the stuff to try it out, but every single link for this mod on qwertymodo's servers is reporting a bad gateway error, so I can't grab it...
Even without checking things out, I can say that the audio for the video should not be in a separate file from the video, for the simple reason that the MSU-1 chip is only capable of 1 data stream at a time. If it's streaming the video, it's impossible for it to stream a separate audio file; so the audio has to be included with the video to work.
I'd love to go over the readme, because that would probably tell me what I need to know to help you out, but again, can't grab any of the mod's files...
But the msu1 doesn't stream the video data, all is only a chunk of tiles sended to the vram via dma.
Is the own snes itself that is performing that task, while the audio file efectively is sended from the msu1 using two analogic channels (that doesn't pass through the spc700, but goes directly to the dsp).
More or less the thing is like that.
edale wrote:And does anyone else hate the fact that Windows defaults to not showing file extensions?
Sorry, that was my fault, i configured the explorer to not showing the file extensions ^^
But the file marked as the "video file" is the .msu, and the audio file is an .pcm.
The PCM for the FMV is 100, isn't it? chrono_msu1-100? Rename your audio file to that and try it if you haven't got that file already.
Relikk wrote:Actually... try 0.
chrono_msu1-0.pcm
Yes, it was!
Now it plays correctly, thank you!
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