Chrono Trigger

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Chrono Trigger






Download:http://www.romhacking.net/forum/index.php?topic=23115.0

Description: Not only does this hack replace all of the in-game music with high quality orchestrated versions, it also supports all of the anime cutscenes from the PSX version.  Work is still ongoing to improve the video quality, as well as to fix any remaining bugs in the audio code, but a final release should be available eventually.

Audio Notes: This hack originally used the Chrono Trigger Symphony album by Blake Robinson.  This 3-part album is not free, but is available for purchase here.  Upon purchase, the FLAC files can be converted to MSU-1 .pcm files using this tool and this config file.  See the usage instructions provided below.

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/?ihtymj4tret4520


Last edited by qwertymodo on Mon 28 Aug 2017 - 20:01; edited 4 times in total (Reason for editing : Update links to point to qwertymodo's new version)
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Since : 2013-06-30

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Chrono Trigger :: Comments

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Post on Wed 11 Jul 2018 - 2:29 by Polargames

Hello qwertymodo, I am Polargames, Or Polar for short. I really like your work you have done so far. In fact it made a huge inpression to me that I actualy started playing it, I am not to far in it but its really fun :-). Now I have cover art that I have found when I was board and playing on google. What I had found in my eyes is a really good balance between the FMV PSX ness and the Snes as well. So here it is.
If you do not like it and/or want it please let me know and I will take it down. I do this as a Thank you for all the people and of the hard work that goes into makeing these hacks. I hope you like it.

All rights belong to there respected parties, I just found this on google.

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Post on Wed 11 Jul 2018 - 2:30 by Polargames

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 Very Happy Yes

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Post on Wed 11 Jul 2018 - 3:35 by edale

Polargames wrote:Great Job on the pcm, It fits great into the game. Well Done Very Happy Yes
Thanks. If you want to see a LOT of my PCM work, check out the Final Fantasy VI MSU mod:
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.

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Post on Wed 11 Jul 2018 - 12:56 by Polargames

edale wrote:
Polargames wrote:Great Job on the pcm, It fits great into the game. Well Done Very Happy Yes
Thanks. If you want to see a LOT of my PCM work, check out the Final Fantasy VI MSU mod:
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 Very Happy. 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. :-)

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Post on Wed 11 Jul 2018 - 16:58 by edale

Polargames wrote:Oh ok, Now I know why it had a similar quilty to it. Both of them are very well made pcms Very Happy. 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.

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).

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Post on Wed 11 Jul 2018 - 19:00 by qwertymodo

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...

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Post on Wed 11 Jul 2018 - 21:24 by edale

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'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.

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?

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Post on Wed 11 Jul 2018 - 22:04 by qwertymodo

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).

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Post on Wed 11 Jul 2018 - 22:06 by Polargames

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.

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Post on Wed 11 Jul 2018 - 22:08 by Polargames

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?

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Post on Thu 12 Jul 2018 - 12:21 by qwertymodo

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.

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Post on Thu 12 Jul 2018 - 18:12 by Polargames

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

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