Romhacking.net

Romhacking => Personal Projects => Topic started by: qwertymodo on November 10, 2016, 03:37:14 pm

Title: Snes9x MSU-1 Support
Post by: qwertymodo on November 10, 2016, 03:37:14 pm
Over the last week or so, I've been working on adding MSU-1 support to Snes9x.  At this point, it seems stable enough to release a test build.

https://youtu.be/RhdW-HxwyPg

If anybody would like to test it out:
Windows binaries (http://dl.qwertymodo.com/snes9x.zip)
Linux source (https://github.com/snes9xgit/snes9x/tree/msu1)

Edit: 1.55 has officially released

http://www.s9x-w32.de/dl/
https://github.com/snes9xgit/snes9x/releases/tag/1.55

I could really use feedback on any desyncs or other issues.  BS-Zelda would be a good one to test for that.

Caveat emptor, I'm not 100% sure what compile-time features are/aren't enabled in the Windows builds, other than the fact that I know I built them *without* FMOD support.  Treat them as the test builds they are.  Don't bother reporting any non-MSU1 bugs against these binaries.

Files use the SD2SNES naming format, i.e.
gamename\
-gamename.sfc
-gamename.msu
-gamename-#.pcm

no manifest necessary.  Just copy the whole game folder into your ROMdir.
Title: Re: Snes9x MSU-1 Support
Post by: John Enigma on November 11, 2016, 11:58:31 am
Wait. MSU-1 support for SNES9x is FINALLY possible now?!

HOLY CRAP! That's a breakthrough in the emulation scene!

You're doing God's work, @qwertymodo. Keep it up.



Here's hoping someone makes SNES CD-ROM (SNES Play Station) support for SNES9x, as well.
Title: Re: Snes9x MSU-1 Support
Post by: zstandig on November 11, 2016, 03:12:24 pm
I logged in just now specifically to say thanks.  MSU1 is too big of a feature to be exclusive to one (fussy) emulator.
Title: Re: Snes9x MSU-1 Support
Post by: nintendo_nerd85 on November 11, 2016, 03:41:16 pm
Over the last week or so, I've been working on adding MSU-1 support to Snes9x.  At this point, it seems stable enough to release a test build.

https://youtu.be/RhdW-HxwyPg

If anybody would like to test it out:
Windows binaries (http://dl.qwertymodo.com/snes9x_msu.zip)
Linux source (https://github.com/snes9xgit/snes9x/tree/msu1)

I could really use feedback on any desyncs or other issues.  BS-Zelda would be a good one to test for that.


Caveat emptor, I'm not 100% sure what compile-time features are/aren't enabled in the Windows builds, other than the fact that I know I built them *without* FMOD support.  Treat them as the test builds they are.  Don't bother reporting any non-MSU1 bugs against these binaries.

Files use the SD2SNES naming format, i.e.
gamename\
-gamename.sfc
-gamename.msu
-gamename-#.pcm

no manifest necessary.  Just copy the whole game folder into your ROMdir.


Oh! I meant to get back on ya about my test results on GitHub, sorry about that :D

A Link to the Past - Works perfect
Secret of Mana - Works perfect
Mega Man X - Works, but the soundtrack has volume balance issues (PCM files themselves need amplification reduction)
Mega Man X2 - Works, but same issues as MMX, source http://www.zeldix.net/t944-mega-man-x2-msu-1
Mega Man X3 - Can't seem to get it to work, unsure why. possibly wrong ROM version.
Mega Man 7 - Works perfect
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on November 11, 2016, 04:42:47 pm
Yeah the "PCM files are too loud" issue is an unfortunate holdover from the SD2SNES hardware having improperly driven outputs.  It's been fixed in firmware (v1.7b, I think), but the hack authors need to re-normalize their tracks and repackage them.
Title: Re: Snes9x MSU-1 Support
Post by: Madsiur on November 11, 2016, 04:48:02 pm
This is pretty cool! I was following your quest for MSU-1 on Github with the hope you quickly implements it. Good job!
Title: Re: Snes9x MSU-1 Support
Post by: nintendo_nerd85 on November 11, 2016, 04:59:28 pm
Yeah the "PCM files are too loud" issue is an unfortunate holdover from the SD2SNES hardware having improperly driven outputs.  It's been fixed in firmware (v1.7b, I think), but the hack authors need to re-normalize their tracks and repackage them.

Any insight on Mega Man X3 not working no matter what ROM version I use though? Tried naming them to match the PCM files, tried using different IPS patches, no matter what I did the game would not change over.  I don't have hopes of them repacking to meet the new standards anytime soon.
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on November 11, 2016, 06:03:51 pm
Black screen is a bad patch issue, be sure you're using the unheadered ROM with a CRC32 of 0xfa0fe671 (file CRC, not internal header CRC).
Title: Re: Snes9x MSU-1 Support
Post by: nintendo_nerd85 on November 11, 2016, 06:27:11 pm
Black screen is a bad patch issue, be sure you're using the unheadered ROM with a CRC32 of 0xfa0fe671 (file CRC, not internal header CRC).

It's not a black screen, there's only normal music, the PCM files don't work >.> I've tried numerous dumps of MMX3, none of them work with the MSU-1 hacks out there; just the normal music and I don't know why.  How do I check the CRC32?
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on November 11, 2016, 06:37:46 pm
Probably the easiest tool for Windows would be something like HashTab http://implbits.com/products/hashtab/
Title: Re: Snes9x MSU-1 Support
Post by: nintendo_nerd85 on November 11, 2016, 06:57:51 pm
Probably the easiest tool for Windows would be something like HashTab http://implbits.com/products/hashtab/

But is there reason that keeps happening? Do all dumps of the ROM happen to be unfit for use with this ROM hack? I'll give that tool a whirl, thanks :D

Do the ROMs have to match the name of the PCM and IPS patch?


Edit: Got it work, thank you!
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on November 11, 2016, 09:00:30 pm
Do the ROMs have to match the name of the PCM and IPS patch?
Yes they do.
Title: Re: Snes9x MSU-1 Support
Post by: Sephirous on November 11, 2016, 10:06:49 pm
Hey,

Got a noobie question here, What exactly is MSU-1 support?  :-\
Title: Re: Snes9x MSU-1 Support
Post by: nintendo_nerd85 on November 11, 2016, 10:10:35 pm
Hey,

Got a noobie question here, What exactly is MSU-1 support?  :-\


MSU-1 is a "processor" or chip for the Snes that enabled CD quality music on the Snes. http://helmet.kafuka.org/msu1.htm
Title: Re: Snes9x MSU-1 Support
Post by: Tsukiyomaru0 on November 12, 2016, 08:42:40 am
Wait, you are making MSU-1 support for SNES9X?! You are my goddamn hero!
Title: Re: Snes9x MSU-1 Support
Post by: nintendo_nerd85 on November 12, 2016, 10:26:30 am
Wait, you are making MSU-1 support for SNES9X?! You are my goddamn hero!

It already works, just needs the finishing touches.
Title: Re: Snes9x MSU-1 Support
Post by: sindrik on November 12, 2016, 11:07:51 am
Mega Man X3 - some sounds are missing like the capcom intro, no music at all
TMNT IV - some sounds are missing like the konami intro, native music seems also missing, the pcm soundtrack sounds okey but a bit loud and clipped
Mega Man X - works, the pcm soundtrack sounds okey but a bit loud and clipped
Sonic CD - works
Rock & Roll Racing - works

thanks for this msu1 mod, qwertymodo, this will allow us to enjoy it on consoles soon
Title: Re: Snes9x MSU-1 Support
Post by: nintendo_nerd85 on November 12, 2016, 12:11:47 pm
Mega Man X3 - some sounds are missing like the capcom intro, no music at all
TMNT IV - some sounds are missing like the konami intro, native music seems also missing, the pcm soundtrack sounds okey but a bit loud and clipped
Mega Man X - works, the pcm soundtrack sounds okey but a bit loud and clipped
Sonic CD - works
Rock & Roll Racing - works

thanks for this msu1 mod, qwertymodo, this will allow us to enjoy it on consoles soon

He stated that the clipping has been fixed with the SD2Snes standard, but the ROM hacks haven't been updated. I doubt people will update them either >.>
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on November 12, 2016, 01:14:00 pm
The clipping problem is with the audio files themselves. There are two options. 1) some of these patches came with 2 different ips files, one for emulators and one for the SD2SNES. If that's the case, be sure to use the emulator version. Or, 2) ask the hack developer to readjust the gain on their audio tracks. #2 is the better solution, since the whole separate patch thing isn't necessary any more. I'd really like to see those packs fixed, but it's not up to me.
Title: Re: Snes9x MSU-1 Support
Post by: nintendo_nerd85 on November 12, 2016, 01:36:19 pm
The clipping problem is with the audio files themselves. There are two options. 1) some of these patches came with 2 different ips files, one for emulators and one for the SD2SNES. If that's the case, be sure to use the emulator version. Or, 2) ask the hack developer to readjust the gain on their audio tracks. #2 is the better solution, since the whole separate patch thing isn't necessary any more. I'd really like to see those packs fixed, but it's not up to me.

Right, but I noticed that Audacity can open the PCM files too, would it be possible to edit those and adjust the amplification manually? The problem though, is that I doubt the ones who made the hacks will even bother to fix it. I can try contacting them, but I don't have high hopes.
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on November 12, 2016, 02:14:57 pm
Yes you can open them in Audacity, Import> Raw Audio>16 Bit/2 Channel/Little Endian/Skip First 8 Bytes. Use the Normalize effect, -12dB is a good starting point but you'll need to try it out to find a good level. Then save as 16 bit PCM WAV, and then run it through WAV2PCM (I'm on my phone and don't have a link, sorry). Finally, you need to copy the 8-byte header from the original file into the new one using a hex editor (really it's just bytes 4-7, but either way, you want to paste OVER the existing 8 bytes, not insert). Sorry if that's hard to follow, like I said I'm on my phone right now.
Title: Re: Snes9x MSU-1 Support
Post by: nintendo_nerd85 on November 12, 2016, 02:28:52 pm
Yes you can open them in Audacity, Import> Raw Audio>16 Bit/2 Channel/Little Endian/Skip First 8 Bytes. Use the Normalize effect, -12dB is a good starting point but you'll need to try it out to find a good level. Then save as 16 bit PCM WAV, and then run it through WAV2PCM (I'm on my phone and don't have a link, sorry). Finally, you need to copy the 8-byte header from the original file into the new one using a hex editor (really it's just bytes 4-7, but either way, you want to paste OVER the existing 8 bytes, not insert). Sorry if that's hard to follow, like I said I'm on my phone right now.

Okay so I was half right with Audacity, WAV2PCM should be easy to find, which offsets does the head start and end? I can use HxD to open and close it.  I'll figure something out.


Edit: Found them, reduced db by -10, not as loud, I'll try -12 next, but no more distortion. This gonna take a while XD

Edit 2: -12 db is the sweet spot, sounds good, now to repeat for the others XD
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on November 12, 2016, 03:02:57 pm
Start offset is 8 bytes, end is 100%
Title: Re: Snes9x MSU-1 Support
Post by: nintendo_nerd85 on November 12, 2016, 03:04:25 pm
Start offset is 8 bytes, end is 100%

Got it, converted some PCM files, this is gonna take a while to fix Mega Man X's since IDK if the ROM hacker will.
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on November 12, 2016, 03:46:18 pm
Yeah, it's just a really unfortunate situation all around, and it really all came down to timing.  The MSU-1 gained popularity really quickly following Conn's initial aLttP release, which very quickly unearthed the SD2SNES issue which had largely gone unnoticed before then, but ikari wasn't able to patch it quickly enough to stop people from coming up with a workaround, and then by the time he did patch it, these hacks were released this way and their authors had moved on and didn't want to go back and fix them properly now that the workaround was no longer necessary.  I know there's one guy that's trying to collect all of the audio packs he can and fix them all, but I don't what the status is on that currently.
Title: Re: Snes9x MSU-1 Support
Post by: nintendo_nerd85 on November 12, 2016, 03:54:15 pm
Yeah, it's just a really unfortunate situation all around, and it really all came down to timing.  The MSU-1 gained popularity really quickly following Conn's initial aLttP release, which very quickly unearthed the SD2SNES issue which had largely gone unnoticed before then, but ikari wasn't able to patch it quickly enough to stop people from coming up with a workaround, and then by the time he did patch it, these hacks were released this way and their authors had moved on and didn't want to go back and fix them properly now that the workaround was no longer necessary.  I know there's one guy that's trying to collect all of the audio packs he can and fix them all, but I don't what the status is on that currently.


I mean, I can try to mess with them a bit, reducing the volume, it's a daunting task. Now that the Wii U has RetroArch working (still pre alpha), the team discussed porting over Snes9x 1.54 to it.
Title: Re: Snes9x MSU-1 Support
Post by: Kallisto on November 13, 2016, 01:18:25 am
This is incredible! Nice! Are you planning on making snes9x msu compatible with the Wii, and other systems?

I remember Retroarch staff said doing so for the Wii might not be strong enough (unless there can be a workaround with it).
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on November 13, 2016, 09:19:09 am
I'm not going to port it, no, but I can say that the amount of processing power required is trivial (literally, read a file and add two numbers together), so it absolutely should be portable to any system. I'd love to see it on the Wii.
Title: Re: Snes9x MSU-1 Support
Post by: nintendo_nerd85 on November 13, 2016, 10:28:47 am
I'm not going to port it, no, but I can say that the amount of processing power required is trivial (literally, read a file and add two numbers together), so it absolutely should be portable to any system. I'd love to see it on the Wii.

What about Wii U?

Wii U would be more practical, given its raw power; the RetroArch team would love to port it over at some point, but they need to give it time as they're pretty busy fixing up the Wii U port, which was released as pre-alpha last Saturday.   There's been so much going on in the Wii U scene the past few weeks.
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on November 13, 2016, 01:38:22 pm
I haven't paid much attention to the WiiU scene, but yeah it would be great there as well. Like I said, there is almost 0 computational overhead, so there is no need to think of this as a resource-constrained feature. You just have 2 read-only file handles, one of them you just read a byte and return it, the other one you read the audio samples and add them to the DSP output (literally sample_a + sample_b = sample_out). There's no fancy processor to emulate, it's basically just a giant 32-bit mapper with raw audio streaming. I can easily hit 1200-2000fps with MSU on my desktop. The Wii/U won't have any problem with it at all.
Title: Re: Snes9x MSU-1 Support
Post by: Bahamut ZERO on November 13, 2016, 02:52:12 pm
Finally I can try an MSU-1 hack on an emulator I like! Thank you very much!

And the possibility of it running on Wii (maybe even PSP if hell were to freeze over) one day is epic.  :thumbsup:
Title: Re: Snes9x MSU-1 Support
Post by: nintendo_nerd85 on November 13, 2016, 05:32:31 pm
I haven't paid much attention to the WiiU scene, but yeah it would be great there as well. Like I said, there is almost 0 computational overhead, so there is no need to think of this as a resource-constrained feature. You just have 2 read-only file handles, one of them you just read a byte and return it, the other one you read the audio samples and add them to the DSP output (literally sample_a + sample_b = sample_out). There's no fancy processor to emulate, it's basically just a giant 32-bit mapper with raw audio streaming. I can easily hit 1200-2000fps with MSU on my desktop. The Wii/U won't have any problem with it at all.

Right, again the Wii U scene has been catching on like wildfire, full kernel/IOSU access is achievable, a few exploits, RedNAND (NAND emulation), so the Wii U with MSU-1 will be pretty sweet.
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on November 14, 2016, 02:27:44 pm
(https://i.imgur.com/8nZwWJN.jpg)

https://github.com/snes9xgit/snes9x/commit/27e6bc1b0114b088bf9000a2bd51c0d2108cf474
Title: Re: Snes9x MSU-1 Support
Post by: nintendo_nerd85 on November 14, 2016, 03:08:36 pm
(https://i.imgur.com/8nZwWJN.jpg)

https://github.com/snes9xgit/snes9x/commit/27e6bc1b0114b088bf9000a2bd51c0d2108cf474

Nice work, man :D Can't wait to see this ported over to the Wii U  ;D
Title: Re: Snes9x MSU-1 Support
Post by: sindrik on November 14, 2016, 11:20:53 pm
Wii U would be more practical, given its raw power

i would rather have the Wii port first, it would work on vWii too, and the snes9x gx emulator is much much more stable and mature than the retroarch port. It also works on sharp 240p

hope it happens on both, but wii is THE best option
Title: Re: Snes9x MSU-1 Support
Post by: nintendo_nerd85 on November 15, 2016, 02:06:22 pm
i would rather have the Wii port first, it would work on vWii too, and the snes9x gx emulator is much much more stable and mature than the retroarch port. It also works on sharp 240p

hope it happens on both, but wii is THE best option

Eh, Wii U port already has perfect sound and speed on Snes9x, there's a Snes9x 1.54 core, it's not final, it all depends on what the team does.
Title: Re: Snes9x MSU-1 Support
Post by: Bahamut ZERO on November 15, 2016, 02:35:37 pm
True, but the Wii port's come a long way. Outside of maybe some sound effects in Chrono Trigger and a speed issue with Star Fox it's just about as stable.
Title: Re: Snes9x MSU-1 Support
Post by: nintendo_nerd85 on November 15, 2016, 03:28:00 pm
True, but the Wii port's come a long way. Outside of maybe some sound effects in Chrono Trigger and a speed issue with Star Fox it's just about as stable.

Sound effects should be spot on, Snes9x uses Blargg's S-SMP audio core; the Wii VC however, doesn't and the game sounds weird.  Again, it's up to the team to do it.
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on November 15, 2016, 03:35:05 pm
Snes9xGx (the Wii port) is still based on 1.52 with the old APU.
Title: Re: Snes9x MSU-1 Support
Post by: nintendo_nerd85 on November 15, 2016, 03:45:08 pm
Snes9xGx (the Wii port) is still based on 1.52 with the old APU.

Not as old as the APU from 1.51, I remember when 1.52 has superior sound to 1.51.

http://www.snes9x.com/phpbb3/viewtopic.php?t=4542

Quote
- Highly acculate SPC700 and S-DSP emulation.               (Blargg)
- Replaced APU emulation cores (SPC700 and S-DSP) with
  ones provided by Blargg's SNES_SPC library. This renders
  savestates incompatible with older versions
Quote

1.54 however, implemented Byuu's S-SMP core, making it even more accurate.
Title: Re: Snes9x MSU-1 Support
Post by: ThegreatBen on November 15, 2016, 04:42:45 pm
Will this be released as a complete exe or a IPS or an ini? How will this thing work?
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on November 15, 2016, 04:51:07 pm
The code has been merged into the master branch of the main git repo, so the feature will be available in all future releases.  You can compile it yourself or wait for 1.54.2/1.55/whatever they're going to call it (or just download from the link in the OP).
Title: Re: Snes9x MSU-1 Support
Post by: sindrik on November 16, 2016, 10:42:27 am
Eh, Wii U port already has perfect sound and speed on Snes9x, there's a Snes9x 1.54 core, it's not final, it all depends on what the team does.
wii u retroarch is totally alpha right now, the nightly builds work and stop working at random while they fix things. There is not even an official release. the wait will be worth it since they are hard at work

True, but the Wii port's come a long way. Outside of maybe some sound effects in Chrono Trigger and a speed issue with Star Fox it's just about as stable.
this is what i meant, a great option meanwhile and a nice platform to enjoy while 1.54 happens on wii u
Title: Re: Snes9x MSU-1 Support
Post by: xander on November 17, 2016, 04:51:40 pm
not sure why anyone brought up wiiu when the retroarch for wiiu (like others have said) isn't even perfect yet. makes more sense for it to start on the wii first. qwertymodo did what most said was impossible. not only did he combine all the fmvs in chrono trigger but we will have msu-1 on the wii soon (hopefully) thanks to this snes9x implementation. really excited. wish I could contribute in some way. this will be a dream come true for me and many others who do their snes gaming on pcs or wii's.
Title: Re: Snes9x MSU-1 Support
Post by: nintendo_nerd85 on November 17, 2016, 05:16:45 pm
not sure why anyone brought up wiiu when the retroarch for wiiu (like others have said) isn't even perfect yet. makes more sense for it to start on the wii first. qwertymodo did what most said was impossible. not only did he combine all the fmvs in chrono trigger but we will have msu-1 on the wii soon (hopefully) thanks to this snes9x implementation. really excited. wish I could contribute in some way. this will be a dream come true for me and many others who do their snes gaming on pcs or wii's.

*Shrug* Snes9x 1.53 already runs perfectly on Wii U, full speed, no hiccups, it's already making a lot of progress, I've moved on from the Wii and vWii mode, not trying to be a jerk, sorry... :'(
Title: Re: Snes9x MSU-1 Support
Post by: sindrik on November 18, 2016, 08:40:21 pm
*Shrug* Snes9x 1.53 already runs perfectly on Wii U, full speed, no hiccups, it's already making a lot of progress, I've moved on from the Wii and vWii mode, not trying to be a jerk, sorry... :'(
you are being a jerk, please stop it. Wii makes more sense right now given the stability, it is simple common sense
Title: Re: Snes9x MSU-1 Support
Post by: nintendo_nerd85 on November 18, 2016, 08:45:37 pm
you are being a jerk, please stop it. Wii makes more sense right now given the stability, it is simple common sense


*Sigh* I don't feel so well...


Let's agree to disagree.
Title: Re: Snes9x MSU-1 Support
Post by: MathUser2929 on December 28, 2016, 06:16:42 pm
A wii port would have been nice but it's pretty much been abandoned for vWii. Thanks for making this emulator tho. I hope you update it to get the emulation perfect.
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on January 01, 2017, 01:50:16 pm
A wii port would have been nice but it's pretty much been abandoned for vWii.

Yeah, "would have been" nice, you know, except for the part where I already did it... :P

https://github.com/qwertymodo/snes9xgx/tree/msu1?files=1
Title: Re: Snes9x MSU-1 Support
Post by: Bahamut ZERO on January 01, 2017, 02:29:26 pm
Yeah, "would have been" nice, you know, except for the part where I already did it... :P

https://github.com/qwertymodo/snes9xgx/tree/msu1?files=1

...I fucking love you. Downloading immediately.  :D
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on January 01, 2017, 03:31:47 pm
Just a heads up, audio is still a bit choppy. I think I have a patch to fix it, but I've been out of state for the holidays.
Title: Re: Snes9x MSU-1 Support
Post by: Kallisto on January 01, 2017, 04:00:10 pm
So there will be a new release sometime today or tomorrow?
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on January 01, 2017, 05:25:34 pm
So there will be a new release sometime today or tomorrow?

Soon*

*subject to terms and conditions
Title: Re: Snes9x MSU-1 Support
Post by: Zeikar on January 02, 2017, 03:23:32 am
so it's snes9x for Windows and snes9xgx for Wii with MSU you're working on?
Title: Re: Snes9x MSU-1 Support
Post by: MathUser2929 on January 02, 2017, 10:34:35 am
Wow, a wii port. I may have to try that. Don't know what hack I'd try first.

Edit:Ok, I downloaded it and it seems it's not compiled yet. Anyone plan on compiling it? I don't have any idea how to do such a thing.
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on January 02, 2017, 11:43:16 am
The main Snes9x project is Windows, Linux, and libretro, all of which are working (though libretro missed a few things when they pulled the code, like save states aren't loading the msu state). Snes9xGX is the Wii port, and it's working, but the audio is crackling, though I might have a fix for that, I just haven't had time to try it. Those are the only ones I'm working on. I tried building EX+ for Android, but couldn't figure out the build process, so no go there, at least not from me. However, I mentioned libretro supports it, and that includes RetroArch on Android. I think that pretty much covers it.
Title: Re: Snes9x MSU-1 Support
Post by: MathUser2929 on January 02, 2017, 01:49:14 pm
So is there a wii port of this emulator yet? Or are you saying it's coming later?
Title: Re: Snes9x MSU-1 Support
Post by: sindrik on January 02, 2017, 10:13:01 pm
So is there a wii port of this emulator yet? Or are you saying it's coming later?
did u even checked the link?
Title: Re: Snes9x MSU-1 Support
Post by: MathUser2929 on January 03, 2017, 10:13:12 am
Yes, I downloaded something from that link and I saw a lot of files that usually aren't in emulators for Wii. There's usually a emulator folder and a apps folder. I didn't see any boot.dol.
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on January 03, 2017, 01:40:11 pm
http://dl.qwertymodo.com/snes9xgx-wii_msu1.dol
Title: Re: Snes9x MSU-1 Support
Post by: MathUser2929 on January 06, 2017, 11:50:16 pm
(http://i1320.photobucket.com/albums/u533/MathUser2929/snes9xwii_zps4roraoin.png)

Ok, since you must have not tried SNES 9x on wii, this is the files that come with it, It requires these minimum to work. The arrows point to what is in each folder. If you get it going I'd be happy to try it to see if it works.
Title: Re: Snes9x MSU-1 Support
Post by: azoreseuropa on January 07, 2017, 09:37:14 am
What about Mac support ?
Title: Re: Snes9x MSU-1 Support
Post by: Zeikar on January 07, 2017, 02:30:17 pm
What's the project site again? It's on github right?
Title: Re: Snes9x MSU-1 Support
Post by: sindrik on January 07, 2017, 04:01:52 pm
(http://i1320.photobucket.com/albums/u533/MathUser2929/snes9xwii_zps4roraoin.png)

Ok, since you must have not tried SNES 9x on wii, this is the files that come with it, It requires these minimum to work. The arrows point to what is in each folder. If you get it going I'd be happy to try it to see if it works.
it has been working since it was published
Title: Re: Snes9x MSU-1 Support
Post by: Kallisto on January 08, 2017, 11:15:10 pm
http://dl.qwertymodo.com/snes9xgx-wii_msu1.dol

This is the only file required right? Do you put this in the root of the snes emulator folder?
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on January 12, 2017, 12:16:03 am
It goes in sd:/apps/snes9xgx/boot.dol just like any other homebrew app. If you want the icon and metadata, just download those from the normal snes9xgx package. They're not required, contrary to what MathUser2929 seems to think, they just make it look nice in HBC.
Title: Re: Snes9x MSU-1 Support
Post by: Spooniest on February 01, 2017, 05:45:29 am
No crap???

Dang. I uh, er...wow.

(TESTING THE THING)

...You do a service to CPU temperatures everywhere, qwertymodo.

Danke schoen, domo arigato gozaimasu, merci beaucoup, grazie multissimo.

Thank you.
Title: Re: Snes9x MSU-1 Support
Post by: Da_GPer on February 03, 2017, 05:30:26 am
I have tried running BS Zelda using the Windows version. I have the patched smc file, the msu file, and all the pcm files in the rom folder with the rest of my games. When I run it, the video is just a green block. Also, on Chrono Trigger, I did the same thing as BS Zelda and I got no intro and the original music. What am I doing wrong?
Title: Re: Snes9x MSU-1 Support
Post by: Kallisto on February 16, 2017, 06:59:57 am
Nevermind I got it working!!! It was the damn boot file! LOL

Actually I did find a bug, but is it possible your version of Snes9x gx is causing popping sounds on Non-MSU1 games? I've tested one out, and I noticed the problem that was never there before last time I booted this one game up.
Title: Re: Snes9x MSU-1 Support
Post by: Zero Dozer on February 16, 2017, 01:40:27 pm
Now, someone should implement this into the RetroAchievements version of SNES 9X.
Title: Re: Snes9x MSU-1 Support
Post by: Kallisto on February 17, 2017, 05:11:44 am
Man I would love that, but me personally I hope the popping sound will get resolved soon. Also I noticed something, but not that it bugs me because it keep me from scumming though a game, the fast-forward thing is gone now. I take it was causing issues with the MSU-1?
Title: Re: Snes9x MSU-1 Support
Post by: MathUser2929 on February 18, 2017, 01:58:14 pm
https://gbatemp.net/threads/snes-9x-wii-with-msu1-support.461479/

I posted about the Wii version on GBA Temp for you. I tried to add it to WiiBrew but I can't get past the captcha.
Title: Re: Snes9x MSU-1 Support
Post by: Possessed on February 19, 2017, 10:08:55 pm
Man I would love that, but me personally I hope the popping sound will get resolved soon. Also I noticed something, but not that it bugs me because it keep me from scumming though a game, the fast-forward thing is gone now. I take it was causing issues with the MSU-1?

Fast forward works for me...
Title: Re: Snes9x MSU-1 Support
Post by: Kallisto on February 21, 2017, 08:54:06 am
Fast forward works for me...

Strange..see when I pushed against the yellow D-pad on my gamecube controller that nothing happens, maybe it is a bug on my end? Nothing wrong with my controller as it works with a non-MSU1 SNES9 gx.

Unless I have to re-enable Fast Forward through options (I have not checked out the new options screen yet with this version)
Title: Re: Snes9x MSU-1 Support
Post by: azoreseuropa on February 21, 2017, 09:35:32 am
What about Mac support ?
Title: Re: Snes9x MSU-1 Support
Post by: Possessed on February 21, 2017, 10:15:18 pm
Strange..see when I pushed against the yellow D-pad on my gamecube controller that nothing happens, maybe it is a bug on my end? Nothing wrong with my controller as it works with a non-MSU1 SNES9 gx.

Unless I have to re-enable Fast Forward through options (I have not checked out the new options screen yet with this version)

Oh I'm sorry, I was talking about on PC.  My bad.  :(
Title: Re: Snes9x MSU-1 Support
Post by: Pickle on February 22, 2017, 05:24:10 pm
I tried to get this to work off the git with unix builds and I get no music at all. I built with all defaults. I did get the MSU-1 in the rom info.
I used the same setup for Secret of Mana from windows machine with the binaries from the first post and that worked.
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on February 22, 2017, 05:29:19 pm
Try the GTK build instead of the Unix build, I was never able to get any audio out of the Unix build either.
Title: Re: Snes9x MSU-1 Support
Post by: Pickle on February 22, 2017, 09:26:52 pm
sorry i should have said that i tried both the unix and the gtk. Im getting the sound effects so that is working. But nothing for music.
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on February 23, 2017, 07:33:05 pm
Do non-MSU1 games sound fine then?  If so, it's probably a file naming issue or something like that.  A screenshot of the directory containing the ROM and .msu/.pcm files would be helpful in troubleshooting.
Title: Re: Snes9x MSU-1 Support
Post by: johnm on March 01, 2017, 02:48:35 pm
Msu1 support is really good actually but theres a thing. Is there a easy way to add only certain custom songs to the rom. For example, theirs a rock version of Mega Man 7, and the msu patch makes all the bgm metal, which doesn't keep the variety is there a way to only add certain msu bgm.
EDIT: found a way, just remove the .pcm

Also if you want your own music to be added how do you do that simply, like a simple renaming to the track number and conversion to .pcm not some hardcore hex editing, I'm not really a hacker. If not, as a request if possible can someone make a custom bgm snes msu application.
Title: Re: Snes9x MSU-1 Support
Post by: DarkSamus993 on March 01, 2017, 03:52:50 pm
Also if you want your own music to be added how do you do that simply, like a simple renaming to the track number and conversion to .pcm not some hardcore hex editing, I'm not really a hacker. If not, as a request if possible can someone make a custom bgm snes msu application.
There is a very nice tutorial about creating looping pcm tracks included with the ALTTP MSU-1 hack (http://www.romhacking.net/hacks/2483/). Two other sources for additional info here (https://www.smwcentral.net/?p=viewthread&t=80058) and here (http://forum.metroidconstruction.com/index.php?topic=3526.0).
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on March 01, 2017, 04:20:24 pm
Converting music is very simple, all you really need to do is convert your audio file into a 16-bit, 44.1kHz PCM WAV file, then run it through wav2msu (https://github.com/jbaiter/wav2msu) (you might have to google a bit for a pre-compiled .exe).  However, if you do that, it will just loop from the end of the song to the beginning, as if you were just playing the song on repeat.  This probably isn't really what you want, so you'll want to actually find proper loop points.  I posted a guide on doing that here: https://www.youtube.com/watch?v=vU7nl1S8w6Q  Also, you'll probably want to adjust the volume of the file a bit.  If you do it in Audacity, it's the Effect>Normalize option.  I'd start with -12dB and play around with it a bit until you find a proper match.  That's pretty much all there is to it:

In Audacity:
-Trim the start and end points
-Determine a proper loop point
-Set the volume level
-Export as 16-bit 44.1kHz PCM WAV

In wav2msu:
-Just pass in the .wav file and the loop point sample number (e.g. msu2wav.exe mywav.wav -l 12345)
Title: Re: Snes9x MSU-1 Support
Post by: Kallisto on March 01, 2017, 11:12:14 pm
So far for Non-msu1 games on the msu-version of Snes9x gx that it appears most non-msu1 games seem affected by the popping noise. I'm not sure if it is the version that was used as a base that had the bug originally or something else is causing it. Originally I never had this issue with the regular version, but this version seems to have it, and I remember the talks about this popping noise back in the past (which I thought it was fixed a long time ago).

By the way I've seen the tutorial for creating PCM files, but I've not seen a detailed tutorial on how to create the patch for X game, I was attempting to create one for Dragon Quest III, but I didn't get too far on it as I didn't even where to start when looking inside the files, basically from what I can tell that you need to locate the music source inside the game correct? (forgive my ignorance, I'm still learning how this works).
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on March 02, 2017, 03:51:57 am
Coding the patch is much more complicated, and requires dissembling the game to understand how it handles audio track loading, which is unique to each game's code, so there's no one-size-fits-all tutorial there. As for the popping, try v1.54.1 with the same config file and see if you still have that issue.
Title: Re: Snes9x MSU-1 Support
Post by: Bonk on March 02, 2017, 04:14:33 am
Just an FYI, if the clipping is present in the audio file itself and not in the playback system. Then reducing the volume of said files will not remove clipping. Once something has been clipped in digital audio. It does not come back.

At this point some kind of patch that simply lowers playback volume with the MSU Present would probably be easier for a lot of people rather than trying to edit every single song again.
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on March 02, 2017, 04:51:00 am
Yes, I'm aware of the irreversible nature of clipping in the boosted files. Thankfully that hasn't really been much of an issue. The whole volume thing is a long and complicated ordeal, but suffice it to say that there will be no code patch or volume adjustment made available. Too many people have worked too hard for too long to finally very every existing implementation to match, we're not going to break it now. I know to a lot of people a volume adjustment seems like a simple fix, but you'll just have to take my word that there's a very good reason to not do that.  Yes, that means audio packs need to be re-normalized. I'm personally in the process of doing exactly that. You can find my progress over at zeldix.net in the msu-1 section (I'm on my phone, so no link, sorry, but it's stickied).
Title: Re: Snes9x MSU-1 Support
Post by: lexluthermiester on March 02, 2017, 05:39:20 am
While BSNES has it's uses, it's never been a preferred emulator[for me anyway] because it lacks certain options. Snes9x is oh so better for general use, which makes this project a complete God-send!

Qwertymodo and Byuu, you both are a total bad-asses who deserve our gratitude. So on behalf of everyone who loves the MSU work and this emulator, please accept a hearty and sincere Thank You!

PS,

Qwerty, the creator of EX+ seems like a decent sort of guy. If you reach out to him, Robert would likely be onboard with working the MSU code into his emulator. His email can be found on the Google Play page.
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on March 02, 2017, 11:24:57 am
I didn't try reaching out to him because EX+ didn't seem to be under active development anymore, but I may give it a shot. If nothing else, retroarch supports it in their snes9x core, and that runs fine on Android.
Title: Re: Snes9x MSU-1 Support
Post by: lexluthermiester on March 05, 2017, 04:04:33 am
I didn't try reaching out to him because EX+ didn't seem to be under active development anymore, but I may give it a shot. If nothing else, retroarch supports it in their snes9x core, and that runs fine on Android.

The last update was in July, but that's not surprising as it's a very mature emu. I believe the email is " info [at] explusalpha dot com ".
Title: Re: Snes9x MSU-1 Support
Post by: shadowAOD on March 24, 2017, 08:09:53 am
Hey everybody :)
If you're looking for msu1 games with correct volumes

check out this post:
https://www.epforums.org/showthread.php?101813-Nintendo-SNES-Mod-ROM-SET-MSU-1-Patched-Games-for-SD2SNES

They've got quite a selection of custom tracks too
you'll need to login to see the links though
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on March 24, 2017, 01:27:31 pm
Smokemonster is just repackaging and reposting my packs (with permission, of course), along with others he has found. If you don't want to sign up, you can also find most of those same packs here (https://www.zeldix.net/t1265-fixing-all-of-the-too-loud-audio-packs-for-good) and here (https://www.zeldix.net/t1339-msu-1-volume-fix-the-second-wave)
Title: Re: Snes9x MSU-1 Support
Post by: shadowAOD on March 25, 2017, 11:37:38 am
Smokemonster is just repackaging and reposting my packs (with permission, of course), along with others he has found. If you don't want to sign up, you can also find most of those same packs here (https://www.zeldix.net/t1265-fixing-all-of-the-too-loud-audio-packs-for-good) and here (https://www.zeldix.net/t1339-msu-1-volume-fix-the-second-wave)
Oh Nice :D
I didn't know about that

pretty handy too since the website mega has a 1gb limit
Title: Re: Snes9x MSU-1 Support
Post by: Kallisto on March 26, 2017, 09:40:54 am
EDIT:

Nevermind! I got it to work! For some reason I was applying the MSU-1 patch improperly to LTTP, I think it was a file naming issue. Now if only if I can get the Redux Patch Edition to work next!

EDIT II:

*Issue Solved*
Title: Re: Snes9x MSU-1 Support
Post by: lexluthermiester on March 26, 2017, 02:57:17 pm
This comment is a bit off-topic, but related.

Patching MSU-1 support into ZSNES would be most excellent!.. Just a thought.
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on March 26, 2017, 03:28:56 pm
No. Let it die.  I understand the nostalgia factor, but unless somebody wants to completely rip out the entire emulation engine and rebuild it from the ground up, there's simply no other way to bring it up to par with current levels of understanding in terms of accuracy.  It's hack jobs layered on more hack jobs.  And doing that work to fix it up would end up costing pretty much all of its benefits in terms of speed, without any real benefit aside from the aforementioned nostalgia factor. And the alternative, just throwing new features at it in its current state would only give the false impression that it's not a dead project, when that's exactly what it is.
Title: Re: Snes9x MSU-1 Support
Post by: lexluthermiester on March 26, 2017, 04:09:53 pm
Wish to qualify this response as statements of reasoning, not as attack or drama.

No. Let it die.
No. ZSNES is worthy of an update and for very good reasons; Functionality, fine-frained controls, options and UI appearance.
Examples;
1. Rewind function - Gameplay can be put in "rewind" reverting back a user defined number of frames. This can be useful when a player makes a mistake and only wants to go back a few seconds instead of going back to a save point or savestate.
2. Fine grained emulation speed options - ZSNES allows the player to setup a host of speed options which can fine-tune emulation to the player's liking.
3. Video filters - ZSNES is unparalleled in fine-grained video filtering options many of which are poorly implemented or not offered in other emulators
4. Fine grained audio controls - ZSNES has many options for controlling sound output, including master volume, interpolation and low-pass filtering. MOST of those options are not found in other emulators.
5. Cheat code options - The cheat engine ZSNES offers is second to none.
This list could go on, but those are the important highlights.

I understand the nostalgia factor, but unless somebody wants to completely rip out the entire emulation engine and rebuild it from the ground up, there's simply no way to bring it up to par with current levels of understanding in terms of accuracy.
Perhaps that's true, but that doesn't change the fact that it is a well loved emulator that is still in wide-spread use.

It's hack jobs layered on more hack jobs. And doing that work to fix it up would end up costing pretty much all of its benefits in terms of speed.
As my programing experience is a bit lack-luster, I'll take your word for it.

And the alternative, just throwing new features at it in its current state would only give the false impression that it's not a dead project, when that's exactly what it is.
That's a matter of opinion. It's not dead if it's still in use. And Fusoya released an update of his 8MB version not to long ago. So it's hardly dead. Every person I know[irl] who emulates in Windows or Linux prefers ZSNES. The sole exception to that is a friend who does tinkering in No$SNS and Higan.

Your point of view is understandable. SNES9x is a very good emulator, no one can easily argue against that point. However, it is lacking a great many features that make ZSNES truly shine. Maybe it needs some code cleanup and maybe MSU-1 would fit right in. Who knows if it's not tried. I'd do/try it myself, but the required skill is beyond my level of expertise. Thus the suggestion..
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on March 26, 2017, 04:37:37 pm
I'm not looking to start a flame war, so I'll stick to objective statements here:

1. Rewind function - Snes9x supports this
2. Fine grained emulation speed options - Again, Snes9x supports this, although I think it is broken in the latest builds.  It's been awhile since I've touched ZSNES, so there may be some minor differences depending on your specific definition of "fine-grained".
3. Video filters - ZSNES is FAR from unparalleled here.  They offer various resolutions, stretching modes, and a whopping FIVE interpolation filters.  They don't have any of the far superior xBRZ filters, CRT emulation (aside from basic scanlines, but no NTSC filter), and here's the big one: no shader support.  Snes9x runs circles around it in this regard.  Even higan/bsnes have better shader support, although they are stuck with integer scaling (unless the non-integer scaling patch made it into the main codebase, I can't remember), which some people find annoying.
4. Fine grained audio controls - Ok, fine, a few extra filtering options, nothing earth shattering
5. Cheat code options - Again, you're making claims that just aren't true.  ZSNES's cheat engine is exactly par for the course.  Absolutely nothing special about it.  Higan/bsnes have a far more robust cheat engine with features like multi-part cheats that no other SNES emulator has.  ZSNES has... well, it has cheats.  They work.

As for it not being a dead project.  That's not really a matter of opinion.  FuSoYa's build is the only public activity the entire project has seen in TEN YEARS (literally, v1.51 was the last official release, dated 24 Jan 2007).  That's dead.
Title: Re: Snes9x MSU-1 Support
Post by: lexluthermiester on March 26, 2017, 06:21:07 pm
I'm not looking to start a flame war, so I'll stick to objective statements here:
Same here, just debating.

1. Rewind function - Snes9x supports this
Just looked in each version of SNES9x available. Not there. And the rewind function is a deal-breaker by itself. Now if it is there, can someone point out were it can be set?
EDIT; I have to beg your pardon and retract this point as well. Rewind is there in the newest version of SNES9x[1.54.1]. It is missing in the older versions which includes FuSoYa's 8MB version.

2. Fine grained emulation speed options - Again, Snes9x supports this, although I think it is broken in the latest builds.  It's been awhile since I've touched ZSNES, so there may be some minor differences depending on your specific definition of "fine-grained".
Just opened both SNES9x and ZSNES side-by-side and did a comparison. ZSNES has many more options than SNES9x. Even editing the snes9x.conf file just doesn't have as many options and they are not as refined.

3. Video filters - ZSNES is FAR from unparalleled here.  They offer various resolutions, stretching modes, and a whopping FIVE interpolation filters.  They don't have any of the far superior xBRZ filters, CRT emulation (aside from basic scanlines, but no NTSC filter), and here's the big one: no shader support.  Snes9x runs circles around it in this regard.  Even higan/bsnes have better shader support, although they are stuck with integer scaling (unless the non-integer scaling patch made it into the main codebase, I can't remember), which some people find annoying.
Ok, those are some good points. And after looking through the options currently available in SNES9x it seems clear I haven't looked at SNES9x in enough detail as of late. So I retract that portion of my above statement.

4. Fine grained audio controls - Ok, fine, a few extra filtering options, nothing earth shattering
This is where you're just completely incorrect. Maybe you just don't know? Open them both up side-by-side and then open the Sound Config in ZSNES and the Sound settings in SNES9x. The difference is very clear. ZSNES options for sound are much better. The volume level, Guassian interpolation and Dynamic Hi-Quality Lowpass are options that are simply beautiful to the ears.

5. Cheat code options - Again, you're making claims that just aren't true.  ZSNES's cheat engine is exactly par for the course.  Absolutely nothing special about it.  Higan/bsnes have a far more robust cheat engine with features like multi-part cheats that no other SNES emulator has.  ZSNES has... well, it has cheats.  They work.
Um again, open up ZSNES and any other emu and you'll see the differences. Code search function is excellent. Higan has a few interesting options, but BSNES is a read only situation. No comparison.

As for it not being a dead project.  That's not a matter of opinion.  FuSoYa's build is the only activity the entire project has seen in TEN YEARS (literally, v1.51 was the last official release, dated 24 Jan 2007).  That's dead.
ZSNES is open source so literally anyone can dev it. And FuSoYa's latest update was Dec 2015. And that's just FuSoYa's project. There are a few others as well including one on the ZSNES forums which was updated in 2015 as well. So if it's being worked on and the most recent two versions were less than 2 years ago, is that really dead? Nesticle is a dead project. ZSNES is still being actively, if slowly, worked on. That says, to me, not dead.
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on March 26, 2017, 08:19:03 pm
Just looked in each version of SNES9x available. Not there.  And the rewind function is a deal-breaker by itself. Now if it is there, can someone point out were it can be set?
Yes it is.  Right here.

(https://i.imgur.com/Y5OVbO0.png)


Quote
Just opened both SNES9x and ZSNES side-by-side and did a comparison. ZSNES has many more options than SNES9x. Even editing the snes9x.conf file just doesn't have as many options and they are not a refined.
Snes9x supports setting the frame-skip rate to the individual frame, as well as several different built-in speed increments.  If you *really* need to run the game at exactly x%, you're not going to be able to, but the differences really aren't significant for 99% of all use cases.

Quote
This is where you're just complete wrong. Maybe you just don't know? Open them both up side-by-side and then open the Sound Config in ZSNES and the Sound settings in SNES9x. The difference is very clear. ZSNES options for sound are much better. The volume level, Guassian interpolation and Dynamic Hi-Quality Lowpass are options that are simply beautiful to the ears.
Ok, sure, but the APU emulation is pretty lousy, so even though you get nice filtering, the actual source audio isn't accurate to begin with.  Which is just part of the larger problem with ZSNES and accuracy.  You're hearing high-quality, incorrect sounds.  And you could achieve VERY similar results with a decent EQ without the emulator needing to support it.

Quote
Um again, open up ZSNES and any other emu and you'll see the differences. Code search function is excellent. Higan has a few interesting options, but BSNES is a read only situation. No comparison.
Snes9x has way better search functions than ZSNES.  And if you really want unparalleled, that would be bsnes-plus.  I stand by my statement.  ZSNES has cheat support, it is not in any way remarkable or "unparalleled" in that regard.

Quote
ZSNES is open source so literally anyone can dev it. And FuSoYa's latest update was Dec 2015. And that's just FuSoYa's project. There are a few others as well including one on the ZSNES forums which was updated in 2015 as well. So if it's being worked on and the most recent two versions were less than 2 years ago, is that really dead? Nesticle is a dead project. ZSNES is still being actively, if slowly, worked on. That says, to me, not dead.
Just because a couple of people have messed around with it in the last 10 years is a far cry from active development.  Nobody has gone anywhere near the emulation core, which is in dire need of a complete overhaul.


Frankly, there's not really much point in continuing this conversation.  Back to the actual point, as you pointed out, ZSNES is open source.  Anybody can add MSU-1 support if they want to.  But they won't.  Because it's dead.  Also, because a lot of the guys related to the ZSNES project seem to have a vendetta against anything that byuu touches.
Title: Re: Snes9x MSU-1 Support
Post by: lexluthermiester on March 27, 2017, 08:03:17 pm
Yeah, found that and revisited my post. You posted the above before the edit. And we're just not going to agree on some of these points. So let's leave it at that.

Based on what I've read and understand of the code and how to implement it, it seems like the MSU-1 code could work rather well with ZSNES. But that is from an admittedly limited understanding.

Never understood the silly drama surrounding byuu. He's done great things and is still doing them. People really need to quit being so damn childish & petty.

EDIT; BTW, please don't take my perspectives the wrong way, I think what you're doing with MSU and SNES9x is most excellent!
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on March 27, 2017, 08:31:07 pm
I'm good with agreeing to disagree, so I guess we'll just leave it at "I'm not interested in porting MSU-1 to ZSNES".  Also, agreed on people being petty.
Title: Re: Snes9x MSU-1 Support
Post by: d0k3 on April 04, 2017, 06:13:11 pm
The Windows binary download link on the opening post doesn't work anymore and I can't compile myself. Are there any mirrors or recent SNES9X nightlies?
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on April 04, 2017, 06:37:25 pm
Try it again, you caught me in the middle of a server reconfiguration.
Title: Re: Snes9x MSU-1 Support
Post by: d0k3 on April 04, 2017, 07:22:52 pm
Thanks a ton!
Title: Re: Snes9x MSU-1 Support
Post by: darthvaderx on April 07, 2017, 07:42:58 pm
I can not make the Super Mario Odyssey MSU-1 audio work on Snes9x, is it compatible?...
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on April 07, 2017, 07:48:35 pm
Should be, can you post a screenshot of your game folder?
Title: Re: Snes9x MSU-1 Support
Post by: darthvaderx on April 07, 2017, 09:19:28 pm
Should be, can you post a screenshot of your game folder?

The problem is the source , I can't change the wav archives into PCM , I don't use GNU / Linux so wax2msu is not good for me , I want for working PCMs , can you help me? The ones I found on the internet do not work.
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on April 07, 2017, 09:34:43 pm
Oh, right... SMO used the old MSU-1 spec with .wav files before the spec was changed to .pcm.  I'm not actually sure how to extract the loop point from those, I'll look into it.
Title: Re: Snes9x MSU-1 Support
Post by: darthvaderx on April 07, 2017, 10:02:37 pm
Oh, right... SMO used the old MSU-1 spec with .wav files before the spec was changed to .pcm.  I'm not actually sure how to extract the loop point from those, I'll look into it.

Thanks ...

I found .pcm files for SMO on the internet, but they don't work.
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on April 07, 2017, 10:29:42 pm
Ok, so try this: https://github.com/qwertymodo/msupcmplusplus/releases

with this config: https://raw.githubusercontent.com/qwertymodo/msupcmplusplus/master/configs/super_mario_odyssey.json

Save the config as tracks.json, and place it and the .exe in the same directory as the .wav files then run the .exe.  If that doesn't work, send me a screenshot of the game folder.
Title: Re: Snes9x MSU-1 Support
Post by: darthvaderx on April 07, 2017, 10:52:25 pm
Ok, so try this: https://github.com/qwertymodo/msupcmplusplus/releases

with this config: https://raw.githubusercontent.com/qwertymodo/msupcmplusplus/master/configs/super_mario_odyssey.json

Save the config as tracks.json, and place it and the .exe in the same directory as the .wav files then run the .exe.  If that doesn't work, send me a screenshot of the game folder.

And the result is ...

FANTASTICALLY WORKS ...

Thank you very much indeed for the attention, even with my limited english I am pleased to have been useful in something ...

(EDIT: No looping in the title music but it's alright , it's a demo ...)
Title: Re: Snes9x MSU-1 Support
Post by: ToHell on October 19, 2017, 09:56:42 pm
Good Day,

use snes9x for

Mega Man X Guitar Playthrough - Krzysztof Slowikowski, Qwertymodo Audio Fix v2
Mega Man X TheRetromancer, Qwertymodo Audio Fix v2


and every time after I finish a level the screen goes black and the game dosnt continue.

Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on October 20, 2017, 03:04:43 am
Good Day,

use snes9x for

Mega Man X Guitar Playthrough - Krzysztof Slowikowski, Qwertymodo Audio Fix v2
Mega Man X TheRetromancer, Qwertymodo Audio Fix v2


and every time after I finish a level the screen goes black and the game dosnt continue.

How recently did you download Snes9x? I tend to update the build link fairly often, since it's likely to be awhile before v1.55 actually sees a release.  Try re-downloading it and see if that helps your issues.
Title: Re: Snes9x MSU-1 Support
Post by: ToHell on October 20, 2017, 02:20:07 pm
no, do not work. Have the emulator from the first posting. Beat a Stage and X still leave the level and bam "black screen".

Use snes 1.55 on windows10 32-bit. Have only trouble with this first X game.
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on October 20, 2017, 02:27:18 pm
Can you post a copy of the patch file you're using?

October 20, 2017, 04:30:57 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Looks like Smokemonster

October 20, 2017, 04:32:17 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Looks like Smokemonster's patch is broken.  Get a clean, unpatched MMX ROM and apply this patch instead: https://dl.qwertymodo.com/mmx_msu.bps  Also, be sure to delete the .ips included in his pack so it doesn't try to soft-patch that over the top of it.
Title: Re: Snes9x MSU-1 Support
Post by: ToHell on October 23, 2017, 05:43:50 am
hello qwertymodo,

after the reupload Mega man X do not work in Snes9X.

Mega Man X Guitar Playthrough - Krzysztof Slowikowski, Qwertymodo Audio Fix,
Mega Man X TheRetromancer, Qwertymodo Audio Fix

crashed again (in snes9X 1.55).

Beat a robot master and X quit the level - black screen.
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on October 23, 2017, 02:25:23 pm
Did you use the MMX patch file I provided above?  It works perfectly fine here.
Title: Re: Snes9x MSU-1 Support
Post by: ToHell on October 23, 2017, 03:18:16 pm
(sorry for my bad englisch)

Have try this new re-upload from Smokemonster. "Black screen" again.


then i test your patch and  now  :woot!: :woot!:

https://picload.org/view/dgwioclr/neuebitmap2.jpg.html

Many thanks!!!!!!
Title: Re: Snes9x MSU-1 Support
Post by: lexluthermiester on October 23, 2017, 04:18:20 pm
Hey qwerty,
With the release of SNES9x 1.54.1, are you going to do an MSU1 version, or have you gone in a different direction, code wise?
Title: Re: Snes9x MSU-1 Support
Post by: darthvaderx on October 23, 2017, 05:18:08 pm
The last SNes9x that I use is the 1.54.1 (11.15.2016 build), in the later versions the MSU-1 sounds are mute and I do not know why.
The 1.55 gits does not work with several Super Mario World hacks (including Super Mario Odyssey MSU-1) and other games like the recent Unholy Night - The Darkness Hunter works with a lot of bugs.
(Too bad, I'd like to see the recent Tengai Makyou Zero translation running on my version.)
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on October 23, 2017, 06:28:12 pm
1.54.1 was a windows bugfix release, it's basically no different than 1.54.  MSU-1 is in the current test builds, the version will be 1.55 when it is released (or just use a test build, they're usually fully stable). Super Mario Odyssey works just fine, you just need the .pcm files, the old .wav files don't work with any MSU-1 implementation.
Title: Re: Snes9x MSU-1 Support
Post by: lexluthermiester on October 28, 2017, 03:15:03 am
Ok, cool.
Title: Re: Snes9x MSU-1 Support
Post by: Kallisto on October 30, 2017, 12:47:28 am
Hey Qwertymodo, I wanted to say thank you for doing what you do. Your technical knowledge is breathing life into a lot of old SNES games.

Title: Re: Snes9x MSU-1 Support
Post by: lexluthermiester on October 31, 2017, 05:22:02 am
Hey Qwertymodo, I wanted to say thank you for doing what you do. Your technical knowledge is breathing life into a lot of old SNES games.
I'll second that!
Title: Re: Snes9x MSU-1 Support
Post by: qwertymodo on November 20, 2017, 10:14:16 am
Snes9x 1.55 has been officially released.  No more need to run my test builds:

http://www.s9x-w32.de/dl/
https://github.com/snes9xgit/snes9x/releases/tag/1.55
Title: Re: Snes9x MSU-1 Support
Post by: lexluthermiester on November 21, 2017, 02:53:39 am
Snes9x 1.55 has been officially released.  No more need to run my test builds:

http://www.s9x-w32.de/dl/
https://github.com/snes9xgit/snes9x/releases/tag/1.55
Nice! Thanks for the links.
Title: Re: Snes9x MSU-1 Support
Post by: sideskroll on January 31, 2018, 11:12:06 pm
1.54.1 was a windows bugfix release, it's basically no different than 1.54.  MSU-1 is in the current test builds, the version will be 1.55 when it is released (or just use a test build, they're usually fully stable). Super Mario Odyssey works just fine, you just need the .pcm files, the old .wav files don't work with any MSU-1 implementation.
Hi, sorry for the necro. But I just tried out for the first time your MSU-1 support in SNES9x and I want to say thanks for making this happen @qwertymodo.
Having said that, any chance I could get you interested in taking a look at DSP-4 emulation? (Namely Top Gear 3000)
I know bsnes has it working 100% (trough some split roms) so I was thinking maybe that functionality could be ported over to SNES9x? It would be amazing being able to play TG3000 in systems like android and Wii U.
Thanks again for your hard work!
Title: Re: Snes9x MSU-1 Support
Post by: twotonedearly on February 07, 2018, 05:36:36 am
hey all, just got the recent update for snes9x to 1.55 though I'm having a problem with MSU-1 emulation. I'm trying to get this patch for Super Metroid to work https://www.romhacking.net/hacks/2393/ but the original music plays and not the cd quality music, I have the files all in a folder but it won't detect the msu or pcm files.