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Messages - qwertymodo

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1
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: August 09, 2018, 10:10:59 pm »
Fixed my file server, the beta files should be available again.

2
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: July 30, 2018, 12:15:07 pm »
I just uploaded a minor update to the patch.  I've playtested this updated version up through defeating Magus, including 2 or 3 different NG+ endings along the way, and so far the only bug I've found turned out to be present in the original game.  This really might be the one :D

I still want to try and tackle the excessive SFX echo, but that still requires some more research since there are some kind of subtle interactions between the currently playing song, the current SFX bank, and the echo level, and I need to figure out how to separate them to avoid unintended side effects.

3
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: July 20, 2018, 06:45:05 pm »
Good news everyone!  I have completed the full rewrite of the audio code.  There is still a lot of work to be done on the FMV's, especially now that the Steam version has released beautiful 1080p30 versions of all of the FMV's (except 2 of them, which are missing entirely).  As a result, I will not only be working on dithering/filtering the converted videos, I will also be trying to figure out just how far I can push the hardware in terms of resolution and framerate.  For now, I need to begin a brand new round of beta testing on the new audio code.

If anybody wants to try it out, the new patch can be found [here]


Sorry, my file server is down at the moment, so the FMV's are currently unavailable.  I'll try to get it back online next week.  If you already have the audio and video files, those will still work with the new patch, just patch a new ROM and you'll be good to go.

4
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: July 10, 2018, 05:00:20 pm »
Since adding the FMV's required editing the game script in Temporal Flux, that alone means that this patch will never work with any other hacks in a simple "apply one patch after the other" manner, so I've kept that fact in mind in my code design.  Once I have a final release, I'll also release it as asm code, so anybody else in the future can move things wherever they want.

5
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: July 10, 2018, 04:51:12 pm »
Well... yes, but it's mostly irrelevant.  The code has always been located in places which conflict with your hack, so I had to move them before I sent it to you.  I'll just have to do that again with the updated code as well.  No big deal, moving the code is easy (which was intentional for exactly that reason).

6
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: July 10, 2018, 03:38:13 pm »
Sorry for the long hiatus, everyone.  I'm happy to report that this project is still alive and well.  I had reached a point where I knew that the remaining bugs were due to a fundamental lack of understanding of the original sound engine, leading to an endless game of whack-a-mole with the muting-related bugs.  Unfortunately, that meant two things: 1) The code probably needed a complete rewrite, and 2) Before I wrote a single line of new code, the first thing I needed to do was disassemble ALL of the original sound engine code, on both the SNES and SPC sides, and get a much better understanding of its inner workings.  The project basically stalled out because I knew that was going to be a HUGE undertaking, and I didn't want to even attempt it until I had the time and motivation to do it right.  Well... that time has come :D  I have disassembled close to 80% of the SNES side of the engine, and MathOnNapkins graciously provided me with his disassembly of the SPC side, and between the two, I have managed to figure out many of the places where I went wrong with my assumptions.  I've also begun the rewrite, which has already produced fantastic results in only a few short days.  The bad news is that this means starting the testing phase completely from scratch as well, but between the better understanding of the engine, as well as my experience with the last two rewrites, I'm fairly confident that there should be far fewer bugs this time around, and any new bugs introduced should be fairly straightforward to figure out.  This rewrite should also completely eradicate even the possibility of certain kinds of bugs found in the previous iterations, such as the infinite loop softlocks (e.g. the character select screen, the ending with the fireworks, etc).  Once the new code is complete, then comes the next huge task, which is going through all of the FMV's scene-by-scene to fine tune the dithering settings, but we'll cross that bridge when we come to it.

7
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: February 28, 2018, 05:57:14 pm »
So... interesting development, Square Enix just released a port of Chrono Trigger for Steam.  Unfortunately, this port appears to be a really low-effort port of the existing Android/iOS ports, which are pretty much complete garbage, and it's even more so on PC.  BUT! the FMV's included in this version appear to be complete remasters, rather than upscales from the PS1 version.  They also appear to play at 30FPS.  Sadly, there's basically no chance of getting 30FPS out of the MSU-1 without seriously sacrificing the video quality, this does make my life much easier in terms of starting from a much cleaner video source than the heavily compressed PS1 versions.

(Click for the full eye-bleeding effect)


There are a couple of problems right now.  First, I can't figure out how to decode the video .dat files.  Yes, I could just record a screen capture, and if it comes to that I will, but I'd really like to avoid as many lossy encoding stages as possible.  Second, the Steam version seems to be inexplicably missing 2 of the videos, namely the Robo cutscene and the Fall of Guardia post-credits scene.  I need to actually play through this awful port up to 2300AD to see if that scene is actually missing, or if it's just hidden in another file somewhere.  Finally, as I mentioned before, the MSU-1 isn't going to be able to play 30FPS, so it's almost kind of sad getting my hands on these higher-quality remasters and knowing I can't use them to their full potential, but oh well... at least it will still look better than it did previously.

8
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: January 04, 2018, 09:03:27 pm »
My money is on file naming or missing manifest.

9
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: December 31, 2017, 09:16:35 am »
The conflicts are easily fixable.

10
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: December 22, 2017, 04:27:52 pm »
0xFFDC is just the ROM checksum, so of course they're going to conflict (and by combining them, BOTH will be wrong :P).  Perfectly safe to ignore.

Also, good news.  I have some temporary hardware up and running to get my file server back online while I wait for my RMA, which should ship today or else Tuesday, but with the holidays being what they are, I might not actually receive it until next year.  In any case, the download links should be back up for now.  Just expect some minor downtime around the new year once the replacement board shows up.

11
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: December 11, 2017, 12:14:51 pm »
This can be made compatible with other hacks.  Aside from the FMV script inserts, the only other consideration is whether or not the other hack is using the same free space as me.  However, I've already modified my code to make it easily relocatable for the CT+ hack.  I just need to get around to finishing things before I worry about stuff like making it compatible with a bunch of other hacks, and life has just been super busy for awhile now.

12
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: December 07, 2017, 01:25:42 pm »
Server mobo is fried, RMA is in progress. Sorry about that...

13
Personal Projects / Re: Snes9x MSU-1 Support
« 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

14
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: November 19, 2017, 05:49:06 pm »
All it needs is 3 script command insertions per video in TF.

15
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: November 12, 2017, 02:56:27 pm »
Yeah, as I've said before, it is absolutely possible to combine this with other hacks, the only issue is that it modifies the script, so the script changes have to be pulled out and then put back in manually in Temporal Flux, you won't just be able to slap one .ips on top of the other. I've even modified the code to make it super easy to relocate to a different space in the ROM for use with expanded ROMs.

16
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: November 12, 2017, 05:22:22 am »
I've lost track of how many hundreds of .pcm's I've created at this point.  The rabbit hole has no end in sight :P

17
Personal Projects / Re: RomPatcher.js
« on: November 03, 2017, 02:21:03 pm »
Sorry for the late answer! And thank you for your support :-)

So... I've been thinking on adding a SMC header solution. I have two ideas:
* a warning when trying to patch a SMC headered ROM, asking if the header will be removed before patching
* a 'header' tab which would allow to remove/add headers from any platform

The second option would be ideal, but also very time consuming, and I have literally no free time now :-(
The first option is very easy to implement.

For BPS at least, you always remove the copier header.  It's part of the patch spec.

18
Personal Projects / Re: Chrono trigger plus
« on: October 31, 2017, 12:09:34 am »
If anybody wants to help speed up the release of the FMV's, what I really need is somebody with CUDA (or other GPGPU library) programming experience.  Trying to fine-tune the best conversion algorithm on a scene-by-scene basis when each frame re-draw is 15+ seconds on some of the algorithms is... frustratingly tedious.   :banghead:

And that's to say nothing of the actual full render time once I get everything set up right...  I think it was over 6 hours with the fastest, most naive reduction algorithm.

19
Personal Projects / Re: Tengai Makyou Zero translation project
« on: October 25, 2017, 03:25:06 pm »
So I did stay with the traditional SNEX9X EX+, perfect for everything until TMGZ translation.

No MSU-1 support either though...  ;)

20
BPS works fine for me on Chrome, Windows 10 x64.

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