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Messages - qwertymodo

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Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: August 07, 2019, 11:21:08 am »
If you just omit the pcm files, the game falls back to the original soundtrack, so apply the patch and just don't download any pcm files (except for the FMV audio tracks, you'll still need those), and you should get what you're looking for.

Everything should be working more or less, other than the videos being low quality and watermarked.

Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: August 05, 2019, 05:50:26 pm »
I would love to try out this romhack, but I can't make sense of the instructions on the README.

I have the .flac files from the album, but I don't know what to do in order to properly convert them to .pcm. I managed to made pcm files, but when I drag them into my folder along with the modded rom and .msu, my SD2SNES just plays the game with muted music. No fmv's play either.

There's a lot more to this particular hack than other MSU-1 titles I've messed with and I'm simply not clear on what to do. If there's a decent breakdown of the correct steps to take in order to make this work, I would greatly appreciate it.

Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: June 30, 2019, 12:40:39 am »
I've been super burned out on this since my last round of playtests involved multiple full-game playthroughs, but tonight I'm watching the SGDQ 100% speedrun, and noticed that the Giant's Claw music "issue" is actually vanilla behavior, so we can mark that off the list!  I wasn't paying attention during Ozzie's Fort, so I'll have to check the VOD after the run, but it's possible that we might actually have a bug count of 1, and even then, the flickering menu is an issue in the vanilla game too, but it's borderline, and only happens sometimes, and the MSU-1 code just makes it slightly worse.  There are ways to reduce the additional flickering that I've implemented, so that's just a matter of how much I can improve my code for the worst case, it can't be completely eliminated since it already exists in vanilla.  So... maybe 0-ish bugs?

Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: May 09, 2019, 08:14:48 pm »
I'm jamming MSU-1 support into ZSNES

v2 only added music resume, nothing to do with the video.  ZSNES is known to have completely wrong VRAM handling and DMA timing, so I'm not at all surprised that something that pushes the bandwith as tightly as I do would run into issues.  If it's hanging at the end of the video, make sure you're properly clearing the "playing" bit in the status flag when the audio track finishes.

ROM Hacking Discussion / Re: broken houses in lttp parallel worlds...
« on: January 14, 2019, 11:31:57 am »
Parallel Worlds has never been intended for any other base ROM than the US release. Just stick to 1.23 until I can finish an actual official, tested update.

Thanks for the update, phonymike.  Did you, by any chance, get ahold of PuzzleDude's full changelog for v1.23?  I had it at one point, but can't find it now, it was a large, in-depth txt file with full hex diffs for each change he made.  For the time being, v1.23 is the best version to use, but I really do want to finish v1.3 (though I guess I'll have to call it something else now, to avoid confusion over this whole mess...).

ROM Hacking Discussion / Re: broken houses in lttp parallel worlds...
« on: December 31, 2018, 07:36:29 pm »
how the heck did something like this get past the testing phase? for a 2+ year old rom hack...

What happened is that somebody came along and posted a buggy "update" and called it v1.3.  This version was neither created nor endorsed by any of the actual developers of PW (at least not to my knowledge).  The best current version is 1.23 by PuzzleDude, until I find the time and motivation to release a proper update of my own, which will probably have to be labeled 1.4 at this point, thanks to this whole mess...

Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: November 19, 2018, 12:56:22 pm »
Yep, still working on it.  It's been slow going, mostly due to the massive amount of time that in-depth playtesting requires.  To that end, I've finally decided to make a change to the closed beta that I've been thinking about for awhile.  In addition to the playtesting requirement, the closed beta going forward will be limited to followers of my Twitch channel.  Having said that, I want to make a few things very clear.  First of all, following me on Twitch is completely free.  Following is not the same as subscribing, which is what costs money.  I am not now, nor will I ever be accepting money for this project, as not only would that be a complete dick move on my part, it would also paint a giant neon legal bullseye on my back that I have no interest in placing there.  Twitch has become a nice way for me to branch out a bit and turn what would normally be a very isolating, solitary passtime like single-player retro gaming, into a social experience where I can interact with people who have similar interests.  Sure, message boards like this provide some of that, but they lack the real-time interaction, and it's kind of separated from the actual enjoyment of the games.  Chatting with people while I play has made it a lot more fun, and a lot less work.  So, if you want to join the beta, head on over to, catch a stream, hang out in chat for a bit if you want, and follow the channel.

If you don't have a Twitch account and don't want to make one, that's fine.  Part of deciding to make this change is the fact that I'm starting to see the light at the end of the tunnel for this project, so hopefully I'll actually finish it up soon, and the final release will be released publicly, without any of these restrictions (though I may give my beta testers early access to the release before it goes public).  The patch file, including any updates or bugfixes, will continue to be freely available here, and I'll continue to post project updates as well.  This isn't some kind of sellout stunt, I'm just looking for ways to make the normally anti-social parts of this hobby less so.

I have no idea who released PW 1.3, and it kind of annoys me that they didn't even bother to update the README.  When I released 1.2, I specifically asked both Euclid and SePH for their permission to release an update under the same name, otherwise I would have created a fork like Parallel Remodel.  By updating under the same name, but with no README or any author information, now I'm getting a bunch of bug reports sent to me for a version I didn't even know existed, and I have no idea what was changed in this version  :o

All I can say is, you'll have to figure out who actually released 1.3 if you want any answers about the new issues.  I know 1.2 had its problems, and I'm working on fixing them, but I have a bunch of other projects on my plate too.

Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: November 12, 2018, 01:01:03 am »
Sorry I haven't had much time to keep up on this and respond to people wanting to get into the beta.  However, the reason for this is that I've been making some pretty significant headway on the FMV dithering.  Still have a lot more work to do on it, but I basically have the functionality in place from end-to-end.  Here's the result of basically just running an entire video through the default settings on a single dithering algorithm (the final code should support 4 different algorithms with a handful of parameters that can all be tuned on a scene-by-scene basis, giving a lot of room for further quality improvement).
(On the left is the current version available for download, on the right is the new version)

Notable points of comparison:
  • The fade out at 0:27
  • The aspect ratio correction at 0:36
  • The stone wall at 1:49
  • The solid white background at 2:30

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.

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.

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.

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.

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).

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.

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.

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.

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

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.

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