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Messages - qwertymodo

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101
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: February 01, 2017, 04:17:23 am »
Hmm... I am a little bit confused. Is the MSU version using the Chrono Trigger Symphony by Blake Robinson or the Version by Dracula9AntiChapel?

From the top post:

Quote
this patch supports ANY music files that you wish to provide

take your pick.

edit: erm, .pcm format...You said it was flac, is that more of a general term?

What do I use to play this? Can I convert them to .MP3 files just for playing locally on my comp? I'll try that first I guess...

They're for the MSU-1 hack, you play them in an SNES emulator by playing the game.  If you just wanted the original FLAC files, grab those from the Bandcamp link I posted.  Sorry if I confused you, when I said the FLACs were done, I meant I was done converting them to .pcm for use with this hack.

102
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: February 01, 2017, 04:02:02 am »
Well, if you just want to listen to it in the mean time, it's up on Bandcamp: https://dracula9antichapel.bandcamp.com/album/chrono-trigger-arranged-soundtrack

103
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: January 30, 2017, 09:57:51 pm »

104
Personal Projects / Re: Hard Rock/Metal MSU-1 set for Mega Man X
« on: January 30, 2017, 03:21:43 pm »
X2 is also -21dB RMS, X3 is -18.

Also, Spooniest: https://en.m.wikipedia.org/wiki/Root_mean_square

105
Personal Projects / Re: Hard Rock/Metal MSU-1 set for Mega Man X
« on: January 30, 2017, 12:23:26 pm »
Hey, I didn't mean to come across as hostile or anything.  It sounds like you're taking the time to properly compare the volume levels by ear, and I'll take a guess that after all of that, your final output will probably come out somewhere between RMS -18dB and RMS -21dB anyway.  I'm not trying to convince you to do something different, I was just trying to save you from the work of getting to the same end result I've already arrived at by just "giving you the answer" ;)

106
Personal Projects / Re: Hard Rock/Metal MSU-1 set for Mega Man X
« on: January 29, 2017, 06:03:12 pm »
The problem with what you're saying is that perceived loudness vs technical loudness will change depending on how a track is mastered i.e. eq, compression, saturation etc.

All of this is true when using peak levels for normalization (as you are doing), but not RMS, which is the entire reason for using RMS...  ::)  With RMS, all that matters is that you're trying to match the final result to the original soundtrack's level, and the MMX OST is ~-21dB RMS.

In any case, they're your tracks, you can do what you want.  Just thought I'd pass along some advice from having done this for a few hundred tracks at this point...

107
Personal Projects / Re: Hard Rock/Metal MSU-1 set for Mega Man X
« on: January 29, 2017, 10:40:02 am »
There's a reason I specified RMS level, not peak level. Peak level is useless for comparing multiple different tracks. I'll bet if you measured the RMS levels of those tracks instead of peak, you'd get somewhere in the ballpark of -18. Trust me, I'm in the process of leveling every single MSU-1 audio pack, I know what I'm talking about.

108
Personal Projects / Re: Hard Rock/Metal MSU-1 set for Mega Man X
« on: January 29, 2017, 12:43:22 am »
Possessed mentioned he uses REAPER, so here's how you do it there: https://youtu.be/US_NGqm967Q

Just use -21 instead of -12. Basically, this sets the volume to match the volume of the original tracks, and by extension, the sfx. Otherwise the sfx end up too loud or too quiet, and you don't want that. -21 is what I came up with for MMX specifically, but most SNES games are between -15 and -21.

109
Personal Projects / Re: Hard Rock/Metal MSU-1 set for Mega Man X
« on: January 28, 2017, 12:15:56 pm »
Just a heads up, be sure to RMS normalize your tracks. MMX should be -21dB.

110
Personal Projects / Re: Chrono trigger plus
« on: January 24, 2017, 04:22:45 pm »
The MSU-1 audio/FMV patch should be compatible, but it will require some additional work on ThegreatBen's part.  I'll follow up with him in a PM to see about getting the ball rolling on that.

111
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: January 24, 2017, 02:57:35 am »
Is it possible to download another msu version of this video without the annoying "BETA" word? X-D

Sure, once it's out of beta  ::)

And the source code isn't currently available, no.  Eventually, it might be, we'll see.

112
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: January 23, 2017, 12:59:17 pm »
One other thing to try, use the audio packs from here: http://www.zeldix.net/t1265-fixing-all-of-the-too-loud-audio-packs-for-good

The long-story-short version of the volume issue is that because the SD2SNES was too quiet, people made their audio tracks too loud to compensate, and that *might* cause popping.  I've been working on correcting the audio files for the fixed audio levels.  I don't have all of them done yet, it's a pretty long process, but at least give those a try and see if that works any better for you.

Edit: Big update, I HAVE THE FLACS

113
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: January 20, 2017, 11:49:32 pm »
I'm not sure what's causing it, but I can guarantee you that you are NOT hearing those "samples" because they are not samples.  Just like when you open a .wav file, you don't hear the header being played as audio, the player knows what the header is and knows to skip it.  Whatever is causing the pop, that's not it... unless ikari totally broke something on the SD2SNES.  Do you experience the same issue in higan or Snes9x?  Regardless, don't mess with those bytes, you'll break things.  For one, you'll overwrite the loop point, and for another, you'll probably break Snes9x detection entirely since it looks for the magic bytes 'M' 'S' 'U' '1' in the header.

114
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: January 20, 2017, 07:42:38 pm »
“wav2msu” ads a spike to the first sample in the PCM file. I converted a bunch of random WAV files to confirm this, and it happened on every one. So, yeah, I don’t know if there is a way to fix this automatically. For now I have just been manually leveling that sample and re-exporting the files.

That's the file header, it's not an audio spike.  You just deleted the loop point.

Finally got it working, not sure if this is the kind of feedback you're looking for but if any event script is edited in temporal flux this will not load past the title screen, just something to keep in mind when trying to make it compatible with other hacks.

Yep, I've mentioned that several times in this thread.  This patch includes TF event script changes of its own, so you can't combine it with other patches with event script changes.  There will be a separate patch when it is complete with the event script changes removed, and replaced with a documented list of the events to add back in manually, which will make it compatible, but will take a little bit of work on the other patch author's part if they want to make it so.

115
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: January 20, 2017, 02:53:40 pm »
There's a lot of misinformation, and frankly, a fair amount of butthurt in that review.  To generally answer your question, this patch used the source code from that one for a lot of documentation, but I've taken the time to figure out some of the issues that exist with that one, like the in-battle echo issue, and I've added video support.  For the most part, mine is functionally identical to that one, with the addition of video and bug fixes.  As for that review, I'll go ahead and respond point-by-point.

>constantly-resetting audio tunes consistantly interrupted by (non-symphonic) standard battle music due to limitations in the current implementation of MSU-1

The reviewer obviously downloaded the wrong version of the patch, there is a version with audio resume support and one without, and the "current implementation of MSU-1" with support for audio resume has been available for *years*.

>There’s little to no ‘audio normalization’ when it comes to stuff like that due to the nature of the ’symphonic’ genre.

This is addressed better in my updated conversion script.  Audio levels have been a problem for a long time due to an issue with the SD2SNES DAC, which is a bit of a long story, but suffice it to say it's fixed.

>The nail in the coffin for this in my eyes tends to be the limitation that it ONLY works with a specific person’s licensed cover rather than other fan-works or artists that have created music for Chrono Trigger.
>More specifically, the Overclocked Remix Chrono Symphonic album is fantastic and free to boot. I’d like to be able to use that (or mix and match) but it is a no-go apparently with the current limitations of this hack and how MSU-1 works.
>More flexibility in choosing which covers we want to use would let us support the specific artists/songs that we enjoy per track rather than trying to force a square peg into a round hole.

Everything about this complaint is incorrect.  You're perfectly free to use LITERALLY ANY AUDIO FILES YOU WANT.  There is NO LIMITATION WHATSOEVER.  It's just that there are over 60 tracks, and it's a lot of work to convert them, and DS only did that work for one specific pack.  It's the same reason I originally did the same, but now there are 2 options, thanks to Dracula9AntiChapel.  If you want more options like Chrono Symphonic, all you have to do is convert them yourself and find proper loop points.  I can tell you from experience, it's a lot of work, but pretty simple once you get the hang of it.

>You can shave off the corners as much as you like, even sand it down, but it won’t ever be as perfect of a fit to the original game as other covers (or the original music).

100% subjective

>A minor nitpick but the hack is not compatible with any other hacks or retranslation hacks due to the nature of what was changed to accomodate the MSU-1.

This is true, but as I've mentioned earlier in this thread, I will be releasing a separate version of the patch which will be compatible with other patches, but WILL require the authors of those patches to do some extra work.  End users will NOT be able to just apply both patch files one after the other, it won't work that way, but if any other patch author wants to add it, it will be about 10-15 minutes worth of work tops.

116
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: January 20, 2017, 03:07:16 am »
gamename.sfc, gamename.msu, and gamename-#.pcm all go in the same folder (names must match), then you load it with a recent build of Snes9x, not the 1.54.1 release. Look for my thread here in the projects forum for a download link. If you want to load it in bsnes or higan you'll need a manifest, which I haven't made yet.

117
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV\'s)
« on: January 18, 2017, 05:52:10 pm »
Then you're using the wrong ROM.  That's one of the nice features of the .bps format, it contains a checksum of the original file so you can confirm that you're using the right base ROM.  The checksums for the correct ROM are posted in the OP.  Check them against the ROM you're using and I think you'll find that the one you have doesn't match.

January 19, 2017, 12:58:35 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Update from Dracula9AntiChapel: https://soundcloud.com/dracula9antichapel/battle-with-magus-arranged

118
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: January 18, 2017, 04:57:44 pm »
That's very strange.  What version of beat are you using?  Perhaps an older version doesn't properly support delta patches.  I'll definitely follow up with byuu on that once I know which version you're dealing with.  In any case, Floating IPS, which is available here on RHDN should work just fine (since that's what I used to create it).

119
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: January 16, 2017, 03:05:41 pm »
It's in the first post, silly :P

120
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: January 16, 2017, 12:56:19 pm »
Hey everyone, quick update.

The FLAC audio pack is moving forward, slowly but surely.  If you're waiting on that, I wouldn't, it's still a ways off, but I do have the first demo track that he sent me:

A Premonition

Specro, for the curious:


At this point, he has had a lot of people asking him about it, and that makes for a lot of people that he's trying to keep updated, each individually.  If you're just waiting for the MSU-1 pack, I *will* be releasing that as soon as it's available, so it would be better to bug me about it rather than bugging him directly.  I'll also signal boost when the FLAC files themselves are released.  So, unless you have some other specific reason for wanting the FLAC files or need some kind of specific tweaks made, it would be easier if there were fewer people asking him about it.  I definitely appreciate anybody who helped signal boost my original request, but if you're just waiting on the end result, do it here, alright?  :thumbsup:

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