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Messages - qwertymodo

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21
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.

22
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...

23
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

24
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.

25
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.

26
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

27
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.

28
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.

29
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...  ;)

30
BPS works fine for me on Chrome, Windows 10 x64.

31
Personal Projects / Re: Tengai Makyou Zero translation project
« on: October 25, 2017, 12:59:14 pm »
...and I add OUYA to the list! SNES9X EX+ for OUYA (Android).
I tried to reach Richard Broglia (the dev) but it seems he is out of scene.

Yeah, last time I checked, I'm pretty sure Retroarch is pretty much the only game in town for SNES emulation with active development on Android.  They should have support added in at least some of their many various Snes9x cores.

32
Personal Projects / Re: Tengai Makyou Zero translation project
« on: October 25, 2017, 04:33:04 am »
Yeah, removing that logic's a good move! This ensures that the clock will show the accurate time.

It already showed the right time, the logic I removed looked like this

Code: [Select]
if (Button.FastForward == pressed)
{
    if (SPC7110RTC)    <<< Remove
        return;        <<< This

    // Other checks

    // Actually do fast-forward
}

33
Personal Projects / Re: Tengai Makyou Zero translation project
« on: October 25, 2017, 12:44:02 am »
Fast forwarding works in bsnes without affecting the real time clock, so that can't be the case.

Sure it can, that's why I said it was hard coded logic, not part of the emulation.  If it doesn't cause any glitches, then we can go ahead and remove that logic.

Edit: Done, knock yourselves out: https://dl.qwertymodo.com/snes9x.zip

Edit 2: Just tested, when fast-forwarding, the "game time" counter will advance at the fast-forwarded rate, but the clock remains synced to real-time.  So, for instance, if it's 10:00am and I have played for exactly 1 hour, and I hold the fast-forward key for exactly 1 real-time minute, the clock will report that it is 10:01am, but I have now played for 1:14 (give or take, depending on your system speed).
 I'm not sure if there is anything in the game that can be exploited by doing so, but there you go.

34
Personal Projects / Re: Tengai Makyou Zero translation project
« on: October 24, 2017, 11:02:42 pm »
First of all I wanna thank Doug (Muito Obrigado), Tom and everyone else involved in this project. I just have one question: I have been using the snes9x build that Doug provided and I cannot seem to fastforward. Is this related to the in-game clock system? As much as I love JRPGs I grew old of the random encounter system and I have been using the fastforward option in emulators in order to leap over that hurdle.

Thanks again.

I'm pretty sure the fast forward is just hard coded logic, probably due to the RTC.  We're looking into removing that check, just gotta test whether or not it causes any issues.

35
Personal Projects / Re: Snes9x MSU-1 Support
« 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.

36
One thing to mention about .bps which you may or may not have already implemented, SNES ROMs are handled uniquely in that they are always created against unheadered ROMs, which is handled transparently by the patching application.  So, if the input file happens to be an SNES ROM, you need to be able to detect the existence of a copier header and remove it before attempting to apply the .bps patch.  This isn't baked into the actual file format itself, just the specification, but you do need to make sure to do that.

37
Personal Projects / Re: Snes9x MSU-1 Support
« on: October 23, 2017, 02:25:23 pm »
Did you use the MMX patch file I provided above?  It works perfectly fine here.

38
Personal Projects / Re: Tengai Makyou Zero translation project
« on: October 23, 2017, 10:27:35 am »
@qwertymodo Is there a way to tie this special emulation mode to something other than the whole ROM SHA-1 hash? Like the internal header for example, or the translated strings from the boot-up check.
That way any alterations to this project wouldn't obsolete the emulator support for this immediately.

Not sure what you mean, nothing is tied to the SHA-1, and further modifications should run just fine. I was just pointing out that the internal header checksum was incorrect, resulting in the annoying "bad checksum" message on load. It still runs fine, it's just a minor oversight and looks a bit sloppy.

39
Personal Projects / Re: Tengai Makyou Zero translation project
« on: October 22, 2017, 10:54:34 pm »
Small gripe, but the internal checksum is incorrect.  For a project as high-profile as this, you should fix that ;)  File offset 0xFFDC: 00 2F FF D0

Also, I'm looking into merging support into Snes9x mainline, just waiting for confirmation before committing the changes.  For now, here's a test build that should work: https://dl.qwertymodo.com/snes9x.zip

40
Personal Projects / Re: Snes9x MSU-1 Support
« 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.

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