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Messages - qwertymodo

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41
Personal Projects / Re: Snes9x MSU-1 Support
« 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.

42
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: October 17, 2017, 01:06:03 pm »
Yeah, basically it's possible with RetroArch, but the size requirements are such that you could only fit a single game at a time, MAYBE 2.

43
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: October 15, 2017, 11:11:25 am »
I contacted him on his Facebook page. I don't have the link right now, but it's not under the Drac9 name, it's a Mega Man X project page called Variable Zero.

44
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: October 14, 2017, 08:25:41 pm »
Eventually when I get around to finishing this, I'll release just the ASM changes as a separate patch, with a text log of the event script changes, so anybody can incorporate it into their own hack, but with the number of projects I have going on, plus school and work... finding the time and motivation to finish is... hard :/

45
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: September 10, 2017, 12:36:33 am »
Are you, by any chance, loading the zip file directly?  That's not going to work, you'll have to extract the files.

46
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: September 09, 2017, 05:37:34 pm »
Yeah, I realized a few days ago that I probably made a logic error in the hotpatching function.  I finally have a full batch of test cases to debug with, so I'm looking into it now.

Edit: wait, I just realized you're probably using an old build.  The snes9x_mercurial.zip download was an old WIP branch.  The current builds (which I keep reasonably up-to-date) are https://dl.qwertymodo.com/snes9x_msu.zip so give those a try and see if that works for you.  I just tested them myself and they seem to work fine.

47
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: September 09, 2017, 12:35:52 pm »
Where did you download it and did it work in previous Snes9x builds with MSU-1 support?

48
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: September 09, 2017, 01:02:01 am »
Good to know. I figured Bandcamp was a long shot with their licensing terms. I still haven't heard anything back from the message I sent him though.  I hope he is able to come up with another more permanent solution.

49
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: September 07, 2017, 08:35:42 pm »
The .pcm's won't change (other than a few minor tweaks I've made, but if you still have the FLAC's you can just regenerate them).

50
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: September 06, 2017, 02:43:47 pm »
It has been brought to my attention that Blake Robinson's albums are no longer available for purchase on Loudr.  They do seem to still be available on iTunes, but those files are probably not directly compatible with my script, so for the time being I suggest using Dracula9AntiChapel's soundtrack.  This is very unfortunate, but I have contacted Blake to try and determine what my options are at this point.  In the mean time, please be respectful of his licensing terms.  These are still commercially-licensed, copyrighted albums, so uploading your converted .pcm's is a no-go, and making them available here would be a violation of RHDN's ToS.  I'll try to keep you updated if and when I have more information.

51
Personal Projects / Re: Chrono trigger plus
« on: August 24, 2017, 02:02:28 am »
Hit me up before you go for an official release, I've made a handful of bugfixes to the audio code.  Not quite to 100%, but getting there.

52
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: August 24, 2017, 01:57:56 am »
Yes, once it's done I'll release it in a form that is separately compatible with other hacks, including CT+.  The only thing currently stopping CT+ from supporting FMV's is that I've asked him not to until it's done.  Though, I suppose I probably didn't provide him with the script locations to add in the ColorCrashes, but he's played around enough with TF, I'm sure he could work them out himself if he really wanted to.  If anybody wants to see this finished more quickly, the three things I need are:
  • More beta testers
  • Videos of all of the endings on the PSX version, uncut/unedited all the way through the credits to the final "The End" screen
  • Assistance from anybody with CUDA experience (or anybody who knows bisqwit and can convince him to help me with his dithering algorithms)

53
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV\'s)
« on: August 23, 2017, 05:27:19 pm »
I've updated the patch with a handful of minor fixes, some of which could potentially have far-reaching side-effects (though I think I've accounted for them).  After a bug report from skins4thewin, I took a look at Temporal Flux and realized that track $00 should be handled as a track stop, which I wasn't doing, so the music would continue to play in a lot of places where it should have stopped (the quickest example in a new game would be when you bump into Marle at the fair, see https://www.youtube.com/watch?v=fEcwtSkRz2Q&t=5m25s).  Another minor issue was that the DMA used for sprite animation operates independent from the scripting engine, so if there were animated sprites on-screen when a FMV played, those sprites would flash briefly over the black screen once the video ended (see https://www.youtube.com/watch?v=f6ajZEQm1_U the Reptites at 6:52 and Queen Zeal at 27:30).  This should be fixed now.  This is definitely one of the changes that could have introduced side effects, but it's a very simple hook, and *should* be fine.  Please report any graphical glitches, especially animation-related ones.  I'm also changing the FMV skip button to Start, since I have found myself absent-mindedly mashing B and skipping the scenes when I didn't intend to do so.

August 23, 2017, 07:01:44 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I managed to get in-battle pausing (command #$F5) working, but it turns out that because the MSU-1 can only store a single resume point, if you pause in-battle, you lose the overworld music resume once the battle is over.  The other option is to "fake pause" by just muting the MSU-1 instead.  I think that will probably be the better option, but I have both implementations written, I'll just wrap them both in an #ifdef switch so the option is there.

54
Personal Projects / Re: Chrono trigger plus
« on: August 11, 2017, 12:29:21 am »
Just a heads up, if you want Singing Mountain supported for the MSU-1, you'll have to send me a save file so I can figure out what track number it is and add it to the audio packs.

55
ROM Hacking Discussion / Re: Terranigma MSU-1 - PAL and NTSC
« on: August 06, 2017, 09:41:15 am »
Just an FYI, it works in Snes9x too, but you'll have to get your hands on a recent git build until 1.55 comes out.

56
Personal Projects / Re: Chrono trigger plus
« on: July 24, 2017, 05:27:01 pm »
I suspected as much.  It's not the first time I've been bitten by the bank register :P

Completely untested, but give this a try (apply on top of your already patched Chrono Trigger Plus ROM)

https://dl.qwertymodo.com/chrono_msu_fallback_freeze_fix.ips

57
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: July 24, 2017, 05:17:31 pm »
It has been brought to my attention that the download links were broken due to a server upgrade I did awhile back.  They have been fixed and updated.  Also, just popping back in to let you all know this project isn't dead, I'm just working on other things at the moment, and once those are done, I'll come back to this.  The last few months have been crazy, so I just haven't had any time to work on any of my projects, I'm finally getting back into the swing of things.

58
Personal Projects / Re: Chrono trigger plus
« on: July 24, 2017, 03:18:33 pm »
Ok, that address could DEFINITELY do it.  That code is waiting for a song to start, and it's a direct copy of the original code that was supposed to be executed there, which leads me to believe that something ELSEWHERE isn't falling back properly (i.e. the song that's supposed to be playing isn't getting loaded, so the code that is waiting for it never completes).

59
Personal Projects / Re: Chrono trigger plus
« on: July 24, 2017, 01:26:53 pm »
Well... that makes absolutely no sense whatsoever.  The code is the same as mine, and it doesn't appear to be a conflict with Temporal Flux trying to use the same empty space.  Mauron, what emulator are you using that allowed you to determine that address (implying a debugger) but that doesn't have MSU-1 support?  I *might* be able to reproduce it with bsnes-plus and a no-msu manifest, but I'm not sure, and I'll still need an .srm (and instructions on exactly how to trigger it).

60
Personal Projects / Re: Chrono trigger plus
« on: July 24, 2017, 01:16:46 am »
I'll need somebody to send me the exact patch you're using and a save file (.srm would be best so I can test in different emulators).  I've made some changes to my code since I sent it to TheGreatBen, $CC/4563 in my current code is right in the middle of the register pop list before the return at the end of the NMI routine, basically no way that could possibly cause an endless loop.  It's also the main return path that would get hit by every emulator, MSU-1 or not.  So I'm obviously looking at the wrong code.

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