This is mostly cross-posted from my thread on Qhimm. Apologies if it seems a bit too broad in what it covers, but I was originally shopping this around to a community with a familiarity with modding but not necessarily rom hacking. This hack hasn't been getting enough testers, so I figured (upon suggestion from a friend) I'd promote it here as well. Honestly, I should have done so earlier, but I must admit as a complete newcomer to doing my own romhacks, heck, to programming assembly, I felt intimidated by the idea of showing this off in a community that has so many talented people in it. The hack is definitely in a playable state, and IMO it sounds amazing, though to be honest I'm kind of stuck as things are and might need some help to get it towards a final release.
I also became aware that there's another, unrelated FF6 hack named Dancing Mad, but it's a bit late in the project's life for me to change the name, honestly.What is this?
Dancing Mad is an Open Beta mod to enhance the audio of the SNES game Final Fantasy 6 (3 in the US). Put simply, it replaces the SPC (SNES sound chip) based audio of FF6/FF3 with the official OST, or optionally, FinalFanTim's remixes or the OCRemix tracks.Why?
Two reasons, really. For one, I have been feeling lately like I want to give myself challenging projects that involve areas outside of my comfort zone. I've not done much ROM hacking (at least, without tools) before, and my experience with ASM is mostly 6502 and a smattering of x86. So this is new territory, and that's exciting and promising. It's my belief that you should always endeavor to learn new things.
The second is that there are a fairly large number of really good remixes, arrangements, etc of the Final Fantasy VI soundtrack that fit well with the game but sound better than the original SPCs, and I wanted to see these as part of the game itself and give the game a little modern color and flavor.
Of course, in terms of the OSV, the difference is admittedly somewhat minor. As far as I can tell, the OSV tracks were essentially rendered *from* the SPCs in a way. The difference in quality is there, mostly coming from slightly cleaner samples, better resampling and a samplerate of 44100Hz instead of 32000Hz, but it's quite hard to notice.Where can I download it?
The open beta is currently available on my GitHub, which is at https://github.com/Insidious611/DancingMadFF6
. It uses an installer to simplify acquiring the music and installing the hack for novice users, many of my initial testers having no prior familiarity with romhacks. The installer and indeed all code in the project is open source. A tar file is available for *nix users containing the installer. It depends on qt5, curl, and python-ipsWhat Songs?
This mod contains audio from at least these 4 sources, converted to MSU-1 PCM format.
1. FLACs of the official FF6 OST.
2. MP3s of FinalFanTim's "Unreleased Tracks" FFVI Remaster project.
3. FLACs of the OCRemix Balance & Ruin remix album.
4. FLACs of Sean Schafianski's Final Fantasy VI Remastered project. (Buy it! It's on iTunes and Loudr and it is glorious)
You will be able to choose which specific audio files you want to install, or you can choose one of 4 predefined selections:
1. The FF6 OST itself
2. The FinalFanTim MP3s plus the OST
3. The OCRemix Album, plus the OST for Grand Finale?, What?, and Celes.
4. The Sean Schafianski Remaster plus the OST
5. My own selection of a mix of the four, based on what I feel best captures Nobuo Uematsu's original intent. Entirely subjective here, don't like my selections, don't use them.
I may also include some misceallaneous tracks if I find good ones, such as OCRemix tracks that aren't bart of Balance & Ruin, or orchestral/piano tracks, etc.What will I need?
You'll need a copy of FF3us to start with, I plan on supporting FF6j later. Patched versions should work, unless they touch the audio code or move things around addresswise. (No translations that extend script size!)
As far as playing this, you will need either bsnes/higan (I plan on targetting bsnes v075 as a baseline as people seem to have had the most success with this version as far as MSU-1), or the actual SNES hardware and an SD2SNES flash cart. (I do not by any means have the money to purchase one of these for myself, so I'm going to need people's help testing this.)How?
This project uses the MSU-1 "addon" developed by Byuu. This addon is much like the SuperFX, S-DD1, or SA-1 chips in released SNES games, except that, other than in the case of the SD2SNES, there is no physical hardware implementation. This addon allows me to stream data, in this case audio, at 2.68Mbit/s from a data file seperate to the ROM itself. This add-on is essentially intended to be everything the SNES CD was supposed to be, and more. Other people have added remastered BGM to other games before (See A Link To The Past for one of the few publically released versions... I have no idea why people are so guarded with their MSU-1 hacks.), and a few have even added FMVs to SNES games. (I may eventually try to port the PSX FMVs, but that would be a seperate, compatible mod.)
I will point out that I admittedly have little to no grasp of SNES ASM beyond basic SPC routines, the MSU-1 documentation, and my knowledge of how ASM works in general. So the patching part of this project is expected to be slow going, initially buggy, and potentially arduous. But, from what I've seen the MSU routines are relatively simple, and I don't plan on giving up, as I would personally love to see FF6 modded with better music.
This project has been completed before by someone by the handle of Drakon (see YouTube) but he refuses to release his IPS file, sources, documentation, or literally anything that would actually allow you to play his efforts, so in the spirit of the Open Source community, I'm going to redo it and release it to everyone.
This project is going to end up being one of two things on the user end. 1. A rather large download or 2. A rather long install, as either I'm going to have to pack in the uncompressed raw PCM files or a script to manually decode and convert them on the fly.How Can I Help?
Testers, *especially* SD2SNES testers, of the Open Beta are NEEDED
. In addition, I really am having a hard time figuring out how to do the fading in the NMI in a way that doesn't cause major glitching, FF6's NMI is really, really tight and I am 100% new to this whole thing. This is the first romhack I've ever done, and actually the first ASM I've ever coded of any sort.
In addition, I need someone to make sure my little hackish fix for the Dancing Mad tracks is stable and workable and that there's not an easier way to do it, and I need help figuring out what to do about the Opera.
I realize asking people to do things for you is frowned upon here, but that's not my intent. My intent is to let people know what's holding things up and how it can be sped along if they have the skill and knowledge to assist.Project History To Date
We have liftoff! The project is working, we have officially succeeded in getting FF6 to play our songs! See the video section.
We have a private alpha! Complete with a convenient installer (with dynamic track downloader), readme (with credits), and all the files necessary for playing the game besides the ROM itself (please supply your own unheadered FF3 US V1.0 ROM). See this post for details.
We have an Open Beta! See links above.
Release of Beta 2, a minor bugfix working around some reported bugs. Opera songs stubbed out for the time being due to a timing bug with Celes's lines.This is taking too long! When is it going to be done?
When it's done. Any replies to this effect will be ignored, summarily. This is a project I definitely want to do, as an educational project for myself if nothing else, but I have other projects, other obligations in life in general, a fiancee, contract work, game development, and other things I also work on. So progress may at times be slow, or may halt altogether. Be assured, I'm not going to give up on it.Progress Videos!
First working proof of concepthttps://www.youtube.com/watch?v=vKgSqG2Tbfc