(http://i.imgur.com/IHO80Icl.jpg)
I've been teasing my Chrono Trigger MSU-1 hack for awhile now, but I think I'm finally ready to release it for testing. This game is really big, and I'm just not going to be able to test everything all by myself. There are two main parts to this hack, the soundtrack and the FMV's. Oddly enough, the soundtrack is much trickier than the FMV's to get right, because there are tons of weird edge cases that I need to handle, resulting in a lot more opportunities for bugs to pop up. The FMV's, on the other hand, were quite straightforward once I figured out how to properly hook into the scripting engine. The bigger issue right now is that the tools I have been using to convert the videos really haven't produced the level of quality I was hoping for, and some of the scenes look pretty awful. I am working on writing my own tools to do the conversions myself, but that will take time.
So, here is how I have decided to handle this beta release:
-I am releasing the patch file openly and requesting testing and feedback
-The patch file includes all of the video code, which SHOULD fall back gracefully in the absence of the actual video file (please report any issues if it doesn't)
-The video file for the intro will be available, but the rest of the FMV's will be considered a closed beta, which I will make available on a case-by-case basis to people who actually provide feedback
-The video file for the closed beta will be watermarked, but otherwise fully functional
-If you wish to participate in the closed beta, you must play through up to Proto Dome (2300 AD) before requesting the video file (the first FMV plays inside Proto Dome when you discover Robo)
-To join the closed beta, you also need to follow me on Twitch here (https://twitch.tv/qwertymodo). (Reason for this is explained here (http://www.romhacking.net/forum/index.php?topic=23115.msg366358#msg366358))
It may also be helpful (though
not required), to join my Discord server (https://discordapp.com/invite/F4KvmvU). If you have any issues setting up MSU-1, I'm usually available there to help out, whereas I don't check this thread all that often unless I have an update to post.
ROM Info:
- Name: Chrono Trigger (U) [!].sfc
- CRC32: 2D206BF7
- MD5: A2BC447961E52FD2227BAED164F729DC
- SHA-1: DE5822F4F2F7A55ACB8926D4C0EAA63D5D989312
- SHA-256: 06D1C2B06B716052C5596AAA0C2E5632A027FEE1A9A28439E509F813C30829A9
Patch: [Download] (https://cloud.home.qwertymodo.com/index.php/s/O7VWzmB0dW3TvlE/download)
Audio: [Currently Unavailable] (#post_) [Conversion Script] (https://github.com/qwertymodo/msupcmplusplus/blob/master/configs/chrono_symphony.json) [Usage Instructions] (https://www.youtube.com/watch?v=lyvaR168d84)
Alternate (Free) Audio Pack: [Download] (http://www.mediafire.com/?ihtymj4tret4520)
Intro Video: [Download] (https://cloud.home.qwertymodo.com/index.php/s/qWlU1Y8M2d9nRq8)
Intro Audio: [Download] (https://cloud.home.qwertymodo.com/index.php/s/zK3pHE0nvQuHMxF)
Video Password: !chrono_intro!
This mod utilizes the amazing Chrono Trigger Symphony soundtrack by Blake Robinson. It is the most complete and highest quality replacement soundtrack I have found. It is officially licensed with Square Enix, however, it is not free. I have provided a conversion script for use with the FLAC version of the soundtrack to generate the proper files.
There is one other complete soundtrack available that I'm looking into supporting as well, but I have not yet been able to get my hands on a lossless version, and I don't feel like dealing with the heavily compressed MP3 version currently available. Update 30 Jan, 2017: Dracula9AntiChapel's FLAC remaster is now available as an alternative track pack! The download link is provided above. However, this patch supports ANY music files that you wish to provide, as long as they are properly converted (and you'll have to set the loop points yourself, which is not an insignificant amount of work considering the size of the soundtrack).
I am not in any way related to Blake Robinson, or intending to market his music.
Thanks to Dracula9AntiChapel (https://www.youtube.com/watch?v=VpfsmiUaYQY&list=PLBdL0iJj-imbJwj4xw1-k0x09TYEusX0W), I now have an alternate track pack which he has graciously allowed me to redistribute for free. He went through and re-did all of his existing tracks in lossless FLAC format, so I was able to work with a high-quality, lossless source, rather than his original 128kbps MP3 files. The end result is a great improvement over the older files.
Known Edge Cases (things to pay attention for):
- Echo bugs, especially in battle [Example] (https://www.youtube.com/watch?v=VWDL5rVK-Jo)
- SPC track not muting properly
- Music/SFX cutting out [Example] (https://www.youtube.com/watch?v=f6ajZEQm1_U&t=11m5s) (cuts out at 11:10 if the timestamp link doesn't work right)
- Sudden, "sharp" track jumps
- Volume/fade bugs [Example] (https://www.youtube.com/watch?v=PVTHW5uqesU)
Most of these edge cases, I already know how to handle, I just need to know where they occur, and by that I mean I need to know the exact screen you're on and where in the storyline you are. If you can provide a .srm save, that would be helpful. If not, a screenshot works too.
Known bugs:- Screen flashes/blinks when scrolling through items in pause menu (exists in the original game, but MSU-1 makes it worse, can be improved but not eliminated)
- Music resets every room leaving Ozzie's Fort (is this vanilla behavior?)
- Playing with MSU-1 audio but no FMV file so the original attract mode plays, when the game resets the clock audio is muted
Not a Bug/Exists in Unmodified Game:- SFX echo bug at the very beginning of the game (getting allowance from mom, first save, etc)
- Silent BGM after defeating enemies in front of the hidden Magus statue in the Cathedral
- Echo bug in battle on the staircase immediately before fighting Magus [Screenshot] (http://i.imgur.com/990SBC4.png)
- When waking up at very beginning of game, 2nd track doesn't start if in menu screen
- Waking up Ayla after the party causes her theme to very briefly fade out before fading back in. (Happens in the original game)
- Battle music does not play in Giant's Claw (Tyranno Lair revisit)
Since completing a full re-write of the audio code, bug testing is pretty much reset to square one. I'll leave the old bug list below for reference, as several of those instances were places that need special attention, but many of the bugs in the old code should simply be gone due to the much better method of SPC muting present in the new version. I will list new bugs as they are reported.
Old bugs (previous version)QuoteReported/Known Bugs:
- Ending and Fall of Guardia FMV's are not inserted yet
- SD2SNES: Videos crash, resulting an a seizure-inducing acid trip of flashing colors. This is due to high seek latency of the SD card, which is not necessarily the same as the speed class. Try a different card.
- Minor NMI-related GFX glitching (I need to tighten up the NMI hijack a bit)
- Game softlocks during the ending credits (Epoch flying ending)
At the beginning of the game, when getting out of bed, the "Morning Glow" track cuts suddenly to "Peaceful Days" fixed
Brief fade-related blip during song transition after picking up pendant from the Telepod [Screenshot] (http://i.imgur.com/0C8fJmi.png) fixed (Should also fix a bunch of similar transitions)
Battle audio doesn't play for second battle in Truce Canyon (600AD) fixed (Should also fix a bunch of potential issues with volume changes during SPC fallback)
Organ track in 600AD Cathedral cuts out sharply fixed (More SPC fallback volume change fixes)
1000AD Overworld fade transitions start playing track before unmuting fixed
Attract mode SPC fallback with MSU-1 enabled cuts out after screen transition fixed
Arris Dome: Chrono Trigger Theme after viewing Day of Lavos video doesn't end at the right time [Correct Timing] (https://www.youtube.com/watch?v=ib4KbKEOTZ0&t=2h41m) fixed
Jet Bike Johnny theme doesn't play correctly when first meeting him fixed
Short track immediately after Robo FMV doesn't play fixed
Heckran Cave: SPC fallback doesn't resume after battle fixed
Character select screen from the overword softlocks fixed
Reptites before meeting Ayla are impossible to beat fixed (my bad, the audio code got too long and clobbered a data table)
Echo bug in Nu battle in the rain at the Hunting Grounds fixed
Pause/Character Select screens broken after some FMV's fixed
- SPC plays during Frog's Theme as he leaves you at Guardia Castle
- SPC plays during Battle Theme during Dalton scene at Last Village
- SPC plays when resuming track from character change screen
- SPC plays after getting Robo by talking to Marle/Lucca repeatedly
- SPC plays before meeting Ayla
- Masamune beam SFX stops when Frog's theme starts playing again
- Lavos theme sub-track switching not implemented (track 85)
Sprites briefly blink visibly during black screen after FMV plays
skins4thewin's bugs:
- Music doesn't stop when it should
--Running into Marle
- --Getting into some battles, like Gato
- --Paused in battle
- --After beating Gato
- --Frog jumping down in the Cathedral when first meeting him
- No gavel sound effect in court
- Magic sealed door in the first dome only plays jingle once
- When warping to the end of time for the first time, the fade to black is delayed
- When getting magic from Spekkio, the jingle only plays once
- Using Aura Whirl causes GFX glitches (at least during Heckran battle)
Ayla FMV doesn't play at all if Marle isn't in the party
- Echo bug with ice spell during Heckran battle
Thanks, man! I'll test it soon!
Friendly note: as of now both textual bugfix patches don't work with this (after using header detectors of course), with no way to really make 'em work according to Patch Checker's reports. So do yourself a favor and don't mix patches if you thought about it for grammar stuff. That's sane advice for anything really.
Other than that I have nothing to report, still testing.
That's unavoidable for now because I used Temporal Flux to insert new commands to several locations. It's totally possible to use this patch with other patches like the bugfix/grammar patches, but it will have to be done manually, you can't just apply both patches one on top of the other. Once it's complete, I will release a separate version for merging with other patches, but it will require a fair amount of manual modification in Temporal Flux (and it will have to be done with the updated version of TF that Geiger made for me, I'm not sure if he's released it publicly or not). So yeah, don't mix patches.
Didn't honestly know Geiger was still around. If it's a massive update to TF it'd be nice to see a release in the future.
Pretty sure it was just a bug fix to handle parsing of the Unknown/Color Crash command properly.
Is it possible to play with the FMVs but keep the original music? I prefer it over the MSU 1 music.
Quote from: Rodimus Primal on November 18, 2016, 12:52:38 PM
Is it possible to play with the FMVs but keep the original music? I prefer it over the MSU 1 music.
Yes, that is possible. Just apply the patch, but don't include the .pcm's (at least not the tracks <100, you'll still need the video tracks). In fact, I'd be interested to hear feedback on someone playing through that way to make sure I didn't break anything in the SPC fallback code. Same deal, play up through Proto Dome and send me a PM, and please report any issues you experience.
November 18, 2016, 04:30:06 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
I went ahead and uploaded the Temporal Flux update that Geiger sent me, should be up in a day or two, whenever they clear the queue. The official changelog from the previous version is:
Quotev3.03s (2016.11.10)
Changed
- Loc Events . All ColorCrash commands can now be used without killing strings.
v3.03 (2009.01.16)
Fixed
- Loc Events . Loading Epoch (PC8) did not display or update properly
So it's just a couple of bugfixes. Still, if you want to use it with this hack, you'll need the ColorCrash fix (I'm using the ColorCrash command to play the FMV's).
That PC 8 one is a GOD send bug fix. Thank goodness for that!
Quote from: justin3009 on November 18, 2016, 06:50:36 PM
That PC 8 one is a GOD send bug fix. Thank goodness for that!
If there are any other known TF bugs, now might be a good time to try and email Geiger about them. ;)
So basically, you're selling Chrono Trigger music ? That sounds, to me, like super illegal.
Even though in the preview, it seems to sound very great, incredible. If only this was legal.
Quote from: Bregalad on November 19, 2016, 04:34:44 AM
So basically, you're selling Chrono Trigger music ? That sounds, to me, like super illegal.
Even though in the preview, it seems to sound very great, incredible. If only this was legal.
where exactly does it say that he's selling anything ? Or am I just blind ? o.o
On the linked website for audio "download" (although no free of charge download is available) : http://www.thechronosymphony.com (http://www.thechronosymphony.com)
considering that the page has links to itunes shop and the other one (unknown to me) looks more like he just provides a link for a place to officially buy them, instead of illegal downloads.
As much as I hate apple and wish they would burn in hell with their crappy producs, i doubt even they would allow a random person to put chrono trigger music in itunes and sell it as is without concequences.
just my 2 cents though, could be wrong :P
edit: upon closer inspection, it appears you're right. Though if he has managed to deal with the legalities of those music tracks since they seem to be openly sold, I suppose this whole patch will just serve as a nice marketing trick for them lol.
one way or another, if i were to use this patch i would just get my hands on the required tracks one way or another anyway so for me it's irrelevant.
it does seem a tad evil to make a patch though, and force you to buy half of it lol.
one way or another, it's up to the author to do as they wish, so if that's how it is, then that's how it is, no one forces you to use the patch.
The website clearly states they have a license to remix and sell the songs.
It's a free patch. You can really use whatever songs you want. The author has licensed the rights to make and sell versions that work exceptionally well for in game looping. It's win win win for the community, hacker, and even square enix. What's the issue here?
I think Bregalad is under the impression that qwertymodo is the author of those orchestral remixes, which he isn't. Chrono Trigger Symphony was done by Blake Robinson and is a totally legit release. It sounds nice and has all the tracks, which makes it the perfect choice for the MSU1 hack.
I am not Blake Robinson, I am not the one selling the tracks. He is fully licensed to sell the tracks, and pays royalties on all sales to the proper people through his label. I have no connection to Blake, and am not trying to "market" his tracks, they are simply the best track set I have found, so I chose to use them. You are more than free to replace them with other tracks of your choosing and go to the effort of looping them all yourself. Also, I am trying to get my hands on a free track pack from a guy on YouTube by the username Dracula9AntiChapel, but I'm waiting for him to provide lossless encodes, as the MP3 release suffers from some significant compression artifacts.
Oh thanks for the precisions. I am less confused now. I am still not very clear about it, this Blake Robinson guy is actually doing licenced work for Yasunori Mitsuda ?! That's quite surprising, but if it is the case then I'm definitely interested in purchasing them ! I am not used to those kind of medium though, last time I purchased any music was close to 10 years ago and it was on CDs. I legally purchased the Chrono Trigger original soundtrack album, yet I never use it anymore - it is just much simpler to play SPCs on my computer whenever I want to listen to Chono Trigger music. My CD player is still working but is in a corner in my room collecting dust - quite sad but the usefullness/encombrement ratio was just too small for it to continue to stay on my desk anymore.
If there is any need to, I could probably render Chono Trigger music in better quality than the original, although it would not be as good of quality than being done by more professional musicians I guess. I already proposed for Secret of Mana, but it didn't seem anybody was seriously interested. I could even post a sample of 2 if people are interested to how it'd sound.
Quote from: Bregalad on November 19, 2016, 05:55:15 PM
I am still not very clear about it, this Blake Robinson guy is actually doing licenced work for Yasunori Mitsuda ?!
No, he is not doing work for Yasunori Mitsuda. He just pays royalties to Square-Enix for using their IP. Such deals are increasingly common, with people selling covers of game/anime songs officially with consent of the original authors. In the end everybody is happy this way.
Quote from: qwertymodo on November 19, 2016, 01:50:56 PM
I am not Blake Robinson, I am not the one selling the tracks. He is fully licensed to sell the tracks, and pays royalties on all sales to the proper people through his label. I have no connection to Blake, and am not trying to "market" his tracks, they are simply the best track set I have found, so I chose to use them. You are more than free to replace them with other tracks of your choosing and go to the effort of looping them all yourself. Also, I am trying to get my hands on a free track pack from a guy on YouTube by the username Dracula9AntiChapel, but I'm waiting for him to provide lossless encodes, as the MP3 release suffers from some significant compression artifacts.
figured the case was something along the lines, to I'll have to admit i got a tad confused of the fact whether or not you're the author of those tracks, and whether or not the patch supports other sources for the music at all.
propably mostly caused by the fact that you simply provided a "download" link to a site for buying them, while everyone expected an actual download link :P
As starved as I am for a new Chrono experience, I'm about half tempted to try this when I need a break from the Reconstructed project. I'd definitely interested in learning more though, so I'll definitely pay attention and get in touch if I will be able to actually give constructive feedback. I had hoped that opening the beta for my game would get more feedback, but it was a lot more limited than I expected. Look forward to seeing how things progress. :beer:
Duke
I went ahead and updated the OP to clarify the audio situation :)
Quote from: qwertymodo on November 20, 2016, 02:00:21 AM
I went ahead and updated the OP to clarify the audio situation :)
:thumbsup:
though if i'll ever end up using this patch, i will propably just get the intended tracks anyway. doesn't hurt to support a cause every now and then.
That will have to wait a while though, since emulation is out of the question for me and my own implementation of MSU-1 is ....well, broken, for the lack of better word.
still, this sort of patches along translation patches are why i am into romhacking to begin with. grats on finishing it!
When you say emulation is out of the question, why is that? Is it just a question of not being able to run bsnes/higan full speed? Because if that's the issue, give this a try :)
http://www.romhacking.net/forum/index.php/topic,23063.0.html
Quote from: qwertymodo on November 20, 2016, 02:14:05 PM
When you say emulation is out of the question, why is that? Is it just a question of not being able to run bsnes/higan full speed? Because if that's the issue, give this a try :)
http://www.romhacking.net/forum/index.php/topic,23063.0.html
i can run higan, i just dont want to :P
it's hardware or gtfo for me ^.^
Fair enough. If you run it on the SD2SNES, just know you'll need a good, low-latency card or it might crash on the videos.
so i heard.
I might try it out on the emulator though but generally I like to stick to my hardware addiction.
i've been a gamer for almost 30 years now and i can still count the number of games i played with an emulator with my fingers. Trying to keep it that way :P
I've been talking with ikari to see if he can optimize the seek latency any on his end, or if I just happen to have all garbage cards. If it's the latter, I'd be really bummed because the one that's giving me the MOST trouble is my brand new UHS I speed class Sandisk card :/
Quote from: qwertymodo on November 21, 2016, 12:49:53 AM
I've been talking with ikari to see if he can optimize the seek latency any on his end, or if I just happen to have all garbage cards. If it's the latter, I'd be really bummed because the one that's giving me the MOST trouble is my brand new UHS I speed class Sandisk card :/
The SD cards speed rating only indicates the minimum sequential writing speed and says nothing about latency. I have a class 4 card that is much faster at doing small read/writes than one my my class 10 cards. I think some sacrifice latency in order to get a higher "speed class" because in the end that's what the end consumer looks at when he's looking for a new card.
Yes, I'm aware of the difference between speed class and latency, it's just incredibly unfortunate that there's no way to gauge latency short of buying the card, opening it up, and testing it.
Edit: After running the SD2SNES System Information access time test once, all of my video crashing issues are gone, and my peak access times are all way down. So, that's weird, but I'm not going to complain.
November 22, 2016, 02:46:20 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
Good news on the audio front, Dracula9AntiChapel has sent me a FLAC version of his OST Remaster (well, I'm actually waiting on him to re-upload it to a different host because it didn't quite work the first time...), and he has given me permission to redistribute it, so I will soon have an alternative track pack that doesn't cost $25. Looping will take awhile though, so be patient with me.
Great news, but after hearing some of the tracks, it seems like there are just mp3 to flac.
BTW i read this about sd2snes (In addition to the +5V mod, rev H (I think) of the SD2SNES also includes a unity-gain op-amp on the output of the DAC to fix the impedance mismatch) So what do I have to do (I have rev F) to fix my sd2snes?
If you have firmware v1.7b or later (at least I think it was b... it was one of the v1.7 releases), there is an option in the menu to enable MSU-1 Volume Boost. Set that all the way up to +12dB and it should fix things, EXCEPT in the case of some track packs which were boosted in an attempt to work around the issue, but I'm currently working on lowering those packs back down so that everything works at the same level (it's super annoying that right now you have to set the boost for some and not for others, once I get the updated track packs done, it will no longer be an issue, just enable the boost to full and leave it there). Also, with the corrected track packs, any hack that released separate "SD2SNES" and "emulator" patches, the emulator version should NOT be used anymore, the "SD2SNES" version will be the one that works on BOTH the SD2SNES and emulators (again, trying to make everything consistent and get rid of all of the hacky workarounds). You can check my progress on the audio packs, or report any other problematic audio packs you come across, here: http://www.zeldix.net/t1265-fixing-all-of-the-too-loud-audio-packs-for-good
November 23, 2016, 02:13:52 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
2 Updates. First, I just uploaded an update to the patch that addresses several of the issues that have been discovered so far. One of the fixes I'm most interested in getting feedback on has to do with a weird edge case in trying to handle the difference between how the SPC works and how the MSU-1 works. One place this is easily tested is on the 1000AD overworld, when you walk away from your house toward the forest and the audio track fades out and then changes to a different track. The way I'm handling this has the potential to cause minor graphical glitching due to sometimes very tight timing constraints in the NMI interrupt vector. One such glitch I found was at one point in the game, walking into Lucca's house or the Milennial Fair would cause a small horizontal line of pixels (about 8 of them) in the left-center region of the screen to glitch out. I don't have a photo right now, because now I can't find the save file where it occurred, but if you experience any graphical glitching, please report it, along with a screenshot and a .srm file. Bugs of this nature are difficult to eliminate because it's not anything specific that I'm doing wrong, it's a timing problem due to the fact that I'm doing anything at all.
The Epoch ending softlock is still not fixed. I have the fix from DarkShock's code, I just haven't had the time to implement it.
Second, as others have mentioned, the FLAC files I received were, in fact, simply transcoded from the 128k MP3's, so that's unfortunate, but at this point it's sounding like FLAC files won't be available for several months. I have decided to move forward with looping and converting the files that I have, and if the FLAC files do become available in the future, I'll replace them. They may be heavily compressed, but at least it's an option for people who don't want to pay $25 for Blake Robinson's soundtrack.
What's the time frame for those of us that do have the sound track
i patched Chrono Trigger (U) [!] and converted the OST flacs properly with the tool provided, tried to run it with bsnes+ and snes9x, but only the original spc music plays
anything else i should do, maybe? this hapened to me with this patch and the prevoius one
Timeframe for the final release? No idea right now. On the one hand, the image processing code is going to take awhile, and on the other, after a week and more than 50 downloads, I've received
exactly one bug report (all of the rest listed in the OP were ones I found myself in my own playthrough). So if people aren't going to ACTUALLY TEST and provide feedback, it's going to severely hamper my ability to fix things.
November 25, 2016, 06:50:16 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
Quote from: sindrik on November 25, 2016, 06:45:32 PM
i patched Chrono Trigger (U) [!] and converted the OST flacs properly with the tool provided, tried to run it with bsnes+ and snes9x, but only the original spc music plays
anything else i should do, maybe? this hapened to me with this patch and the prevoius one
bsnes+ and Snes9x both use the "SD2SNES" file naming, which looks like this:
gamename.sfc
gamename.srm
gamename.msu
gamename-1.pcm
gamename-2.pcm
gamename-#.pcm
So, if your ROM is named chrono_msu.sfc, then you need to create a file named chrono_msu.msu, and the .pcm files must be named chrono_msu-1.pcm, chrono_msu-2.pcm, etc.
Also,
IMPORTANT NOTE anybody who downloaded the patch after 22 Nov, or thereabout, you need to re-download it. The code got too long and clobbered about 30 bytes of existing ROM, and could cause all kinds of problems (for one, it makes Reptites essentially unbeatable...)
Quote from: qwertymodo on November 25, 2016, 06:48:02 PM
bsnes+ and Snes9x both use the "SD2SNES" file naming, which looks like this:
gamename.sfc
gamename.srm
gamename.msu
gamename-1.pcm
gamename-2.pcm
gamename-#.pcm
So, if your ROM is named chrono_msu.sfc, then you need to create a file named chrono_msu.msu, and the .pcm files must be named chrono_msu-1.pcm, chrono_msu-2.pcm, etc.
Also, IMPORTANT NOTE anybody who downloaded the patch after 22 Nov, or thereabout, you need to re-download it. The code got too long and clobbered about 30 bytes of existing ROM, and could cause all kinds of problems (for one, it makes Reptites essentially unbeatable...)
sorry for the dumb error, i created the .msu and then it went fine
redownloaded and reapplied the patch with md5 F01AC65B091FD5281B5DACC65570CD3B
For higan users, the filename is msu1.rom instead of romname.msu, and track-1.pcm, track-2.pcm, etc.
November 27, 2016, 02:01:36 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
Ok, so fairly serious bug, the FMV gfx reload hijack is apparently breaking the pause menu. After the Magic Cave cutscene (and possibly others as well), you're no longer able to open the pause or character select menus. Currently, it's possible to work around this by simply going to a shop and opening the store dialog. It'll take me awhile to track down a proper fix, and I won't even be able to start until I get back to my main PC next week. However, so far this only really affects one person besides myself...
November 28, 2016, 03:21:32 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
Ok, the pause bug should be fixed. Hopefully that won't cause any other side effects, but it shouldn't.
Hmm... I have a question about Lavos' Theme.
For reference: https://www.youtube.com/watch?v=-X1-uqDYa7w
I don't recall when in-game the part at 1:20-2:25 is actually played. I seem to remember the theme just looping back to the beginning at 1:20. Does anybody know when that part plays?
December 12, 2016, 12:37:36 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
Good news for all of you cheapskates ;D the free audio pack is now available. Big thanks to Dracula9AntiChapel for allowing me to redistribute them.
Are they the same quality?
If by "the same quality" you mean the 128k MP3's, yes. No ETA on the lossless encodes, other than that they will take "several months" so I went ahead with what I had. Whenever the lossless versions are made available, I will replace them. If you want the higher quality, go with the Blake Robinson pack.
Just wanted to say I'm quite excited to dive into the beta testing as soon as my SD2SNES arrives (should be a week or so... I will be receiving the Rev. H model so I'm really hoping to provide helpful feedback. Any chance you're willing to provide the video file for just the intro? I'd like to make sure my SD card works well in regards to the latency issues you had mentioned as video is probably my most anticipated aspect of this hack.
You know, that would probably work. I can split out just the intro video easily enough. I'm about to head out of state soon, so we'll see if I have time to get it uploaded before then.
That would be awesome! You have an SD2SNES right? Which SD card have you found to avoid latency issues? Just trying to figure out ahead of time if the SD card I got is going to work...
Something happened with the card and the latency crashes just went away... really no idea there. It's a SanDisk 64GB UHS 1 card.
Just got my SD2SNES! This might be a dumb question but I can't seem to get it working. I have the patched ROM, the converted soundtrack files that were in the output folder after running the script, but doesn't there need to be a .msu file? I made sure I had all the files named to match. Sorry if the answer is obvious...
Will this eventually include the extra content from the DS or is that beyond the scope of the project? Because that would be perfect, and make this like the ultimate Chrono Trigger modification.
Also happen to know Dracula guy mentioned earlier, he is a cool guy. I'm surprised how small of a world people know each other around here.
Sorry I never got around to writing a decent README for first-timers. I originally intended to just have people create an empty .msu file unless I gave out the full video file (i.e. for people who provided testing feedback), but I've been convinced to go ahead and upload just the intro video, and then the existing conditions still apply for receiving the full thing. Testing the new intro-only file revealed some minor logic bugs in my fallback handler, so you'll need to download the latest version of the patch (uploading as I type this), along with the new .msu file, which will need to be renamed to match your ROM file (e.g. chrono_msu_intro.msu -> chrono_msu.msu). It's going to take awhile to upload the new video file, since I'm currently running on LTE tethering, but I will update the top post with a link as soon as I have it.
December 24, 2016, 01:21:33 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
Ok, the intro is posted, check the top post if you're interested in trying it.
Quote from: Kallisto on December 23, 2016, 11:50:56 AM
Will this eventually include the extra content from the DS or is that beyond the scope of the project? Because that would be perfect, and make this like the ultimate Chrono Trigger modification.
I don't think you'd be able to add enough resources to add the DS content without altering events, location loading, battle, etc for two byte indexes.
Yeah, I'm not really planning on adding the extra content, but it should be compatible with other hacks if people want to add it to projects like retranslations. It may require some modifications, but I'll be willing to work with anybody who wants to use it.
The current msu-1 patch isn't compatible with temporal flux hacks, so as long as this one is I'll be happy. Hopefully I can just apply it right over my own work.
You won't be able to just apply it over the top of another TF-edited patch, because it includes TF edits to the script, which will conflict with your changes. Once it's done, I'll split out the non-TF code and document the TF event commands to insert if you want to add videos. My code uses the ColorCrash and Special Dialog #12 events, as well as a few RAM values.
I assume you'll have only used tf to edit the scripts of the areas that have videos? I haven't touched any of those maps so it should be compatible. If it doesn't I'll simply apply your patch to a clean rom and import my work into it.
Yes I only edited those areas, but I'm not sure how the data relocation works in TF. My TF edits are very, very simple, so it'll be really simple to import those into another project.
Basically it's just:
ColorCrash
If($7F....==1)
SpecialDialog(12)
For each video. Eventually, I may add a video# variable instead of my current code that is hardcoded by location, but that will just be a memory assignment before the ColorCrash.
World map scripts are incredibly sensitive, but I've added tons of stuff to location scripts and never had anything move so they must have lots of room in them.
Well, there's definitely some stuff getting moved because I had to pick a new code location for the MSU logic. The place I was putting it originally gets overwritten when I edit the locations. Thankfully, the other 3 locations I'm using now still seem to be unaffected.
Temporal Flux grabs space as needed from the list of known free space and garbage data. The first thing it tries is always 0x01FDD3, junk code in the US ROM. Any expansion of events will require moving that location's events.
The Custom Data option within Temporal Flux should let you protect code from being used as free space.
Quote from: Mauron on December 26, 2016, 01:30:53 AM.The Custom Data option within Temporal Flux should let you protect code from being used as free space.
Cool, definitely good to know. My code requires pretty large chunks of empty space, so being able to ensure it doesn't get overwritten would be very helpful.
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 (https://dl.qwertymodo.com/01-A-PremonitionChrono-Trigger.flac)
Specro, for the curious:
(http://i.imgur.com/r2nBwCt.png)
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:
Hey, this puppy finally got activated. Noice.
Anyway, figure I may as well chime in the goings-on personally, that way everyone's on the same page as to where I'm at on things.
In regards to the album itself:
There're several reasons for me redoing everything--first and foremost is, Qwerty (as well as a few others, but if memory serves Qwerty was the first) asked for it. Might seem like an odd reason, but the simple fact is that I adore CT and want to see this project to its maximum, and if I can contribute to that end I'll be damned if I pass such a chance up.
The second is that I really just don't like how the old ones sound. I've been going through and reworking pretty much all my past full-OST arrange albums to sound better. CT was bound to happen eventually anyway, so this project just kickstarted it happening sooner rather than later.
In addition, it unfortunately happens that a large portion of the original project files have been lost--whether by a complete drive failure about a year or so ago, or by personal negligence or file corruption/deletion, I can't say for certain. What this essentially means is that these lost files will have to be rebuilt from the ground up, as opposed to simply making some alterations and adjustments to the project files still intact. If there becomes a significant gap in track progress, that's why.
In regards to the multiple folks asking for the files:
I don't particularly mind multiple inquiries, but the simple fact of the matter is that it's more people to keep track of and updated as to progress, and that part's a bit of a headache. Doubly so when every individual person has their own formatting preferences. I don't think I have to elaborate on the workload of mixing and formatting and looping the same sixty-five tracks in different ways several times over.
So to that end, I'm essentially gonna just mime Qwerty here and kind of just lay down the law--I'll be doing this reworking exclusively for him from here out. This decision is partly due to the above level of work and scrambling to make sure everyone's kept in the loop and satisfied, but more importantly because Qwerty's been the only one that's kept in consistent and prompt contact, and I respect that level of professional courtesy (not to intend sour remarks towards any of the others, it's just that he's been the only one to get back to me punctually whereas the others often go days or more to answer--I get everyone's got their own busy lives and schedules, but so do I, and it's reaching the point where I simply don't have the free time to wait around for responses anymore, so I have to make less-than-pleasant decisions like this). Apologies if this rubs anyone the wrong way, but I've gotta do what I've gotta do with my schedule becoming what it is.
In regards to the tracks themselves:
As Qwerty's mentioned and shown, everything's now a really nice-quality FLAC, each with their own sweet, sweet spectros.
I'll post the progress of the album on a per-track basis here on this post, and update it when more are completed--this way, there's no doubts as to progress and wait times on my end.
Track progress (100% completed):
Is there currently an eta on the IPS?
It's in the first post, silly :P
Maybe I missed something but I tried applying this with Beat but it keeps saying patch application failed
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).
Beat was version 01 but I tried floating ips and it said "this patch was not made for this rom" tried on clean rom no header.
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
After three Roms I finally found one the patch works with and I have the whole soundtrack (pcm) but no clue what to do now, do you have a readme or anything?
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.
Apologies if this is a dumb question, but how does the audio integration compare with the MSU1 hack already available? This review of it (http://www.romhacking.net/reviews/1921/#review) gave me pause from ever trying it out, and it also sounds like it was incomplete. Am I correct in assuming every track is replaced with this project?
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.
Appreciate the response, and for clarifying the issues the reviewer experienced with the audio playback, as that was my biggest concern
First, I want to say a huge thanks for doing this. I thought that DarkShock's MSU conversion was going to be the best we were ever going to get, but this looks like it will be the definitive version when it is released.
Now, there is a problem with all of the MSU audio hacks that I have downloaded and it is present here too: A small but annoying "pop" at the beginning of all of the audio tracks. At first I thought it was something to do with the SD2SNES, but after trying these out on emulators, and then finally by opening the raw PCM data, I was able to confirm that it is the actual audio files.
"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.
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.
Quote from: NoKnownOrigin on January 20, 2017, 03:49:32 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.
Quote from: ThegreatBen on January 20, 2017, 06:49:23 PM
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.
Then I probably read it, I guess wishfull thinking affected my memory, anyway does what it's supposed to so thanks and good work.
Quote from: qwertymodo on January 20, 2017, 07:42:38 PM
That's the file header, it's not an audio spike. You just deleted the loop point.
If that's the case, then what is the solution? Is there an easy way to skip those first few samples? It is audible in-game in all of these MSU hacks whenever there is a cut to the very beginning of a song, I think the most obvious is in DarkShock's MegaMan X conversion.
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.
Well I do feel like a bit of an idiot for not reading this (http://helmet.kafuka.org/msu1.htm) first. :-\
It does happen in Higan and Snes9x, though I have only tested MegaMan X and Zelda in those. I was planning on rebuilding my MSU library soon anyway, as I will have to test everything again now that the SD2SNES volume issue has been fixed. If there are still issues I will record a video showing what I am talking about. Thanks again.
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
This is great!! Didn't know this was even possible and I've spent all the evening learning how to apply these patches!! Amazing job!!
I've seen that the intro video you provide is in a "BETA" state, as the "BETA" word appears in the middle of the screen when playing it from the game.
Is it possible to download another msu version of this video without the annoying "BETA" word? X-D
Thanks a lot for all your efforts. I'm enjoying Chrono Trigger again!
Thanks to all for the effort! I'm looking forward to re-playing Chrono Trigger for the 15th time :D
BTW, is the source code for the MSU patch available?
Quote from: alcabcucu on January 23, 2017, 02:06:45 PMIs 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.
Quote from: qwertymodo on January 24, 2017, 02:57:35 AM
And the source code isn't currently available, no. Eventually, it might be, we'll see.
That would be great :D
FLACs are done: http://www.mediafire.com/?ihtymj4tret4520
...Am I downloading this? Wait huh?
You uh...this is a download link. I am downloading a Full Lossless Audio Copy of your especially created Chrono Trigger soundtrack.
My regards to Yasunori Mitsuda and his assistant, Nobuo Uematsu :D I wonder how it's going to sound, my slow ass internet will be downloading this for half an hour hehehe
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
By the time you posted, it was finished downloading, but I had forgotten about it because Girlfriend in a time zone 7 hours away (don't judge me)
Now, to give it a listen...
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...
Hmm... I am a little bit confused. Is the MSU version using the Chrono Trigger Symphony by Blake Robinson or the Version by Dracula9AntiChapel?
Quote from: xadox on February 01, 2017, 04:13:56 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:
Quotethis patch supports ANY music files that you wish to provide
take your pick.
Quote from: Spooniest on February 01, 2017, 04:04:36 AM
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.
Erm
You are selling this?
I uh...why can you do that?
Quote from: Spooniest on February 01, 2017, 04:18:52 AM
Erm
You are selling this?
I uh...why can you do that?
...I am? News to me... ::)
Quote from: qwertymodo on February 01, 2017, 04:20:59 AM
...I am?
Whoever's got them up on Bandcamp is doing so? Normally, if you want to sell a cover version of someone else's song, you have to have some kind of agreement with them, they're the legal license holder for their music.
I wonder if it belongs legally to Yasunori Mitsuda/Nobuo Uematsu, or if their contracts stipulate that Square-Enix retains the copyright? Whoever is selling that soundtrack on bandcamp is fully vulnerable to a C&D if they have not cleared these covers with SE's legal.
That's not my Bandcamp, I'm pretty sure he put them up for free download. Blake Robinson, on the other hand, I know definitely has his stuff properly licensed for sale.
Hm
I wonder if this (and to be honest I've said this about emulation and romhacking in general for years) is roughly analogous to the idea that tape recorders would ruin the radio business (that took the internet, though), or that VHS recorders would ruin the movie business (all that took was Star Wars, lol).
They used to call taping songs off the radio "piracy" too...but it's only piracy if you sell the songs you taped off the radio...
Whoever "AntiDracula" or whatever is, they ought to try harder to cover their butts...
So, in general, this soundtrack simply needs to be combined in a folder with a Chrono Trigger rom that bears the same filename as all the tracks do?
File nomenclature? Apologies if this is on the first post of the thread....I'm kind of out of it right now.
I've been really lazy about documentation thus far... sorry. Probably the easiest option is Snes9x, but for that you'll need to find my MSU-1 enabled build here in the forums. Using that, you need the audio file pack, the video file from the first post, and the one additional audio track to go with it. Patch your ROM using the .bps patch in the first post (use Floating IPS or beat, both available in the utilities section), and rename all of the files to match, i.e. chrono_msu.sfc, chrono_msu.msu, chrono_msu-#.pcm, then just put them all in the same folder and load your game. This is the same naming scheme as the SD2SNES if you happen to have one. The other options are bsnes and higan, but they both require manifests and I really don't feel like dealing with those until I'm closer to a release. Well... higan doesn't actually require a manifest if you want to rename all of the files, in which case it's program.rom, msu1.rom, and track-#.pcm, all inside <LibraryDir>\Super Famicom\Any_folder_name_ending_with.sfc\ (e.g. \chrono_msu.sfc\)
Quote from: qwertymodo on February 01, 2017, 04:44:13 AM
Probably the easiest option is Snes9x, but for that you'll need to find my MSU-1 enabled build here in the forums.
There is an MSU-1 enabled build of Snes9x? You're putting me on.
http://www.romhacking.net/forum/index.php/topic,23063.0.html
Quote from: Spooniest on February 01, 2017, 04:22:59 AM
Whoever's got them up on Bandcamp is doing so? Normally, if you want to sell a cover version of someone else's song, you have to have some kind of agreement with them, they're the legal license holder for their music.
I wonder if it belongs legally to Yasunori Mitsuda/Nobuo Uematsu, or if their contracts stipulate that Square-Enix retains the copyright? Whoever is selling that soundtrack on bandcamp is fully vulnerable to a C&D if they have not cleared these covers with SE's legal.
Whoever "AntiDracula" or whatever is, they ought to try harder to cover their butts...
There's a thing called Fair Use, and it constitutes that any derivative work can be considered legally as parody or homage if it is not making financial profit, and thus circumvents the otherwise illegal infringement of copyright and intellectual property. This, of course, ultimately is up to the holder of said intellectual properties and copyrights, who can decide to issue cease and desist notices and/or pursue legal action against things which otherwise are protected by Fair Use. Thankfully, many such holders and publishers allow such works to exist, since they recognize them for the free advertising they are.
My larger projects are up on Bandcamp in order to be more readily accessible to my fans in higher-quality formats that do not require me to shell out additional money to expand storage space on my various cloud accounts. That is, quite simply, the chief reason that I use the site. I don't feel like shelling out money on Dropbox to support the additional gigs upon gigs necessary to hold multiple 50+ ~1000kbps FLACs projects for indefinite periods of time.
In my case, I have almost a decade of doing game-music covers and such album arrangement releases as the one for this project, several Final Fantasies, and quite a few others. I've had more than my fair share of copyright disputes with publishers, some third-party and tiny and others quite large and well-known in the industry, and to date I have never lost such a dispute.
Why?
Because I know what shit is and isn't legal and what I can and cannot do and what rights I do and do not have.
You say I need to cover my ass? That I'm vulnerable to a lawsuit and C&D automatically just by putting cover works on Bandcamp?
Let me educate you for a moment, since you clearly have no comprehension of how this process actually works.
(http://imgur.com/V0yUSCh.png)
See that little thing on the bottom saying "name your price?"
That means the entirety of the album is free, meaning that I will make no profit or otherwise financial gain from the album.
If fans choose to pay for the album of their own volition, then from a legal standpoint these amounts are considerable as donations, as I myself am not deliberately charging for the content. And donations do not violate copyright law. And let me note that those donations are very few, with many opting to obtain the album for free as I have always intended them to.
"Cover my butt," indeed. As if I'm some sneaky amateur trying to profit off someone else's IP. What a rude thing to assume.
At the risk of sounding like a total moron, I can't get this hack to play with the new score and FMV intro.
I applied the bps to a clean Chrono Trigger rom using beat.exe, with no errors. I created a folder that has all the chrono_msu pcm files as well as the FMV intro included in the OP. I dropped the rom in the same folder and gave it the name chrono_msu.smc. I load it up and it's... the regular game.
I've done a few other MSU hacks and not had any issue (ALttP DX, SMW MSU). Not sure what I'm missing here.
This is all on an sd2snes.
Can you post a screenshot of the folder on your SD card?
Sure thing, here it is (http://i.imgur.com/YfjRyAP.jpg). The pcm files are the Dracula9AntiChapel versions you created.
Rename chrono_msu_intro.msu to chrono_msu.msu
That did the trick, as previously assumed, I'm a moron.
I'm in business, five minutes in and I'm loving the hell out of this. :beer:
Quote from: Dracula9AntiChapel on February 01, 2017, 01:37:56 PM
There's a thing called Fair Use.
Fairly used, indeed. My mistake, Draculer. Accept my apology please.
Where can I find a BML file for this?
Any estimated date for the finished thing?
Quote from: SC on February 08, 2017, 02:59:45 PM
Where can I find a BML file for this?
Any estimated date for the finished thing?
Sorry, I haven't gotten around to writing manifests, but you don't need one for higan, just rename the files.
ROM: program.rom
Save: save.ram
MSU: msu1.rom
PCM: track-#.pcm
No ETA at the moment, I've been swamped with work and school, and I still need to get Parallel Worlds 1.3 finished first.
Okay, thanks!
Ah, and sorry for my expeditive manners, I tend to be in a hurry... :-[
https://www.youtube.com/watch?v=0ppaiQ6mhbE
So I'm kind of a weirdo who likes trying as many different things as possible, so I went ahead and got the Chrono Symphony and was going to play the game using that for a bit to decide if I liked it more than Dracula9AntiChapel's version (I did something similar when I recently played A Link to the Past DX and kept swapping between the two Zelda arranged OSTs available).
qwerty's script from the OP to convert the Chrono Symphony flacs worked like a charm, but I noticed there was one less PCM created, compared to Dracula's soundtrack. Was it just an extra cutscene from the game that Chrono Symphony didn't cover, but Dracula's did? Or did the conversion script accidentally leave it off? The missing track is the last one, chrono_msu-85.pcm
Track 85 isn't handled in code yet, it's an alternate loop of Lavos' Theme (played during the 1999 Day of Lavos, with the extra, quiet section). Once I get it implemented in code, I'll add it to the Blake Robinson script.
Cool, thanks for the explanation.
For anyone curious about the differences between the two arrangements, I think Dracula's can be best summed up as "enhanced" renditions that stay quite faithful to the original composition, but with higher quality sounding instrumentation. Blake's goes for more of a symphonic orchestral vibe that has some arrangements sounding quite a bit different from the source material.
They're both really quite good and offer interesting interpretations. I might spend an afternoon closely comparing the two track-by-track, and creating my own personal mashup MSU soundtrack featuring my preferred rendition for each song. Like I said, I'm kind of a weirdo when it comes to these things.
If you have the money, definitely consider purchasing Blake's soundtrack. Even if you choose not to use that version for the game, it's quite nice for casual listening. And while you're in no way obligated to pay for Dracula's version, you can always throw him a few bucks as gratitude on his bandcamp page. :)
You can actually already generate track 85 if you want. Open up tracks.cfg and find the section for Lavos' Theme (I don't remember the track number, just Ctrl+F Lavos), and copy the config lines for that track, then change the track number on the copied lines to 85. There should be commented out lines marked "Extended", uncomment them and comment out the originals for those parameters. Run the script again and you should have track 85.
The track in question features an additional segment following the main organ melodies which implements The Day the World Revived, and is only played during the 1999 cutscene on the Dome command console. Qwerty's currently kept the standard Lavos theme loop, since AFAIK there's no other place the full version plays.
QuoteFor anyone curious about the differences between the two arrangements, I think Dracula's can be best summed up as "enhanced" renditions that stay quite faithful to the original composition, but with higher quality sounding instrumentation.
Right on the money. That's been the name of the game in every arrange album I do. I figure, "why fix what isn't broken?" If the point is the pay homage and tribute to the original, then to me it only makes sense to stay as faithful as possible, even when I add new melodies or segments to enhance a given piece. Every artist is different, though, so that's just my outlook on it.
It's also funny you mention ALTTP--I just finished the very same album a short while back. Talk about a coincidence, haha.
Having finally beaten a playthrough, I gotta say barring the few bugs I've reported, thing was a treat to see in action.
Quote from: Dracula9AntiChapel on February 10, 2017, 01:13:19 AMIt's also funny you mention ALTTP--I just finished the very same album a short while back. Talk about a coincidence, haha.
I must have missed that on your BandCamp page. Guess I have another track pack to make :) Super Metroid too, from the looks of it.
Hey Qwerty, I pm'd you a few days ago, I'm interested in playtesting the full version of you MSU1 patch. I understand that all the videos will have beta over them and currently am saved outside the building Robo is picked up in.
I'm playing on Higan v102 in Linux Mint with Dracula9AntiChapel's pack and the intro video working correctly.
Dracula'9's pack as previously noted is a sort of high definition version of the games OST. In game its a sort of uncanny valley where it sounds good but doesn't quite feel right that it's this good in game (purely subjective, not a complaint).
The only problem I've had with the patch so far is that in game, the section starting at 10 seconds of Dracula9AntiChapel's "A premonition" makes it sound like the emulator is suffering fps drop. Even on the bandcamp page it sounds like the voices are slightly jagged (not a muso so don't know the words).
I'm very grateful for this seeming piece of magic however, thanks to qwerty/Dracula and those who've helped them on this task.
QuoteThe only problem I've had with the patch so far is that in game, the section starting at 10 seconds of Dracula9AntiChapel's "A premonition" makes it sound like the emulator is suffering fps drop. Even on the bandcamp page it sounds like the voices are slightly jagged (not a muso so don't know the words).
I'm not hearing anything fitting that description on my end--both on the BC page (and source file) and the ROM. Could you elaborate more on what you mean by "jagged?"
Do any of my other tracks on BC do this? I don't hear anything like that, but it's possible there was a compression corruption on upload, and if that's the case I'd wanna get that sorted out right quick.
I'm not sure if it's intended behaviour Dracula9Antichapel but the section starting at 14 seconds here (https://dracula9antichapel.bandcamp.com/album/chrono-trigger-arranged-soundtrack) sounds like its rapidly going up and down in pitch by a small bit (the vocal instrument).
Comparing it to this (https://www.youtube.com/watch?v=ycKVKyfCX1k) track at 12 seconds, I can here it to a small degree so it may be native to the game and working as intended. I'll fire up vanilla CT and/or check it out in Audacity later to see if there's anything obvious.
I'm really not hearing anything like that. I've double-checked and there's no pitch adjustments anywhere in the source project file.
Are you sure you might not be confusing the backing strings? Both are playing at similar pitch and frequencies, so you may be registering something relating more to the frequencies overlapping, or perhaps it's simply the natural sustain notes of the choir and somehow it's rendering/being heard oddly on your end--but I must reiterate that I myself don't hear anything of the sort in any of the multiple locations of the track.
I hate to sound like I'm saying "are you sure it's not just you?" but I can't think of anything else to test for this sound, since I'm not hearing it in any context.
I hear what he's talking about, it's called harmonic interference. If you've ever been in a band or orchestra you're very familiar with the effect during tuning when somebody's out of tune and they get closer or farther away from the group. In this case it's the result of multiple layers of voices. If they were exactly the same, it wouldn't sound like multiple voices, it would sound like one voice with the volume turned up. You need the voices to be different enough that you can actually hear them distinctly. However, because they are computer-based samples, you sometimes get periodic interference patterns like that, where real voices would instead have much more random variation, so the interference wouldn't manifest in that audible pulsing. Or maybe it's just reverb. I don't know, I'm tired and I'm not an audio engineer. Long story short, it's there, but it's not really something that needs to be "fixed".
Haven't heard back from you for a few weeks, was just wondering if you were still interested in making this work with my hack?
Yeah, got caught up with school and work, haven't done much personal coding. I'll try and take a crack at it this week.
Awesome, thanks
Yeah, I just have to figure out how to do exHiROM mapping in bass...
February 20, 2017, 10:13:33 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
Quote from: ThegreatBen on February 19, 2017, 08:27:06 AM
Haven't heard back from you for a few weeks, was just wondering if you were still interested in making this work with my hack?
Ok, so everything works except NMI is somehow getting relocated, so anything related to fading isn't working, including the title screen music and the 1000AD music switch when you leave Truce. Videos are working though. Once I figure out wtf is going on with NMI, it should be good to go.
Did you know there's no audio on the FMV cut scene for when you first get the Epoch? Also when the cut scene ends, you hear a song start to play for a split second before it's abruptly cut off. I *think* it's the Epoch's theme but it goes by so fast it's hard to tell.
Let me know if you need an SRM from right before the sequence (or for any previous bugs I PM'd you about a week or so back). Overall it's been a stellar experience. And for me anyways, a good part of the fun's been customizing the music between Chrono Symphony and Drac's covers. :laugh:
Quote from: qwertymodo on February 18, 2017, 01:36:17 AM
I hear what he's talking about, it's called harmonic interference.
This seems an accurate description. I agree it's not something to be 'fixed' and this wouldn't be the venue to discuss it anyway. I never did fire up audacity but vanilla CT does sound like the youtube video i linked in my comparison post.
Quote from: qwertymodo on February 10, 2017, 12:14:54 AM
You can actually already generate track 85 if you want. Open up tracks.cfg and find the section for Lavos' Theme..., and copy the config lines for that track, then change the track number on the copied lines to 85. There should be commented out lines marked "Extended", uncomment them and comment out the originals for those parameters. Run the script again and you should have track 85.
Hmm... somehow I am not able to find these "Extended" lines for track 85?
There are only some for
Robo's Theme,
Frog's Theme and
A Prayer for the Wayfarer.
There are a few places where Lavos' Theme plays a section that is basically The Day The World Revived. I want to say that the Day of Lavos record in Arris Dome is one of those if you let it run long enough, but I can't remember for sure. That's what track 85 will be used for.
Edit: Oh, you mean you can't find the lines in the config. Here you go:
TRACK85FILE=Chrono Trigger Symphony Vol 2 (FLAC)\05 - Lavos_ Theme.flac
TRACK85LOOP=792643
TRACK85TRIM=6882119
While you're at it, you might want to edit track 12 as well, I managed to find a better loop point when I was converting things over to my new tool.
TRACK12FILE=Chrono Trigger Symphony Vol 1 (FLAC)\13 - Guardia Castle - Pride _ Glory.flac
TRACK12LOOP=353288
TRACK12TRIM=4587663
(note: no cross-fade)
Thx for the extra lines :thumbsup:
Edit: Hmmm.... only adding the extra track85 lines to the tracks.cfg somehow did not lets track85 been created?
Edit2: Ah... also NUMTRACKS=84 has to be edited to NUMTRACKS=85 ;)
Ah yep, my bad. I actually have that Chrono Trigger pack converted to my new tool, so I may swap that out in the main post. The end result is the same, so anybody who has already converted their tracks can just ignore it, but it should be a bit simpler to use for everybody else, since it's a single .exe + config instead of a .bat + config + 3 separate applications consisting of dozens of binaries.
Just wondering, when you've completed this patch
will we have to repatch it with a new rom or can the patched rom be updated to the final version?
Restranslations support (Kajar & Doctor L) ?
Quote from: Midna on March 24, 2017, 09:22:15 AM
What?
This hack was made only for the official version, I would like to play it with the translation made by Doctor L which is much more complete and interesting ...
well now that, we are requesting things, i would like to play this hack, with magno perfect spanish translation, but dreaming is free dosen't ;D
I've answered that multiple times. It's not directly compatible with other hacks, but the final version can be, however, it will have to be supported by that hack's author as well, it can't just be a simple patch, changes need to be made to the event script.
Wasn't the Kajar Labs translation the one with that "Demon King-sama-chan-san-kun-pyon-hana-kuso" weeaboo nonsense?
Quote from: Midna on March 24, 2017, 02:38:48 PM
Wasn't the Kajar Labs translation the one with that "Demon King-sama-chan-san-kun-pyon-hana-kuso" weeaboo nonsense?
So it's the TV-Nihon of game translations?
Well, I wouldn't go that far, but leaving in Japanese honorifics in a game that's almost completely rooted in European fantasy (and in which none of the playable characters are Japanese) is pretty bad.
Quote from: shadowAOD on March 24, 2017, 08:04:26 AM
Just wondering, when you've completed this patch
will we have to repatch it with a new rom or can the patched rom be updated to the final version?
New rom. You shouldn't have to redownload the music files unless changes are made to those
Quote from: Midna on March 24, 2017, 02:38:48 PM
Wasn't the Kajar Labs translation the one with that "Demon King-sama-chan-san-kun-pyon-hana-kuso" weeaboo nonsense?
lol
So recently I checked in Temporal Flux so I could give someone a definitive answer on the full version of Lavos' theme. Surprisingly, considering people's memories of it playing under typical gameplay circumstances (pre-DS version), it only plays in one place: taking the flightless Epoch to the apocalypse. It also doesn't kick into the long version until until they gaze up at Lavos on the swirly background.
I'm almost positive that it also occurs during the Day of Lavos recording in Arris Dome, but I don't have a save file to check.
It's been a while since I looked at your project. I know I said I wanted to test it out with the FMVs WITHOUT the altered BGM and I was very involved in other things. I still am but I've got time to test it out. Where is it so far? Also, how compatible is it with Chronosplit and ManuLove's projects?
Things are on a bit of a hiatus, school is killing me this term.
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.
Hello, I am a bit new with MSU-1 and have some problems with this Version (and another Chrono Trigger with Anime Intro I found somewhere).
I already played some MSU-1 games which work great. But by Chrono Trigger it will play no movies at the Intro. Or came the Intro movie later ingame? I thought I must just wait at the startscreen and it will play then, but always the Original Intro will starts to play and no special Version or Anime Version.
I patched and renamed the Rom, and put all downloaded files in one Folder. I use bsnes 070, and tried now Higan103 and same problem, no Videos for Chrono Trigger.
Or at which point in the game will the Intro plays?
PS: ok, found now a Patch, which seems to work correct, not sure whats wrong with the others, maybe I miss some files or done something wrong.
Works great for me. Thanks qwertymodo! 8)
Returning player from the 90's here :)
Got sd2snes +snes, Chrono Trigger MSU + intro video (which runs out of synch, awesome nonetheless). I'm at the start of a 100% playthrough. Maybe i can be of some help?
Can someone tell me what tool to use to create the music files? I've got the flac soundtrack files and I think I'm supposed to use the script to create the pcm files but what software to use?
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.
I'm looking forward to the Chrono Trigger Plus version ...
Will be released with FMV ???
Quote from: darthvaderx on August 23, 2017, 08:45:55 PM
I'm looking forward to the Chrono Trigger Plus version ...
Will be released with FMV ???
An older version of it is, I believe when he gets all the bugs worked out we can hopefully work the two together.
CT+ Currently has the msu-1 music fully integrated
Quote from: ThegreatBen on August 23, 2017, 09:03:57 PM
An older version of it is, I believe when he gets all the bugs worked out we can hopefully work the two together.
CT+ Currently has the msu-1 music fully integrated
My question was exactly for him about the FMV.
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)
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.
Quote from: qwertymodo 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.
Man that sucks but I'm glad I managed to buy the albums before that happened, I'm just hoping I can use the pcm files from his album when this patch is finally completed
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).
I figure it's worth noting, but if you have a receipt for Amazon/iTunes/GooglePlay of the album and contact him directly with it, he'll try to get a FLAC download for you. Or, at least, he was willing to do so for me with my Amazon purchase of the album. When I contacted him the other day, he told me that due to legal reasons, he can't get things up on bandcamp or another common lossless source currently, though.
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.
Off topic : Super Mario Odyssey , the very first game with MSU-1 support does not work in the new SNES9x mercurial version, thanks .
Where did you download it and did it work in previous Snes9x builds with MSU-1 support?
Quote from: qwertymodo 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?
Here : https://www.romhacking.net/forum/index.php?topic=23063.msg333403#msg333403
It worked well with all versions with MSU-1 support, except with the Mercurial Magic build.
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.
Quote from: qwertymodo 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.
Nothing... :-[
Test my rom :
https://mega.nz/#!XIBWybaL!kkXPpeMWsYxDi65yowcoG1VoGPzxsUiuegFuWI4KGkY
Are you, by any chance, loading the zip file directly? That's not going to work, you'll have to extract the files.
Quote from: qwertymodo 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.
No, zipped in Mega only for easy transfer, as I already said, it works on all previous versions, except for this, can you send me your rom?
I made an account to ask this.
Is this compatible with the snes classic?
Quote from: Rodimus Primal on May 22, 2017, 11:07:23 PM
Also, how compatible is it with Chronosplit and ManuLove's projects?
Late but, last I was told the answer is no. They both alter areas of events this patch crosses over unfortunately.
I can't mess with ManuLowe's work due to conditions left in the readme (one reason why the addendum is the way it is), but sometime when this is all finished I'll try to think of something.
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 :/
@qwertymodo how did you manage to get ahold of Dracula9AntiChapel when you got him to provide FLAC copies of his remastered OST for this? Did you just leave a comment on his youtube channel asking?
I'm thinking his FFVI remastered tracks would make a great addition to the Dancing Mad patch (and unlike the 2 fan-remasters currently being used in in Dancing Mad, Dracula9AntiChapel's actually completed his remaster... well the old version at least, new version's only about 1/2 way).
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.
Quote from: FE!! on October 14, 2017, 01:48:06 PM
I made an account to ask this.
Is this compatible with the snes classic?
But this though?
Quote from: FE!! on October 17, 2017, 07:19:29 AM
But this though?
MSU-1 support needs to be built into the emulator. I very much doubt Nintendo added support into the emulator they used.
That said, I've seen mentions of people loading different emulators into their NES/SNES Classics, and one of those emulators might support MSU.
And going even further than that... Does the NES/SNES Classic even have enough storage to handle 700MB games (smallest MSU-1 mod I've seen was around 500 MB, some are over 1 GB)?
I don't have either classic system, so I can't say for sure if it's possible or not, but I'd lean towards 'not'.
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.
Hi! Just make an account here to ask directly on this post (i already ask in YT video but i thing here is better):
Is there any update on this? From what i understand (not EN native speaker) in the OP there is only a patch for the first FMV, the rest is only for closed beta testers.
Other question: most of CT MSU-1 considers i'm purchasing Chrono Symphony, but i dont like it. is there any chance for we see this patch work with other music (let's say, with WAV-converted Chrono Cross OST)?
Quote from: vico on November 09, 2017, 09:24:22 PM
Hi! Just make an account here to ask directly on this post (i already ask in YT video but i thing here is better):
Is there any update on this? From what i understand (not EN native speaker) in the OP there is only a patch for the first FMV, the rest is only for closed beta testers.
Other question: most of CT MSU-1 considers i'm purchasing Chrono Symphony, but i dont like it. is there any chance for we see this patch work with other music (let's say, with WAV-converted Chrono Cross OST)?
Check the first post again. There's a free alternate audio pack now.
That said PCM files are freely interchangeable between MSU-1 mods, so you could put whatever music you want in the mod. (for example, when doing testing for FFVI's MSU mod, I converted a chunk of "We Are the Champions" to PCM and replaced the victory fanfare with it, for lols)
Quote from: edale on November 10, 2017, 11:58:27 AM
Check the first post again. There's a free alternate audio pack now.
That said PCM files are freely interchangeable between MSU-1 mods, so you could put whatever music you want in the mod. (for example, when doing testing for FFVI's MSU mod, I converted a chunk of "We Are the Champions" to PCM and replaced the victory fanfare with it, for lols)
If you do pay and get that licensed soundtrack, it can actually be a lot of fun swapping out and testing which theme you prefer throughout the game. I ended up doing that and additionally made two extra PCMs; one for Singing Mountain that I used in place of sections of the game where you only hear the wind blow (most notably the surface world when you first arrive at 12,000 BC) and then my own personal rip of Undersea Palace from the old Brink of Time arranged OST.
Quote from: Ballz on November 11, 2017, 02:04:23 PM
If you do pay and get that licensed soundtrack, it can actually be a lot of fun swapping out and testing which theme you prefer throughout the game. I ended up doing that and additionally made two extra PCMs; one for Singing Mountain that I used in place of sections of the game where you only hear the wind blow (most notably the surface world when you first arrive at 12,000 BC) and then my own personal rip of Undersea Palace from the old Brink of Time arranged OST.
I know what you mean.
I've been helping with the Dancing Mad FFVI MSU-1 mod, and atm there are something like 5-6 choices for some of the tracks. I've done nothing but add to those choices, lol.
After I converted the "More Friends - Music From Final Fantasy" version of the Opera, Insidious wasn't sure where he could fit it into his installer... Wonder what he's gonna say when I drop The Black Mages version of the Opera on him in a day or two, lol (I'm aiming to get all 5 or 6 of the vocalized versions of the Opera converted, and trust me, getting the words to line up with the written dialog is NOT easy or simple).
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
Remember that MSU-1 was not Nintendo created. There's no way it would or will be in any of their emus.
Anyway, I have news for questions asked for my end. My last "reorganization update" to my addendum is partially to prepare it for MSU-1. The expanded ROM space and optional patches setup for after makes it easy to work with since I don't need to contend with limits, though I'll probably need to do something to make it cooperate with CronoNick (perhaps combine both into the same patch, since they both change events). It is now 100% possible for me to make a version that works with both bugfixes, as long as it's all implimented properly.
So to answer to the question of compatibility: when everything's finished, it'll all be green lights.
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.
Quote from: qwertymodo 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.
So, is this MSU patch compatible with Chrono Compendium's Retranslation patch (https://www.chronocompendium.com/Term/Retranslation.html) (it changes not only the script but add a lot of extra things from the JP ROM)?
As mentioned before everything would have to be configured to such, like an addendum (and at that, for both retranslations). I most likely won't be doing that when the time comes.
All it needs is 3 script command insertions per video in TF.
Oh snap! When i try to download the patch i got a 504 Gateway Time-out error.
Quote from: qwertymodo on November 19, 2017, 05:49:06 PM
All it needs is 3 script command insertions per video in TF.
Alright then, as for the retranslation: I was asked earlier to port the bugfixes from mine over to it if possible (I need to check on the Bike Race), so I'm thinking an addendum that does both will be the way to go.
(I was opting to say no due to certain factors tied to my new update, but now that that's out it's not so much of an issue.)
Hi! When I tried downloading the files, I got an error message saying that they couldn't be found on the server. Do you have an alternate link or something? Thanks!
Server mobo is fried, RMA is in progress. Sorry about that...
Hello,
i finally decided to register on this forum to ask for something.. I'm a total noob regarding the modification of roms, in fact i don't know nothing about programming at all.
@qwertymodo
As far as i understood, your project will not be compatible with translation patches like the one that was done by ManuLoewe (german translation). And i understand that modifying his project is something that can (or better should) be done only by ManuLoewe himself.
I love the idea of your project, and i'd love to play CT in german with all these cutscenes. So i would try to get in contact with him, and with a little luck, he will maybe update his work with your project when it's done. Just wanted to ask if this would be ok for you?
Thank you very much for all your efforts, it's great to see people working on stuff like this, and sharing it with others!!!!
If you want his patch alone, yeah it might be best to contact him. His header modifications make it not the most fun to make an addendum for using Temporal Flux. It's doable as far as I'm aware however.
If you'd like more bugfixes than his patch, my own work will have it rolled in later when all is ready. I'm not trying to advertise, but maybe it's worth a look? I kinda view it as an upgrade anyway (I understand if you're not into it though), and I feel that I'm killing two birds with one stone so to speak by just putting FMVs in mine.
@Chronosplit
I already contacted him, and he told me that he won't be able to help with this.
I took a look at your work too and i would use it, but my main problem is that i need to use a german translation. Or else, i would have to translate too much during playing (wanted to make the playthrough together with someone..) And as far as we got in the game (honestly, that wasn't longer than one or two hours) ManuLöwes translation was perfect for us.
Ah, the german translation. I get what you mean now!
Well, if ManuLöwe isn't able to do it... I don't really know if I can or not due to not being able to speak the language. If no one else wants to volunteer, I'll give it a shot after all is released and I take care of both mine and the English retranslations (I'm betting Kajar Labs' and Doctor L's require different patches). The needed modifications should all go in the same areas and Temporal Flux should work with both so a language barrier shouldn't be that much of an issue (I hope).
If you really would try to upgrade ManuLöwes translation with the MSU-1-patch, i cannot say how thankful i am for your offer! Hope i got it right..
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.
Quote from: qwertymodo on December 11, 2017, 12:14:51 PM...the only other consideration is whether or not the other hack is using the same free space as me.
@confuzed
There's a tool to easily check if the patches are compatible on those grounds.
https://www.romhacking.net/utilities/1080/
Just point to the translation patch, and to the MSU patch in there and click "check"
It'll read both IPS files and make sure neither are writing to the same locations in the ROM (if both patches write the same data to the same location, it won't read as a conflict).
It won't catch every potential conflict (an example, the FFVI MSU patch + the Ted Wolsey's Music Player patch read as 100% compatible, but both add a script to resume music on exiting the menu, causing an audio glitch there), but it will catch most.
Basically, if Patch Checker reads the 2 patches as 100% compatible, apply them both and you should be good to go.
edit- Looks like that translation is an xdelta patch. I'm trying to figure out how to apply it to a ROM so I can generate an IPS to use with patch checker to check compatibility for you.
Quote from: edale on December 13, 2017, 09:27:39 PM
@confuzed
There's a tool to easily check if the patches are compatible on those grounds.
https://www.romhacking.net/utilities/1080/
Just point to the translation patch, and to the MSU patch in there and click "check"
It'll read both IPS files and make sure neither are writing to the same locations in the ROM (if both patches write the same data to the same location, it won't read as a conflict).
It won't catch every potential conflict (an example, the FFVI MSU patch + the Ted Wolsey's Music Player patch read as 100% compatible, but both add a script to resume music on exiting the menu, causing an audio glitch there), but it will catch most.
Basically, if Patch Checker reads the 2 patches as 100% compatible, apply them both and you should be good to go.
I can attest to this app, it's great and one of the main things I used back with FFVI patch checking. I need to see if Wine will run it nowadays with a few tricks though (unfortunately, mine are BPS so you can't check it with this without making an IPS yourself... but all other relevant hacks mentioned are IPS patches).
Quote from: Chronosplit on December 13, 2017, 09:34:33 PM
I can attest to this app, it's great and one of the main things I used back with FFVI patch checking. I need to see if Wine will run it nowadays with a few tricks though (unfortunately, mine are BPS so you can't check it with this without making an IPS yourself... but all other relevant hacks mentioned are IPS patches).
apply the BPS, then use Lunar IPS to generate an IPS for the mod, there you go, a way to check it out via patchchecker. ;)
Quote from: edale on December 13, 2017, 09:39:56 PM
apply the BPS, then use Lunar IPS to generate an IPS for the mod, there you go, a way to check it out via patchchecker. ;)
Can confirm. Mine are just compact because they're quite large as any other kind of patch. I blame the text realignments. ::)
Well, I generated an IPS for ManuLöwes' German translation, but can't grab the patch for this until the files are mirrored on a new server. So checking compatibility is on hold for now.
I'm sorry i didn't write sooner,
@edale
thank you for this hint (the tool), and the try to check compatibility. I'm more than curious for the result!!
Will try it myself as soon as it's possible :)
@confuzed One tip/warning. If one patch is for a headered ROM and one is for an unheadered ROM, the check won't be accurate. You'll need to:
Add a header to the game's ROM.
Apply the headered patch.
Remove the header from the ROM.
Generate a new IPS patch from the ROM.
Check the new IPS against the patch for the unheadered ROM.
Alternately: http://www.romhacking.net/utilities/400/
There's a tool in there to add/remove headers from the IPS directly. I have no experience with that program though.
Ummm, ok, that sounds a bit tricky for me. I'll see how far i get, at least i will try!
OK, this patch isn't back up yet, but I checked that German translation vs DarkShock's Chrono Trigger MSU mod (https://www.romhacking.net/hacks/2546/), and there is one conflict at 00FFDC.
The German translation wants to write that location as "[60] [8F] [9F] [70]", and the MSU patch wants to write it as "[A2] [D8] [5D] [27]".
I'm not sure if this patch builds off of DarkShock's, or if it was coded from scratch. If it was coded from scratch, then it might be compatible where DarkShock's is not.
Now all of that said... If you apply the MSU patch on top of the translation patch, the MSU-1 audio should work fine, and there's a chance that bit in the translation won't actually affect anything in-game, so it might work. Then again, that could be a vital bit and all your text could end up garbled. Only way to know for sure is to test it out.
Note applying the translation on top of the MSU patch (which can't be done with the xdelta patch) might work fine as well, but it also might result in some/all of the music not working properly.
It really all depends on how vital those 4 bytes are to both mods.
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.
Looks like I can get Patch Checker to finally work under Wine now (latest winetricks must've done a ton for dotnet40... I should check this with the FFTPatcher Suite sometime). Here's the details for everyone's information, now that I can download the patch:
-I just did a check with my own latest with the patch that has the most changes and though it says ~98% is go, the new text alignment stuff and script edits make the clashes long as my arm. I expected this, it tells me that the tool is working right.
-The English Retranslation is about in the same boat. Doctor L's is even worse than both patches, at ~97. As I had expected, a separate patch would be needed for both.
-The German one is better off, however it does not match the MSU-1 patch alone (this is completely expected) and data does conflict. 0x0C3B0E and a fair way downward should be added to edale's report. It is however at 99.7%, but the one other conflict is too long to say it's nothing.
Had not much time recently because of vacation and family, so i had no time to try to check this myself. Hope i'll find some time next weekendto get into this.
@chronosplit
The one other conflict you were talking about, is this something that can be solved..? Sorry for this (maybe) stupid question, but i do not understand much of all this :-[ Would it be hard to get to 100%?
Anyway, i wish a happy new year to all of you!!
The conflicts are easily fixable.
@qwertymodo
Thank you very much for this information! ..and for the work you're doing!!!
I just tried to play CT with the intro patch just to test it, but i didn't got it to run. Game starts with standard intro. Tried to google how to patch my files to get it working, but no success. Seems a bit more complicated then just applying an ips patch for language.
Quote from: confuzed on January 02, 2018, 04:58:57 PM
@qwertymodo
Thank you very much for this information! ..and for the work you're doing!!!
I just tried to play CT with the intro patch just to test it, but i didn't got it to run. Game starts with standard intro. Tried to google how to patch my files to get it working, but no success. Seems a bit more complicated then just applying an ips patch for language.
What emulator are you using? And is the MSU-1 audio working, or is it playing the SPC (SNES's normal audio) audio? It could be something as simple as needing to rename some of the files (you do have the PCM files, right?).
My money is on file naming or missing manifest.
@qwertymodo
You win! It simply was the filename of my rom, its finally running!
I am using bsnes (conflict with snes9x on my computer) and while the MSU audio plays fine the intro video doesn't load and it simply plays the standard version. Any suggestions?
Edit:
I was incorrect, I did not succeed in getting the audio to play properly either. I compared it to a rom I hacked with the standing MSU1 hack and it doesn't do either. Everything is the same between the two files aside from the rom (one edited with the original msu1 hack and the other with the patch from this project) any advice is appreciated. Currently the xml and manifest are both from the original hack. If I need to create these files or find them for this project please detail how.
Addendum:
Ok I was simply missing the correct xml and bml provided from zeldix.net now I just have to wait for this project to be completed! Can't wait, its amazing.
Hello, this is my first post and I signed up to this forum because of this project. :beer:
I play and finish this game annually so I know it very well.
I wanted to help bug test, so I figured I'd do 4 playthroughs.
- 1st with free audio w/o intro (audio+video)
- 2nd with free audio w intro
- 3rd with paid audio w/o intro
- 4th with paid audio w intro
I'll do my best to report whatever I find
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)
(https://pbs.twimg.com/media/DXKAD6VU8AAPCe3.jpg:large)
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.
This is great news.
This is much better sounding than I had thought the FMVs were, I heard tales of them being still compressed and junk. Why are two videos missing though? That sounds like a very weird omission, considering Square-Enix would've had to put them in specifically for this port.
Either way, this is fantastic news!
Quote from: qwertymodo 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)
(https://pbs.twimg.com/media/DXKAD6VU8AAPCe3.jpg:large)
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.
Interesting. Is there a way to get the FMVs from the DS port? I refuse to pay Square $15 for this lazy Steam version. It's almost as bad as their port of FFVI.
Quote from: qwertymodo on February 28, 2018, 05:57:14 PM
First, I can't figure out how to decode the video .dat files.
I would not be surprised if that is just a standard format wrapped up in a dat file. For example FFV graphics is plain png with extra 8 bytes in the beginning.
If that is the case, you may try to hex search for header signature of avi, mp4, qt, ...
QuoteFinally, 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.
Thats fine! If you are able to get rid of the blurry effect - its much better then getting full frame-rate. I bet it will look better then DS FMV's :D
Hey everyone. Brand new here and I just wanted to let the OP know that I'm going to be beta testing this as well. I will pm you when i get to Proto Dome!
This is really great, I was inspired by the Steam version of the game to emulate it and get it going on my PC. I've played through and own the DS and SNES versions and this seems really cool. After a few hours of tinkering and figuring out how to get this to work with the video patch I'm afraid to say I can't actually play it for very long. I generally get through the fair, the opening battles, and once i reach the guardia forest the game tends to crash. I made it into the castle once, spoke the Marle posing as Leene and the game crashed shortly after that. I could go through reinstalling everything again now that I've figured it out but I doubt it'll make a difference. I might try patching the original ROM again and giving it a shot. I'm running it on snes9x-64 1.55 as recommended. If anyone has had experience with crashing please let me know, for now I'm just going to play the original unless there's something I can do to prevent further crashes.
Edit: I take it all BACK! It was my fault, evidently the latest versions snesx doesn't like my Xbox One controllers ever shutting off. They were both low on battery, and I'm surmising the signal was popping out when I was on my couch, also they both died during play. I plugged in at my computer and made it to 2300 A.D., just picked up Robo and headed to the factory, everything has been flawless so far.
I'm a bit confused. Sorry for asking this but the links in question are kinda hard to understand. What I would like to ask is are the FMV's available yet for download? and does it include the an option to use the already in game music? All I want is the FMV's for the game the music isn't a problem for me and I kinda prefer the original music anyways but that's just a matter of opinion there. If it's not available yet I understand and really look forward to this project and wish you luck with it.
Quote from: NeilZander on March 08, 2018, 10:09:50 AM
I'm a bit confused. Sorry for asking this but the links in question are kinda hard to understand. What I would like to ask is are the FMV's available yet for download? and does it include the an option to use the already in game music? All I want is the FMV's for the game the music isn't a problem for me and I kinda prefer the original music anyways but that's just a matter of opinion there. If it's not available yet I understand and really look forward to this project and wish you luck with it.
The patch itself only provides compatibility for MSU-1. Under this hack, the game will check for files outside of itself which are also included in the OP. If the music is not there, the original music will play and the game will go on without them as normal (provided there are no bugs with the patch, so far so good I believe there).
Hello again! I finished the game last night and I wrote down all of the bugs I encountered with this patch installed. Overall it I was very, very satisfied with my first play through, I'm planning on starting a new game + this afternoon.
1. Magus' Castle, When I was chasing down Ozzy, during the battle portion where you're going from fight to fight, both the Original Score and the Updated Synthetic Orchestra were playing simultaneously over top of each other.
2. The Sun Palace in 2300 A.D., same issue, both the original score and new music started playing.
3. Robo replanting the forest, upon entering the church in 1000 A.D.(current) to retrieve Robo after his 400 years of servitude, both scores played simultaneously again.
4. This one actually disappointed me a bit, the end of the game when we were about run off and search for my mom and our Cat in the Epoch, the end credits looped on the fireworks with a black background for about 10 minutes, and eventually crashed. I couldn't see the credits or us flying around and changing time periods(the typical view of the ending). All I got was the fireworks on a black screen with the music playing, I let it run to see what would happen, and eventually the emulator crashed after about 10 minutes.
Overall, changing the music and having the intro video was really cool, the music made the game a whole new experience for me. I'm sure like most of you I've beaten this game 100 times, and this was a really cool way to experience it differently.
I'd like to do the closed beta with the rest of the cut scenes if that's at all possible, and I'll gladly continue to report my experiences one way or another. I'm going to start a new game+ today and I'll note if anything is different bug wise.
Thanks for making this patch it's really unique and cool, I'm glad there's still so much love for this classic.
I apologize for asking a n00b question. Would love to try out this patch so that I can play through Chrono Trigger with the MSU-1 audio, but no matter what I do I can't seem to get the patched ROM to work. I've followed the instructions carefully, successfully converted the FLAC files to PCM, and applied the patch with FLIPS, but to no avail. Still getting the old audio.
I've tried qwertymodo's MSU-1 enabled build of SNES9x as well as Higan (using the prefix chrono_msu with Snes9x and track with Higan), but no dice.
Is it because I don't have the correct version of the ROM? I've got several different copies (and have tried, unsuccessfully, patching all of them), but none of them matches the checksum info in the OP. I've searched all over for a copy of the ROM that matches the OP checksum info, but no luck there either. Is this just a non-starter unless I can find the right version of the ROM? Or am I overlooking something simple? Would appreciate any input, because I've hit a brick wall at this point. Thanks!
I'm finally getting around to playing this and testing this out. I've been anticipating your work on this since I first took notice of the project in 2016, and it was the reason I got an SD2SNES to begin with. When I first started following the project, the intro FMV wasn't posted without being in the closed beta, and I remember having some difficulty trying to figure out how to convert the Blake Robinson symphony, which I've had since then, but yesterday, I converted it and patched it up. Everything is working as it should.
I'll play through, and note any bugs that stand out. I'll hit you up when I get through to the the Proto Dome.
April 26, 2018, 05:39:37 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
I've been playing through and testing things out. I have a save here (https://drive.google.com/open?id=1VL-YfH5h64RcMq-GNhSRQdYKwQUo99Sp) outside the Proto Dome. So far, I haven't run into any glaring bugs, but I may have to go back through and watch for any of the specific cases, like some of the instances skins4thewin listed and see if they are repeatable.
I had been playing with the Blake Robinson symphony, but swapped out for Dracula9AntiChapel's once I got to 2300AD. I think I prefer Dracula's tracks for actually playing with the game, more like the original, just enhanced quality.
I'd love to be able to to test out the rest of the work in progress FMVs, if I could. I'll continue to note anything I come across that's out of sorts, and report back. Really looking forward to the eventual completion of the project, and happy to do what I can to contribute.
Once all is said and done, if this could be combined with Chronosplit's bugfix, I think this'll be the definitive version of the game.
I just found out that iTunes no longer DRMs their music and that you can legally download music you buy there as .WAV files using this method: https://support.apple.com/en-us/HT204310 (https://support.apple.com/en-us/HT204310).
I know most MSU1 mods use WAV files to create their PCMs, so I want to know if all I have to do to convert Blake Robinson's version of the Chrono Trigger music downloaded from iTunes to PCMs is change the .flac extensions in the conversion script json to .wav, or is it not that simple?
@SandmanLobo msupcm++ supports WAV files. As long as the tracks are named properly, if the tracks are identical, same waveforms in the same time and place, other than the method of encoding, that should work. If there's any variance, like amount of silence leading the tracks, that would throw it off. Try it, and see.
You can use qwerty's pcm audio plugin (https://www.zeldix.net/t1543-msu-1-audio-player) to play back your tracks and see if they loop and fade properly, and such.
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.
Good to hear, Qwerty. Let us know if and when you could use some help testing. Glad you're still keeping this alive. I know you've got plenty of other stuff on your plate.
Say, whatever happened to the missing FMVs in the re-release? Anybody ever find them, or come up with a workable solution?
Nice work but is all the new code in the same place as the old so I can use it with my hack?
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).
Cool thanks
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.
So I came across an awesome real-instrument track remaster from Chrono Trigger on Youtube here:
https://www.youtube.com/watch?v=WXt2y2jHnxg
And I HAD to try it in-game. It's as amazing as you'd think, so I decided to share.
Here's the PCM: https://mega.nz/#!mBZRiAIS!0KPO1aX3klzonvQ9lz7Uj-fLnE0uBCEC8ClqUo7KI9k
Is there anyway to download all the FMV's yet?
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] (https://drive.google.com/open?id=1ETKSqu02xU7WLZLmHoHKzWtxNgIgKYtd)
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.
Great. I only have the first FMV, but I'll get started on playing through with the new patch.
For the 2 missing FMVs from the Steam release what do you plan on using for the source? Anything different with the way you'll handle the conversion on those?
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.
Really coming along
Fixed my file server, the beta files should be available again.
querty I like to test this with the flvs if it is okay with you. This is my favorite version of chrono trigger so far but I like to test it with flv. Thanks.
@qwertymodo thank you so much for putting this together. My wife and I are so excited to play through this game again on the SNES. So far, everything is just wonderful and your instructions were super easy to follow. Looking forward to seeing anything else you might provide. Thank you...thank you.
I've made it to Proto Dome. I'd like to participate in the full beta if possible. I just love what you've got so far. I haven't really had any problems. I've only had one area where the sound didn't play while I was fighting these enemies, but nothing other than that. This is in the church area 600AD(took pic of my screen) where you have to rescue Meryl or Queen Leene as the people think. I'm playing it on an SD2SNES cart (Blake Robinson Soundtrack) through an Analogue Super NT.(https://www.dropbox.com/s/4kjqvdbvo1x3nqt/ct.jpg?dl=0)
Okay, not sure if I am doing something wrong, or if the FMV intro isn't included? I thought it was included and it was just the rest of the FMVs that are limited to Beta users?
I've patched MSU1 audio into a bunch of games today, and they have all worked fine. I even got the added FMV for LttP to work. But here, it seems that I am patching audio, but no FMVs are added. I did replace the 0Kb chrono_msu.msu with the one that is 95+MB and added the chrono_msu-100.pcm (I think that is supposed to be the video?). My post-patch ROM file is named chrono_msu.sfc. I did check its MD5 before patching and it is the correct version.
And yet still, no intro video. Also, I used the free alternative audio files, if that matters at all.
I'd like the rest of the FMVs, but unfortunately, I tend to play games for a little while and then start on something else, so I'm not sure I'll be any good as a beta tester. If I play to the point of the dome, I'll ask for access.
To summarize: Intro FMV isn't playing, Audio is. I'm using Snes9x newest version (downloaded 3 days ago) on Windows 10.
Quote from: IanDemar on November 06, 2018, 12:05:48 PM
Okay, not sure if I am doing something wrong, or if the FMV intro isn't included? I thought it was included and it was just the rest of the FMVs that are limited to Beta users?
I've patched MSU1 audio into a bunch of games today, and they have all worked fine. I even got the added FMV for LttP to work. But here, it seems that I am patching audio, but no FMVs are added. I did replace the 0Kb chrono_msu.msu with the one that is 95+MB and added the chrono_msu-100.pcm (I think that is supposed to be the video?). My post-patch ROM file is named chrono_msu.sfc. I did check its MD5 before patching and it is the correct version.
And yet still, no intro video. Also, I used the free alternative audio files, if that matters at all.
I'd like the rest of the FMVs, but unfortunately, I tend to play games for a little while and then start on something else, so I'm not sure I'll be any good as a beta tester. If I play to the point of the dome, I'll ask for access.
To summarize: Intro FMV isn't playing, Audio is. I'm using Snes9x newest version (downloaded 3 days ago) on Windows 10.
I downloaded the intro video from the original post separately and included it in my files when I did mine and included it on my SD card with the rest of the audio tracks. I believe the file was called chrono_msu-100.pcm. So you know, once you have that file on the card, the video does not play when you start a new game. It will simply play if you just don't do anything after you start the game up after a little bit.
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).
https://www.youtube.com/watch?v=IVhLfTTya5o
(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
Glad to see you're still working on this.
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 https://twitch.tv/qwertymodo, 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 dig it. You've seen me around in chat. Let me know if there's anything I can do to help. :)
I have an odd problem, using 1.9 SD2SNES firmware, I have everything working for Chrono Trigger to use the right music ( Purchased from Amazon and encoded using the tooling specified here ) and I find that my game will not save. I've gotten to the future for the first time 3 times over and can't just assume it's working before trying other stuff anymore. :(
Anyone know of a simple solution for this?
EDIT: Upon looking up the newer firmware for the SD2SNES, I noticed in the FAQ there is a question about MSU-1 games not saving. I apparently need to soft reset for the save to go through. :( I kept turning the game off when I was done.
I'm jamming MSU-1 support into ZSNES, and while I'm focused on the music streaming, I seem to have gotten the data streaming working. The bad news is, likely due to a timing flaw on ZSNES's part, this Chrono Trigger video implementation is coming out partly wrong every other frame; example:
(https://i.imgur.com/YwuAHnv.png)
and interestingly, in a different way than the prototype I think your video playback is based on:
(https://i.imgur.com/RntOLoU.png)
Yours also seems to hang after the video finishes, while the prototype doesn't, but I didn't look into that yet; I've only implemented MSU-1 v1 and not v2 with its audio resume stuff, so maybe there's some aspect of v2 you're using that I'm not emulating yet. The audio stays in sync with the junked up video though, so that's nice at least.
Other MSU-1 videos I've tested have worked, namely Super Road Blaster (though that one has an SRAM saving issue in ZSNES, I assume due to an incorrect memory mapping), and the Sonic CD intro demo.
Not sure if you care at all given that it's ZSNES, but just a heads up. I wouldn't have brought it up if it weren't that other MSU-1 video streaming ROMs work.
QuoteI'm jamming MSU-1 support into ZSNES
(https://media.giphy.com/media/BkNTgS1OpJ4ME/giphy.gif)
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.
Quote from: qwertymodo on May 09, 2019, 08:14:48 PM
...make sure you're properly clearing the "playing" bit in the status flag when the audio track finishes.
Thanks a bunch, that did the trick. I was just looping silence at the end of otherwise valid tracks.
would it be feasible to make a version which replaces the soundtrack AND runs on the PS1?
Quote from: Nerd42 on May 17, 2019, 08:51:11 AM
would it be feasible to make a version which replaces the soundtrack AND runs on the PS1?
When it comes to romhacking, the answer to "would it be feasible" is almost certainly always "yes". However, the answer to "is it worth the effort", the answer is clearly no. This would require VERY heavy hacking of the PS1 version to allow stream music data during gameplay - and in the end this version of the game is horribly slow anyway. Running the PS1 version has almost no advantages on running the SNES verison that I can think of.
Quote from: Bregalad on May 17, 2019, 09:29:47 AM
When it comes to romhacking, the answer to "would it be feasible" is almost certainly always "yes". However, the answer to "is it worth the effort", the answer is clearly no. This would require VERY heavy hacking of the PS1 version to allow stream music data during gameplay - and in the end this version of the game is horribly slow anyway. Running the PS1 version has almost no advantages on running the SNES verison that I can think of.
SNES is original, PS1 added the original FMVs and the bestiary with small tips. DS is basically PS1 with a new translation, a monster fighting minigame, a tacked-on extra ending, and no loading.
Anyway, yeah I agree. MSU-1 is far superior in this case anyway, as you wouldn't ever be able to switch music tracks to something other than what's being used with the PS1 version. Well, technically you could... but that would be so much work that it isn't even funny.
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?
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.
Quote from: Brantonomous on July 22, 2019, 01:21:29 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.
https://www.youtube.com/watch?v=lyvaR168d84
Out of curiosity, would this project allow one to insert the PS1 FMV's, while retaining the original SNES OST, played on an SD2SNES flashcart (real hardware)?
If so, what would be the current functionality of that be? I gather things are still in beta, awaiting tester feedback of how things run, but is everything for all intents and purposes, working at this point?
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.
It's been a few years since I've gone through CT and I've got a RetroPie that I've been working on. If you wanna send me the rest of the files I'll let you know if I spot anything when I go through it.
Ugh, I've been porting the audio code to another hack (spent several hours debugging to make sure everything works) and then I just noticed the code I am working with is from 2016, which was the last time the Github repository was updated.
So far, I've fixed all the issues I've come across, but I haven't really tested anything beyond the first few minutes of the game.
How broken is the 2016 code? Should I continue to work on it? Do you have a new repository for the new one?
I don't like or care for the FMVs, I can watch them in much better quality and with much better functionality elsewhere and even then, they aren't that great.
Blake Robinson's Chrono Trigger Symphony is still available to purchase on Google Play Music, iTunes, and Amazon.
This looks like an amazing project! Unfortunately I'm currently stuck playing Retroarch on a switch. The only option I have is Snes9x, which--at least this version--Seems to require a manifest file to use these hacks. Can't wait for the release!
Hey man, hope you are alright. I asked you around Christmas when u would be done and u said the end of your Christmas break. I hope nothing bad happened and you are all good.
Quote from: ABOhiccups on August 18, 2019, 02:54:09 AM
Blake Robinson's Chrono Trigger Symphony is still available to purchase on Google Play Music, iTunes, and Amazon.
Quick question: do any of these sources let you download in FLAC? I know Google Play downloads as mp3 from my last backup, and I think iTunes still does m4a? What about Amazon these days?
Quote from: Chronosplit on October 07, 2019, 11:35:47 AM
Quick question: do any of these sources let you download in FLAC? I know Google Play downloads as mp3 from my last backup, and I think iTunes still does m4a? What about Amazon these days?
If the source is lossless (which isn't the case for MP3), you can just convert them to FLAC.
You can also convert MP3 to FLAC, but it will be converting the lossy data.
is there anything new about Chrono Trigger MSU-1 with FMV's?
i wonder if this can be made to work with CT+ ? having ChronoTrigger+ 's restored content + this patch's MSU-1 & Full FMV Patches , would be better by far than the DS port.
Quote from: Cael on January 24, 2020, 12:14:10 AM
i wonder if this can be made to work with CT+ ? having ChronoTrigger+ 's restored content + this patch's MSU-1 & Full FMV Patches , would be better by far than the DS port.
It's already integrated, the videos still aren't available because they aren't ready anywhere but the music part works perfectly.
Is the links still work for everyone? To me its all dead link
IS THIS still a closed beta for the fmv? im gonna try to use the msu on the ct+ hack. if it goes well im loading videos to yt.
So I have the pcm files, what do I do with them to make it work with the game?
Quote from: Volcannon on September 08, 2020, 05:31:29 AM
So I have the pcm files, what do I do with them to make it work with the game?
1-Create a folder with the name of 'Chrono Trigger MSU-1'.
2-Put all the PCM files in it.
3-Apply the MSU-1 patch to your rom.
4-Rename the rom patched to 'chrono_msu1'.
5-Put this rom together with the 'chrono_msu1.msu' file in the folder with the PCMs.
6-Now just open the rom with the emulator.
Does the pcm files need to have msu1 as well?
P.S. I would love to see either a video on how they did the process or in an ideal world, just being able to straight up download the already finished product. I am currently at my 16th failed attempt already.
Edit#2 - Since I have to retry again, I will go through the process and if anyone has something they want to add or something like that, feel free.
1. Got the sfc file, renaming it to chrono_msu.sfc
2. Downloaded the patch as well as the Alternate (Free) Audio Pack from page 1.
3. Putting the pcm files, the patch and the game into the same folder.
4. Apply the patch to the sfc file
After that, it should be working, yes? Using Retroarch - Snes9x current version.
Quote from: qwertymodo on November 17, 2016, 02:52:09 PM
(http://i.imgur.com/IHO80Icl.jpg)
I've been teasing my Chrono Trigger MSU-1 hack for awhile now, but I think I'm finally ready to release it for testing. This game is really big, and I'm just not going to be able to test everything all by myself. There are two main parts to this hack, the soundtrack and the FMV's. Oddly enough, the soundtrack is much trickier than the FMV's to get right, because there are tons of weird edge cases that I need to handle, resulting in a lot more opportunities for bugs to pop up. The FMV's, on the other hand, were quite straightforward once I figured out how to properly hook into the scripting engine. The bigger issue right now is that the tools I have been using to convert the videos really haven't produced the level of quality I was hoping for, and some of the scenes look pretty awful. I am working on writing my own tools to do the conversions myself, but that will take time.
So, here is how I have decided to handle this beta release:
-I am releasing the patch file openly and requesting testing and feedback
-The patch file includes all of the video code, which SHOULD fall back gracefully in the absence of the actual video file (please report any issues if it doesn't)
-The video file for the intro will be available, but the rest of the FMV's will be considered a closed beta, which I will make available on a case-by-case basis to people who actually provide feedback
-The video file for the closed beta will be watermarked, but otherwise fully functional
-If you wish to participate in the closed beta, you must play through up to Proto Dome (2300 AD) before requesting the video file (the first FMV plays inside Proto Dome when you discover Robo)
-To join the closed beta, you also need to follow me on Twitch here (https://twitch.tv/qwertymodo). (Reason for this is explained here (http://www.romhacking.net/forum/index.php?topic=23115.msg366358#msg366358))
It may also be helpful (though not required), to join my Discord server (https://discordapp.com/invite/F4KvmvU). If you have any issues setting up MSU-1, I'm usually available there to help out, whereas I don't check this thread all that often unless I have an update to post.
ROM Info:
- Name: Chrono Trigger (U) [!].sfc
- CRC32: 2D206BF7
- MD5: A2BC447961E52FD2227BAED164F729DC
- SHA-1: DE5822F4F2F7A55ACB8926D4C0EAA63D5D989312
- SHA-256: 06D1C2B06B716052C5596AAA0C2E5632A027FEE1A9A28439E509F813C30829A9
Patch: [Download] (https://cloud.home.qwertymodo.com/index.php/s/O7VWzmB0dW3TvlE/download)
Audio: [Currently Unavailable] (#post_) [Conversion Script] (https://github.com/qwertymodo/msupcmplusplus/blob/master/configs/chrono_symphony.json) [Usage Instructions] (https://www.youtube.com/watch?v=lyvaR168d84)
Alternate (Free) Audio Pack: [Download] (http://www.mediafire.com/?ihtymj4tret4520)
Intro Video: [Download] (https://cloud.home.qwertymodo.com/index.php/s/qWlU1Y8M2d9nRq8)
Intro Audio: [Download] (https://cloud.home.qwertymodo.com/index.php/s/zK3pHE0nvQuHMxF)
Video Password: !chrono_intro!
This mod utilizes the amazing Chrono Trigger Symphony soundtrack by Blake Robinson. It is the most complete and highest quality replacement soundtrack I have found. It is officially licensed with Square Enix, however, it is not free. I have provided a conversion script for use with the FLAC version of the soundtrack to generate the proper files. There is one other complete soundtrack available that I'm looking into supporting as well, but I have not yet been able to get my hands on a lossless version, and I don't feel like dealing with the heavily compressed MP3 version currently available. Update 30 Jan, 2017: Dracula9AntiChapel's FLAC remaster is now available as an alternative track pack! The download link is provided above. However, this patch supports ANY music files that you wish to provide, as long as they are properly converted (and you'll have to set the loop points yourself, which is not an insignificant amount of work considering the size of the soundtrack).
I am not in any way related to Blake Robinson, or intending to market his music.
Thanks to Dracula9AntiChapel (https://www.youtube.com/watch?v=VpfsmiUaYQY&list=PLBdL0iJj-imbJwj4xw1-k0x09TYEusX0W), I now have an alternate track pack which he has graciously allowed me to redistribute for free. He went through and re-did all of his existing tracks in lossless FLAC format, so I was able to work with a high-quality, lossless source, rather than his original 128kbps MP3 files. The end result is a great improvement over the older files.
Known Edge Cases (things to pay attention for):
- Echo bugs, especially in battle [Example] (https://www.youtube.com/watch?v=VWDL5rVK-Jo)
- SPC track not muting properly
- Music/SFX cutting out [Example] (https://www.youtube.com/watch?v=f6ajZEQm1_U&t=11m5s) (cuts out at 11:10 if the timestamp link doesn't work right)
- Sudden, "sharp" track jumps
- Volume/fade bugs [Example] (https://www.youtube.com/watch?v=PVTHW5uqesU)
Most of these edge cases, I already know how to handle, I just need to know where they occur, and by that I mean I need to know the exact screen you're on and where in the storyline you are. If you can provide a .srm save, that would be helpful. If not, a screenshot works too.
Known bugs:
- Screen flashes/blinks when scrolling through items in pause menu (exists in the original game, but MSU-1 makes it worse, can be improved but not eliminated)
- Music resets every room leaving Ozzie's Fort (is this vanilla behavior?)
- Playing with MSU-1 audio but no FMV file so the original attract mode plays, when the game resets the clock audio is muted
Not a Bug/Exists in Unmodified Game:
- SFX echo bug at the very beginning of the game (getting allowance from mom, first save, etc)
- Silent BGM after defeating enemies in front of the hidden Magus statue in the Cathedral
- Echo bug in battle on the staircase immediately before fighting Magus [Screenshot] (http://i.imgur.com/990SBC4.png)
- When waking up at very beginning of game, 2nd track doesn't start if in menu screen
- Waking up Ayla after the party causes her theme to very briefly fade out before fading back in. (Happens in the original game)
- Battle music does not play in Giant's Claw (Tyranno Lair revisit)
Since completing a full re-write of the audio code, bug testing is pretty much reset to square one. I'll leave the old bug list below for reference, as several of those instances were places that need special attention, but many of the bugs in the old code should simply be gone due to the much better method of SPC muting present in the new version. I will list new bugs as they are reported.
Old bugs (previous version)
Some of the attached links are dead. They have been like this for quite a while...
I'm anxiously waiting for this patch to be finished for years, I'm refraining from playing any other version (psx, steam, DS) that have the FMVs, the only one I watched to this days was the intro. I decided to try this "demo" of the patch, but both the patch itself and the intro video links are not working. I managed to find the patch in another site, but not the video. I know qwertymod is probably giving a lot less (if any) attention to the project these days, but it would be cool if he releases he mod and all the videos in it's actual state, since not everybody care that much for all the bugs to be solved. It seems still there's a good amount to fix, and I'm afraid the amount of work to do, will finally kill any chances of this mod to see the light of the day...
Anyway, only fixing the links already would be much appreciated, if possible.
For anyone trying to get this to work with the Bugfix and Uncensoring patch, try renaming your patched file and the msu patch to chrono_msu, instead of chrono_msu1 like it says in the included directions. I was at wits end trying to get this to work, and that solved it for me. Hopefully this will help people searching in the future.
Quote from: Echoherb on June 07, 2021, 05:14:32 AM
For anyone trying to get this to work with the Bugfix and Uncensoring patch, try renaming your patched file and the msu patch to chrono_msu, instead of chrono_msu1 like it says in the included directions. I was at wits end trying to get this to work, and that solved it for me. Hopefully this will help people searching in the future.
Neat. Is this all that is required?
Back when I was first looking at MSU1, the FMV version would outright not work due to what I saw were major conflicts between patches which I was going to eventually attempt to iron out upon release. But first I was approached by someone who actually could get it to work but required the current implementation's anti-patch (which is now included for that reason).
Quote from: protossevo on March 10, 2021, 04:30:16 AM
I'm anxiously waiting for this patch to be finished for years, I'm refraining from playing any other version (psx, steam, DS) that have the FMVs, the only one I watched to this days was the intro. I decided to try this "demo" of the patch, but both the patch itself and the intro video links are not working. I managed to find the patch in another site, but not the video. I know qwertymod is probably giving a lot less (if any) attention to the project these days, but it would be cool if he releases he mod and all the videos in it's actual state, since not everybody care that much for all the bugs to be solved. It seems still there's a good amount to fix, and I'm afraid the amount of work to do, will finally kill any chances of this mod to see the light of the day...
Anyway, only fixing the links already would be much appreciated, if possible.
I really hope qwerty will still release this mod, although there are no updates anymore. If only he would give a small info about the actual state and if he's interested in finishing it at all.
Quote from: Chronosplit on June 07, 2021, 11:26:49 AM
Neat. Is this all that is required?
No, it works on his end because Bugfix and Uncensor already includes its own MSU-1 code.
DarkShock's patch used to partially work (albeit full of problems) because the patch was in the IPS format, which just forces those bytes into the ROM without first checking what's in there. You can't even patch this into Bugfix and Uncensor because of BPS' delta patching.
Also, even if you were to patch first and then force Bugfix and Uncensor on top of it, you would run into multiple issues from data that got moved to another location or outright corrupted regions of code (Bugfix and Uncensor's MSU-1 code location is also used by this patch for a different purpose).
Quote from: Chronosplit on October 07, 2019, 11:35:47 AM
Quick question: do any of these sources let you download in FLAC? I know Google Play downloads as mp3 from my last backup, and I think iTunes still does m4a? What about Amazon these days?
Unfortunately I've verified that the iTunes version of the audio is lossy, even though the M4A format supports lossless audio. Amazon Music HD works with FLAC, but remember that FLAC converted from MP3 is not lossless, so it might still not be what we want.
I've also used Qwertymodo's JSON file to generate the PCMs as a base to create my own mod to the Steam version of CT, as it is much easier to mod than the ROM. Unfortunately, I haven't the time to see if all songs are properly normalized in the game (And I probably wouldn't be able to tell, as I don't have a good ear for this kind of thing). And I also would like to have Qwertymodo's permission to publish such a mod, as the project of porting this music to the game is his brainchild.
Anyone knows if there's a Chrono Trigger MSU1 with all 10 FMVs?
I've found a couple of sites stating that there's only the intro FMV implemented, but some YouTube videos seem to be stating otherwise.
Thanks
Ive got a version of bugfix snd uncensoring wjth the optional patches working with the msu1 video..
Quote from: the_importer on June 18, 2022, 07:00:11 PMAnyone knows if there's a Chrono Trigger MSU1 with all 10 FMVs?
I've found a couple of sites stating that there's only the intro FMV implemented, but some YouTube videos seem to be stating otherwise.
Thanks
i believe beta exists on archive.org like that but the word beta is on all videos
Quote from: Nintenja on September 22, 2022, 07:57:58 AMi believe beta exists on archive.org like that but the word beta is on all videos
This project came out 6 years ago. Any idea why Beta is still on all of the videos? I just don't see the point of including FMVs at all if they are going to be ruined with the word BETA in them.
Quote from: ghettowario on November 12, 2022, 09:04:26 AMThis project came out 6 years ago. Any idea why Beta is still on all of the videos? I just don't see the point of including FMVs at all if they are going to be ruined with the word BETA in them.
Apparently after a deep dive I found the project to be on permanent hiatus. There was a link that is expired by qwertymoto where testers c97le download what I presume was the beta version we have now? Idk. I think it's still being worked on tho..only time will tell