News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - chrisw80

Pages: [1]
1
They can't really do that. It's against RHDN forum rules, because it is legally iffy. The idea is that under optimal circumstances you would be making the disc image yourself from a CD you already own. However, even that can not guarantee successful creation of a compatible image for the patches to be applied to.

Was referring to the supposed version of the patcher that works. Turns out its the patch for that particular version of the game itself. Obviously, every forum has the same rules regarding piracy...

2
Not seeing rudeness myself. Frustration at the problem of applying the patches, sure, but not deliberate rudeness. It can be a very real hassle to both find and patch the correct ROM image.

Exactly. Just make it easier and provide a direct link to what you are using. I did try all links to the patching programs that were provided with the correct Lunar 2 image but will give it another shot. I appreciate the work you are doing with this, I just want to play it. I apologize if I came off as rude and look forward to your other projects.

I tried again, it's not working gives the exact same errors that other users received. Tried it with DeltaPatcher and XDeltaUI and with the xdelta cmd program update linked from you & vivify93. I have the exact same file size as Snatcher1996, could there be a connection?

Success!!! Went and looked for the other version ending in 584488464 and that version of the patch is working in DeltaPatcher, takes a long while to patch, but working all the same. So, possibly an issue with that version of the patch for 584135664

3
Once you finish the Lunar 2 situation, I wonder what other games translated by Working Designs will need to be fixed?

Long way to go if they can't get the patching situation fixed...

4
Did the Lunar 2: Eternal Blue crash on real hardware bug ever get fixed?
http://stargood.org/unworked/l2eb.php

Easy, that bug report is regarding the Playstation version.

5
Not able to get this working, Same issue as snatcher1996. vivify93 "solution" isn't working for me. Maybe put up a working version or package it with the working version of the patcher?

6
The latest version of this patch (4.0) does nothing. Patched the right version and it might as well be blank. Using Lunar.ips and Floating IPS; Really looking forward to playing through this, anyone have a link to version 3.5?

7
Anything should work as long as it's either BIN/CUE or ISO. If you're using an emulator, it needs to be able to handle ISO/WAV, since that's what the patcher outputs. The only game I've done so far that actually had multiple revisions was Alundra, and I included separate patches for the 1.0/1.1 versions.

And I really am still working... very, very slowly... on putting together new updates for these patches. I've been pointed to a disc mastering tool which will hopefully solve issues like the audio sync with Eternal Blue (or not -- it turns out the game "peeks" at the audio data as it plays to sync cutscenes, so the real problem may be the format conversion). Sorry if anyone's hanging on the edge of their seat for updates, but I've wound up taking on quite a few other projects lately.

Awesome, thanks for the update on Lunar 2.

8
Sorry for the long delay -- I've been pretty busy lately. Here's Lunar 2.

Lunar 2 - Eternal Blue Complete (PlayStation) -- patch v0 (5/5/17)

Tested all the way through, should work fine.
Changes:
Spoiler:
* Holding down the X button will now continuously advance the dialogue, as in the Japanese version.
* In the Japanese version, the White Tower uses the same background track as the other Pentagulia towers, and White Mask Funk plays below the decks of the Destiny after acquiring it from Leo. The US version shuffles this around so that White Mask Funk plays in the White Tower, and the Destiny uses the world map theme. This has been reverted.
* The Serak Palace now charges the original 100 Silver instead of the US version's 666 Silver.

As you can see, that's a very short changelog. As it turns out, the US version of Lunar 2 did not, as far as I can tell, have its difficulty altered in any meaningful way -- enemy stats, item prices, spell costs, etc. are all the same. Honestly, I wouldn't have bothered making this patch at all if I hadn't already done all the other games in the series, but here it is for completion's sake.

I'm quite surprised the difficulty was left untouched, considering every other game by this company that I've looked at had some kind of changes, and I have to wonder what happened. Apparently, there was some internal tumult going on at Working Designs during the production of this game (Vic made a comment somewhere about having to take over writing duties after the original guy started behaving erratically, and called it "a really terrible last quarter of a project"), and since they were also in the process of replacing their programmer at the time, I'd guess things got chaotic enough that they simply ran out of time to mess with the difficulty.

Anyway, I'm going to take a break from doing any more of these patches, at least for now. With a dozen of these in the bag, I've put a decent dent in the Working Designs catalog, and frankly I've gotten pretty sick of the obnoxious, abrasive, and arrogant culture surrounding the company. I may tie up some loose ends that have been pending for a while (that dialogue overflow in TSS vivify told me about ages ago, nudity in Vay, etc.), but I'm not planning on starting work on any new games for now. I don't know if or when I'll get back to this, but thank you to everyone who's supported me the last few months. I hope you enjoy these games more than I can, because this project has made me lose what little taste I had for the English versions of them.

Been awhile since I last tried any of these patches on real hardware but Lunar 2 patch for psx is freezing at this point.
https://ibb.co/eDgN5v

Tried it with both a boot disc and the gameshark exploit.

Lunar SSSC psx appears to be working fine in both cases tho. Will test the others sometime this week. Thanks again

9
Really looking forward to this. Nice work!

10
Yep, still out of sync. I am grateful for these patches though, nonetheless. I have been looking to replay these games, and these make for the perfect opportunity to do so. Thanks again.

11
I'll put up the updated patch ZIPs later, but here are the other updated CUEs if you want to go ahead and try them:

Popful Mail
Vay

If anyone cares about the PCECD patches, they appear to have correct CUEs already.

The issue with the Eternal Blue opening is more serious. That game doesn't use CD audio for anything except the ending credits, so it can't be a CUE issue, and everything syncs properly in Fusion. It sounds like this is some hardware quirk that older emulators aren't handling correctly, which means it'll probably be hard to fix.

I've made an alternate version of the patch that uses the US intro that you can try. If that still doesn't work right, then we really have a problem.

The issue is still present with the US intro. The audio doesn't get as out of sync during the first part and the credits are perfect, but the last part goes way out of sync. I also tried it on a Model 1 Sega CD and a Model 2 Sega CD, just to make sure it wasn't a hardware issue. Can't believe the Model 1 is nearing 25 years old.

Popful Mail and Vay's audio is now working perfectly, thanks. I also have a PC Engine Duo-R and will test out Exile 1&2

February 24, 2017, 11:10:45 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Exile 1&2 Un-Worked, working as intended. Audio and all.

12

Okay, great! I'll fix the other games and get new versions of the patches up ASAP. Thanks a ton for testing on hardware, and let me know if you run into any more issues.

Awesome, no problem with testing it on my end. Looking forward to the fixed cue sheets for Popful Mail and Vay. Plan to play through Popful Mail as soon as it is posted and I get it burned to disc. Thanks again!

February 24, 2017, 06:14:26 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Started a new game on Lunar 2 and the audio is way out of sync during the opening. Think the original US opening will do, but your call.

13
Test 4 worked for me sound-wise, but now all the letters are back in caps lock. :| Um...

Weird. Working as intended on my end.

14
Ugh. Well, thanks for trying it, anyway. Guess I'm going to have to set up RetroArch and test this on GPGX, but if you don't mind risking a couple of coasters, you can try using these CUE sheets in the meantime:

http://www.mediafire.com/file/9u8aa1fa9b9g9at/LunarTheSilverStarUnWorked_test4.cue
http://www.mediafire.com/file/rneko6xqi53kgv7/LunarTheSilverStarUnWorked_test5.cue

These are my best guesses at a fix after poring over the CUE specifications. The CUE file currently included with the patch expects a physical pregap to be baked into the WAV files, which is not the case when a verified BIN is patched. Further muddying the issue, many emulators don't interpret the CUE correctly and will work fine despite this problem. I've added PREGAP commands to the CUE files above in the hope it'll sort everything out; for what little it's worth, these do work right in Fusion and Gens.

Meanwhile, I've fixed quite a lot of stuff I missed in Eternal Blue, and I'm currently doing a test run through the new revision. I'll post the updated patch once I'm done.

Awesome, I will give it a go. It is also an issue with Popful Mail and Vay.

February 23, 2017, 05:50:36 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Test 4 works perfectly. At least for the opening and bgm. Thanks

15
Grateful for you doing this, but the audio is off on real hardware, like the rips of yore...

Pages: [1]