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Messages - edale

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81
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: January 04, 2018, 08:54:00 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?).

82
The biggest music player implementation (with extra songs)
If anyone's wondering, the "with extra songs" is a reference to the fact that FFVI only goes up to track $54 (84), and some changes to the music coding for the Dancing Mad MSU mod has parts of Dancing Mad (the song) on tracks $65-$67 (101-103), so the chunk of the code had to be made longer to account for the extra track IDs (ones had to be added for every track number 85-103, rather than just the ones for 101-103).

Also I made a mod (my first!) that installs on top of the Dancing Mad MSU-1 mod, which reintroduces the songs from the FFVI Special Tracks album that were written for FFVI, but cut from the final game. Those tracks are at $5A-$5D (90-93), and Madsiur is making me a copy of the Music Player patch that includes those songs, on top of the version for just the MSU patch I mentioned in an earlier post.

I had asked Madsiur to make the MSU-1 music player's patch based off of this version, so it'd work on a copy of the ROM with TWUE, Dancing Mad, and optionally my mod all applied. And I try to be very thorough in my testing as possible, which is how I found these compatibility issues.

In case anyone's curious:
Dancing Mad MSU mod: https://github.com/Insidious611/DancingMadFF6/releases
Cut Songs Restoration Mod (my patch): https://mega.nz/#F!PJZg1IRb!kS3ECIgKhAkc-qHWkVGRAg

My mod's probably going to be rolled into the Dancing Mad installer as an optional component at some point (along with both versions of the music player patch that Madsiur is making for me), so I'm not planning to actually release it as its own patch on here atm.

83
I just ran patchchecker on your 1.97a patch vs the music player patch in your patch.

There's a conflict:

https://pastebin.com/uZP4VRpZ

I'm not sure how important this bit of code is to either patch.

*edit- It seems (though I'm not 100% sure) that the conflict is in one of the addons, as the conflict is only present in versions of your 1.97a patch with the addons.

Your readme lists Blitz name display and Coliseum Rewards display as the only changes in the addons.

I'm assuming http://www.romhacking.net/hacks/3312/ and http://www.romhacking.net/hacks/3301/ are the 2 mods in the add-ons. Both show as 100% compatible with both 'Final Fantasy VI (TWUE 1.97a) + Bug Fixes & Updated Opera.ips' (so changes to them wouldn't be needed, like with the music player) and the music player. So unless the add-ons has another change, I don't know where this conflict is coming from. It's only in the IPSs with addons, but none of the addons seem to be the cause...

*edit2 - want some fun graphical effects? Apply 'Final Fantasy VI (TWUE 1.97a) + Bug Fixes, Updated Opera, & Add-Ons', then apply the music player patch, then load the ROM and look at the music player menu, about 1/5th of it is gibberish.

January 02, 2018, 09:17:33 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Word from Madsiur:
Quote
Well the music player code end around $C3F500-$C3F550. If you can find $680 free bytes for the song names only elsewhere in the ROM, agree with Rodimus Primal or w/e or even expand the ROM, this would solve the problem.
The music player code absolutely need to be from $C3F1E0 to $C3F550 but song name can be anywhere else, but in 1 single block.
Quote
For the free space, here is what is possible without expanding the ROM. You need around 1660 bytes ($680). The third option is expanding the ROM.

00D613 00DF9F [2445 Bytes] Unused Space
14F606 14FFFF [2554 Bytes] Unused Space
Do you know if there's a chunk of around $680 free in those listed spaces in TWUE 1.97a? I know TWUE already expands the ROM, but I think it'd be best to keep the music player patch in the bounds of an un-expanded ROM if possible.

*edit- some checking into 'Final Fantasy VI (TWUE 1.97a) + Bug Fixes, Updated Opera, & Add-Ons' with IPS-Peek tells me that nothing in TWUE touches that bank of unused space at 14F606 through 14FFFF (and neither does the MSU patch).

84
@Rodimus Primal Do you have the ASM files for the TWUE mod to Madsiur's Music Player patch? If so, could I get a link to them please? I'm trying to get Madsiur to make a mod of it that will play nicely with the MSU mod when exiting the menu screen, and he doesn't think he still has those files.

85
https://gist.github.com/1wErt3r/4048722

Looks like that is a 100% complete disassembly of SMB1, not sure how it compares to the one on datacrystal.

I don't know ASM, so I can't really help with this too much, but shouldn't this be as simple as locating the code that runs when a collision between a brick and a fireball happens, and changing the routine to jump to where the block destruction code is. That's what, a single 3-4 byte change?

*edit- Looks like the brick shatter code is at line 7379 in the link I gave you. Though I can't find the section for fireball collisions with bricks.

86
So I figured I'd post the results of the help I got in here.

https://mega.nz/#F!PJZg1IRb!kS3ECIgKhAkc-qHWkVGRAg

This patch needs to be applied to a ROM that's already had the Dancing Mad MSU-1 mod applied.
https://github.com/Insidious611/DancingMadFF6/releases

Reintroduces 4 songs to the game that were written for the game, but cut from the final product.

Town 2 - WoB Mobliz
Town 3 - non-occupied South Figaro
Troian Horse - WoB Nikeah (this song fits the town so well I'd almost think that was where it was originally written for)
Approaching Sentiment - Classroom in Narshe (not at beginning of game, but subsequent visits to the town)

My patch will probably end up offered as an option in the Dancing Mad installer, so not bothering to create a full thread for it (though I will if Insidious decides not to include it in his installer).

Enjoy and Merry Christmas!

*edit- Link updated, patch renamed from "Alternate Tracks" to "Cut Songs Restoration", to better reflect what the mod does, no changes to the mod itself.

*edit2- This mod is now included as an optional component in the FFVI Dancing Mad MSU-1 mod's installer.

87
So I made something. This is the first mod I've ever created.

https://mega.nz/#F!PJZg1IRb!kS3ECIgKhAkc-qHWkVGRAg

This is a patch meant to be applied on top of the Dancing Mad MSU-1 mod. This patch re-introduces 4 songs that were created for FFVI, but cut from the final game without removing any of the existing tracks. 2 of the songs are WoB only (WoB Mobliz, and WoB Nikeah), and 2 of the changes are available in both WoB and WoR (classroom in Narshe, but not at the very start of the game, and non-occupied South Figaro).

I wasn't shooting for a Christmas release when I started work on this, but that's how the timing worked out. Enjoy!

This patch might be offered as an option in the Dancing Mad installer at some point.

*edit- Link updated, patch renamed from "Alternate Tracks" to "Cut Songs Restoration", to better reflect what the mod does, no changes to the mod itself.

88
Well I don't even know the basics of 65816 assembly, and I was able to do this for a different area completely on my own now! In under 5 minutes even!

Now that I know WHAT to look for, tracing it back to the hex code (and it's incredibly useful for me that it actually lists the direct hex address, even if it adds a 'c' to the start) is easy.

Figuring out how to get that trace was well worth it, I have a strong enough base in IT to get most of the way through figuring out this kind of stuff, but really needed help figuring out that last step, lol. I'll be sure to credit you when I get this finished and released (although it's unclear atm if this will be released separately, or as an option in the Dancing Mad patch installer).

Also, Holy crap. I'm made that change to the relic shop in WoB Mobliz, expecting to need to do it several more times for the other buildings... The one change fixed it for the entire town! Even though each of the buildings are completely different maps! Awesome!

89
The relevant code which loads the track number from ROM is this part of your first trace, just a bit further up:

Code: [Select]
c09b32 lda [$e5],y   [caec4e] A:00c0 X:0000 Y:0001 S:15fb D:0000 DB:00 nvMxdIzc V:186 H:318 F:27
c09b34 sta $eb       [0000eb] A:002a X:0000 Y:0001 S:15fb D:0000 DB:00 nvMxdIzc V:186 H:328 F:27

In short, the data you want to change is at caec4e, i.e. aec4e in a headerless ROM.
Alright!

Hex edited aec4e from '2A' to '5B' (to match what I had the rest of the town set to) in my modded ROM, loaded the ROM up... and it worked perfectly! Still need to test the hell out of it to make sure Shadow's Theme and Under Martial Law still play properly at the appropriate parts (and to make sure that covers all the times '2A' is called in the Pub, testing in WoB atm, hopefully WoR's Pub uses the same subroutine for music), but I'm not foreseeing any problems.

Is there any chance you could tell me how you figured that out? I'm guessing it has to do with the "A:002a" portion, but I don't actually know what that means...

I'm asking because now that I know a way to properly change some of these '00' default track maps, it opens the gate to changing the song for some of the other towns that I had given up on (particularly WoB Mobliz, of which pretty much every building has '00' for the default track, and give similar problems to the Pub).

God, when I first thought up this mod I figured, "Oh, this will be a 5 minute edit with Zone Doctor, easy." That was just over a month ago, lol. I have learned a fair amount in the interim though. :)

And fun fact, the 2 second trace I ran when entering the pub to trigger the break point... generated a 1.5 MILLION line trace log. Wow.

90
ok, trying to track the instructions, not that I really understand what I'm finding...:

Set a breakpoint for a write of '2A' to $1301 (RAM location that controls the currently playing track), and used a ROM I had modded the song selection to something else for every map in South Figaro except the Pub, which I kept to the default setting of "00". This way the breakpoint would ONLY trigger when whatever code calls track 2A to play in the Pub triggers.

Here's a chunk of the trace log generated when entering the pub:
Code: [Select]
c09a99 lda $e1       [0000e1] A:0081 X:0000 Y:0000 S:15fb D:0000 DB:00 NvMxdIzc V:186 H:205 F:27
c09a9b bpl $9abe     [c09abe] A:0000 X:0000 Y:0000 S:15fb D:0000 DB:00 nvMxdIZc V:186 H:210 F:27
c09abe lda $e1       [0000e1] A:0000 X:0000 Y:0000 S:15fb D:0000 DB:00 nvMxdIZc V:186 H:215 F:27
c09ac0 and #$40               A:0000 X:0000 Y:0000 S:15fb D:0000 DB:00 nvMxdIZc V:186 H:220 F:27
c09ac2 beq $9ad0     [c09ad0] A:0000 X:0000 Y:0000 S:15fb D:0000 DB:00 nvMxdIZc V:186 H:223 F:27
c09ad0 lda $e1       [0000e1] A:0000 X:0000 Y:0000 S:15fb D:0000 DB:00 nvMxdIZc V:186 H:227 F:27
c09ad2 and #$20               A:0000 X:0000 Y:0000 S:15fb D:0000 DB:00 nvMxdIZc V:186 H:232 F:27
c09ad4 beq $9b1b     [c09b1b] A:0000 X:0000 Y:0000 S:15fb D:0000 DB:00 nvMxdIZc V:186 H:235 F:27
c09b1b ldy #$0005             A:0000 X:0000 Y:0000 S:15fb D:0000 DB:00 nvMxdIZc V:186 H:240 F:27
c09b1e lda [$e5],y   [caec52] A:0000 X:0000 Y:0005 S:15fb D:0000 DB:00 nvMxdIzc V:186 H:244 F:27
c09b20 sta $ef       [0000ef] A:00b3 X:0000 Y:0005 S:15fb D:0000 DB:00 NvMxdIzc V:186 H:255 F:27
c09b22 dey                    A:00b3 X:0000 Y:0005 S:15fb D:0000 DB:00 NvMxdIzc V:186 H:260 F:27
c09b23 lda [$e5],y   [caec51] A:00b3 X:0000 Y:0004 S:15fb D:0000 DB:00 nvMxdIzc V:186 H:263 F:27
c09b25 sta $ee       [0000ee] A:0081 X:0000 Y:0004 S:15fb D:0000 DB:00 NvMxdIzc V:186 H:273 F:27
c09b27 dey                    A:0081 X:0000 Y:0004 S:15fb D:0000 DB:00 NvMxdIzc V:186 H:278 F:27
c09b28 lda [$e5],y   [caec50] A:0081 X:0000 Y:0003 S:15fb D:0000 DB:00 nvMxdIzc V:186 H:281 F:27
c09b2a sta $ed       [0000ed] A:00b6 X:0000 Y:0003 S:15fb D:0000 DB:00 NvMxdIzc V:186 H:292 F:27
c09b2c dey                    A:00b6 X:0000 Y:0003 S:15fb D:0000 DB:00 NvMxdIzc V:186 H:297 F:27
c09b2d lda [$e5],y   [caec4f] A:00b6 X:0000 Y:0002 S:15fb D:0000 DB:00 nvMxdIzc V:186 H:300 F:27
c09b2f sta $ec       [0000ec] A:00c0 X:0000 Y:0002 S:15fb D:0000 DB:00 NvMxdIzc V:186 H:310 F:27
c09b31 dey                    A:00c0 X:0000 Y:0002 S:15fb D:0000 DB:00 NvMxdIzc V:186 H:315 F:27
c09b32 lda [$e5],y   [caec4e] A:00c0 X:0000 Y:0001 S:15fb D:0000 DB:00 nvMxdIzc V:186 H:318 F:27
c09b34 sta $eb       [0000eb] A:002a X:0000 Y:0001 S:15fb D:0000 DB:00 nvMxdIzc V:186 H:328 F:27
c09b36 dey                    A:002a X:0000 Y:0001 S:15fb D:0000 DB:00 nvMxdIzc V:186 H:333 F:27
c09b37 lda [$e5],y   [caec4d] A:002a X:0000 Y:0000 S:15fb D:0000 DB:00 nvMxdIZc V:186 H:336 F:27
c09b39 sta $ea       [0000ea] A:00f0 X:0000 Y:0000 S:15fb D:0000 DB:00 NvMxdIzc V:187 H:  6 F:27
c09b3b cmp #$31               A:00f0 X:0000 Y:0000 S:15fb D:0000 DB:00 NvMxdIzc V:187 H: 11 F:27
c09b3d bcs $9b42     [c09b42] A:00f0 X:0000 Y:0000 S:15fb D:0000 DB:00 NvMxdIzC V:187 H: 14 F:27
c09b42 cmp #$35               A:00f0 X:0000 Y:0000 S:15fb D:0000 DB:00 NvMxdIzC V:187 H: 19 F:27
c09b44 bcs $9b49     [c09b49] A:00f0 X:0000 Y:0000 S:15fb D:0000 DB:00 NvMxdIzC V:187 H: 22 F:27
c09b49 sec                    A:00f0 X:0000 Y:0000 S:15fb D:0000 DB:00 NvMxdIzC V:187 H: 26 F:27
c09b4a sbc #$35               A:00f0 X:0000 Y:0000 S:15fb D:0000 DB:00 NvMxdIzC V:187 H: 29 F:27
c09b4c rep #$20               A:00bb X:0000 Y:0000 S:15fb D:0000 DB:00 NvMxdIzC V:187 H: 32 F:27
c09b4e asl a                  A:00bb X:0000 Y:0000 S:15fb D:0000 DB:00 NvmxdIzC V:187 H: 37 F:27
c09b4f tax                    A:0176 X:0000 Y:0000 S:15fb D:0000 DB:00 nvmxdIzc V:187 H: 40 F:27
c09b50 lda $c098c4,x [c09a3a] A:0176 X:0176 Y:0000 S:15fb D:0000 DB:00 nvmxdIzc V:187 H: 43 F:27
c09b54 sta $2a       [00002a] A:b780 X:0176 Y:0000 S:15fb D:0000 DB:00 NvmxdIzc V:187 H: 52 F:27
c09b56 tdc                    A:b780 X:0176 Y:0000 S:15fb D:0000 DB:00 NvmxdIzc V:187 H: 59 F:27
c09b57 sep #$20               A:0000 X:0176 Y:0000 S:15fb D:0000 DB:00 nvmxdIZc V:187 H: 62 F:27
c09b59 jmp ($002a)   [c0002a] A:0000 X:0176 Y:0000 S:15fb D:0000 DB:00 nvMxdIZc V:187 H: 66 F:27
c0b780 lda $eb       [0000eb] A:0000 X:0176 Y:0000 S:15fb D:0000 DB:00 nvMxdIZc V:187 H: 75 F:27
c0b782 and #$7f               A:002a X:0176 Y:0000 S:15fb D:0000 DB:00 nvMxdIzc V:187 H: 80 F:27
c0b784 sta $1301     [001301] A:002a X:0176 Y:0000 S:15fb D:0000 DB:00 nvMxdIzc V:187 H: 83 F:27
c0b787 sta $1f80     [001f80] A:002a X:0176 Y:0000 S:15fb D:0000 DB:00 nvMxdIzc V:187 H: 89 F:27
c0b78a lda #$ff               A:002a X:0176 Y:0000 S:15fb D:0000 DB:00 nvMxdIzc V:187 H: 96 F:27

I tracked down the commands immediately preceding the write of 2A to $1301:

https://datacrystal.romhacking.net/wiki/Final_Fantasy_VI:ROM_map/Assembly_C0B#C0.2FB780_event_.23.24F0_:_play_song
Code: [Select]
C0/B780: A5EB    LDA $EB
C0/B782: 297F    AND #$7F
C0/B784: 8D0113  STA $1301

And what's running right before that.
https://datacrystal.romhacking.net/wiki/Final_Fantasy_VI:ROM_map/Assembly_C09#C0.2F9B01_unknow
Code: [Select]
C0/9B49: 38      SEC (from C0/9B44)
C0/9B4A: E935    SBC #$35       (event commands start at #$35)
C0/9B4C: C220    REP #$20      (16 bit accum./memory)
C0/9B4E: 0A      ASL A
C0/9B4F: AA      TAX
C0/9B50: BFC498C0 LDA $C098C4,X  (Loads pointer for general action X)
C0/9B54: 852A    STA $2A (Stores it in $2A)
C0/9B56: 7B      TDC
C0/9B57: E220    SEP #$20      (8 bit accum./memory)
C0/9B59: 6C2A00  JMP ($002A)    (after the TAX, TDC SEP #$20 JMP ($98C4,X) would've worked)
But I can't really make sense of this.

If I can find the hex location in the ROM to edit to change the write of '2A' to be a write of '5B' that would be ideal. If not, if I can find the bank location Insidious will code the ASM to make the change for me, but I need to find the point to change before he can do that.

Again, any help would be appreciated.

91
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: December 16, 2017, 05:31:25 pm »
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.

92
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: December 14, 2017, 11:11:45 pm »
@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.

93
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: December 13, 2017, 09:55:28 pm »
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.

94
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: December 13, 2017, 09:39:56 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. ;)

95
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: December 13, 2017, 09:27:39 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.

96
So, I couldn't resist doing a little experiement and import GBA instrument in the SPC700 :)

edgar_sabin_gba.spc

Works great, however the instruments use too much memory so all memory which is normally used for sound effects is scraped - this wouldn't be usable in-game.
Can't the ROM be expanded to make more room?

97
ROM Hacking Discussion / Re: Are there any Namco-163 hacks out there?
« on: December 12, 2017, 06:13:30 am »
That actually fixed the problem, sounds like a much more natural progression into the improv part.

I did some looking around, but it doesn't look like anyone's really done any remasters or remixes of Menu Screen...


98
Hi all, I've been doing a lot of the (more recent) audio work for the Final Fantasy VI Dancing Mad MSU-1 mod (https://github.com/Insidious611/DancingMadFF6/releases), and in my researching songs and albums to convert, I stumbled accross the FFVI Special Tracks album.

What the Special Tracks album is, is several songs that were written for FFVI, but not included in the game. Among the tracks are 2 town theme songs, titled Town 2 (https://www.youtube.com/watch?v=j7MDMH7SUEQ) and Town 3 (https://www.youtube.com/watch?v=0S0J5JilEOk).

Thanks to the MSU-1 mod, it's now actually possible to add these songs back into the game! The problem is, to do that as-is, you'd have to replace 2 of the existing town themes to add them in.

Now here's where the fun starts.

I decided to try and mod the game, to add the 2 songs in without removing any of the existing tracks, by changing the map defaults for an area to track 90 (5A - Town 2) and track 91 (5B - Town 3). Both of these addresses are blank, so would normally just result in silence, but thanks to the MSU-1 mod, we can play the PCM tracks for those addresses!

Sounds simple right? And there are already a few tools out there capable of doing this type of edit!

So after MUCH MUCH work, and playing around with Zone Doctor CE (https://www.romhacking.net/utilities/1237/), I finally manage to finish the mod (Zone Doctor just did not want to cooperate with actually saving the edits I made, turns out it will only save the FIRST time you click save, it won't actually save any changes after that no matter how often you click save).

I set Town 2 to play in the classroom in Narshe (where the NPCs tell you about the game's mechanics and it normally plays the prelude), and Town 3 to play in South Figaro.

Now here's where my problem comes in. The Pub in South Figaro, map id 78 (4E), is set to track 00 by default, rather than the track 42 (Kids Run Through the City Corner) it's set to on every other map in South Figaro.

The map has some kind of code that handles song selection. With the change in default song from track 00 to track 91, Town 3 does play in the pub, and the song even changes to Under Martial Law properly at that point in the game, but the bit where Shadow is introduced on your first visit to the town? It doesn't play Shadow's Theme anymore. Also the song restarts every time you enter the Pub, where it should continue where it was playing before you entered the Pub.

I've been wrestling with this problem for a few days now, and I finally gave up on figuring it out myself. I have no game hacking experience, don't know ASM, and don't even know how to properly use the debugger options in the various emulators.

I'm hoping someone who knows what they're doing could take a look at this and track down where I need to make the change to get the song for the Pub changed properly.

I strongly suspect that what I need is somewhere in the code that handles Shadow's introduction events, though I'm not sure if it would be the bit on the town map, or the bit for his appearance in the Pub itself, but I have no clue how to track it down.

Any help with this would be appreciated.

99
So... Did you manage to figure out making your own PCMs?

And if so did you make your own soundtrack pack for Super Metroid MSU?

If you did, you should host your soundtrack on mega or a similar site, and share your work! If you're having trouble still, but know which tracks you want to convert, link me to the tracks you want, and I can take care of converting and looping them for you.

100
ROM Hacking Discussion / Re: Are there any Namco-163 hacks out there?
« on: December 11, 2017, 01:24:13 am »
https://mega.nz/#F!nN53URiA!wtj-5Lfg0V1kxckTVCYDaA

Loop points found, edited, and uploaded.

Matoya's Cave and Menu Screen v2's up, previous ones renamed to v1, and Potion (non-looping) added as well.


For menu screen, the improv part itself is good, but the transition into it is rather jarring, and makes it feel like it doesn't belong. I think you need another few notes at the beginning of the improvised part, to better handle the transition into it. Transitions out of it fine.

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