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Messages - niuus

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61
Could an MSU-1 Hack for TMNT 4 be done that replaces the audio with the Arcade cuts?

The Arcade OST for TIT is the same but better mixed. It had to be redone to fit on the SNES cart, I bet.
You can source the arcade music rips from anywhere you can get them, convert them to PCM with Audacity, and just replace the existing songs on the Shell Shocked OC Remix pack. There is even a Hyperstone Heist OST MSU-1 pack which you could use as a base.

Some time ago I made this request in the post Hack ideas, it seems appropriate to publish it here, maybe someone is interested in making it happen if possible.
Sounds cool but a way too heavy endeavor i don't see happening any time soon, the same with a port/recreation of Hyperstone Heist on the SNES which has been suggested for decades.

62
ROM Hacking Discussion / Re: "New" MSU-1 Hacks (Maui Mallard!)
« on: March 20, 2021, 12:48:28 am »
320 kbps ought to be enough for everyone, I would think – especially if the alternative is a file size that is too large to store or distribute. And besides, it's still better than what the SNES sound chip can typically produce
Funny enough, reminded me of the fake Bill Gates quote: "640K ought to be enough for anybody."  :laugh:

I  understand that you are trying to save a few MB on download, but at the end, to go through the effort of downloading some lossy 320kbps files, i'd rather go with the full lossless quality which still has normal manageable sizes for this day and age (post dial-up). Either way, the files are still going to be decompressed to the WAV full size before going to final PCM, so it is not like distributing them like that will accomplish too much, and the people with decent speakers will always notice and appreciate the difference.

Are FLACs much smaller than the typical zipped PCM used by these MSU-1 packages? It's not something I've really looked into.
Yes, FLAC has the upper hand and reduces it more without losing any type of quality.

63
ROM Hacking Discussion / Re: "New" MSU-1 Hacks (Maui Mallard!)
« on: March 19, 2021, 04:52:33 pm »
Is it that easy..? Considering the enormous size of the PCM files, I have often thought that it would be much more practical to supply hacks with some means of generating the pcm files (perhaps from MP3s) rather than the PCMs themselves. But then, that would probably be much more challenging to support.
The thing with MP3s is that they already lost quality due to compression, which kinda defeats the purpose of using an all new PCM CD quality soundtrack.

Just a FYI, the tracks used in the MSU hack for Maui Mallard are not the full PC tracks. They're heavily abbreviated. For example, the PC track for Mojo Mansion is 3 minutes long. But the MSU-1 PCM cuts it down to only the first minute and then loops part of that minute over and over again. The other two minutes are removed. The same is true of the other tracks too.

You can fix this yourself by converting the original unabbreviated PC tracks using the wav2msu and Audacity programs. It's largely automated and only requires a few clicks and a few minutes. Still works with the existing MSU hack too, as long as the pcm files have the same names.

The size will be significantly larger given that the tracks are all several times longer. I didn't set up loop points within the songs either, so they fade out at the end and start over from the beginning. Same as the PC version. The existing MSU pack doesn't seamlessly loop anyways though, having a noticeable stutter at the loop points. So I prefer the full tracks with the fade out. There's probably a simple way to set up seamless loop points with Audacity, but I didn't care to bother.
Interesting to know. I will then source the full PC CD game.

64
Ha well, it looks like everyone wants that HH running. Maybe I'll try to do it.

When I heard people say they wanted the running to be just like THH, I imagined they meant being able to press the run button any time after having pressed a direction (and not just quickly after like in the og TIT), nothing more, nothing less.
Exactly that.  :thumbsup:

Hi ,

I have make a hack of TMNT4 with DASH in L/R, like TMNT Hyperstone Heist
https://drive.google.com/file/d/1H02kZ5VbA4d9ja9UNgvJ4CTKec-GbfJg/view?usp=sharing

L / R for DASH, works with option's choice "AUTO" mode , the automatic dash is disabled ,

I would like to change, the word "AUTO" by "L-R" , and the word "MANUAL" by "2xDPAD"
Maybe one day, if I have the time, I will do this



Currently it's in submission queue of romhacking
Works as intended with clean ROM, though sadly it seems to conflict with this essential Text Cleanup hack. (Balance Tweaks works with this)

Will also work with the Balance Tweaks hack, but stops working when you add MSU-1.

65
Personal Projects / Re: NBA Jam 2K20 PSone Mod
« on: March 18, 2021, 11:19:52 pm »
oh and i just noticed olajuwon is wearing visors in the Arcade version. I don't remember him wearing it in real life tbh
Yes, he did use them with the Rockets.

66
An improved scrolling hack kinda like the one made for Secret of Evermore for SNES Maui Mallard, the scroll in this game is way too violent.

67
ROM Hacking Discussion / Re: "New" MSU-1 Hacks (Maui Mallard!)
« on: March 18, 2021, 12:28:51 pm »
So, I was watching the DuckTales finale (sigh) and Googling Maui Mallard (which might have been referenced) and discovered that yes, someone has apparently done an MSU-1 hack of the game, thus bringing Acadamy-Award winning composer Michael Giacchino's redbook audio score to the SNES.

It appears to mostly be the work of one PepilloPEV, and there are also hacks for R-Type III, Captain Commando, and Sunset Riders.
https://www.retrorgb.com/new-snes-msu-1-hacks.html

But the thing is, these apparently came out ... three years ago?

I know that the obvious reason that these aren't on this site is probably because no one bothered to submit them, but before I went through the trouble of doing so, I thought I would ask if there might be some other good reason they never made an appearance here?
Most of the MSU-1 creators (and the most prolific ones too) tend to post them only on Zeldix, which has a big dedicated section for MSU-1 hacks. They post both the patch and links to the PCM tracks, which i think is frowned upon here, since i have seen some of them taken down in the past.

BTW, i would love Maui Mallard to receive an improved scrolling hack kinda like the one made for Secret of Evermore, the scroll in this game is way too violent.

68
Is there any way to decompress SFA2 (snes) graphics?.
I think you could dexor the old GFX packs that were made back when SDD-1 decryption wasn't cracked, so the full graphics are unpacked.

69
Thanks again G30FF for the quick and detailed help! Yes, I put the MMX3.sfc in the main folder, where is Asar MMX3.bat. As you said, I clicked Asar MMX3.bat. It gave me messages for each .asm file it applied, and then finally said press any key to continue, and close the command prompt. But the original MMX3.sfc was not modified as yours to a 4 MB file, it still had the same 2 MB and date 25-12-1996. I'm not sure why it isn't working, but it seems it not correcty detects or apply to the MMX3.sfc file. It seems easy following your detailed explanations. It's a shame, since the v4.4 seems to have a lot of bug fixes since the last ips release v4.1. Guess I'll have to wait until it's published in ips form here in romhacking. Anyway, thanks a lot for your help!!
I'm having the same problem. The asar.exe is being reported as infected by the antivirus (HEUR/APC Cloud), so i can't go past to the Atlas step. I tried sourcing ASR 1.71 from SMWC, same problem.

70
I do, you can find a link to my patreon in my youtube videos. I would share it here but I'm unsure if that's allowed. I have plenty of boards to test on, thanks for the offer. Right now we are still in the planning stages of how to fund the project, but if you want to contribute early you can do so via patreon.
Out of curiosity, is Final Fight SNES 2 players still happening one day, or is that project gone permanently?

71
Personal Projects / Re: NBA Jam 2K20 PSone Mod
« on: March 06, 2021, 09:40:17 am »
Such an interesting conversation you have here. As a NBA Jam fan it is very interesting to know about many of the ports little details and differences, specially now that i know for a fact the PSX USA version AI was broken!

72
ROM Hacking Discussion / Re: ActRaiser without village building?
« on: March 06, 2021, 05:31:21 am »
Does there appear to be a hack of ActRaiser (the sequel doesn’t have it, so I thought a no village sim version of this game needs to exist) that completely removes the city building aspect of it? I want all action and no city buildings. That will be for those who dislike city building games such as myself because I find them monotonous and I get bored rather quickly of those games.
You do not need a hack for ActRaiser. There is a widely available Arcade version which you can use in SNES emulators or flash carts, resembling the Professional Mode. Not sure if it retains the new enemy attacks from the SNES USA version.

73
Personal Projects / Re: Mega Man World 5 DX
« on: February 28, 2021, 05:36:32 pm »
In love with this colorization. Awesome work.

¿Cuándo va estar disponible en descarga directa?

When will it be available for direct download?
Read the very first post.

74
Doesn't work, there's a copy protection (CRC check?) on the game that must be bypassed.
I tried adding the color intro video back into the game once-upon-a-time, but gave up when I was told about it.
Obviously someone somewhere knows how to bypass it ;) Just not me.
That's curious. Not even when i erased the videos in FF9 was a title that much protective.  :banghead:

75
Good day.
Lately I've been playing a hack of Resident Evil Director's Cut Dual Shock, called Resident Evil Ultimate Director's Cut Dual Shock, which can be found here:
https://nobelgas.blogspot.com/2019/02/resident-evil-ultimate-directors-cut.html

I did some runs of the game, and it's quite good the amount of stuff that is restored and uncensored for this hack. However, there's two things specifically that I'm not fond of to make this the ultimate way to experience the original Resident Evil Director's Cut on console:
  • The modified graphics for the Warning Screen, Logo, title screen, etc.
  • The new "Deranged" mode. Feels really weird and weirdly put together.

So, given those two things, I wanted to attempt removing those two things, and putting back all of the uncensored stuff into RE DC DS (movies, music, and keep Ultimate's Arranged costumes for Chris, Jill & Rebecca).

The list of modified files from the Ultimate hack are as follows:
Spoiler:
PROG2/
LOGO.EXE

DATA/
GWARNIN1.TIM
TITLE.PIX
TMOJI.TIM

Models for Chris, Jill & Rebecca:
ENEMY/
EM1032.EMD
EM1033.EMD
EM1035.EMD
EM1040.EMD
EM1041.EMD
EM1043.EMD
EM104C.EMD

Music and sound files:
All files after SEP00.HSB
SOUND/
SEP00.HSB -> SEP36.HSB

ZMOVIE/
CAPCOM.STR
DM3.STR
DM4.STR
DM6.STR
DMB.STR
DMC.STR
ED1.STR
ED2.STR
ED3.STR
ED4.STR
ED5.STR
ED6.STR
ED7.STR
PJ.STR
STFR.STR

And huge amount of files/rooms from the several "STAGEX" folders (most likely the Arranged mode rooms)

I tried modifying the Track 1 BIN file from Ultimate and the official one, putting all of the sounds, movies and 3D models from Ultimate into Dual Shock, but I couldn't find a way to make the modified Track 1 BIN work with any emulator.

So with that said, I wanted to ask how would I go about properly doing this?
I have already listed the modified files, and the only ones I'd like to port over from the Ultimate DCDS hack into normal DCDS are the new costumes for Jill, Chris and & Rebecca (inside the ENEMY folder), the new music (inside the SOUND folder), and the uncensored FMVs (inside the ZMOVIE folder).

If anyone has any suggestions or knows how to properly do this, please let me know!
Did you try rebuilding and reauthoring the ISO?

76
Personal Projects / Re: Famicom Detective Club Translation Project
« on: February 17, 2021, 09:40:39 pm »
I think that there is more chance that Switch remake will be released in English than this project will be ever completed.
The remake was announced today.  ;D

https://www.youtube.com/watch?v=0Qw_6v9xN7s

I hope this translation gets finished anyway, as part II is available on the Super Famicom.

77
While I thinking about it, does anyone know why there's a pause before every round?  If you're on the same stage with the same characters on round 2 or higher, why would the game need to decompress the graphics yet again?  Couldn't the game just keep using the same decompressed graphics it did in round 1?

I would love to see a SSF2T on Snes.  You or anyone else would have my vote to making this happen.
"It's not S-DD1 lag. It's slow audio uploading to spc700. Game has slowdowns/lag frames because the code looks written in c++ or some other high level shit. It has ton of pha pla, phx plx etc and other unefficient stuff."

Quote from gizaha, the romhacker that fixed said slowdowns and made SFA2 SNES the best version it could be.

79
Here we go:

https://drive.google.com/file/d/1n4wbz6t2xtgZIGFcqdq8b-KWDqOZvCv1/view?usp=sharing

Search for "Napple Tale - Arsia in Daydream v1.006 (2000)(Sega)(NTSC)(JP)[!].gdi" in the google to find the same GDI that I used to make the patch. If you wish, you can search for the original GDI hashes listed below to be sure that is the correct GDI. The patch has 612 MB size and it was compressed with 7-zip. To apply the patch, you can use a tool named "Delta Patcher" or "Delta Patcher Lite".

Apply this xdelta patch in the original "track03.bin" file from japanese GDI, with the following hashes:

CRC32: 3CE1154F
MD5: F14F6C7797234F4CA40DACD727901E7C
SHA-1: AD658D40708F49D22BEEF2A0AB2237A2EC7C7E17

You should have now a patched "track03.bin" from japanese GDI, and now the file will have the following hashes:

CRC32: 1B9A87E6
MD5: F698DFCBAE6873352895E81DEC097EC4
SHA-1: AE146A07911D77B15DB42DD9C3CD622314661B6D

Please test the GDI patch and let me know if everything is working. See ya!

Actually, I never played those games before, I must confess... But if none of them has a GDI patch, I think I can create one. If it happens, I'll create a new topic for the patches.

This is super useful, thanks for the GDI patch. DC patches should always offer one instead of just CDI.  :beer:

80
Personal Projects / Re: ALttP - Enhanced patch testing
« on: January 07, 2021, 05:13:00 am »
    Hi everyone,

    I wanted to make a "master patch" that includes as many QoL improvements on
The Legend of Zelda: A Link to the Past that I like. Unfortunately, I don't have real hardware to test it on, so I'd like to know if it works fine without any game-breaking bugs before I submit it to the site. You can download the patch right here, and it should work on a US ROM without a header.

Features:
  • 24 item menu, designed by Euclid & XaserLE
  • various bugfixes by Conn
  • ability to change directions while running with Pegasus Boots like in Ancient Stone Tablets
  • ability to collect items with your sword and break pots with it after L2
  • conversion to FastROM to eliminate instances of slowdown, code by wiiqwertyuiop
  • compatibility with Canoe, the default emulator running on the SNES Classic Edition - patch by Bosco82

edit: changed format to .bps, should work fine now. should also work fine in BSNES, haven't tested with other emus[/list]
Out of curiosity, isn't that what DX and Redux's patches already do? Or does it differ in other ways?

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