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Author Topic: Is MSU1 chip emulation even possible?  (Read 2765 times)

NeonSpectre

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Is MSU1 chip emulation even possible?
« on: July 08, 2016, 10:11:35 am »
Ok, so I've spent the past 4 hours trying to get the Mega Man X MSU1 music hack to work, and it doens't wan't to start. Both BSNES and Higan refuse to run it, as when I open it, all I get is a black screen, and the BSNES core of RetroArch doesn't run the music, just using the standard music.

I'm starting to question if it is even possible. The Readme is useless, and there are no tutorials online, so can anyone help me?

Thanks in advance.

FCandChill

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###
« Reply #1 on: July 08, 2016, 01:27:17 pm »
Comment removed because reasons...
« Last Edit: July 28, 2016, 11:55:21 pm by FCandChill »

Kallisto

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Re: Is MSU1 chip emulation even possible?
« Reply #2 on: July 13, 2016, 02:20:14 am »
I would like to see support for this for Wii/PS3/etc someday. I like the idea of using any remix track you want to play on a console.

SC

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Re: Is MSU1 chip emulation even possible?
« Reply #3 on: July 13, 2016, 09:47:49 am »
You just need the correct ".bml" file for that game's MSU1 hack.

This is my example for LoZ - A Link to the Past DX:

Code: [Select]
cartridge region=NTSC
  board type=1A3B revision=11,12,13

  rom name=program.rom size=0x100000
  ram name=program.sram size=0x2000

  map id=rom address=00-1f,80-9f:8000-ffff mask=0x8000
  map id=ram address=70-7d,f0-ff:0000-ffff
 
  msu1
    rom name=program.msu1 size=0x0000
    map id=io address=00-3f,80-bf:2000-2007
   
    track number=01 name=track-01.pcm // Title Screen Intro
    // [ ! missing ! ]
    // track number=15 name=track-15.pcm // Title Screen Intro (Short)
    // [ ! missing ! ]
    track number=06 name=track-06.pcm // Opening Scene
    track number=11 name=track-11.pcm // File Select Screen
    track number=03 name=track-03.pcm // Hyrule Under Storm
    track number=16 name=track-16.pcm // Hyrule Castle
    track number=25 name=track-25.pcm // Princess Zelda's Rescue
    track number=20 name=track-20.pcm // Hyrule Sanctuary
    track number=02 name=track-02.pcm // Hyrule Fields
    track number=07 name=track-07.pcm // Kakariko Village
    track number=12 name=track-12.pcm // Chase of the Hyrule Soldier
    track number=14 name=track-14.pcm // Guessing-Game House
    track number=23 name=track-23.pcm // The Fortune Teller
    track number=18 name=track-18.pcm // Hidden Grotto #1
    track number=24 name=track-24.pcm // Hidden Grotto #2
    track number=27 name=track-27.pcm // The Great Fairy
    track number=17 name=track-17.pcm // Hyrule Temple Dungeon
    track number=21 name=track-21.pcm // Boss Battle
    track number=19 name=track-19.pcm // Boss Battle Clear
    track number=08 name=track-08.pcm // A Link Between Worlds
    track number=04 name=track-04.pcm // Transformed Into a Rabbit
    track number=05 name=track-05.pcm // The Misty Lost Woods
    track number=10 name=track-10.pcm // Breaking the Master Sword's Seal
    track number=09 name=track-09.pcm // The Dark World
    track number=22 name=track-22.pcm // Dark World Dungeon
    track number=26 name=track-26.pcm // The Sage's Message
    track number=13 name=track-13.pcm // Dark Woods and Mountain
    track number=29 name=track-29.pcm // Ganon Appears (Intro)
    track number=28 name=track-28.pcm // Ganon Appears
    track number=30 name=track-30.pcm // Ganon Appears (Full)
    track number=31 name=track-31.pcm // The Final Battle
    track number=32 name=track-32.pcm // The Triforce Chamber
    track number=33 name=track-33.pcm // Ending Scene
    track number=34 name=track-34.pcm // Staff Roll

information
  title:    The Legend of Zelda: A Link to the Past DX [MSU-1]
  region:   NTSC

  revision: 1.2
  board:    SHVC-1A3B-12
  serial:   SNS-ZL-USA

  configuration
    rom name=program.rom size=0x100000
    ram name=program.sram size=0x2000

Once you got that, you just load the ".bml" file instead of the usual rom file.
Remember to have this file, audio tracks, and rom file all in the same folder.
And don't forget to check if the rom filename (including extension) is the same as the one the ".bml" file expects ("program.rom" in the above case).

Anyway, ".bml" files should always come with the game's MSU1 patch.

I would like to see support for this for Wii/PS3/etc someday. I like the idea of using any remix track you want to play on a console.
Those modern systems don't need this kind of thing, but just a mere audio file exchange within their file system.

Kallisto

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Re: Is MSU1 chip emulation even possible?
« Reply #4 on: July 13, 2016, 07:34:49 pm »
Oh really? Is it the same steps you provided? MSU is already built into the selected emulators like BSNES? Like say if I made the specific folder inside the retroarch BSNES core with the music, and .bml file.

Would that all be needed?

EDIT:

I saw a tutorial of sorts when someone asked this question over at Libretro on how the file folder should look, so that solves half my problems.
« Last Edit: July 13, 2016, 08:07:11 pm by Kallisto »

jonk

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Re: Is MSU1 chip emulation even possible?
« Reply #5 on: July 14, 2016, 12:30:43 pm »
MSU is already built into the selected emulators like BSNES?
Yeah, I'm pretty sure byuu's msu1 is emulated by bsnes. I seem to recall seeing code in it mentioning the msu1. I haven't seen a hint of it emulated anywhere else, though. But I'm new to all this, too. So someone else better informed probably should chip in on this.
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MathUser2929

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Re: Is MSU1 chip emulation even possible?
« Reply #6 on: July 14, 2016, 12:46:42 pm »
So someone else better informed probably should chip in on this.

I see you got jokes.

Axiphel

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Re: Is MSU1 chip emulation even possible?
« Reply #7 on: July 14, 2016, 12:53:23 pm »
https://www.reddit.com/r/emulation/comments/4sefvl/higan_msu1_support_request/d58q360

Retroarch's BSNES core is v94 and Higan is currently at v100. I've read that in between these version Byuu changed the set up necessary to run MSU1 patched games so Retroarch will most likely require a differing setup compared to Higan. I would head over to libretro.com/forums and check around and ask how to get it working for Retroarch.