Lufia 2 - Rise of the sinistrals

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Post by emuandco Sun 30 Sep 2018 - 5:57

O_O Whoa... that was quick... thanks guys, will start a new round Lufia today then ^^ Regarding these Dummies, are these cloned other spcs then or unused audio?
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Post by Relikk Sun 30 Sep 2018 - 6:30

It seems they're unused. When you try to play them using the breakpoint editor you get silence. The site I linked to also has the track list that was found in the code and those four tracks are referenced as "DAMY", Engrish for "dummy".

It's a bit of a coincidence that there are four dummy tracks, and we had four SFX SPC's that weren't covered by PCMs, but Conn played through to the Casino and said the SFX are intact.

It's promising, so far. All that remains for me is to adjust the PCMs so the balance is consistent, and if you don't come across anything game breaking then we should be good to go.
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Post by emuandco Sun 30 Sep 2018 - 6:46

So these are the silent tracks Conn was looking for I guess?
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Post by Relikk Sun 30 Sep 2018 - 6:48

Most likely.
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Post by Conn Sun 30 Sep 2018 - 7:15

Relikk reported a bug, after the title screen, the story should continue (if you don't press start), but there was only black screen.
I hot-fixed it:
http://bszelda.zeldalegends.net/stuff/Con/luf2_msu_patch.zip

but am not sure, further bugs are introduced by this. There also may be similar problems at the ending.
A complete playtest is maybe mandatory (or at least the ending using a savestate):
https://www.zophar.net/download_file/7254
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Post by emuandco Sun 30 Sep 2018 - 7:44

One lil bug here, remove the loop of the intro melody #2 which starts @ the red light flying over the map. When you look the intro till the very end it restarts again and that on the Natsume Intro showing up again.
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Post by Conn Sun 30 Sep 2018 - 8:06

Can you give me the hex value of the track?
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Post by Relikk Sun 30 Sep 2018 - 8:33

emuandco wrote:One lil bug here, remove the loop of the intro melody #2 which starts @ the red light flying over the map. When you look the intro till the very end it restarts again and that on the Natsume Intro showing up again.

My bad. I've amended the loop value on the sheet.

Conn wrote:Can you give me the hex value of the track?

It's $06.
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Post by emuandco Sun 30 Sep 2018 - 9:19

Next lil one. Lake caves when you get Tia in Party. I am very sure that the winning fanfare did stop when you save Tia and talk to her.... twice. Stupid girl she is! ^^ Ah and the town next to it when you first enter it and the quake starts, is it normal that the town melody does not fade to silent? I must admit that my last playthough is a few years past, so maybe these are no bugs at all.
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Post by Relikk Sun 30 Sep 2018 - 9:36

Apologies, I realised I forgot to double check the loops against my WAV files yesterday, so I've amended some of them.

Conn, all loops on the sheet should be final now.

Tracks that shouldn't loop: $04, $06, $0F, $25, $26, $2D, $33, $34, $35, $36, $3C, $3E.
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Post by Conn Sun 30 Sep 2018 - 14:05

Alright, sorry for the delay, new patch:
http://bszelda.zeldalegends.net/stuff/Con/luf2_msu_patch.zip

(clear browser history before downloading, sometimes you'll get the old patch instead then)
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Post by Relikk Thu 4 Oct 2018 - 5:36

Hopefully the silence is a good thing because there are no bugs to report thus far. Smile
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Post by Conn Fri 5 Oct 2018 - 8:41

I'd like to have a test for the ending, there may similar problems occuring alike the intro after title screen.
Anybody tested the ending?

If it is working, I'd say it's a release Wink
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Post by Relikk Fri 5 Oct 2018 - 8:43

If I had more time I'd play through the whole game. Unfortunately, I don't. Not until Christmas, anyway! Razz
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Post by Conn Fri 5 Oct 2018 - 15:11

I do not think one has to play the complete rom... but the ending really should be tested via a savestate:
https://www.zophar.net/savestates/snes/lufia-2-rise-of-the-sinistrals.html
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Post by emuandco Sun 7 Oct 2018 - 11:46

I will test some of the game from time to time, but this weekend was filled with other stuff over here, too... Had some SNES SuperCIC and DeJitter soldering to do. Working now but now the whole Sunday is gone too... luckily after this week is over I have holidays and can spend more time on SNES.
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Post by Polargames Sun 7 Oct 2018 - 23:14

emuandco wrote:I will test some of the game from time to time, but this weekend was filled with other stuff over here, too... Had some SNES SuperCIC and DeJitter soldering to do. Working now but now the whole Sunday is gone too... luckily after this week is over I have holidays and can spend more time on SNES.

How is the RGB Mod on a Snes? I am asking because I have thought of doing a RGB for my NES, but wanted to ask how it does first before I finaly do it so to speak. I understand that a NES is different from a Snes, but haveing a good picture on a HDTV is universial I hope lol. Also could a person clip the CIC like what you can do on the NES lock out chip, or did nintendo get smarter on that? Thank you very much for takeing the time to read my post. I hope you have a great week Smile
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Post by emuandco Mon 8 Oct 2018 - 5:47

Well, RGB on SNES Jr. is simple. Getting it work with OSSC and a HDMI Projector/TV is not. http://retrorgb.com/snesminisrgb.html this is what I did (Except I used Pin 7 for sync from SRGB. (ONLY useable for the Jr. SNES variant.) That was enough for my Framemeister to do sort of stable image except some desyncs from time to time, but OSSC made just BOOM. Thus I added https://www.videogameperfection.com/products/snes-jitter-kit/ too and while I was at it, a UltraCIC, too. Sure you can just disable the CIC similar to what NES was possible: https://gamesx.com/importmod/sneslockout.htm but some games hate you for doing so, thus now UltraCIC. After some fighting it now does GREAT image, close to what my SuperNT does. But... maybe we should move that discussion to another thread ^^ @Conn maybe some thread split might be good here ^^
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Post by Polargames Mon 8 Oct 2018 - 23:57

emuandco wrote:Well, RGB on SNES Jr. is simple. Getting it work with OSSC and a HDMI Projector/TV is not. http://retrorgb.com/snesminisrgb.html this is what I did (Except I used Pin 7 for sync from SRGB. (ONLY useable for the Jr. SNES variant.) That was enough for my Framemeister to do sort of stable image except some desyncs from time to time, but OSSC made just BOOM. Thus I added https://www.videogameperfection.com/products/snes-jitter-kit/ too and while I was at it, a UltraCIC, too. Sure you can just disable the CIC similar to what NES was possible: https://gamesx.com/importmod/sneslockout.htm but some games hate you for doing so, thus now UltraCIC. After some fighting it now does GREAT image, close to what my SuperNT does. But... maybe we should move that discussion to another thread ^^ @Conn maybe some thread split might be good here ^^

Sweet Thank you very much for the links and the results you have, I do have some more qustens for you, but I will wait till Conn splits the thread. Smile
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Post by emuandco Sun 21 Oct 2018 - 14:42

Small status in between. I had less time that I hoped I would have, but I am at the city now where you get Selan and I made ANYTHING you could do and up to now I found one more thing only and I am not sure if this is normal. When you finish the tower of Tanbel and are warped by Iris the music still is the same as before in the tower when the earthquake starts. Same goes for the spider in the ruby cave. I guess this is normal behavior, but sounds strange.


Last edited by emuandco on Sun 21 Oct 2018 - 15:36; edited 1 time in total
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Post by Relikk Sun 21 Oct 2018 - 15:05

If it does it in the original ROM then I guess it's normal behaviour, but if it doesn't then it's a bug.

If it's a bug, the best thing to do is to provide a save state just before what you're describing, so Conn can take a look at it. And maybe a reference point from a playthrough video of the original ROM.
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Post by Conn Sun 21 Oct 2018 - 15:20

The code is rather simple so I assume it is normal game behavior. Use an unpatched Rom, copy and rename your savestate to the unpatched Rom to see how it behaves in original. Or refer a YouTube longplay

Edit, I found this video, maybe it helps
https://youtu.be/82MiDSI05do
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Post by Conn Sun 21 Oct 2018 - 16:45

I found at least one thing: the game sometimes fades to zero, like here:
https://youtu.be/6Udp2rpFdxY?t=895
(when you talk to the girl after the well).
I mimicked it, but cannot promised this happens in all instances now, anyways here's the new patch:

http://bszelda.zeldalegends.net/stuff/Con/luf2_msu_patch.zip
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Post by emuandco Mon 22 Oct 2018 - 4:58

Did not test your new one, but https://www.youtube.com/watch?v=6Udp2rpFdxY&t=8100s this is the Tanbel scene I told about and it should hop to silence which it did not. I need to find a save state to retest your new one though. One more thing I wonder is if the equip screen text problem is normal too. Investigating. EDIT: OK this one seems to be normal. ^^ Text of a longer name when switching to another party member is added to the shorter name of another weapon/armor.
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Post by Conn Mon 22 Oct 2018 - 6:29

I hope/guess this is fixed with the new patch, as said I coded the command for fade out to mute also in msu. You gotta test though.
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