Final Fantasy VI (J) / Final Fantasy III (US)

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Final Fantasy VI (J) /  Final Fantasy III (US) Empty Final Fantasy VI (J) / Final Fantasy III (US)






Dancing Mad 'Final' Beta (installer by Insidious611):
Code:
https://github.com/Insidious611/DancingMadFF6/releases

Original Thread/Installer:
http://forums.qhimm.com/index.php?topic=16077.0

Also, 100% compatible with the Ted Woolsey Uncensor/retranslation patch.

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Optional: Piano PCM Pack by edale:
Code:
PCM pack: https://mega.nz/file/HAp0kQwT#QA2-WGrK2KpMRkPrdpKludpkYXL_iXR4MBjAZYPExXU
Youtube Source

Optional: Final Fantasy VI (Pixel Remaster) PCMs by Brutapode, touched up by edale:
Code:
PCM pack: https://mega.nz/file/wOABQILL#9nRRGBcEGG6cQmCSDUoGyS4l1nhmEuFlg2MJFOiB-wg

Optional: Synthetic Origins PCM Pack by edale:
Code:
PCM pack: https://mega.nz/file/3JAVhZZB#9tjKzhNC7mNVJb2dsvllvfbmuHi73GW8On5uCIPP66Q
Youtube Source

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The following patches are now included as optional components in the Installer, there's no need to download them separately:

Optional Cut Songs Restoration by Edale:
https://mega.nz/#F!PJZg1IRb!kS3ECIgKhAkc-qHWkVGRAg
(apply this after running Dancing Mad's installer)
The Cut Songs Restoration mod seamlessly reintroduces 4 songs that were cut from FFVI in development, and later released in the FFVI Special Tracks Album, without removing any of the existing tracks. Mod created by edale, with help from Insidious661 and mziab.

Ted Woolsey Uncensored Edition by Rodimus Primal
http://www.romhacking.net/hacks/1386

Optional FFVI Music Player by Madsiur
https://mega.nz/#!3UR0nShJ!6V6FlV9kgMGIztJ5oGjS8C1QoojhaOrxtdtqZzP5crM
This is the same as the Music Player included with the Ted Woolsey patch, but fixed to work properly with the MSU patch. Contains patches for both the normal Dancing Mad patch, and one that includes the extra songs from Edale's Cut Songs Restoration patch.


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If using the MSU patch alongside the Brave New World patch, ONE of these PCM should be added to your PCM set, use whichever version matches the rest of your musical selection best:

The Black Mages (metal): https://mega.nz/file/eEg0RDrb#RFqDE7MXfx6TQV-RTmWnk98I5SY0GWk5mBZKMmqcjFA

Mathew Valente (Synthetic Origins): https://mega.nz/file/2dxmjb7I#GouwzyB53KKnKu6lXq8MytwALu7UPiO7RA1zHAplGsM

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As of Hotfix 4, The installer will apply the MSU-1 patch to any unmodded version of the game (US 1.0, 1.1, or JP), BUT it will only let you install the optional components on a US1.0 ROM. The Ted Woolsey patch isn't compatible with the 1.1 or JP ROMs; testing is still required to see if the other 2 optional mods are compatible with a 1.1 or JP ROM, but their installation has been disabled for now to be safe.

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Update 3/16/2020: The fileserver mirrors have been changed, if you have an older version of the installer, please grab a new copy.


Last edited by edale on Wed 20 Nov 2024 - 4:59; edited 17 times in total (Reason for editing : update)
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edale

Final Fantasy VI (J) /  Final Fantasy III (US) Image110

Since : 2017-10-03

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Final Fantasy VI (J) / Final Fantasy III (US) :: Comments

Conn

Post Thu 19 Oct 2017 - 19:41 by Conn

Thanks for the info, I updated first post with your given links. Keep us informed about updates Wink

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Post Thu 19 Oct 2017 - 22:52 by edale

Oh, I should note, the IPS link takes you to the absolute most current IPS in the master branch, so it's usually a newer version than the one included in the installer (for example, it just got an update an hour ago), it'll have more bugfixes than the one in the installer, but might also have a few lines of experimental code that might cause bugs somewhere (anything that has a high chance of bugs usually gets it's own branch).

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smokemonster

Post Fri 20 Oct 2017 - 11:16 by smokemonster

Thanks edale! This is excellent. Please keep us updated and definitely let us know when it's complete.

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Post Wed 8 Nov 2017 - 22:42 by edale

"Final" beta release:
https://github.com/Insidious611/DancingMadFF6/releases

Insidious and I are still trying to hammer out a few minor bugs, but the entire game is completely playable beginning to end.

You'd need to check with Insidious for the full list of changes since he last posted on here, but some things I can say for sure:

-Properly normalized audio.
-Several new audio track choices (there are now 2 versions of the OCR tracks, with the addition of qwertymodo's loops, as well as several new selections in the OTH section)
-The inclusion of some ambient sounds as PCM audio.
-Opera issue fixed.
-A much, MUCH improved OTH Opera track (it was a pain, but I managed to get everything timed almost perfectly).

Still no fading support.

The patch has also been verified as 100% compatible with the Ted Woolsey Uncensored Edition patch (The music player patch causes some slight auditory hitching when exiting the menu screen, but works fine otherwise, including playing the PCM audio).

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Conn

Post Thu 9 Nov 2017 - 5:23 by Conn

Thanks for letting us know Very Happy

I updated the first post with your new link

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Post Mon 13 Nov 2017 - 8:01 by darthvaderx

Some PCMs are corrupted as the number 53, I'm going to test all soundtrack versions and I'll put the results here, OK?

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qwertymodo

Post Mon 13 Nov 2017 - 12:33 by qwertymodo

If the broken PCM's come from the installer, it might be better to report it on the official Github repo.

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Post Mon 13 Nov 2017 - 13:23 by edale

darthvaderx wrote:Some PCMs are corrupted as the number 53, I'm going to test all soundtrack versions and I'll put the results here, OK?
I just checked all copies of track 53 (Blackjack, first airship theme) on the download server and they're all fine.

Your copy might have gotten corrupted while downloading it.

http://www.somebodyelsesproblem.org/ff6data/

You can grab the tracks directly from there without going through the installer; note track 53 is only in the OST, OCR, and OCR2 sections. Also, the OCR version sounds like it's got static at the beginning, but that's actually part of the song (OCR2 doesn't have that bit).

And yea, you're likely to get a faster response from me and/or Insidious on the GitHub: https://github.com/Insidious611/DancingMadFF6/issues

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Post Mon 13 Nov 2017 - 19:41 by darthvaderx

Really really, sorry.
I had tested with Audacity for track choices and in it some songs appear as corrupted (like PCM #53), but in the game they are normal, thanks.

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Post Mon 13 Nov 2017 - 19:59 by edale

darthvaderx wrote:Really really, sorry.
I had tested with Audacity for track choices and in it some songs appear as corrupted (like PCM #53), but in the game they are normal, thanks.
Settings to import MSU-1 formatted PCM's into audacity properly:

File>import>raw data

Then use the following settings for the import:

Encoding: Signed 16-bit PCM
Byte order: Little-Endian
Channels: 2 channels (Stereo)
Start Offset: 8 bytes  - (to skip the MSU-1 header and loop info, only really necessary if altering something)
Amount to import: 100%
Sample Rate: 44100 Hz

Alternately, Qwertymodo made an addon for Foobar to play MSU formatted PCM files:
https://github.com/qwertymodo/foo_input_msu/releases

Just close Foobar, drop the .dll from there into foobar's "components" folder, and reopen foobar and the addon will be working.

Note that if you have any other foobar addons to handle .pcm audio then it may not read MSU formatted PCM's properly due to the conflict (or it could still play the music, but list drastically wrong track info).

Last edited by edale on Mon 13 Nov 2017 - 20:11; edited 1 time in total

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Post Mon 13 Nov 2017 - 20:07 by darthvaderx

edale wrote:Start Offset: 8 bytes  - (to skip the MSU-1 header and loop info, only really necessary if altering something)

Always left in the default (0), now everything is normalized.

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Post Mon 13 Nov 2017 - 20:37 by edale

darthvaderx wrote:
edale wrote:Start Offset: 8 bytes  - (to skip the MSU-1 header and loop info, only really necessary if altering something)

Always left in the default (0), now everything is normalized.
The only thing this should affect is interpreting the 8-byte header as 2 samples of audio data.

2 samples is not an audible amount of sound given there's 50ish samples in 1 second.

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qwertymodo

Post Mon 13 Nov 2017 - 22:02 by qwertymodo

Interpreting the header as sample data usually just results in a brief pop at the start (and you'll visually see a short spike in the waveform), but other than that it's harmless.

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Post Mon 13 Nov 2017 - 22:28 by edale

Honestly, if you do 8 or 32 bit instead of 16 bit, it'll just play faster or slower, but if the audio seemed corrupted, the most likely candidate is the Byte-order.

Try importing ANY MSU formatted audio as big-endian and you'll get garbage output. No-endians and Default-endians can give mixed results

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qwertymodo

Post Mon 13 Nov 2017 - 22:45 by qwertymodo

Agreed, the heuristics tend to get it right more often than not, but every once in awhile it'll default to big endian, and that will definitely sound like garbage.

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Post Mon 25 Dec 2017 - 2:19 by edale

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

https://mega.nz/#!DQAnBbgL!X-Xodf7JAmSPUHGqT_d_24ljPWVH_HyHWJTQYliUIIg

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.

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Coming in the near future: an update to the Dancing Mad mod that will include 2 whole new albums worth of music. I'll post when it's released.

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Conn

Post Mon 25 Dec 2017 - 5:34 by Conn

Nice Very Happy
Until it is possibly merged with the installer I linked to it in the first post as well.

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Post Tue 26 Dec 2017 - 23:28 by edale

Hmmm... 'Alternate Tracks' doesn't really say what the mod does, maybe I should rename it something like "Cut Songs Restoration"?

Alternate tracks was just something I called it to differentiate the IPSs while working on the mod, didn't really think about the name when posting it...

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Post Wed 27 Dec 2017 - 2:29 by edale

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

Old link to my mod is dead, new version here, and this time it's a folder link, so if any future changes get made I won't need to update links everywhere.

Only change to the mod is the name (renamed to "Cut Songs Restoration"), and some minor formatting changes to the readme.

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Conn

Post Wed 27 Dec 2017 - 6:42 by Conn

Alright, updated first post. Thanks Very Happy

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Post Wed 27 Dec 2017 - 7:24 by edale

Conn wrote:Alright, updated first post. Thanks Very Happy
Wanna update the name of my mod on the first post as well please. That was the main point of the change afterall, lol.

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Conn

Post Wed 27 Dec 2017 - 7:41 by Conn

Ok so?

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Post Thu 28 Dec 2017 - 11:32 by alex_com

Using the "Developer's Selection" as PCM set, the battle theme is way louder that you almost can't hear the SFX at all during the fight. Can someone please tell me which PCM is the battle one so I can swap it with the one from different sets?! (playing it on SD2SNES)

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Post Thu 28 Dec 2017 - 13:23 by edale

Battle Theme: ff3-36
The Decisive Battle (boss battle theme): ff3-20
The Fierce Battle (Atma Weapon fight): ff3-51

http://www.somebodyelsesproblem.org/ff6data/

Link is to the patch's fileserver, so you can just grab the needed tracks without having to rerun the whole installer.

All of the songs should be properly normalized though, so please tell me which one exactly you are having this problem with. Hopefully it's just a case of you grabbing the mod a few weeks ago before the audio was all fixed.

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