Super Castlevania IV
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20170929
Super Castlevania IV
Patch (update 10th feb 24: death jingle msu:ed):
- Code:
http://bszelda.zeldalegends.net/stuff/Con/sc4_msu.zip
Mirror: https://mega.nz/file/ofEhDY7b#MxmeTzORmonAvMjTuDueoqMUUqZqTsWxqTP4mHKfzB8
PCM Packs, updated 19th march 23: victory fixed:
Castlevania 4 Orchestral Set by JUD6MENT
- Code:
Download:
https://drive.google.com/file/d/1tR7lPa8ncICmepl_vQOHvh6x8SeZ5y9-/view?usp=share_link
Mirror:
https://drive.google.com/file/d/1tR7lPa8ncICmepl_vQOHvh6x8SeZ5y9-/view?usp=share_link
Mirror:
https://archive.org/details/sc-4-orchestral-pcm-set-by-jud6ment
Loeder's VRC6 Version (by Arasoi):
- Code:
https://mega.nz/file/RTUSVTLB#VdqwStg7xKPjlyBJeloY1UnfDeAi7tLhIymKpEZqj-k
AboHiccups "Kurrono Fixed" Set
- Code:
https://drive.google.com/file/d/1MEEsIoxgh7bQfOLrmKQY3JtXGABkK8Ep/view?usp=sharing
Castlevania AquaMIDI Set, by FreeLoader86:
- Code:
Download:
https://k00.fr/4p7ocal8
Last edited by kurrono on Sun 19 Nov 2017 - 21:07; edited 5 times in total
kurrono- Since : 2015-03-22
Super Castlevania IV :: Comments
Re: Super Castlevania IV
what above patch does:
I simply changed the f0 4d to 80 4d (always branch) so the lda #$00a6 (death jingle isn't loaded).
However branching over $4d bytes is a pretty large amount of dataa skipped connected with the death jingle. Dunno whether there are side effects.
Surely you can hijack e.g. at
- Code:
$00/A599 C9 0F 00 CMP #$000F A:000D
$00/A59C F0 4D BEQ $4D [$A5EB] A:000D
$00/A59E 80 08 BRA $08 [$A5A8] A:000D
$00/A5A8 64 5A STZ $5A [$00:005A] A:000D
$00/A5AA 64 6A STZ $6A [$00:006A] A:000D
$00/A5AC A9 A6 00 LDA #$00A6 A:000D
$00/A5AF 22 E3 85 00 JSL $0085E3
I simply changed the f0 4d to 80 4d (always branch) so the lda #$00a6 (death jingle isn't loaded).
However branching over $4d bytes is a pretty large amount of dataa skipped connected with the death jingle. Dunno whether there are side effects.
Surely you can hijack e.g. at
- Code:
$00/A5AF 22 E3 85 00 JSL $0085E3
If some QA testing to ensure stability through full playthroughs, etc is needed to verify this is working well I'll be happy to help.
yeah well. I'd be happy if I could be left in retirement
Here's your request as try out, pcm #128 should play the death jingle if present and when be hit by a monster (NOT when falling in a pit! - this is originally not present).
There's spc fallback too. It works for me, but you know my warnings about side-effects (never tinker on a working patch, actually)
Here's your request as try out, pcm #128 should play the death jingle if present and when be hit by a monster (NOT when falling in a pit! - this is originally not present).
There's spc fallback too. It works for me, but you know my warnings about side-effects (never tinker on a working patch, actually)
- Attachments
I hand it to you then, J to update original post if working. I'd leave the old patch in a subfolder for safety reasons however;)
Near as I can tell, this is working perfectly. It only occurs when it should, when simon dies from damage from enemies or stage hazards, and not pitfalls.
No errors on any stages that I can find, everything is working properly. Hopefully JUD6MENT has a similarly error free experience.
No errors on any stages that I can find, everything is working properly. Hopefully JUD6MENT has a similarly error free experience.
I wasn't able to find any issues with the patch, so here is the completed VRC6 pcm set:
Loeder's VRC6 Version (by Arasoi):
Loeder's VRC6 Version (by Arasoi):
- Code:
https://mega.nz/file/RTUSVTLB#VdqwStg7xKPjlyBJeloY1UnfDeAi7tLhIymKpEZqj-k
I've renewed the patch in OP now as it seems the death jingle msu:ed has no side-effects. If it isn't present in a pcm set, there will be spc fallback, or if e.g., someone uses Jud6ment pcm set he can also use the pcm-128 from Arasoi.
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