Super Ghouls 'N Ghosts
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20171004
Super Ghouls 'N Ghosts
Patch (update June 5th 2023, upgraded axe sfx fix):
- Code:
https://mega.nz/file/7TpW0D7R#dSHG6vxXh4MPVQgvROcS52H-1GB53y5Q5nsoqlaj2i0
Old patch - don't use
- Code:
http://bszelda.zeldalegends.net/stuff/Con/sgg_msu.zip
flex "Kurrono" PCM Pack fixed:
- Code:
https://1drv.ms/u/s!AvXwQ7GFidfhjNc_NZMvMLbMNH1NcA?e=zAnoqa
Señor Ventura "Kurrono" PCM Pack fixed
- Code:
https://app.box.com/s/wk55rnomohorxp55nfuy270xd3g8bx33
ArcadeTV PCM Pack:
- Code:
https://www.dropbox.com/s/pyk11u3nug80hx7/ArcadeTV_SGG_PCM.zip?dl=1
Last edited by Conn on Tue 6 Jun 2023 - 6:19; edited 32 times in total (Reason for editing : youtube video)
kurrono- Since : 2015-03-22
Super Ghouls 'N Ghosts :: Comments
Re: Super Ghouls 'N Ghosts
Guys, I love what you're doing and I didn't want to push you into unnecessary work.
Thank you very much for the fixes, I'll grab the patch and will test it to report back to you.
You're absolutely right, additional sfx will not make the game any better - but can you share some insights on the technical background? I'd love to know if there's a difference between replacing sounds that are in the "music" menu and those which are in the "sound" menu.
Since there are non-overlapping sounds I would try to accomplish the missing ones on my own then, that's the capcom-logo-sound, select-fanfare, pause-fanfare (and maybe the thunder-sound from the intro). At least the capcom-sound would be worth replacing.
As for the sfx - and I'm not asking you to do this - just a question:
If I would take an existing sample, let's say the dying-sound and pack my own sample into the rom, do you think I would be able to play my own instead of the original sample upon dying? This would not change any overlapping or channel logic in the game.
Anyways, thank you for all your efforts! I really appreciate all you do.
I'll try to complete the soundtrack in the meantime and share it as soon as it's ready.
Thank you very much for the fixes, I'll grab the patch and will test it to report back to you.
You're absolutely right, additional sfx will not make the game any better - but can you share some insights on the technical background? I'd love to know if there's a difference between replacing sounds that are in the "music" menu and those which are in the "sound" menu.
Since there are non-overlapping sounds I would try to accomplish the missing ones on my own then, that's the capcom-logo-sound, select-fanfare, pause-fanfare (and maybe the thunder-sound from the intro). At least the capcom-sound would be worth replacing.
As for the sfx - and I'm not asking you to do this - just a question:
If I would take an existing sample, let's say the dying-sound and pack my own sample into the rom, do you think I would be able to play my own instead of the original sample upon dying? This would not change any overlapping or channel logic in the game.
Anyways, thank you for all your efforts! I really appreciate all you do.
I'll try to complete the soundtrack in the meantime and share it as soon as it's ready.
Capcom logo is here:
$01/8053 AE F7 02 LDX $02F7 [$00:02F7] A:0062
So A has the value 62 to play this sfx. I already hooked there to mute when pressing start. If you open the asm you find below
pause:
some comparisons: F0 is mute, F3 is mute for pause start, f4 is mute for pause end. So you can add here with some asm knowledge a cmp #$62 and store an own "sfx pcm" to $2004. At the same hook you find all other sfx like jumping, dying, pause fanfare, etc.
Much luck, I really have neither time nor interest to go with you through this. One of my hacks always bugs, so I'd drive nuts if I add extra features on working stuff - sorry
$01/8053 AE F7 02 LDX $02F7 [$00:02F7] A:0062
So A has the value 62 to play this sfx. I already hooked there to mute when pressing start. If you open the asm you find below
pause:
some comparisons: F0 is mute, F3 is mute for pause start, f4 is mute for pause end. So you can add here with some asm knowledge a cmp #$62 and store an own "sfx pcm" to $2004. At the same hook you find all other sfx like jumping, dying, pause fanfare, etc.
Much luck, I really have neither time nor interest to go with you through this. One of my hacks always bugs, so I'd drive nuts if I add extra features on working stuff - sorry
Thanks, Conn! I totally understand and I appreciate the infos given very much!
I just tested the updated patch and many things are now working, thank you!
Here's what's different from the original game:
I noticed that there are 43 PCMs referenced in the manifest file (sgg_msu1-0.pcm - sgg_msu1-42.pcm) but only 22 PCMs are present in the pack.
I'm still struggeling to find out which pcm is used within the soundtrack, can you please have a look and verify this list?
PCM FILE-LIST:
1 Level 1 - Haunted Graveyard
2 Level 2 - Sea of Despair
3 Level 5 - Ice Forest
4 Level 4 - Ghouls' Stomach
5 ?
6 ?
7 Intro (this one is not used)
8 ?
9 Boss 1
10 ?
11 ?
12 ?
13 ?
14 ?
15 ?
16 Level Clear
17 Game Over
18 Map
19 Continue
20 Ending 1
21 Intro
22 Ending 2
I just tested the updated patch and many things are now working, thank you!
Here's what's different from the original game:
- msu sound is not stopped upon dying
- msu sound is not playing from the sound/music test, chipsound is played instead
I noticed that there are 43 PCMs referenced in the manifest file (sgg_msu1-0.pcm - sgg_msu1-42.pcm) but only 22 PCMs are present in the pack.
I'm still struggeling to find out which pcm is used within the soundtrack, can you please have a look and verify this list?
PCM FILE-LIST:
1 Level 1 - Haunted Graveyard
2 Level 2 - Sea of Despair
3 Level 5 - Ice Forest
4 Level 4 - Ghouls' Stomach
5 ?
6 ?
7 Intro (this one is not used)
8 ?
9 Boss 1
10 ?
11 ?
12 ?
13 ?
14 ?
15 ?
16 Level Clear
17 Game Over
18 Map
19 Continue
20 Ending 1
21 Intro
22 Ending 2
5 is lvl 3
6 is lvl 6 and 7
8 sardius or samael..last boss
10 or 0A is 2nd boss Great Barnacle
11 or 0B is 3rd boss Mongolian,worm 3rd cousin
12 or 0C is 4th boss Hydra
13 or 0D is 5th boss Freon
14 or 0E is 6th and 7th stage bosses Asutaroto and Nebiroth.
15 is not used either.
6 is lvl 6 and 7
8 sardius or samael..last boss
10 or 0A is 2nd boss Great Barnacle
11 or 0B is 3rd boss Mongolian,worm 3rd cousin
12 or 0C is 4th boss Hydra
13 or 0D is 5th boss Freon
14 or 0E is 6th and 7th stage bosses Asutaroto and Nebiroth.
15 is not used either.
Hey Arcade good luck in making the intro fireworks and storm work.i got a nice. Pcm for that if u can hack it...
I will not be able to complete that on my own, I'll ask some friends if they can help.
Again, thanks to both of you for what you have accomplished here!
Again, thanks to both of you for what you have accomplished here!
I think Boss1/Cockatrice may be broken, at least no pcm or bgm is played.
(Or I'm doing something wrong, but I checked pcm#9 several times with different files)
You can find a corresponding save file in the dropbox:
https://www.dropbox.com/sh/obe9vejgyfhcjt7/AACi7jf-HkBckHvrcgUHUR8Pa?dl=0
(Or I'm doing something wrong, but I checked pcm#9 several times with different files)
You can find a corresponding save file in the dropbox:
https://www.dropbox.com/sh/obe9vejgyfhcjt7/AACi7jf-HkBckHvrcgUHUR8Pa?dl=0
Second Boss it's the same -
no pcm sound while fighting him.
Also, no victory-sound upon defeating the beast
no pcm sound while fighting him.
Also, no victory-sound upon defeating the beast
I think this is too little to fix.msu sound is not stopped upon dying
msu sound is not playing from the sound/music test, chipsound is played instead
I checked with your dropbox save and pcm is played. Should be your pcm, which might be corrupt.
Thanks for checking!
Strange, I also tried the PCMs that were provided with the patch, same result.
Right now I killed 3 bosses and never got the victory sound.
PCM was played only while fighting the hydra.
No Sound at Cockatrice and Giant Barnicle.
I'll add more saves -
Could you try the PCMs from my dropbox (Folder: PCM20171017)
Audacity and the Foobar2K-Plugin play them just fine..
Strange, I also tried the PCMs that were provided with the patch, same result.
Right now I killed 3 bosses and never got the victory sound.
PCM was played only while fighting the hydra.
No Sound at Cockatrice and Giant Barnicle.
I'll add more saves -
Could you try the PCMs from my dropbox (Folder: PCM20171017)
Audacity and the Foobar2K-Plugin play them just fine..
your pcm is working... so only chances I see now is
- you named the pcm wrong (sgng-9.pcm, not sgng-09.pcm or whatever
- you applied the wrong patch (headered vs non-headered)
- I did something wrong... will check all patches
- you named the pcm wrong (sgng-9.pcm, not sgng-09.pcm or whatever
- you applied the wrong patch (headered vs non-headered)
- I did something wrong... will check all patches
hmmm... this is odd...
I checked everything, the filenames, the rom with ucon64, and if it plays in the other tools. It seems all good but I must be missing something.
I checked everything, the filenames, the rom with ucon64, and if it plays in the other tools. It seems all good but I must be missing something.
Conn wrote:Ah yes, it's not working with the restoration. Will check
Ah, ok! I totally forgot I was using the restoration hack.
BTW:
I understand the restoration is a hand-optimized fastrom support, but does anybody know why it glitches in the intro sequence and if it does so on a real snes as well?
Alright, fixed it. If you re-download the patch and re-apply
sgg_restoration_msu_no-header.ips
it now should work. I could not get a xml/bml working for this version, so for now it is snes9x 1.55 only (added this note to the readme).
You get an idea how sophisticated it is to keep maintainance for all my projects, so all of you may understand why I do not like to start new projects or fullfil nice-to-have extra wishes.
sgg_restoration_msu_no-header.ips
it now should work. I could not get a xml/bml working for this version, so for now it is snes9x 1.55 only (added this note to the readme).
You get an idea how sophisticated it is to keep maintainance for all my projects, so all of you may understand why I do not like to start new projects or fullfil nice-to-have extra wishes.
Conn wrote:You get an idea how sophisticated it is to keep maintainance for all my projects, so all of you may understand why I do not like to start new projects or fullfil nice-to-have extra wishes.
Yes, I see. I didn't know you had so many projects running and I was just throwing ideas at you. Please don't bother - you did a great job and I already have a friend looking into it for me.
Thank You for the fix!
When you say snes9x 1.55 only - this means it won't work on the sd2snes, right?
I msut admit, I do not own one. As sd2snes doesn't need a xml, there's a good chance it will workWhen you say snes9x 1.55 only - this means it won't work on the sd2snes, right?
You need to check yourself.
The expansion of the rom with the restoration patch to 2MB makes the mapping differently, so the supplied xml will not work on bsnes anymore with this patch, no idea why, I'm no expert on this.
Ah, I found out why it didn't work with my old xml: the restoration switches to fastrom to avoid lags, so the rom needs to map shadow -> linear for the 80-ff region.
If you (again) redownload the patch from first post, you will find a new subfolder "restoration" with the patch and the special required xml/bml in it
If you (again) redownload the patch from first post, you will find a new subfolder "restoration" with the patch and the special required xml/bml in it
Wonderful, Thanks again and again!!
I just tested through the bosses, it works with everything I've seen, played till Level 6 (Castle of the Emperor).
One thing I noticed though...
All victory-sounds (when you killed a boss) will start once the boss is defeated - only on level 2 (Giant Barnicle) the sound will start too late. It starts when the key appears, not like the others when the boss explodes.
Besides that it looks sweet and perfect now
THANKS again!
I just tested through the bosses, it works with everything I've seen, played till Level 6 (Castle of the Emperor).
One thing I noticed though...
All victory-sounds (when you killed a boss) will start once the boss is defeated - only on level 2 (Giant Barnicle) the sound will start too late. It starts when the key appears, not like the others when the boss explodes.
Besides that it looks sweet and perfect now
THANKS again!
Out of experience... can you check the native Rom how it is handled there? If the "bug" appears there as well, blame the original programmers, not us
You're absolutely right - this 'bug' was present in the original, I just checked and confirmed it.
I noticed one other oddity though:
When you defeat Asteroth and Nebiroth in the first run the sound is not stopping
I noticed one other oddity though:
When you defeat Asteroth and Nebiroth in the first run the sound is not stopping
found another one:
when you die because of the timer running out the pcm doesn't stop.
It does that in the unpatched game as well.
when you die because of the timer running out the pcm doesn't stop.
It does that in the unpatched game as well.
Man,u got Conn...to the limit..he needs a break..wow..im impressed...but to play that hack slow restoring is not better play jap version chou makaimura?
Did u hack the storming intro...man oh my god..u want the game like that...like hahaha. For a jumping..wow
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