Contra III: The Alien Wars
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20171017
Contra III: The Alien Wars
Patch v7*: ** Updated: March 29, 2023 **
--- Please review the detailed patching instructions included with this archive !!! ---
Clean ROM CRC should be 84DA7CFE
(includes merged patches for MSU-1 v7, Restoration V-Final, and SA-1 V1.2)
- Code:
https://mega.nz/file/92pkFSLD#ixJq4QBNu1sviVVqyVEJHekxQ0AJL1IOLqF57MiRm18
PCM Packs
"Arranged" Set presented by PeV for V7 merged patches**:
- Code:
https://e.pcloud.link/publink/show?code=XZoQyXZ1INnppKTRqbGKkHq5fr57yXJVhs7
TRACK MAP via GoogleDocs
* This archive contains three BPS patches...
First one contains the plain vanilla Msu-1 patch
Second one contains Msu-1+Restoration merged patch
Third one contains Msu-1+Restoration+SA-1 merged patch.
** This archive contains a remapped track set. If you use the V7 patch, you must download the PCM set all over again for less trouble. I added some FX sounds to the intro. I included alternate sets. I built this set from what was able to be sourced at the time.
Last edited by pev on Wed 29 Mar 2023 - 7:30; edited 47 times in total
pev- Since : 2017-10-16
Contra III: The Alien Wars :: Comments
Oh the 1st Castlevania..i see... i never finish,that game haha..only manage to stage 4 and thats it heheh
Relikk wrote:SA-1 patch released for this.
https://github.com/VitorVilela7/SA1-Root/tree/master/Contra-III
The patch is also on the rom hacking.net. Playing the OG SA-1 patch game really works great. I hope it comes soon for the msu1 version.
@Polargames I have done a quick update on it. I had to re-code some stuff (mainly separating shared tracks between stage 2/4 and 3/6, since the SA-1 changes broke my code). Albeit, it works but have not fully tested it yet for bugs. I kind of left in in the back burner once my interests shifted elsewhere (increased work load and this MD+ thing).Polargames wrote:I hope it comes soon for the msu1 version.
Update: Thanks, Polar for testing the patch. Patch with included SA-1 enhancement posted up top.
Just tested Contra III SA-1 version on bSnes v05 and did not experience this issue at all (see video link below). I have no tried it on the Sd2Snes and Sd2SnesPro in my possession yet. Perhaps later when I have some free time.iDaw wrote:Somebody hels does have the same bug ?
-Contra III SA-1 on bSnes v05 Demo -
https://www.dropbox.com/s/jy3rqhd2t3qd9k6/Contra3-SA1-bSnesV05.mp4?dl=0
Perhaps send a save state for your version of bSnes for me to inspect? Also, is this a freshly patched Contra III ROM? What version, original or SA-1?
UPDATE
@iDaw Ok, after doing some additional testing, I was able to reproduce the issue on the original MSU-1 patch. The MSU-1+SA-1 version is not affected. I will look into this at a later time and fix this bug. Thanks for reporting it.Last edited by pepillopev on Tue 19 Nov 2019 - 16:23; edited 1 time in total
@iDaw Ok, I fixed the bug for the original non-sa1 patch. The file is called c3taw-msu1-OriginalBossFix-v131.bps. The updated patch can be found at the top. Thanks again for the bug report.
pepillopev wrote:@iDaw Thanks again for the bug report.
No problem !
thank you for your reactivity, the game work good now !
Do you think the MSU-1+SA-1 patch will ever work on sd2snes ?
I play only on my SD2SNES Pro ...
Thanks
I play only on my SD2SNES Pro ...
Thanks
This question would be best left answered by Krikkz and Ikari. From my understanding, there is just not enough FPGA space to incorporate support for both MSU-1 and SA-1 together. I’m sure there is more to this explanation but this is beyond me. Sd2SnesPro is the way to go.iDaw wrote:Do you think the MSU-1+SA-1 patch will ever work on sd2snes ?
pepillopev wrote:This question would be best left answered by Krikkz and Ikari. From my understanding, there is just not enough FPGA space to incorporate support for both MSU-1 and SA-1 together. I’m sure there is more to this explanation but this is beyond me. Sd2SnesPro is the way to go.iDaw wrote:Do you think the MSU-1+SA-1 patch will ever work on sd2snes ?
thanks
Hi, music of contra 1 is good in contra 1.
For an future remix of contra 3, need maintain audio order, level 6 has 4 tracks, 1 for stage 6 and final battle 1, next for final battle 2, next for battle final 3 and other for final boss.
could not leave that order, so that in the future it is only necessary to replace the pcm's.
I know you do a fantastic job, I hope I don’t offend anyone, greetings.
For an future remix of contra 3, need maintain audio order, level 6 has 4 tracks, 1 for stage 6 and final battle 1, next for final battle 2, next for battle final 3 and other for final boss.
could not leave that order, so that in the future it is only necessary to replace the pcm's.
I know you do a fantastic job, I hope I don’t offend anyone, greetings.
The current music was chosen due to what was decent and complete at the time I created this patch a while back. It was not done to ruin the Contra III experience on purpose. There are some Contra III tracks set as alternates in the current PCM set. I found only a few. You are welcomed to hunt the rest. I am personally done making PCMs for this game. Someone else would have to carry this burden. If there are code related issues; that I will work on from now on.blade133bo wrote:Hi, music of contra 1 is good in contra 1.
The code is implemented to account for those battle events. There are not that many arranged or remastered tracks to accommodate them. I worked with what tracks were present at the time. You are more than welcome to look around the internet and find better alternatives. It is really not that difficult to make PCMs. Just a moment of your time and patience to learn.For an future remix of contra 3, need maintain audio order, level 6 has 4 tracks, 1 for stage 6 and final battle 1, next for final battle 2, next for battle final 3 and other for final boss. could not leave that order, so that in the future it is only necessary to replace the pcm's.
No offense taken. Critique is always welcomed. I do hope you find someone that can accommodate your PCM requests. I am done making PCM sets for the public. I will only focus on code from here on.I know you do a fantastic job, I hope I don’t offend anyone, greetings.
https://www.youtube.com/playlist?list=PLQYxyaOqFrRf23PsfiGi1_awCfmwUFK9w
Maybe this one, but I have no way of matching tracks with the current patch in level 6.
the epicity of the final level, is lost without the transition of the music in the actual patch.
thank you for your answer.
Maybe this one, but I have no way of matching tracks with the current patch in level 6.
the epicity of the final level, is lost without the transition of the music in the actual patch.
thank you for your answer.
Below is the track map for Contra III in its current patch version.blade133bo wrote:...but I have no way of matching tracks with the current patch in level 6...
- Code:
https://docs.google.com/spreadsheets/d/1oRnkyUVmd5prwDWptr6AyZqyvCrjgbVSFdDgHducUv0/edit#gid=830426374
track 9 is Stage 6-2 (2nd music after first brain mini-boss defeated)
track 10 is Stage 6-3 (3rd music after crab face mini-boss is defeated)
Hmm, I do not recall ever finding a 4th trigger (say, a 4th theme after defeating the flying alien tail mini-boss). I would have to revisit in my spare time. It has been a while since I touched this game.
Ok, here's my breakpoints:
Start and heart mini-boss: track 0
Crab with face mini-boss: track 9
flying miniboss with tail: track 10 (0A)
There is a trigger to play another theme after defeated the flying miniboss, but it is also 10 (0A) and nothing more is triggered until the ending 15 (0F)
So I think all needed from the coding side would be following:
cmp #$0A ; is track 10 (0A)about to play?
BNE playTrack
LDA $7e1d80 ; free ram
cmp #$0A ;is track 0A already playing?
BNE $04
LDA #$11 ; if 0a is playing load new pcm track 17 (11)
Bra $02
LDA #$0A ; play track 10 (0A)
playTrack:
STA $2004
STA $7e1d80 ; store track to free ram
This will play a track 17 during the two arms miniboss and brain (similar to what I see on youtube videos).
This is not an exact trigger... I think, because the final boss fight theme will play as soon the boss emerges, but the easiest soltion.
Start and heart mini-boss: track 0
Crab with face mini-boss: track 9
flying miniboss with tail: track 10 (0A)
There is a trigger to play another theme after defeated the flying miniboss, but it is also 10 (0A) and nothing more is triggered until the ending 15 (0F)
So I think all needed from the coding side would be following:
cmp #$0A ; is track 10 (0A)about to play?
BNE playTrack
LDA $7e1d80 ; free ram
cmp #$0A ;is track 0A already playing?
BNE $04
LDA #$11 ; if 0a is playing load new pcm track 17 (11)
Bra $02
LDA #$0A ; play track 10 (0A)
playTrack:
STA $2004
STA $7e1d80 ; store track to free ram
This will play a track 17 during the two arms miniboss and brain (similar to what I see on youtube videos).
This is not an exact trigger... I think, because the final boss fight theme will play as soon the boss emerges, but the easiest soltion.
I have this pack pcm. https://drive.google.com/file/d/16d0lTFel_bYTGyPMgS2PY4AQnvsDDydm/view?usp=sharing
need add this track to the patch "Level 6 final battle 3.pcm"
If you need i have in wav format.
https://drive.google.com/file/d/1QTCob-WC7ZDWyixwttbtqwb-0Cv7LVE_/view?usp=sharing
I do not control the loop, so the opening, mision complete and game over track fails, sorry.
Another fail, in level 4 if you die in the helicopter, continue with track of level 2.
PD: Would it be too much work to move you code, start in offset FEF0 until FFEF
to change start to FDE0
I use this patch too for play whit my child for 30 lives and infinity continues.
https://www.romhacking.net/hacks/3513/
and part of code use this offset FFD8 to FFF9.
And only error i see whit actual patch, is change track of level 6 to level 3 track in level 6.
I appreciate your interest, greetings
need add this track to the patch "Level 6 final battle 3.pcm"
If you need i have in wav format.
https://drive.google.com/file/d/1QTCob-WC7ZDWyixwttbtqwb-0Cv7LVE_/view?usp=sharing
I do not control the loop, so the opening, mision complete and game over track fails, sorry.
Another fail, in level 4 if you die in the helicopter, continue with track of level 2.
PD: Would it be too much work to move you code, start in offset FEF0 until FFEF
to change start to FDE0
I use this patch too for play whit my child for 30 lives and infinity continues.
https://www.romhacking.net/hacks/3513/
and part of code use this offset FFD8 to FFF9.
And only error i see whit actual patch, is change track of level 6 to level 3 track in level 6.
I appreciate your interest, greetings
Done and properly looped. The FINAL patch now has support for the 'The Final Gauntlet 3" theme. Please re-download FINAL patch and PCM set.blade133bo wrote:I have this pack pcm...need add this track to the patch "Level 6 final battle 3.pcm"
No need. I can convert the PCM file back to wave.If you need i have in wav format...I do not control the loop, so the opening, mision complete and game over track fails, sorry.
I rewrote the code from the ground up. I found more bugs in the previous patch (fade not working right, music stopping under some conditions, etc). Yes, this level 4 restart music plays correctly with FINAL patch (and for all stages when you continue). So, it is fixed. I hope.Another fail, in level 4 if you die in the helicopter, continue with track of level 2.
I merged restoration to both MSU+SA1 and MSU patches.PD: Would it be too much work to move you code, start in offset FEF0 until FFEF...
This was one of the other stupid bugs I found in the previous patch. Hopefully, with this redone patch all will be well.And only error i see whit actual patch, is change track of level 6 to level 3 track in level 6.
And with this final act of kindness, I rid myself of this 'awesome' game. Well, for now...
@Conn There is one minor bug. If you are missing the 'Final Gauntlet III' pcm and code fallbacks to SPC, it will play 'Final Gauntlet I' theme. For some reason, I could not get 'Final Gauntlet III' spc version to play at all. Pushing the correct track just mutes the spc music for that moment in the game. If you have the PCM file, the game will play the theme as expected. I got tired of dealing with this game and put that on hold.
Thanks for taking the time to fix all the stuff I too hope this game is done for good now! In the last time there were much less bugs reports on all msu patches, so I also have the impression that we are coming to an end with all our stuff
The set contains roms and in the third game demo (when the screen splits in two) there are some bugs in the image that did not appear in the previous patch version, here is the example:
Contra3.avi
Contra3.avi
Link fixed to contain no roms. Thanks.darthvaderx wrote:The set contains roms...[/url]
Noticed this too. I played the stage with both players in actual game play and it did not happen there, just in demo screen. I will look into this later. My guess, I will need to find a safer place in RAM to utilize.and in the third game demo (when the screen splits in two) there are some bugs in the image that did not appear in the previous patch version,
@darthvaderx Ok, I fixed it. That is what it was. I was using an area of RAM occupied by the Stage 2 demo. Let me know how it turns out. Re-download the patch and re-apply. Be sure to erase the SRM file too before running the newly patched game.
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