Final Fight
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20171020
Final Fight
- Patch -
Final Fight US/JP v2* (2020.07.01 - New ReadMe & Patch) (by PepilloPEV):
- Code:
http://www.mediafire.com/file/0eijzujzjtx6poq/ffight-pev-final-sd2snes-fixed.zip/file
- PCM Packs -
Sega CD (by PepilloPEV):
- Code:
https://app.box.com/s/jmmzha19o9ss6s5r2seh5tx01s2o1xk2
Arcade (by Relikk):
- Code:
https://mega.nz/file/IjQVQZAZ#w1MXEJSxUxDlQGDRNkebK08Of-GtHZ_YeDXpLEIws54
X68000 YM2151 (by Relikk):
- Code:
https://mega.nz/file/EvQhRKrb#Hx9OoFgWk8NJzLA4jukto1LDoAQT4a2HIizDv6k1UR0
X68000 MIDI Arranged (by Relikk):
- Code:
https://mega.nz/file/tnwV1R6J#s_tbv8guimOg4C4srzmEcjhKHK6P2fi7o9qMkdnvxpU
FINAL FIGHT DOUBLE IMPACT PCM PACK (by Cyber_Yagami):
- Code:
https://www.mediafire.com/file/3ej2e8gmpn2lqm8/Final_Fight_%2528Double_Impact%2529_PCM.7z/file
FINAL FIGHT (SPECIAL CPS PCM PACK) (by Cyber_Yagami):
- Code:
https://mega.nz/file/AuYwwJhY#g4y1YAHgsBY6zkMWupggKmK2SEloGWFk5cD5JAKgA-4
- Track Map -
- Code:
https://docs.google.com/spreadsheets/d/1izewk-LXBsyJE80Owa_ZTQGbwqjwK5dr7jN6_rqvMTQ
*This version supports the US and JAP regions of the ROM (Cody and Guy variations). It also includes support for the additional music tracks including SPC per track fallback. Only the Guy Japan patch is compatible with Rotwang's Unofficial 2-Player hack.
All PCM packs hosted here are fully compatible with the multi-region patch. Thanks Relikk for updating your set "lightning" fast. Much appreciated.
Last edited by pepillopev on Wed 1 Jul 2020 - 17:04; edited 69 times in total
pev- Since : 2017-10-16
Final Fight :: Comments
Re: Final Fight
You guys should never talk yourselves down or call yourselves lazy. you're doing excellent work for a community of people that understands your efforts. As soon as I have some free time I will try to add my own sound packs to the forums, due to lack of time I only have the six I released last year. Just hit https://shiryumusic.odrakir.com/ and scroll down to "Super Nintendo MSU-1 Chip Soundtracks". All tracks by me.
Last edited by Shiryu on Sat 21 Oct 2017 - 16:05; edited 1 time in total
Last edited by Shiryu on Sat 21 Oct 2017 - 16:05; edited 1 time in total
Awesome seconded
Btw, how do you add the msu logo to your YouTube videos preview thumbnails?
Btw, how do you add the msu logo to your YouTube videos preview thumbnails?
I can add custom thumbnails to all my videos because I have my channel since 2006. I believe you now need to have a certain number of videos/subscribers to do that.
That is the regular way to do it, YT takes three snapshots of the video at different time stamps and hopefully you get a decent one. I am however unclear what are the requirements you need to fulfil to be able to have custom thumbnails. I am sure a quick search on Google will have that answer.
The differences are minimal u got to see the code...some opcodes are different frim us version...4 numbers after or earlier..depending on the game
I will look into it as soon as Gradius 3 is done. Konami games are a pain in the ass!
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We might soon need a shmup topic for MSU-1 hacking database then. Great work pepillopev! Nintendo Life article will be up soon.
Other thing i want to ask is the 2nd stage 2..the train cant sound when pcm is playing?
Out of curiosity, I used my old patch on the 'Guy' version and it worked. I still have not done a full playthrough, though, to verify compatibility.
I take it back, I guess some music has been remapped. Oh well, time to poke around again,
So far, only the music after leaving the stage 1 basement was mute. Everything else looks good, so far. Still playing.
Ok, i got Final Fight Guy going (USA version). Kurrono, the train sfx sound is restored (thanks for the heads up on that one). I also re-purposed the code from the 'Guy' version onto the original Final Fight. So, yes, the missing train sfx is restored on that one too. Also, with the new coding, the track numbers changed (used the game's internal track numbers this time around to implement Conn's loop table into my code). If you do not want to rename your PCMs, I suggest you re-download them from the links. I renamed the Sega-CD and Arcade versions for the original Final Fight too. Now, for some chilling time.
I start being nitpicky, very sorry for this . Out of curiousity I read your pdf and find it a bit misleading for people dealing with msu the first time.
Rom File Usage with the correct filename scheme is program.rom.
This however is only the case for higan, in all other emulators it must be gamename-msu1.sfc.
The way your pdf is written leads to the impression that on all emulators the rom needs to be renamed to program.rom (which however makes higan automatically when importing the rom). Therefore I always give specific infos how to deal with each system in my readme:s...
Rom File Usage with the correct filename scheme is program.rom.
This however is only the case for higan, in all other emulators it must be gamename-msu1.sfc.
The way your pdf is written leads to the impression that on all emulators the rom needs to be renamed to program.rom (which however makes higan automatically when importing the rom). Therefore I always give specific infos how to deal with each system in my readme:s...
Ok, I restored your original detailed document (minus the Higan stuff). I really do not use it that emulator at all. I stick mostly with Qwerty's Snes9x and Bsnes+ (much easier to setup). The same can be said for the Wolfchild and Final Fight readme files.
Lol, no your last version was quite nice, it only sounded like you need to rename the patched rom in any emulator to "program.rom", means also in snes9x, bsnes and so on.
In the current version higan is missing now cmpletely
In the current version higan is missing now cmpletely
Only until I actually use Higan. It is a pain in the ass to run it in Windows 10. Snes9x, RetroArch, and Bsnes+ run fine w/o a hitch.
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*lol, I can fully retrace that.
Byuu did a frankly trailbracing invention with his msu1 - I will always be grateful towards him -, but he may going to kill it again with the complicated use higan became. Luckily we have snes9x. I'd also wish that the bsnes 0.73+ fork eventually renounces on the xml need as well (just alike snes9x/sd2snes).
Then there's only the *.msu file left, but I consider it mandatory to determine whether msu is activated (to be able to make the lda $2002- cmp #$53 check).and video of course, if people make that effort.
Ah well, I always try to make my patches compatible with any system, but I fully understand if other people say...: well, then this patch is restricted for this system only.
Byuu did a frankly trailbracing invention with his msu1 - I will always be grateful towards him -, but he may going to kill it again with the complicated use higan became. Luckily we have snes9x. I'd also wish that the bsnes 0.73+ fork eventually renounces on the xml need as well (just alike snes9x/sd2snes).
Then there's only the *.msu file left, but I consider it mandatory to determine whether msu is activated (to be able to make the lda $2002- cmp #$53 check).and video of course, if people make that effort.
Ah well, I always try to make my patches compatible with any system, but I fully understand if other people say...: well, then this patch is restricted for this system only.
Yeah, agree with you with renouncing the extra files (bml and xml). All one would have to worry about is just to make sure that the patched rom, msu file, and pcm files are named exactly the same. Less complicated that way.
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Similar topics
» Final Fight 2
» Final Fight 3
» Final Fight (USA)
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» Final Fight 3 Restoration + MSU-1 + SRAM
» Final Fight 3
» Final Fight (USA)
» Final Fight Unofficial Hack
» Final Fight 3 Restoration + MSU-1 + SRAM
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