Macross Scrambled Valkyrie
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20180411
Macross Scrambled Valkyrie
PeV Patch v1.1:
- Code:
http://www.mediafire.com/file/u6d1gkqwhy8o2kg/msv-msu1-patch-pepillopev-v1.1.zip/file
Audio Sets
RocketBlast "Macross" Set: LINK*
PeV "Robotech" Set:LINK
Track Map List:LINK
* Lowered volume per OMorty's request
Last edited by pepillopev on Mon 25 May 2020 - 18:59; edited 38 times in total
pev- Since : 2017-10-16
Macross Scrambled Valkyrie :: Comments
Also, I tested on my SD2SNES and it has SFX but no music. Works great in SNES9X though.
I think he problem is that
To solve:
- Code:
loopTitle:
BIT $2000
BVS loopTitle ; track not ready
ORA #$00FF ; max volume
STA $2006
To solve:
- Code:
ptGo:
PHA
PHP ; processor status on stack
SEP #$20 ; now we are in 8 bit
STZ $2006
STA $2004 ;
STZ $2005
loopTitle:
BIT $2000
BVS loopTitle ; track not ready
LDA #$FF ; max volume
STA $2006
PLP ; restore processor status
PLA
RTL
@Conn, You would figure I would remember this after the Aladdin fiasco, lol. Thanks for catching that mishap I overlooked, hee hee hee.
lol* 16 bit msu1 routines are difficult (I do not even know whether Bit $2000 bvs loop works in 16 bit. Therefore I always make it in 8-bit.
I checked your new code and it should work now, but there's a small problem left:
SEP #$20
STA $2004
STZ $2005
I'd also set $2006 to 00, before the new track introducing means
SEP #$20
STZ $2006
STA $2004
STZ $2005
After the loop is it set to FF then (included in your code).
The reason is that sd2snes loads the track and hangs in that loopTitle loop with full volume, resulting in a buzz. I cannot test it (alike you I do not own a sd2snes), but I remember such problems from the past
I checked your new code and it should work now, but there's a small problem left:
SEP #$20
STA $2004
STZ $2005
I'd also set $2006 to 00, before the new track introducing means
SEP #$20
STZ $2006
STA $2004
STZ $2005
After the loop is it set to FF then (included in your code).
The reason is that sd2snes loads the track and hangs in that loopTitle loop with full volume, resulting in a buzz. I cannot test it (alike you I do not own a sd2snes), but I remember such problems from the past
Conn, Hey you think placing STZ $2006 applies to certain games and how they are coded? I just checked my EWJ1 and EWJ2 and forgot the STZ $2006 on them (no one has reported sd2snes issues with buzzing, that I know of).
Or simply, you think I should just leave the STZ $2006 as the defacto standard? Also, I kept 16-bit writes in the EWJs and have not heard any issues regarding sd2snes. This is why I am curious if these rules apply on a game to game basis. I'm almost tempted to invest in a sd2snes to investigate this a little more.
I know we been down this road before (given the last discussion you, Qwerty, and myself had regarding this), I really want to put a final nail in the coffin on this. Sometimes, I am not really satisfied with "this is how it is known to work, so let's do it this way" approach. I do apologize if I'm being 'Colines' picky for this.
No, disrespect to Colines (just inferring to Coline's attention to small details to ensure maximum compatibility).
All aside, I will put the STZ $2006 as you requested, nevertheless. As always, I appreciate all your suggestions and the time you put into everything MSU related.
Or simply, you think I should just leave the STZ $2006 as the defacto standard? Also, I kept 16-bit writes in the EWJs and have not heard any issues regarding sd2snes. This is why I am curious if these rules apply on a game to game basis. I'm almost tempted to invest in a sd2snes to investigate this a little more.
I know we been down this road before (given the last discussion you, Qwerty, and myself had regarding this), I really want to put a final nail in the coffin on this. Sometimes, I am not really satisfied with "this is how it is known to work, so let's do it this way" approach. I do apologize if I'm being 'Colines' picky for this.
No, disrespect to Colines (just inferring to Coline's attention to small details to ensure maximum compatibility).
All aside, I will put the STZ $2006 as you requested, nevertheless. As always, I appreciate all your suggestions and the time you put into everything MSU related.
@Conn, placed the STZ $2006 after SEP #$20 as you suggested. BPS patch also updated.
Last edited by pepillopev on Thu 12 Apr 2018 - 11:05; edited 1 time in total
Last edited by pepillopev on Thu 12 Apr 2018 - 11:05; edited 1 time in total
Frankly, I do not know... this is how I always do it - and that out of experience since people complained and this was a solution.
If it works also without this STZ $2006 (EWJ), no problem (maybe there was a firmware update in the meanwhile avoiding this buzz bug on new theme introduced).
In any case, if it is needed it avoids a buzz in case a new theme is introduced, if it is not needed anymore, there's also no harm having it as standard in your code.
If it works also without this STZ $2006 (EWJ), no problem (maybe there was a firmware update in the meanwhile avoiding this buzz bug on new theme introduced).
In any case, if it is needed it avoids a buzz in case a new theme is introduced, if it is not needed anymore, there's also no harm having it as standard in your code.
@Conn, Understood. I will just leave STZ $2006 as standard.
Last edited by pepillopev on Thu 12 Apr 2018 - 11:07; edited 1 time in total
Last edited by pepillopev on Thu 12 Apr 2018 - 11:07; edited 1 time in total
Just checked EWJ2: this is also on 16 bit and should have problems with sd2snes as well (similar to this valkyrie).
EWJ1 is on 8 bit, I do not know whether there is a buzz on theme change, it lacks this STZ $2006.
I guess both games weren't tested on sd2snes yet?
EWJ1 is on 8 bit, I do not know whether there is a buzz on theme change, it lacks this STZ $2006.
I guess both games weren't tested on sd2snes yet?
Conn, smokemonster is generally my first line of defense in testing. I guess he did not test it yet. I can ask Kurrono to test.
For EWJ2, I left it 16bit as changing the status of A,X,Y to 8bit was causing problems with the game (especially where I hooked from). I remember PHP/PLP did not help me at all.
For EWJ2, I left it 16bit as changing the status of A,X,Y to 8bit was causing problems with the game (especially where I hooked from). I remember PHP/PLP did not help me at all.
SEP #$20 only sets the memory (A) to 8 bit, leaving X,Y intact... if you experience sd2snes problems in EWJ2, try this:
; msu1 routine
msuPlay:
CMP $0100 ; prevent double playback of msu music
BEQ mLeave
PHA
PHP
SEP #$20
STZ $2006
STA $2004
STZ $2005
loopTitle:
BIT $2000
BVS loopTitle ; track not ready
LDA #$FF
STA $2006
PLP
PLA
STA $0100
mLeave:
RTL
Then it should work...
Last edited by Conn on Thu 12 Apr 2018 - 11:21; edited 1 time in total
; msu1 routine
msuPlay:
CMP $0100 ; prevent double playback of msu music
BEQ mLeave
PHA
PHP
SEP #$20
STZ $2006
STA $2004
STZ $2005
loopTitle:
BIT $2000
BVS loopTitle ; track not ready
LDA #$FF
STA $2006
PLP
PLA
STA $0100
mLeave:
RTL
Then it should work...
Last edited by Conn on Thu 12 Apr 2018 - 11:21; edited 1 time in total
@Conn, I remember trying that and had no luck (would get black screen or infinite loop on the BIT $2000 routine). I will try it, again, nevertheless.
Forgot the sep #$20 (edited above post).
If it doesn't work, I'd be more than surprised...
Then I try it myself, too
If it doesn't work, I'd be more than surprised...
Then I try it myself, too
@Conn, It worked. Hmm, I remember now what I did wrong when trying it this way. After PHP and before PLP, I remember using SEP/REP @ #$30 (evil). I remember the BIT $2000 going into an infinite loop (this is not the case with your suggestions, now). Also, remember, when having X/Y as 8-bit, the spc fx would be heavily distorted.
Last edited by pepillopev on Thu 12 Apr 2018 - 12:09; edited 3 times in total
Last edited by pepillopev on Thu 12 Apr 2018 - 12:09; edited 3 times in total
Nice
You can directly add the suggested changes to EWJ2 (and that STZ $2006 to EWJ), there is no harm, or wait whether somebody may complain (or not)
You can directly add the suggested changes to EWJ2 (and that STZ $2006 to EWJ), there is no harm, or wait whether somebody may complain (or not)
@Conn, Nah, I will fix EWJ2 now and get it over with.
Last edited by pepillopev on Thu 12 Apr 2018 - 12:55; edited 1 time in total
Last edited by pepillopev on Thu 12 Apr 2018 - 12:55; edited 1 time in total
I just tested v1.1 BPS and it doesn't boot in SD2SNES or SNES9X. Maybe the patch wasn't created correctly this time?
Stupid question, but what are the .ASM files for?
Stupid question, but what are the .ASM files for?
@smokemonster, Redownload the zip package and retry. I goofed up the BPS patch file. It works on Snes9X now. As for sd2snes, you are my "Go To" guy on this one.
Last edited by pepillopev on Thu 12 Apr 2018 - 12:46; edited 2 times in total
Last edited by pepillopev on Thu 12 Apr 2018 - 12:46; edited 2 times in total
@smokemonster, The asm file is the actual source code where the patch was derived from. Conn suggests to leave it there in case anyone else wants to tinker with the code and improve it. It can be safely deleted from your MSU1 game folder (the emulators and sd2snes don't care for it).
A stupid question is one that is never asked.
Last edited by pepillopev on Thu 12 Apr 2018 - 12:47; edited 1 time in total
A stupid question is one that is never asked.
Last edited by pepillopev on Thu 12 Apr 2018 - 12:47; edited 1 time in total
@smokemonster: can you als check EWJ and EWJ2?
EWJ2 should work but I am curious about EWJ1, here the STZ $2006 isn't implemented yet (right Pev?). Would be nice to know whether it is still needed (in case it doesn't you will hear a short buzz on track change
EWJ2 should work but I am curious about EWJ1, here the STZ $2006 isn't implemented yet (right Pev?). Would be nice to know whether it is still needed (in case it doesn't you will hear a short buzz on track change
@Conn, Yes you are correct for EWJ (no STZ $2006 on that one). I am curious as well about the buzzing. I think it may be time to bite the bullet and buy a sd2snes. Unless, the superNT magically has MSU1 implemented in the near future, baked into the jailbroken firmware, hee hee hee (fingers crossed).
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