Macross Scrambled Valkyrie

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Macross Scrambled Valkyrie Empty 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
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pev

Macross Scrambled Valkyrie Image211

Since : 2017-10-16

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Macross Scrambled Valkyrie :: Comments

smokemonster

Post Thu 12 Apr 2018 - 1:04 by smokemonster

Whoa, excellent! Another awesome shmup gets the MSU-1 treatment Very Happy

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smokemonster

Post Thu 12 Apr 2018 - 1:10 by smokemonster

Also, I tested on my SD2SNES and it has SFX but no music. Works great in SNES9X though.

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Conn

Post Thu 12 Apr 2018 - 6:57 by Conn

I think he problem is that

Code:
loopTitle:
 BIT $2000
 BVS loopTitle ; track not ready
 ORA #$00FF ; max volume
 STA $2006
is in 16 bit. Here is also writes 00 to $2007 (and sd2snes cannot handle shortly repeated writes to $2007

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

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Post Thu 12 Apr 2018 - 9:08 by pev

@Conn, You would figure I would remember this after the Aladdin fiasco, lol. Thanks for catching that mishap I overlooked, hee hee hee.

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Conn

Post Thu 12 Apr 2018 - 10:33 by Conn

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 Wink

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Post Thu 12 Apr 2018 - 10:49 by pev

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). Wink

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.

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Post Thu 12 Apr 2018 - 11:00 by pev

@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

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Conn

Post Thu 12 Apr 2018 - 11:02 by Conn

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.

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Post Thu 12 Apr 2018 - 11:07 by pev

@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

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Conn

Post Thu 12 Apr 2018 - 11:07 by Conn

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?

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Post Thu 12 Apr 2018 - 11:11 by pev

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.

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Conn

Post Thu 12 Apr 2018 - 11:18 by Conn

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

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Post Thu 12 Apr 2018 - 11:20 by pev

@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.

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Conn

Post Thu 12 Apr 2018 - 11:22 by Conn

Forgot the sep #$20 (edited above post).
If it doesn't work, I'd be more than surprised... Embarassed

Then I try it myself, too Wink

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Post Thu 12 Apr 2018 - 11:38 by pev

@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

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Conn

Post Thu 12 Apr 2018 - 11:45 by Conn

Nice Very Happy
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) Razz

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Post Thu 12 Apr 2018 - 11:59 by pev

@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

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smokemonster

Post Thu 12 Apr 2018 - 12:31 by smokemonster

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?

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Post Thu 12 Apr 2018 - 12:38 by pev

@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

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Post Thu 12 Apr 2018 - 12:41 by pev

@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.
Wink

Last edited by pepillopev on Thu 12 Apr 2018 - 12:47; edited 1 time in total

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smokemonster

Post Thu 12 Apr 2018 - 12:47 by smokemonster

Thanks, PepilloPEV. The fixed version works in SD2SNES.

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Post Thu 12 Apr 2018 - 12:48 by pev

@smokemonster, Not a problem. You have a wonderful day.

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Conn

Post Thu 12 Apr 2018 - 13:21 by Conn

@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 Very Happy

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Post Thu 12 Apr 2018 - 13:30 by pev

@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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