Super Star Wars Trilogy
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20180412
Super Star Wars Trilogy
Super Star Wars Trilogy MSU1 release using the original John Williams movie soundtracks.
*Note: In the patch zip for Super Star Wars there are two patches. One for each revision of the game (v1.0 and v1.1/Rev A). Apply the correct patch for the ROM revision of your choice.
There are also revisions of Empire and Jedi, but the single patch included for each game works on v1.0 and v.1.1/Rev A.
- Patches -
Super Star Wars (by Conn, fixed by cubear 19th/jan/24):
- Code:
https://mega.nz/file/XCAyUb5I#d7c5LplxwJu5Dxaffm6jhlk__aMLZzBBkFpsQ1zwtGc
Super The Empire Strikes Back v4 (Dagobah/death fixed by Conn):
- Code:
http://bszelda.zeldalegends.net/stuff/Con/ssw2_msu1_patch.zip
Super Return Of The Jedi (by Conn):
- Code:
http://bszelda.zeldalegends.net/stuff/Con/ssw3_msu1_patch.zip
- PCM Packs -
Super Star Wars (by Relikk):
- Code:
Main: https://mega.nz/file/0u510IBY#VVkS0eKtlp2DD2zkPkcoXo0ssLYX2tUTLklxzNGCBlk
Backup: https://1drv.ms/u/s!Ahue7izQZmougfpTTdFoU9DCTC9Qag?e=r5ucPd
Super The Empire Strikes Back (by Relikk):
- Code:
Main: https://mega.nz/file/smhVXAiI#4LEerSdTcNH3QCP4qhcDpopPyf2l1LvgIozwaEroOXc
Backup: https://1drv.ms/u/s!Ahue7izQZmougfpU7kFVRFKuUwoH1Q?e=kWtUzJ
Super Return Of The Jedi (by Relikk):
- Code:
Main: https://mega.nz/file/RmojWKLR#70opOfo870SpuqzGO9ltGn1DncSsa79dlUvU4VB283o
Backup: https://1drv.ms/u/s!Ahue7izQZmougfpVkXb9SCtuhSyXlw?e=BlGrjj
Last edited by Relikk on Sat 25 Jun 2022 - 13:32; edited 11 times in total
Relikk- Since : 2017-02-17
Super Star Wars Trilogy :: Comments
Some very slight edits for Star Wars, but mainly balancing for ESB and RotJ because all three games' sound effects are at different levels and those two packs were based off of the first game. So they were too loud.
There's a brand new track 6 for RotJ as well. The videos above are what the latest packs are showcasing.
There's a brand new track 6 for RotJ as well. The videos above are what the latest packs are showcasing.
Both, pcm and patch files for all 3 games have been updated: intro stage will play to the end (formerly it cut off), and intro before title has been made better - not perfect for ssw 1, 2 though.
I get a weird bug with SNES9X and BSNES on Super Star Wars. The second level freezes on both my patched original and rev1 rom. In the youtube video posted above, what was used to play Super Star Wars?
Uh, guess nobody checked the game after the last update entirely. I hope the bug is fixed with this solution:
Patch date: today (16th January 2022)
IPS size: 321 bytes
(if it differs, clear browser history and download again).
Let me know if you experience anything similar in SSW2 or SSW3...
PS: as said, I'm still here if game breaking bugs are detected, and this is such a case
- Code:
http://bszelda.zeldalegends.net/stuff/Con/ssw1_msu1_patch.zip
Patch date: today (16th January 2022)
IPS size: 321 bytes
(if it differs, clear browser history and download again).
Let me know if you experience anything similar in SSW2 or SSW3...
PS: as said, I'm still here if game breaking bugs are detected, and this is such a case
Much thanks for your work, well the freezing has gone but the level is jerky as hell that makes it kinda unplayable. But at least the game is not frozen.
Is it related to the msu patch or is the vanilla ROM jerky in this level as well? Just want to ensure I didn't introduce new side-effects with that fix
Vanilla copy runs a lot better, the msu patched version is not running correctly. If need be, I can send over a save state file for Rev1 for the SNES9x. I will retry with bsnes, though I am kinda sick of playing level 1 for the 10 or more times
I see. Then my solution unfortunately did not work out. I'll try to come up with something better
Ok, it works fine in bsnes, might have been an issue with SNES9x, will retry again.
It works on SNES9x, my apology it's the SNES9x save state on my end that is the issue. That's what I get for trying to shortcut it to level 2. It works as it should in SNES9x.....Many many many thanks for the fix.
That's a relieve since I needed 2 hours to find the fix (wasn't trivial).
The reason it worked in the intro video is that we used the patch in the "old" folder. One day I fixed some stuff (like the logo sound effects) and used another hardmute, which now introduced this bug.
If you simply need to test stuff, I recommend these par cheats:
https://www.almarsguides.com/retro/walkthroughs/snes/games/Superstarwars/proactionreplay/
The reason it worked in the intro video is that we used the patch in the "old" folder. One day I fixed some stuff (like the logo sound effects) and used another hardmute, which now introduced this bug.
If you simply need to test stuff, I recommend these par cheats:
https://www.almarsguides.com/retro/walkthroughs/snes/games/Superstarwars/proactionreplay/
I cannot believe that since this latest patch for Super empire strikes back has been released no one using:
- An original SNES
- with FXPAKpro
Has reported the issue of the DAGOBAH level having no sound effect, (just music) and then if either you die or get to R2D2, the game freezes / crash ?? Unbelievable.
Please get back with a fix on this one !
He'res everything I did,
- Re-patch with latest version using roms rev 1.0 + 1.1 = Same issue
- Switched from SD2SNES firmware update 1.11.0 & 1.10.2 = Same issue
Tried the OLD patch, = Perfect ! DAgobah is working properly and not crashing.
So to anyone using original harware, use the OLD patch for now.
Cheers !
- An original SNES
- with FXPAKpro
Has reported the issue of the DAGOBAH level having no sound effect, (just music) and then if either you die or get to R2D2, the game freezes / crash ?? Unbelievable.
Please get back with a fix on this one !
He'res everything I did,
- Re-patch with latest version using roms rev 1.0 + 1.1 = Same issue
- Switched from SD2SNES firmware update 1.11.0 & 1.10.2 = Same issue
Tried the OLD patch, = Perfect ! DAgobah is working properly and not crashing.
So to anyone using original harware, use the OLD patch for now.
Cheers !
Thanks for the report.
So have you tested on emulator and confirmed your Rom working there, so it is for sure a problem with fxpak?
So have you tested on emulator and confirmed your Rom working there, so it is for sure a problem with fxpak?
I've been using the same rom on all platforms for years, its not a problem with the FXpak, because the OLD patch works correctly with the same PCM files. With the latest patch for super ESB, I played through the game from beginning, everything worked flawlessly until I got to Dagobah. For some reasons, something is not triggering once the level starts and I can only hear the BGM from the PCM files playing the rest is silent, no gun sounds or saber effects. If you die the game freezes or if you complete the level and get to R2D2 the game freezes as well. So your basically doomed. It may very well work fine on an emulator but on the FXpak pro it does not with this latest patch at least. Again the old one works fine on my FXpak pro. The patch will need to be checked since the old ones still working, something must have been changed or missed. (Sorry i have no idea how the patch works) Let me know
The problem on fxpak is that there is no debugger. So I need to debug on emu. If the bug is present there, I can try to fix - if not it is aweful try&error.
The good thing is that the old patch works, so if everything fails, this is the one for fxpak.
The good thing is that the old patch works, so if everything fails, this is the one for fxpak.
Well my friend ! This is going to be an easy one.
Get SNES9x v1.60 64 bit here:
https://sites.google.com/site/bearoso/snes9x/snes9x-1.60-win32-x64.zip?attredirects=0&d=1
Run the MSU1 of Super ESB with your latest patch of course, once in the game menu, go to the password section and enter code: GLTTDJ
You'll be transported directly to the Dagobah level, without any SFX, (no blaster no saber nothing) just BGM pcm music. Just die or finish the level which is quite short, and the game will crash.
So to answer your question, YES the game behaves the same way on an emulator (SNES9x) i did not test any other, since i didn't really have to, on my first try I replicated the same issue easily. You should get the same result. So its definitely not limited to the FXpakpro, which makes me very happy. You don't know how much time i spent testing this issue yesterday, I even reformatted my whole SD card (took a while cause i had to re-install many GB of games on it) I thought there was an issue with my SD card, then after that i even thought it was my FXpak pro who might be defective, etc...Its just very strange that nobody else found this bug before me. It seems most people don't bother to much playing through the whole game when they install an MSU1 hack. They play the first 2-3 levels and their happy. Yesterday I felt like finishing the game for the first time so that's how I encountered this. Happy to help if you need anything else, i would be glad to assist and test whatever you want me to test for you. Keep me posted this is getting interesting and i'm glad I can contribute. Your work is great but now i'm gonna have to test all 3 games I guess Talk to you soon !
Oh and before you wonder if its related to the passcode, i did go back to the previous level, finished it, in order to go to the Dagobah level (without using the passcode) just to make sure, and it did occur. So its not related to getting into the level directly using the passcode, as soon as this level loads up there seem to be an issue related to it.
Get SNES9x v1.60 64 bit here:
https://sites.google.com/site/bearoso/snes9x/snes9x-1.60-win32-x64.zip?attredirects=0&d=1
Run the MSU1 of Super ESB with your latest patch of course, once in the game menu, go to the password section and enter code: GLTTDJ
You'll be transported directly to the Dagobah level, without any SFX, (no blaster no saber nothing) just BGM pcm music. Just die or finish the level which is quite short, and the game will crash.
So to answer your question, YES the game behaves the same way on an emulator (SNES9x) i did not test any other, since i didn't really have to, on my first try I replicated the same issue easily. You should get the same result. So its definitely not limited to the FXpakpro, which makes me very happy. You don't know how much time i spent testing this issue yesterday, I even reformatted my whole SD card (took a while cause i had to re-install many GB of games on it) I thought there was an issue with my SD card, then after that i even thought it was my FXpak pro who might be defective, etc...Its just very strange that nobody else found this bug before me. It seems most people don't bother to much playing through the whole game when they install an MSU1 hack. They play the first 2-3 levels and their happy. Yesterday I felt like finishing the game for the first time so that's how I encountered this. Happy to help if you need anything else, i would be glad to assist and test whatever you want me to test for you. Keep me posted this is getting interesting and i'm glad I can contribute. Your work is great but now i'm gonna have to test all 3 games I guess Talk to you soon !
Oh and before you wonder if its related to the passcode, i did go back to the previous level, finished it, in order to go to the Dagobah level (without using the passcode) just to make sure, and it did occur. So its not related to getting into the level directly using the passcode, as soon as this level loads up there seem to be an issue related to it.
Thanks for the elaborate testing, I was talking with relikk on discord. Drank a bit too much alc yesterday but on a more sober level I looked into it and think I was able to fix it.
I only tested briefly, dagobah works now but I hope I didn't introduce more bugs. Culprit was the hard mute of the spc music. The old version 1 fixed some logo issues and I wanted relikk to check that first (or if I introduced bugs on another level), but reading your post I decided to already post it for testing purposes:
I only tested briefly, dagobah works now but I hope I didn't introduce more bugs. Culprit was the hard mute of the spc music. The old version 1 fixed some logo issues and I wanted relikk to check that first (or if I introduced bugs on another level), but reading your post I decided to already post it for testing purposes:
WOW your GREAT ! That was fast ! Nicely done. I replayed the game from the very beginning until i got to the Dagobah level, all the SFX we're back playing correctly, no crash, so i went further and got to the cloud city level before throwing the controller into the wall because the game kept on kicking my ass off with cheap shots I can report that so far until cloud city at least, the new v3 patch works 100%. I have yet to get to the end but this game is hard as hell and i was not planning on finishing it tonight, and i didn't have enough lives to get through but this new patch is the one you should upload from now on. I'm confident that its working properly at least its better than the last one. Thanks for addressing this at the speed of light. I will try to get through the game later on. Your the man ! Thank you so much.
Alright, nothing to thank that's my fate here at this forum to fix patches
I updated first post with v3 and hope it is it. For the ssw 1 the mute is similar as this which bugs in ESB, but as long it works and nobody reports bugs I won't switch it to the new mute.
I updated first post with v3 and hope it is it. For the ssw 1 the mute is similar as this which bugs in ESB, but as long it works and nobody reports bugs I won't switch it to the new mute.
That's nice ! I did a playthrough of SSW1, 3 years ago that you can watch here on my channel (just for fun !) https://www.youtube.com/watch?v=_IEAmZLc-tI
That was with the old patch running on an emulator and it was running flawlessly except a very small audio glitch that occurred at 1:00:40 of that same video, when Luke's xwing crosses the screen after destroying the deathstar, you can hear a short distorted piece of audio playing. Its the only glitch i found but never bothered reporting it since the menu suffered the same issue at the time. I have yet to try it again with the newest patch. I might try that later on. SSW1 is the easiest of the trilogy, I'm having a harder time with ESB but what I might just ending up doing is to test all levels using passcodes just to make sure its running perfectly. Gotta find some time for this, pretty busy these days so....Thanks again for your great support, i love this community. Will definitely report back if I find any issues whatsoever. Cheers Conn and take care !
That was with the old patch running on an emulator and it was running flawlessly except a very small audio glitch that occurred at 1:00:40 of that same video, when Luke's xwing crosses the screen after destroying the deathstar, you can hear a short distorted piece of audio playing. Its the only glitch i found but never bothered reporting it since the menu suffered the same issue at the time. I have yet to try it again with the newest patch. I might try that later on. SSW1 is the easiest of the trilogy, I'm having a harder time with ESB but what I might just ending up doing is to test all levels using passcodes just to make sure its running perfectly. Gotta find some time for this, pretty busy these days so....Thanks again for your great support, i love this community. Will definitely report back if I find any issues whatsoever. Cheers Conn and take care !
haha, every bug fix may introduce more bugs, so imho that 1:00:40 distortion is negligible.
If it is just for bug testing purpose, I'd use cheats, e.g.:
https://www.almarsguides.com/retro/walkthroughs/snes/games/SuperStarWarsEmpireStrikesBack/ProActionReplay/
to ease the pain
If it is just for bug testing purpose, I'd use cheats, e.g.:
https://www.almarsguides.com/retro/walkthroughs/snes/games/SuperStarWarsEmpireStrikesBack/ProActionReplay/
to ease the pain
Yes, the bug i was refering to was using the old patch, I did not made the run yet using a new patch for SSW1. Thanks for the tip for the cheat code, gotta find a way to use cheats on my FXpak pro if i want to test this on real hardware !
Talk to you soon ! Cheers
Talk to you soon ! Cheers
relikk found another bug, when dying at a boss, death pcm wasn't triggered. It is fixed in v4, Original post updated
Really ? Nicely done guys ! Already patched and ready to play... again. Cheers !
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