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
SUPER STAR WARS - SOUND FX CRASH ON SANDCRAWLER LEVEL
I found a new issue today playing with SUPER STAR WARS MSU1
- Using Original hardware
- FXpakpro
After the very 1st level, after killing the very 1st boss, you get a nice cutscene of Luke watching C3PO with his binoculars. IF you only watch the cutscene until the music makes his first loop, (about 10-15 seconds) and you press start, the sandcrawler level will start with only music playing without SFX sounds, and the game will stutter a lot ! You can still play but the sandcrawler level will no longer have any SFX and the game slows down like its choking. Even if you finish the sandcrawler level, the 3rd level will remain without any SFX audio and will only keep on playing music only. So basically your screwed at this point. I replicated this issue 5 times in a row. I switched and rollback SD2snes firmware from 1.11.0 to 1.10.3 and I got to the exact same result. I am always amazed that I keep on finding these glitches after those patches have been release for so long. Hope you can find a quick fix for this. Let me know thanks !
** update #1: ** Fun fact, i just tried the OLD patch, and this one does not create this issue. So something must have gone out of line when the new patch was created. In fact the old patch seems to be much more consistent across the board. So going back to the old one for now until we get a fix on the new patch.
- Using Original hardware
- FXpakpro
After the very 1st level, after killing the very 1st boss, you get a nice cutscene of Luke watching C3PO with his binoculars. IF you only watch the cutscene until the music makes his first loop, (about 10-15 seconds) and you press start, the sandcrawler level will start with only music playing without SFX sounds, and the game will stutter a lot ! You can still play but the sandcrawler level will no longer have any SFX and the game slows down like its choking. Even if you finish the sandcrawler level, the 3rd level will remain without any SFX audio and will only keep on playing music only. So basically your screwed at this point. I replicated this issue 5 times in a row. I switched and rollback SD2snes firmware from 1.11.0 to 1.10.3 and I got to the exact same result. I am always amazed that I keep on finding these glitches after those patches have been release for so long. Hope you can find a quick fix for this. Let me know thanks !
** update #1: ** Fun fact, i just tried the OLD patch, and this one does not create this issue. So something must have gone out of line when the new patch was created. In fact the old patch seems to be much more consistent across the board. So going back to the old one for now until we get a fix on the new patch.
I need relikk here to sort that bug out. comfirm, which emu (fxpak only), video, rev 1 etc,. if he's up to- maybe I can find what issue with new patch is and make an exception.
Hi Conn !! Hope your doing great ! I play with an original FXpak pro on original SNES. I replicated the issue with the original rom and with the rev 1.0 (or 1.1) rom as well, same behavior. I am the one who reported a similar bug last year with super ESB, (check our earlier discussion above nov 2022) its almost the same issue we had on the dagobah level. And your the one who did the patch to fix it if you remember. So same issue here with SSW on level 2, we loose SFX but the BGM keeps on playing. Except this time the game instead of crashing, slows down terribly and becomes almost unplayable. The old patch did not behave like this. I can prove it since i made a video 4 years ago you can check on youtube here: https://www.youtube.com/watch?v=_IEAmZLc-tI&t=367s
If you go at 5:37 and let play for 23 second (until 6:00 ) after the music loops for the first time in that cutscene, you can see the next level starts properly. Do the same thing with current patch and you will get the bug I reported. Hope you can help, thanks for your great support ! Looking forward to hear from you !
If you go at 5:37 and let play for 23 second (until 6:00 ) after the music loops for the first time in that cutscene, you can see the next level starts properly. Do the same thing with current patch and you will get the bug I reported. Hope you can help, thanks for your great support ! Looking forward to hear from you !
mmh, if it is fxpak only it is difficult to sort it out. I do not know if Relikk wants to test stuff, I do not own a fpak. Maybe we need to go to the solution here that we need to go for the old version when playing on fxpak.
Conn wrote:I do not know if Relikk wants to test stuff
Not that I doubt BLAAZE_1, but I'll try to confirm it with my set up as soon as I can.
EDIT: This happens on BSNES Plus, also. Both revisions. Bug confirmed. Save state attached.
- Attachments
ok, maybe I sorted out the bug:
http://bszelda.zeldalegends.net/stuff/Con/ssw1_msu1_patch.zip
patch size: 347 bytes, date dec, 28th 2023 (if not clear browser history)
http://bszelda.zeldalegends.net/stuff/Con/ssw1_msu1_patch.zip
patch size: 347 bytes, date dec, 28th 2023 (if not clear browser history)
You are GREAT my friend ! As usual !
Let me test this new patch and I will get back to you shortly !!
Blaaze_1 !
EDIT: Tested the new patch ! But unfortunately, same issue still occurs the exact same way. If you let the music loop only once within the first cutscene, the following 2nd level with the Landspeeder only has music no SFX. Sorry but this one does not seem to work so far. But i only tested the original rom revision. I will test Rev 1 but I have doubt it will work. I will repoart back soon...
Let me test this new patch and I will get back to you shortly !!
Blaaze_1 !
EDIT: Tested the new patch ! But unfortunately, same issue still occurs the exact same way. If you let the music loop only once within the first cutscene, the following 2nd level with the Landspeeder only has music no SFX. Sorry but this one does not seem to work so far. But i only tested the original rom revision. I will test Rev 1 but I have doubt it will work. I will repoart back soon...
ok, next try:
http://bszelda.zeldalegends.net/stuff/Con/ssw1_msu1_patch.zip
patch size is again 347 bytes, patch date from today (29th dec)
Edit:
ah damned. It freezes again. I tend to hate this game. I'll look into it some further.
Edit 2:
mmh, looks like my experimental freeze fix dowesn't solve the problem.
http://bszelda.zeldalegends.net/stuff/Con/ssw1_msu1_patch.zip
patch size is again 347 bytes, patch date from today (29th dec)
Edit:
ah damned. It freezes again. I tend to hate this game. I'll look into it some further.
Edit 2:
mmh, looks like my experimental freeze fix dowesn't solve the problem.
Happy to see that I was not crazy nor my system faulty Keep it up Conn ! I have complete faith in you. If only I knew how to make a patch I would gladly try to find a fix for this...hope to hear from you soon !
EDIT: Also forgot to mention earlier, it also does the exact same behavior with rom 1.1
EDIT: Also forgot to mention earlier, it also does the exact same behavior with rom 1.1
I tried hard with no luck. In worst case, the hard mute needs to be adjusted. The first one had glitches in the intro (old patch that you say that it works), so we went for the second one, which freezed the second level completely. So I made an "experimental fix". This one causes now the bugs, so we may have to go for the old version again (sorry Relikk) unless I find a way to fix. I'll keep trying a bit but am not sure if I succeed
well said above and had partially success:
http://bszelda.zeldalegends.net/stuff/Con/ssw1_msu1_patch.zip
patch size 341 bytes
Partially, because the sfx on points count after suceeding a stage is muted, if I restore, game crashes on stage 2.
However, stage 2 did work now in my tests. Please test whether there are occuring more bugs...
http://bszelda.zeldalegends.net/stuff/Con/ssw1_msu1_patch.zip
patch size 341 bytes
Partially, because the sfx on points count after suceeding a stage is muted, if I restore, game crashes on stage 2.
However, stage 2 did work now in my tests. Please test whether there are occuring more bugs...
cubear to the rescue
Thanks a lot, I hope you have more success than I had. The version in the "old folder" has another hard mute but this bugged with the intro. The new, current patch has another hard mute that however bugs with stage 2.
Thanks a lot, I hope you have more success than I had. The version in the "old folder" has another hard mute but this bugged with the intro. The new, current patch has another hard mute that however bugs with stage 2.
i've come to some success developing my own mute, by blanking out the instruments used on SPC's side and letting the songs play.
mute can be achieved by writing the ram to call a specific wrong track (#$00) after MSU1 runs.
i'll test through the stage2 issues before releasing a patch.
mute can be achieved by writing the ram to call a specific wrong track (#$00) after MSU1 runs.
i'll test through the stage2 issues before releasing a patch.
try out the attached ips. i tried to follow the instructions to replicate the glitch post-c3po cutscene. everything worked fine for me.. REV1 target
- Attachments
Sorry for the late reply Cubear, so good news !! YES it seems to work fine on REV 1 rom. It did not replicate the SFX cut off. Although it doesnt work on the original ROM, which is the one I always used for nostalgic purposes (yeah I just love the JVC logo, childhood memories , i tried it and it froze. But is it a really such a big deal ? No.
I'll live with REV 1 unless you can make the same fix on the original rom. Let me know.
Meanwhile congratulation nice work ! Thank you so much ! Those games are so much more engaging with the real music. I really just can't go back to the original cart for that matter. Have a great day ! I'll report back here if I encounter any other issues.
I'll live with REV 1 unless you can make the same fix on the original rom. Let me know.
Meanwhile congratulation nice work ! Thank you so much ! Those games are so much more engaging with the real music. I really just can't go back to the original cart for that matter. Have a great day ! I'll report back here if I encounter any other issues.
it's possible to port the work that i did to rev0 and i will probably do that at some point. the asm file exists for it so it's just a matter of changing some little things around.
Thanks a lot cubear, I was lost here. Please port the patch to rev0 and update on OP when you are done
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