Final Fight 3
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20181026
Final Fight 3
Patch (v1.2: Pause jingle):
http://bszelda.zeldalegends.net/stuff/Con/ff3_msu1_patch.zip
Kurrono Pcm Pack (fixed special stages):
https://app.box.com/s/83ccuq99pz4fqr33cep9gxo0e22e2n04
Last edited by Relikk on Sun 25 Oct 2020 - 12:35; edited 9 times in total (Reason for editing : adding a pcm)
kurrono- Since : 2015-03-22
Final Fight 3 :: Comments
Yea now I'm going like my 2 friends ..I ll take a break....we will see in the future, no more projects for now
kurrono wrote:Yea now I'm going like my 2 friends ..I ll take a break....we will see in the future, no more projects for now
Go right ahead dude, With all of your great work you have done, you deserve a break :-). Have a great week
Theres a loud buzzing sound if I skip the intro. Once I start the first level it goes away. Did I do something wrong?
Edit: I noticed track 33 is missing from the pcm files, which is for the title screen.
Edit: I noticed track 33 is missing from the pcm files, which is for the title screen.
Oh sd2snes.. I haven't test it yet there..I all check that tonight..only way to remove buZz...adding silence..or 00 on the loop table
If you need a revision of the patch, here's also a small thing:
JSR $C0E000 (both in pausestart and pauseend) needs to be
JSL $C0E000
JSR is 2 byte addressing, somehow your compiler (xkas) seem to have it corrected automatically to JSL (3 byte addressing), at least when tracing in the ips the problem isn't there/fixed.
I hope you can retire soon, too K... Star Fox was too much trouble for both of us I think
JSR $C0E000 (both in pausestart and pauseend) needs to be
JSL $C0E000
JSR is 2 byte addressing, somehow your compiler (xkas) seem to have it corrected automatically to JSL (3 byte addressing), at least when tracing in the ips the problem isn't there/fixed.
Strange that it is there in the video...
Edit: I noticed track 33 is missing from the pcm files, which is for the title screen.
I hope you can retire soon, too K... Star Fox was too much trouble for both of us I think
No..the buzzing is for 0.pcm..if u. Do a breakpoint. On bsnes..using 2004 on W..write..ull see u need
Ff3_msu1-0.pcm..I'll upload it tonight..batman returns has a silence .pcm u can take and add it to ff3..just rename it to. ff3_msu1-0.pcm..easy
Ff3_msu1-0.pcm..I'll upload it tonight..batman returns has a silence .pcm u can take and add it to ff3..just rename it to. ff3_msu1-0.pcm..easy
I get the breakpoint for $33, title screen that needs to be silenced (pcm ff3_msu1-51.pcm needed, not -0)
I think there's a plausible reason why you get 0 and gamegenie and I $33. Maybe skipping the intro with button press or an oddity like this.
It's maybe a good idea to add both -0 and -51 pcm as mute tracks, just to be on the safe side
Congratulations for your work
It's maybe a good idea to add both -0 and -51 pcm as mute tracks, just to be on the safe side
Congratulations for your work
Just tested (was out yesterday), and it is really the skip intro why there's also a $33 track, so we are both right:
No skipping (2002 read breakpoint but it is the same as 2004, write):
Pressing start anytime during the intro
So both, pcm-0 and -51 need to get a mute track, then it's all good
No skipping (2002 read breakpoint but it is the same as 2004, write):
$CC/03F5 AD 02 20 LDA $2002 [$00:2002] A:1E01 Capcom
$CC/03F5 AD 02 20 LDA $2002 [$00:2002] A:1E02 Text intro
$CC/03F5 AD 02 20 LDA $2002 [$00:2002] A:1E31 cutscreen intro
$CC/03F5 AD 02 20 LDA $2002 [$00:2002] A:BB00 *buzz - needs to be mute
$CC/03F5 AD 02 20 LDA $2002 [$00:2002] A:1E32 title screen (press start)
$CC/03F5 AD 02 20 LDA $2002 [$00:2002] A:1E06 Demo
Pressing start anytime during the intro
$CC/03F5 AD 02 20 LDA $2002 [$00:2002] A:1E33 *buzz title screen (player select) - needs to be mute
So both, pcm-0 and -51 need to get a mute track, then it's all good
Here's a patch that should fix the troubles without needing to make new silence pcm:
http://bszelda.zeldalegends.net/stuff/Con/ff3_msu1_patch.zip
(added an error check, if a track is not present, it will mute, please test on sd2snes)
http://bszelda.zeldalegends.net/stuff/Con/ff3_msu1_patch.zip
(added an error check, if a track is not present, it will mute, please test on sd2snes)
@Conn, I just wanted to let you know that I have played the whole thing and it worked great. I played it on bsnes V4. Now I did play it on snes9x, but there is a strange glitch in the the game that if the enemies go off the screen they do not come back and your stuck, but I am going to see if there is a new snes9x version out because it might have it fixed. Hope this helps :-). Oh also I used a enhancement patch for the game and it works great with it also. No buzzing as well
I can't reproduce this bug and from the coding side, there is no obvious reason why this could happen. Anybody else can confirm?
My best guess is that you somehow patched wrongly or applied an incompatible patch. Try with msu patch alone, or the original rom.
Only small and negligible thing I noticed is when pressing start you need to wait 2 seconds before being able to return from pause mode. This ~could~ be eased by giving a msu track for pause start like in the original game that is disabled by the mute. But probably too much effort for too little gain.
My best guess is that you somehow patched wrongly or applied an incompatible patch. Try with msu patch alone, or the original rom.
Only small and negligible thing I noticed is when pressing start you need to wait 2 seconds before being able to return from pause mode. This ~could~ be eased by giving a msu track for pause start like in the original game that is disabled by the mute. But probably too much effort for too little gain.
In Wong (Round 4 Kitchen Boss) there's no music.
Round 5 Second secret door, no music too.
Round 5 Second secret door, no music too.
This suggests some pcm are missing. If a revision of the pcm set is needed, you could add a pause start pcm (number of your choice not used elsewhere).
I think it's easy to implement it.
Edit: I had at the ending most part mute, dunno whether this is how it should be.
I think it's easy to implement it.
Edit: I had at the ending most part mute, dunno whether this is how it should be.
I'll check that all tonight...on sd2snes cant I got to fix my SNES..I need that special screwdriver to open. It
Conn wrote:I can't reproduce this bug and from the coding side, there is no obvious reason why this could happen. Anybody else can confirm?
My best guess is that you somehow patched wrongly or applied an incompatible patch. Try with msu patch alone, or the original rom.
Only small and negligible thing I noticed is when pressing start you need to wait 2 seconds before being able to return from pause mode. This ~could~ be eased by giving a msu track for pause start like in the original game that is disabled by the mute. But probably too much effort for too little gain.
I got it fixed, I had a cheat code running in the background that I did not know about, I turned it off and it played fine. So its all good. My bad.
Hey Tsolo there is music on kitchen Wong..is 14=20.pcm..it plays on bsnes..
Now I'm checking that room on stage 5
Now I'm checking that room on stage 5
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