Super Earth Defense Force
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20190408
Super Earth Defense Force
- Patch -
Patch v4 (by Kurrono, PepilloPev, Cubear, Conn):
- Code:
https://mega.nz/file/AyolwZCK#u1brVu4EFddUSTPMT-ClU7BJaAqQZHatbmgdmg0KCvI
- PCM Pack -
Arcade v2 (by Relikk):
- Code:
https://mega.nz/file/0iBlHKYA#op4rUXescy90a1XsqNnAIESu8fk6a_OLoB6VgO1NnKc
Last edited by pepillopev on Thu 10 Sep 2020 - 20:35; edited 4 times in total
pev- Since : 2017-10-16
Super Earth Defense Force :: Comments
Oh, I completely missed the #$06 error lol.
You can tell I was getting tired of this game, ha ha
the level music does play via kurrono's original code.
It does use a databank system but as far as I know the other tracks in the databank are always the same, so it made it easy to just hook those track changes and assign a number to each.
Oh. I think track 1 (were it to play) should also be noloop, which I was also too lazy to put the 3 lines or so of code in to accomplish that. Truly, this is a masterwork of laziness. Thanks for taking over.
You can tell I was getting tired of this game, ha ha
the level music does play via kurrono's original code.
It does use a databank system but as far as I know the other tracks in the databank are always the same, so it made it easy to just hook those track changes and assign a number to each.
Oh. I think track 1 (were it to play) should also be noloop, which I was also too lazy to put the 3 lines or so of code in to accomplish that. Truly, this is a masterwork of laziness. Thanks for taking over.
lol, yes... I was also too often drawn into a project I did not want initially. Great job with the mute!!!You can tell I was getting tired of this game, ha ha
My fault, sorry. Didn't notice first since it had a cmp #$53 (obsolete through hardmute), that isn't detected by geiger debugger.the level music does play via kurrono's original code.
Ok, already done so far.
I did these no loop:
- Code:
cmp #$55 ;Jaleco
beq noLoop
cmp #$59 ; EDF logo
beq noLoop
cmp #$01
beq noLoop ;Title screen noise
cmp #$04
beq noLoop ;Victory
I also added a fading (not sure whether it is too fast, if, please delete a dec in the nmi: from the asm
Also please check everything, and if you can, please also add missing tracks to the pcm set and we are done
I decided to move this topic back to the dev section until we are done with the revision.
I hope anybody takes on from here with testing the in above post edf_v12.zip
And following pcm:s needs to be added before testing:
I hope somebody volunteers
I hope anybody takes on from here with testing the in above post edf_v12.zip
And following pcm:s needs to be added before testing:
1. Title screen noise
2. (unused)
3. Boss Battle
4. Victory
5. Weapon Select
6. (unused, plays on the continue screen)
I hope somebody volunteers
Hopefully me bringing this one to attention hasn't caused too many headaches.
Not at all, just a few evenings spent swearing at the game's code trying to figure out a good hard mute...
maybe somebody else spends a few evenings swearing working on the PCM pack now that it needs updating.
maybe somebody else spends a few evenings swearing working on the PCM pack now that it needs updating.
I talked back with relikk yesterday, he probably will post those 3 or 4 tracks missing today...
Conn wrote:I talked back with relikk yesterday, he probably will post those 3 or 4 tracks missing today...
https://mega.nz/file/Qn4jiaCT#zXO401nUr2Jr-SM2EXCwECZvhQqr7qAvBhcReyw4WcY
Japanese versions included as well, because the percussion uses different samples.
Much thanks Relikk,
here's the patch 1.2 (Kurrono, PepilloPev, Cubear, Conn)
Arcade PCM set (Kurrono, Relikk)
Please test and let me know if it works all, I'll move it back then to the database if ok.
here's the patch 1.2 (Kurrono, PepilloPev, Cubear, Conn)
- Code:
https://mega.nz/file/ErBHAIpI#Rmp-DbotZnwn-LCrWlfR7Gvb2_cCg4cUiNl7s0HtniU
Arcade PCM set (Kurrono, Relikk)
- Code:
https://mega.nz/file/kqJxTSpS#mleyEq08UXcoe1SVn_7uyqJMV_XX-W5P4-P9BNWjme4
Please test and let me know if it works all, I'll move it back then to the database if ok.
Conn wrote:
Please test and let me know if it works all, I'll move it back then to the database if ok.
Seems there's still an issue with sound effects, they're not playing consistently. On the weapon select menu it should bleep with every move, but half the time it doesn't play, I noticed it in game too, right from the start there were some enemy hits and explosions that were silent.
Also noticed the arcade PCMs also fade out and leave quite a long silence before looping.
Thanks
I must hand this back to cubear again, since I am out when it comes to this APU. Is there a progress in comparison to the previous patch in your opinion (distortions and such)?
I must hand this back to cubear again, since I am out when it comes to this APU. Is there a progress in comparison to the previous patch in your opinion (distortions and such)?
@cubear, if you make a second revision, just leave a dec out hereAlso noticed the arcade PCMs also fade out and leave quite a long silence before looping.
- Code:
lda $1F41 ;volume
dec
dec
dec
Unfortunately, that’s errors in the original code I think. It would play every time were the music not playing, but as it is, the sfx fights for priority with the music on channels 6-7-8. The music is still playing, just silently. It causes sfx to sometimes not play during gameplay as well. It is unfortunate but we get to pick between the sfx sounding good or the sfx playing on every trigger. Just how it’s got to be without a rewrite of the APU code, which I’m not nearly proficient enough to do, sorry
belated edit, now that i'm not at work: i believe the "long fade" is not your fade, @conn, but the PCM having a long fadeout instead of a nice loop.
belated edit, now that i'm not at work: i believe the "long fade" is not your fade, @conn, but the PCM having a long fadeout instead of a nice loop.
I've redone the entire PCM set from scratch. It now has proper looping and only 1 SPC replacement track (weapon select). Everything else is from the arcade version.
https://mega.nz/file/g2wwgSyK#5mBaDdhBHa9y3ZghNPuTZPGKxZ-RPTs0apGcy9__4AI
https://mega.nz/file/g2wwgSyK#5mBaDdhBHa9y3ZghNPuTZPGKxZ-RPTs0apGcy9__4AI
So this bug is also happening in vanilla/stock rom? Then there's nothing needs to be done anywaysUnfortunately, that’s errors in the original code I think. It would play every time were the music not playing, but as it is, the sfx fights for priority with the music on channels 6-7-8. The music is still playing, just silently. It causes sfx to sometimes not play during gameplay as well. It is unfortunate but we get to pick between the sfx sounding good or the sfx playing on every trigger. Just how it’s got to be without a rewrite of the APU code, which I’m not nearly proficient enough to do, sorry
I don't know, but removed a dec so the fading is slower now.
belated edit, now that i'm not at work: i believe the "long fade" is not your fade, @conn, but the PCM having a long fadeout instead of a nice loop.
Awesome: I updated your set link with the new post to the first post.I've redone the entire PCM set from scratch. It now has proper looping and only 1 SPC replacement track (weapon select). Everything else is from the arcade version.
I consider this patch done as best we can make it. Any objections to move it back into the database?
I'd say it's as good as it can be within reason at this point.
Thanks everyone for your efforts.
Thanks everyone for your efforts.
The "Boss Attack" track (track 3) doesn't trigger when you get to the boss on stage 3.
Sorry for the confusion, relikk. I didn't have a cheat to play there and therefore said to put it in the forum (cheat is 7e0181-03 for invincibility).
Through this cheat now I was able to fix it (was also boss 4,5 and 6 that didn't trigger and fixed).
I also sent to you via discord, Relikk. As sson you give ok I update the op.
Through this cheat now I was able to fix it (was also boss 4,5 and 6 that didn't trigger and fixed).
I also sent to you via discord, Relikk. As sson you give ok I update the op.
I tweaked a couple of tracks in the PCM set, also. Mainly the ending track as it wasn't long enough. It now syncs perfectly with the time given.
Doesn't work on my FXPak Pro - game hangs on a black screen after the Jaleco screen. Even tried with In-Game hooks off.
In-game hooks should always be off when submitting bug reports anyway, but did you download the patch from here recently, or a while ago? I found that particular bug, but it should be fixed as of a month ago.
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