Final Fantasy V
Zeldix :: MSU-1 Hacking :: MSU-1 Hacks Database :: RPG :: Round-based
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20200306
Final Fantasy V
MSU-1 Patch by Conn (v4: sd2snes resume fixed):
- Code:
https://drive.google.com/open?id=1o2XQfHcLWnFp6c8KJsa6HOKgLL51tQO5
PCM set v1.2 by Edale (-21 dBFS):
- Code:
https://mega.nz/#!fRJ0HChC!V5ehV9ryxhl1niRuVys-qSPiPfOgF66m6d-pvRFG7q0
PCM set by darthvaderx:
- Code:
https://drive.google.com/file/d/1aoeB9teLxBzZ7SXoNOi8S763d55x2k1A
Synthetic Origins PCM set by Edale (-21 dBFS):
- Code:
https://mega.nz/file/Wd5xkKiY#QfjQqUIj8TV1JUW8QWCRi8Xf5ObSK1ZsYdH3t6u1QIg
English Translation Patch by RPGe:
https://www.romhacking.net/translations/353/
Notes:
The Japanese ROM needs to have a header before applying the English Translation Patch (the CRC and other checksums listed on romhacking.net are for an unheadered ROM).
The translated ROM needs the header removed before applying the MSU-1 Patch.
There is also a MSU-1 patch included to patch the untranslated Japanese ROM.
If downloading a pre-patched English translated ROM, look for this one (it may need its header removed):
- Code:
Final Fantasy V (J) [T+Eng1.1_RPGe].smc
Last edited by edale on Wed 10 Aug 2022 - 19:02; edited 2 times in total
edale- Since : 2017-10-03
Final Fantasy V :: Comments
Re: Final Fantasy V
Wow, thanks a lot Conn.
I combined MSU1 v3 and RPGe v1.10 english patch, might come in handy for those who don't know how to deal with headers.
Just apply to a clean japanese rom.
Name: Final Fantasy V (Japan).sfc
Size: 2097152
CRC32: c1bc267d
MD5: d69b2115e17d1cf2cb3590d3f75febb9
SHA1: e937b54fff99838e2e853697e4f559359aa91fd6
https://mega.nz/#!j8t3hLrQ!pbNyz_SAjlov8t7FyQYCKt8doSx8Sv0MfQrmFjjq74Y
Last edited by Retroplay on Thu 19 Mar 2020 - 8:21; edited 2 times in total
I combined MSU1 v3 and RPGe v1.10 english patch, might come in handy for those who don't know how to deal with headers.
Just apply to a clean japanese rom.
Name: Final Fantasy V (Japan).sfc
Size: 2097152
CRC32: c1bc267d
MD5: d69b2115e17d1cf2cb3590d3f75febb9
SHA1: e937b54fff99838e2e853697e4f559359aa91fd6
https://mega.nz/#!j8t3hLrQ!pbNyz_SAjlov8t7FyQYCKt8doSx8Sv0MfQrmFjjq74Y
Last edited by Retroplay on Thu 19 Mar 2020 - 8:21; edited 2 times in total
Most patch creators try to avoid including other peoples patches in their releases without permission of that patch's creator...Retroplay wrote:Wow, thanks a lot Conn.
I combined MSU1 and RPGe v1.10 english patch, might come in handy for those who don't know how to deal with headers.
Just apply to a clean japanese rom.
Name: Final Fantasy V (Japan).sfc
Size: 2097152
CRC32: c1bc267d
MD5: d69b2115e17d1cf2cb3590d3f75febb9
SHA1: e937b54fff99838e2e853697e4f559359aa91fd6
https://mega.nz/#!vp9yzSJC!jWgbj583wZkoVV_kUDF1rHTb7HjwRBJ0NBpPcPvkSg0
That's cool, thanks Retroplay. People can use your patch post if they encounter problems, but I won't put it in the patch package due to the reason edale wrote
I think this is on my end, I just tried the game in retroarch on snes9x and bsnes cores all up dated and I can get past the start screen but after that the game shows white 0s and it will not load at all. Just wanted to let you all know.
Which Snes9x core, specifically, are you using?Polargames wrote:I think this is on my end, I just tried the game in retroarch on snes9x and bsnes cores all up dated and I can get past the start screen but after that the game shows white 0s and it will not load at all. Just wanted to let you all know.
And which platform? I've only really used Retroarch on Raspberry Pi's... and it's been a year or so since the last time I set one up... But...
When you go into the optional packages manager, there are like 4 or 5 versions of Snes9X, all but one have a year included in the package name, and you need the one without a year, it's just called "lr-snes9x" (it's full name was "254 lr-snes9x"). None of the other versions of the core support MSU-1.
It's also possible you messed up patching the ROM, and something got corrupted.
I'm approx 3 hours into the game and haven't encountered any problems whatsoever in either standalone Bsnes v115 or v115 libretro core.
@Polargames
I assume it's the english translated rom you play ?
If so, take notice on the instructions about adding/removing headers before applying the patch.
Or.. you could just use the combined english msu1 patch I linked a few post above.
@Polargames
I assume it's the english translated rom you play ?
If so, take notice on the instructions about adding/removing headers before applying the patch.
Or.. you could just use the combined english msu1 patch I linked a few post above.
Retroplay wrote:I'm approx 3 hours into the game and haven't encountered any problems whatsoever in either standalone Bsnes v115 or v115 libretro core.
@Polargames
I assume it's the english translated rom you play ?
If so, take notice on the instructions about adding/removing headers before applying the patch.
Or.. you could just use the combined english msu1 patch I linked a few post above.
Yep, I think I found out what was the problem, the english translated was the issue. Sorry about that, Good thing I said it was probably on my end. lol Thanks for the tips though:)
Awesome! There is a German translation Patch here:
https://snes-projects.de/filebase/index.php?file/569-final-fantasy-v-t-ger1-10-snes-projects-de/#overview
will it work, too?
https://snes-projects.de/filebase/index.php?file/569-final-fantasy-v-t-ger1-10-snes-projects-de/#overview
will it work, too?
I tested and the english translation patch should work with the german version.
I updated the patch file, now it says instead of "english_2.5MB.ips" just "ff5_msu1_translations.ips"
Be sure:
- german patch is preapplied
- your rom has no header
- then apply the ff5_msu1_translations.ips
I updated the patch file, now it says instead of "english_2.5MB.ips" just "ff5_msu1_translations.ips"
Be sure:
- german patch is preapplied
- your rom has no header
- then apply the ff5_msu1_translations.ips
Hello people.
I'm making my own set and I found a problem in the game presentation, at first I thought the problem was with my work but soon after I discovered it was with the original hack, I tested them all (.sfc, .smc, all without header, the Japanese original, the translation etc) and they all presented the same problem, here is a movie showing what happens:
(The sound sometimes makes almost imperceptible jumps but this is problem of the emulator's video recorder, which is the SNes9x 1.60.)
ff5.avi
I'm making my own set and I found a problem in the game presentation, at first I thought the problem was with my work but soon after I discovered it was with the original hack, I tested them all (.sfc, .smc, all without header, the Japanese original, the translation etc) and they all presented the same problem, here is a movie showing what happens:
(The sound sometimes makes almost imperceptible jumps but this is problem of the emulator's video recorder, which is the SNes9x 1.60.)
ff5.avi
Please, please please I had tons of bug reports in the last weeks, something like, "I found a bug", does not work (though a video is always nice ) make a description as close as possible!
I think what you mean is that at minute 2:23, there is mute, correct?
Last edited by Conn on Wed 18 Mar 2020 - 17:20; edited 1 time in total
I think what you mean is that at minute 2:23, there is mute, correct?
Last edited by Conn on Wed 18 Mar 2020 - 17:20; edited 1 time in total
If this was your bug, it is fixed in v2:
MSU-1 Patch by Conn (v2: intro fixed):
https://drive.google.com/open?id=1o2XQfHcLWnFp6c8KJsa6HOKgLL51tQO5
MSU-1 Patch by Conn (v2: intro fixed):
https://drive.google.com/open?id=1o2XQfHcLWnFp6c8KJsa6HOKgLL51tQO5
@Conn, looks like you just need to wipe the resume flag, so the title screen music restarts at the beginning, rather than resuming where it cut off before. The issue is at 2:23 in darthvaderx's 2nd vid.
Was that fix something that might impact other parts of the game (AKA is any more testing needed)?
Was that fix something that might impact other parts of the game (AKA is any more testing needed)?
Ok, here's v3:
MSU-1 Patch by Conn (v3: intro fixed):
https://drive.google.com/open?id=1o2XQfHcLWnFp6c8KJsa6HOKgLL51tQO5
Edale, if you could test the music resume would be aweseome,
- win a battle: overworld music resumes
- dying during a battle, that if you load again the savestate, the music starts from beginning
MSU-1 Patch by Conn (v3: intro fixed):
https://drive.google.com/open?id=1o2XQfHcLWnFp6c8KJsa6HOKgLL51tQO5
Edale, if you could test the music resume would be aweseome,
- win a battle: overworld music resumes
- dying during a battle, that if you load again the savestate, the music starts from beginning
OK, Intro's working as it does in the unmodded game, overworld music resumes as it should, and loading a save after death restarts the music. I'd say we're good.Conn wrote:Ok, here's v3:
MSU-1 Patch by Conn (v3: intro fixed):
https://drive.google.com/open?id=1o2XQfHcLWnFp6c8KJsa6HOKgLL51tQO5
Edale, if you could test the music resume would be aweseome,
- win a battle: overworld music resumes
- dying during a battle, that if you load again the savestate, the music starts from beginning
Thanks, and sorry if my complain sounded too harsh, but I was bug fixing all times in the last two weeks. If I do not get a clear description but rather something like "look, bug!" it is getting really hard for me. It's been stressful the last weeks, believe me on that
Some quotes how bugs shouldl not be reported:
One of the good examples (pm):
Best is of course if I get a savestate or video, but then please with description and what I need to do to see what is happening or a timestamp or whatever.
Some quotes how bugs shouldl not be reported:
Lines... ok?Are you still able to fix the lines issue in MSU1 Patch. I think one of code changed was interfering Super FX 2 Chip.
almost complete thread... at a point I lost patience
Err...?There's this problem on Snes9x and there's this same problem on bsnes. Here's the (savestate) link.
One of the good examples (pm):
You see here that there's an exact description what is happening and where I need to play to reproduce the bug, along with patch version and all needed stuff to testHi Conn,
I'm currently playing through A Link to the Past with your MSU-1 patch on my new SD2SNES Pro, but I have encountered a bug with the latest patch version that I'm hoping you can help with.
It seems that when collecting the crystals in the dark world, the game doesn't wait for the fanfare to finish before the maiden appears in the crystal. Because of this, the game loops the fanfare track (track 19) over and over instead of playing the Zelda's Lullaby/Maiden Crystal track (track 26.)
I'm using the 'full' patch from the latest version from these forums, with a non-headered USA copy of the ROM from the No-Intro set.
I found another post on the subject, https://www.zeldix.net/t1681-zelda-3-j-msu1-glitch, and it looks like you had fixed this in the 'old' patch version (the one with the video), but the latest version has the bug again. Any chance you can re-apply the fix to the latest patch version (if you still have the asm code?)
Also, I have some improvements to the Zelda re-orchestrated PCM files that I made if you're interested.
Best is of course if I get a savestate or video, but then please with description and what I need to do to see what is happening or a timestamp or whatever.
Almost ready:
What did you think?
Last edited by darthvaderx on Mon 20 Apr 2020 - 12:24; edited 1 time in total
What did you think?
Last edited by darthvaderx on Mon 20 Apr 2020 - 12:24; edited 1 time in total
Finally I managed to finish my set, I was out of time but I was able to handle the work, some considerations:
-I tried as much as possible to use different tracks from Dracula9antichapel but in some cases as I didn't find it better I had to use the same ones, but from different sources than Edale.
-I used normalization based on -19dB (personal taste), I hope you don't find it too loud.
-For the first time I used several different sources, I hope you like the result.
-I used loop only on tracks where I thought they needed.
-Here is the the tracklist
FFV_MSU-1 (Set by darthvaderx)
Until the next work.
Last edited by darthvaderx on Sun 31 May 2020 - 19:35; edited 2 times in total
-I tried as much as possible to use different tracks from Dracula9antichapel but in some cases as I didn't find it better I had to use the same ones, but from different sources than Edale.
-I used normalization based on -19dB (personal taste), I hope you don't find it too loud.
-For the first time I used several different sources, I hope you like the result.
-I used loop only on tracks where I thought they needed.
-Here is the the tracklist
- Click to view:
- PCM-OST Name (Arrange author) LOOP (S/N)
00-Main Theme (Pontus Hultgren) LOOP
01-Battle 2 (FF Record Keeper) LOOP
02-Opening Theme (Tokyo City Philharmonic Orchestra)
03-Boko's Theme (The 8-Bit Big Band)
04-Pirates Ahoy! (Nicholas Emmanuel Wheeler)
05-Town Theme (Yuji Moriya) LOOP
06-Dungeon (Pontus Hultgren)
07-Moogle's Theme (FFV Piano Collections)
08-The Prelude (Right Channel Music) LOOP
09-The Final Battle (Shin) LOOP
10-Requiem (Symphonic Remaster)
11-Reminiscence (Nicholas Emmanuel Wheeler) LOOP
12-Cursed Land (Nicholas Emmanuel Wheeler)
13-Reina's Theme (Duhemsounds)
14-Victory Fanfare (Symphonic Kunning Fox) LOOP
15-Deception (Duhemsounds)
16-Sorrows of Parting (Dracula9AntiChapel)
18-Exdeath's Castle (Dracula9AntiChapel) LOOP
19-Home Sweet Home (FFV Dear Friends-Nobuo Uematsu)
20-Tycoon Waltz (Tokyo City Philharmonic Orchestra) LOOP
21-Sealed Away (Chronamut Cover) LOOP
22-The Dawn Warriors (Nicholas Emmanuel Wheeler) LOOP
23-Close Call (Piano School Paradise) LOOP
24-Fire Ship (Nicholas Emmanuel Wheeler) LOOP
25-Legend of the Deep Forest (Game Music)
26-Mambo de Chocobo (RediCura) LOOP
27-Music Box (Max Coradduzza)
28-Slumber of Ancient Earth (FFV Dear Friends) LOOP
29-Spreading Grand Wings (Pocketcookie)
30-Beyond the Deep Blue Sea (Dracula9AntiChapel) LOOP
31-Prelude to the Void (Kyle Bennet) LOOP
32-In Search of Light (Right Music Channel + Dracula9AntiChapel - MERGED) LOOP
33-Harvest (FFV Piano Collection)
34-Clash on the Big Bridge (FF Record Keeper) LOOP
35-Four Hearts (FF Record Keeper)
36-Sealed Book (Dracula9AntiChapel) LOOP
37-What! (Dracula9AntiChapel) LOOP
38-Hurry! Hurry!! (Mitsuki Midorikawa)
39-Unknown Lands (RebeccaETripp-OCRemix) LOOP
40-Airship (Dracula9AntiCapel) (Mioxed by me) LOOP
41-Fanfare 1 (Dracula9AntiChapel)
42-Fanfare 2 (Dracula9AntiChapel)
43-Battle 1 (Kunning Fox) LOOP
44-To the North Mountain (Hocus Pocus Games Music) LOOP
45-The Evil Lord ExDeath (Dracula9AntiChapel) LOOP
46-The Castle of Dawn (Dracula9AntiChapel) LOOP
47-I'm a Dancer (Carmen 'Habanera'-???)
48-The Day Will Come (Duhemsounds)
49-Run! (Dracula9AntiChapel) LOOP
50-Library of Ancients (Nicholas Emmanuel Wheeler + Dracula9AntiChapel - MERGED) LOOP
51-Royal Palace (Dracula9AntiChapel) LOOP
52-Good Night (Dracula9AntiChapel + Mysterious Singer Voice, Can you find out who it is?)
53-Piano Lesson 1 (Virtual Harmonies)
54-Piano Lesson 2 (Virtual Harmonies)
55-Piano Lesson 3 (Virtual Harmonies)
56-Piano Lesson 4 (Virtual Harmonies)
57-Piano Lesson 5 (Virtual Harmonies)
58-Piano Lesson 6 (Virtual Harmonies)
59-Piano Lesson 7 (Virtual Harmonies)
60-Piano Lesson 8 (Virtual Harmonies)
61-Musica Machina (Tuberz McGee)
63-A New World (Cat's BGM Cafe) LOOP
64-The Decisive Battle (GaMetal) LOOP
65-The Silent Beyond (Right Music Channel) LOOP
66-Deer Friends (FF Orchestral Album)
67-Final Fantasy (Dracula9AntiChapel)
68-Ending Theme (Dracula9AntiChapel)
FFV_MSU-1 (Set by darthvaderx)
Until the next work.
Last edited by darthvaderx on Sun 31 May 2020 - 19:35; edited 2 times in total
Posted at top. As always, thank you for the contribution and hard work.JUD6MENT wrote:Until the next work.
One minor issue:
https://docs.google.com/spreadsheets/d/1Ew2gd4O2LV1vYfmp8SF3WyO4yIxB4lPvY7kgDjJS5UU/edit#gid=0
That's the track list we came up with while working on the patch and PCM set. It shows which tracks loop and which don't. Looping was determined by how the game's sound engine handles the SPC.
I just quickly glanced over the list, and noticed a number of tracks you don't have listed as looping that are supposed to loop.darthvaderx wrote:-I used loop only on tracks where I thought they needed.
https://docs.google.com/spreadsheets/d/1Ew2gd4O2LV1vYfmp8SF3WyO4yIxB4lPvY7kgDjJS5UU/edit#gid=0
That's the track list we came up with while working on the patch and PCM set. It shows which tracks loop and which don't. Looping was determined by how the game's sound engine handles the SPC.
pepillopev wrote:Posted at top. As always, thank you for the contribution and hard work.JUD6MENT wrote:Until the next work.
But I am not JUD6MENT.
The title wouldn't be 'PCM set by darthvaderx' ???
Ooops, my blunder. Apologies for mishap. Glad Conn corrected it.darthvaderx wrote:But I am not JUD6MENT.
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