Final Fantasy V

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Final Fantasy V Empty 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
Music remastered by Dracula9AntiChapel.

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
Source: https://www.youtube.com/watch?v=KF3sglK_4xs

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
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edale

Final Fantasy V Image110

Since : 2017-10-03

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Final Fantasy V :: Comments

Retroplay

Post Fri 6 Mar 2020 - 14:35 by Retroplay

Wow, thanks a lot Conn. Very Happy

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

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Post Fri 6 Mar 2020 - 17:01 by edale

Retroplay wrote:Wow, thanks a lot Conn. Very Happy

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
Most patch creators try to avoid including other peoples patches in their releases without permission of that patch's creator...

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Conn

Post Fri 6 Mar 2020 - 18:10 by Conn

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 Very Happy

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Polargames

Post Fri 6 Mar 2020 - 19:02 by Polargames

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.

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Post Fri 6 Mar 2020 - 19:37 by edale

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.
Which Snes9x core, specifically, are you using?

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.

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Retroplay

Post Fri 6 Mar 2020 - 20:38 by Retroplay

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.

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Polargames

Post Sat 7 Mar 2020 - 0:26 by Polargames

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:)

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PittStone

Post Sat 7 Mar 2020 - 7:56 by PittStone

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?

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Conn

Post Sat 7 Mar 2020 - 11:43 by Conn

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

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Post Wed 18 Mar 2020 - 13:49 by darthvaderx

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

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Conn

Post Wed 18 Mar 2020 - 16:51 by Conn

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 Very Happy ) 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

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Conn

Post Wed 18 Mar 2020 - 17:18 by Conn

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

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Post Thu 19 Mar 2020 - 1:04 by darthvaderx

Now the problem is with the music restart:

ff5(v2).avi

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Post Thu 19 Mar 2020 - 2:13 by edale

@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)?

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Conn

Post Thu 19 Mar 2020 - 6:57 by Conn

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

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Post Thu 19 Mar 2020 - 8:29 by edale

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
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.

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Conn

Post Thu 19 Mar 2020 - 12:30 by Conn

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 Wink

Some quotes how bugs shouldl not be reported:
Are you still able to fix the lines issue in MSU1 Patch. I think one of code changed was interfering Super FX 2 Chip.
Lines... ok?

almost complete thread... at a point I lost patience Sad

There's this problem on Snes9x and there's this same problem on bsnes. Here's the (savestate) link.
Err...?

One of the good examples (pm):
Hi 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.
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 test Very Happy
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.

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Post Sat 21 Mar 2020 - 22:14 by darthvaderx

Almost ready:



What did you think?

Last edited by darthvaderx on Mon 20 Apr 2020 - 12:24; edited 1 time in total

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Post Sat 30 May 2020 - 12:48 by darthvaderx

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

Click to view:

FFV_MSU-1 (Set by darthvaderx)

Until the next work.  Wink

Last edited by darthvaderx on Sun 31 May 2020 - 19:35; edited 2 times in total

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Post Sat 30 May 2020 - 13:02 by pev

JUD6MENT wrote:Until the next work.  Wink
Posted at top. As always, thank you for the contribution and hard work. Wink

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Post Sat 30 May 2020 - 13:52 by edale

One minor issue:
darthvaderx wrote:-I used loop only on tracks where I thought they needed.
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.

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.

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Post Sat 30 May 2020 - 14:55 by darthvaderx

pepillopev wrote:
JUD6MENT wrote:Until the next work.  Wink
Posted at top. As always, thank you for the contribution and hard work. Wink

But I am not JUD6MENT.  Very Happy

The title wouldn't be 'PCM set by darthvaderx' ???

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Conn

Post Sat 30 May 2020 - 15:38 by Conn

But I am not JUD6MENT.
Lol* I corrected, was maybe a copy/paste issue Wink

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Post Sun 31 May 2020 - 13:03 by pev

darthvaderx wrote:But I am not JUD6MENT.   Very Happy
Ooops, my blunder. Apologies for mishap. Glad Conn corrected it.

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