Uncharted Waters: New Horizons
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20220904
Uncharted Waters: New Horizons
- Patch -
Patch v1.24 (by Cubear):
- Code:
https://mega.nz/file/3LJUyC7b#IyuQtEMc_TNpKDveGAHyng2OoGENfr60cusBJhR8eKo
Apply patches to headerless ROMs. As a special bonus, I've included an "easter egg!" If you hold B while certain songs begin to play, it will play songs from Uncharted Waters 1.
- Patch Changelog (Click To View):
Jan 7, 2024
1.24 implemented native fades (beta)
Jan 5, 2024
1.23a Fixed a fade error. (for real this time)
Jan 1, 2024
1.22 Fixed an issue with the fade code that was breaking SRAM saves
Jul 11, 2023
1.21 fixed a crash when a track was not present
Jul 10,2023
1.2 Hard mute to correct some game errors.
Jul 7, 2023
1.1 Zip now includes (J) region patch. bugfixed shared ram issues on (J)
Nov 14, 2022
1.1 Fixed a script error in Joao's introductory story
Sept 3, 2022
1.0 Initial Release
- PCM Packs -
Arranged music with tracks from Galaxy Piano and the official arranged album (by Cubear):
- Code:
https://mega.nz/file/XS4ixagJ#FB1zWzfr-ESvYWefAGFwN6rU2fARXvQFm8YRsz5z02I
PlayStation Arranged (by Relikk):
- Code:
https://mega.nz/file/czwS0ADJ#qo6_IDMIAvCBwjhuyU3jsgqXaHkbPOJIstn0XBP7ulE
Sega Saturn Arranged (by Relikk):
- Code:
https://mega.nz/file/d7oU1DpD#zZP2tS1RscvRUT5RGaF0l_ndfqHxBI5U1kSaXjbz4jc
FM Towns Arranged Bonus Tracks (by Relikk):
- Code:
https://mega.nz/file/AjQFDBiL#b8IbuAh1DxaQ5QDlf_1QFiG2XBLeKDPmiraW6OBqMOA
- Track Map -
- Code:
https://docs.google.com/spreadsheets/d/11oAr9uGnllV6YPhub4PzCqhA86GS8TA6MxzBzAT52q4
Last edited by Cubear on Mon 8 Jan 2024 - 2:39; edited 15 times in total
Uncharted Waters: New Horizons :: Comments
Patched an error in Joao's intro story.
Added an MSU1 example video.
Added an MSU1 example video.
May I ask how to apply an MSU patch to the Japanese version of Daikoukai Jidai II?
I will update the /zip file in this thread to contain a (J) version, which was converted for that region by my friend Haru. please download it again and use the -j patch
thank you very much for this wonderful work.Cubear wrote:I will update the /zip file in this thread to contain a (J) version, which was converted for that region by my friend Haru. please download it again and use the -j patch
I tested the Japanese and US versions separately.A bug was found!
US versions bug:When you leave the room, you will get stuck for about 1 second and cannot move.
JAP versions bug:1.After entering the hotel, people fly, not walk.
2.When you leave the room, you will get stuck for about 1 second and cannot move.
I uploaded the Japanese version of the video
https://youtu.be/unPzwwfSQmo
US versions bug:When you leave the room, you will get stuck for about 1 second and cannot move.
JAP versions bug:1.After entering the hotel, people fly, not walk.
2.When you leave the room, you will get stuck for about 1 second and cannot move.
I uploaded the Japanese version of the video
https://youtu.be/unPzwwfSQmo
probably related. perhaps the "free ram" that i found isn't very free after all. this can cause strange issues like this. i'll look into this.
i fixed the shared ram bug so the characters no longer "fly" in the (j) version.
the slight pause before resuming control seems to be normal game behaviour, but i did notice the black screen takes longer in the MSU1 version, likely the game is uploading the SPC every exit from a building. i will work on this at a later time.
updated the first post with a new version with less "flying"
the slight pause before resuming control seems to be normal game behaviour, but i did notice the black screen takes longer in the MSU1 version, likely the game is uploading the SPC every exit from a building. i will work on this at a later time.
updated the first post with a new version with less "flying"
Maybe it's close to perfection, hopefully to solve the brief pause in going out
I found a new bug ,where the screen gets stuck after sea battles destroy enemy flagships.Both the jp and the American version will get stuck.
I uploaded the Japanese version of the video
https://youtu.be/gjxDWIfpjJM
I uploaded the Japanese version of the video
https://youtu.be/gjxDWIfpjJM
I have changed the way the SPC music has been muted.
it is now a hard mute so currently 4 tracks without replacement will not play.
It should correct lock ups + the brief pause on exiting a building.
I will release a version of those 4 tracks from the sega saturn version later.
it is now a hard mute so currently 4 tracks without replacement will not play.
It should correct lock ups + the brief pause on exiting a building.
I will release a version of those 4 tracks from the sega saturn version later.
updated the patch to prevent crashing if a track is called that is not present.
Just wanted to say thank you for your work. It's great to hear this game's wonderful music like this ingame.
thank you , Cubear , More and more perfect!
I hope to see Sega Saturn or playstation OST someday. I prefer Sega Saturn or playstation music to Arranged music
I hope to see Sega Saturn or playstation OST someday. I prefer Sega Saturn or playstation music to Arranged music
PS1 and Saturn soundtracks now available in the OP. Bonus tracks from the FM Towns version of Uncharted Waters 1 will be available later today.
Thank you Cubear and Relikk.I've been playing New Horizons since 1997, and the snes version is the longest I've played
SilverVortex wrote:Just wanted to say thank you for your work. It's great to hear this game's wonderful music like this ingame.
ycmwan wrote:Thank you Cubear and Relikk.I've been playing New Horizons since 1997, and the snes version is the longest I've played
It's been one of my favourite SNES games since the early 2000s. I appreciate the thanks, and I am just glad that people are using and enjoying the work that I have done.
Sorry to bother you again in a few months. The MSU version will lose the saved game, but the original rom won't, can you fix it?
could you tell me more about how you're losing your saved game? how are you playing the game?
I uploaded this video
https://youtu.be/cvfkWBjM85g?si=Bqu0W5zsQXYKSvqO
1:39 I saved game
2:50 I load savedate
5:00 savedate lost
https://youtu.be/cvfkWBjM85g?si=Bqu0W5zsQXYKSvqO
1:39 I saved game
2:50 I load savedate
5:00 savedate lost
Some time ago I used sd2snes, today I tested snes9x, the same lost savedata, I think it is the msu rom problem.can you fix it?
i'll look into it, it's likely my code using ram that is conflicting with something the game is doing, we'll see.
Just a general tip since I many times ran into the problem that unused ram is indeed used, even also that both banks $7e,$7f were completely full.
My trick is to see where the stack is located, e.g. in star wars:
$80/DFD7 18 CLC A:02BA X:0000 Y:0010 D:0000 DB:80 S:1FFB
So here the used stack is at 7e1ffb. when I look into that region, I notice that 7e1fa0-7e1fc0 have the values 55 in snes9x geiger and thus I can assume that they are never reached through stack. Here I would use 7e1fa0-7eafaf then for my ram stuff.
My trick is to see where the stack is located, e.g. in star wars:
$80/DFD7 18 CLC A:02BA X:0000 Y:0010 D:0000 DB:80 S:1FFB
So here the used stack is at 7e1ffb. when I look into that region, I notice that 7e1fa0-7e1fc0 have the values 55 in snes9x geiger and thus I can assume that they are never reached through stack. Here I would use 7e1fa0-7eafaf then for my ram stuff.
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