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
Re: Uncharted Waters: New Horizons
Hi,Cubear! I recently played the Sega Saturn version of Dai Koukai jdai 2 (Uncharted Waters: New Horizons) and found 4 more pieces of music that I uploaded to youtube, wondering if snes msu can also add these 4 pieces of music?
Divination house
https://youtu.be/FUqa8yKHnzY?si=crzKWfaMu33pHocv
Shipyard
https://youtu.be/mLuFMsL4ijU?si=n9GWIfyu6zC-oswe
church
https://youtu.be/I1Fv9ZXQmKY?si=XkLZ1BeokdLV_yya
mosque
https://youtu.be/11ueo3fmts4?si=2QJW2RUXIXQc3jPZ
Divination house
https://youtu.be/FUqa8yKHnzY?si=crzKWfaMu33pHocv
Shipyard
https://youtu.be/mLuFMsL4ijU?si=n9GWIfyu6zC-oswe
church
https://youtu.be/I1Fv9ZXQmKY?si=XkLZ1BeokdLV_yya
mosque
https://youtu.be/11ueo3fmts4?si=2QJW2RUXIXQc3jPZ
It's possible to do this, yes.
It might also be a colossal effort.
It is possible that in order to do this there would need to be made a list of every entrance door in the game (and the numbers it uses internally) in order to check what track to send to the MSU1. it is also possible that the Exit IDs may also need to be logged in order to restart the correct track upon leaving the building.
This may not be 100% the case, but it is likely.
It might also be a colossal effort.
It is possible that in order to do this there would need to be made a list of every entrance door in the game (and the numbers it uses internally) in order to check what track to send to the MSU1. it is also possible that the Exit IDs may also need to be logged in order to restart the correct track upon leaving the building.
This may not be 100% the case, but it is likely.
I recently got the soundtrack of daikoukaijidaigaiden, which is similar to daikoukaijidai2( Uncharted Waters: New Horizons),but with some differences. I want to make pcm. I tried Audacity and Visual Studio Code, but I couldn't locate loop 100%, could you and JUD6MENT and conn please set end and loop?very thank you! I uploaded flac music.
https://mega.nz/file/MyknQBCa#gfB-HMDeE83E907zGySsbaNMhBe7E8tCtPLciPSitXQ
https://mega.nz/file/MyknQBCa#gfB-HMDeE83E907zGySsbaNMhBe7E8tCtPLciPSitXQ
I really extremely thank you.Relikk wrote:I'll do them. Might as well keep it consistent.
The only thing missing is duke and Wind Ahead, because daikoukaijidai gaiden doesn't have these two pieces of music.It can be replaced with music from the playstation daikoukaijidai2.
There are 4 sound effects,(Victory in a Duel,Storm , Victory in a Naval Battle ,sleep). I have done, if there is no problem, do not need to change, if there is a problem, you can correct.I'll upload it tomorrow.
ycmwan wrote:I'll upload it tomorrow.
It's fine. There's no need. I'll loop edit the one's you linked earlier, then I'll send you on the raw WAV files with wav2msu and a batch file so you can volume edit and convert them and do whatever you like with them.
Yeah, I come to think of it. They don't need loop(only storm need loop).Relikk wrote:ycmwan wrote:I'll upload it tomorrow.
It's fine. There's no need. I'll loop edit the one's you linked earlier, then I'll send you on the raw WAV files with wav2msu and a batch file so you can volume edit and convert them and do whatever you like with them.
You can also add gaiden music to the first post.
Here are the loop edited, non-volume balanced WAV files: https://mega.nz/file/02oi3Z5D#osZ0uLWnBXTJlXF9OC-mPI8t01lbhvUWRXuU5bnDnq4
You can check the loop points contained within the batch file in an audio editor if you want to see how I got them. Just don't alter those values, or add or take away anything from the WAV files themselves. Only volume editing. You can rename the Naval_Battle track to whatever you think matches an original track, and then change that in the batch file to match. I just didn't know what it matched. Then you can run the batch file to convert the WAV files to PCM.
You can check the loop points contained within the batch file in an audio editor if you want to see how I got them. Just don't alter those values, or add or take away anything from the WAV files themselves. Only volume editing. You can rename the Naval_Battle track to whatever you think matches an original track, and then change that in the batch file to match. I just didn't know what it matched. Then you can run the batch file to convert the WAV files to PCM.
I got sega saturn daikoukai jidai gaiden music again today, please also set the end and loop, thank you very much. https://mega.nz/file/d3sQUQoB#Grg1s23VYn0E1YveNlwoD3dqXNIGCP-0jCewxDEaPWwRelikk wrote:I'll do them. Might as well keep it consistent.
My friend used software to extract it directly from the ps ss game iso, so the sound quality is very good, better than those on the Internet
ycmwan wrote:I got sega saturn daikoukai jidai gaiden music again today, please also set the end and loop, thank you very much. https://mega.nz/file/d3sQUQoB#Grg1s23VYn0E1YveNlwoD3dqXNIGCP-0jCewxDEaPWw
My friend used software to extract it directly from the ps ss game iso, so the sound quality is very good, better than those on the Internet
https://mega.nz/file/EmRVgD6K#g8Ol9bydvH8Giwhcp7crCoU0qYFWqoUD80nPuCHDp9A
hi,Cubear!It's been months,Can fix some sd2snes noise issues,thanksCubear wrote:ycmwan wrote:The US version and the JP version, the system is not a small difference, such as my end game, it can automatically return to the opening title, but the JP version can not. So I wonder if .asm should be differentiated.
https://youtu.be/iLMjpYzS-RA?si=bgBwHnxLYO5HzTcL
US version OG rom or MSU rom,end game can automatically return to the title, but the JP version can not.
The audio code is in identical locations between roms. The only difference the .asm might need for each is in the slow fade when entering town from the sailing screen, which is the portion of the patch marked for your removal. I do not wish to maintain two separate .asm, so the solution of having both regions' hooks in the .asm will suffice for most people.
if SD2SNES is making noisy audio, it's likely that the song is being played before it has finished loading, leading to garbage data being played as sound. I'll look into fixing it, probably this weekend.
that's at the bottom of a very slow moving list. i also do not have an SD2SNES to do testing upon, so any changes i make will be purely guesswork
Relikk wrote:ycmwan wrote:I got sega saturn daikoukai jidai gaiden music again today, please also set the end and loop, thank you very much. https://mega.nz/file/d3sQUQoB#Grg1s23VYn0E1YveNlwoD3dqXNIGCP-0jCewxDEaPWw
My friend used software to extract it directly from the ps ss game iso, so the sound quality is very good, better than those on the Internet
https://mega.nz/file/EmRVgD6K#g8Ol9bydvH8Giwhcp7crCoU0qYFWqoUD80nPuCHDp9A
@Relikk hi,Relikk,Trouble you again.I recently acquired the remaining original music from the daikoukaijida gaiden,please also set the end and loop.thank you!
ps: https://mega.nz/file/pm8CzRaB#PYH38Fnqdu5TgvjWBAFxFvzFuWZWPXOuX7ET2a8GZW0
ss: https://mega.nz/file/tvNwWIoD#6GSZ9nlBKlnA8Rai6-hIcf10pq3Ei4rPylg5bRguk0w
Cubear wrote:that's at the bottom of a very slow moving list. i also do not have an SD2SNES to do testing upon, so any changes i make will be purely guesswork
having had a very quick pass through the code my original assumption was incorrect (there should be no way to play MSU1 audio in my code before it has loaded properly) so it must be an issue with the method used to mute the spc700 music. i could go back to the prior mute from an older version and see if this fixes your issue.
the mute was changed because of a crashing issue when MSU1 audio was not present for a track trying to play. this will reintroduce this issue.
here is an ASM file to apply in order to test. i have already commented out the slow fade upon entering town for you.
https://mega.nz/file/nbBXnCIQ#6ATMVbTW7IdQ2DZFpiYBZAJi_v6NogATou3yyIjap9c
please apply to a clean rom (unpatched) and report your findings
I recently got the Genesis Uncharted Waters: New Horizons soundtrack, I tried Audacity and msupcm to set loop,but couldn't do it perfectly, I had to ask you again for help
gens wav:
https://mega.nz/file/4ysTgBYD#hFe3SdvzaSfu_5lX2kyxqDLLnxXgqKlbiWmOf-opDng
gens wav:
https://mega.nz/file/4ysTgBYD#hFe3SdvzaSfu_5lX2kyxqDLLnxXgqKlbiWmOf-opDng
Cubear wrote:Cubear wrote:that's at the bottom of a very slow moving list. i also do not have an SD2SNES to do testing upon, so any changes i make will be purely guesswork
having had a very quick pass through the code my original assumption was incorrect (there should be no way to play MSU1 audio in my code before it has loaded properly) so it must be an issue with the method used to mute the spc700 music. i could go back to the prior mute from an older version and see if this fixes your issue.
the mute was changed because of a crashing issue when MSU1 audio was not present for a track trying to play. this will reintroduce this issue.
here is an ASM file to apply in order to test. i have already commented out the slow fade upon entering town for you.
https://mega.nz/file/nbBXnCIQ#6ATMVbTW7IdQ2DZFpiYBZAJi_v6NogATou3yyIjap9c
please apply to a clean rom (unpatched) and report your findings
https://youtu.be/dVsPRQGmsXM?si=a-nZf3wmndpPcV_1
At 0:25, I pressed the start button, and the effect sound appeared, which was very good, Patch v1.24 and before 1.24, there was no sound effect in this position (the original rom had sound effects). However, this asm will have another problem, it will often appear without music. sd2snes noise could be something else, but it's not serious, it's not a big problem. Please add sound effects in asm patch 1.24 (0:25 ). if I find other problems, I will ask again
it looks like the song at 0:30 is fading out as soon as it starts playing. other missing tracks could be due to the same issue.
i'll do my best to ensure that the fade flag cannot be set when a new track is played and update with a new version.
i'll do my best to ensure that the fade flag cannot be set when a new track is played and update with a new version.
0:30 is not a problem(After you press start buttion, there will be no music). because the original rom also has no music.Cubear wrote:it looks like the song at 0:30 is fading out as soon as it starts playing. other missing tracks could be due to the same issue.
i'll do my best to ensure that the fade flag cannot be set when a new track is played and update with a new version.
The problem is 0:36
I played the original snes ROM many times. I also found that your Track Map was wrong. The music “defeated ”was loop yes instead of loop no. Therefore, please modify the Track Map and modify the patch. In addition, need to change the musc “defeated”in PCM Packs and set the loop, Relikk didn't set a start point for “defeated” music
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