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Post by Cubear Tue 7 Mar 2023 - 22:18

Hey! Surprise beta release here!

Target rom is (J) but I checked and it should apply to Europe with no issues.

Nothing fancy, loops/noloops done, SPC fallback done, 

no fading or anything (does this game even do it..?)

track map:
Track map:
mapped to zophar's domain spc list names.

There's a replacement soundtrack here:
https://www.youtube.com/watch?v=B6i2-Ok6Q5E
With an mp3 download link here:
https://drive.google.com/drive/folders/1mDYLIPZC225ny3aI8biy_lW7Hk1yIys7
FLAC here: (thanks polar!)
https://archive.org/details/superbomberman3soundtrack


BETA PCMs (Thanks edale!)
Code:
https://mega.nz/file/DIJRiQxY#XAn_JAmuaKpQfJcmzEn0yTEfaHBplrk7xWBfqu2KEYI



The track names don't fully match Zophar's list,
As far as I can tell:
Zophar:                          Soundtrack:
Opening (part 2)                  Opening
BGM6 Intro                          Select 4
Select 3                               Clear
Select 4                               Select 3


Yet to be done: more testing (SPC fallback works) collecting information on which SFX tracks are worth taking from track 22 and putting into the game?


March 29th, 2023:
v0.2 Fixed fallback, added in track stops

March 30th, 2023:
v0.3 Implemented fades, bugfixes

March 31
v0.31 Doubled fade speed to match original game. fixed Password screen music play error

April 3rd, 2023:
Fixed "Staff Roll" not playing.
-Made staff roll loop! oops!


Last edited by Cubear on Tue 4 Apr 2023 - 11:56; edited 10 times in total (Reason for editing : adding FLAC source for music. (ty Polar))
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Post by Conn Thu 9 Mar 2023 - 6:18

Oh nice that you took on it, that was also a game of my youth. 4 players is fun Very Happy
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Post by edale Tue 14 Mar 2023 - 16:05

I'll take care of the PCM pack with the soundtrack you linked to.

You don't list if a track is looped or not in the trackmap, so I'm looking at the ASM for that.

$01 = looped
$03 = not looped
Is this correct?

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Post by Cubear Tue 14 Mar 2023 - 17:13

oh. its the other way around, actually! thanks for taking this on!


the "play" signal is sent to MSU1 in bit format.
01= 00000001
03= 00000011

the last digit is play, the second to last is "loop"
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Post by edale Tue 14 Mar 2023 - 19:57

Cubear wrote:oh. its the other way around, actually! thanks for taking this on!


the "play" signal is sent to MSU1 in bit format.
01= 00000001
03= 00000011

the last digit is play, the second to last is "loop"
...So:
$01 = not looped
$03 = looped?

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Post by Cubear Tue 14 Mar 2023 - 22:35

yep! you got it.
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Post by edale Sun 19 Mar 2023 - 5:50

OK, I've gotten all the tracks converted, but there are enough differences between the in-game tracks and the OST (to the point that some tracks in the OST have entire instruments not present in-game, and some 21-second non-looping tracks are over 4 minutes long in the OST) that I need to check most of them in-game to make sure they work, and actually has the right track playing at the right time (I'm still not sure what tracks 2 of the songs from the OST are in-game).

So I applied the patch and went to test things out... and... yea, you got some bugs, lol.

MSU tracks don't *stop* playing when they're supposed to. Start the game, main menu music kicks in, select new game... and the main menu music keeps playing through several bits that are supposed to only be SFX tracks with no music. Music doesn't change until the next MSU track kicks in, which again doesn't stop playing when it's supposed to. (maybe they're fading out, and you don't have fading coded in?)

SPC fallback doesn't seem to work either, patched game with no PCM's present just gets SFX with no music.

I didn't play far enough to actually get playing the game, so that's all I got so far.

Oh, and track 1F (Victory) is supposed to loop, you have it set as non-looping.

Here's a v0.1 of the PCMs. ATM they're normalized to -18dB, I'll need to test in-game more to see if they'll need to be renormalized before release, 2 of the tracks aren't included yet, and many of them may be edited to closer match the SPC versions before I'm done, but it's good enough for bug testing:
https://mega.nz/file/DIJRiQxY#XAn_JAmuaKpQfJcmzEn0yTEfaHBplrk7xWBfqu2KEYI

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Post by Cubear Sun 19 Mar 2023 - 7:16

oh, thanks for the detailed post! bugs are normal for me lol, thats the whole point of the beta. i'll take a look at this shortly
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Post by Cubear Sun 19 Mar 2023 - 12:58

i've fixed all those issues on my end. it does seem like there's a fadeout done at the end of a match so i'll add the code for that and issue a new beta soon.
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Post by edale Wed 29 Mar 2023 - 5:17

Cubear wrote:i've fixed all those issues on my end. it does seem like there's a fadeout done at the end of a match so i'll add the code for that and issue a new beta soon.
There an ETA on that update? I'm kinda waiting on it to finish things on my end.

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Post by Cubear Wed 29 Mar 2023 - 10:49

oh, my apologies. it's taking a bit longer than i thought because of the way the game separates sfx from spc, and it doesnt differentiate between fades and stops as far as signals to the apu go. i'll get something out tonight, sorry.
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Post by Cubear Wed 29 Mar 2023 - 23:13

having a bit of trouble squaring that circle for now.

updated first post with a new patch that turns all fadeouts into instant ends for the tracks
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Post by edale Thu 30 Mar 2023 - 4:43

Cubear wrote:having a bit of trouble squaring that circle for now.

updated first post with a new patch that turns all fadeouts into instant ends for the tracks
Getting both MSU and SPC playback at the same time with the new patch.

As to the SFX? Honestly, the little jingles between 3:22 and 3:56 (there's 7 of them, but I'm not counting the 5th one [Soccer Bomber], because that one should stay SPC, so 6 total) are the only parts of the SFX track that I'd say could use the MSU treatment... But it might be best to leave those as SPC anyways.

In general, I think SFX should stay SPC, with only music getting MSUed (which makes a working SPC fallback a requirement for a proper MSU mod). A good chunk of that comes down to just how many bugs trying to include them can introduce (when it wants to play a SFX at the same time there's music going, for example); and I can tell at a glace the way this game handles it's SFX will make coding some into MSU and leaving others SPC will be... Difficult, to say the least.

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Post by Cubear Thu 30 Mar 2023 - 10:20

oops! i think i'm juggling too many projects at once. will clean up in a few hours.
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Post by Cubear Fri 31 Mar 2023 - 1:43

implemented track fades instead of stops, moved my hook so i can get tracks labeled as SFX if needed, rewrote the mute.

the tracks don't stop like they do natively but HONESTLY i kinda prefer this. if we do replace sfx "music" with the bits found in track 22, normal stopping will occur anyways.

updated the first post with a new patch.
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Post by edale Fri 31 Mar 2023 - 3:12

Bug:
start game
on main menu: normal game -> 1 player -> password.
back out of password entry.

the music fades out, and the title music doesn't start back up. Entering the password menu again doesn't get music either. Actually starting a game will have music though.

I'll post anymore I find as I find them.

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Post by Cubear Fri 31 Mar 2023 - 3:29

the title screen track not restarting on password screen exit is native code to the game, but the track not restarting upon reentering the password screen does need to be corrected, ty. i think i know how i'll manage that..
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Post by Cubear Fri 31 Mar 2023 - 13:17

updated the first post with a new patch. i increased the speed of the fade to more closely resemble the original game. (password screen finishes fading out at black screen instead of at title screen)

i fixed the password screen song not playing if exited and re-entered
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Post by edale Sat 1 Apr 2023 - 23:31

Just unlocked the last world in my playthrough, and have located one of the tracks I couldn't place so far (the other one is probably during the ending).

No new bugs so far, but once I'm done with my playthrough I'm gonna need to do some work with the vanilla version (and copious use of passwords sourced online) to check and make sure the right songs are actually playing at the right places, and none of them got mixed up.

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Post by Cubear Sun 2 Apr 2023 - 0:06

i mapped the tracks by calling the SPC track numbers directly using the game's native code, but it never hurts to have a double check for sure.
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Post by edale Sun 2 Apr 2023 - 2:58

The issue more comes from some of the tracks being name swapped between Zophar.net and the translation of the CD's track titles than thinking you got the numbering wrong.

Though I will admit some of it is bug testing to make sure nothing in your code screwed up what track plays when, which I have seen happen before. I'm not familiar enough with this game to spot that on a normal playthrough.

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Post by edale Mon 3 Apr 2023 - 14:10

ok, new bug:
Staff Roll (track 10 on both Zophar and the album) should play during the credits. It doesn't.

From what I can tell, Staff Roll should be track 26 (1A), which you have listed as broken on your track map.

Vanilla game: staff roll plays normally.

Patched, with no PCM for track 26: This plays https://mega.nz/file/OVpmQZhI#h7ImfIyIhh56tQILytFk_b7tdUrX_iNZy3dpT6o_L_M

Patched, with PCM for track 26: Silence.


For testing, just enter single player password "0803" to jump right to the ending, without needing to beat the final boss. Here's the Staff Roll PCM for testing: https://mega.nz/file/6Ugk1TKY#yml6t49c3PBL7Kr1ho0vjeNHUuKZEzMOBWwQ86-aqBI

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Post by Cubear Mon 3 Apr 2023 - 19:05

fixed. tested it with said password, it works, plays, and fades as it should.  updated the first post with a new patch.
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Post by edale Mon 3 Apr 2023 - 19:56

Now the real question... Just what is that bit it was playing? I don't recognize that from any of the other tracks, and it is kinda catchy, lol.

*edit- Ok, just tested and it works now, but I think that it needs to be set to looping, as the actual credit sequence is longer than either the zophar or OST versions... and I need to actually loop it...

Overall, I still have a bit of bug testing, and then I need to edit a few of the non-looping tracks to better match the SPC timing. Should be finishing up soon.

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Post by Cubear Mon 3 Apr 2023 - 21:43

okay, i'll set it to loop. seems like maybe just the last part gets extended..


updated with new patch


e: i think the bugged segment was playing a glitched version of "BGM6 intro" (zophar naming scheme)
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