[FF6] [OPEN BETA] Dancing Mad - FF6 Audio Replacement using MSU-1

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I was part of the Zelda MSU-1 and the Mega Man X MSU-1 patch teams, am currently part of the BS Zelda and Ancient Stone Tablets MSU-1 teams, and I am ecstatic to see my favorite Final Fantasy being updated with this patch (especially since Drakon refused to release anything he won't get paid for).

I have an SD2SNES, a deep love of this game, and the single-minded determination to go through the game in its entirety just to test the music tracks.  If there is any way in which I can assist, please let me know.
 
There's a few more things to do on the installer, mostly window dressing at this point, but it is now working.

I'm going to finish up the installer and do some basic testing on my end over the next couple days, and once I'm done I'm going to get this out to our Alpha testers.

Silly installer teaser:

h65cuMo.png
 
Good news!

http://board.byuu.org/phpbb3/viewtopic.php?f=16&t=700

The MSU-1 spec is going to be updated with Resume support! Which means I can potentially replace the battle/victory music and not interrupt the area music! I am not going to be implementing the version in bsnes-plus, I'm going to wait for a stable implementation in higan v096, so this is not in the cards for this project in the immediate future, and in the immediate future (after the alpha which should be coming out soonish) I'll be implementing the version that uses the SPC for battle/victory.

However, this means that yes, saftle, if things with the emulator developers go as they've said they should, we will eventually have a solution that doesn't need the workaround!
 
So at this point I've finished coding and testing the installer (after a 13 hour coding marathon). It is working 100%. Some polishing may be necessary, I'll check it again in the morning when I'm less tired.

I also need to turn it from its current state as a collection of .py files that depends on having Python3.4, PyQt5, and PyCurl installed into an EXE file that can be ran like a normal installer and doesn't depend on any of these being installed (instead bundling in compressed versions of the python interpreter and libraries), but this shouldn't be too difficult.
 
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Alright, the installer seems to be complete enough for an Alpha test. I'll be doing a bit of a stream (which will then be uploaded to youtube) of the mod in its current form (complete with bugs) today, going up to the scene where Terra wakes up in the Old Man's house. Following this I'll start sending the installer out to selected testers. For now, this is Covarr and, provided he's still willing to test (I'll be PMing him first so I can be sure) RetroDan, as well as possibly another person who has PMed me. Anyone else willing to test is encouraged to apply, though I require people with emulation experience, romhack experience, and experience with FF6. You require a Final Fantasy III US ROM, version 1.0, without a header. The installer should detect whether or not you have the right ROM. Optional desires of mine are testers with experience with MSU-1 hacks, experience with a SNES debugger, and/or who own an SD2SNES.


I'm going to put this in big bold text for the people who like to skip over the technical stuff.

The Private Alpha is complete and we are now accepting testers. Please read above for requirements.

Please PM or email me to apply.

My email is
54c539680857bee54d2a91fa8e757088.png


If you are selected to test I am trusting that you will not leak my alpha-grade IPS patch or patched ROM to anyone. Please do not betray this trust.

Source code is available on my private BitBucket which will be opened to testers to view. When we reach public beta and beyond, this BitBucket will be made public and also duplicated on GitHub.
 
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The below is a stream I did earlier. It's a full demonstration of Dancing Mad in its current state, from the intro through to just past when Terra wakes up and remembers her name. I tried to keep the talking to a minimum so that you can hear the music in all its glory, but I did stop to address some questions and explain and point out some of the current known bugs.

 
The below is a stream I did earlier. It's a full demonstration of Dancing Mad in its current state, from the intro through to just past when Terra wakes up and remembers her name. I tried to keep the talking to a minimum so that you can hear the music in all its glory, but I did stop to address some questions and explain and point out some of the current known bugs.

I've found several issues with the SD2SNES version, but I can't seem to create issues in the BitBucket, possibly because I'm assigned read-only.  Would you prefer that I list the issues I encounter here, or in the BitBucket?
 
Probably in BitBucket. I just gave you write access, lets see if that helps.

EDIT: Oops, I also hadn't turned the issue tracker *on* :D. Fixed that too.
 
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The below is a stream I did earlier. It's a full demonstration of Dancing Mad in its current state, from the intro through to just past when Terra wakes up and remembers her name. I tried to keep the talking to a minimum so that you can hear the music in all its glory, but I did stop to address some questions and explain and point out some of the current known bugs.

Sounds really good. LOVE Terra's Theme, so beautiful. I look forward to playing this when live, especially since I've never played FF6 all the way through.
 
Glad you enjoyed it! The video is using my recommendation of music, which is a mix of sources.

Unfortunately we currently have a bit of a head scratcher bug with SD2SNES, so a public release may be a while down the road :/
 
Good news on that front. We have someone with considerably more experience than myself with development for the SD2SNES doing some preliminary testing and ready to give tips, so *hopefully* he can figure something out.
 
So we've fixed the sound glitches on SD2SNES but have come up against some hard to explain graphical glitches


EDIT: ... Which have just been explained away as being glitches in the latest preview SD2SNES firmware. Whee.
 
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EDIT: ... Which have just been explained away as being glitches in the latest preview SD2SNES firmware. Whee.
This makes me so happy I could fart.
 
We haven't come up against any show stoppers so far since then, knock on wood. I'm starting to work on some of the "safer" beta-target features, such as handling the last 2/5th of dancing mad, and the battle/victory theme handling, with muting (but not stopping) the MSU and playing the SPC music, then turning it back up to full.

To make use of the battle theme, since we're downloading it anyway (especially since eventually we will be using the new MSU spec's pause/resume support), for scenes that use the SPC music anyway like the wind-effects stuff at the beginning of the game, we'll trigger the MSU battle music. We'll only use the SPC battle music if the MSU music is already playing for the area. This is going to be a little inconsistent but imo it's the best way to use the resources available and show off what we can do.
 
That looks pretty good, actually.  For the first time, I see a solid advantage in using an emulator over real hardware.  Pity I can't use shaders on my SD2SNES.
 
Good news!

http://board.byuu.org/phpbb3/viewtopic.php?f=16&t=700

The MSU-1 spec is going to be updated with Resume support! Which means I can potentially replace the battle/victory music and not interrupt the area music! I am not going to be implementing the version in bsnes-plus, I'm going to wait for a stable implementation in higan v096, so this is not in the cards for this project in the immediate future, and in the immediate future (after the alpha which should be coming out soonish) I'll be implementing the version that uses the SPC for battle/victory.

However, this means that yes, saftle, if things with the emulator developers go as they've said they should, we will eventually have a solution that doesn't need the workaround!
I posted this in IRC also, but in case you didn't see it, resume is here, in beta.
 
I've been testing this pretty rigorously for the past few weeks, and with the exception of a few missing tracks and a playback glitch that causes buzzing when rapidly changing back and forth between two different .PCM tracks, the alpha is very playable on the SD2SNES.  Sure, there are some volume issues otherwise, but it's in a state I would really consider 'late version beta' were it not for a few missing features like resume support.  I am thrilled by this.
 
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