Posted on 19-12-18, 12:29 in MSU1 for Super gameboy
Post: #1 of 7
Since: 12-18-19

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Hi,

I would like to add msu1 support for the favorite game of my youth, Final Fantasy adventure.

The asm for the gb rom is relatively simple, I can mute it by
ROM0: 119C E0 90 ld (FF00+90),a
(this writes the track theme to HRAM FF90, so nop out will result in a mute)
ROM0: 119E EA 9B D4 ld (D49B),a
(this writes the track number into WRA1 D49B

So, if I have the track number, I could very simply modify the SGB bios ram to run a msu code. The problem is: how do I get the byte at GB D49B to an arbitrary snes sgb ram?

I found that the gb header is transferred by
00bc11 lda $7000,y [017000] A:e500 X:0000 Y:0000
00bc14 sta $0600,x [010600] A:e5f1 X:0000 Y:0000
into snes ram (this reads gb rom data 0104-014f and transfers it into snes ram 0600-0650 region). But I have no idea how to modify the $7000 (if possible) to read from the offset D49B.


Has anybody here maybe a solution how to achieve this goal? All is needed to transfer one byte from GB wram into snes wram...
Posted on 19-12-18, 16:33 in MSU1 for Super gameboy (revision 3)
Post: #2 of 7
Since: 12-18-19

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Much thanks Colines,

it is working but the music is much too silent and I think buggy (sfx delayed sometimes). I sent you a mail with the link to the files to yann.costa...
Posted on 19-12-18, 20:05 in MSU1 for Super gameboy (revision 1)
Post: #3 of 7
Since: 12-18-19

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I use bsnes plus v4. The spc isn't used at all. I destroyed the complete spc700 Apu code and it didn't have any effect at all... So it's only sgb music output and msu...
Posted on 19-12-19, 11:18 in MSU1 for Super gameboy
Post: #4 of 7
Since: 12-18-19

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Here it is an example:
https://drive.google.com/open?id=1BHv15xCKzhzJQThABuNCPf7lxd3CAlhA


- Apply ffa_mute.ips on final fantasy adventure (u) [b1].gb
- Apply sgbBios.ips on Super Game Boy (World) (Rev 2).sfc
- Rename Super Game Boy (World) (Rev 2).sfc into sgBios.sfc
- Take a pcm of your choice and rename it into sgbBios-2.pcm
- Put the files along with sgbBios.msu into a folder
- run bsnes plus -> load special -> load super Game Boy Cartridge
load the sgbBios as base cartridge and the final fantasy as Gameboy cartridge

You should hear very silent the msu (if you don't try with another pcm (I used dkc_msu-2.pcm)

For higan you may need a bml, haven't made one yet, so bsnes plus is the emulator of choice for now.
Posted on 19-12-19, 23:31 in MSU1 for Super gameboy
Post: #5 of 7
Since: 12-18-19

Last post: 1805 days
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Awesome Colines :D

bsnes 113 works just fine!!! Incredible. Now I only need a way to get a gameboy wram into snes ram... do you have any ideas ^^

I report to this bug to devinacker
Posted on 19-12-23, 16:21 in MSU1 for Super gameboy
Post: #6 of 7
Since: 12-18-19

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For anybody wants to try it out, here's the patch file:

It gives msu1 support for Final Fantasy Adventure, but buggy. So it is a proof that it works but not the final solution (screen flickering and maybe not all track changes are recognized):
https://drive.google.com/open?id=1EDqWU8-obQqoOPlMiPVcgenxBcuf2eDZ

If anybody knows how to implement data_snd to get it bug free, let us know ;)
Posted on 19-12-25, 13:27 in MSU1 for Super gameboy (revision 1)
Post: #7 of 7
Since: 12-18-19

Last post: 1805 days
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Just a short update, I fixed most bugs of my try patch for FFA (flickering, level-up interruption) and I think (hope) the game is now fully playable. There's only a short graphical glitch for a fraction of a second when the track is smuggled in vram (the most bottom-right tile).
This patch may be revised if we find out more about data_snd (or another method), but I think (for now) this glitch is bearable and good to go for a complete PCM set, so I posted it in the dev section of zeldix:
http://www.zeldix.net/t2034-final-fantasy-adventure-seiken-densetsu-1-for-super-gameboy#32897
Redownload the patch in first post to have the flickering and other stuff fixed
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