Me too. While adding anime FMVs to games (backports from later remakes, eg Chrono Trigger) is quite difficult, adding CD-audio is actually extremely simple. Takes about 30 minutes of effort per game. Filter out routine $214x accesses that always occur, and then spot the unique ones between songs playing. Jump up a few functions in the stack and there's your "lda #track; jsr loadAndPlayTrack", patch it with an MSU1 play track command, done. Brings in the possibility of adding orchestral / remix sound tracks to games and such.Greg2600 wrote:I really want to see more games using the MSU1.
sd2snes
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Re: sd2snes
Re: sd2snes
byuu, are you going to release a MSU1 version of your translation of Der Langrisser, with cutscenes and the like from the PC-FX port?
Re: sd2snes
Eventually I'll post an MSU1 patch to support the Langrisser II soundtrack (it's absolutely amazing, by the way.)
But no to the cutscenes. There's no source for high-quality encodings of any of them, and each game changes the story around a bit, and mixes them in with dialogue scenes and such. Far too much effort.
But no to the cutscenes. There's no source for high-quality encodings of any of them, and each game changes the story around a bit, and mixes them in with dialogue scenes and such. Far too much effort.
Re: sd2snes
(In reply to a question in the PowerPak thread ...)

Funny that you ask, because I fiddled around with the SD2SNES source a few months ago, and actually came up with a new menu design just for my own pleasure. But even though ikari_01 approved my efforts and asked me to help with a theme selector, I haven't had the time for that so far.
As far as the special chips are concerned: To be honest, I'm not proficient and confident enough in SNES programming (yet) to offer my help with that.
Anyway, here's what I did back in April:

Download: menu_WIP06b.bin (Usage: Just replace menu.bin on your SD card with this file. Source code used was v0.1.5.)
Thanks, marvelus10.marvelus10 wrote:Have you considered working on the SD2SNES as well, maybe helping to implement some of the remaining chips?
Funny that you ask, because I fiddled around with the SD2SNES source a few months ago, and actually came up with a new menu design just for my own pleasure. But even though ikari_01 approved my efforts and asked me to help with a theme selector, I haven't had the time for that so far.
Anyway, here's what I did back in April:

Download: menu_WIP06b.bin (Usage: Just replace menu.bin on your SD card with this file. Source code used was v0.1.5.)
Some of my projects:
Furry RPG!
Unofficial SNES PowerPak firmware
(See my GitHub profile for more)
Furry RPG!
Unofficial SNES PowerPak firmware
(See my GitHub profile for more)
- marvelus10
- Posts: 243
- Joined: Fri Feb 09, 2007 5:01 pm
- Location: Nanaimo, BC Canada
Re: sd2snes
Now you brought that up I do remember reading about it a while back. A custom menu screen option would be pretty nice, however when I got my SD2SNES I made a label to match the menu screen, I like that graffiti style of artwork.
Thank you for the answer, I look forward to more of your projects.
Thank you for the answer, I look forward to more of your projects.
-
qwertymodo
- Posts: 775
- Joined: Mon Jul 02, 2012 7:46 am
Re: sd2snes
SNES programming isn't really of any use at all in terms of implementing the enhancement chips. That's all Verilog/VHDL, which is an entirely different beast altogether.Ramsis wrote:(In reply to a question in the PowerPak thread ...)
As far as the special chips are concerned: To be honest, I'm not proficient and confident enough in SNES programming (yet) to offer my help with that.
Re: sd2snes
I don't fully agree. While implementing a custom chip e.g. on an FPGA might indeed be a matter of being able to program your custom hardware, accurately replicating the chip's behavior still requires you to understand its inner workings, its ports/registers, how it communicates with the SNES etc. In fact, I believe this is the hardest part of it all.qwertymodo wrote:SNES programming isn't really of any use at all in terms of implementing the enhancement chips.
Some of my projects:
Furry RPG!
Unofficial SNES PowerPak firmware
(See my GitHub profile for more)
Furry RPG!
Unofficial SNES PowerPak firmware
(See my GitHub profile for more)
-
qwertymodo
- Posts: 775
- Joined: Mon Jul 02, 2012 7:46 am
Re: sd2snes
That's a big part of it, sure, but the hardest part is internal timings, some of which aren't even fully known yet.
Re: sd2snes
So where can I buy the latest hardware version of this? stoneagegamer is all out of stock and the one on retrogate looks different. i'm confused what to buy...?
- marvelus10
- Posts: 243
- Joined: Fri Feb 09, 2007 5:01 pm
- Location: Nanaimo, BC Canada
Re: sd2snes
jwdonal wrote:So where can I buy the latest hardware version of this? stoneagegamer is all out of stock and the one on retrogate looks different. i'm confused what to buy...?
I bought mine from Retrogate, easy purchase, fast delivery, no issues. krikzz (retrogate) was helping ikari with building the SD2SNES when the demand got to be too much before other resellers started selling them.
- marvelus10
- Posts: 243
- Joined: Fri Feb 09, 2007 5:01 pm
- Location: Nanaimo, BC Canada
Re: sd2snes
For those interested ikari_1 has invited people to create their own patches for the SD2SNES cart.
https://github.com/mrehkopf/sd2snes
https://github.com/mrehkopf/sd2snes
Re: sd2snes
Since this thread just got bumped, I thought I might as well add that this flash cart has been awesome to use. I just got it a couple weeks ago and it's been great for working with my SNES on my logic analyzer and uploading test ROMs for the SPC700. And of course...for playing games.
It may be expensive, but worth every penny.
Re: sd2snes
I'll second that and give the thread another bump. 
The SD2SNES is very impressive and I am learning how to use the MSU1 in my first ever homebrew game.
The SD2SNES is very impressive and I am learning how to use the MSU1 in my first ever homebrew game.