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Messages - Wemes

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Hi, and thanks for responding to this. I do get the sense from looking at your work that you're fitting a mechanism with a relatively simplistic interface over something that's ultimately much more complicated. With originally so many different types of events the SPC gets to handle with things like operas and phantom trains and dancing mads, it's quite an accomplishment that the switch to using the MSU-1 works so well.

That said, I've been giving some thought to at least the transitions in Dancing Mad case and I'm wondering if maybe there could be a way to get it to work a little smoother. My thought is do we really need this status information for this to work properly?

As originally implemented, Dancing mad 1-3 seems to act like one song with 3 separate start and stop loop points of course; and what we have are three tracks with one loop point each and a distinct end of the track. The way things are now the song can move backward properly, but we can think of the trigger that goes off when a part's boss is defeated as a gate being lifted to allow us to move forward and the repeat control might be able to effectively work as this gate.

What I'm wondering is looking at the MSU-1 spec, what if when this trigger goes off we clear the repeat flag in the audio state control while still leaving the current track playing. My hope is in order for this to work when the track is finished, the audio playing bit in the status port will go to zero. Then the instant that happens we have the MSU-1 start the next track. The concern is of course will there be an audible gap or pop in the music between when the track reaches its end, realizing with whatever polling or other method that the track has stopped, and then starting the next track?

It's just an idea I had and I understand after so many years working on this if your response is, "that won't work" or "I already tried that" or even "I'm not going to bother with that". Maybe someday I could be able to attempt to implement this myself, but at least now I would certainly be willing to help test this or any other changes or added features to the project.

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Hello, and thank you for the work you've put in for this very wonderfully made audio replacement. I just recently bought a SNES and a SD2SNES and I've been looking at the MSU-1 games to play on it and of course this is one of the first ones I want to play. I'm being very meticulous about it though (maybe overly so) but I want to have this as finely tuned to what I like as possible. I've even gone so far as to take my favorite arrangement of the end boss battle and convert it and set loop points for this mod. I can't take credit for the music itself, this was arranged by someone named Sangnoksu. Link to the song can be found here: https://evergreen2.bandcamp.com/track/final-fantasy-vi-dancing-mad-symphonic-arrange. But I have done the work to be able to use it with the game and I am willing to share if people are interested. That said, I also have to report an issue that the songs for the final boss do not seem to transition properly. Forgive me if this has been noted or reported before and I missed it, but I've tried to look at the history of this project and previously reported issues and I see nothing referencing this. The individual songs for each part of the final battle will loop on themselves properly, however going from one part to the next will start suddenly without the previous part completing its final loop. I've tried to test this on my SD2SNES and also using the SNES9x emulator. If there's anything more I can do to help with this let me know.

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