Author Topic: [FF6] [OPEN BETA] Dancing Mad - FF6 Audio Replacement using MSU-1  (Read 52470 times)

Wemes

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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.

insidious611

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Wemes:

Thanks for your report, I am aware that the transitions between parts of the final battle music are sudden and do not smoothly go from one part to another the way the original game does. Even with volume fading, this is not currently possible.

The problem is that there is no way for the code running on the SNES to tell when the song started actually playing and how far along it is. The MSU-1 just does not have that kind of status information exposed. Assuming based on framerate and e.g. the game time counter is flawed due to the fact not all platforms will be able to queue up and play the track as fast as the game requests it.

Without that status information, it is therefore impossible to tell the last time the song looped, and therefore when the next transition point should be.


tl;dr version: this is not a bug and will not, can not be fixed, not unless a new version of the MSU-1 add-on is made that has the ability to return the current sample position.

Never saying never, because I didn't expect resume support either, so.
« Last Edit: 2019-03-31 04:08:17 by insidious611 »

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.

insidious611

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Always thought myself a purist when it comes to FF music, but Roses and Wine mod for FF8 converted me. If the remaster/remix/cover or whatever is done at a similar tempo&style to the original, it's surprisingly refreshing to hear the old melodies brought to life with whole new vigor. Anyways that's why I'm here, and I was wondering if there's a comprehensive listing of included music and different versions anywhere? There's alot of faithful-to-the-original arrangements online that I would love to see whether any of them have found their way onto this mod.

Just saw this. Hi! A listing is available in the first post and on the GitHub page, but I can provide a quick but comprehensive summary here.

First off is the OST. This is taken from the official CDs, and sounds pretty much identical to what you would get without the mod. This is really only useful because it lets you avoid the sound effects turning off SPC channels.

Secondly, what's referred to as "FFT" is "FinalFanTim"'s remaster. You can find that on the forums here. It's actually what made me want to do this project in the first place.

Thirdly, what's referred to as "OCR" is the OCRemix Balance & Ruin album, available here.

Then, what's referred to as "SSC" is Sean Schafianksi's Final Fantasy 6 Remastered Discs One and Two. Disc One is available commercially on bandcamp here. Sean has graciously provided us permission to use his work as long as that link is readily available.

"FFAR" is Eiko Nichols' "Final Fantasy Acoustic Rendition", available commercially on bandcamp here

"CRC" is ChrystalChameleon's remasters, available on their YouTube channel here.

That's the major sources of audio, which leaves the "OTH" or "Other" options that have been edited and submitted mostly by fans of the project. These include the default Opera selection which is from Game Music Concert 4 by the Tokyo Symphony Orchestra, the other opera selections by the Royal Stockholm Philharmonic Orchestra as well as The Black Mages,  and a couple of other songs from the Black Mages for iirc Dancing Mad and one other that escapes me atm.

Ishi25

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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.

Hey, can you share the converted pcms for this version of Dancing Mad? Loved this version more than the others.