![]() I could even compile the original soundtrack in MSU format for people who were interested. Has anyone ever made a patch to balance the SPC music volume? That might be more difficult than it seems if the music is anything like FF6 music (which is the only game I have hacked to date).Īctually, another solution for the volume would be to have the randomizer select between two MSU files, and one of the two could be the default music converted to MSU format (which is probably easier to balance out than hacking the actual SPC music). ![]() Some of the original SPC music actually hurts my ears with headphones, especially the Dwarf village music and the town music, among a few others. I can use my SD2SNES to increase the DB of the msu files, but I personally always felt the SOM music was FAR too loud and drowns out the action. Simple enough, thank you for the explanation! The only issue I have now is that the SPC files are far louder than the MSU files. I am simply forcing the MSU files of all tracks specified. Identifying various versions of Snes9x using reads of $00213E or $00213F is possible but far more complex and far more likely to get false positives.Īrg, ZSNES has the same hack for Super Robot Wars Ex. So if open bus has it at 0, but it reads as 1, then we're running in Snes9x 1.35-1.43. Due to a Snes9x hack for Super Robot Wars Ex, this bit is 1 during h-blank and 0 otherwise (it should be open bus and in less accurate emulators is always 0). Reading bit 6 (0x40) of $004211 is probably the best option for detecting Snes9x versions from 1.35 through 1.43 (inclusive), which accounts for 1.39 and 1.43, which seem to be the two most common old versions still in regular use (often out of necessity for performance). (? indicates some form of open bus, ~ indicates inverted) If by some crazy chance someone with the niche expertise of emulator detection in ROM code happens to read this and has worked out (or can do so) how to specifically detect Snes9x, I'd love to hear from you. I found a possible means of detecting Snes9x <= 1.43, but I'd rather it be better than that if I'm going to add this. Grr, if I could detect Snes9x <= 1.51 with no meaningful false positives, I could have the game's code automatically accommodate the issue, but I haven't figured out any reliable detection scheme for that. The audio problem brought up for old Snes9x is pretty catastrophic: warbling, static, screeching, sword swings sound like NES, etc. If you can specify exactly which BSNES version you're on and I can reproduce the issue, then I could finally resolve it (probably). I'm pretty sure it unpauses on real hardware, but it's been over a year since I've had any real hardware testing for Turbo. Regardless, the version of BSNES I have / test on does unpause successfully, so have never narrowed down the issue. The pause feature isn't intended to be a permanent fixture of SAP, just to help during development (it lets me safely use save states when repatching and changing the ROM). too many programs open, blown out RAM, too many possibilities to guess) than the last time you played, and whatever emulator you were on was coping poorly with dropped audio frames. Nothing in SAP would affect audio, period if you were getting audio pops, my first guess is your computer was chugging more (e.g. It's no big deal, you could always use the SAP thread as well, but contact me wherever. I think that's a problem you had on Turbo before? The problem there is that when I hit Pause, I can't unpause. I hope I'm not hijacking your thread, but when I played the SAP today on Snes9X, I had some annoying audio clicks/drop outs coming in and out that were not there on previous releases. ![]() Obviously I don't expect everyone to read all text of every feature description seeing as there are so many. I'll update the Technical\Enable_FastROM description to mention the issue with Snes9x 1.51 and older (rather than the vague "Warning: Causes issues on buggy old versions of Snes9x." I have now), but not sure how to make the info reasonable to find. ![]() Versions 1.52 and newer don't have the problem, likely because the sound engine was replaced in 1.52. I tested versions ranging from 1.37 to 1.51, and they all had problems, except the Geiger's debugging build of 1.51 (and I don't actually know why it doesn't have the problem). well, there are way too many versions with variations of the problem (it's not always the same! sometimes the audio is more ear-destroying than others). Trying to track down which versions of Snes9x have sound problems when FastROM is enabled resulted in. ![]()
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