Looking around in the sound processor's memory during sound test, I can see that the music packs are already linked before they get called into playing in the sound test. I hope someday my experiences could help somebody else in my shoes: completely lost but not afraid to fail until I don't. While I'm mostly retired from doing all that, I'm still willing to do the looping and conversion for the audio (and help on song selection) on any MSU projects you want to work on, and may help with playtesting if it's a game I'm interested in.įorgive me for using this thread as a dumping ground for what's going on. I'm reasonably sure the MSU coders themselves didn't play the games beginning to end once in the entire process for most of them. Rinse/repeat until the game was playable beginning to end with no major bugs, before publishing the patch in the MSU hacks database and moving on to the next project. Then playtesting again after the bugs are fixed, and reporting any new bugs. The MSU projects I worked on typically had the coder just do the basic coding to get the MSU working then I'd go in and get the tracks mapped out, locate suitable music for each track (including getting permission from the composer/artist who made whatever remasters I used to use their music for the mod), convert the music (including any needed editing to get things working properly, such as making sure the audio lines up in scripted events), playtest the game, and then report any bugs I find related to the MSU patch. There's several users on this site, myself included, who lack the skills to do MSU mods, but are willing and more than capable of doing pretty much every other part of the MSU process. or listen if the MSU code has a per-track SPC fallback).Īnd finally, you can outsource the track selection, looping, and conversion. You can even outsource the track mapping, if you've got a playtester who knows what they're doing (just put a watch on whatever RAM value the MSU code is using for the track number, see what number it reports, and compare to what's supposed to play there. ![]() Release an in-progress patch once you've got the basic MSU functionality working, then let the playtesters in the community (aka, anyone who's interested in that particular game, lol) find the problem areas, then they can provide save files, so you can jump right to the problem area to debug. I don't see myself ever hammering out 2 or 3 mods a week though, I just don't have the time for so much debugging and testing.No one's expecting you to put out 2-3 mods a week, lol.Īs for testing and such, you can easily outsource that. ![]() I don't see myself ever hammering out 2 or 3 mods a week though, I just don't have the time for so much debugging and testing.īsinky wrote:I have vague plans to work on MSU patches for the other SNES SMT games (at least if. I have vague plans to work on MSU patches for the other SNES SMT games (at least if. We can always hope the modder of the SMT mod sticks around the community to do some more mods, once he's done with that project. Until we get there we're not going to see much in the way of new MSU mods. What the MSU community really needs atm is a few more people to pick up the skills to create MSU mods. While a few are still around, they don't really hammer out 2-3 MSU mods a week like some of the previous modders would (Hi Conn! ). Most of the MSU mods that are released at this time were done by modders that have retired and/or moved on from MSU modding. ![]() Why? Shin Megami Tensei is already in progress.And as stated in that thread, that is that modder's first mod. Conn wrote:Unfortunately, the msu hackers we had on this forum are all mainly retired
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