Fighter's History MK

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Post by Relikk Mon 26 Nov 2018 - 11:30

Project finished:
https://www.zeldix.net/t1872-fighter-s-history-mk

I've already done a Fighter's History Dynamite PCM pack, but never released it (both the arcade and Neo Geo CD/Saturn arranged soundtracks). But go ahead if you want, as I was kind of saving it if anyone did a (highly doubtful) patch for Mizoguchi Kiki Ippatsu!!.
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Post by Conn Mon 26 Nov 2018 - 13:14


I hope you like it!

LINK: Fighter History MSU-1 (NEOGEO)
Thanks a lot, I added it to first post Wink
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Post by pev Mon 26 Nov 2018 - 16:41

OBSOLETE


Last edited by pepillopev on Tue 27 Nov 2018 - 10:10; edited 1 time in total

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Post by Relikk Mon 26 Nov 2018 - 16:56

That's pretty cool, Pev. Thanks! Good luck with it.
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Post by pev Mon 26 Nov 2018 - 17:40

OBSELETE


Last edited by pepillopev on Tue 27 Nov 2018 - 10:10; edited 1 time in total

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Post by Conn Mon 26 Nov 2018 - 17:52

I tried with japanese Fighter's History - Mizoguchi Kikiippatsu!! (J) [b1] and game crashed when using
$D01997: #$2f

But I found this:
$D0/001A C2 10       REP #$10                A:EE07 X:001E
With X, you should be able to differ themes
F3 is fade out
F4 is mute
07 is always a new track introducion

So I would hack here:
Code:

org $D0001A
JSL msu

org $freespace
msu:
Rep #$10 ;native code
Sep #$20 ; native code
PHA
CMP #$07 ; track change?
BEQ $02
PLA
RTL
LDA $2002
CMP #$53
BEQ playmsu
PLA
RTL
playmsu:
STZ $2006
TXA
STA $2004
STZ $2005
loop:
BIT $2000
BVS loop
PLA
LDA #$F4 ; mute!
RTL

Pev, maybe it's a good idea to open a topic in the dev section
https://www.zeldix.net/f11-msu-1-development
So we have an own topic and people can help out with pcm pr code if you run into problems?


Last edited by Conn on Mon 26 Nov 2018 - 17:56; edited 1 time in total
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Post by pev Mon 26 Nov 2018 - 18:00

@Conn Hmm, never mind your hook differentiates better. I am still using the same ROM and not crashing with the hard mute I'm using, though.

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Post by pev Mon 26 Nov 2018 - 18:05

@Conn I see when I add your code alongside my hard mute, the game crashes.

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Post by Conn Mon 26 Nov 2018 - 18:19

It's experimental, but maybe you can differ tracks with $7e00ea or $7e00eb the tracks when using "my" hook.
I need to go to bed now, much luck Very Happy


Last edited by Conn on Mon 26 Nov 2018 - 18:20; edited 1 time in total
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Post by pev Mon 26 Nov 2018 - 18:19

@Conn It is the code. Still trying to figure out why since I see no part of your code destroying native code.

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Post by pev Mon 26 Nov 2018 - 18:20

@Conn I'll figure it out. It is probably something silly. Sleep well, my friend.

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Post by pev Mon 26 Nov 2018 - 18:35

@Conn Ok, I figured it out. I just had to find a safe freespace ROM area. Now my hard mute and your code coexist in harmony.
Wink

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Post by pev Mon 26 Nov 2018 - 18:42

OBSOLETE


Last edited by pepillopev on Tue 27 Nov 2018 - 10:09; edited 1 time in total

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Post by Conn Tue 27 Nov 2018 - 7:06

@Pev,
Whoops, I just sent you a code with nmi, soft mute (spc fallback and such stuff). It uses $C0 to differ tracks.
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Post by pev Tue 27 Nov 2018 - 8:33

@Conn Awesome, time to pack this up. Early Xmas time. Smile

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Post by Conn Tue 27 Nov 2018 - 9:51

I hope it all works... as for the fade out which is called via #$f3, there's a problem:
in some fade outs (e.g., intro to title screen) there are no nmi:s called, so here the fade-outs don't work

I catched it with this code:
CMP #$F3 ; fade out
BNE nofade
LDA $0102
CMP #$0f ; this track doesn't work with fading
BNE $05
STZ $2007
PLA
RTL
LDA #$01
STA $7e0101 ;set fade flag
PLA
RTL

So, 0f is an exception and immediately mutes now. If you go from beginning to story, you'll have the same problem.
So you can stop here the track as well with an exception, or keep it playing until #$f4 (total mute is called).
Luckily the fade works for all fight over though.

I do not have time until tomorrow afternoon, but we keep in touch if there are further problems Smile
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Post by pev Tue 27 Nov 2018 - 10:11

@Conn I sent you an email regarding minor issues in story mode. So far, stage music is differentiated. Will continue testing.

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Post by Conn Tue 27 Nov 2018 - 10:56

Sent you a version back that differs the savestates you sent
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Post by Polargames Wed 28 Nov 2018 - 14:54

@Conn, @Pev , Hello, I was board so I thought this might help,
Code:
d01210 sta $2140     [002140] A:209a X:035d Y:04cf S:01e8 D:0000 DB:00 NvMxdizc V:242 H: 11 F:46
d01230 sta $2140     [002140] A:ffcc X:0002 Y:0830 S:01e8 D:0000 DB:00 NvMxdizC V:245 H:220 F:48
d01242 sta $2140     [002140] A:00dd X:0002 Y:0830 S:01e8 D:0000 DB:00 NvMxdizC V:246 H: 95 F:48
d011e5 sta $2140     [002140] A:0000 X:0002 Y:0830 S:01e8 D:0000 DB:00 nvmxdiZC V:246 H:267 F:48
d012f1 sta $2140     [002140] A:0000 X:0a8f Y:ffff S:01ef D:0000 DB:00 nvMxdiZc V:156 H:257 F: 4
d012f9 sta $2140     [002140] A:00ff X:0a8f Y:ffff S:01ef D:0000 DB:00 NvMxdizc V:156 H:272 F: 4
d01313 sta $2140     [002140] A:ee00 X:0a8f Y:ffff S:01ef D:0000 DB:00 nvMxdiZC V:172 H:159 F: 4
d01277 sta $2140     [002140] A:ee07 X:001e Y:ffff S:01f3 D:0000 DB:00 nvMxdizC V:173 H: 33 F: 4
d01325 sta $2140     [002140] A:0000 X:0005 Y:ffff S:01e5 D:0000 DB:00 nvMxdIZC V:234 H:186 F: 4

d011f4 sta $2141     [002141] A:99a4 X:0360 Y:04cd S:01e8 D:0000 DB:00 nvMxdizC V:241 H:278 F:46
d012f4 sta $2141     [002141] A:0000 X:0a8f Y:ffff S:01ef D:0000 DB:00 nvMxdiZc V:156 H:263 F: 4
d01316 sta $2141     [002141] A:ee00 X:0a8f Y:ffff S:01ef D:0000 DB:00 nvMxdiZC V:172 H:165 F: 4
d01292 sta $2141     [002141] A:0008 X:0002 Y:029c S:01f3 D:0000 DB:00 nvMxdizc V:242 H:  9 F:50
d01331 sta $2141     [002141] A:0000 X:0005 Y:02a0 S:01e5 D:0000 DB:00 nvMxdIZC V:238 H:  7 F:51

d011fd sta $2142     [002142] A:99c1 X:035f Y:04ce S:01e8 D:0000 DB:00 nvMxdizC V:241 H:304 F:46
d01229 sta $2142     [002142] A:fffe X:0002 Y:0830 S:01e8 D:0000 DB:00 nvmxdizC V:245 H:205 F:48
d0123b sta $2142     [002142] A:0002 X:0002 Y:0830 S:01e8 D:0000 DB:00 nvmxdizC V:246 H: 80 F:48


d01206 sta $2143     [002143] A:9920 X:035e Y:04cf S:01e8 D:0000 DB:00 nvMxdizC V:241 H:328 F:46
d012e6 sta $2143     [002143] A:0002 X:0a89 Y:ffff S:01ef D:0000 DB:00 nvMxdizc V:251 H: 80 F:48

I hope this can help in the makeing of said code, this is all of the sta's that are in the game. If it does not help out at all, I understand and I am sorry. If you need some help I am always here :-D
Polargames
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Post by Conn Wed 28 Nov 2018 - 15:01

Thanks PG, no worries we're working hard on it behind the scenes, and are almost through.
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Post by Polargames Thu 29 Nov 2018 - 18:38

Conn wrote:Thanks PG, no worries we're working hard on it behind the scenes, and are almost through.

Your very welcome Conn, I am glade that it help you guys out. That's great to here that its almost done. If you need someone to map trace the game, please let me know. I would like to do that Smile
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