Final Fight 2
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20180201
Final Fight 2
Kurrono-PepilloPEV msu patch v1.2 (Aug/19/22: freeze fixed):
- Code:
http://bszelda.zeldalegends.net/stuff/Con/ff2-msu1-patch-pepillopev-v1.2.zip
Kurrono PCM set v1.1:
* added Kurrono's boosted ff2_msu1-6.pcm to the set
- Code:
https://app.box.com/s/8hvua5cxog4xhr3tgdlr2sxhc7ooz8wr
- Code:
https://mega.nz/file/fLYhgYAJ#yrUtMvpprzZ8hJviW_LW2Q0pEkcr5eEH1GpyKJoRaPk
Last edited by pepillopev on Mon 25 May 2020 - 18:48; edited 9 times in total
pev- Since : 2017-10-16
Final Fight 2 :: Comments
I checked on emu, and no problems on stage 5 there (I use snes9x to trace, track 10 was playing in the log).
Can you try on bsnes (patch with the bps (not ips) to ensure you patched correctly, please
Can you try on bsnes (patch with the bps (not ips) to ensure you patched correctly, please
I am playing games on the S-NES Classic Mini.
Via RetroArch on different variants of snes9x (KMFD Manic ones)
bsnes is too slow on the mini.
Via RetroArch on different variants of snes9x (KMFD Manic ones)
bsnes is too slow on the mini.
@Conn
Patched the .bps file with "Flips".
Original ROM : Final Fight 2 (U) [!].smc | CRC32 : 8C37FF55
Patched ROM : ff2_msu1.sfc | CRC32 : 87AE8383
Game hang, like every time, at the beginnig of the bonus stage after level 4.
Patched the .bps file with "Flips".
Original ROM : Final Fight 2 (U) [!].smc | CRC32 : 8C37FF55
Patched ROM : ff2_msu1.sfc | CRC32 : 87AE8383
Game hang, like every time, at the beginnig of the bonus stage after level 4.
Yes, I can confirm. Unfortunately, it seems alike the patch isn't synced with the asm, means other code is executed than in the asm.
lda #$0d02
STA $41
is different in the asm. I'll check.
Edit: no difference but this spc mute is the culprit
Last edited by Conn on Thu 18 Aug 2022 - 17:13; edited 1 time in total
lda #$0d02
STA $41
is different in the asm. I'll check.
Edit: no difference but this spc mute is the culprit
Last edited by Conn on Thu 18 Aug 2022 - 17:13; edited 1 time in total
Ok, test this one. What I did:
stopSpc:
LDA $0001C0
JSL msuLoop
;LDA #$0D00
;STA $41
LDX #$0000
SEP #$20
CPX #$0001
LDA #$00
RTL
- Attachments
@Conn
Awesome!
Your patch is working very well.
No freezing after Stage 4.
Thank you
Another question:
Is there an alternate PCM Set for Final Fight 2?
To me, the background noise in most tracks is very annoying.
If not, is it possible to use the PCMs of e.g. Final Fight 1 or 3?
Awesome!
Your patch is working very well.
No freezing after Stage 4.
Thank you
Another question:
Is there an alternate PCM Set for Final Fight 2?
To me, the background noise in most tracks is very annoying.
If not, is it possible to use the PCMs of e.g. Final Fight 1 or 3?
You can load any PCM you like, just rename them to the same as the ROM's filename and they will load + loop correctly even on patches they are not designed for.
the only caveat is that if a track is set as "no loop" in the patch, the PCM you put in will also not loop. not usually a big deal but something to keep in mind.
the only caveat is that if a track is set as "no loop" in the patch, the PCM you put in will also not loop. not usually a big deal but something to keep in mind.
We usually include the asm source into the zip file, which can be compiled with xkas.
With the debuggers you can decompile code regions (hex -> opcodes), or make a trace log, if that is what you mean.
With the debuggers you can decompile code regions (hex -> opcodes), or make a trace log, if that is what you mean.
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