Fighter's History MK
Zeldix :: MSU1 Hacking :: MSU1 Development :: Finished
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Fighter's History MK
Project finished:
https://www.zeldix.net/t1872-fighter-s-history-mk
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!!.
Relikk- Since : 2017-02-17
Re: Fighter's History MK
Thanks a lot, I added it to first post
I hope you like it!
LINK: Fighter History MSU-1 (NEOGEO)
Conn- Since : 2013-06-30
Re: Fighter's History MK
OBSOLETE
Last edited by pepillopev on Tue 27 Nov 2018 - 10:10; edited 1 time in total
pev- Since : 2017-10-16
Re: Fighter's History MK
OBSELETE
Last edited by pepillopev on Tue 27 Nov 2018 - 10:10; edited 1 time in total
pev- Since : 2017-10-16
Re: Fighter's History MK
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:
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?
$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
Conn- Since : 2013-06-30
Re: Fighter's History MK
@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.
pev- Since : 2017-10-16
Fighter's History MK
@Conn I see when I add your code alongside my hard mute, the game crashes.
pev- Since : 2017-10-16
Re: Fighter's History MK
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
I need to go to bed now, much luck
Last edited by Conn on Mon 26 Nov 2018 - 18:20; edited 1 time in total
Conn- Since : 2013-06-30
Re: Fighter's History MK
@Conn It is the code. Still trying to figure out why since I see no part of your code destroying native code.
pev- Since : 2017-10-16
Re: Fighter's History MK
@Conn I'll figure it out. It is probably something silly. Sleep well, my friend.
pev- Since : 2017-10-16
Re: Fighter's History MK
@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.
pev- Since : 2017-10-16
Re: Fighter's History MK
OBSOLETE
Last edited by pepillopev on Tue 27 Nov 2018 - 10:09; edited 1 time in total
pev- Since : 2017-10-16
Re: Fighter's History MK
@Pev,
Whoops, I just sent you a code with nmi, soft mute (spc fallback and such stuff). It uses $C0 to differ tracks.
Whoops, I just sent you a code with nmi, soft mute (spc fallback and such stuff). It uses $C0 to differ tracks.
Conn- Since : 2013-06-30
Re: Fighter's History MK
I hope it all works... as for the fade out which is called via #$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:
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 #$f4 (total mute is called).
Luckily the fade works for all fight over though.
I do not have time until tomorrow afternoon, but we keep in touch if there are further problems
in some fade outs (e.g., intro to title screen) there are no nmi:s called, so here the fade-outs don't work
I catched it with this code:
CMP #$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
Conn- Since : 2013-06-30
Re: Fighter's History MK
@Conn I sent you an email regarding minor issues in story mode. So far, stage music is differentiated. Will continue testing.
pev- Since : 2017-10-16
Re: Fighter's History MK
Sent you a version back that differs the savestates you sent
Conn- Since : 2013-06-30
Re: Fighter's History MK
@Conn, @Pev , Hello, I was board so I thought this might help,
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
- 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- Since : 2018-06-06
Re: Fighter's History MK
Thanks PG, no worries we're working hard on it behind the scenes, and are almost through.
Conn- Since : 2013-06-30
Re: Fighter's History MK
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
Polargames- Since : 2018-06-06
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Zeldix :: MSU1 Hacking :: MSU1 Development :: Finished
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