MSU-1 Compatibility

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Post by Elazul Fri 27 Apr 2018 - 7:55

Hi, i am trying to patch a Hardtype of Mega Man X (this one specifically http://ngplus.net/index.php?/files/file/16-mega-man-x-hard-type/) plus MSU-1 hack and have no luck making it run, the game always crashes when you enter in any stage, i tried it on Higan and SNES9X and it never works, tried Headered Unheadered, different order etc and nothing works, is there some way to make these patches compatible?

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Post by Conn Fri 27 Apr 2018 - 9:35

If the msu patch and hardtype use the same free ram, one code overwrites code from the other patch.
There's no solution but to shift one code to another free ram section. You must hope for one of the authors of the two patches to do it.
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Post by Elazul Sat 28 Apr 2018 - 6:18

Damn, thank you, i wish i knew how to do these hacks

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Post by Conn Sat 28 Apr 2018 - 6:38

You can check the compatibility using this tool:
https://www.romhacking.net/utilities/1080/

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It only has 79% compatibility = not compatible (the softtype however has 99% it should be compatible).

Here's the problem using hexcomparison:

MSU-1 Compatibility Image413

You see that at freespace 0x7bd0 (only FF in original version), both patches write code to. Only possibility is to move a code area to use e.g. 0x7dd0 - then it would work.

If you look in Darkshock's asm:
https://github.com/mlarouche/MegamanX-MSU1/blob/master/mmx_msu1_music.asm

you need to edit this:
seek($80FBD0)

into
seek($80FDD0)

recompile, and it should work.
Conn
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Post by Conn Sat 28 Apr 2018 - 7:31

Here, I did that for you.
- I recompiled DarkShock's asm with emulator volume (FF) with the shift to an area not used by Hardtype. I didn't test it (but patchchecker says now 100% compatibility), so cross fingers that it works. I usuallly do not mix with other author's codes so...
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Post by DarkShock Mon 30 Apr 2018 - 11:04

It is open source for these kind of situations!
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Post by Elazul Thu 3 May 2018 - 12:34

OMG thank you so much i will try this right now

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Post by Nicholas Sun 3 Jun 2018 - 18:29

Could this be done for the Japanese version of the game (preferably v1.0) and the translation patch that was recently released?

Using the Japanese versions of X2 and X3 seemed to be fine from what I've tested on an SD2SNES. X just isn't the same with the way the BGM addresses are.

Thank you.

Edit: I forgot to note. X2 through doing the method as above seemed pretty wonky through 3 playthroughs I've done. Just really notable on particular stages with lots of sound effects. Like the Desert Stage and using the Ride Chaser. When shooting, I'd hear Bubble Crab's bubble barrier SE. Or the Volcano Stage, I'd hear different and random sound effects too. Again, this was tested on a SD2SNES. Not an emulator like higan or Snes9x. Is it because it's Cx4? Also, non MSU-1 worked like the real thing for me.

Thanks again.
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Post by Nicholas Sat 8 Jun 2019 - 21:01

I'm still trying to get the Japanese version of the game to work with the MSU-1 patch.

Any other tips I could try that could point me in the right direction with hex comparisons?

Thanks.
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Post by pev Mon 10 Jun 2019 - 11:54

Nicholas wrote:I'm still trying to get the Japanese version of the game to work with the MSU-1 patch.

Any other tips I could try that could point me in the right direction with hex comparisons?

Thanks.
@Nicholas Ok, it took me some time poking around without having an ASM as a reference, but here it is, a patch for RockmanX 1.0 [CRC: 6A1B6926] with english translation and Darkshock's msu-1 patches applied. Link below:

https://www.dropbox.com/s/y3b26pvokiyrx18/rockmanx-j2eTrans-withMsu-patch.bps?dl=0

P.S. I have not tested it fully (it does work). I only noticed one glitch, so far, the Capcom logo will not play (everything else seems fine). Go ahead and test it, if you find any bugs, grab a save state just before the bug occurs (using bsnes debugger). Happy Gaming.

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Post by Conn Mon 10 Jun 2019 - 16:03

I added both hardtype and rockmanx patches to the official database thread:
https://www.zeldix.net/t1438-mega-man-x#21211

Hope I did it alright, I never even touched this rom Woot!!
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Post by Nicholas Tue 11 Jun 2019 - 2:49

pepillopev wrote:
Nicholas wrote:I'm still trying to get the Japanese version of the game to work with the MSU-1 patch.

Any other tips I could try that could point me in the right direction with hex comparisons?

Thanks.
@Nicholas Ok, it took me some time poking around without having an ASM as a reference, but here it is, a patch for RockmanX 1.0 [CRC: 6A1B6926] with english translation and Darkshock's msu-1 patches applied. Link below:

https://www.dropbox.com/s/y3b26pvokiyrx18/rockmanx-j2eTrans-withMsu-patch.bps?dl=0

P.S. I have not tested it fully (it does work). I only noticed one glitch, so far, the Capcom logo will not play (everything else seems fine). Go ahead and test it, if you find any bugs, grab a save state just before the bug occurs (using bsnes debugger). Happy Gaming.
Thank you so much for looking into this for me pepillopev. I didn't understand and tried different addresses for over a year in the ASM.

Unfortunately I was trying it on my SD2SNES Pro. Right before defeating Chill Penguin. The Weapon Get music from the SFC version will play and the game will freeze, just like the copy protection bug that the USA version has. I will have to try and get bsnes going and make a save state right before it when the bug occurs.

Would it also be possible to patch this on a non-translated rom after whatever makes this happens is fixed or looked into? I'd just like the idea of applying the English translation of Her-Saki after the MSU-1 patch is applied.

Thank you!
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Post by pev Tue 11 Jun 2019 - 9:30

@Nicholas Sure, I can do that. This was one took some time due a lack of an asm to reference on.

The first problem was the translation patch destroying some of DarkShock’s MSU code in free ROM space (moved some of the translation code to stop this). The 2nd was finding all the correct jump points in the Jap version. I did this via byte by byte comparisons using a hex editor, very tedious.

For Chill Penguin issue, i have a feeling it is probably related to the Capcom jingle not playing. I may have moved some of DarkShock’s MSU code in the wrong way. Only way to tell is to trace it and compare the game's behavior with its US counterpart.
Nicholas wrote:Would it also be possible to patch this on a non-translated rom after whatever makes this happens is fixed or looked into? I'd just like the idea of applying the English translation of Her-Saki after the MSU-1 patch is applied.
It may be possible that the "Her-Saki" translation patch may not be compatible with DarkShock’s MSU patch. We may have to relocate the MSU code somewhere else where these translation patches reside. A link to the "Her-Saki" patch would be recommended to review this patch.

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Post by pev Wed 12 Jun 2019 - 10:57

@Nicholas Ok, I know where the crash happens and is fixable but at the cost of no MSU version for the "Get Power Up" theme (at least, to my understanding DarkShock's code, so far). Removing the offending code allows the game to resume without issue.

I emailed Conn for additional assistance. If you are fine with the game not having the "Get Power Up" theme playing via MSU, I can post the temp fix for both Rockman-X and MegaMan-X (which is also plagued by this bug).

UPDATE: Went ahead and did a quick fix to get "Get Power Up" theme to play without crashing the game. I am waiting for Conn's approval for the changes I made. If all goes well, the fixed MegaMan/RockMan patches will be posted.

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Post by pev Wed 12 Jun 2019 - 13:29

@Nicholas I went ahead and posted both patches for MegamanX and RockmanX respectively. Link below:

https://www.zeldix.net/t1438-mega-man-x

Please make sure to provide a link on where to get the translation patch you want to use so that I can make it compatible with the JAP RockmanX.

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Post by Nicholas Wed 12 Jun 2019 - 14:41

@pepillopev http://www.romhacking.net/translations/3452/

I think it’s nice to have a non translated patch so that it could be added later on if you wanted the option. The translation isn’t a perfect one.

Thank you for looking into this more. I’ll do a playthrough tonight when I get home.
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Post by pev Wed 12 Jun 2019 - 15:49

Nicholas wrote:I think it’s nice to have a non translated patch so that it could be added later on if you wanted the option. The translation isn’t a perfect one.
@Nicholas I agree. I will work on the translation hack at a later time to make it compatible with the plain vanilla Rockman-X msu patch posted earlier. Meantime, let me know, how the current patch goes for you.

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Post by Nicholas Wed 12 Jun 2019 - 23:41

pepillopev wrote:
Nicholas wrote:I think it’s nice to have a non translated patch so that it could be added later on if you wanted the option. The translation isn’t a perfect one.
@Nicholas I agree. I will work on the translation hack at a later time to make it compatible with the plain vanilla Rockman-X msu patch posted earlier. Meantime, let me know, how the current patch goes for you.
The patch seemed to work great past the Weapon Get sequence. I saw that using the non Rev.1 version worked better than using the Rev.1 version. This was according to what it's named in the SmokeMonster set under Revisions.

On the Rev.1 version it'll show a blank life bar and play SPC music instead, while the non-Rev.1 version feels like it plays the MSU-1 version twice. Maybe it's just me? I don't think it's a problem to get past the bug. I'm using the Krzysztof Słowikowski BGM pack.

Also, bad news Sad. The cutscene before the Sigma Stages cannot initiate after defeating all the bosses and the game will freeze after the password screen. On the non Rev.1 that plays MSU-1 on the Weapon Get, I'm able to soft menu back to my SD2SNES Pro. But the Rev.1 version completely crashes my Super Nt. Crazy stuff.


Last edited by Nicholas on Wed 12 Jun 2019 - 23:47; edited 1 time in total
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Post by pev Wed 12 Jun 2019 - 23:45

@Nicholas Did you use the ROM with the matching CRC in the readme? I’m not familiar with Rev numbers. I just go by that. Also, are you testing with the English patch applied or without? I will test RockmanX thoroughly tomorrow.

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Post by Nicholas Wed 12 Jun 2019 - 23:52

@pepillopev Just vanilla Rockman X without any translation patches applied.

3641
3136
4461

I used this password to save some time and do testing for the cutscene. Flame Mammoth just needs to be defeated, Storm Tornado is his weakness.
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Post by pev Thu 13 Jun 2019 - 6:27

@Nicholas Bug fixed, this one would crash for "Zero" theme just before entering Sigma's base. Corrected. Re-download the patch from the usual MegamanX section (it already contains the fixed patch). This affected MegaManX as well (also fixed too).

Also, before patching RockmanX make sure the CRC check is 6A1B6926. This is the ROM I used to build the patch upon. I tested the new patch and it works without crashing now (even with English translation patch).

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Post by pev Thu 13 Jun 2019 - 9:36

@Nicholas Ok, tested the latest patch with my SuperNT and SD2SnesPro w/o issue. Below is a video of me testing using the code you provided.

SuperNT+SD2SnesPro Bug Fix Test Video

During capturing footage, I did notice the SPC version of this track playing alongside the msu version for the "Enter Zero" theme. You can hear it in the video above. I will look into this.

UPDATE: Ok, I corrected the SPC playing at the same time with the MSU versions of "Get Power Up" and "Enter Zero" themes. Now, only the MSU version will play. Download link updated in the MegaManX section.

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Post by pev Thu 13 Jun 2019 - 21:49

@Nicholas Well version 1.0 of Jap Rockman is proving to be a PITA. I have one more bug to fix (where Zero sacrifices himself, then crashes here).

I decided to just release the patches for version 1.1 for both US and JAP versions respectively (more stable). I was able to finish RockmanX v1.1 w/o crashing.

Version 1.0 will be put on the back burner for now including the translation conversion to version 1.1 of RockmanX.

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Post by Nicholas Thu 13 Jun 2019 - 23:54

@pepillopev Thank you for doing a playthrough.

Didn't have any time today and would have done some testing for you.

The game seems pretty picky with dialogue boxes in general. When the Her-Saki translation's first version was released, when the Sigma Stages cutscene would happen it would freeze. Maybe a reason why DarkShock didn't implement the Japanese versions was because of issues like this. Maybe something like Rockman 7 was easier to work with or just had more of a reason to have it compatible with that region because of the axed stuff the NA/EU versions didn't get.

I have to ask since it's sort of related. But any reason why using Rockman X2 (J) with the MSU-1 hack gives a problem where it will play certain Sound Effects on certain stages? Overdrive Ostrich's stage is an example of this while using the Ride Chaser and repeatedly tapping Dash and Shoot. Bubble Crab's stage's enemies have this issue too. This is probably one of the last things I'd have to ask besides a revamp of 7's Krzysztof Słowikowski v2 BGM set. X3 seemed completely perfect from the multiple playthroughs I've done with the Japanese version.

Also, Thank you again for the hard effort in making the preferred region I'd want to play possible with the MSU-1 feature. Smile
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Post by pev Fri 14 Jun 2019 - 10:25

Nicholas wrote:I have to ask since it's sort of related. But any reason why using Rockman X2 (J) with the MSU-1 hack gives a problem where it will play certain Sound Effects on certain stages? Overdrive Ostrich's stage is an example of this while using the Ride Chaser and repeatedly tapping Dash and Shoot. Bubble Crab's stage's enemies have this issue too. This is probably one of the last things I'd have to ask besides a revamp of 7's Krzysztof Słowikowski v2 BGM set. X3 seemed completely perfect from the multiple playthroughs I've done with the Japanese version.
@Nicholas Speaking from experience, I have found with some US and JAP versions of any given game,  the game code is often offset/displaced in ROM across revisions. In some cases, an IPS patch may appear to work but one won't know until it is fully tested. Either you get two scenarios (either the game will crash hard or end up with weird symptoms like you described).

If the MegamanX2(U) does not exhibit this behavior, but using the US MSU-1 patch on RockmanX(J) and noticing the issues you mentioned; I am willing to put my theory on the US patch breaking some of RockmanX(J)'s native code.

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