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Running on FBNeo using the ROM available on neogeo-system.com

samsh5spfe-06-14-101144.png
samsh5spfe-06-14-101253.png
 
it seems someone uploaded the fully decrypted rom and the mister pack to 4C
 
Ok, thanx ;)

Could SamuraiShodown5_FE.pbin file (about 18 KB) be a small title patch ?
it could.

Figuring how and what it patches is really hard.
It might be easier to try to dump the game code already patched from RAM.
Something I have no knowledge of.
 
It might be easier to try to dump the game code already patched from RAM.
these emulators (almost) never actually patches the data, but does on-the-fly hooks => even if dump the emulator process RAM you'll not find there same unpatched game data
 
So... I'm sold out of ideas.

I don't think it would be possible to do this, unless that pbin file is a patch and we reverse it.
 
it seems someone uploaded the fully decrypted rom and the mister pack to 4C
He released it sadly, you can notice he changed NGM 272 to 273. The right one is originally 272 in samsho5fe.cslot1_maincpu.

Byteswapped samsho5fe.cslot1_maincpu = correct decrypted P1 + decrypted P2 = correct 8MB decrypted P1 CRC32 : 8856D0AF ; SHA-1 : 69678E9A079F1F3FB87F6A8E5AD2D5170D6B2FD9

Ok, thanx ;)

Could SamuraiShodown5_FE.pbin file (about 18 KB) be a small title patch ?
it could.
Figuring how and what it patches is really hard.
It might be easier to try to dump the game code already patched from RAM.
Something I have no knowledge of.
I thought p from pbin could stand for palette, it's only a guess.
 
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it seems people at the other forum posted the encrypted P1, maybe you can post a script so we can decrypt that?
 
He released it sadly, you can notice he changed NGM 272 to 273. The right one is originally 272 in samsho5fe.cslot1_maincpu.
Byteswapped samsho5fe.cslot1_maincpu = correct decrypted P1 + decrypted P2 = correct 8MB decrypted P1 CRC32 : 8856D0AF ; SHA-1 : 69678E9A079F1F3FB87F6A8E5AD2D5170D6B2FD9
Agreed. Also if you split this p1 8MB into 4MB p1 and p2, you will notice the p2 is the same as samsh5sp in MAME.

272-P1 CRC32 9E72CC83 size 4MB
272-P2 CRC32 1F5469BC size 4MB

Code:
Search for differences

1. L:\273-p1.p1.001: 4 194 304 bytes
2. L:\ssvpe-p1.p1: 4 194 304 bytes
Offsets: Offset ~ corresponds to your specifications.

   109:    73    72

1 difference(s) found.
 
Analyzing that zip file, I don't know what might be the problem
Code:
$ crc32 *

ec9fda8d        272-c1d.c1

d2fc888d        272-c2d.c2

b0ea781b        272-c3d.c3

d34ac591        272-c4d.c4

1b5c1ea2        272-c5d.c5

deeaad58        272-c6d.c6

dce0119f        272-c7d.c7

3bf256c5        272-c8d.c8

8856d0af        272-p1d.p1

c297f973        272-s1.s1

3bf61586        272-v1d.v1

95fe7646        272-v2d.v2


the p1d.p1 matches the CRC32 posted.

There seem to exist a encrypted p1 folder, maybe a mistake?

Code:
53aaf4bf        272-p1.p1
2a7f436e        272-p2.sp2
And also a mister pack

Code:
b31fe0e0        crom0
a15d25e1        fpga
203d744e        m1rom
8856d0af        prom
456e23a0        romsets.xml
c297f973        srom
ae5a592d        vroma0
that prom also matches the CRC32 you posted.
 
It might be easier to try to dump the game code already patched from RAM.
these emulators (almost) never actually patches the data, but does on-the-fly hooks => even if dump the emulator process RAM you'll not find there same unpatched game data
That is what I think is happening too. I dumped the running emulator ram yesterday and was able to extract all of the original / unmodified files from it.
 
There seem to exist a encrypted p1 folder, maybe a mistake?

Code:
53aaf4bf        272-p1.p1
2a7f436e        272-p2.sp2
I guess P-roms have been rescrambled to be played like Samurai Shodown V or Samurai Shodown V Special in MAME, but they are only decrypted and byteswapped in .mbundle container.

Btw, I use an old Kawaks loader to test quickly.
 

Attachments

  • samsh5fe.PNG
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it was ack who posted a quick set of linux commands to scramble the rom using the same scramble as samsho5sp.
 
The swap is also needed for Mister.
P1 not swapped doesn't work.
 
samsh5fe unmodified datas other than to make them standard roms

Code:
	272-p1.bin  9e72cc83
	272-p2.bin  1f5469bc
        272-s1.bin  c297f973

	272-c1d.bin ec9fda8d
	272-c2d.bin d2fc888d
        272-c3d.bin b0ea781b
        272-c4d.bin d34ac591 
        272-c5d.bin 1b5c1ea2
        272-c6d.bin deeaad58
        272-c7d.bin dce0119f
        272-c8d.bin 3bf256c5

        272-m1d.bin 203d744e

        272-v1d.bin 3bf61586
	272-v2d.bin 95fe7646
Only P1, S1 and CX are different from samsh5sp from MAME / FBneo. P2 is the same as 272-p2.sp2 in samsh5sp. Others ROMs same data as samsh5sp but decrypted.
 
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So I want to give you guys some feedback on this since I've been looking and examining the possibility of having the new translated and patched version ported to rom format.

So I'll explain what I did here:
1. Dumped the game from RAM. This is easy and can be done using windows native task manager.

2. Once I had the RAM dump I started trying to find samsho5fe_maincpu on RAM.
Found it and it's split. First the game loads the file to RAM and later a patched version.
*and it needs to be swapped to work.

3. Cut
Using hex editor I've taken the p1 rom (samsho5fe that is patched) and cropped just that.

4. The result:
The patched version is almost identical to the p1 rom we have but is has 0xBBBB spread across the ROM.

5. Loaded it into mister and started playing with it so unibios could show me the crash screen.
Obviously the crash spots were the ones with 0xBBBB.
So looking at each spot comparing with our working p1 I started correcting it.

I got it to show the title screen, no PERFECT showing up.
That's a bad sign.

Continued and was able to start a fight scene.
No intro, no story mode.

So that's concludes it.
To me, it seems impossible to have the patched version into a NeoGeo, Mister or an emulator.

@ack
Since you tried the same method that I did here, I really would like to hear from you if my conclusions are correct.
 
Can the 0xBBBB Be anchor points that the patching program looks for to execute certain actions?
 
Exactly what I believe it's doing.

I think we can build the new title screen because there are several png files in the mbundle
01_SamuraiShodown5_FE_XXXXX_XXXX.png and those could be replaced in the C rom files.

but that doesn't solve much.

And looking at the RAM dump I can see some references to:
bundlePatch_00.mbundle

That we don't have.

EDIT:

The more I look the more that pbin file seems like the patch we need.
The more I look the more I think it is retriving files from the cloud.

It might be a good idea wait for the Switch version dump because it might have all the files in the cartridge for offline play without the need of any kind of activation.
 
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