super street fighter 2 turbo change title screen

i found that:
2DF7C: 605C
A91A: 4E F9 00 01 7D E0 (jump to cave code)
A920: 4E 71 4E 71 4E 71
(cave code) 17DE0: 19 7C 00 01 00 00 19 7C 00 29 00 00 4E B9 00 02 DF DA 4E F9 00 00 A9 20 and go back to A920
6C4F6 , 6C498 , 6CE04 From 67 to 60

with this i get "SUPER STREET FIGHTER 2 X THE TOURNAMENT BATTLE" in both title screens.

appears to works fine, but need your opinion,Do you think the area full of zeros where I've placed the jump is safe?

Screenshot_1.png


Are there 24 bytes between two tables, measured precisely?
 
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i found that:
2DF7C: 605C
A91A: 4E F9 00 01 7D E0 (jump to cave code)
A920: 4E 71 4E 71 4E 71
(cave code) 17DE0: 19 7C 00 01 00 00 19 7C 00 29 00 00 4E B9 00 02 DF DA 4E F9 00 00 A9 20 and go back to A920
6C4F6 , 6C498 , 6CE04 From 67 to 60

with this i get "SUPER STREET FIGHTER 2 X THE TOURNAMENT BATTLE" in both title screens.

appears to works fine, but need your opinion,Do you think the area full of zeros where I've placed the jump is safe?

Screenshot_1.png


Are there 24 bytes between two tables, measured precisely?

No, you can't overwrite the zeroes in that table. I Don't have access to my computer at home this week, so I can't test it. But try change the other patch like this:

A91A: 4EB9 0002DFDA ;jsr $2dfda
A920: 600C ;bra $a92e

2DF3A: 6000 009E ;bra $2dfda (The Tournament Battle)
 
appears not work correctly, with this:

2DF7C: 605C ;bra $2dfda

A91A: 4EB9 0002DFDA ;jsr $2dfda
A920: 600C ;bra $a92e

2DF3A: 6000 009E ;bra $2dfda (The Tournament Battle)

6C4F6,6C498,6CE04 From $67 to $60

Screenshot_1.png
Screenshot_2.png
 
this is the most near get

2DF7C: 605C ;bra $2dfda

A91A: 4EB9 0002DFDA ;jsr $2dfda

A920: 6018 ;bra $a93a

6C4F6,6C498,6CE04 From $67 to $60

but the elusive "X" dissapear of insert coint screen

Screenshot_13.png
Screenshot_14.png
 
i investigate more and get this

with:

2DF7C: 60 5C

A91A: 4E B9 00 02 DF DA ;jsr $2dfda

A920: 60 02 4E 71 4E 71

A920: 60 02 58 8F 4E 71 (This one works too, and it's supposed to perfectly cleans the stack (Stack Pointer) to prevent the game from freezing or crashing)

6C4F6 , 6C498 , 6CE04 From $67 to $60

appears to works fine

is worth? safe? not affect in any other part of the game?

Screenshot_2.png
Screenshot_3.png
 
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A920: 60 02 4E 71 4E 71

Will be assembled like this:
A920: bra $a924
A922: nop
A924: nop

So in that case is the branch pointless and can be replaced with a nop (4E71).
 
Is either version good? Without causing problems with other aspects of the game? i tried both and apeears to work correctly, but
i need a professional opinion xD


Do you approve this versions? :

A)

2DF7C: 60 5C
A91A: 4E B9 00 02 DF DA
A920: 4E 71 58 8F 4E 71 cleans the stack (Stack Pointer) to prevent the game from freezing or crashing
6C4F6 , 6C498 , 6CE04 From 67 to 60


B)

2DF7C: 60 5C
A91A: 4E B9 00 02 DF DA
A920: 4E 71 4E 71 4E 71
6C4F6 , 6C498 , 6CE04 From 67 to 60


I don't know what else to try.
 
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I can not check much since I don't are at home. But A) will cause problem because 588F is not a valid op code.
 
Oh, isn't necessary touch the stack?

the A91A: 4E B9 00 02 DF DA ;JSR $2dfda is + 4 bytes to stack and with RTS to go back to a920 is - 4 bytes to stack = 0 and with the 4E 71 4E 71 4E 71 go safe to A926 and continue safe the original code?

I don't understand the technical terms and I'm completely confused

then it is better and safer the 4E 71 4E 71 4E 71?

Let me know when you can try it, please. I'd like to finish this game soon. xDxD
 
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Yes, that's correct. NOP ($4E71) is better. That instruction does nothing. In this case It can be seen as a placeholder, used as a replacement for an "unwanted" instruction.
 
Hello again. Is there any way to make the game audio sound deeper, like in *Street Fighter II: Champion Edition*?

The sound seems too filtered to me with QSound.
 
I've made something called CPS+ that lets you play audio packs alongside the arcade games on the MiSTer. You can find more info here.

One of the packs you can create offers a CPS-1 arrangement for the various SSF2 games. To create it, you'll need a Hyper Street Fighter II: Anniversary Edition PS2 disc. Check it out and let me know what you think.
 
i use mame in retroarch, is compatible? for bmg and sfx?
 
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Yes, that's correct. NOP ($4E71) is better. That instruction does nothing. In this case It can be seen as a placeholder, used as a replacement for an "unwanted" instruction.
finally i give ut with title screen.......

maybe you can help with this problem if is more ligh problem

I’ve tried to explain myself as best I can; I hope you understand what I mean. Thanks.

 
I'm little busy with another thing I need to finish. so have not time to look at this for a while.
 
I think I've pulled it off; now I just need to set the names to the standard color in the combat HUD for fighters in classic costumes, and to blue for those in alternate costumes. That's all that's left.

Screenshot_3.png
 
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