I saw the 0xbbbb version of the P rom too. The 0xbbbb by itself is non-sense for an 68k opcode and/or being used to load a different tiles from the C romSo 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.
I think this is possible. A number of the 0xbbbb locations happen right after an rts, which would imply the 0xbbbb is at the start of the next function. If you wanted to override/patch that function that would be the perfect location to do so.Can the 0xBBBB Be anchor points that the patching program looks for to execute certain actions?
When I have some time I will disassemble around some of the 0xbbbb locations to see what the code is doing before the 0xbbbb was added.