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Recent Updates

  • Hacks
    Expand the ROM so hackers can use all the free space in the hardwired bank. Fixed: I changed $4c JMP to $20 JSR because it was wrong at location $1ef34.
  • Hacks
    Explanation
  • Hacks
    Expand the ROM so hackers can use all the free space in the hardwired bank. Fixed: I changed $4c JMP to $20 JSR because it was wrong at location $1ec24.
  • Hacks
    Change MMC5 setup code at $3ff00 in the Expanded ROM area. Fixed: I changed $4c JMP to $20 JSR because it was wrong at location $1ffe6.

Mega Man X MSU-1 Audio

Hack of Mega Man X

Description:

This patch is intended to replace all the music from the 1993 SNES game, Mega Man X, with full CD-quality streaming audio using the MSU-1 audio specification created by byuu.

This patch requires the MSU-1 audio ‘chip’ to function, and as such will only function properly with the higan and BSNES emulators, as well as the SD2SNES flash cart.

However, the .spc fallback routine means that if the MSU-1 chip is NOT detected (such as in an emulator that does not support it, like ZSNES or snes9x), the standard audio will play, leaving the game to play as if un-patched. Non-destructive patching, FTW.

A link to a pre-assembled Audio Pack can be found in the Readme.

ROM / ISO Information:

  • MEGAMAN X
  • U.S.A.
  • 1572864 Bytes (12.0000 Mb)
  • Padded: Maybe, 5744 Bytes (0.0438 Mb)
  • Interleaved/Swapped: No
  • Backup unit/emulator header: No
  • Version: 1.1
  • Checksum: Ok, 0x4cc2 (calculated) == 0x4cc2 (internal)
  • Inverse checksum: Ok, 0xb33d (calculated) == 0xb33d (internal)
  • Checksum (CRC32): 0xded53c64

Links:

Screenshots:


Credits:

Credits
ContributorType of contributionListed credit
DarkShockHackingASM programming
TheRetromancerMusicMusic Programming/Minor Hack cleanup

User Review Information

Doesn't loop?

Reviewed By: insectduel on 26 Aug 2018

As you know, the SNES9X v1.55 now has MSU-1 support and I tried it using that emulator and it works perfectly than higan. However, this is not the case because I have inserted .PCM tracks and use the game’s sound test.

The CAPCOM jingle still exists as .SPC when you boot the game but not in the sound test. It’s getting buggy already. The Boss Intro SHOULD LOOP, WHY because when I insert the .PCM using Wav2Msu even if I put the loop command or hex editor to punch in the sample hex loop number the music would not loop. The final battle intro should not loop but it’s to say that ALL MUSICS SHOULD HAVE A LOOP.

If you don’t want the music to loop, Audacity and Wav2Msu are useful and just punch in the end track number with the empty wave sound where the music doesn’t loop.

Finally, the Dr. Light capsule should be supported for .PCM’s which is track hex $AE or decimal 174 in the game.

PLEASE FIX AND UPDATE IT!

Version 1.0 Recommended - No

User Reviews
HeadlineAuthorDateVersionRecommended
Doesn't loop?insectduel26 Aug 20181.0No
Other Reviews UnfairKrazzyklown10 Jun 20181.0Yes
Am I missing something?papacitoloko11178931 Dec 20151.0No
Seems rather busticatedChris Miller13 Mar 20151.0No
Excellent audio improvement if you have MSU1Greg260023 Jan 20151.0Yes
i'm sure it sounds nice but...treos16 Jan 20151.0No
The music is not faithful to the originalBregalad04 Aug 20151.0No
Mega Man X with CD quality musicQ29 Dec 20141.0Yes