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Author Topic: GameCube MegaMan Anniversary Collection  (Read 5954 times)

lilpuddy31

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GameCube MegaMan Anniversary Collection
« on: January 09, 2015, 01:46:21 am »
Does anyone happen to know of a patch that would swap 'jump' and 'fire' buttons?

Or even a cheat code?!? Pressing B to jump just feels too unnatural...

Edit, had to fix a typo...
« Last Edit: January 09, 2015, 01:03:29 pm by lilpuddy31 »

M-Tee

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Re: GameCube MegaMan Anniversary Collection
« Reply #1 on: January 09, 2015, 11:00:09 am »
I assume you mean "swap" and I also hated that about the Gamecube release.

lilpuddy31

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Re: GameCube MegaMan Anniversary Collection
« Reply #2 on: January 09, 2015, 01:02:26 pm »
Yes, that's what I meant. Thanks.

Wrong time for a typo, lol

ShadowOne333

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Re: GameCube MegaMan Anniversary Collection
« Reply #3 on: January 09, 2015, 03:16:22 pm »
Check out the Nintendont thread in GBATemp.net.
The creator of the app, Fix94, uploaded a .GCT file that switches the Fire and Jump buttons (A and B):
https://gbatemp.net/threads/nintendont.349258/page-550#post-5063513

You could somehow extract the WiiRD code from the GCT and see if you could implement the cheat codes by doing an HEX hack into the ISO of the code, it could something like hard coding the cheat code in the game so it always has it enabled.

A user in GC-Forever forums called Ralf explain in a thread about hardcoding some cheat codes into the isos so they always have them enabled.
Here:
http://www.gc-forever.com/forums/viewtopic.php?f=16&t=2597

Take a look at both of those forums.
Give the GCT file to Ralf in GC-Forever and ask him if he could provide you a way to hard code that cheat code into the game.
« Last Edit: January 09, 2015, 03:22:12 pm by ShadowOne333 »

lilpuddy31

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Re: GameCube MegaMan Anniversary Collection
« Reply #4 on: January 09, 2015, 04:57:25 pm »
Thanks ShadowOne333!  However, I didn't manage to find a patch!! Someone named 'Nudua' made it. I tested it out on my modded Wii using Nintendont, it works!!!

http://nudua.com/files/mmacbuttonfix.zip

It comes with 2 different ways to apply the patch, a readme is included explaining everything :)

ShadowOne333

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Re: GameCube MegaMan Anniversary Collection
« Reply #5 on: January 09, 2015, 05:30:44 pm »
Oh great!
So that means that once the patch is applied we can have the "Fixed" ISO without needing any cheat codes, right?

lilpuddy31

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Re: GameCube MegaMan Anniversary Collection
« Reply #6 on: January 09, 2015, 05:38:06 pm »
right, no cheats needed anymore  :)

alf717

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Re: GameCube MegaMan Anniversary Collection
« Reply #7 on: February 15, 2015, 01:18:52 am »
Boy I'm glad I found this thread. I tried to use that patch and it is also posted here on ROMhacking.net (http://www.romhacking.net/hacks/2286/). Problem is it doesn't work. I used cleanrip to rip my game and the md5 checksum of my rip doesn't match the one required for the patch. Anyone have any idea on why my rip comes off with a different checksum? This blog post (http://nudua.blogspot.com/2010/01/mega-man-anniversary-collection-gcn.html) kind of hints at a pirated version that may have been used so maybe this is why I can't patch my game? Any help with this would be great.

KingMike

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Re: GameCube MegaMan Anniversary Collection
« Reply #8 on: February 15, 2015, 10:35:44 am »
I read in the GameCube ISO-ripping scene there was a big thing about whether to leave dummy files on the disc (presumably there for loading time purposes) or to cut them/replace with more compressible dummy data)
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RadioTails

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Re: GameCube MegaMan Anniversary Collection
« Reply #9 on: February 18, 2015, 05:42:09 pm »
Boy I'm glad I found this thread. I tried to use that patch and it is also posted here on ROMhacking.net (http://www.romhacking.net/hacks/2286/). Problem is it doesn't work. I used cleanrip to rip my game and the md5 checksum of my rip doesn't match the one required for the patch. Anyone have any idea on why my rip comes off with a different checksum? This blog post (http://nudua.blogspot.com/2010/01/mega-man-anniversary-collection-gcn.html) kind of hints at a pirated version that may have been used so maybe this is why I can't patch my game? Any help with this would be great.

The easiest way is to modify the "start.dol" file yourself.  Very simple:
1 - Download GCRebuilder: http://www.romhacking.net/utilities/619/
2 - Click on Image -> Open
3 - In the root folder, extend the "&&SystemData"
4 - Right click on "Start.dol" and click "Export...".  Save this file to your computer.
5 - Open the file in a Hex Editor.
6 - Go to the following offsets, and simply swap the hex values round. So:
          39CF5 : Replace with AC
          39CF9 : Replace with CC
7 - Right click on "Start.dol" and click "Import...".  Select the modified file.
8 - Click on Image - Close.
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MarkGrass

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Re: GameCube MegaMan Anniversary Collection
« Reply #10 on: February 24, 2015, 09:57:02 am »
I read in the GameCube ISO-ripping scene there was a big thing about whether to leave dummy files on the disc (presumably there for loading time purposes) or to cut them/replace with more compressible dummy data)

It's still debated in minor.

In personal tests, I've completely removed all dummy padding and aligned everything into 2048 byte sectors with perfect results on real hardware (both GameCube & Wii) and of course, Dolphin.

It also worked perfectly for games with especial audio/streaming, GameBoy Player hardware & other system disc data, Action Replay (must rename 4byte ID for Wii - something like "GAME", etc), promotional & prototype disc data, and everything else I threw at it.

In few cases, I noticed that some game titles ran slightly more seamless in demanding load times, as compared to retail disc/factory pressed counterparts.

Early on during testing, however, I noticed the key is aligning everything into 2048 byte sectors, so keep that in-mind before you quote me on anything :P
« Last Edit: February 24, 2015, 10:02:25 am by MarkGrass »