Tetsuosan wrote:I know with my superx phoenix board it has a ton of odd glitches that happen that don't happen with my other super x board ie; odd slowdowns happening at strange times, hit boxes showing up and/or not showing up, etc.
That has to do with wrong data at the decryption. It's not magic. It's a very complex and detailed job.
I had exceptional results once I poured more "love" on it.
The encryption protects on the presumption that you can only have all decrypted code with mangled data or all encrypted code with correct data. You cannot "guess" what is code and what is data. You have to analyze it. So what I do is manually analyze ALL the game code on a disassembler and determine what is code/data then manually transplant what is data from the encrypted rom into the decrypted one.
Even so, after eight hours of work on the QUIZ game I had it working but there were a crash on the attract mode. Which I solved the next day by watching what the program reads from the ROM. There were a sneaky non encrypted word (yes, two bytes) in the middle of a encrypted code area which pointed into another pointer which then finally pointed to a encrypted jumptable. Nasty stuff...
Also I had some oddball grahpical glitches (Sprites disappearing) on the character animations, which went away once I removed what I called "silly NOPs" from the data areas. Silly NOPs are due to CAPCOM compiler/linker (these games are made in C) usually put NOPs to separate data fields on each "chunk" and because into a universe of 65536 possible values per word there's a HIGH possibility for a clash and you get a spurious/wrongly placed NOP instruction in the middle of a data field.
I just gave up from decrypting NOPs at DATA areas. That made up for mostly perfect roms.
Also, whenever I find a glitch I investigate throughly.