TDC Final v2 by Toodles Release February 2007 Contents: Capcom vs SNK 2 (JP) Marvel vs Capcom 2 (US) Marvel vs Capcom 2 (JP) Street Fighter 3: 3rd Strike (US) Street Fighter 3: 3rd Strike (JP) Super Street Fighter 2 X (NEW English Translation) Super Street Fighter 2 X (JP) Super Puzzle Fighter 2 X (NEW English Translation) Super Puzzle Fighter 2 X (JP) Ikaruga (JP) Capcom vs SNK 2: Fan Disk (JP) Extras: Soft reset works as expected. If you try a soft reset (Start+A+B+X+Y) inside a game, it will go to the first splash screen for the game. If you try a soft reset at the splash screen for a game, it will take you to the game select menu. If you soft reset at the game select menu, it will just restart the browser and take you right to the same game select menu. VMU saves for all included games. Puzzle Fighter has nothing to unlock, but the save on the disk has the region already set to U.S.A. so you don't have to go into EX settings for English winquotes. Soundtrack options. Any of the games except for Ikaruga give a menu option for which soundtrack to use. There are options for each of the available games and a 'Silent' option for those who want sound effects but no background music. That's a total of 11 soundtrack- able games, with 7 soundtracks each. GameShark and Action Replay are both included and are the hacked Echelon versions that save to a normal VMU. Yes, you can use these to turn on codes and play one of the included games without leaving your sofa. DCLoad tool is included. Versions included are the serial version, an original DCLoadIP set at 0.0.0.0 (default), as well as a 192.168.0.199 version, and a 10.0.0.199 version. If you know what this means and does, you can also hex edit the cd image to setup your own custom IP, but this won't change the menu image for the DCLoad. VMUTool by Speud. This tool is VERY nice to have around, especially when used with DCLoad to transfer saves. Others that maybe I forgot to list, or decided to leave a little secret. Ripped: All ADX's were downsampled to 22kHz mono and normalized. All of the remixed tracks in Puzzle Fighter were deleted and the normal versions linked in. Every stage in 3rd Strike had one single ADX file kept; the other two were deleted and linked back to the file that was left. VOICE.AFS files were deleted and their respective entries in the DP2.INI's commented out. The CvS2 Fandisk included the opening tracks to many of their games to be played when selecting a save game. These have been removed. Since they were not looped, I couldn't use then as soundtrack material, and the FanDisk will likely be the least used part of the disk. The space saved is well worth it. Silly Questions: Q: Will this play in Chankast? A: As a matter of fact, yes it will. Q: Will this play in a PAL Dreamcast? A: Unknown. I know at least one of the versions is 3rd Strike should already have the RGB patch, but I don't know if its the JP or US version. All of the other games are unpatched NTSC versions. Q: Can you help me patch it for PAL? A: No more than this. If you have the codes for hexediting the game so it is in PAL, then go ahead and try them on the disk image. Remember, even though there are 8 some copies of the game on the CD, there is actually only 1 copy of each file in the image, so don't freak out if the hex string your looking for is only there once. Q: Where is the save for the Japanese 3rd Strike? A: Don't need it. The American save loads and reads in both versions. Q: Why does the music skip when I use a different i soundtrack for Super Turbo? A: When the game gets 'tense' (someone gets hit to around 25% of their life), it normally plays the faster version of the music for that stage. Since there isn't a faster version of the alternate soundtrack music, it starts that track over at the beginning. Sorry, there is no way for me to change that. If you select the original ST soundtrack, the 'tense' music will play properly. Q: Why does it take up 6 gigs if I copy it to my hard drive? A: Don't copy it to your hard drive. Q: How'd you fit all that in there? A: Using links. http://en.wikipedia.org/wiki/Hard_link Q: What's different between this and the TDC_Final from 2004? A: Aside from the additional games? Good question: Different browser used for booting. Using XDP (Dream Passport 3) instead of Planet Web 2.6, no one should be plagued with the 'Select your calling area' screen the last version had. Even you ghetto folks who would rather have an empty hole in the side of your Dreamcast than leave the damn modem in. Those people get no sympathy; you PAL Dreamcast owners, sorry about that. Using XDP also lets it work in Chankast. Q: I want to take your disk, and replace the music on it with my own/my favorite band/whatever. How do I do that? A: It's possible, but it's not easy. Sorry, you're on your own. Feel free to look through the disk; some of the scripts I used are still in there. The main thing is to use Linux, hard link all of the files to be duplicated with the 'ln' command, and mkisofs will take care of the linking on the ISO automatically. If you need more help than that, you're not getting it from me. Q: But will you help me do it? A: Nope. Look around and read up where you can. Fileforums.com is probably your best source of information. Q: What if I want to pull out a single game and make a stand alone disk for it? A: Much easier than trying to rebuild this disk. Unless you're planning on replacing EVERY ADX file in the game, I would recommend you use a copy of the game from somewhere else. The background music on this disk has been scrunched down hard. If you still want to anyways, go ahead. Copy the directory holding the game you want to your PC, find a copy of IP.BIN on the disk and copy it to the directory you just made on your hard drive. Walk through all of the instructions in the Echelon selfboot tutorial package, and you'll be golden. WARNING: The 1ST_READ.BIN for Super Turbo cannot be BINHACK'ed or it will fail completely. If you want to make a stand alone Super Turbo disk, either use the files without BINHACKING them by creating your disk in the 45000 LBA DATA/DATA method and copying the files as is, or manually hexedit the LBA. Q: What the LBA used on this disk? A: This disk was built using the 45000 LBA DATA/DATA method. This should boot far more reliably that the previous 11702 AUDIO/DATA used in the first TDC_Final. All of the executables on the disk have been BINHACKED to 45000 LBA, including the browsers included with most of the games. However, trying to run one of these browsers from the game fails miserably, so if you need to surf on your DC, use the XDP browser that comes up when it first boots. Notes and Errata: -Super Turbo does not seem to play nice with the Bonus Rounds on a legit DC. At the winquote of your 3rd win, it may appear to just stay there, and never load the bonus round. On occasion, bonus rounds will work fine in Chankast. You can either keep Bonus Rounds turned off, or have another player jump in and you can both play the bonus round. This is a problem I cannot resolve since the original Echelon release had the same problem. -The CvS2 replays were from casual matches in the hotel of Evo 2k4, the room 403 party. Used without permission, but they were saved to my VMU :) If I didn't get your name in and you're one of the ???'s, sorry. All of the A-are teams kinda blend together after a while. -DCLoad and VMUTool have problems accessing the disk. They will load fine and work fine, but because they were booted from the browser, they cannot read cd's, even if you swap disks. There is nothing I can do about this. It's still handy to have for testing code and copying saves from the VMU to a PC, but for any kind of disk access, you're going to need a dedicated DCLoad or VMUTool disk. This limitation affects all homebrew code loaded by the browser. Counting translations, there are 11 soundtrack-able games, with 7 soundtracks each; there is always the possibility that one or more combinations won't work properly. There are simply too many for me to be able to test all possible combinations, but they all SHOULD work. Toodles Feb 6th, 2007