Patched it to a clean ROM using the SRM provided and experienced no crash. Using Geiger's SNES9X Debugger anyway. Entire cut scene plays through just fine, beat Dalton fine and continued the game with no issues.
Edit: Oddly, it does soft lock in ZSNES for some reason. That's incredibly strange.
Edit 2: Wait, got it in SNES9X now. Not sure what's triggering it, it's either Dalton's techs or just general PC attacking. I'll see if I can trace log it.
Edit 3: Hmm, I can't seem to trigger it again. It happened only once in SNES9X but now it just doesn't want to do it again. Must be something specific in the trigger to cause it.
Edit 4: It seems to occur with Robo Tackle when Robo has low life, or possibly when it's going to 'miss'. It just soft locks then.
The origin of the bug starts at: $C1/4612. Looks like it gets caught up into an infinite loop right now.
'May' have gotten it.
The origin of the bug is at: $C1/4640.
The original code reads:
$C1/4640 7B TDC A:0040 X:1EB6 Y:9000 P:eNvMxdizC
$C1/4641 A8 TAY A:0000 X:1EB6 Y:9000 P:envMxdiZC
$C1/4642 C2 20 REP #$20 A:0000 X:1EB6 Y:0000 P:envMxdiZC
$C1/4644 06 80 ASL $80 [$00:0080] A:0000 X:1EB6 Y:0000 P:envmxdiZC
The new code there reads:
$C1/4641 7B TDC A:0040 X:0004 Y:9000 P:eNvMxdizC
$C1/4642 A8 TAY A:0000 X:0004 Y:9000 P:envMxdiZC
$C1/4643 06 80 ASL $80 [$00:0080] A:0000 X:0004 Y:0000 P:envMxdiZC
The new code 'needs' to have that REP #$20 in there it looks like for it to run properly. Mauron will have to double check this since I think this relates to the tech code, but it seems doing that allows things to function properly.