As many of you know, I am currently without the
Internet, but thanks to
sebastianangel I was able to keep abreast of the progress of the project progress, even if only minimally, so I must confess that I have certain inquietudess.
- Mainly, what is the advantage of having the game decompiled?
- If we consider it later, is it possible to add new characters to the game?
Will the endings have the same benefits as the rest of the screens? (Yes)- Can we create stages with the space we need, or is there some kind of restriction beyond the known ones?
Since our idea was to redistribute the data from all the game
screens, initially using the free space found from
0x13B00, to later take advantage of the space that we were vacating with this process.
We also thought to optimize the
CHRs and eliminate all the unused graphics to have that space later.
And I honestly don't know how to carry out these tasks in
assembler code. (Although it doesn't seem necessary)
Another issue that is not clear to me is whether they have completely changed the operation of the stages or have simply expanded the number of
CHRs that one can count on to carry them out.
Because the previous layout of the graphics, apart from benefiting the compression of the data of the various
stages of the game, made it possible to circumvent much of the heavy lifting allowing us to use the
NES screen tool to perform the most complicated tasks.
Without forgetting that we were working to create a
Python Script that would automate the compression process of the stages.
- I am curious about how they access the new CHR banks, since as you know previously the graphics of the Chun-Li stage were practically at the limit of what the game will allow to address.
On the other hand, I found a fourth type of code in addition to the ones that
song6502 informed us:
Read Sprites
0X : Manual entry.
7F XX: Repeating pattern. <
8X : Repeat value.
CX : Write ascending value.
So I wonder:
Would it be possible to program a similar identifier, which allows creating alternative configurations for the data of a
single player, so that when loading different characters that use practically the same skins, such as
Ryu,
Ken,
Akuma or
Sheng Long, they can use some alternative graphics?
Example:
7F 2A7F It establishes that the next code will be data that must be interpreted.2_
It establishes to which player the data to be read will correspond._
A Sets the number of sprite groups that must be set aside for that player.Since this would allow us to solve among other things the change of face between
Ryu and
Ken that they have requested so much.
Last but not least,
thank you very much for all the effort you have put into!
Edit: The previous translation of this text was of very poor quality and although at this point it was not necessary to update my message I hate leaving things sloppy.