Really enjoying this hack! A couple nitpicks about Sheeva. When she loses a match, Shao Kahn says "Finish him!" rather than "Finish her!" Also, she can't perform her Friendship. I'm not sure if she can perform Babality yet. Will these nitpicks be fixed in the next update?
May 22, 2021, 07:51:55 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Actually it seems as if even on vanilla, when using the One Button Fatality cheat, for some characters, some buttons don't do anything, and others just make them go into their win pose before the opponent faints. Any plans to fix any of those issues?
Come on: This flaw about Shao Kahn announcing Sheeva as a male character in "Finish", someone had already reported it to me, and I was unable to correct it. But why isn't her Friendship working? I have tested it several times and it works perfectly, as well as Babality (however the Friendship commands are confusing, and because they look like fire, there may be a collision)
. about "Vanilla" I didn't understand .. what specific stage are you referring to? I remember that for Noob, Sub-Zero Classic and Rain, the "X" does not work in the code of a button, for example. Anyway, thank you very much for the correction tips.
May 22, 2021, 09:17:00 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Straight up capturing with screenshots and disabling some elements would work, i guess. Also checked MKT PC and the individual background files come in .DAT files. Just did a super quick search about those and found this info in some forums:
"there are three 256*256 tiles that contain individual graphics. The ARENA.DAT file starts with a header and at 1e0h starts the image data for those three tiles. The data are 8-bit bitmaps. In the following picture you see what you get if you load everything at once (without the header)"
Source code is available for those games and other releases like N64, 3DO, etc., if that helps.
Eager to play your hack with the arcade tracks for the best 16bit experience.
From what i've read here on romhacking, "cartridge-based consoles have virtually no size limit, as by adding more hardware you could always trick the console into accessing larger ROMs (using bankswitching, virtual adresses or whathever)" "The SNES can at the very most address 16MB of space, and a bunch of that is reserved for various purposes (RAM, registers, etc) so iirc the actual upper limit of useable space is somewhere around 15.2MB.". These limits tend to be tested continually with commercial games (like Pier Solar or Paprium on the Genesis, or the Killer Instinct 8MB Beta back in the day), and of course ambitious romhacks like yours.
BTW, i've only recently knew that a similar hack existed for the Genesis, which added levels such as The Graveyard, Smoke, Chameleon, Sheeva, moves list, and said cutscenes i showed in the previous message, which i honestly thought was not possible due to lack of space.
I of course understand if there is way too much work involved in restoring all that content, and i am pretty happy that UMK3 Deluxe exists. I'll certainly enjoy when MSU-1 happens. Thanks for your cool work.
Niuus, all of this that you informed in your comment, is very important and incredible! Only now, I came to know that there is a hack of Star Ocean, which works without the Chip SDD-1 ... and the game increased to 16 MB !! My biggest question is how I could reallocate the addresses for the UMK3 Deluxe, in this case 16 Mbit.
For example, in a normal rom, the first characters of an address can be loaded with different values (C0 = 00/80 , D0 = 10/90, E0 = 20.. F0 = 30..), that is:C
0EBBA (Cyrax Green Network) can be read as: 8
0EBBA. As my current ROM does not have offsets that start at "8
0", so this one will work in "C
0" how it normally needs to be.. So that address would not fail, because it starts with "C".. But if I expand a ROM to 16 MB, the problem would happen to addresses that start with "8." "JMP $86BBF0" [Animalitys] which actually means JMP $C6BBF0 ", they would no longer work in" C ", but in fact in" 8 ", which would not be correct as that would be free space for new content.
But something interesting that I noticed in the editions, was the instruction "AND #$00FF
". This instruction causes certain values in RAM to end at the last "FF" value and repeat the values from "00", and when you change this value to something larger, the ROM supports more values without repeating them. For example, for ROM to support the colors of Animalitys, I had to change from "AND #$00FF
" to "AND #$FFFF
", and believe me, it had a devastating effect on the colors of some sprites, and I spent TWO days correcting.