11 March 2016 - Forum Rules
Started by sebastianangel, October 09, 2020, 10:15:52 AM
Quote from: sebastianangel on December 23, 2020, 07:53:49 AMdiscord: sebastiangammer # 7450https://www.romhacking.netTelegram:@sebastianangelhack
Quote from: sebastianangel on December 21, 2020, 02:01:21 PMhello there seems to be an error when finishing playing vs mode with the stage selector that locks the game when returning to the game map
Quote from: Cyneprepou4uk on December 22, 2020, 09:41:08 PMDon't know what the other protection does, and I don't really want to find out, getting destroyed by the girl was enough pain already
Quote from: sebastianangel on December 23, 2020, 09:50:13 PMThank you very much !!! I will try it again but now if I suppose it will be great, thanks again I already tested it and it works great This is a great Christmas gift
Quote from: shakunetsu on April 01, 2018, 07:01:20 PMSF2 Nes port with Gameboy and Spectrum sprites colored.- Either porting the stages from GB version or the C64 version but using Gameboy and Spectrum character sprites
file CHR_ROM.chrC0000-C37FF = titleC3800-C6FFF = player selectC7000-CA7FF = VSCA800-CDFFF = continueCE000-D17FF = defeat (same as VS but without VS logo and someone's face beaten)D1800-D4FFF = ending Chun-LiD5000-D87FF = ending RyuD8800-DBFFF = ending GuileDC000-DF7FF = ending BlankaDF800-E2FFF = ending DhalsimE3000-E67FF = ending KenE6800-E9FFF = ending BalrogEA000-ED7FF = ending SagatED800-F0FFF = ending Vega
file CHR_ROM.chr80000-85FFF = stage Chun-Li86000-8BFFF = stage Ryu8C000-91FFF = stage Guile92000-97FFF = stage Dhalsim98000-9DFFF = stage Blanka9E000-A3FFF = stage KenA4000-A9FFF = stage BalrogAA000-AFFFF = stage SagatB0000-B5FFF = stage Vega
Read Sprites0X : Manual entry.7F XX: Repeating pattern. <8X : Repeat value.CX : Write ascending value.
QuoteMainly, what is the advantage of having the game decompiled?
QuoteIf we consider it later, is it possible to add new characters to the game?
QuoteCan we create scenarios with the space we need, or is there some kind of restriction beyond the known ones?
QuoteAnd I honestly don't know how to carry out these tasks in assembler code.
QuoteOn the other hand, 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.
QuoteAnd I would also like to know if the endings will have the same benefits as the rest of the screens.
QuoteIs it possible to create a similar identifier, to establish groups of sprites that should only be loaded by X player?
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