

MAME’s purpose is to preserve decades of software history. MAME is a multi-purpose emulation framework. thanks again.Questions? Please check out OUR MAME/BYOAC Wiki! Thanks for answering and for the data, I´ll definitely try to do something with this, like I told you before, I`m super interested in importing sprites and adding frames, basicly the same thing you did with this hack you made, if you have any additional info regarding this, will be welcomed.

I find assembly easier than any high level shit, because rules are rules and they don't change.
#RETROARCH KILLER INSTINCT ARCADE CODE#
That's why specific programs/converters were written, in order to achieve things in ki code like sprites, fmv or particles.Ī good start is to read source code of hacks and use bsnes-plus for trace the code and understand details. Programming knowledge would help, but a good programmer is not someone that know stuff, but someone that adopts in the enviroment AND overcome limitations. I can't help you from distance while trading messages.

Then use asar compiler and try to wrote simple things in a test rom. It's important to being able to find all these by yourself by googling. Many others and of course anomie's regs.txt There are plenty of helping pages in the internet. It may be late 24 years late, but this promise is fulfilled.Īlphons wrote:I´m really interested in making these kind of hacks too, but I must confess that I know nothing about programming, I´d like to know where to start.įirst, you must love snes. "Available for your home in 1995, only at nintendo ultra 64". SRAM battery backup for high scores and settings.įood for thought of how many things were missing from the game, while how many things were originaly programmed by Rareware in arcade. Prerendered stages (i think it's possible if they are 2bpp) More acurate stage graphics (carpet at sabrewulf's stage, correct sky at cinder's). Player moveset restoring functions and objects.Ĭombo name sprite (triple super etc) with it's glow frames. Transparent frames mimic with dithering or real transparency. Shadowed previous character portraits in ladder. Scrolling transparent health bars with zoom at start of battle.įMV at char select (lightning at char select is fmv) Transparent health bars with opaque player names. Player particles (glacius mist, sabrewulf bats, cinder flames etc)īetter explotion particles with fixed xy positions and more frames and area. Stage knockout code (orchid's seavor etc) No offense, but you mention only the tip of the iceberg of things that missing. I know that you fully know everything related to the game, otherwise we would not have the results already obtained in your hack, I only mention what it would take to make everything 100% I agree to give my codes to be public shown and analyzed, in order to help others get the idea and/or make better. If someone like Strafefox or Gamehut plans to spend video time about things i've done, i will be happy to help. If someone wants to work toghether with me, i will be open to talk about it. If someone expirienced needs parts of my code OR other tools i created (image qunatizer, sprite creator, there wasn't ANYTHING on the web) for doing a job, i might give it to him. Comments aren't always in English, i used slang and "inner words", so it will be a bit hard for someone to understand.Īnother problem is that before Killer instinct, i knew nothing about assembly and snes (just did a small sf2turbo patch). If my project is bad, i take whole responsibility myself.Īlso there is no change everyone will read 97 asm codes and 450kb of text. Personally will hurt me treating my codes like that and everyone will claim codes as his own. I'm not such a jerk to keep it private, but i don't want to release it because the whole project will be "frankeistein's monster", everyone will put it's own stuff and continuity will break. Maybe you also consider publish your source code (if you want to keep it private, no objections of course )?Hard decision because:
