I went ahead and did this for the rest for the hitboxed games, threw in a few extra too.
The current tally:
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- Boldface mean no ROM writes were required. That means they probably work both parents and clones and are easily convertible to FBA format.
- Italic means I was unable to get rid of the HUD.
- The BG color in all the NeoGeo games can be controlled by editing a single value.
I got all warmed up working with the debugger and cheat engine, so I figured to just finish these. I figured out how to set a watchpoint and then look at the pointer stack (register A7 for the 68k) to see where the current function was called from. Then I'd look up those PC addresses in a disassembly window (ctrl-D) to find a likely function call to dummy out. This is much less tedious than crawling through trace dumps, though sometimes I can't follow where the stack is going.
Despite all this I still don't know how the graphics are processed at the lowest level, and all of these codes are highly specific in what they target. (Can't understand a single line of this or this.) If I knew better, I could come up with more reliable methods.
Anyways, I consider these a necessary part of the job of making the hitboxes viewable. It ain't likely all these will get their boxes documented, but I don't want anyone to complain for lack of tools.
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