Sf3 new generation also has this functionality available, but there is no soft DIP switch in the operator's menu. you can see a video of widescreen 2i in action here: this can be enabled easily in FBNeo by going to the input menu->Set dipswitches. sf3:2nd impact has an explicit soft DIP switch "WIDE" that can be enabled which changes the game's width from 384 pixels to 496 pixels. You can see the kind of analysis required to figure out these so-called “SS RAM” tiles.As you may or may not be aware, the sf3 cps3 engine has widescreen capability built in, of which different games take advantage to differing degrees. Yeah, see Oro’s HP? that’s after like 5 HK from Hugo, so it’s all messed up. this one uses code to move HUD elements rightward, so it looks proper, however once p2 starts losing HP it goes out of wack, so I had to scrap this method and go back to basics of individually figuring out how to move the tiles one-by-one. I think the HUD looks cleaner in this version than in the screenshot I posted above from MAME cus they’re two different versions of the hack. If it worked, you should see gameplay that looks like this: You might be able to place this sfiii3nr1.fs file in fbneo\config\games and have it start up in 16:9 without needing to mess with any menus, I’m not 100% sure.Īnd here’s my INI file from the same directory just in case that helps as well: there’s a hack in FBNeo whereby when it reads this input it will restart the game in 16:9 mode. Then, you need to fiddle with settings in not dipswitch menu but ‘Map Game Inputs’, I think you change region from 0×0? to 0×8? or 0×9?. using the CRC32 you should be able to assemble the same thing with stock ROMs - now replace the 4 “sfiii3-simm1.X” 0 through 3 files from the mediafire link above. So this is I guess some combination of sfiii3, sfiii3n, and sfiii3nr1. To get it working in FBNeo I did a different setup - I combined all of the necessary ROMs for sfiii3nr1 into the one sfiii3nr1.zip, it looks like this: So in the MAME example I gave, sfiii3nr1.zip ONLY had 5 files - the 4 interleaved simm files for the binary, and then the u2 file (which I guess is the encryption key?) Syzygy ok - I’ll detail how to run the mod in FBNeo messing with the HUD tiles is really tedious and time consuming and complicated, we’re talking potentially another 50 or 100 hours of work, and romhacking doesn’t allow posting of arcade games, and fightcade still didn’t post my kof98 hack even after fbneo added it, so if I’m gonna put it in a ton of time and then it’s just gonna fall into the void well phooey! but anyway pls enjoy. basically the reason why I dropped this project is (as detailed in the video above) that after doing the mvc2 and kof98 hacks it seems like the “retro fgc” just isn’t all that interested in playing modified versions. It’s also possible to run it in FBNeo, I can explain how if anyone cares. this is because MAME will keep the old copy of the previously decrypted ROM and run that instead of the contents of the zip file you have placed. note that if you use an installation of MAME that has previously run sfiii3nr1, you will probably need to go into nvram/sfiii3nr1 and delete *.simm. You’ll know you’re running the modified ROM if the HUD looks all jacked up like in the screenshot above. If you don’t change the aspect ratio setting, it will look like this: I can send you that MAME build if you want, but it’s like 100MB. your MAME won’t have the “Wide (16:9)” option present, that’s an option in MAME for 2i, I built MAME with that option enabled for 3s. or you can launch MAME using a window size parameter, for example “mame sfiii3nr1 -cheat -nofilter -resolution0 990×448”. Then, once you’re inside MAME, you need to go to video settings and turn ‘Maintain Aspect Ratio’ to ‘Off’ and then drag and resize the window. if you try to run a modified ROM in MAME from the GUI, it’ll tell you it’s not the right ROM. to run a modified ROM in MAME you MUST run it from the command line, so for example “mame sfiii3nr1” or “mame sfiii3nr1 -debug”. ![]() I made a custom build of MAME to run this but I suspect that isn’t necessary. and the date on the simm files is november of last year instead of 1996. Note that CPS3 binaries are interleaved amongst 4 ROM files (simm 1.0 through 1.3). if you do not place this file in the nvram dir for the game, you will not get widescreen. This save file stores the byte that toggles widescreen ON (it’s the same byte saved as when you turn on widescreen in 2i’s service menu). I was just thinking maybe “da mods” wouldn’t be into ROMs being posted here, that’s why I mentioned discord.Īlso you must put this 1kb file “eeprom” in mamedirectory\nvram\sfiii3nr1
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