very nice. i know it’s supposed to be a patched rom so you can burn to actual cps2 if you wanted, so I’m not sure if there is a way to make p2 stays in crouching position like the pof mame cheat (but then there is no mame cheat menu in patched rom).
If you’re wondering how this problem didn’t pop earlier.
I do asm in the memory like the unused network memory(0x660000 - 0x663FFF). Optimize, till I can’t get rid of anymore code. Then find a place in the rom for it.
Is this for all cps2 games? After testing some custom drop patterns on Dreamcast puzzle fighter, I was thinking of hacking them in the puzzle fighter arcade rom…
How did you get this information? or how would I go about figuring this out for puzzle fighter?
Trace of the SSF2 Tournament Battle Terminal Check http://pastebin.com/ZDn9T6EL
Interesting note there isn’t a check in the network memory.
Sorry, didn’t see this part earlier.
I would find out what is dropping the blocks and trace back till there is a command reading the player’s character and multiplying by how big the table is to get it’s slot.
@felineki
Well, I only changed one byte. My first thought was swapped roms with itself or ssf2. but looking at the description that is wrong.
Also, I’ve been meaning to get a hold of you on the rom joiner you used. I want to make better collision brackets in ST eventually.
Have it like vsav’s boxes or kof.
It’s been ages since I messed with that, but I think I used WinHex to split the original ROMs up, and then the interleave tool found here to paste them together in a way that Tile Molester could display them properly. I never actually got around to trying to modify something, rearranging it all back into the original ROM format, and then seeing if it would display properly in the game or not.