Street Fighter Zero 3 barebones

Street Fighter Zero 3 barebones .003

Last update for a while.

Version .003
Added World tour save data screens


















Answer:
the first row of numbers is the tile number in decimal value.
the second row of numbers is the tile number in hexadecimal value.
the 3rd row is the value in the game data file (+60 offset)

I found the tile by dumping the data at the tile offset in VDP1 memory. I then searched for the data in the game files, found it in KYOTU2.ROM. Converted the numbers to hex, cause that was everything uses. Couldn't find them in the backup.z file ; so I then looked for 3 value strings bookended with 00s. found the 7E 86 84 and changed it to 41 42 43 (ABC) and then tested the patch. The letters were there! Next I changed the words to SAVE and LOAD with ASCII values since the game supports them.



















Answer:
the first row of numbers is the tile number in decimal value.
the second row of numbers is the tile number in hexadecimal value.
the 3rd row is the value in the game data file (+60 offset)

I found the tile by dumping the data at the tile offset in VDP1 memory. I then searched for the data in the game files, found it in KYOTU2.ROM. Converted the numbers to hex, cause that was everything uses. Couldn't find them in the backup.z file ; so I then looked for 3 value strings bookended with 00s. found the 7E 86 84 and changed it to 41 42 43 (ABC) and then tested the patch. The letters were there! Next I changed the words to SAVE and LOAD with ASCII values since the game supports them.
Version .002
added main menu dialog choices for saving.
edited KYOTU2.ROM tiles to make the Romanji match the ASCII
I havent figured out the error code strings yet
ie "not enough space" "error saving" etc
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