Thread #12400447
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>This patch modifies the character selection routine in the original ROM. Specifically, the branch logic responsible for enforcing character exclusivity between Player 1 and Player 2 was altered to bypass the duplicate selection restriction.
Now don't get me wrong, Golden Axe 1 and 2 are bad games so it kind of makes sense why they'd have jank programming -- but even the original Street Fighter 2 had this problem. Why?
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>>12400447
most retro games were developed very fast. sometimes in less than a month.
recent displaced gamers video is a good example. he posits there is evidence in commando they were in the process of altering a big piece of the sprite rendering when they were forced to wrap it up, leaving entire logic paths in the code incomplete. the people paying for the development usually were just like “does the game turn on? great. send it.”
https://youtu.be/OauZmS0Klxw?si=K8M7Qf5CLLL-fWgu
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>>12400450
This was made in 3 months and I still don't even believe that considering how good it is and how much it mogs the NES Mega Man games without any assets to reuse.
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>>12400447
It was a choice. You still can't do mirror matches to this day in the entire MOBA genre for the same exact reason. Forcing players to pick different characters for co-op or PVP gameplay leads to more interesting gameplay scenarios, strategy, and emergent gameplay.
Allowing mirror matches in fighting games is only allowed because it was pretty obvious early on that the audience were autists who only spammed one character for 10,000 hours. Completely eliminates any grand strategy for character selection where you could theoretically pick your opponents main fighter who you weren't even good at to force him out of his comfort zone.
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>>12400450
>>12400458
>youtube shilling
Fuck off, also no, most games took 8 months to 2 years to develop.
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>>12400447
It was a design choice so two players would not get confused as to which character on screen is them. Having two of the same characters would be potentially confusing. This was like a 1975 game so palette swaps did not exist yet either, those were invented with Street Fighter 2 and Mortal Kombat.
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>>12400456
This. I think OP is just stupid and thought that this patch fixed jank.
Also a lot of the programming back then was extremely low level and used a lot of clever tricks to make the most of a system. In many such cases it could be considered jank today but brilliant back then.
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>patch removes an intended feature and adds bugs of its own
OP confirmed retard
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>>12400471
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>>12400447
>>12400932
>>patch removes an intended feature and adds bugs of its own
yet another OP buckbroken by anons. add me to the screenshot.
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>>12401245
> “most” games were shovelware pushed to market fast as possible.
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>>12400447
Game studios were tiny in comparison to current standards and were constantly struggling with lack of time, documentation and tools.
But as others have already mentioned - your hack is not dealing with any form of lol poor programming and instead is just a sloppy game mechanic change.
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>>12401924
>Game studios were tiny in comparison to current standards and were constantly struggling with lack of time, documentation and tools.
It was better than having a team of 1000 workers spending a decade on a game, just for it to get cancelled for a tax write-off randomly.
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>>12402276
these kids don't ever stop to think about why something might be a certain way. same with when they're faced with an obstacle. it's always straight to making a retarded internet post when they could've just read the fucking manual or tried pressing buttons.
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>>12400469
Has anybody ever decompiled MM7's code and compared it to that of other Capcom SNES platformers? I suspect the only way they got it out the door in 3 months playing as well as it does was by taking the engine code from something like X2 or Demon's Crest and overwriting what they needed.
If MM7 took 3 months to develop in 1991-92 that would have been very impressive considering how difficult the SNES could be to develop for, but by 1995 I suspect that Capcom Japan had established a robust development environment with lots of software libraries available and that pumping out a retail-quality cartridge in 3 months was very doable, though probably not encouraged for QA reasons.
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>>12400686
>>12401584
>>12401843
I played Anniversary Collection on PS2 back when it was new, and yes, 7 > the rest, even though I obviously don't hate 1-6. I do hate 8 though.
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