sources:
- http://www.pantalytron.com/blog7.php/an-evening-with-sim-city
- http://pantalytron.com/blog7.php/a-morning-with-sim-city
- http://pantalytron.com/blog7.php/some-more-sim-city-snes
r.i.p. to these files:
| NBA Jam Tournament Edition | |
| ========================== | |
| This is an attempt to get the NBA Jam Tournament Edition source code into | |
| a buildable state. | |
| The original code is available from: | |
| https://github.com/historicalsource/nba-jam-tournament-edition | |
| Currently, the original, non-Tournament Edition NBA Jam is not accounted for. |
| The Future of VPW2 freem Edition | |
| ================================ | |
| VPW2 freem Edition has reached the "sunset" phase. What that means is the | |
| next release will be the last one for an indefinite period of time. | |
| There are a few reasons that make this course of action the "right" one | |
| in my mind. | |
| 1) I am not particularly enjoying the process anymore. | |
| Back in 2018, when I started the project, it was exciting to work on, as it |
| the wrestletopia control scheme | |
| =============================== | |
| wrestletopia's controls are heavily inspired by the AKI Corporation | |
| pro-wrestling games on the N64, but expanded. | |
| MAJOR TODO: list everything possible. there are a LOT of controls. | |
| ================================================================================ | |
| movement is d-pad or left stick, both work | |
| taunting is right stick |
| wrestletopia "new submission" system | |
| ==================================== | |
| todo: | |
| - don't reward button mashing, you need to be deliberate | |
| - some submissions can result in pinfalls (e.g. figure 4 leglock) | |
| - transitions/reversals | |
| - striking during some submissions (if limbs are free) | |
| - manual rope escape for matches where rope escape deducts points | |
| - double team submissions (e.g. one person does boston crab, other does camel clutch) | |
| - body part damage is tied to "effectiveness" |
| Virtual Pro-Wrestling 2 freem Edition | Changelog | |
| ================================================= | |
| ================================================================================ | |
| 2024/06/15 (June 15, 2024) | |
| ================================================================================ | |
| [Geeneral Update Notes] | |
| Protip: Use the mouse wheel or page up/down keys to scroll through the document. | |
| IMPORTANT NOTICE! |
| if i had infinite time and money, here are some unrealistic things i'd like to do | |
| - Mesen, but for PC Engine/TurboGrafx 16 | |
| - port MUCOM88 for Neo-Geo | |
| - https://www.ancient.co.jp/~mucom88/ | |
| - https://onitama.tv/mucom88/ | |
| - write Neo-Geo sound driver for BambooTracker | |
| - https://github.com/rerrahkr/BambooTracker | |
| - actually finish up various retrogame dev projects | |
| - NES corelib |
| AKI polygon format | |
| ------------------ | |
| by S.K. Styles and jordyad (doc by freem) | |
| general file format: | |
| * header | |
| * point/vertex data | |
| * face data | |
| this format is mad simple |
| WM2K/VPW2 <-> No Mercy Face Conversion | |
| Obviously this will not be the BEST process, but here we go... | |
| -------------------------------------------------------------------------------- | |
| [WM2K/VPW2 to No Mercy] | |
| 1) resize existing 32x64 face to 32x53 | |
| 2) resize canvas to 32x64 | |
| 3) Move face so that the chin bottom is one pixel from the bottom of the image. | |
| 4) Perform manual corrections |
| vpw2 default costume data | |
| * located in "default sram" (VPW2 File ID 0x006B) | |
| * each costume is 49 (0x31) bytes? | |
| therefore each wrestler's full costume set is 49*4 (196, 0xC4) bytes. | |
| 00 - Body Type | |
| 01 - Skin Color | |
| 02 - Ring Attire Item | |
| 03 - Ring Attire Color 1 | |
| 04 - Ring Attire Color 2 |