> It's not very logical to ask in a community who doesn't care about ripping/hacking > graphics either.
Strictly speaking, this is not a question about hacking graphics. It's a question about the way sprites and layers are processed in the CPS1 code. Just like a question about the signal values when cetain button presses are emulated isn't a question about joysticks.
> Emulators only control tile/background layers, not specific tiles > per layer
Which would already be enough. As long as the fighters aren't inside the energy bar, I could take a screenshot of the unaltered scene, then a screenshot of the same scene with the sprite layer disabled and then cut them together: The upper part of the edited screenshot (without the bar) and the lower half of the unaltered screenshot (with the fighters). Additionally, every fighter and every score and every energy bar is made up of a number of various 16x16 sprites. So, it would be possible (as demonstrated in Nebula) just to skip the output function of certain sprites. Like this: for (int i = 0; i < sprite_count; i++) { if (i != 5) // This line is new. process_sprite(sprite); }
> If you > feel like disappearing the energy bar, feel free to grab a tile editor and set the > bar tiles as transparent in a hacked ROM.
Yeah, sure. I will edit the ROM files that change every second version of MAME anyway even though the emulator's source code could be able to switch off certain screen elements on the fly, without having to fiddle with actual game data.
|