> Here you would be lucky to find 1% of the crowd having tried something like > this, where at Mugen where you were directed, more like 99% have tried stuff like > this and someone could more likely help you.
MUGEN developers need the sprites as general, separated images. There's no need for a MUGEN developer to edit a single frame of a single random scene of the game, so why should they do something like disabling stuff in a live play? If I want to know how to disable layers in emulation, I need to ask on the forum where the developers of the emulator are. In how far is it logical to assume that a MUGEN developer, a programmer who works on a PC fighting game engine written in C, knows more about the reengineering and inner workings of an arcade board than the developer of an arcade emulator? You wouldn't go to the website of a "Super Mario" fangame to ask how to do the variable color brightness of the NES palette, do you?
Like your supergun questions, you want > an answer here were at most .1% of the members have ever even seen a supergun when > you could be asking at byoac where 99% of the members have used or built them.
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