Super Dodge Ball (Neo Geo CDZ Hardware Test v140)
Lain32
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Super Dodge Ball (Neo Geo CDZ Hardware Test v140)
101 просмотр · 5 дней назад
Lain32
140 подписчиков
101 просмотр · 5 дней назад
v145 Downloadable at: https://ko-fi.com/s/7fdd779713
Fixes some little errors and add full Japanese mode.
This is a hardware test of v140 (yes out of 140 builds and going)
v140 fixes the real hardware only sound problem/error I was having, so I'm showing a full gameplay test here.
There are some things that will be fixed up but sadly loading time on real disc from a CDZ will be just like this, there is more or less no more time saving loading I can do. We are using data as much as we can and the loading is mostly the stage/court. Player characters are in RAM once loaded as you are playing as them. The black before a Victory/Lose is a loading screen, I'm just not showing it as NeoSD Loader users will have a nicer transition this way.
Built a playable Neo Geo CD conversion around the original **AES/Home-mode game flow**.
Split graphics into shared, stage, character, and scene packages to fit CD memory.
Added character-based loading that follows changing team rosters and retains reusable assets.
Fixed numerous missing graphics, animation references, and bad pointers across gameplay, selection, results, continues, and endings.
Expanded program space to accommodate additional required data and fixes.
Converted background music to **CDDA**, with game-command-controlled playback.
Added shared and character-specific sound packages within the CD’s sample RAM limit.
Fixed the sound-command handoff after loading—**confirmed working on CDZ** during gameplay and return to the title.
Reduced startup loading by loading the short throw/title sequence first and deferring the full intro/demo.
Added a custom loading presentation and reduced redundant result/recruitment loads.
Added testing cheats, win/lose controls, and audio diagnostics.
Reordered disc files to favor startup loading and grouped asset access.