made some lovely progress after a long, long process of trying to figure out the popping in/out of objects in the foreground and background of several stages
bp 60b644e,1,{r6=FF07;g}
bp 60b6452,1,{r3=ee;g}
regarding object pop in/out, I just need to make some small adjustments on Ken, Alex, and Elena's stages and then this aspect of the hack is all done. after that there's really just two more things to change:
A) far edge stage boundaries for some characters have black or incomplete graphics. I'll probably adjust stage boundary coordinates rather than trying to modify the graphics. much cleaner solution
B) as detailed previously, several graphics which take up the entire width of the screen in 4:3 mode need to be adjusted. most pressing is the super KO flash.
progress video here:
https://youtu.be/HOElBwfY7eII've also attached my working spreadsheet .xls file here for anyone who's interested.
@barbudreadmon I wonder if it will possible to get you to help me to add this 3rd Strike Widescreen hack to FBNeo once it's complete? there's some complications due to FBNeo's implementation of widescreen in CPS3
https://github.com/finalburnneo/FBNeo/commit/1def4f08e8da1a36d5a5b59655d805a9cddd1b6chttps://github.com/finalburnneo/FBNeo/commit/58193128db1d48f62c9740ce5953906892d5a644#diff-b90a4e5bd9895fe57c50572183c6bc44cc4f222750d7519c117c8c0aaaf1ef28I have hacked the sfiii3nr1 binary so that the game no longer checks the nvram for the widescreen toggle - the hack will always, no matter what launch into widescreen. and, unfortunately, now the hack hangs at the initial boot text (which is around where the nvram loading is). I assume this is due to the way FBNeo works with CPS3 wide, as referenced in the two github links above. If you would be so kind to accommodate my hack (which hopefully lots of people will play but who knows), I would be very greatful. I can provide you with the modified binary on discord or a patch on here.