IWILLCRAFT

Results 10 comments of IWILLCRAFT

* `VIN/MAP1_S04.BIN` * `VIN/MAP2_S03.BIN` * `VIN/MAP4_S00.BIN` * `VIN/MAP4_S06.BIN` * `VIN/MAP6_S05.BIN` All this overlays are unused in the retail game, trying to load them causes the game to crash. This files...

> Not sure what the best way to handle these is, maybe these are from some separate split `.c` file that they all include, but seems some funcs aren't included...

I see interesting that solution, however I wonder if any of those shared functions get call out from another overlay (`BODYPROG`) and also we are going to be forced to...

> Shared a couple AI funcs, it's looking like some AI funcs do actually change a bit between maps, eg. two of the 4 funcs that `AI_Cybil_Update` calls into are...

I think that what we can do is make a source at `src/maps/(folder)`, create the file split that generates in the folder of the overlay code and insert all functions...

> plus having it outside of the map folder would probably need extra makefile crap to get it included too No really since it compiles everything that is inside asm...

> **Nagano Winter Olympics '98 (US)** / **Hyper Olympic in Nagano (JP)**, and **Hyper Olympic in Atlanta (JP)**, both seem to share similar CD filesystem queue code, maybe are also...

A member from another Konami decomp pointed this on Discord something quite interesting. They mentioned that 4 of the main Konami division had their own variation/derivation of the sound library,...

Wanted to say too that at this point Emoose research about the LIBSD system have pretty much covered everything that seems to be the library itself. The unrecognized code related...

The GV arcade looks really interesting stuff, specially because most if not all of the games listed there were develop by the Tokyo division. I would discard the System 573...