

>convert sfa2-hide-bg.png -transparent black -crop 192!x224!+0+0 -trim sfa2-rolento-hk-stinger.png Working with the second shot above, here are two straightforward Imagemagick commands to painlessly separate the images: If you set the box fill opacity to zero and the border opacity to full, and kill the backgrounds, your screenshots will be ready for archival with minimal processing. What I'm interested in is facilitating the use of the hitbox viewers for people who will make databases of the images. Now the obvious application is sprite ripping, but that's already been done to death by the fanboys, probably the hard way too. Since the effects are irreversible in FBA and may screw up the game, don't go saving states with it on. The HUD elements are sprites that are dealt with similarly, though they are found in a later part of RAM.įBA has a very rudimentary cheat engine but it's a straight case of zeroing stuff out, so it works OK. Setting the first two bytes of the space to zero removes the sprite. Meanwhile, every BG sprite has a memory area that determines its position and identity, spaced apart by 0x80. Simply zeroing the whole byte removes all the layers. All of the BG sprites can be killed at once by zeroing the four-byte pointer that points to the first one.įor the non-Marvel games, there's a certain byte that says what BG layers get shown using bitwise control. The HUD is divided into two or three parts that can be hidden in the same way. There's two or three BG layers in the Marvel games, each of which can be deactivated by setting a two-byte address to zero.
