The king of Fighters -Nest- SLPS_256.61-Enable Krizalid (1st form) as a selectable character in The King of Fighters 99'Evolution.-Enable Krizalid (1st form) at Color Edit Mode.The patch can be applied to the iso file through the program Delta Patcher which can be found in this site.==============Special thanks==============To the original creator of this hack.To the user Saintjavi from Emudesc for sending me the PAR codes.==============================John-Paul from www.Emudesc.com============================== Twitter: @Juan_Pablo_81==============================
Kof 99 Plus Hack
The King of Fighters '99The King of Fighters '99's title screen.PublisherX BoyConsoleSega Mega Drive / GenesisDate1999Alternate names/hacksKoF '99The King of Fighters '99 is an unlicensed fighting game published for the Sega Mega Drive / Genesis console by X Boy as a follow up to The King of Fighters '98.
Vast Fame's history with the Game Boy fighting genre goes back possibly as far as King of Fighters '97, the hack of Takara's Nettou King of Fighters '96 which reintroduces the missing characters from Nettou KOF '95, as well as adding a fancy new SGB border. I believe this hack predates Vast Fame as an entity, but it does seem to have some connection to them or their staff, and all their subsequent fighting games were based on it.
Next came Super Fighters S, aka Super Fighters '99, aka Fighter 2000. This took the KOF '97 hack as its foundation, but built a whole new game around it, including new music, new stages, a new intro, full GBC support, and new characters, with its roster coming from the real KOF '97. It was one of the first games developed by Vast Fame as we know it, released in either 1998 or 1999, and although the original version didn't explicitly credit them on the packaging nor in-game, it does feature the V.fame boot logo which would appear in their subsequent own-brand releases.
From there, Vast Fame would go on to pump out a new fighting game for GBC every year until 2002 - and, relevantly here, the rest of those games adopted the same copy protection they'd use for the majority of their subsequent self-published games in Taiwan. So of course I've had my sights on reverse engineering and emulating this practically ever since I first thought "hey what if I made my own emulator" back in 2013 - but I never got anywhere until an extremely unlikely hacked-together software & hardware combination bore fruit earlier this year.
Meanwhile. An experimental idea I had a few years ago, of bolting gblinkdx to hhugboy, in order to proxy mapper/protection-related reads and writes through to an actual cartridge, actually worked and I did indeed get a few unemulated games running using this technique. For gameplay this is pretty useless; not only is it dog slow, but its requirement of a very rare game cartridge plus a specific combination of obsolete, modern and custom hardware renders it inaccessible for most. Its true value is as a reverse engineering technique - by observing the reads and writes done to the mapper as the game runs, it becomes much easier to figure out the logic behind what is happening, and then in theory you can proxy less and less through to the real cartridge, replacing it with emulation, until eventually the cartridge is not required at all. 2ff7e9595c
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