Unused Game Content Super Game Boy OBJ_TRN Nettou Real Bout Garou Densetsu 熱闘リアルバウト餓狼伝説SPECIAL Pt 2

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Published on ● Video Link: https://www.youtube.com/watch?v=EY-MW5RzQBs



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More information about how the SNES OBJ_TRN mode functions and what it could theoretically achieve: https://www.youtube.com/watch?v=V4pYy2lIz5E
CHR data for OBJ_TRN as the fourth instance shown before the OBJ_TRN command blanks out to a black screen. The game does not send VRAM data to the SNES to display and overlay the game screen characters with special SNES side objects instead of sprites. This would have been a more appealing approach to fighting games since each player would theoretically have their own custom palette 8x8 pixels assigned. This is almost definitely what Takara was planning to do with their idea at implementing OBJ_TRN functions for Nettou Real Bout Garou Densetsu Special.

More information about how the SNES OBJ_TRN mode functions and what it could theoretically achieve: https://www.youtube.com/watch?v=V4pYy2lIz5E
CHR data for OBJ_TRN as the fourth instance shown before the OBJ_TRN command blanks out to a black screen. The game does not send VRAM data to the SNES to display and overlay the game screen characters with special SNES side objects instead of sprites. This would have been a more appealing approach to fighting games since each player would theoretically have their own custom palette 8x8 pixels assigned. This is almost definitely what Takara was planning to do with their idea at implementing OBJ_TRN functions for Nettou Real Bout Garou Densetsu Special.

Nettou Real Bout Garou Densetsu Special (Unused in Kettou Beast Wars - Beast Senshi Saikyou Ketteisen) Loaded after PCT_TRN where it should be located further proving it's function.
1 18 OBJ_TRN C1030400050006000700000000000000

OBJ_TRN was changed to this DATA_SND command in ROM located at 0x0100C4
79060F007E0100000000000000000000




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