Updating the main post soon, but here are the IPS files.
Change notes in the spoiler tag
Happy Cake Fighting!
Thanks to the MAME team for MAME in general, but today specifically for their epic debugger.
@Hammy for showing me the debugger ropes
@kuze for testing this thing out
@twistedsymphony for reminding me how to do the pcb conversion (and for the pcbs themselves!)
@suddendesu for kicking this whole thing off
Change notes in the spoiler tag
Happy Cake Fighting!
Thanks to the MAME team for MAME in general, but today specifically for their epic debugger.
@Hammy for showing me the debugger ropes
@kuze for testing this thing out
@twistedsymphony for reminding me how to do the pcb conversion (and for the pcbs themselves!)
@suddendesu for kicking this whole thing off
Cake Fighter v1.0 Update Notes
Graphics & Sound
Cake Fighter title screen added
"Cake Fighter(?)" voice sample plays on the title screen, thanks to my daughter
"Cakes" background asset to char select / continue
"Cake Fighter" to transition screen and VS screen
"BossAttack!" is now "MaxRestore!" on a full POW meter
Cake Fighter related tips built into the Game Over / Countdown screen
Added "Loss Pose", post-match (and couple ways to bypass it since my daughter doesn't like it
)
Added a nicer set of transitions between games, chara select, etc
Added animations/sfx for Round Start and KO (normal/reverse/extra/death/double)
Hold 'A' during the "vs." screen to use classic P1-blue/P2-orange palette for your Cake
(as a reminder, if you select your character with B you get the alternate palette even if it's not a mirror match)
Gameplay
Hold 3B to charge your POW meter, release at the level you wish to use
When triggering it, you get whatever level you were at, but it depletes your full meter (Risk/reward, love it)
Rapid 3b now does nothing, consequently, but you can keep trying it anyway
Damage scaling - the 4th+ hits are 1/4th the power, mainly so that...
Around ~30 hearts can be rendered on screen at once; maximum heartsplosions
Adjusted heart flight paths to have a little more width to accommodate more of them being visible
I also added a little slowdown starting on the 4th hit, so you can savor it
Bugs & Memory & Other
Soft Dips & Test Menu updated
NGH# 00CF
Song 1A eliminated sound fx during a round, so it has been replaced with 2B instead
Tweaked Sprites 1st palette slightly so it's not a complete duplicate of Load Ran 1st palette
Bugfixed memory colission between smoke animation and combo counter/timer
Allocated a lot of other memory
Misplaced my own memory
Blindly nopped a subroutine that seemingly broke other things
Spent 6 hours hunting down one blank frame between round transitions, and fixed it
Then spent 2 hours hunting down one weird artifact that only showed up on a crt, and fixed it
Graphics & Sound
Cake Fighter title screen added
"Cake Fighter(?)" voice sample plays on the title screen, thanks to my daughter
"Cakes" background asset to char select / continue
"Cake Fighter" to transition screen and VS screen
"BossAttack!" is now "MaxRestore!" on a full POW meter
Cake Fighter related tips built into the Game Over / Countdown screen
Added "Loss Pose", post-match (and couple ways to bypass it since my daughter doesn't like it

Added a nicer set of transitions between games, chara select, etc
Added animations/sfx for Round Start and KO (normal/reverse/extra/death/double)
Hold 'A' during the "vs." screen to use classic P1-blue/P2-orange palette for your Cake
(as a reminder, if you select your character with B you get the alternate palette even if it's not a mirror match)
Gameplay
Hold 3B to charge your POW meter, release at the level you wish to use
When triggering it, you get whatever level you were at, but it depletes your full meter (Risk/reward, love it)
Rapid 3b now does nothing, consequently, but you can keep trying it anyway
Damage scaling - the 4th+ hits are 1/4th the power, mainly so that...
Around ~30 hearts can be rendered on screen at once; maximum heartsplosions
Adjusted heart flight paths to have a little more width to accommodate more of them being visible
I also added a little slowdown starting on the 4th hit, so you can savor it
Bugs & Memory & Other
Soft Dips & Test Menu updated
NGH# 00CF
Song 1A eliminated sound fx during a round, so it has been replaced with 2B instead
Tweaked Sprites 1st palette slightly so it's not a complete duplicate of Load Ran 1st palette
Bugfixed memory colission between smoke animation and combo counter/timer
Allocated a lot of other memory
Misplaced my own memory
Blindly nopped a subroutine that seemingly broke other things
Spent 6 hours hunting down one blank frame between round transitions, and fixed it
Then spent 2 hours hunting down one weird artifact that only showed up on a crt, and fixed it
Attachments
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