This is a hack that increases the number of sprites displayed per scanline by 15% and the resolution by 10%.
The horizontal resolution goes from 320 pixels to 352 pixels which increases the field of view to anticipate obstacles and enemies. It is still less than the arcade version (384 pixels) but the field of view towards the front is now exactly the same as in arcade (the missing 32 pixels are at the back).
Sprite display increased from 28 sprites per scanline to 32 sprites for less sprite disappearance.
The screenshots show some before/after comparison (top/down).
As a bonus I raised the credits to 9 instead of 3 because this version is really very difficult.
The patch needs to be applied to a headerless ROM file (I always use NoIntro ROM set).
CRC-32: b486a8ed
SHA-1: cab9e4a1a8b6da07cc2c5cc35949928199a417ee
Thanks for the hack! Is it possible to add some sort of statement that the patch needs to be applied to a headerless ROM file? After removing the 200h bytes long header I got the correct CRC-32 result and was able to patch the ROM successfully. However, I use the Mednafen emulator and for some reason it struggles with the .pce. After changing the extension to .sgx it worked fine.
Indeed, I only use headerless NoIntro ROMs (which is the standard for hacks I think). I thought it was indicated in the description. I corrected it (and I took the opportunity to add some credits because the game is really difficult ^^).
This is awesome! I never thought anyone would ever make a hack for a Supergrafx game. Will you work on R-Type next? Chris Covell released a partial patch that includes the source code if you’re interested
I really like this version of Daimakaimura (but it’s really hard, the RNG is still chaotic than in the other versions).
For R-Type there is this hack: https://www.romhacking.net/hacks/8349/