
Porting Test Drive II from SNES to PC, Part 36: Closing the SNES organic default-rival handoff path
Porting Test Drive II from SNES to PC, Part 36: Closing the SNES organic default-rival handoff path The last front-end checkpoint proved two things separately: the downstream Select Opponent screen is a real 2x2 surface on $1C70 the bottom-right clock slot already changes handoff fields at L008B87 What was still missing was the live corridor. Did the default rival path actually reach the gameplay callback family organically, or were we only seeing that by forcing callbacks in headless tests? That gap is now closed. The useful distinction was no longer menu meaning By the previous checkpoint, the menu semantics were already narrow: $1C70 = 0..2 means rival-enabled handoff $1C70 = 3 means no-opponent handoff The remaining uncertainty was runtime reachability. So this checkpoint stopped treating the problem as a UI question and treated it as a timing question instead. The fourth slot is still important, but now as an input-timing target, not as an unresolved visual. Two no-force probes no
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