Well, it’s opinion if you’re saying all that makes it a better game. I’m kidding.
I didnt say that its better because of it, but I am saying bebop and rocksteady are in it, and that the hit boxes were fixed , and you can control the throws
Lots and lots of games are better on consoles, even Contra on the NES is better than the arcade version.
Saramander/Salamander/Life Force is perfect on the TG16 , faster enemy animations and better music. Just a better overall experience.
Also, I don't know about the code. It's cool that you do, but the code is meaningless since the arcade game plays really well.
I meant code as in the assembly to program the game , not a cheat or anything. You can see the game pick from a random array of throw results. As for the special draining life, its meant to be an invincible "hurt the enemies and get me out of a bind" move, just like the special in Final Fight (that also damages you). I think enemies uppercutting you out of jump kicks is shittier that taking special move damage. I like the way SOR3 handles it, a meter fills and if its full you can special move without penalty. If its not full, you take damage. Seems like a nice compromise.
I've learned way too much useless ---steaming pile of meadow muffin--- about code and old games via hacking them, but Ive found neat things like the file formats are the same between NBA Jam on PSX and SAT (data not audio) , and there are PSX button icons in the 6Men Scramble fire pro game on Saturn as well. And Ive learned that Capcom is full of coding and graphics sadists with the way SFZ3 is put together on the Saturn