QUOTE("MissSplitch")
I don't know; I just find it hard to believe that something would be hard-coded in any method not filesize/checksum swapping oriented to run MK3, but not run UMK3, being that they are so similar.
I can think of a very good reason for hard-coding.
Speed. We already know it's been done, with the DCS Sound System. They didn't bother coding chip accurate emulation, probably because it was infeasible due to the speed hit the overall emulation would take (you can look at MAME and see it). So what they did (I speculate) was lump in samples, then instead of the main program code calling on the DCS code to play a sound, a native Xbox function is hooked in, and can just play the sound with a minimum of processing overhead.
How are we to know that they didn't use similar tricks with other parts of the emulation.
I'm not trying to discourage anyone, because I would love to see this work. I just think some various perspectives on the situation might help.