=O
Hud Name Locations
Ryu 0x0103F2
E.Honda 0x0103FA
Blanka 0x010406
Guile 0x010412
Ken 0x01041C
Chun 0x010424
Zangeif 0x010430
Dhalsim 0x01043C
Vega 0x01044A
Sagat 0x010454
M.Bison 0x01045E
Barlog 0x01046A
Cammy 0x010476
T.Hawk 0x010482
Fei Long 0x01048E
Dee Jay 0x01049A
Sarah 0x0104A6
[S]Edit[/S]
[S]This could be different on the American version. I’m using Japanese version.[/S]
Edit2
It works on the other regions
OMG, I wish I had some serious script-writing ability, because I’d make something akin to PALMOD for backgrounds and text in this game. jedpossum, you do awesome work. I would love to adopt your SFIIZ background into my hack, if you’re cool with that (and with sharing what you changed in the code).
It’s just unused graphics on the board feel free to use it.
Well, I tested a bit of this. Definitely not a fan of HDR style jab headbutt for Honda. It makes that move such an all around solution for everything. Better anti-trip hitbox for j.LK, better priority on n.j.HK (to at least trade with moves like DeeJay’s diagonal j.HK or Chun’s diagonal j.MK), faster f+HK would be better, more interesting anti-zoning tools IMO. An HDR like floating fierce would be nice too, but move distances/trajectories are still beyond what you can change, right?
An idea for Fei: how about you give the last part of his diagonal j.HP a downward hitbox? It could work as an anti-trip attack to give it some usefulness.
N.Honda’s ability to stuff fireballs is nice, but as you noted, it’s too good at what it does as-is. Why? The move hasn’t received any kind of distance nerf, unlike the HDR version. It was one of those proof-of-concept things for the hack, but I agree with you that it’s too good, at least until we can rework those properties of moves.
As far as N.Fei getting a downward-hitting aerial move goes, I felt like having his chicken wing kicks being able to cover so much ground and still recover quickly made up for that. (In HDR, it’s so much easier to trip that it’s almost night and day.) I would love to give him the rekkas he has in HDR, and make his forward and roundhouse flame kicks easier to connect with for both hits as well.
O.Fei, on the other hand, has a much harder time getting in without having that move, so he feels much better with the ability to hit downward and lower better in the jumps. His flame kick has a little less mid and lower body vulnerability now, and coupled with his faster recovery on the rekkas and great cancellable normals, allows him to really pressure hard when he’s close. His overhead actually hits like one too, and is a few frames faster (though still not able to move forward).
Hey jedpossum, do the old and new characters share the same names, or are there two separate lists for them? I would like to give the old cast red names (ala SSFII), and keep the new characters with the blue ST version, if possible.
They’re shared. It is possible to do the color change as you can make another table for the old characters and have it load that one for them, but that is going a little far with the hack.
Might it be easier to just add a different color parameter against those same names for the old characters?
XYMC BLK2 BLK2 BLK2 XEND
That is the first byte of the first word (XY) tell the corresponding blocks how many blocks should be loaded 0=1. MC deals with coloring and mirroring 0 thru 1F then it mirrors and repeats the colors. BLK2 is the pointer to the 16 x 16 block in the graphics roms. The end is just word of zero’s telling the game not to load anymore
Edit:
Example Ryu
000C 1008 1009 0000
XYMC BLK2 BLK2 XEND
00 = 1 Block for each part
Color C0 in the gfx ram.
Block 1008 an 1009 in the GFX Rom
Then end.
How about some modern art.

Funny that the character icons is the background.
Any way

@felineki All that is left is to edit the round end name, other than that I see nothing else to edit for Sarah.
I’ll probably go after the prototype hud next (KO, Super, Round Indicators).
It’s like if Andy Warhol had been a Street Fighter fan. Great work, I’m interested to see if you can get those alternate HUD graphics working.
Oh, here’s something I should have mentioned in this thread a long time ago. I potentially figured out how to edit the raw graphics ROMs for CPS2 games. (Pic)
It’s kind of complicated, and only works with the 16x16 tiles so far, but it’s a start.
I messed with the graphics on mame but that will definitely be easier than essentially using a hex editor.
8x8 tiles are hardly used on the Cps2 the only thing I can think of that uses 8x8 is besides system font is the Alpha/Zero 1 Hud.
what is this HUD that you guys talked about?
one thing that i liked a lot in super and ST is the addition of combo counter and reversal indicator.
previously in WW CE HF a beginner wouldn’t know if he has done the link combo correctly or just got lucky. same for reversal.
one glaring omission is the reversal throw indicator. is this something easy to hack?
if you play with a top level player and see consistent reversal specials you know meaty shenanigan won’t get you very far.
however, it’s much harder to tell if they get the reversal throw down to the very first frame.
not to mention it reenforces your own play as you can tell how consistent you can pull that off.
(I’d love to see that indicator so i know i beat a gief or hawk super tick with a simple reversal throw)
that said, i dislike the visual dizzy / block counter on other capcom games since it dumb down the strats and doesn’t reward smart/ experienced play. (unlike reversal / combo counter which only gets displayed after the fact).
There are some alternate unused screen display graphics in ST’s ROM, such as round win markers (a whole bunch of them), “KO” graphics for between the lifebars, and an effect/text for a full super meter. You can see them about halfway down this page. Although note that the animations and colors used are just my guesses.
haha I feel like I’m the only nerd that gets all excited seeing this stuff for the first time. Feels like I’m learning about ST’s lost history but at the same time I’m looking at a 1990’s GamePro Magazine drooling over a new Street Fighter 2 game thats about to hit the arcade lol.
I have to refer to cammy as sarah from now on.
I’m surprised there is no mention of HSF2 where the team just dumped all the graphics of every sf2 on it’s roms. Just the graphics there is no programing on the older character selects, backgrounds, older versus screens, an older huds.
Speaking of HSF2, the “HYPER” part of the logo exists in ST’s ROM. I suppose “Hyper Street Fighter II” might have been a title they were considering to use way back then.
I also would like to see what Papasi described (HUD stands for Heads-Up Display and is basically a video game’s UI (user interface), showing the player all the information and data they need to know- in ST’s case, life meter, timer, super gauge, character names and scores as well as messages like Reversal).
Here’s what I think would be cool- and this has nothing to do with any rebalancing/remixing:
Every time a player gets hit, it displays a running total in one of three categories: Start-up, Active, or Recovery depending on what state that player was in when he got hit. At the end of the round, displays the totals for each category. Maybe have an option to output the data you could open in a spreadsheet after a set of games to include things like which inputs your opponent was doing right before you got hit (ie his last button press). If you’re getting hit while in hitstun, maybe don’t count those as successive hits of a set combo. So the whole idea of this would be something like, you can see how you got hit by your opponent’s srk or whatever more than anything else, so you can then try to jump in less, or determine the most important counters you need to come up with.