Hacking the ST rom

Sound effects would be doable, music wouldn’t because the methods used to generate the music are completely different. CPS1 use FM synthesis, CPS2 uses samples.

Burnt myself on ST and MvC2

I give credit where Capcom switched the palette format and increased the color depth to 15 bit (same depth as the Neo Geo and CPS3) on this port.

Edit: I’m sure somebody will see the similarities.

Errh I would suggest removing frameskip all together and increasing the frame rate sufficiently to mimic the speed of turbo 2 (US), turbo 3 (JP) to negate the effects of frameskip on execution and remove one more variable.

85-86 fps is what turbo 2 is according to http://combovid.com/?p=5002 , as far as I can tell, Personally I’d like it faster maybe at 90?:smiley:

You can’t change the frame rate on the board.

What I desire in this ST hack is all the bugs ironed out and nerf akuma down and re-balance him to compete. Nerf boxers super too.
Oh include all the bonus stages this time (Dreamcast ST!)
I’m sure there’s more re-balancing. Will this ST hack become reality?

Well now I’m sad.
Why is that though?

Recently, I’ve been messing with team Guile.

All it takes to allow Ken’s ground Tatsus to combo Guile is a vertical stretch of a single pixel to his mid-hurtbox while he’s reeling. Not a huge change, but a good one.

I’ve given the various versions of the Flash Kick a lot of attention over time. Since Guile just has his two specials to work with, and there’s no fair way to improve the Sonic Boom, there’s plenty of room for growth with the other one.

Yesterday I focused on trying to give Guile some way to help against safe jumps. As an experiment, I reduced the startup of the very first animation frames by one for the forward version, and by two for roundhouse. It wouldn’t make him as good as Ken or Blanka against safe jumps by any means, but any improvement would be good.

The forward version worked out really well. That split-second of one frame wasn’t huge, but it felt realistically quick, if that makes sense. Since I don’t know how to change the movement data yet, the move had Guile hitting a bit lower with the move too; it misses the fattest sweep hurtboxes by a single pixel, and the “flash” part of the move actually hits at the exact same height as the short version. He still hits a little higher afterward though, and takes longer to land/recover, so it washes out.

The roundhouse version, on the other hand, didn’t work out as well at all. First off, though having only a three-frame startup sounds great in theory, it doesn’t feel right at all; it just comes out too fast. He also hits really low to the ground…so low, in fact, that it catches pretty much any sweep. If this wasn’t enough, the change makes his recovery animation on the way down advance one further, to the same one he uses on his initial landing the whole way down. In a nutshell, it didn’t look or feel right at all.

Funny the difference a single frame or pixel can make.

Has anyone taken a look at HDRemix? Is it running via an emulator? Or was it ported?

Not unless there is a xbox360 emulator…

But why? Firing up a console is easier than running emulator in PC.

HDR is based on the old Dreamcast port. They used that instead of the CPS-2 code as a base.

i wonder if theres an Xbox emulator out there

<blockquote class=“Quote” rel=“papasi”>Not unless there is a xbox360 emulator…<br />
<br />
But why? Firing up a console is easier than running emulator in PC.</blockquote>

I’m just interested in what the binaries look like, and whether or not it’s possible (and how easy it would be if it is) to extract resources. I’m also interested in seeing how they handled character differences. ie. Distinct files like AE or are they merged into one.

I’ve found the PS3 version on the net but not X360.

Whatever you discover, let us know! Would be awesome to be able to work more options out of this.

I just tweaked both of the Chuns’ air SBKs a bit. They have progressively faster startups by two frames at each version, some startup invulnerability (short has the most, roundhouse has the least), and the forward version “spins” three overall frames faster. It feels very natural, gives her a few more limited but nice options, and has some interesting ways to apply them between the old and new version.

The short version can be used by N.Chun to dodge some air moves, such as Claw’s wall dive if he’s trying it when he has you cornered but not knocked down. They all still recover the same on the ground (no invulnerability added), but the slight speed increases to the forward and roundhouse versions mean there’s a better chance you won’t be handspringing right back into a lockdown. The forward version is a nice blend of all of the positives; some invulnerability, covers decent space in the air, yet recovers decently quickly more often. Roundhouse won’t save you from most pressure in the air, but it’s easier to actually use it to hit someone.

For O.Chun, her pogo into air SBK game just got better. It’s nowhere near as easy to do hers just off the ground into the air like N.Chun, but since you can do it easily after a head stomp, there’s a lot more baiting and punishing you can do. Of course, if the opponent doesn’t fall for it, you have to recover on the ground slower than you would have if you hadn’t used it, even with the newly-sped-up roundhouse version.

It all worked out better than I’d imagined, which is always nice. For anyone of you who have access to this project, don’t sleep on these changes. The old characters in particular got a lot of love; if you’re a fan of Fei Long, Guile, of DeeJay in particular, you should see what the classic versions are capable of. And if you see something that stands out as something you love or hate, bring it to the table.

This is pretty cool overall<br>

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><img src=“http://snag.gy/MB5fB.jpg”></span></font><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>I keep forgetting about importing raw data on Audacity.</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>8 Bit Signed PCM</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Stereo 2 Channels</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Big Endian</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Most samples are 10khz but a few are 12khz.</span></font></div>

Have you had any luck replacing any of the in-game audio with any new samples yet? Would love to be able to replace Guile’s CPS2 voice with his CPS1 version for the SONIC BOOM

I hadn’t touched my hack in awhile, but some thoughts streamed through my head, so I put them into practice.

Both versions of Chun now have progressively faster ground SBKs by two frames at each strength, and the hit/hurtboxes during her handspring have been pushed to the portion of the animation just before she’s airborne. This gives her juuust enough time to evade faster fireballs when they’re not meaty with her short version, and O.Chun’s roundhouse version hits in the same number of frames as all the versions did previously (17). Feels very natural, and allows her a touch more escape capability, though she’s still very trappable, and (as O.Chun) vulnerable as her hits come online for balance.

Anyone else tinkered with this at all in the past few months? Any new requests? I’m still looking for someone who knows how to adjust motion parameters and input commands…would open up a whole new world for what we’re able to do here.

I haven’t tried to replace the sounds. Anyway Mame team updated the Q-sound driver with the decapping that happened awhile ago. I haven’t even touched sf2 since then either.

can u make ur char block wall dives in crouching position?

Should be able to make the wall dives not be overheads, and even knock down only airborne opponents if you wanted as well.

that would give charge characters a great chance to stop the wall dive loop