Hacking the ST rom

Or simply make the wall dive hits either a) not knock down on hit, or b) make it a soft knockdown. Preferably B, so that Claw players still have access to the wall dive game, but it’s not so abuseable.

The only soft/fast knockdowns the game recognizes are sweeps, so it would take fully reprogramming one of the hit parameters (instead of simply changing a two-digit value to a different one) to allow for such a thing to work properly from a wall dive.

In the version I’ve been tinkering with, N.Claw can’t knock down grounded opponents, but O.Claw still can (and his no longer sucks in). The part I’m trying to work out is how to make the non-knockdown dive both knock down air-to-air, but still be able to be blocked high only on the ground.

IMO, the knockdown must stay. Dont get me wrong, I find claw’s loop the most retarded thing in this game as most of you, but I think that if the move is not used for that purpose then its fine as is, at least in most matchups. I would approach this “issue” in a different way: try to make the loop worse, and only that. And I think that theres a way: what if the blocked dive did only strong/forward (16 frames) of blockstun and medium pushback instead of fierce/rh blockstun(20 frames) and long pushback? So, if claw uses the dive in a way that he doesnt land point blank to the opponent (which is what usually happens when he goes for the loop) then he would be still safe, but if he lands that close, the opponent can throw him or something…

Can you control how Vega loses his claw? If you can I’d make him lose his claw 100% of the time if he is hit out of a dive.

When I first read that I was thinking, “LIKE WITH A HUGE EXPLOSION?!!”
-ud

It would require implementing a chunk of new code into the game. It would have to check on hit during a specific move, instead of the somewhat random hit addition to a point on block. But hey man, if you want to go for it, and you want to take the time to learn how (or pay someone handsomely), by all means.

Has anyone else touched any of this stuff within the past six months…?

I’ve been working on other games. Like I said through out this thread there is plenty of room to add to the game 512 kilobytes for programming with out even trying well maybe some work on hardware.

Wow, that much free space?
So, to add more functionality to the game we would need to just decrypt the code/routines, disassemble them, insert jumps/gotos to our new routines placed on that free/unused rom space, making sure that it jumps back to the original routines and compile them again… hmm, if i had the tools and the time i would probably take a look at that and try something, just for fun…

How does damage work in this game? Why don’t standard infinite “cheat” techniques work with SFII?

Yeah all CPS2 use 4 megabytes for the programming even if the EEPROMs/Mask roms are not there. I used rom 10 to write my own pointers(in hex not assembly) for the hud graphics earlier in this thread.



Basic CPS2 Memory Map
0x0000000 - 0x03FFFFF Programing Roms (Physically ST only uses 0x000000 - 0x037FFFF)
0x0618000 - 0x0619fff Shared ram with Q-Sound
0x0900000 - 0x092FFFF Graphics Memory(Includes Palette Ram)
0x0FF0000 - 0x0FFFFFF Main Memory


Are the main places you should be interested in.

That’s has to do with the subtraction not entirely sure on how to fix it for cheats but there is the mame cheat dammit made. As for actual damage it picks a random value from a table.

The rest of his blog is full of VERY interesting stuff, too.

This was a pain in the ass.
Prototype Character select

Correct Palette

http://i.imgur.com/Vx5c8eL.png

Edit:
Decided to throw another palette line for the background.

http://i.imgur.com/ttBkzA3.png

http://i.imgur.com/7XqmqBe.png

Not really Rom hacking, but a quick way to test palette edits.

http://i.imgur.com/evG0q0a.png

http://i.imgur.com/rWIDMxI.png

And it’s going to work on some other cps2 games and a few cps1 games as well.

http://i.imgur.com/I1idvYv.png

Sound engine Notes.
The game creates a table at 0xFF0A7E. Then to offload the data it splits the 2 bytes first byte going to 0x618001 I’ll call it the bank and the second to 0x618003 the sound or song which gets triggered by 0x61801F.

Might get the old ssf2 character select playing again and replace the challenger with the tournament bracket jingle, later on today.

Edit1:
So to get on the table it is straight up writing.

example



move.w  #$d3, D0
jsr $7d12.w
bsr $7d24.w


After that it writes goes on the table which the q-sound player reads it than transfer over to the z80 to play the song.

D3 is the character select theme btw.

To edit it you need to have a decrypted rom.
0x00E2FC - Character select

Character select after challenger jingle.
0x00ECBE
0x00ECCA

Edit2:
easy way of putting it this is going to be more time consuming and difficult finding all the songs and being able to switch them.

I’ve been thinking about additional colors for awhile now…so, with the advent and continual advancement of Shmupmame I feel the ST community has an unique opportunity to breathe some life into an old game. My thoughts…

(Assuming this is possible by assigning new colors/costumes to a sequence of buttons…ex Start & Light Kick simultaneously) Create a total of 10 new color combinations for each character and set-up a weekly (5 days) poll where the community gets to vote in 6 of the 10 new colors (the 6 with the most votes are chosen). After 16 weeks, we will have a consensus on the new colors for the cast (96 new colors throughout the entire cast). This can now be the “UN-official, official” new ST rom to be used. It would be awesome to see new colors in tourneys.

A little off topic, is it possible to swap in/and or add additional audio tracks from other SF2 games to the ST board? For example, have Gief’s HSF2 theme in place of the Gief theme featured in ST?

A rare post by Vintage. You know he only posts when there’s something really important he has to say. He’s got a good idea. Some new colors would be a bit more individuality to your selected character, plus it ups the cool factor in ST.

There shouldn’t be a problem as it uses q-sound too, people just need to figure the q-sound format more right now I’m still on the 68k side.

Video time


Yeah there is some bugs and I could of chose better music.
Yes it’s on the wrong turbo speed

Please please someone please don’t make fun and put HDR bgm into this.

Do want

  1. cp1/cps2 sound effect / announcer voice toggle
  2. HD background music (from youtube etc)