Honda’s hp chop a command normal as opposed to a proximity normal would be really, really nice. A super that actually works is an obvious one, and then maybe some of his Hyper Fighting hit boxes. I like the approach of making other people against honda as opposed to nerfing honda himself.
I’m done with the tournament battle stuff until i get 4 boards to mod or there is an emulator made to support to the features.
0xFF8349 is the memory location set it to 01 (warning this shit is very buggy even on the board it is supported on)
Since we can only change the hitboxes and frame data right now, I will just suggest changes based on that idea.
Things I would change IF POSSIBLE:
Remove stored supers : chun, honda
Remove stored specials : honda, vega
Normalize some moves damage (Sagat TU, Chun mp throw come to mind)
Chun:
Hurt box increase on her c.mk. This move is nigh untouchable outside of trade for rog in footsies
Hurt box increase on Neutral Jump sk
O.Sagat:
Hurt box increase on hands during Tiger Shot, no frame change on Tiger Shot itself.
Something would be nice with with s.sk and s.mk, can the cancelablility of the 2nd bit on both be changed?
Sim:
Hurtbox increase on Slides. I never saw the point of the guy having a incredibly hard to hit AA up close with slide when he has so many AA options already. In a projectile war, he still has his drills as a threat in addition to his really good fireball. I honestly don’t think a slide change would hurt his game plan too much and would open up some opportunities for characters that struggle to get in versus him (fei, shotos, etc).
c.mp hurtbox increase similar to HDR. Thinking specifically about the guile match up.
Hurtbox on super? You can’t touch this guy while his doing it even if you jumped over him (by a miracle). If you ACTUALLY DID guess right, you should be able to do something to the super being whiffed and his back is to you.
Rog:
Super start up and invincibility remain the same but, unsafe on block. I don’t know how much would be fair but, his super is really powerful. If the super was to remain safe, I would see it lose some damage then, if possible.
Slight throw range reduction to MP throw (ala HDR).
I feel I am really biased towards Rog but, I don’t know what else I would change with him and still have him feel nearly the same in play-style (raw aggression). HDR had him lose his safe jab headbutt and I don’t think it hurt him TERRIBLY but, it did change how you thought about playing him while on offense.
Ryu:
I really like Ryu how he is now for the most part. I don’t think he needs much in the changes department. DEFINITELY no buffs though. He is about as good as you should be as a top tier character.
Vega:
c.rh more forward momentum? or negative frames, make it so that you have to space slide perfectly to remain safe and it isn’t pushing him out to the distance to do another safe slide lol.
Wall Dive slash. You could try a few things with this, maybe a hit box reduction, making it have to be more precise to land / cross. You could give the move more recovery frames so that it isn’t repeatable (my choice). You could make it so that it has a hurt box that is hittable more often than not. Could do a few things to it to make it “fair”.
I really only talked about the better characters in the game. There are others that I think need some changes but you have to start somewhere.
Regarding the CPS1 sounds for Q-Sound, didn’t Hyper SFII already do that? Seems like we could look at either importing those bits of code, or simply modding Hyper SFII instead (or as well).
Yup, they did a pretty good job of it too, although I don’t know how difficult it is to do this to the ST rom. I assume it’s quite a bit more work than tweaking move sets. Hyper SF2 had some pretty severe balance issues and odd glitches, so I’m not sure how people will react to using that game as a base. Although since this mod is more about having fun and poking the ST engine with stick, I suppose most people won’t really care.
A thing I’d like to know if any of you hacking the rom can answer. Born2SPD said he didn’t change Gief’s super hitbox because it was shared by Sim’s noogie. Could it be that other abnormally ranged regular throws such as Rog’s and Chun’s MP throws are similarly glitched?
In case somebody wanted to see it on the japanese version.
Anyway Q-Sound stuff the versions I’m working on are the 1.05A, 1.05C, 1.30, and all the cpzn games(which there is only few versions on it)
Here is a Incomplete list of all the different versions of the drivers I know of. http://pastebin.com/GxLcBweG
Edit: One good thing about the tournament battle that needs to be looked into more is that it randomizes the stages.
If we’re hacking the games, that means we should eventually be able to fix those HSF2 glitches. Redoing the Turbo speeds to the same multipliers as the ones in ST, fixing the new ST character throw tech issues, a few of the input and reversal bugs, and details like ST O.Sagat’s fireball recoveries would make the game a virtual ST clone with the option to pick older characters (and a few more breakable objects on some stages).
Regarding various changes, I’ve compiled a list over the years.
fatboy, i tested with a friend right now, and what i assumed is indeed true: its possible to play in ggpo with different roms, the game will start, but once the first modified move comes into play, the game may desync (but it will still run), for example: if i buffed the range on a move, in my screen i may hit you with that extended range, but on your screen it will whiff. When that happens, the game is completely desynched. But if both players are using the same rom, it will work as intended.
I think its now safe to share with you guys my hacking method. By the way, about the community rebalance, i’m giving up on that idea, i’ll leave that task for someone else. Instead, I’ll use that free time to contribute to the wiki.
Soon i will be posting here a little tutorial. For the folks interested on it: if you dont understand anything about computers/hacking, you can begin studying some basic stuff like bits/bytes, hex math and endianess. I’ll only explain the basic steps on how to do it and show how stuff is stored in the rom (props to felineki, he is the one who figured all that, i was just the first one (probably) that went ahead and messed with it).
OOHH ! OOOOH!! Is it possible to completely change all of the color palettes for each character? Is this even doable without extensive re-coding? I think it’d be fun just to change all of the colors to something completely different just to have a bit more visual variety. Or at least one new color for each character.
I think it’s best not to do this otherwise we will get 5000 versions of ST. Everyone will be trying to do their own hack which is “better” or “more balanced”. If you are intent on doing something, maybe just fix some of the most obvious things like Ken not being able to reversal super etc or (as stupid as some of the changes were), make it like HDR but in ST.
The only reason I suggest that is because at least HDR is somewhat official and everyone knows the changes and what not. A cross between the two might be interesting since HDR did do some things right (nerfing walldive, Ken’s new crazy kick inputs etc).
But yeah, preferable if this doesn’t happen, as cool as it would be to mess around with it.
What about hacking HSF2, and putting the hacked characters in the version select list? That way you can have the CPS1 sounds etc, plus not sacrifice the ST characters.
Also Born2SPD. I 100% agree with your sig. We need to get new people involved, but I think that the biggest issue people have is that they don’t realise that ST is just as competitive and just as relevant as any other recent fighting game. They see it and think, “Oh it’s that retro game I used to play on the SNES and they are having a tournament for it, cool”; not “Wow, this game is just as competitive as any other game”.
Myself and a friend are now running ST tournaments in the UK and we offer setups and the running of the event and try to piggy back off existing events, since there are very few events that include ST of their own accord. So far things are going good. DNA has 2 or 3 cabs, but obviously transport is kind of a ball ache, and I’m going about making a supergun or two, to bring to events where DNA can’t make it or bring his cabs. As soon as undamned gets his consolised CPS2 motherboard done, it will make tournament play so simple.
Someone said something a while back that really hit home. There are so many ports and versions of ST, that very rarely, the one you play at home is the one you play at a tournament. Something needs to be done to streamline the versions used at tournaments or the preferred version to play at home. Not only that but you also have the issue of people playing on HDTVs with varying amounts of lag. God damn what a headache
Of course the arcade board is the best way of playing but for practice using the newer versions of Mame with the maincpu set down to a little below 74% is the best way to replicate it.
Edit:
Ugh this game is set up like an ugly chinese hack. Character select background is on Rom 8 instead of Rom 4 with the the rest.
We’ve got several obstacles that limit the amount of new players we get. We have no modern or consistent home version that ALL ST players are using, the online matchmaking system is pretty lackluster and can be a headache to setup (if it’s more difficult than popping a disc in and selecting a few options, it’s already more complicated than your average gamer wants), no simplified training mode (hdr’s is good, but limited on functionality).
Plus most new players don’t want to play older games, they want to play the new stuff. It’s human nature for gamers. This problem is compounded by the fact that a vast majority of the ST scene has either intermediate or advanced-level players, most of which will absolutely destroy new players (thus destroying their motivation to play), alongside limited competitive local hot spots for ST. People tend to only get involved with certain fighting games if there’s a supportive and diverse scene in their local area.
I think the most important thing is to stay up and center at the head of FGC news sites and outlets. Run a variety of tournaments both online and offline, advertise it, stream it, hype it up, have commentators that are both knowledgeable and entertaining, explain the game as if you were talking to an audience of mostly non-gamers. go in-depth into strategy, etc etc.