Hacking the ST rom

Would it be any more difficult to hack the alpha 2 rom? I have always wanted to change some things in that game

If you want to hack the other SF games, more power to you. You’ll learn a lot, in between spells of feeling determined and clueless.

As far as palette hacking, simply adjusting the brightness of color values just isn’t good enough for me. I’m trying to get the FM-Towns SSFII stuff working to play with the color edit mode, translating those values back to hex, and trying to find them by digging through the ROMs.

If someone knows a faster way, by all means, please share.

You can edit the colors too it’s just an added variable in the ram.

edit:
The first color is the black color usually it has the value 1 on all 3 color channels. On the rom it will appear as 1101 if you’re looking at it through a hex editor, while in the ram it would appear as F111.

I wouldn’t say it’s harder just there is differences in the data.

I’m more into removing background objects to get rid of the stage lag on CCs than editing.

The thing is, I don’t even know where to start. Do you know of any hex editing tutorials or something? And then knowledge of what changes what in A2 would be cool too, but don’t worry about if you don’t want to take the time

So this is a lot of fun…

Today alone, I was able to play with N.Cammy’s backfists to make them slightly faster (six frames overall), and it feels just right. O.Cammy’s are still slower as before, but the first hit connects as an overhead, so if you land it deep, your opponent has to block high or eat both hits. O.Cammy also got a priority buff on her forward and roundhouse Cannon Drills (since hers are slower than N.Cammy’s), and like in CvS2 (and N.Boxer’s low rushes), they have to be blocked low or you get a sweep knockdown. It makes O.Cammy slightly slower overall than N.Cammy, but she has a bit more priority on her aerial normals and drills, and now has a refreshing sort of mixup game that’s good for her, yet hard to really abuse.

Has anyone else tooled around with this at all?

Honestly I take ST for what it is, I doubt we could end up with an “official” ST remix, I would start by making a rule of 2 buffs per character as the limit.

BUFFS per character? Good Lord, I don’t think any of the top tiers need any buffs whatsoever.

The number of buffs is unrelated to how much more powerful a character is.

What is important is the relevance of those buffs. For example, Guile could have 1 frame startup removed from all of his normals, which would be many different buffs, but still be less buffed than deejay, who now has 100% invincible max outs

as the limit I meant u can either give a char 0, 1 or 2 buffs, its up to the community what chars would get the max or minimum amount of buffs, just look what happened with HDR Gief (got like 9 buffs)

Makes sense. Baby steps seem to be the way to go with changes like this, especially since even minor changes can lead to major shifts in how certain matchups are approached.

What do you mean by invincible max outs? You mean how large the hit box is on it? Or how it’s high enough so you can’t tatsu over them?

I meant no hittable box at all, during startup, active or recovery.

Another easy real world example is Ryu’s fake fireball. Ryu only got one buff, one change, but many people complain that it is way overpowered and makes ryu way too good. Bison got a whole bunch of buffs, but didn’t really move anywhere in the tier list, and was not played successfully in hdr’s lifetime, except the last hdr tournament ever.

Again, just to repeat for emphasis, what matters is not the number of buffs. Gief did get a lot, but most don’t affect anything in his matchups, or were a change to help a specific matchup with no real relevance to others. Significance and Relevance are the two most important things, just limiting yourself to a flat number is nonsense

Thing is, everyone with half a brain who’s into this game would know that a completely invincible Max-Out would be way too powerful.

Ryu’s fake fireball wasn’t adjusted properly for the entire cast. Any benefit he gets against Dhalsim is overshadowed by the fact that it severely affects the matches against characters who already had a hard time with fireballs. It’s a great example of how changes should be weighed against the entire cast, and not made to just shore up a weakness against one character.

You’re dead-on about significance and relevance, and (not) basing ideas off of arbitrary numbers of changes. The important thing is to consider the changes holistically, really weigh them out, and to test them thoroughly.

The nice part now is that we can take ideas beyond the theory fighter stage and actually play with them. Any takers?

Took me 30 mins and I still made few noticeable errors.

hey can you guys add this move for Hawk please? Thanks a bunch

Looks like a Sako tick to me; it’s pretty inescapable.

are those dudes?

Is there a way to keep the palletes constantly changing?

Looks more like what Honda does to Hawk to me.

Finding the location in the rom which I told you the format for that too. Or you mean set up a lua script that constantly changes the colors to make it look like what programmers used to do on old games as an acid trip mode?