Hyper SF2 Music Bug

[media=youtube]be-Aiclyh1w[/media] is an interesting little bug I found in Hyper SF2 (CPS2) during that 90+ match set I had with a player named LeRaldo awhile back.

This is also a test to see how well my recording solution worked. I’m probably going to end up finding a way to add names to future matchvids. The important aspect to this one was the bug, and so…

At any rate, comment away.

Apparently my brain is made of dough… I watched it twice and didn’t catch the glitch. Any hints? :smile:

I finish the match, but the music never changes.

Capcom ‘fixed’ how the faster version plays with Hyper, though it introduces some minor glitches.

In both Super versions, either character being close enough to defeat with one win left (rounds 2 and 3 of a 2-of-3 match) triggers the ‘pinch’ (AKA ‘near death’) track. With Hyper, a second check is done to see if the character with the low health is also on their last round before the match ends. If you’ll notice, starting at 72 ticks left in the 2nd round, Guile has Sagat’s life down far enough where the ‘KO’ between the bars flashes. However, since the match is 1-0 in favor of Sagat, the change doesn’t occur.

What ends up happening afterwards is rather unique to Hyper. At the time the dizzy occurs, Guile’s health is high enough that neither the music change NOR damage scaling is applied. The Jab afterwards doesn’t change this, and the Tiger Uppercut is full strength, but enough to KO Guile without ever setting off the check in the game’s code.

Another minor bug shows more often in that the check for the change in music is NOT done at the same time as the check for triggering the ‘flashing KO’. This occurs alot when there’s alot of tick damage being done, and the next tick on that character THEN changes the BGM.

Note: this is speculation based on observations. It’s an educated guess, but a guess nonetheless.

That’s crazy that you’d even notice that, haha

Music: haha, I just guessed that HSF2 didn’t play the faster one!

The damage scaling and everything else: holy shit how did you even catch that you just blew my mind :wow:

Oh, SF2’s almost always had damage scaling in the underdog’s favor when they’re close to defeat. Even in the CPS1 versions, a Jab will take more than 1 pixel per hit early, and only one real late.