Cool fact, ST is not actually a 4:3 game. It’s some whacky resolution (384 × 224 to be exact).
…
And to be clear. Super Turbo IS a 4:3 aspect ratio game. The resolution is not. If you’re playing on an emulator and you are in a window you should always check the box for “correct aspect ratio” to get 4:3. If you don’t and you use “normal stretch” you’ll get a too wide image.
Getting back to ST HD. This is what I know
good things
Ken and other characters with the issue can’t reversal super just like in arcade ST.
-old characters are there like normal
-all old glitches present
-generally 99% accurate
bad things
-fucked up button config screens
-speed is significantly slower than arcade ST, slower than Super X, and a little bit slower than the dreamcast.
-HD graphics cause some weirdness occasionally. (point blank blocked fireball appears on the wrong side of the blocker)
-one additional frame of input delay
and most importantly:
There is a glitch that occurs wherein a super move will start without shadows or the super sound effect. It’s delayed by about 1/2 second. This can actually impact the outcome of a match.
For example. I play Boxer. My opponent plays a character that can stuff one of my rushes. Let’s say Dee Jay. I think his cr. forward kick will stuff a rush.
My opponent is on the ground crouching and I’m standing away from him poking and I decide to random super out of nowhere, hoping to catch him trying to stuff a rush.
What he sees initially is balrog with his arm extended in the same animation as the rush punch. On instinct, he sticks out a cr. forward to stuff it. But it’s not. It’s actually the glitched super. It looks identical on startup to a rush punch, but it has invincibility. So it just blows through the cr. forward attack. A half of a second later the super sound plays and shadows start to follow the character.
This is actually a pretty bad glitch, and I’m surprised why it hasn’t been mentioned much in the past on SRK. It has changed the outcome of quite a few matches between myself and my friends. It happens maybe 1 in 15 matches or so. At first I thought it was just relegated to Boxer, but I’ve seen it happen with Fei Long and Bison as well.
very true, the game was designed to be played in 4:3(correct aspect ratio), so playing ST in “normal stretch” is too fucking stupid, characters look like midgets
Hard to tell the new kids on the block that playing these games is more correct in 4:3 though. It saddens me.
Taiyo Yuden. All you need to know for CD-Rs.
There are more problems with the ports than what the wiki mentions but I won’t bother because they only go to further illustrate that the DC version is the best port. HDR classic’s main problem is additional input lag, with the 360 version being slightly better (2-3 frames) than the PS3 version (4 frames): Comparison of HDR Versions (PS3, 360, DC, CPS2)
I’ll try to clear up some of the misconceptions in this topic though:
-Arcade HSF2 suffers from all the issues that PS2 HSF2 (non-Satakore) does. The only real difference is that ST n.claw’s wall dive motion was changed from “d,u,negative edge K” to “d,K,u.” Apparently, the Satakore version is what restored the wall dive motion to the proper “d,u,K”
-Emulation isn’t reliable because you’re never sure if USB lag or some other type of lag is present. On quite a few recent computer setups I’ve tried, there has always been a source of lag coming from somewhere. PCs may be fine but only if they can be proven to be lag-free; I certainly wouldn’t just trust someone’s word on the matter to use for a tourney, esp. since I have more to lose with my slower-than-average reaction times. And that’s besides any issues nFBA might present, although the emulated speed is apparently quite comparable to the original’s from what others have tested
-Only the US GBA version crashes when you reach Gouki. That’s not to say the JP version didn’t have its own mild bugs though
-I don’t completely trust the TDC2 version. While I’ve had no issues with it during play, from what I’ve heard, bonus games will crash the system if you turn them on and encounter one. On a legitimate copy of X for Matching Service, the bonus games work fine. This strange discrepancy leads me to question whether there may be other issues with the hack
-As megaultrasuper mentioned, the slightly wider 384x224 CPS2 resolution is intended to be dragged into a 4:3 output with oblong pixels.
However, when porting, most consoles have their own acceptable resolutions—none of which are equivalent to 384x224—and there’s no simple and clean way to remap the pixel graphics. So you try to stuff the 384x224 however best you can. Some versions cut out part of the sides so that every object on-screen looks 1:1 compared to an arcade image. Other versions try to fit as much of the 384x224 source image in as possible and then let the monitor re-stretch the image (e.g. why everything in the DC version looks too thin), so you’ll have to manually adjust the monitor display dimensions to a normally incorrect level just to have objects shaped correctly (e.g. a circular moon instead of an oval moon).
Ultimately, a CPS2 port’s picture depends on the console’s supported resolutions and how the developer programmed the conversion. Note that a supergun’s RGB encoder transfers low-res images as-is, so a properly set monitor automatically fits the 384x224 image into a 4:3 box. That’s another advantage of using superguns with the actual ST board where possible.
A little bit of clarity concering 384x224 versus 384x240 courtesy of SailorSat, the author of Soft 15khz and overall god(dess) of all things concerning monitors and resolutions:
"Actually pretty much every arcade “resolution” at 60Hz outputs 262 lines.
Pretty simple mathematics -> 262 Lines “per Frame” multiplied by 60 Hz (Frames per Second) = 15.720 Hz or 15,7kHz.
The only difference between a 224 “active” line resolution and a 240 “active” line resoltution actually is the front/back porch, meaning “not used” lines which are usually black lines on most arcade games. The “sync” pulse each frame stays about the same for rather technical reasons.
Some games and several older home computers (Commodore 64 / Amiga) don’t output “black” for the porches, but rather the current Background Color (like the light Blue on a Commodore 64).
Now actually one simple fact should be noted. Arcade cabinets (and their monitors) were NOT thought to switch the game (and hence the resolution) every 5 minutes. Sure there are several multi-game systems like the neogeo mvs, but they all output the same resolution.
What AdvanceMAME does is either enlarging the “sync pulse” or reducing the total visible lines per frame (262) by increasing the vertical refresh (60Hz).
If I would add a 224 line mode to my VGA card, it would be exactly the same modeline, except the “active” lines would be reduced from 240 to 224 (-16) and the front and back porch would be increased by 8 lines each.
So in the end it pretty much stays the same. Either MAME adds 8 lines “black” at the top and the bottom, or the VGA card does add them in the porches."
from the arcadecontrols.com forum
So when you’re using an emulator you can use 224 or 240 line resolutions and pretty much get the same result. Personally, I prefer to use the exact resolution of 384x224 and use the extra front and back porch just like a CPS2.
Dreamcast third strike can enable 240 lines progressive mode if you hold start+L. Why didn’t they do that with ST?!!
i’ve been playing the dreamcast version with demul emulator and at least for me, it feels smoother than fba on windows 7, i prefer to play offline casuals with demul than fba.
Hmm, interesting, I’ve played through the bonus stages many times, with a TDC2 Burn and a regular “ST Only” burn, and have yet to see crashing happen. I’m going to try and force that to happen on both as my curiousness cannot be denied!
I will say that I cannot actually stand FBA. It seems to speed up, slow down, chop itself up, and just in general be all over the place. I’ve tried GGPO and cannot understand how anyone can stand it. I’m sure it’s some settings hidden in FBA on my end that I’m not finding… or I’ll just assume that.
Does anyone have an idea how many stretch taps to widen the image on the DC would be best? I’ve always just left it as is.
For additional info, the DC bonus game issue was mentioned and corroborated here: Super Turbo (DC) outfit colour question
As for nFBA, everyone’s circumstances are different. On my old machine, online GGPO is very smooth but offline nFBA has occasional lag spikes, even when nothing else is running. GGPO at its best is by far the best netcode you can have. But so many folks have non-ideal setups and on those, GGPO can perform down to HDR netcode level or worse. And there are so many possibilities as to what could be wrong.
Can anyone tell me what the flaws of the PC port are? I have the CD version and the v1.5 patch for it.
I already read about v1.6 patch, but I can’t seem to find it anymore.
http://image.com.com/gamespot/images/bigboxshots/5/564435_45632_front.jpg
That artwork. I’m speechless…
Obviously, this artwork falls into the avant garde category. Perhaps from the school German Expressionism. I see a heavy influience of Ernst Kirchner and Max Beckmann in this piece.
There is a good use of color juxtaposition between the dark backgrounds with the bright foreground colors. The eerie facial expressions show further evidence of the German Expressionism school of art.
That art work is too good. Something very disturbing about Deejay’s face, his teeth look like they were photoshopped from Blankas. Why do Blanka and Chun’s feet have flames shooting from them? What’s with Akuma’s Picasso-like face?
And why is T.hawk just chillin out in the middle of the street, doing his best shoryuken impression?
I think he is trying to pull an aerial sako tick?
Aside from the cover, what is wrong with the game itself?
I got it off eBay because I wanted to get my hands on the soundtrack which is like the best version I’ve ever heard.
Here’s a few examples:
[media=youtube]uSNKnwnmY4A[/media]
[media=youtube]_kZSeXTTSfQ[/media]
[media=youtube]ifPmN8RuQpQ[/media]
[media=youtube]MXSbz38C-Kg[/media]
Heavy damage part of the Ken theme is nuts.
SRK Wiki says: “The PC version initially contained bugs such as moves being missing, however there are two patches available that fix most of the major bugs in this version.”
Wikipedia: “The MS-DOS version, developed by Eurocom and published by GameTek, was released on May 1995 in North America and Europe. The port is almost accurate to the arcade version and utilizes a six-button controller. There are secret commands to use each character’s original color scheme, as well as moves that were removed from the 3DO version due to memory issues. The option menus have custom settings (such as enabling and disabling parallax scrolling) that allows the game to be played in a low hardware specs. The biggest change is the game’s resolution. The game is played on a resolution of 320x200 on AT/PC-compatible machines and since the graphic data is ported straight from the arcade version, all the characters appear large due to the narrow screen size. Because of this, the distance between both fighters at the beginning of a match is a bit narrower than in the arcade version. There were many glitches in the initial shipments of the DOS port, such as characters landing and recovering normally after landing from a jump if they’re knocked out in mid-air with a basic attack. A patch file was distributed that corrected these bugs, which were later fixed in version 1.5 of the retail release. A patch file for a version 1.6 was released as well. The music has been remixed as well, although the soundtrack is different from the one released for the 3DO.”
That means once patched the PC version might be one of the best if not the best ports out there? The only thing I hate is the narrow screen size.
Just because wikipedia says that it’s accurate to the arcade version, doesn’t make it true. ST heads have been looking for a good port of the game for years, and nothing’s come up. I’m sure if the PC version was any good, people would flock to that, instead of the current standards of GGPO and MAME.
That’s why I’m asking. I’m not an oldschool player, I played the game for the first time when it came out for SNES. So while I can run the game and see if it is fine, I have no way to compare it to the original thing.
3do version has the best soundtrack for any ST version
T. Hawk looks like the Ultimate Warrior…
Akuma looks like the Chupacabra that I seen in T.J. with my own 2 ears.