Super Street Fighter II: The New Challengers

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Super Street Fighter II: The New Challengers Empty Super Street Fighter II: The New Challengers






- Patch -

Patch (v6 - Heavy Damage Added) (by Conn & Cubear):
Code:
https://mega.nz/file/k2ZgTQ6Z#hj6ALusPB8jKAYeFaDon0ydr5L5HGtnlGykkeTDfjTw

Old Patch (v5 - Fixed Bonus Game & Intro) (by Conn):
Code:
http://bszelda.zeldalegends.net/stuff/Con/ssf2_tnc_patch.zip


- PCM Packs -

Arcade CPS2 Q Sound PCM's (by Relikk):
Code:
https://mega.nz/file/AyYGWAhA#IzB5CGvj7l_g9Vmr_VSvVL6K5ruz3M6NNyUv4emTQFc

3DO Arranged PCM's (by Relikk):
Code:
https://mega.nz/file/RyIATRgK#uQN68329c3UHy0SDhycb0-7oAMFnN9rDIr0YY8e13B0

MS-DOS CD Arranged PCM's (by Relikk):
Code:
https://mega.nz/file/oiZXgKDC#su3wk1IJ-qSZhx4PAYFdNDqosZAXWjF3vtl7L7T6a_s

HD Remix Arranged PCM's (by Relikk):
Code:
https://mega.nz/file/VuACxTrY#ifn7yfflOF3xAO_H7T44GhKmTUIdophbGlqgiiQJiVo


Last edited by RedScorpion on Thu 22 Mar 2018 - 17:18; edited 1 time in total
RedScorpion
RedScorpion

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Since : 2013-04-28

http://www.snes-projects.de

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Super Street Fighter II: The New Challengers :: Comments

Conn

Post Fri 3 Nov 2017 - 7:04 by Conn

Patch v5 fading adjustment:


Instructions:
1, open your patched rom in a hex editor
2, press Ctrl+G
3, type in the address in hex, e.g., 0x3fece5 for theme restart (instead 03/fece5)
4, you should see then e.g., d0 0f there, change it to 80 07
5, safe the rom

---------------------------------------

theme restarts playing each round:
03/fecf5: D0 1f -> 80 17

fade to zero each round transition instead fading to half:
03/fedbb: 40 -> 00
03/fedc1: 40 -> 05
03/fedcb: 40 -> 00

keep full volume each round transition instead fading to half:
03/fedbb: 40 -> ff
03/fedc1: 40 -> fb
03/fedcb: 40 -> ff


Last edited by Conn on Tue 26 Dec 2017 - 9:04; edited 3 times in total

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Relikk

Post Fri 3 Nov 2017 - 9:31 by Relikk

This works pretty well now and is more arcade like with the last option.

Code:
keep full volume each round transition instead fading to half:
03/fedbb: 40 -> ff
03/fedc1: 40 -> fb
03/fedcb: 40 -> ff

Thanks very much!

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avatar

Post Fri 22 Dec 2017 - 13:59 by *ka

The game's music stops when double k.o occurs. in the first round, the game runs out of music.
This happens in the super street fighter and in the street fighter 2 turbo.
I tested in sd2snes and snes9x 1.55

text original in portuguese.

A música do jogo pára quando ocorre double k.o. no primeiro round, o jogo fica sem música.
Isso acontece no super street fighter e no street fighter 2 turbo.

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Conn

Post Sat 23 Dec 2017 - 12:31 by Conn

ok, it should be fixed now if you download v3 from first post. Time out (draw) was also affected.

I also corrected the fading adjustments (the hex address where to change what)

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Proteus

Post Sun 24 Dec 2017 - 0:04 by Proteus

Hello friend Red Scorpion, good first of all congratulations for the excellent work now we can play Street Fighter with sound of Arcade !!!

I did a color hacker from Super Street Fighter where I left the graphics closer to Arcade.

Super Street Fighter II: The New Challengers 2qn83610
Super Street Fighter II: The New Challengers 23lhc210
Super Street Fighter II: The New Challengers Fkbdar10
Super Street Fighter II: The New Challengers Fctulv10
Super Street Fighter II: The New Challengers Rs6jhw11
Super Street Fighter II: The New Challengers A2qhea10
Super Street Fighter II: The New Challengers Aonknd10
Super Street Fighter II: The New Challengers 33u77210



This hacker was not made based on the American version and this prevents us from using Msu-1 on it, however it would be epic if we could add its msu-1 version to this rom because we would have better graphics with cd quality sound for everyone to play and have fun

So I would like to know if you would mind making an Msu-1 version for this Rom.
Here my version already ready with your Msu-1 included.

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Conn

Post Sun 24 Dec 2017 - 6:17 by Conn

It was me who did the code, your project sounds interesting. Which version did you take?

Porting it for your version should be quite easy. If you look in the asm you find 4 hooks from the original code:

Code:

org $C0000E
jsl boot

org $C00B8C    ; native hook to induce track change
JSL msuRoutine ; there is no free space in rom, these are ascii credits overwritten which are not used
NOP

org $C00E5A    ; mute spc in case new track s introduced
JSL pause

org $C001A3
JSL nmi
Just use hex comparison or look where the hooks are and find the corresponding addresses in your rom, and take these. That's it.

Edit:
This is your patch, right?
https://translate.google.de/translate?hl=de&sl=pt&tl=en&u=http%3A%2F%2Fromhackers.org%2Fmodules%2FPDdownloads0%2Fsinglefile.php%3Fcid%3D41%26lid%3D72
Patch:
http://www.romhackers.org/descargas/hacks/[SNES]%20Super%20Street%20Fighter%20II%20-%20Cores%20Arcade%20(Super%20Street%20Fighter%20II%20Hack)%20[H-Proteus%20G-Nenhum]%20[A-2016].zip
I've seen you're using the (E) version. Below is my ported code.
Non-header, Super Street Fighter 2 - The New Challengers (E) [!].sfc
Attachments
Super Street Fighter II: The New Challengers Attachment
ssf2_tnc_msu1_E.zip You don't have permission to download attachments.(2 Kb) Downloaded 14 times

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Proteus

Post Sun 24 Dec 2017 - 9:01 by Proteus


Yes !!! , this is my patch, here the rom already with ips applied.
link removed due to copyright policies

I'd like you to do a msu-1 version for her, so we'd get better sounds and better graphics as well.

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Conn

Post Sun 24 Dec 2017 - 9:19 by Conn

Sorry, I had to remove your link - we are only allowed to provide patches, but complete roms are forbidden!

If my patch (sent above) works, you can attach a merged patch (msu(E) + Arcade(E)) however and I'll provide it at the main post  Very Happy

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Relikk

Post Sun 24 Dec 2017 - 9:24 by Relikk

I've tried it. It works.

This is pretty impressive.

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Proteus

Post Sun 24 Dec 2017 - 9:44 by Proteus

The link from my rom Super Street Fighter Colors Arcade with Ips applied is in the description of this video.



I do not know if your Msu-1 patch works because I do not know how to apply it

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avatar

Post Sun 24 Dec 2017 - 9:47 by Señor Ventura

There is a hack with the correct colors, and new sounds from the arcade (the sound of the punches, that now sounds heavier).

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Conn

Post Sun 24 Dec 2017 - 10:08 by Conn

I do not know if your Msu-1 patch works because I do not know how to apply it

Umm... I attached 2 files in that zip, the ips and the asm with the source code. Simply appy the ips.


Alternatively, simply apply below ips patch, it is your arcade graphics merged with the english msu1 version (non-header).
Attachments
Super Street Fighter II: The New Challengers Attachment
arcade_msu.zip You don't have permission to download attachments.(24 Kb) Downloaded 10 times

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Relikk

Post Sun 24 Dec 2017 - 10:24 by Relikk

Señor Ventura wrote:There is a hack with the correct colors, and new sounds from the arcade (the sound of the punches, that now sounds heavier).

Where's that one?

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avatar

Post Sun 24 Dec 2017 - 11:37 by Señor Ventura

Relikk wrote:
Señor Ventura wrote:There is a hack with the correct colors, and new sounds from the arcade (the sound of the punches, that now sounds heavier).

Where's that one?

Here:


Is incredible how changing the colors now the characters seems bigger.

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Proteus

Post Sun 24 Dec 2017 - 12:12 by Proteus

Señor Ventura wrote:
Relikk wrote:
Señor Ventura wrote:There is a hack with the correct colors, and new sounds from the arcade (the sound of the punches, that now sounds heavier).

Where's that one?

Here:


Is incredible how changing the colors now the characters seems bigger.

Yes, it was me who did this version too, actually I make many types of hackcolor including I'm doing a Zelda.

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Proteus

Post Sun 24 Dec 2017 - 13:36 by Proteus

Conn wrote:It was me who did the code, your project sounds interesting. Which version did you take?

Porting it for your version should be quite easy. If you look in the asm you find 4 hooks from the original code:

Code:

org $C0000E
jsl boot

org $C00B8C    ; native hook to induce track change
JSL msuRoutine ; there is no free space in rom, these are ascii credits overwritten which are not used
NOP

org $C00E5A    ; mute spc in case new track s introduced
JSL pause

org $C001A3
JSL nmi
Just use hex comparison or look where the hooks are and find the corresponding addresses in your rom, and take these. That's it.

Edit:
This is your patch, right?
https://translate.google.de/translate?hl=de&sl=pt&tl=en&u=http%3A%2F%2Fromhackers.org%2Fmodules%2FPDdownloads0%2Fsinglefile.php%3Fcid%3D41%26lid%3D72
Patch:
http://www.romhackers.org/descargas/hacks/[SNES]%20Super%20Street%20Fighter%20II%20-%20Cores%20Arcade%20(Super%20Street%20Fighter%20II%20Hack)%20[H-Proteus%20G-Nenhum]%20[A-2016].zip
I've seen you're using the (E) version. Below is my ported code.
Non-header, Super Street Fighter 2 - The New Challengers (E) [!].sfc


Well, I did the msu-1 test that you did for my hacker, however it does not work in my hacker's current version, it only worked in the old version.
The current version of my hacker is in the description of this video.



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Conn

Post Sun 24 Dec 2017 - 15:49 by Conn

Well, your rom in the video description has a header. It will work if you remove the header from that rom prior to applying my hack.

Attached is your new arcade version merged with the msu patch, to apply on TNC-(E) without! header.
I also put this patch into the patch folder in the first post .
http://bszelda.zeldalegends.net/stuff/Con/ssf2_tnc_patch.zip -> subfolder pal(E)
Attachments
Super Street Fighter II: The New Challengers Attachment
msu_arcade_new.zip You don't have permission to download attachments.(24 Kb) Downloaded 14 times

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avatar

Post Sun 24 Dec 2017 - 18:08 by *ka

Thanks

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Proteus

Post Mon 25 Dec 2017 - 22:41 by Proteus

I work, thanks for the help.

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Conn

Post Tue 26 Dec 2017 - 5:20 by Conn

Nice Very Happy also nice that it works to adjust the code to not fade between round transitions Wink - fixing *ka double ko shifted the code, so I wasn't sure that the new hex codes given work.

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Relikk

Post Tue 26 Dec 2017 - 5:40 by Relikk

There is a slight difference with the double K.O. fix is that the intro music continues to play when you press start/go into options etc... Then when exiting and going back it plays the SPC music. The bonus round music should fade out too, as it doesn't currently. Don't know if it did before, I wasn't really paying attention.

Anyway. They're nothing that needs to be fixed.

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Conn

Post Tue 26 Dec 2017 - 6:10 by Conn

Yes, the problem is that I somehow must differentiate between won, draw and over. If there is no "won" like in bonus game or draw, I didn't find a ram address to differentiate, probably causing the spc play after menu.
As for bonusgame, this haapens since you set the fading to FF, if you keep the 40, it is less obvious since it fades to half before the music stops. However, there is something strange. Sometimes the music stops immediately, sometimes not after the last kick. (tested with a savestate). I think this happens because of my ram address, it is not perfect.

But yes, for now I regard this patch as finished, maybe I find a bit time one day to look for a good ram address to differ between infight, inbonus and inmenu.

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Conn

Post Tue 26 Dec 2017 - 9:13 by Conn

Alright, both issues (bonusgame and start in option menu) should be fixed if you download and re-apply v5 from first post. Note that also the fade adjustment addresses have been changed.

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Relikk

Post Tue 26 Dec 2017 - 9:33 by Relikk

Conn wrote:Alright, both issues (bonusgame and start in option menu) should be fixed if you download and re-apply v5 from first post. Note that also the fade adjustment addresses have been changed.

Haha, sorry Conn. Very Happy

Great work.

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