Super Street Fighter II: The New Challengers

Page 2 of 7 Previous  1, 2, 3, 4, 5, 6, 7  Next

Go down

20170826

Post 

Super Street Fighter II: The New Challengers - Page 2 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

Super Street Fighter II: The New Challengers - Page 2 Image111

Since : 2013-04-28

http://www.snes-projects.de

Back to top Go down

Share this post on: reddit

Super Street Fighter II: The New Challengers :: Comments

avatar

Post Tue 26 Dec 2017 - 9:37 by *ka

thanks redscorpion, great work

Back to top Go down

Conn

Post Tue 26 Dec 2017 - 9:42 by Conn

I hope we are done now Very Happy
The code is getting so complex with all these exception that even I don't get it anymore Confused ... and I'm unfortunately very lazy with documentation Cool

thanks redscorpion, great work
It's ame, Conn Razz (Conn)

Back to top Go down

Relikk

Post Tue 26 Dec 2017 - 9:44 by Relikk

There is one more thing...

Just kidding. It's perfect.

Back to top Go down

Conn

Post Tue 26 Dec 2017 - 9:50 by Conn

There is one more thing...
Super Street Fighter II: The New Challengers - Page 2 Horrif10

Just kidding. It's perfect.
Super Street Fighter II: The New Challengers - Page 2 Love_y10

Back to top Go down

avatar

Post Tue 26 Dec 2017 - 10:23 by Señor Ventura

May be, and only may be, music recovers its volume after a round too slowly.

Begins first round --> ends first round --> starts second round with the music increasing the volume slow and progressively.

Maybe it would be good to do it at once.

Back to top Go down

Conn

Post Tue 26 Dec 2017 - 12:59 by Conn

Could be faster, but I'm content the way it is...

Back to top Go down

avatar

Post Tue 26 Dec 2017 - 13:19 by Señor Ventura

Conn wrote:Could be faster, but I'm content the way it is...

Is it about to invest this values?

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

Back to top Go down

Conn

Post Tue 26 Dec 2017 - 13:30 by Conn

No, these only set the volume where to fade to, not the speed.
You could either set the values to restart a track, or if you really want to fade up faster, go into the asm search for inc and add there further inc:s (2 should be enough).
Then re-compile the asm using xkas on your Rom.

Much luck!

Back to top Go down

avatar

Post Tue 26 Dec 2017 - 13:55 by Señor Ventura

Conn wrote:No, these only set the volume where to fade to, not the speed.
You could either set the values to restart a track, or if you really want to fade up faster, go into the asm search for inc and add there further inc:s (2 should be enough).
Then re-compile the asm using xkas on your Rom.

Much luck!

Thank you!! Very Happy

Back to top Go down

Proteus

Post Wed 27 Dec 2017 - 20:02 by Proteus

Well, it really was great the msu-1 version with music + graphics changed, however people who do not have a sd2snes can only play these changes in the emulator bsnes / higan or snes9x, also know that change the tempo of the song in msu-1 is different from changing the tempo of the song in the game without msu-1, so I would like to know if someone could get the interruptions between rounds of the songs without using msu-1, so that people who had a common everdrive could at least play Street Fighter with songs without breaks between rounds since they will not be supported by msu-1.

Back to top Go down

Conn

Post Wed 27 Dec 2017 - 20:41 by Conn

If I understand you correctly, you want in the normal "spc" version the music keep playing - just as I could do with msu1?

This is very difficult, you have commands for the apu, like F6 to fade, like here:
$C0/0E7C A9 F6       LDA #$F6  
But giving other commands here alone will not do the job you have to check if 2 battles are won, and then let fade, and so on. I did this for msu1, but I am too busy and see too little gain for the "everdrive" users only to go down that road... have plenty of other stuff to do, and this msu1 project was one of the exhaustive ones, so I am happy to never touch SF2 again... sorry Sad

Back to top Go down

Relikk

Post Sat 30 Dec 2017 - 5:15 by Relikk

Here's the link to the optimised arcade CPS2 soundtrack:
https://mega.nz/#!djxHUBZY!5W5CYdVlb99p28deWEofOBQI_JWqkT4TOE1CaraVx40

Back to top Go down

Conn

Post Sat 30 Dec 2017 - 5:42 by Conn

Added to first post as well, thanks Smile

Back to top Go down

avatar

Post Sat 30 Dec 2017 - 16:53 by Señor Ventura

Optimized, but, for emulators?

Back to top Go down

Relikk

Post Sat 30 Dec 2017 - 16:59 by Relikk

Well, in this case optimised means more efficient looping with much smaller file sizes. I don't remember what Red's original PCM's were like with regard to volume so I can't say if they're louder or lower, but I always aim to keep things as they were in the arcade. So the volume of these PCM's are arcade like when you consider the volume of the sound effects.

Also, as an SD2SNES owner I always try to keep a balance between emulator and hardware volume levels. If you liked my Hyper Fighting PCM's then these would be good for you, too.

Back to top Go down

Conn

Post Thu 1 Mar 2018 - 16:30 by Conn

Updated first post, good that you keep track Smile your other mega links luckily still seem to work

Back to top Go down

Relikk

Post Thu 1 Mar 2018 - 17:08 by Relikk

They're fine, yeah.

Hyper SFII on the Switch is a current release for Capcom that still uses the CPS2 soundtrack. They probably requested it to be taken down.

I've mirrored all of my PCM packs to Dropbox should anyone need them if a link goes down: https://www.dropbox.com/sh/kzokmpkg7z190p2/AAD_Lvw99Hct0LY11ZkUqMBAa?dl=0&lst=

Back to top Go down

avatar

Post Tue 8 May 2018 - 16:05 by Drakonas

"HDRemix PCM:s files by PittStone" link is down. Just thought I'd notify for someone to reupload if possible.

Back to top Go down

Conn

Post Tue 8 May 2018 - 17:16 by Conn

Thanks, I'll contact pittstone

Back to top Go down

Conn

Post Wed 9 May 2018 - 15:01 by Conn

new link for PittStone themes in first post

Back to top Go down

avatar

Post Wed 9 May 2018 - 15:04 by Drakonas

Conn wrote:new link for PittStone themes in first post
Thanks!

Back to top Go down

avatar

Post Fri 11 May 2018 - 13:38 by Resident_Stevil

There's a problem with the patch for the USA version. I applied the patch. Sound comes out okay. I get to the Capcom logo and I can press start to skip it. Afterwards controls stop responding. I tried applying the patch to different rom files and the same thing keeps occurring.

Back to top Go down

Relikk

Post Fri 11 May 2018 - 14:01 by Relikk

The patch works fine on anything I've ever tried. What's the source of your ROM? (No-Intro etc.)

Back to top Go down

avatar

Post Fri 11 May 2018 - 15:17 by Resident_Stevil

Relikk wrote:The patch works fine on anything I've ever tried. What's the source of your ROM? (No-Intro etc.)

I tried one I got from a torrent. Then I tried another one I got from emuparadise.

Back to top Go down

Page 2 of 7 Previous  1, 2, 3, 4, 5, 6, 7  Next

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum