Super Street Fighter II: The New Challengers

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Super Street Fighter II: The New Challengers - Page 6 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 6 Image111

Since : 2013-04-28

http://www.snes-projects.de

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Super Street Fighter II: The New Challengers :: Comments

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Post Wed 3 Nov 2021 - 20:10 by chikawong

@Conn @Relikk mystery solved, you both are correct. I had the normal version of ssf2 which was why I wasn't able to patch with Rev1/Relikks patch. I was able to find the rev1 version of ssf2 and it patched successfully. @Relikk thanks for sending that link, it helped alot. As always, thanks to both!

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Post Wed 3 Nov 2021 - 21:29 by chikawong

@Relikk, something I'm noticing with the MSDOS CD pack you created. Not sure but there appears to be some loss in details with the recording. Not sure if it has anything to do with the conversion process to .pcm but I'm noticing the tracks appear to be at a lower quality sound. I can send you recording and can compare.
https://mega.nz/file/c5l1wawa#X0HjJCfMJRyBKS1EzGoY7TGszK3NvGziYsUp4flORj0

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Relikk

Post Thu 4 Nov 2021 - 5:56 by Relikk

They seem identical apart from the bit depth of the files you provided, which only affects the noise floor and is barely audible at 16-bit and up. The original files from the CD would have been 16-bit anyway, so I'm not entirely sure where you got those. Unless they're source files from the composers/devs, then someone has pointlessly converted them to a higher bit depth for absolutely no quality gain.

Besides all that, PCM is a lossless format. MSU1, the same as CD audio, requires 16-bit/44.1kHz files. Even if they were from the source they'd need to be converted down to 16-bit anyway, which is what you'd find on the retail CD.

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Post Sun 7 Nov 2021 - 4:52 by chikawong

the recordings are straight from the retail cd. The cool thing about the cd is you don't need to install the game to listen to the tracks, you can listen to the tracks as an audio cd. So, I ripped them awhile ago. I'm no sound expert but I do notice more details in the cd than pcm. I don't recall what I ripped the cd at but if they need to be down converted then it would be pointless as you said.

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Relikk

Post Sun 7 Nov 2021 - 12:29 by Relikk

It's a weird one, but from my tests all of your files have lost details beyond the 16kHz range, whereas the files I used retain theirs. The loss of frequencies beyond a certain range suggests that they were converted to a lossy format before.

Your Ken.wav file in two separate analysers:
https://i.imgur.com/sh6X9Rr.png
https://i.imgur.com/9edZvcV.png

My Ken audio file:
https://i.imgur.com/KClB7Lf.png
https://i.imgur.com/eGn5kKy.png

I think you might need to re-rip your CD again using something like EAC or dBpoweramp.

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Conn

Post Sun 7 Nov 2021 - 15:02 by Conn

@chikawong, out of my experience, trust in relikk's auditive skills. His avatar matches his abilities, he has bat like ears Wink

I hope this discussion will end at one time and the set is acknowledged in first post Very Happy

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Post Sun 1 May 2022 - 23:50 by Cris

First of all, congrats! excellent work you guys do by keeping these games alive with those amazing patches, so we can play them with incredible sound! That being said, I found an impressive patch that makes Super Street Fighter II just like the speed of the Turbo version (never released for Snes). It's a ips file named "PSNSSF2R" and its just awesome version! It increases the speed of the game, difficulty too! Rsrs...Unfortunately the rest stays the same(no extra moves and no combo bar). So, I know nothing about codes, programing and stuff....Could you guys please show me the way, or provide the msu file so I could use the pcms files that are available with these patches of yours? Thanks in advance and sorry for the super noobie question!

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Polargames

Post Wed 4 May 2022 - 1:12 by Polargames

@Cris, Hello my name is polar. To answer your question, all you will have to do is patch the game first with the msu-1 first, and the patch the speed hack patch second. Then naming the finished product the proper msu1 title. That's it. Just so you know if for some reason it doesn't work no help will be given for it. Our mods have enough on their plate. Nothing personal at all, just letting you know. I hope this helps you out. I hope you have a great day. 😊

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Post Wed 4 May 2022 - 9:31 by Cris

Polargames wrote:@Cris, Hello my name is polar. To answer your question, all you will have to do is patch the game first with the msu-1 first, and the patch the speed hack patch second. Then naming the finished product the proper msu1 title. That's it. Just so you know if for some reason it doesn't work no help will be given for it. Our mods have enough on their plate. Nothing personal at all, just letting you know. I hope this helps you out. I hope you have a great day. 😊

Thank you @polar,

I'll definitely give it a try! I'm very happy some one answered.
The msu-1 file is the key, I'll test all the msu1 files i have, hope it works

Have a great life!

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Polargames

Post Wed 4 May 2022 - 22:30 by Polargames

@Cris, your welcome and thank you for your kind words. ☺

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Conn

Post Thu 5 May 2022 - 15:52 by Conn

I'm very happy some one answered.
Yes unfortunately many retire after the years passes, and your question was rather inconcrete. You said you applied a patch without specifying the source, msu upon it... And yes... I can't figure out what didn't work or where your problem is reading your text.
There's a readme to every msu file how to set it up, try to get it working without additional patches. If that works you have an idea what you must do to have msu support.

Problem occurs if an additional patch uses the same free rom space as our msu patch. There were 1000 requests in the past to please make this and that patch compatible with msu. After a while this unfortunately get frustrating, exhausting and annoying so we unfortunately mainly stopped giving such maintainance and encourage rather authors of additional patches to implement msu support with their patches. I always give my source code which other authors can adapt and use.

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Post Sat 7 May 2022 - 9:34 by Cris

Polargames wrote:@Cris, your welcome and thank you for your kind words. ☺

@polar, it was exactly the way you said. I was patching in the wrong sequence 🙄. In case it helps someone: I patched the original version of ssf2(not v1), with the .ips files(provided in the thread, ntsc folder), then patched the reloaded.ips. after that was just to include this file with the ones provided in the thread(ntsc folder). And lastly put all the pcm files (chose the ones u like, also in the thread) in the same folder, with the same names. Man, it's simple, but reading now, seems a little tricky hahaha. Thank you again for your time and kindness 😊

Conn wrote:
I'm very happy some one answered.
Yes unfortunately many retire after the years passes, and your question was rather inconcrete. You said you applied a patch without specifying the source, msu upon it... And yes... I can't figure out what didn't work or where your problem is reading your text.
There's a readme to every msu file how to set it up, try to get it working without additional patches. If that works you have an idea what you must do to have msu support.

Problem occurs if an additional patch uses the same free rom space as our msu patch. There were 1000 requests in the past to please make this and that patch compatible with msu. After a while this unfortunately get frustrating, exhausting and annoying so we unfortunately mainly stopped giving such maintainance and encourage rather authors of additional patches to implement msu support with their patches. I always give my source code which other authors can adapt and use.

Hi @Conn! Thank you for your answer!
I understand that you don't understand me, because it's a very noobie question hahaha...sorry. Found my mistake it was much easier than you thought: I was arranging/patching the files in the wrong order, and using different versions of the rom(the ssf2-v1 doesn't work, the snes control pad stays dead)
Thank you for you time and consideration!
Ps.: I made it editing the volume level between the rounds! 😃

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Polargames

Post Wed 11 May 2022 - 16:28 by Polargames

@Cris, happy that my information helped. Also that you got it working. 😊 Happy Gaming

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Relikk

Post Sat 20 Aug 2022 - 9:46 by Relikk

Patch and all PCM packs have been updated. Patch is now v6 with heavy damage and fade adjustment code added by Cubear. The music is also continuous between rounds. It's as close to the arcade version as it's going to get with regard to audio.

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Post Sat 20 Aug 2022 - 21:51 by SuperFeistyFox

Patch works really nicely. One minor nitpick when playing on FXPak Pro: the screen flickers black for a split second when a Heavy Damage theme starts. Otherwise, wonderful update!

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Conn

Post Sun 21 Aug 2022 - 3:23 by Conn

SuperFeistyFox wrote:Patch works really nicely. One minor nitpick when playing on FXPak Pro: the screen flickers black for a split second when a Heavy Damage theme starts. Otherwise, wonderful update!
Yes, this is due to the bit $2000 wait loop until track is loaded (real hardware takes some time to load a new track- other than emus which immediately have the track ready).
A possible solution is to
- introduce the track (sta $2004, set a flag to free ram)
- hack in the nmi, check the free ram flag there, if yes
- - check bit $2000 there
- - end if not ready
- - sta $2007 and erase free ram flag if ready

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Cubear

Post Sun 21 Aug 2022 - 12:28 by Cubear

Seems like a solid plan: I'll implement it.

Updated first post with a new patch.

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Post Mon 29 Aug 2022 - 21:21 by SuperFeistyFox

Now it works good on the FXPak Pro! Good job!

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Post Wed 21 Sep 2022 - 6:47 by Yotatouch

Thank you very much for this and the V6 patch Heavy Damage works very very well. It's a pleasure to play the game.
I also wanted to know if there's a possibility to add Proteus Arcade Color Pack to the V6 patch, since his Hack is also very good, this will make the game very close to the arcade version.
Thanks again for everything.

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RedScorpion

Post Wed 21 Sep 2022 - 7:18 by RedScorpion

Could you drop a link of the hack?

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Relikk

Post Wed 21 Sep 2022 - 7:21 by Relikk

Probably the one from this dude: https://www.zeldix.net/t1455-super-street-fighter-ii-the-new-challengers#22925

But yeah, there's no source code.

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Cubear

Post Wed 21 Sep 2022 - 11:06 by Cubear

it's likely that there is no code in the hack at all. i could probably get the colour palettes out of the rom just with a compare. i'll give it a shot later.


on second glance, the version on rhdn is for the north american release. chances are it could be compatible out of the gate. may need to move the code block.

at a final glance (lol) the incompatibilities were created by the RHDN patch being created from the rom with header, instead of a no header rev0 (intended target rom) leading to the patch being nearly 4 megabytes in size, overwriting any other patches, and adding a header to a headerless rom.

I've mucked around enough to make both patches have the same target, a merged patch is available here:
Code:
https://mega.nz/file/vbpwmDKR#eGpHB5Dqm1sDEw5xwMOtpv7X4UdZA2NGXFDJpq3gNts

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Post Wed 21 Sep 2022 - 16:19 by Yotatouch

Cubear wrote:...
Thank you very much for you reactivity and work on it, i really appreciate that.
I've just downloaded and tested your fusionned patch, it seems like there are some colors that are using Proteus's versions (like in Ken's stage, the sea have the 'arcade' colors, but the rest of the stage remains snes version).

After few observations in a lot of stages, i can say around 80/90% of the game is still using the snes color version, i don't know if i did something wrong or else tho.

PS: yes @Relikk and @RedScorpion, i was talking about Proteus's arcade colors hack.

PS2: i don't know if it helps but in the Proteus version, at the very first screen when you launch the game, there's written 'Randerson=Proteus 2017....'
In the last patch you've posted @Cubear, it is the normal 'Capcom USA, INC. 1991, 93, 94' instead that appear.

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Cubear

Post Wed 21 Sep 2022 - 18:10 by Cubear

perhaps i was working off the wrong patch. i was using this one: https://www.romhacking.net/hacks/2735/

if there's any other source on this i'd be happy to convert it as well

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Relikk

Post Wed 21 Sep 2022 - 18:30 by Relikk

That's a different patch. This patch has some UI changes that make it look more arcade like, mainly the lettering and numbering, and the colours used for them. The screenshots in the post I linked to show the differences.

I've never found the patch in question listed anywhere. It's just some YouTube dude dropping a ROM in the description. You can always try a PM here.

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