Super Street Fighter II: The New Challengers
Zeldix :: MSU-1 Hacking :: MSU-1 Hacks Database :: Fighting :: Street Fighter
Page 2 of 7
Page 2 of 7 • 1, 2, 3, 4, 5, 6, 7
20170826
Super Street Fighter II: The New Challengers
- Patch -
Patch v6 (Heavy Damage Added) (by Conn & Cubear):
- Code:
https://mega.nz/file/k2ZgTQ6Z#hj6ALusPB8jKAYeFaDon0ydr5L5HGtnlGykkeTDfjTw
- 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
X68000 YM2151 PCM's (by Relikk):
- Code:
https://mega.nz/file/U7h1wQSB#sJP-Cr6A7a6UlkhARjADpu4rMLrzBu2DaZsTrM-oKuQ
- Old Patch -
(Deprecated: Use v6) Old Patch v5 (Fixed Bonus Game & Intro) (by Conn):
- Code:
http://bszelda.zeldalegends.net/stuff/Con/ssf2_tnc_patch.zip
Last edited by RedScorpion on Thu 22 Mar 2018 - 17:18; edited 1 time in total
Super Street Fighter II: The New Challengers :: Comments
I hope we are done now
The code is getting so complex with all these exception that even I don't get it anymore ... and I'm unfortunately very lazy with documentation
The code is getting so complex with all these exception that even I don't get it anymore ... and I'm unfortunately very lazy with documentation
It's ame, Connthanks redscorpion, great work
There is one more thing...
Just kidding. It's perfect.
Just kidding. It's perfect.
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.
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.
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
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!
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!
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!!
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.
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
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
Here's the link to the optimised arcade CPS2 soundtrack:
https://mega.nz/#!djxHUBZY!5W5CYdVlb99p28deWEofOBQI_JWqkT4TOE1CaraVx40
https://mega.nz/#!djxHUBZY!5W5CYdVlb99p28deWEofOBQI_JWqkT4TOE1CaraVx40
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.
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.
My fixed PCM pack link is down. Here's a new one...
https://www.dropbox.com/s/r741q32eaw0d4m3/MSU1%20Super%20Street%20Fighter%20II%20%28CPS2%29.zip?dl=0
https://www.dropbox.com/s/r741q32eaw0d4m3/MSU1%20Super%20Street%20Fighter%20II%20%28CPS2%29.zip?dl=0
Updated first post, good that you keep track your other mega links luckily still seem to work
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=
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=
"HDRemix PCM:s files by PittStone" link is down. Just thought I'd notify for someone to reupload if possible.
Thanks!Conn wrote:new link for PittStone themes in first post
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.
The patch works fine on anything I've ever tried. What's the source of your ROM? (No-Intro etc.)
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.
Similar topics
» Super Street Fighter II - The New Challengers (MD+)
» Street Fighter Alpha 2
» Street Fighter II' Turbo
» Street Fighter II: The World Warrior
» Street Fighter 2 MSU1
» Street Fighter Alpha 2
» Street Fighter II' Turbo
» Street Fighter II: The World Warrior
» Street Fighter 2 MSU1
Permissions in this forum:
You cannot reply to topics in this forum