Super Street Fighter II: The New Challengers

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Super Street Fighter II: The New Challengers - Page 4 Empty Super Street Fighter II: The New Challengers






- Patch -

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/EyoUzQ7R#VTnRrR_-Xoi0X-gJm5q-Ew3ZwnuHK27qg8vOA2OS3LI

Arcade CD Release PCM's (by Relikk):
Code:
https://1drv.ms/u/s!Ahue7izQZmouge8T0cB-zyFivm0_Gg

3DO Arranged PCM's (by Relikk):
Code:
https://1drv.ms/u/s!Ahue7izQZmouge8S4aG4GNUKEcpNPA

HD Remix PCM's (by PittStone):
Code:
https://mega.nz/file/4uxDGBCQ#1z69M91Djj_TxVNNl0g2187jRnTrDTzgiqHBWfwM4pA

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Partial pcm set by darthvaderx (Vega, M.Bison, T. Hawk and Dee Jay):

https://drive.google.com/file/d/1QkfUFUSR9Kx9iv1AtFXjJjPPiQzuzlkg/view?usp=sharing


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 on Sun 6 Dec 2020 - 3:35 by Conn

This is currently only supported by the turbo version (gizaha), but this patch would become a mess like you see in turbo: some pcm sets support it, some not. Also, once I would begin, people desire it for WW, MK1-3, ... ...
So I enjoy retirement here for now and leave this feature to turbo only Very Happy

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Relikk

Post on Sun 6 Dec 2020 - 6:19 by Relikk

SuperFeistyFox wrote:It would be cool if we had an optional add on patch that enables Heavy Damage music when a player is in danger of losing a match.

It'd be perfect, but probably much more complex than than the other games with heavy damage code as it only occurs from round 2 onward.

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Post on Sun 6 Dec 2020 - 7:48 by SuperFeistyFox

I understand. Well, it was just a thought anyway.

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Post on Sun 6 Dec 2020 - 13:47 by Señor Ventura

The worst thing on SF2 turbo is the lack of random for combat characters.

All the combats comes allways at the same order.

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alex_tenjo

Post on Sat 26 Dec 2020 - 14:26 by alex_tenjo

I have just notice something while playing on max difficulty. Once I have finished the game the credit song start to play normally (song number 64) but unfortunately, it does not loop (to be sure it is not a random issue, I have test it twice). Does anybody meet the same thing? (For reference I am playing using a SD2SNES).

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Relikk

Post on Sat 26 Dec 2020 - 14:37 by Relikk

The original patch has that track set to not loop. You can edit the loop table in the ASM file inside the patch ZIP to fix it.

Super Street Fighter II: The New Challengers - Page 4 VL5NJAL

Change the highlighted value to 03 and save the ASM file, then apply it to a fresh ROM using a program called xkas.

Or you can download any of my PCM packs for this game that has a patch included with them that fixes it, and the music behaves more like the arcade version by continuously playing between rounds.

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alex_tenjo

Post on Sat 26 Dec 2020 - 16:50 by alex_tenjo

@Relikk Many thanks for your advice, I have edited the asm, and patched the ROM again. I was also able to test it and it works as intended.
In case of someone would like to do the same modification using and hex editor (because it could be more convenient in case of using multi patches, the 01 value you have to replace with a 03 is located in: 03FEE40).

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