Street Fighter II' Turbo

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Street Fighter II' Turbo Empty Street Fighter II' Turbo







Patch by Conn (original patch):
Code:
http://bszelda.zeldalegends.net/stuff/Con/sf2_turbo_patch.zip

Heavy Damage Patch by gizaha:
Code:
http://bszelda.zeldalegends.net/stuff/Con/hd_sf2_msu1.zip
You will hear faster music as soon the energy is low. Check if the PCM pack you download supports HD (tracks 50-61 are present).


PCM Packs

Arcade CPS pack (by Relikk):
Code:
https://1drv.ms/u/s!Ahue7izQZmougfddu2S5a7nBvy4i0g
Supports Heavy Damage

HD Remix (OC Remix) pack (by PittStone):
Code:
https://mega.nz/#!GW4n3SRJ!SEj1GmdyzbwXGGYdcUmDin90roXQR4HAhPIOwRSH8mY
Does not support Heavy Damage (copy themes 50-61 from another set for HD)

CPS2+ (by gyaragax):
Code:
https://mega.nz/#!VeYW1TyK!ey1QUrzId6cREyS3YOpEXec5bC71oIi3kOyFwncobuA
YouTube Preview
Supports Heavy Damage

Ultra Street Fighter II' (Nintendo Switch) (by Cyber-Yagami):
Code:
http://www.mediafire.com/file/z06mo4j4l4b6vkw
YouTube Preview
Does not support Heavy Damage (copy themes 50-61 from another set for HD)


- Track Map (by Relikk) -
Code:
https://docs.google.com/spreadsheets/d/1Yqfm5fdyaHe0LyRFqOV7HfgKVtkPFsLNbdFpiNf-gYI




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

Street Fighter II' Turbo Image111

Since : 2013-04-28

http://www.snes-projects.de

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Street Fighter II' Turbo :: Comments

Conn

Post on Fri 3 Nov 2017 - 7:03 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., 0x270316 for theme restart (instead 02/70316)
4, you should see then e.g., d0 0f there, change it to 80 07
5, safe the rom

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


theme restarts playing each round:
02/70316: f0 35 -> ea ea
02/703c7: ea ea ea -> 9c b7 1c
02/703e9: d0 1f -> 80 17


fade to zero each round transition instead fading to half:
02/704ab: 40 -> 00
02/704b1: 40 -> 05
02/704bb: 40 -> 00

keep full volume each round transition instead fading to half:
02/704ab: 40 -> ff
02/704b1: 40 -> fb
02/704bb: 40 -> ff

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Post on Fri 29 Dec 2017 - 11:29 by alex_com

Thanks for the fading adjustment Conn.
I've noticed that paying this on sd2snes (rev.H - no audio boost) the battle SFX are very quiet compared to The New Challengers MSU Hack, which works flawlessly.
Is it just a matter of normalizing the PCMs?

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Conn

Post on Fri 29 Dec 2017 - 14:19 by Conn

Ask red, I only did the coding

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Relikk

Post on Fri 29 Dec 2017 - 16:59 by Relikk

Try my set.

https://mega.nz/#!xmRnmRSC!D0BuWp6F9qiopwS6VRrKPvdNCsMIYI0o-Spmy41PX80

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avatar

Post on Fri 29 Dec 2017 - 17:31 by alex_com

Relikk wrote:Try my set.

https://mega.nz/#!xmRnmRSC!D0BuWp6F9qiopwS6VRrKPvdNCsMIYI0o-Spmy41PX80

Thanks a lot, it works perfectly!

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Conn

Post on Fri 29 Dec 2017 - 20:46 by Conn

Is this arcade, the one red did, just fixed, or anything else? I ask because I don't know whether I shall include the set in the first post... If so please tell me how.

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Relikk

Post on Fri 29 Dec 2017 - 20:55 by Relikk

It’s the arcade CPS1 soundtrack I did myself. Slightly better quality, volume is more arcade like and the loops are more efficient, there’s 100mb shaved off if you compare the file sizes between mine and Red’s. I did the same for SSF2, also.

Disregard the CPS2 at the end of the zip file posted here. That’s an error.

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Conn

Post on Fri 29 Dec 2017 - 21:23 by Conn

Hmm, can't access the mega link you posted, but could be a problem with my mobile. I nevertheless added your link to the first post, is it ok this way?
Please check if it is accessible.
I do not know what cps means, nor what the cps2 error might be.

If all is right, I could add your tnc set similarly.

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Relikk

Post on Sat 30 Dec 2017 - 4:57 by Relikk

CPS was the arcade hardware Capcom used for the their games. Later revisions with faster processors and better sound etc. were renamed to CPSII and CPSIII. SF2 revisions up to Hyper Fighting were on CPS1 hardware, Super SF2 was on CPS2 and SF3 was on CPS3. Aaaaannnyywwaayyyy... ZzzZzz...

The link is still available. I'll upload the SSF2 link to the relevant topic.

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Post on Thu 25 Jan 2018 - 16:58 by Señor Ventura

Awesome!!!... only left to fit the transitions of the music between rounds to be like the arcade, and then all the work will be done.

Good job!!

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Relikk

Post on Thu 25 Jan 2018 - 17:31 by Relikk

Looks like I've got work to do. Very Happy

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Post on Thu 25 Jan 2018 - 17:38 by Señor Ventura

Relikk wrote:Looks like I've got work to do. Very Happy

Nah, really is a very great job already.

P.D: I need a rom without header to patch, right?

Last edited by Señor Ventura on Thu 25 Jan 2018 - 17:40; edited 1 time in total

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Post on Thu 25 Jan 2018 - 17:39 by gizaha

Conn have some patches to fade out the volume. I didn't have the time to test them.

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Post on Thu 25 Jan 2018 - 17:43 by Señor Ventura

The game stays hung on black screen, What i have done wrong?.

It starts, sound the music (with the msu1), and then it stays stucked (but with music still sounding to the end).

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Relikk

Post on Thu 25 Jan 2018 - 18:45 by Relikk

Señor Ventura wrote:The game stays hung on black screen, What i have done wrong?.

It starts, sound the music (with the msu1), and then it stays stucked (but with music still sounding to the end).

Indeed. The same for me. IPS patch applied on top of an already patched ROM... Try to start a game from the title screen, then it black screens and the title screen PCM continues to play in the background.

Tested using BSNES and SNES9X. Same result on both.

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Conn

Post on Thu 25 Jan 2018 - 21:46 by Conn

Without having looked into the code... I had a v1 with header, maybe the code is built upon that old version?
If the problem persists I'll check tomorrow what's wrong.

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Conn

Post on Fri 26 Jan 2018 - 1:19 by Conn

It indeed works only with header.
Attached is a version for headerless rom, the zip contains 2 patches, one of them is merged with my patch (not tested, just checked the code - if you encounter problems let me know).

gizaha, feel free to edit/update your first post with this patch; usually roms do not have a header and most patches are for non-headered roms.

Fading addresses remain the same as for the turbo patch.
Attachments
Street Fighter II' Turbo Attachment
heave_damage_sf2t_msu1_noHeader.zip You don't have permission to download attachments.(1 Kb) Downloaded 9 times

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Relikk

Post on Fri 26 Jan 2018 - 4:29 by Relikk

Doesn't appear to be working on either patch. The heavy damage PCM's aren't playing.

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Post on Fri 26 Jan 2018 - 6:31 by Señor Ventura

I'm still having the same problem. I'm patching the same rom with different patches, and nothing changes.

There is not an explanation about remove headers in some thread over there?.

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Relikk

Post on Fri 26 Jan 2018 - 6:36 by Relikk

Relikk wrote:Doesn't appear to be working on either patch. The heavy damage PCM's aren't playing.

With regard to this... Do we need a new manifest with the correct memory addresses and the new file names for this to work properly? Probably not as it doesn't work on SD2SNES, either. I don't know about these things, though. Smile

Señor Ventura wrote:I'm still having the same problem. I'm patching the same rom with different patches, and nothing changes.

There is not an explanation about remove headers in some thread over there?.

Look for the No-Intro set of ROMs. They're always clean dumps and headerless.

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Post on Fri 26 Jan 2018 - 7:00 by Señor Ventura

Ok, i found a rom that accept the patches.

The game works fine, although after the music changes to "damage version", it doesn't come back to the original state when the new round begins, and it is still sonding until the combat ends.

I think it is due to the music never cuts between rounds.

But the work is really near to act like the arcade version, and this is really good.
Actually the music changes when the damage is high, and i think that it only left the music cuts later, and not when the combat just ends (that is the only thing that remains to do).

Good job, really really good job Wink

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Relikk

Post on Fri 26 Jan 2018 - 7:16 by Relikk

Strange. I can't get it to work at all. Are you using the v1 or the v1.1 ROM?

You probably need to hex edit the ROM and apply the fades and restarts on round change.


EDIT: Ok, so... The patch in its current state only works on the v1 ROM, not the v1.1.

Also confirmed that the fades work fine. Señor Ventura, you need to hex edit your rom with these values for arcade style...

Code:
theme restarts playing each round:
02/70316: f0 35 -> ea ea
02/703c7: ea ea ea -> 9c b7 1c
02/703e9: d0 1f -> 80 17


fade to zero each round transition instead fading to half:
02/704ab: 40 -> 00
02/704b1: 40 -> 05
02/704bb: 40 -> 00

Here are the heavy damage PCMs to match my release for this game for anyone that already has the stage themes and just needs the heavy damage themes:
https://mega.nz/#!FixjUbQY!0rr6P-60X28MtNlPjzgTHSFFdFV1tYw_90TJlgIBfno

And then a full release with stage themes and heavy damage combined (the original SF2 hack article will need to be updated with this link as the old one is redundant and no longer exists):
https://mega.nz/#!E3IlwC7Q!kd8ns2af-w8ffFPeb4WyX1UT6Im1IyDptgdm9lrPMkk

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Conn

Post on Fri 26 Jan 2018 - 10:01 by Conn

EDIT: Ok, so... The patch in its current state only works on the v1 ROM, not the v1.1.
Isn't the 1.1 exclusively the Europe PAL version, and v1.0 the usual US NTSC? I think I ported Super SF2, but not Turbo.

Everything alright now? The "It works!", "It doesn't work!" in this thread is confusing Confused
Very Happy

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Relikk

Post on Fri 26 Jan 2018 - 10:26 by Relikk

There is a later US revision in the No-Intro set.

Works for me now after patching the v1, yes.

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