Street Fighter Alpha 2
Zeldix :: MSU-1 Hacking :: MSU-1 Hacks Database :: Fighting :: Street Fighter
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20200310
Street Fighter Alpha 2
- Patch -
Patch (by gizaha - v.21/Oct/2022*):
- Code:
https://mega.nz/file/5iAyFDQL#3sxJTx0fyNmi7XHyJ-c7OHTqVpbUH0wd4maDLmuoGNo
- PCM Packs -
CPS2 Arcade Pack (by Relikk):
- Code:
https://1drv.ms/u/s!Ahue7izQZmouge1Xt9jctA5GVsLmtw
Arranged Pack (by Relikk):
- Code:
https://1drv.ms/u/s!Ahue7izQZmouge1YnhTEBwyr-HUIbQ
Alpha 1 CPS2 Arcade & Arranged Character Remixes Pack (by Relikk):
- Code:
https://1drv.ms/u/s!Ahue7izQZmouge1ZpXL6Maat4U40Bg
Original SPC Soundtrack Pack (by Relikk):
- Code:
https://mega.nz/#!Mjg10aAR!ZO6of_Yf32VUlJ_MKom58nNIiVwwIwatrVhgGZfNEyo
Alpha 3 Pack (by Cyber_Yagami):
- Code:
https://www.mediafire.com/file/pdpgkschbo45k7l/Street_Fighter_Alpha_2_%28SFA3%29_MSU-1.7z/file
- Track Map -
- Code:
https://docs.google.com/spreadsheets/d/16XaHd5GuETa66E4uoH-AdMzdcaTVdIV9_SXnM-RA4EI
- Changelog -
- Code:
20221021:
---------
- Fixed a bug with MSU data file
20221013:
---------
- Fixed a bug where the game would freeze after the announcer says "FIGHT!" when facing Zangief as an opponent
20220902:
---------
- Now both "Z" sequences have all frames
20210621:
---------
- Fixed black screen crash after some fights
- Added Shin Akuma ranking portrait
- Added Shin Akuma lose portrait at continue/game over screen
20210620:
---------
- Implemented optimisations from Min
- Simplified Shin Akuma selection code (removed the P2 "L,X,Y + Start" check at title screen)
20210614:
---------
- Fixed Raging Demon while "Round X"
- Charlie Nash stage plane physics (code taken from arcade)
- Vs. screen fade mimics arcade
- Fixed hang on double KO
20210507:
---------
- Sound glitch before announcer says "Round 1" fixed
- When Sagat throws Dan's father, now Dan's father has gravity instead of going all the way up
20210425:
---------
- KO circle more frames
- Z phase 2 more frames
- All data from moveset, hitboxes and AI are transferred uncompressed to MSU file
for faster loading before Z phase 2
- Very good speed tweaks, 13 vlines at double frames
- Stop walking at KO (based on arcade rules)
- Shadow palette before intro taunt, not during "fight"
- RNG code taken from arcade
20210404:
---------
- Fixed win pose sound
20210328:
---------
- Sodom stage Japan artwork (Guy and Birdie are bigger and doesn't fit)
- Before stage select green scrolling bg doesn't stop
- Reorder KO sequence.
- One frame shine at "Fight!"
- Enable score counting sound - Key skips (end of) score counting
- Enable Guy intro barrel sound
- Stars: Doesn't blink. - Tweak code to be faster and more smooth
- SPC tweak a bit faster load
- Gen stage splash sound only at water
- Winner screen, 60fps + xy moving sprite
- Put a small tweak to run in PAL @4 seconds: PAL speed turbo 1 (280 frames) almost matching US turbo 1 speed (285 frames). Tested it at SD2SNES (PAL), it's running smoother. More CPU time cause of 50fps
20210308:
---------
- Some more speed tweaks
- Super KO SFX enabled
- Many crash bug fixes
- Sodom name restored stats screen after fight
- Charlie name kept (instead of Nash), since US arcade uses Charlie
- 13 frames faster transition from z to stage
- Intro, Dan faster transition to Australia. Rocks stays
- Faster decompressor (move sets, before battle)
- Akuma Shun-goku-satsu KO animation speed and extended "frames"
- Fixed Dan's fathers frame
- Fixed Shin Akuma buggy frame (neutral jump lp) (Shin akuma wasn't meant to be playable, he has a chain combo while the arcade doesn't)
- More arcade accurate speed
- Music fade out after score counting
- Ryu vs. Sagat (CPU): Sagat starts closer and jumps backwards like arcade
- Akuma teleport second SFX (roar) enabled
- Akuma winning pose reorder (select+button)
20210202:
---------
- Many speed tweaks. Without SA-1
- Restore Nash/Sodom names (except after fight stats)
- Small changes, taken from arcade (like slomo duration after KO)
20210123:
---------
- Faster audio load, upload 2 bytes at the time instead of 1
- Tweaked audio engine for faster start of loading
- Disable some waste sample loads
- Title screen instant move selection after first start
- KO doesn't mute common sounds (punch etc)
- Timing changes in KO
- Super shine (background) length and frame rate like arcade
gizaha- Since : 2015-05-13
Street Fighter Alpha 2 :: Comments
Re: Street Fighter Alpha 2
Hi Gizaha
Good news!!
I made new tests here, applying the patch (sd2snes version) works perfectly on the SD2SNES.
The bug now only happens when applying the new patch (Now both "Z" sequences have all frames.).
Thank you for your support.
Last edited by jefcan on Wed 5 Oct 2022 - 23:57; edited 2 times in total
Good news!!
I made new tests here, applying the patch (sd2snes version) works perfectly on the SD2SNES.
The bug now only happens when applying the new patch (Now both "Z" sequences have all frames.).
Thank you for your support.
Last edited by jefcan on Wed 5 Oct 2022 - 23:57; edited 2 times in total
jefcan wrote:Hi Gizaha
Good news!!
I made new tests here, applying the patch (sd2snes version) works perfectly on the SD2SNES.
The bug now only happens when applying the new patch (Now both "Z" sequences have all frames.).
Thank you for your support.
Hello...
Goodnight...
I just tested it here and I was able to confirm a few things:
1 - this new patch ( sd2snes version (temporary until a bug is solved) ) is actually working on SD2SNES,
2 - but at some point randomly, an audio "bug" happens, that noise that happens in the SD2SNES in the absence of some PCM at a specific point in a game, like a ( MUTE PCM )
3 - I tested it with two audio packages, Arcade and Arranged tracks!
4 - more tests were done by others in our Facebook group here at Basil:
https://www.facebook.com/groups/444832642366248
"Edit: the noise happened when I was fighting Adon and Shin Akuma only, I was playing with Ryu!"
Last edited by VVV18 on Thu 6 Oct 2022 - 6:27; edited 1 time in total
Good Morning...
It is worth remembering that Brazil is the last and, if my memory serves me,
the only country in the world to still use the PAL-M system, created on 02/19/1972...
Source:
https://pt.wikipedia.org/wiki/PAL-M#:~:text=PAL%2DM%20%C3%A9%20o%20sistema,TV%20Piratini%20e%20TV%20Caxias.
It is worth remembering that Brazil is the last and, if my memory serves me,
the only country in the world to still use the PAL-M system, created on 02/19/1972...
Source:
https://pt.wikipedia.org/wiki/PAL-M#:~:text=PAL%2DM%20%C3%A9%20o%20sistema,TV%20Piratini%20e%20TV%20Caxias.
Tested the Zangief only patch on both my NTSC-U and PAL SNES', it freezes after "FIGHT" on both systems. Using an SD2SNES Pro and the latest v1.11.0b1 beta firmware.
Relikk wrote:Tested the Zangief only patch on both my NTSC-U and PAL SNES', it freezes after "FIGHT" on both systems. Using an SD2SNES Pro and the latest v1.11.0b1 beta firmware.
Can you somehow use a ntsc SD2SNES in PAL snes?
Like if you remove the sd2snes' case.
Thank you for the feedback.
There'd be no difference. It's the same PCB, regardless of region.
It might be worth checking to see if the problem is present on older, pre-beta firmwares.
It might be worth checking to see if the problem is present on older, pre-beta firmwares.
The only real differences between our setups is the SD2SNES board revision (as far as I remember you have an original SD2SNES), and maybe the chip revisions of the SNES consoles, themselves.
I just tested all the firmware revisions going back to v1.10.1 (I couldn't check v.1.10.0 as it just gave me a blank screen, and I can't go back any further as that's the earliest firmware version for the Pro revision), but there were no changes anyway. It still froze at the same spot.
I just tested all the firmware revisions going back to v1.10.1 (I couldn't check v.1.10.0 as it just gave me a blank screen, and I can't go back any further as that's the earliest firmware version for the Pro revision), but there were no changes anyway. It still froze at the same spot.
You're going the wrong way. Don't be in a rush.
I've sent a test rom to a user to test it.
I'm waiting him for answer.
I've sent a test rom to a user to test it.
I'm waiting him for answer.
He is polite. Please guys stop spamming this thread, it has 12 pages for nothing. Don't write something if is not important. If every user does that, then every thread would have hundrends of posts.
We identify a bug, we commented about this, i will fix it. No need to comment anything.
We identify a bug, we commented about this, i will fix it. No need to comment anything.
hello
just arrived
i now how to patch
but isnt woring either on snes9 or bxhawk
which emulator are ou gus using to run this patched rom?
just arrived
i now how to patch
but isnt woring either on snes9 or bxhawk
which emulator are ou gus using to run this patched rom?
I found a way to replicate the bug and found the problem.
It is a bug in sd2snes msu code, the famous data bug that was not fixed 100% in 1.11.0b1. It loads wrong AI data in Zangief, leading in hang.
I have an old leftover code of mine helping the sd2snes bug for any case. Disabling my code it works, but i don't trust sd2snes. It may crash in another point.
I tried instead of msu, putting the data in EXLOROM, can't access them.
I tried putting the data in SRAM file, bsnes unknown crash.
So i'm writing a test program to send to sd2snes programers to point exactly the bug and prove it.
It is a bug in sd2snes msu code, the famous data bug that was not fixed 100% in 1.11.0b1. It loads wrong AI data in Zangief, leading in hang.
I have an old leftover code of mine helping the sd2snes bug for any case. Disabling my code it works, but i don't trust sd2snes. It may crash in another point.
I tried instead of msu, putting the data in EXLOROM, can't access them.
I tried putting the data in SRAM file, bsnes unknown crash.
So i'm writing a test program to send to sd2snes programers to point exactly the bug and prove it.
I'm happy that you figured out I hope ikari may address this bug soon, but we know this can take ages. Until then I guess people have to use the sd2snes light version similar to killer instinct.
My fault. My failsafe code tried to read msu file after end of file and msu was confuzed.
Awesome Does it work on sd2snes now - means, shall we update First Post and delete the "sd2snes version (temporary until a bug is solved):" there?
Edit: relikk already updated OP, anybody please let us know whether the sd2snes version is longer needed or if it works now with the main patch
Edit: relikk already updated OP, anybody please let us know whether the sd2snes version is longer needed or if it works now with the main patch
Hi gizaha,
thank you very much for this awesome hack. But still with the latest release I experience some problems on the FxPak Pro.
1) Not reproducible: From time to time the screen freezes black. With the older version this was only during the Z animation, but now I have it during fights. This is new. Unfortunately, if I repeat everything, this freezing is not reproducible.
2) Reproducible: Fighting with Ryu in the Arcade Mode until you have to fight Ken in the third last fight. The fighters cannot approach each other, it seems like there is an invisible wall between them (but you can hurt your opponent). This is pretty weird and was not the case in the patch before.
Hopefully, this information helps you!
thank you very much for this awesome hack. But still with the latest release I experience some problems on the FxPak Pro.
1) Not reproducible: From time to time the screen freezes black. With the older version this was only during the Z animation, but now I have it during fights. This is new. Unfortunately, if I repeat everything, this freezing is not reproducible.
2) Reproducible: Fighting with Ryu in the Arcade Mode until you have to fight Ken in the third last fight. The fighters cannot approach each other, it seems like there is an invisible wall between them (but you can hurt your opponent). This is pretty weird and was not the case in the patch before.
Hopefully, this information helps you!
Hi Folks,
I also had the same issues on SD2SNES.
I also had the same issues on SD2SNES.
mamo wrote:Hi gizaha,
thank you very much for this awesome hack. But still with the latest release I experience some problems on the FxPak Pro.
1) Not reproducible: From time to time the screen freezes black. With the older version this was only during the Z animation, but now I have it during fights. This is new. Unfortunately, if I repeat everything, this freezing is not reproducible.
2) Reproducible: Fighting with Ryu in the Arcade Mode until you have to fight Ken in the third last fight. The fighters cannot approach each other, it seems like there is an invisible wall between them (but you can hurt your opponent). This is pretty weird and was not the case in the patch before.
Hopefully, this information helps you!
Last try with use of msu file.
Sd2snes msu code has bug in reading data. Period.
Please use the new msu file i enclosed.
Many thanks to mamo and Conn for helping to solve it the same day.
Sd2snes msu code has bug in reading data. Period.
Please use the new msu file i enclosed.
Many thanks to mamo and Conn for helping to solve it the same day.
Hi gizaha! Great Work, but I have issues. When selecting Shin Akuma for P1 (start+select over Akuma), to play against the CPU; the CPU plays against itself and P1 cannot do anything.
I don't have control about character selected. Even after repatch the clean rom with 'ATTACHMENTS 20221021.zip'.
PS3 Slim with CFW Rebug Lite 4.86.1
Retroarch CE (unnoficial)
Core: 1.10.0 - Snes9x - Current (1.61 d2959e0)
I can try to make a savestate on the character selection screen if I wish, but even between the same platform I don't know if there will be compatibility.
I don't have control about character selected. Even after repatch the clean rom with 'ATTACHMENTS 20221021.zip'.
PS3 Slim with CFW Rebug Lite 4.86.1
Retroarch CE (unnoficial)
Core: 1.10.0 - Snes9x - Current (1.61 d2959e0)
I can try to make a savestate on the character selection screen if I wish, but even between the same platform I don't know if there will be compatibility.
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