Street Fighter Alpha 2

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20200310

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Street Fighter Alpha 2 - Page 3 Empty Street Fighter Alpha 2







- Patch -

Patch (by gizaha - v.2021/06/21*):
Code:
https://mega.nz/file/QqxDHYKY#Yl4NX3qmqpJBNM5GaxKt8fp3x8JFWQxTCnUFcX5hcMM
*Changelogs at the bottom of this post.

sd2snes version (temporary until a bug is solved):
Code:
https://mega.nz/file/ovwkQKJS#lGmfxQ7h_PxbiEXwG8Sur9N7PW7eG0z7GejF_9GfdZY


- 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 -

Track Map Updated 03-09-2020:
Code:
https://docs.google.com/spreadsheets/d/16XaHd5GuETa66E4uoH-AdMzdcaTVdIV9_SXnM-RA4EI/edit?usp=sharing


- Changelog History -

Code:
Latest - 20210621:
------------------
- Fixed black screen crash after some fights
- Added Shin Akuma ranking portrait
- Added Shin Akuma lose portrait at continue/game over screen


20210620:
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- 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
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gizaha

Street Fighter Alpha 2 - Page 3 Image111

Since : 2015-05-13

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Street Fighter Alpha 2 :: Comments

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Post Thu 4 Feb 2021 - 14:16 by gizaha

You're welcome. I wish you enjoy the game.

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Relikk

Post Fri 5 Feb 2021 - 6:10 by Relikk

Minor bugs I've noticed... On the title screen when selecting Arcade Mode sometimes you hear the cursor/select FX after you've pressed start on Arcade Mode and heard the confirm FX.

There's a red background on one of the intro screens when it should be black.

https://i.imgur.com/by9p9OS.png

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Post Fri 5 Feb 2021 - 6:18 by Señor Ventura

In this game, from ever, the sound fx doesn’t play allways, sometimes fails. Maybe could be because of this.

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Post Fri 5 Feb 2021 - 12:50 by gizaha

Señor Ventura wrote:In this game, from ever, the sound fx doesn’t play allways, sometimes fails. Maybe could be because of this.

Please someone translate this.
What is "from ever", if "from ever" includes stock rom, if this statement (translated) is real, which "sound fx" and what's "because of this" referred to.

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Post Fri 5 Feb 2021 - 15:30 by gizaha

Relikk wrote:Minor bugs I've noticed... On the title screen when selecting Arcade Mode sometimes you hear the cursor/select FX after you've pressed start on Arcade Mode and heard the confirm FX.

There's a red background on one of the intro screens when it should be black.

https://i.imgur.com/by9p9OS.png


Thanks for noticing.
I know the confirm sfx bug. I will spend some time, if it's hard it's minor, i will let it.
Red Intro bug fixed quickly. All intro had bugs.

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Post Fri 5 Feb 2021 - 17:54 by Señor Ventura

gizaha wrote:
Señor Ventura wrote:In this game, from ever, the sound fx doesn’t play allways, sometimes fails. Maybe could be because of this.

Please someone translate this.
What is "from ever", if "from ever" includes stock rom, if this statement (translated) is real, which "sound fx" and what's "because of this" referred to.

Stock rom.

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Post Fri 5 Feb 2021 - 21:01 by ErivandoBR

Now it's perfect! Thank you!

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Post Fri 5 Feb 2021 - 23:05 by niuus

gizaha wrote:
Relikk wrote:Minor bugs I've noticed... On the title screen when selecting Arcade Mode sometimes you hear the cursor/select FX after you've pressed start on Arcade Mode and heard the confirm FX.

There's a red background on one of the intro screens when it should be black.

https://i.imgur.com/by9p9OS.png


Thanks for noticing.
I know the confirm sfx bug. I will spend some time, if it's hard it's minor, i will let it.
Red Intro bug fixed quickly. All intro had bugs.
Awesome version!

A quick bug i couldn't reproduce again: playing with Ken, i got up to the fight against Rolento. The CPU started Rolento's Special move, and the screen went black, only music. Using Snes9x 1.52

Playing pretty smooth.

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Conn

Post Sat 6 Feb 2021 - 3:25 by Conn

Just for the records, I update always the first post automatically if a new version is released, so people without registering can download it too (attachements are only downloadable by registered users).
If I miss a update, feel free to pm me Smile

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Relikk

Post Sat 6 Feb 2021 - 4:35 by Relikk

niuus wrote:Using Snes9x 1.52

I suppose it might depend on what platform you're on, but why 1.52? 1.60 has been out since April 2019.

https://github.com/snes9xgit/snes9x/releases/tag/1.60

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Post Sat 6 Feb 2021 - 10:10 by gizaha

Relikk wrote:
niuus wrote:Using Snes9x 1.52

I suppose it might depend on what platform you're on, but why 1.52? 1.60 has been out since April 2019.

https://github.com/snes9xgit/snes9x/releases/tag/1.60

It's not the case, you cannot crash the rom with an old emulator.
I've made some very aggressive tweaks in order to gain speed, fast.
I have doubts for many of them. I suggest using bsnes debugger* so if you find a bug, press backspace (rewind) and then save state**. Then you can send me the save state and fix it in 2 minutes***.

*suggestion
**reason for the suggestion
***how my suggestion would fix the problem and how fast

I bet even now it's not clear.

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Relikk

Post Sat 6 Feb 2021 - 10:15 by Relikk

I wasn't suggesting the emulator is the cause, but using an emulator that's probably ten years old at this stage, compared to a newer and stable version is a bit weird. Does 1.52 even support MSU1 audio? If it's that old, probably not. But again, the version number they gave probably depends on the platform they're using the emulator on and whether that is all there is available to them, and if it supports MSU1.

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Post Sun 7 Feb 2021 - 7:44 by gizaha

Relikk wrote:On the title screen when selecting Arcade Mode sometimes you hear the cursor/select FX after you've pressed start

The sample "street fighter" etc is playing. The audio loading engine is fast and overwrites the "street fighter" data with confirm sfx.
Also you can press instantly the second start (i remove a delay it had).
If i fix it, then "ko" or "perfect" would mute an already playing sample and i want to change their orientation some time to match arcade.

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alex_tenjo

Post Sun 7 Feb 2021 - 11:44 by alex_tenjo

@Conn I will give you my reasons, however I am not sure that you could pick one of them as a valid reason because they are all trivial.

- I play the Japanese version since I have start to play that game (and it is the same for all the Street Fighter II games on that console). I have patched the Japanese versions of the three other games.
- Dictator's name is Vega not M.Bison. I had warn you that my reasons are trivial, but the fact is I am usually uncomfortable with the "localisation" work made by NoA and by some of the local studios subsidiaries (most of the contents of those localisations are also follow-up in Europe by the way).
- Finally, the only Street Fighter Alpha 2 cartridge I own is a Japanese one, even if I do not own all cartridges of all the other ROM present on my SD2SNES Pro, when I own one I prefer sticking to it. Even if it is considered piracy still, I think patched its own games is different to patch downloaded games. Many could think that my way of considering it might be cynic or irrelevant, but I do not care, it makes sense for me.

I temporary stop trying to port the gizaha code because it seams that more versions will come in the future. However when a final version will be released, I will try to use the asm files gizaha provides (thanks to pepillopev who explained me how to do it last year). I will try to port what I could without conflict/issue, to the Japanese version and dropped the features I do not manage to handle.

Anyway, thanks for your offer to port it for me Conn.

@gizaha Because your last response line is "End of conversation", my below comments will not require any reply.

1) I fully agree with you about the 60fps native speed of the game (and because of you also "compare with arcade sfa2 code" it is a solid proof of what you wrote). I do not imagine why any Japanese developer would bother to code a game in PAL while living in a NTSC area in addition to the fact that games are first developed for 60fps customers. This is more questionable when games are made by European studios, and I am still wondering how several titles have been coded in the first place, but it is another story. My point, when I wrote lines about "gaming memories" for PAL gamers, are not about the legitimating of 60fps (and by reading you, I think we both have the same conclusion about that matter), but it is the fact that some European gamers might have habit to play it in a PAL format and do not want to play a 60fps version (which once again is absolutely not my case but I respect that way of thinking). This is the single and only reason why I have ask you if can consider to port it in PAL.
2) My above reply to Conn explains why I would like that game in Japanese (thanks for restoring the right name of "Katana" by the way).
3) Understand, I will not post you code any further. However, I would like to point that I had follow your instructions about: "good luck", "reasons", "ctr+f", "revisions" and trying to do it myself. About "revisions" it does not seem to have different one known for that particular Japanese game (if you do not considered the Virtual Console one).
4) Fully agreed, that is why I will stop trying until your final version.
5) I have played your new patch, thanks again for your work, it is sensational to see what you managed to achieve so far.

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Conn

Post Sun 7 Feb 2021 - 14:09 by Conn

Yes it's alright, if gizaha releases a patch you want me to port (+/- bugfree) , write a pm and I do that... Without guarantee I succeed 😂

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alex_tenjo

Post Sun 7 Feb 2021 - 17:00 by alex_tenjo

Super nice proposition, many thanks Conn.
If gizaha wants to push its patch further, then I will try to port what I can at first and asked you when I get stuck ^^.

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Post Sun 7 Feb 2021 - 17:14 by gizaha

The problem is that i change the existing codes every day. For better or for simpler.

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alex_tenjo

Post Sun 7 Feb 2021 - 17:53 by alex_tenjo

No problem, there is no hurry, please just let me know when you think you have finish to implement all you want to do. I will try on that time.
When I first asked you, I had no idea that you plan to improve your path any further (even if the fact that you asked for the "all-time-winner method of Capcom" instead of numbers for your versions is an obvious clue... sorry to do not paid attention to that on the first place). Now that I am aware, trying to port your transitional patches due to their volatile nature does not obviously seem to be a good idea. I just need to wait for your more advanced patch. Many thanks for your last message.

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Post Sun 7 Feb 2021 - 19:22 by niuus

Relikk wrote:I wasn't suggesting the emulator is the cause, but using an emulator that's probably ten years old at this stage, compared to a newer and stable version is a bit weird. Does 1.52 even support MSU1 audio? If it's that old, probably not. But again, the version number they gave probably depends on the platform they're using the emulator on and whether that is all there is available to them, and if it supports MSU1.
Hmm, it kinda reads like you're being conflictive just because, though i think and hope that is not the case.

The code i use for Snes9xRX on Wii is based on 1.52, with many newer commits cherry picked for it, including (of course, this should be a given) MSU-1 support which i enjoyed a lot testing Qwertymodo's code and bringing it over to RX. I love playing on my Sony PVM and the Wii is already an almost perfect 240p machine, so yes, there is a specific and valid reason for me mentioning 1.52 and playing SNES games there, since i do not own yet a SD2SNES/FXPAK PRO to use on my original hardware.

If i would have been able to successfully reproduce the bug, i would have gone over my PC to confirm that it is still happening on 1.60, and even on bsnes or higan, as i do all the time.

Newer code doesn't always mean better for a specific underpowered platform.

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Relikk

Post Sun 7 Feb 2021 - 19:33 by Relikk

niuus wrote:The code i use for Snes9xRX on Wii is based on 1.52

There we go. The missing piece of the puzzle, and as I speculated it was based on the hardware platform you were using. Your bug report had neither RX or Wii in it, which lead me to assume you were using an emulator that was ten years out of date.

More information helps when submitting bug reports. Not a lot of hack developers here would use Wii emulators for playtesting.

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Post Sun 7 Feb 2021 - 19:42 by niuus

Relikk wrote:
niuus wrote:The code i use for Snes9xRX on Wii is based on 1.52

There we go. The missing piece of the puzzle, and as I speculated it was based on the hardware platform you were using. Your bug report had neither RX or Wii in it, which lead me to assume you were using an emulator that was ten years out of date.

More information helps when submitting bug reports. Not a lot of hack developers here would use Wii emulators for playtesting.
I am NOT submitting a bug report. Again, as i clearly stated, if it would have been reproducible i would have already researched about it on other newer emulators. I mentioned it because anyone else on the forum could have experienced it and noted a pattern worth investigating. Nobody is even saying that Wii emulators should be used for "playtesting", that's pure nonsense.

I don't get your conflict dude, but okey, i hope you can relax now. Cheers anyway! The thread can go on about his usual business. Very Happy

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Relikk

Post Sun 7 Feb 2021 - 19:46 by Relikk

Language barriers, obviously. There is no conflict.

Yeah, cheers.

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Cyber_Yagami

Post Sun 28 Feb 2021 - 21:44 by Cyber_Yagami

Alpha 1 CPS2 Arcade & Arranged Character Remixes Pack (by Relikk) link down Sad

Do you guys have another link?

Thanks in advance

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Post Sun 28 Feb 2021 - 21:54 by marcellodash

Hello guys, hi Gizaha, thank you for the excellent sdd-1 sfa2 patch.
well I really liked the improvements and saw that the game reached its limit in snes.
Well I applied the following improvements since I don't have sd2snes where I didn't choose msu-1 Smile
incsrc "C:\SFA2\fix intro timing.asm"
incsrc "C:\SFA2\select gouki with select+start.asm"
incsrc "C:\SFA2\spc load 2 bytes at a time.asm"
in the above I changed the directory without problems with the source distributed by the author.

Now I couldn't apply these improvements by isolating the sound for msu-1 Sad
in this patch.
incsrc "C:\SFA2\fix intro timing.asm"
incsrc "C:\SFA2\select gouki with select+start.asm"
incsrc "C:\SFA2\spc load 2 bytes at a time.asm"
incsrc "C:\SFA2\tweaks.asm"
incsrc "C:\SFA2\transfer to oam.asm"
incsrc "C:\SFA2\restore player names.asm"
incsrc "C:\SFA2\cpu_usage.asm"
incsrc "C:\SFA2\stage mods.asm"

Well, in addition to the current code requiring the same directory as the source code where it looks like this Sad
example: ! hacks = "R: \ msu games \ sfa2"
the .bin image files are somewhat linked to the directory address
its destination cannot be changed, in this case i am on windows 10 and use "c: \ sfa2".
so I couldn't take advantage of these improvements Sad

!hacks = "R:\msu games\sfa2"

incsrc "!hacks\audio tweaks.asm"
incsrc "!hacks\msu music.asm"
incsrc "!hacks\fix intro timing.asm"
incsrc "!hacks\select gouki with select+start.asm"
incsrc "!hacks\spc load 2 bytes at a time.asm"
incsrc "!hacks\tweaks.asm"
incsrc "!hacks\transfer to oam.asm"
incsrc "!hacks\restore player names.asm"
incsrc "!hacks\cpu usage.asm"
incsrc "!hacks\stage mods.asm"

I renamed it for this Sad win10 Sad

incsrc "C:\SFA2\fix intro timing.asm"
incsrc "C:\SFA2\select gouki with select+start.asm"
incsrc "C:\SFA2\spc load 2 bytes at a time.asm"
incsrc "C:\SFA2\tweaks.asm"
incsrc "C:\SFA2\transfer to oam.asm"
incsrc "C:\SFA2\restore player names.asm"
incsrc "C:\SFA2\cpu_usage.asm"
incsrc "C:\SFA2\stage mods.asm"

Just a little courage to fix this, but the .bin files intended for this line are fixed at "R: \ msu games \ sfa2"
so:
"R:\msu games\sfa2"
incsrc "!hacks\stage mods.asm

When I change directories I cannot change the destination of .bin image files
it is not right like this Sad
incsrc "C:\SFA2\restore player names.asm"

So I have a directory error, but as I said and just think about it and make the changes
but it turns out that when I isolate the msu-1 audio settings codes, I don't perform as expected
and complete with all the codes applied together, that is, I did not want to use PCM audio in sd2snes in MSU-1 mode.
Well I was not able to enjoy the performance when I stop using the audio improvements.
example: incsrc "! hacks \ msu music.asm"
a pity because I didn’t want to use PCM studios and wanted to keep the original sfa2 studios,
and then I know that to have this, Gizaha would have to edit the code leaving the normal audios and distribute the patch again.
so I thank the author or a good Samaritan committed to doing this. Confused

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Relikk

Post Mon 1 Mar 2021 - 3:11 by Relikk

Cyber_Yagami wrote:Alpha 1 CPS2 Arcade & Arranged Character Remixes Pack (by Relikk) link down Sad

Do you guys have another link?

Thanks in advance

The link should be fine. Can you see if you can access any of the other two OneDrive links (arcade or arranged)? If you can't then try another browser, or there could be a temporary issue with your ISP and OneDrive.

There's a backup link for all of my audio packs here: https://mega.nz/folder/E65AASST#aySu1IwT10F6tQMrUyX02w

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