It looks like
@_VGen_
has greatly upgraded their search engine! Before, I could only search tags that were previously defined, which made it difficult to find services in certain categories.
But now, there's all sorts of filters you can choose from.
Oh shoot! It's Raphael from Teenage Mutant Ninja Turtles: Tournament Fighters for the Super Nintendo in Street Fighter II! Had some issues with the sprite indexing. This was simply an extra series of sprite insertions I made, for demonstration purposes. You can download the IPS
Here are Mai Shiranui's color palettes in a ROM Hack of Sega Genesis Super Street Fighter II in progress! Most of them are based on her palettes from the Fatal Fury and King of Fighters games. Order goes as: LP, MP, HP, LK, MK, HK, Start, Hold
Chun Li's Close Standing Heavy Kick becomes a launcher, and her Diagonal Jumping Heavy Kick can hit twice. I removed a 1x1 hitbox between Diag 's hits that prevents it from hitting twice.
Fatal Fury 2 (Genesis) Codes:
04F6:C000/AACA-AB10 Enable Juggles by Default
04FA:001C/DTCA-AAH4 Enable Juggles by Default
You can also use RAM Code FF001C:C000 to turn on Juggles.
Started hacking the music in the Genesis version of Super Street Fighter II. I increased the tempo on some of the music and changed a few instrument choices. I also made the Options Menu change the RNG.
Guile gets his proper Crouching Light Punch sprites, instead of recycling his Crouching Medium Punch sprites in the Genesis version of Super Street Fighter II! The sprites were made by Luis Ramรญrez, with my own tweaks to them.
So I wanted to give Ken his unique S. HK sprites from Super Turbo. I spent at least 6 hours manually piecing together 5 new S. HK sprites. Later, I found that the edits I made also affected Ryu's sprites. Which means that Ryu & Ken's sprites share tile maps but not art pointers.
How Akuma's sprite would look with Ryu or Ken's existing tile maps in Genesis SSF2, using his sprite made by Luis Ramรญrez. Part of his hair is missing!
Guile's Neutral Jumping Medium Kick has his active sprite placed way above his collision boxes in the Genesis port of Super Street Fighter II. I went ahead and fixed its height to match the hitboxes further.
Sagat becomes a hybrid of Super Turbo's Old and New Sagat. He has Old Sagat's Special Cancels and Tiger Shot Frame Data, and New Sagat's crossup and faster Close S.HP startup. His Tiger Shot Hurtboxes are between Old & New Sagat.
Started improving the vertical positions of Roll's sprites with a slapdash solution, in an upcoming ROM Hack of the Genesis version of Super Street Fighter II.
Fei Long makes a Chicken Wing and channels a bit of KOF95 Iori! Get the reference I inserted in the background? Super Street Fighter II (Genesis) Juggle Combos.
Average Arcade Run with E. Honda. Juggles make his Hundred Hand Slap too overpowered, which I can't figure out how to balance around the inclusion of juggles, especially when HHS can be steered.
#StreetFighter
#SegaGenesis
Street Fighter II': Special Champion Edition Code:
2D4FC2:8182/TKHW-4DGC Make Zangief's Stage Music Tempo closer to the CPS-1 Arcade Version
SCE handles its sound in a completely different way from Genesis SSF2. I still don't know the actual Tempo RAM Address in SCE, like SSF2.
Emily's Insane Combo Potential, she might be like using Zabel in Vampire Savior or Magneto in X-Men vs. Street Fighter and Marvel vs. Capcom 2 in a way.
Super Street Fighter II (Genesis) Code:
021A9E:FE43/JNPA-F768 Vega's Punch Back Flip moves forward instead of backwards
With Air Specials, it's fun to cancel wall jumps into Back Flips! "Yodel!"
Here's more Music Hacking of the Genesis version of Super Street Fighter II! Showing a few more stages with changes to the instrument choices, including Guile's theme.
Roll, in Super Street Fighter II?! I also imported Guile's 3rd stance sprite tiles from the SNES versions of SF2, giving his legs on his stance more motion.
Emily from Unholy Night: The Darkness Hunter occupies Fei Long's character slot in my ROM Hack of Sega Genesis Super Street Fighter II! I decided to show her off in an extremely early state, considering how few sprites she had in the game she came from.
The Russian Beat! Zangief's Jumping Light Kick uses his Cossack Dance sprite, and his Jumping Medium Kick uses his Close Standing Medium Kick sprites. Now, only his Jumping Heavy Kick uses the "dropkick" sprites.
I tried making a different location in the ROM execute the code, and now Roll's extra impact freeze, Puny Peach bounce and scoring work together! However, Puny Peach gives 10,000 extra points to Player 1 on contact when facing left, which wasn't intended.
016FEA:055C & 017116:055C Shotos' Ground & Air Tatsumaki's play their spin sound alongside the activation voice clips. The jump subroutine(?) code is taken from Dhalsim's teleport.
By request of
@ITCHYisVegeta
, here are a few more juggles in Super Street Fighter II on Genesis! I used
@BillytimeG
's Tiger Knee motion codes to make it easier to perform.
I am sorry to announce that my Genesis SSF2 ROM Hack can't go together with
@BillytimeG
's High Score Save RAM Hack of the game. I started comparing Hex Values between unmodified Genesis SSF2, the High Score Save RAM Hack and my Hack, and found that the juggle quota code I
Roll now faces the other direction when she walks backwards, like Mega Man does in Marvel vs. Capcom. I could insert a few of her backwards walk sprites, but I want to use the few sprite slots I have available for Blanka's character slot for other things (e.g. Puny Peach startup)
To let people know, I'm pretty much finished with editing the character endings in an upcoming ROM Hack of the Genesis version of Super Street Fighter II, with one exception. Won't spoil the changes to them yet!
As I was playing my ROM Hack in progress of Genesis SSF2, I spotted a few more tile map errors:
Sagat Tiger Knee 2nd Hit has a piece of his back leg disconnected.
Cammy C.LP Hit looks like its body is separated.
I updated the TCRF article for this game with the sprites.
Looking through a Zangief spritesheet I made, I found even more misplaced tile maps on one of his Genesis/MD sprites. His knee drop attack looks quite different between SNES and MD SSF2.
I gave up trying to replicate how this sprite is in the SNES version. The most I could do
Did you know? In Super Street Fighter II, each character has 8 predefined Arcade Ladder Arrangements (at least in the Genesis version). Mirror Matches of the CPS-1 cast are typically among the 9th-12th opponents in the Genesis-exclusive Expert Mode.
Cammy's sprites and palettes have been edited, so that her beret uses 2 palette entries, like in Born2SPD's Super Turbo ROM Hack, New Legacy. These took hours upon hours to edit.
When I first wanted to see if I could make Super Turbo Old Sagat's special cancels possible in the SNES and Genesis ports of SSF2, I never intended to go so far in ROM Hacking the game. But somehow, I got inspired and motivated to dig deeper in creating my own Street Fighter II.
How has the beta for
#SNES
#TMNT
Tournament Fighters not been documented on TCRF yet? There are such huge differences from the final game!
Several music that didn't make it in, simpler main menu, different stage backgrounds, Turtles in Time voices, etc. Shout outs to
#TMNTxJL
In the Genesis version of Super Street Fighter II, RNG only changes on startup, during matches, at the High Scores, and after choosing a character. Whereas the SNES version changes RNG every frame, even in other menus. RNG affects things like damage rolls and tournament brackets.
Temporary Subtitle! The Game Speed defaults to 3 stars, like in SNES/Genesis Hyper Fighting/Special Champion Edition's Turbo/Hyper Mode, and pretty much a competitive standard for Super Street Fighter II Turbo.
The Debug Menu can also be accessed by selecting options, while
Heavy Nova (Genesis) Codes
390:4E71 (REBT-A6YT) Prevent Intro from changing Character Value
952:6002 or 956:4E71 (REET-A6W0 or ATET-AA4W) Infinite Continues
12CEC:00?? (??0A-CAHN) Player 1 Robot (Sega Logo)
Heavy Doll Values
00 Idar
01 Idarl
02 Trol 1
03 Trol 2
04 Garo
05 Garo
Super Street Fighter II (Genesis) Codes: Blanka's Vertical Ball ascends differently, and kara cancelling a normal into it seems to make it go higher. It might make the move better or worse at avoiding projectiles:
018506:323B/HRCT-DEJG
018508:00DE/54CT-CAAJ
Here's a spritesheet of E. Honda in Genesis SSF2! Sprites were captured via the game's Object Test, edited grab react animation and a macro.
Be careful with editing his sprites, some sprites share art pointers with each other. HHS sprites seem to depend on previous sprite usage.
Zangief gets his proper Lariat startup sprite in a ROM Hack of the Genesis version of Super Street Fighter II. (Sprite Tile Mappings are hard, I shall try to fix the arm later)