Super Street Fighter II: The New Challengers
Zeldix :: MSU-1 Hacking :: MSU-1 Hacks Database :: Fighting :: Street Fighter
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20170826
Super Street Fighter II: The New Challengers
- Patch -
Patch (v6 - Heavy Damage Added) (by Conn & Cubear):
- Code:
https://mega.nz/file/k2ZgTQ6Z#hj6ALusPB8jKAYeFaDon0ydr5L5HGtnlGykkeTDfjTw
Old 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/AyYGWAhA#IzB5CGvj7l_g9Vmr_VSvVL6K5ruz3M6NNyUv4emTQFc
3DO Arranged PCM's (by Relikk):
- Code:
https://mega.nz/file/RyIATRgK#uQN68329c3UHy0SDhycb0-7oAMFnN9rDIr0YY8e13B0
MS-DOS CD Arranged PCM's (by Relikk):
- Code:
https://mega.nz/file/oiZXgKDC#su3wk1IJ-qSZhx4PAYFdNDqosZAXWjF3vtl7L7T6a_s
HD Remix Arranged PCM's (by Relikk):
- Code:
https://mega.nz/file/VuACxTrY#ifn7yfflOF3xAO_H7T44GhKmTUIdophbGlqgiiQJiVo
Last edited by RedScorpion on Thu 22 Mar 2018 - 17:18; edited 1 time in total
Super Street Fighter II: The New Challengers :: Comments
Re: Super Street Fighter II: The New Challengers
Patch v5 fading adjustment:
Last edited by Conn on Tue 26 Dec 2017 - 9:04; edited 3 times in total
Instructions:
1, open your patched rom in a hex editor
2, press Ctrl+G
3, type in the address in hex, e.g., 0x3fece5 for theme restart (instead 03/fece5)
4, you should see then e.g., d0 0f there, change it to 80 07
5, safe the rom
---------------------------------------
theme restarts playing each round:
03/fecf5: D0 1f -> 80 17
fade to zero each round transition instead fading to half:
03/fedbb: 40 -> 00
03/fedc1: 40 -> 05
03/fedcb: 40 -> 00
keep full volume each round transition instead fading to half:
03/fedbb: 40 -> ff
03/fedc1: 40 -> fb
03/fedcb: 40 -> ff
Last edited by Conn on Tue 26 Dec 2017 - 9:04; edited 3 times in total
This works pretty well now and is more arcade like with the last option.
Thanks very much!
- Code:
keep full volume each round transition instead fading to half:
03/fedbb: 40 -> ff
03/fedc1: 40 -> fb
03/fedcb: 40 -> ff
Thanks very much!
The game's music stops when double k.o occurs. in the first round, the game runs out of music.
This happens in the super street fighter and in the street fighter 2 turbo.
I tested in sd2snes and snes9x 1.55
text original in portuguese.
A música do jogo pára quando ocorre double k.o. no primeiro round, o jogo fica sem música.
Isso acontece no super street fighter e no street fighter 2 turbo.
This happens in the super street fighter and in the street fighter 2 turbo.
I tested in sd2snes and snes9x 1.55
text original in portuguese.
A música do jogo pára quando ocorre double k.o. no primeiro round, o jogo fica sem música.
Isso acontece no super street fighter e no street fighter 2 turbo.
ok, it should be fixed now if you download v3 from first post. Time out (draw) was also affected.
I also corrected the fading adjustments (the hex address where to change what)
I also corrected the fading adjustments (the hex address where to change what)
Hello friend Red Scorpion, good first of all congratulations for the excellent work now we can play Street Fighter with sound of Arcade !!!
I did a color hacker from Super Street Fighter where I left the graphics closer to Arcade.
This hacker was not made based on the American version and this prevents us from using Msu-1 on it, however it would be epic if we could add its msu-1 version to this rom because we would have better graphics with cd quality sound for everyone to play and have fun
So I would like to know if you would mind making an Msu-1 version for this Rom.
Here my version already ready with your Msu-1 included.
I did a color hacker from Super Street Fighter where I left the graphics closer to Arcade.
This hacker was not made based on the American version and this prevents us from using Msu-1 on it, however it would be epic if we could add its msu-1 version to this rom because we would have better graphics with cd quality sound for everyone to play and have fun
So I would like to know if you would mind making an Msu-1 version for this Rom.
Here my version already ready with your Msu-1 included.
It was me who did the code, your project sounds interesting. Which version did you take?
Porting it for your version should be quite easy. If you look in the asm you find 4 hooks from the original code:
Edit:
This is your patch, right?
https://translate.google.de/translate?hl=de&sl=pt&tl=en&u=http%3A%2F%2Fromhackers.org%2Fmodules%2FPDdownloads0%2Fsinglefile.php%3Fcid%3D41%26lid%3D72
Patch:
http://www.romhackers.org/descargas/hacks/[SNES]%20Super%20Street%20Fighter%20II%20-%20Cores%20Arcade%20(Super%20Street%20Fighter%20II%20Hack)%20[H-Proteus%20G-Nenhum]%20[A-2016].zip
I've seen you're using the (E) version. Below is my ported code.
Non-header, Super Street Fighter 2 - The New Challengers (E) [!].sfc
Porting it for your version should be quite easy. If you look in the asm you find 4 hooks from the original code:
- Code:
org $C0000E
jsl boot
org $C00B8C ; native hook to induce track change
JSL msuRoutine ; there is no free space in rom, these are ascii credits overwritten which are not used
NOP
org $C00E5A ; mute spc in case new track s introduced
JSL pause
org $C001A3
JSL nmi
Edit:
This is your patch, right?
https://translate.google.de/translate?hl=de&sl=pt&tl=en&u=http%3A%2F%2Fromhackers.org%2Fmodules%2FPDdownloads0%2Fsinglefile.php%3Fcid%3D41%26lid%3D72
Patch:
http://www.romhackers.org/descargas/hacks/[SNES]%20Super%20Street%20Fighter%20II%20-%20Cores%20Arcade%20(Super%20Street%20Fighter%20II%20Hack)%20[H-Proteus%20G-Nenhum]%20[A-2016].zip
I've seen you're using the (E) version. Below is my ported code.
Non-header, Super Street Fighter 2 - The New Challengers (E) [!].sfc
- Attachments
Conn wrote:This is your patch, right?
https://translate.google.de/translate?hl=de&sl=pt&tl=en&u=http%3A%2F%2Fromhackers.org%2Fmodules%2FPDdownloads0%2Fsinglefile.php%3Fcid%3D41%26lid%3D72
Patch:
Yes !!! , this is my patch, here the rom already with ips applied.
link removed due to copyright policies
I'd like you to do a msu-1 version for her, so we'd get better sounds and better graphics as well.
Sorry, I had to remove your link - we are only allowed to provide patches, but complete roms are forbidden!
If my patch (sent above) works, you can attach a merged patch (msu(E) + Arcade(E)) however and I'll provide it at the main post
If my patch (sent above) works, you can attach a merged patch (msu(E) + Arcade(E)) however and I'll provide it at the main post
The link from my rom Super Street Fighter Colors Arcade with Ips applied is in the description of this video.
I do not know if your Msu-1 patch works because I do not know how to apply it
I do not know if your Msu-1 patch works because I do not know how to apply it
There is a hack with the correct colors, and new sounds from the arcade (the sound of the punches, that now sounds heavier).
I do not know if your Msu-1 patch works because I do not know how to apply it
Umm... I attached 2 files in that zip, the ips and the asm with the source code. Simply appy the ips.
Alternatively, simply apply below ips patch, it is your arcade graphics merged with the english msu1 version (non-header).
- Attachments
Señor Ventura wrote:There is a hack with the correct colors, and new sounds from the arcade (the sound of the punches, that now sounds heavier).
Where's that one?
Relikk wrote:Señor Ventura wrote:There is a hack with the correct colors, and new sounds from the arcade (the sound of the punches, that now sounds heavier).
Where's that one?
Here:
Is incredible how changing the colors now the characters seems bigger.
Señor Ventura wrote:Relikk wrote:Señor Ventura wrote:There is a hack with the correct colors, and new sounds from the arcade (the sound of the punches, that now sounds heavier).
Where's that one?
Here:
Is incredible how changing the colors now the characters seems bigger.
Yes, it was me who did this version too, actually I make many types of hackcolor including I'm doing a Zelda.
Conn wrote:It was me who did the code, your project sounds interesting. Which version did you take?
Porting it for your version should be quite easy. If you look in the asm you find 4 hooks from the original code:Just use hex comparison or look where the hooks are and find the corresponding addresses in your rom, and take these. That's it.
- Code:
org $C0000E
jsl boot
org $C00B8C ; native hook to induce track change
JSL msuRoutine ; there is no free space in rom, these are ascii credits overwritten which are not used
NOP
org $C00E5A ; mute spc in case new track s introduced
JSL pause
org $C001A3
JSL nmi
Edit:
This is your patch, right?
https://translate.google.de/translate?hl=de&sl=pt&tl=en&u=http%3A%2F%2Fromhackers.org%2Fmodules%2FPDdownloads0%2Fsinglefile.php%3Fcid%3D41%26lid%3D72
Patch:
http://www.romhackers.org/descargas/hacks/[SNES]%20Super%20Street%20Fighter%20II%20-%20Cores%20Arcade%20(Super%20Street%20Fighter%20II%20Hack)%20[H-Proteus%20G-Nenhum]%20[A-2016].zip
I've seen you're using the (E) version. Below is my ported code.
Non-header, Super Street Fighter 2 - The New Challengers (E) [!].sfc
Well, I did the msu-1 test that you did for my hacker, however it does not work in my hacker's current version, it only worked in the old version.
The current version of my hacker is in the description of this video.
Well, your rom in the video description has a header. It will work if you remove the header from that rom prior to applying my hack.
Attached is your new arcade version merged with the msu patch, to apply on TNC-(E) without! header.
I also put this patch into the patch folder in the first post .
http://bszelda.zeldalegends.net/stuff/Con/ssf2_tnc_patch.zip -> subfolder pal(E)
Attached is your new arcade version merged with the msu patch, to apply on TNC-(E) without! header.
I also put this patch into the patch folder in the first post .
http://bszelda.zeldalegends.net/stuff/Con/ssf2_tnc_patch.zip -> subfolder pal(E)
- Attachments
Nice also nice that it works to adjust the code to not fade between round transitions - fixing *ka double ko shifted the code, so I wasn't sure that the new hex codes given work.
There is a slight difference with the double K.O. fix is that the intro music continues to play when you press start/go into options etc... Then when exiting and going back it plays the SPC music. The bonus round music should fade out too, as it doesn't currently. Don't know if it did before, I wasn't really paying attention.
Anyway. They're nothing that needs to be fixed.
Anyway. They're nothing that needs to be fixed.
Yes, the problem is that I somehow must differentiate between won, draw and over. If there is no "won" like in bonus game or draw, I didn't find a ram address to differentiate, probably causing the spc play after menu.
As for bonusgame, this haapens since you set the fading to FF, if you keep the 40, it is less obvious since it fades to half before the music stops. However, there is something strange. Sometimes the music stops immediately, sometimes not after the last kick. (tested with a savestate). I think this happens because of my ram address, it is not perfect.
But yes, for now I regard this patch as finished, maybe I find a bit time one day to look for a good ram address to differ between infight, inbonus and inmenu.
As for bonusgame, this haapens since you set the fading to FF, if you keep the 40, it is less obvious since it fades to half before the music stops. However, there is something strange. Sometimes the music stops immediately, sometimes not after the last kick. (tested with a savestate). I think this happens because of my ram address, it is not perfect.
But yes, for now I regard this patch as finished, maybe I find a bit time one day to look for a good ram address to differ between infight, inbonus and inmenu.
Alright, both issues (bonusgame and start in option menu) should be fixed if you download and re-apply v5 from first post. Note that also the fade adjustment addresses have been changed.
Conn wrote:Alright, both issues (bonusgame and start in option menu) should be fixed if you download and re-apply v5 from first post. Note that also the fade adjustment addresses have been changed.
Haha, sorry Conn.
Great work.
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