Street Fighter Alpha 2
Zeldix :: MSU-1 Hacking :: MSU-1 Hacks Database :: Fighting :: Street Fighter
Page 9 of 13
Page 9 of 13 • 1, 2, 3 ... 8, 9, 10, 11, 12, 13
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
In previous patches I could play 2 Player VS mode and much of Arcade mode just fine using FXPak, but now the game hangs on a black screen after choosing Arcade and VS modes.
Hold up. I did not realize that the latest patch has actual data in the MSU-1 file. I was using an MSU-1 file that has 0 bytes in it. Let me try again with the right MSU-1 file. Small overlook on my end.
No you are wrong.
The latest patch is not sd2snes compatible, uses data from msu, thus msu file must have data.
The previous patch (sd2snes compatible) does NOT use data from msu file. You can have whatever msu file, empty or not, it will not read it.
So, use previous patch, not different msu file.
The latest patch is not sd2snes compatible, uses data from msu, thus msu file must have data.
The previous patch (sd2snes compatible) does NOT use data from msu file. You can have whatever msu file, empty or not, it will not read it.
So, use previous patch, not different msu file.
gizaha wrote:No you are wrong.
The latest patch is not sd2snes compatible, uses data from msu, thus msu file must have data.
The previous patch (sd2snes compatible) does NOT use data from msu file. You can have whatever msu file, empty or not, it will not read it.
So, use previous patch, not different msu file.
Yes sir.
Is Canoe 100% SDD-1 compatible? Wish i could help you with testing but i do not own any Mini consoles. I guess your best option would be, in case you can't solve the issue, to use Retroarch with just that game instead of Canoe.shiro wrote:Perhaps I should have been more specific ;-). I have tried:godonnar wrote:I want to thank Gizaha for the work he is doing por SFA2 and I want to contribute something for those who want the rom without loading time with SPC sound , after reviewing the source code created by Gizaha and as he explained, I had to remove some improvements , but finally I managed to compile a version as I wanted, perfect to play on my SNES Mini, here is the link to the patch for thouse to test .
-->Link:
https://mega.nz/file/biIzFS6A#Di4Dt2PCxDvVyU71zwRXWmmy6i_7YyhtdsSV7hael9I
- The latest sd2snes patch, which doesn't require MSU-1.
- The patch from godonnar.
In order to get SFA2 on a SNES mini, one needs to apply an additional patch. I have tried:
- The one specified in eol: https://drive.google.com/file/d/0B4KTx8HWzP2hMFdEZk94YkhOb2s/view?resourcekey=0-7TsPJeE8GwivKQ5xaQdHsw
- The SFROM tool with the following:
.2.5) Optional: Select "Edit -> Advanced Options". From this window you can select to apply IPS patches like translations, or select a different Preset ID. Press save when done to apply changes.- Hakchi's integrated SFROM tool system with a ROM patched with a regular IPS patcher.
Basically, I have tested all the above combinations (either of the two patches with either of the three methods I know of), and while the game starts there are either graphical glitches all around or they eventually appear (for instance I once got all character model sprites messed up in the selection screen). I am using the stock canoe emulator.
I have tested the resulting ROM after applying IPS patches work with SNES9x, but that's not quite my use case unfortunately. It'd be great to get this working with the SNES mini, any help appreciated!
Thanks for the perfectionism. Love to check every once in a while and find new, improved versions for this and Killer Instinct. I finish the game with every new patch, i really like this version.gizaha wrote:2021 06 14 version
fix raging demon while "round x" bug
Charlie plane physics (code taken from arcade)
vs screen, dark-fade mimic arcade.
Fix double ko hang
Hello,
I have a (Street Fighter ZERO 2) asm which can:
- transfer 3 bytes / 40 (s-smp) cycles from s-cpu to s-smp.
- extract (lzss) data faster.
Although they are no longer a bottleneck,
it might be interesting for those who like assembly optimizations.
My code: https://ideone.com/5w6yt3 (for Asar 1.71)
Edit:
@niuus: Thank you. Pastebin URL: https://pastebin.com/Wt8xYXQX
Last edited by Min on Sun 20 Jun 2021 - 11:15; edited 1 time in total
I have a (Street Fighter ZERO 2) asm which can:
- transfer 3 bytes / 40 (s-smp) cycles from s-cpu to s-smp.
- extract (lzss) data faster.
Although they are no longer a bottleneck,
it might be interesting for those who like assembly optimizations.
My code: https://ideone.com/5w6yt3 (for Asar 1.71)
Edit:
@niuus: Thank you. Pastebin URL: https://pastebin.com/Wt8xYXQX
Last edited by Min on Sun 20 Jun 2021 - 11:15; edited 1 time in total
Wanted to take a peek, but the webpage does not respond . You may want to use pastebin, too.Min wrote:Hello,
I have a (Street Fighter ZERO 2) asm which can:
- transfer 3 bytes / 40 (s-smp) cycles from s-cpu to s-smp.
- extract (lzss) data faster.
Although they are no longer a bottleneck,
it might be interesting for those who like assembly optimizations.
My code: https://ideone.com/5w6yt3 (for Asar 1.71)
For me the page works and the codes are impressive.niuus wrote:Wanted to take a peek, but the webpage does not respond . You may want to use pastebin, too.
Im trying to include them in the patch since they have conflicts.
Changelog:
User "Min" posted a source code, i examined it made the neccesary changes and include it in patch. Audio code now upload to spc 3 bytes at a time instead of 2 and it's faster. A load before match is 46 frames instead of 61 (250ms gain).
His superior code takes 40 cycles per 3 bytes, instead of 36 cycles per 2 bytes of my code.
He also includes way better tweaked decompressor, as example it takes 11 frames instead of 25 of my tweaked code, compared to stock 29. Decompressor is disabled since decompressed data are read from msu file for faster.
As he said "it might be interesting for those who like assembly optimizations."
------downside, all game must be tested, i can't guess what the new sound
code might break (or might not)------------
I write a possible workaround for sd2snes famous bug. In my sd2snes seems like it works. User Giuse86 claims that he tested the game in fxpak pro without problems.
Simlify Shin Akuma selection code:
(just removed the P2 LXY+START check at title screen)
While examing the original code, i found that you select Shin Akuma holding Start, but if holding SELECT+START you choose CPU controlled Shin Akuma (probably for quick check the character).
So i left it that way, is more faithful and respectful to the original programmer's code.
User "Min" posted a source code, i examined it made the neccesary changes and include it in patch. Audio code now upload to spc 3 bytes at a time instead of 2 and it's faster. A load before match is 46 frames instead of 61 (250ms gain).
His superior code takes 40 cycles per 3 bytes, instead of 36 cycles per 2 bytes of my code.
He also includes way better tweaked decompressor, as example it takes 11 frames instead of 25 of my tweaked code, compared to stock 29. Decompressor is disabled since decompressed data are read from msu file for faster.
As he said "it might be interesting for those who like assembly optimizations."
------downside, all game must be tested, i can't guess what the new sound
code might break (or might not)------------
I write a possible workaround for sd2snes famous bug. In my sd2snes seems like it works. User Giuse86 claims that he tested the game in fxpak pro without problems.
Simlify Shin Akuma selection code:
(just removed the P2 LXY+START check at title screen)
While examing the original code, i found that you select Shin Akuma holding Start, but if holding SELECT+START you choose CPU controlled Shin Akuma (probably for quick check the character).
So i left it that way, is more faithful and respectful to the original programmer's code.
gizaha wrote:Changelog:
User "Min" posted a source code, i examined it made the neccesary changes and include it in patch. Audio code now upload to spc 3 bytes at a time instead of 2 and it's faster. A load before match is 46 frames instead of 61 (250ms gain).
His superior code takes 40 cycles per 3 bytes, instead of 36 cycles per 2 bytes of my code.
He also includes way better tweaked decompressor, as example it takes 11 frames instead of 25 of my tweaked code, compared to stock 29. Decompressor is disabled since decompressed data are read from msu file for faster.
As he said "it might be interesting for those who like assembly optimizations."
------downside, all game must be tested, i can't guess what the new sound
code might break (or might not)------------
I write a possible workaround for sd2snes famous bug. In my sd2snes seems like it works. User Giuse86 claims that he tested the game in fxpak pro without problems.
Simlify Shin Akuma selection code:
(just removed the P2 LXY+START check at title screen)
While examing the original code, i found that you select Shin Akuma holding Start, but if holding SELECT+START you choose CPU controlled Shin Akuma (probably for quick check the character).
So i left it that way, is more faithful and respectful to the original programmer's code.
I hate to report that it has broken the game. I was playing as shin Akuma. I always play as him at the start of the game. Everything was going great. Then when I got to the final boss fight for him the screen went solid black screen after I won the second fight. I waited about 5 mins or so, but nothing happened. I was able to restart the game.
I re-picked Akuma again and started a new fight. Right at the start of the first round the game was playing akuma for me. I had no control of him at all. I kept on winning all of the rounds though. When I was in Zangief power plant level, the game was still playing for me. After I won the last round, Akuma's left foot was missing. He had no left foot. The game ended the same way again at the end, black screen.
I restarted the game and this time I picked rose. Started the first round and I was able to play as her. I then got to fighting birdie and on the map that shows you whom you are fighting, Birdie's face picture was messed up on it. After that I quit the game all together. All this happened on my mini playstation modded with retroarch with all of the newest cores I can get. The emulator I played the game on was snes9x-current. I played all of your patches before hand and never had an issue at all with them. This is the first one that had a issue. Sorry for the bad news, but I hope my information can help you out.
Last edited by Relikk on Sun 20 Jun 2021 - 18:19; edited 2 times in total
Polargames wrote:gizaha wrote:Changelog:
User "Min" posted a source code, i examined it made the neccesary changes and include it in patch. Audio code now upload to spc 3 bytes at a time instead of 2 and it's faster. A load before match is 46 frames instead of 61 (250ms gain).
His superior code takes 40 cycles per 3 bytes, instead of 36 cycles per 2 bytes of my code.
He also includes way better tweaked decompressor, as example it takes 11 frames instead of 25 of my tweaked code, compared to stock 29. Decompressor is disabled since decompressed data are read from msu file for faster.
As he said "it might be interesting for those who like assembly optimizations."
------downside, all game must be tested, i can't guess what the new sound
code might break (or might not)------------
I write a possible workaround for sd2snes famous bug. In my sd2snes seems like it works. User Giuse86 claims that he tested the game in fxpak pro without problems.
Simlify Shin Akuma selection code:
(just removed the P2 LXY+START check at title screen)
While examing the original code, i found that you select Shin Akuma holding Start, but if holding SELECT+START you choose CPU controlled Shin Akuma (probably for quick check the character).
So i left it that way, is more faithful and respectful to the original programmer's code.
I hate to report that it has broken the game. I was playing as shin Akuma. I always play as him at the start of the game. Everything was going great. Then when I got to the final boss fight for him the screen went solid black screen after I won the second fight. I waited about 5 mins or so, but nothing happened. I was able to restart the game.
I re-picked Akuma again and started a new fight. Right at the start of the first round the game was playing akuma for me. I had no control of him at all. I kept on winning all of the rounds though. When I was in Zangief power plant level, the game was still playing for me. After I won the last round, Akuma's left foot was missing. He had no left foot. The game ended the same way again at the end, black screen.
I restarted the game and this time I picked rose. Started the first round and I was able to play as her. I then got to fighting birdie and on the map that shows you whom you are fighting, Birdie's face picture was messed up on it. After that I quit the game all together. All this happened on my mini playstation modded with retroarch with all of the newest cores I can get. The emulator I played the game on was snes9x-current. I played all of your patches before hand and never had an issue at all with them. This is the first one that had a issue. Sorry for the bad news, but I hope my information can help you out.
I’m assuming this is the newest version with the new code by Min.
When I play tested the update on my FXPak Pro before the new code was implemented I had no problems and I used shin Akuma first since that’s how I found the Round X raging demon bug.
So far the game was stable other than a minor graphical bug when you rush the “Continue?” Countdown to when it hits zero, then the character glitches (which only happened once and I couldn’t replicate) as well as one of the victory counters for the type of win (I think it was the cherry) graphically glitched out at the end of the game while seeing your high score (which Again I couldn’t replicate).
That version ran fine.
Relikk wrote:Just correcting the stage name, Polar. No idea why it's saying "2 times".
Oh, cool thank you very much. I did not see that I spelled it wrong. I also have no idea why its saying 2 time also. That is very strange.
Giuse86 wrote:Polargames wrote:gizaha wrote:Changelog:
User "Min" posted a source code, i examined it made the neccesary changes and include it in patch. Audio code now upload to spc 3 bytes at a time instead of 2 and it's faster. A load before match is 46 frames instead of 61 (250ms gain).
His superior code takes 40 cycles per 3 bytes, instead of 36 cycles per 2 bytes of my code.
He also includes way better tweaked decompressor, as example it takes 11 frames instead of 25 of my tweaked code, compared to stock 29. Decompressor is disabled since decompressed data are read from msu file for faster.
As he said "it might be interesting for those who like assembly optimizations."
------downside, all game must be tested, i can't guess what the new sound
code might break (or might not)------------
I write a possible workaround for sd2snes famous bug. In my sd2snes seems like it works. User Giuse86 claims that he tested the game in fxpak pro without problems.
Simlify Shin Akuma selection code:
(just removed the P2 LXY+START check at title screen)
While examing the original code, i found that you select Shin Akuma holding Start, but if holding SELECT+START you choose CPU controlled Shin Akuma (probably for quick check the character).
So i left it that way, is more faithful and respectful to the original programmer's code.
I hate to report that it has broken the game. I was playing as shin Akuma. I always play as him at the start of the game. Everything was going great. Then when I got to the final boss fight for him the screen went solid black screen after I won the second fight. I waited about 5 mins or so, but nothing happened. I was able to restart the game.
I re-picked Akuma again and started a new fight. Right at the start of the first round the game was playing akuma for me. I had no control of him at all. I kept on winning all of the rounds though. When I was in Zangief power plant level, the game was still playing for me. After I won the last round, Akuma's left foot was missing. He had no left foot. The game ended the same way again at the end, black screen.
I restarted the game and this time I picked rose. Started the first round and I was able to play as her. I then got to fighting birdie and on the map that shows you whom you are fighting, Birdie's face picture was messed up on it. After that I quit the game all together. All this happened on my mini playstation modded with retroarch with all of the newest cores I can get. The emulator I played the game on was snes9x-current. I played all of your patches before hand and never had an issue at all with them. This is the first one that had a issue. Sorry for the bad news, but I hope my information can help you out.
I’m assuming this is the newest version with the new code by Min.
When I play tested the update on my FXPak Pro before the new code was implemented I had no problems and I used shin Akuma first since that’s how I found the Round X raging demon bug.
So far the game was stable other than a minor graphical bug when you rush the “Continue?” Countdown to when it hits zero, then the character glitches (which only happened once and I couldn’t replicate) as well as one of the victory counters for the type of win (I think it was the cherry) graphically glitched out at the end of the game while seeing your high score (which Again I couldn’t replicate).
That version ran fine.
Yes, its for the brand new code patch. I just wanted to let gizaha know that the new code has something wrong in it. I am not mad or anything at all. I saw that he asked for beta testing, so that is what I did. Before the new code. All his patches before have been awesome and issue free. :-)
Giuse86 the glitched icon wasn't the cherry, was shin Akuma's raging demon. It's like this from stock, i didn't bother to fix it yet.
The problem with this version is that we took more than one step at a time, thus it will be difficult to debug:
Giuse86 i suggest play in bsnes debugger, when you found bug, rewind with backspace, save state and sent the savestate file in order to fix the bug. If at emulator works fine, then go to the next step, fxpak pro.
Also i suggest try and patch a sfz2 using only Min's patch, to see the speed gain in sound loading. That was the speed that retail rom could have.
The problem with this version is that we took more than one step at a time, thus it will be difficult to debug:
Giuse86 i suggest play in bsnes debugger, when you found bug, rewind with backspace, save state and sent the savestate file in order to fix the bug. If at emulator works fine, then go to the next step, fxpak pro.
Also i suggest try and patch a sfz2 using only Min's patch, to see the speed gain in sound loading. That was the speed that retail rom could have.
gizaha wrote:Giuse86 the glitched icon wasn't the cherry, was shin Akuma's raging demon. It's like this from stock, i didn't bother to fix it yet.
The problem with this version is that we took more than one step at a time, thus it will be difficult to debug:
Giuse86 i suggest play in bsnes debugger, when you found bug, rewind with backspace, save state and sent the savestate file in order to fix the bug. If at emulator works fine, then go to the next step, fxpak pro.
Also i suggest try and patch a sfz2 using only Min's patch, to see the speed gain in sound loading. That was the speed that retail rom could have.
Once I have some free time, I will.
I’ll use the Min IPS I get a chance and send you anything else I find ASAP.
Black screen crash after fight.
Shin akuma rankings icon.
Shin Akuma lose pose at gameover screen.
Patch moved to the first post - Relikk
Shin akuma rankings icon.
Shin Akuma lose pose at gameover screen.
Patch moved to the first post - Relikk
I wouldn't be surprised. I live in a third-world us sanctioned country, so we might be blocked, as i have seen with other pages in the past.gizaha wrote:For me the page works
Pretty awesome, man. It is cool to also have an alternative with Super Famicom's Street Fighter Zero 2, as it already has the full Birdie stage, plus no censorship.Min wrote:Hello,
I have a (Street Fighter ZERO 2) asm which can:
- transfer 3 bytes / 40 (s-smp) cycles from s-cpu to s-smp.
- extract (lzss) data faster.
Although they are no longer a bottleneck,
it might be interesting for those who like assembly optimizations.
My code: https://ideone.com/5w6yt3 (for Asar 1.71)
Edit:
@niuus: Thank you. Pastebin URL: https://pastebin.com/Wt8xYXQX
Will test the game as usual. If i find a bug, i'll try to replicate it in BSNES for the savestate.gizaha wrote:Changelog:
User "Min" posted a source code, i examined it made the neccesary changes and include it in patch. Audio code now upload to spc 3 bytes at a time instead of 2 and it's faster. A load before match is 46 frames instead of 61 (250ms gain).
His superior code takes 40 cycles per 3 bytes, instead of 36 cycles per 2 bytes of my code.
He also includes way better tweaked decompressor, as example it takes 11 frames instead of 25 of my tweaked code, compared to stock 29. Decompressor is disabled since decompressed data are read from msu file for faster.
As he said "it might be interesting for those who like assembly optimizations."
------downside, all game must be tested, i can't guess what the new sound
code might break (or might not)------------
I have played and finished the game two times with Ken, one losing a continue, and the second run without losing, thus fighting the extra challengers (Dan and Shin Akuma), and with Ryu. So far, found a minor cosmetic bug only when fighting against Bison, whether on Arcade Mode or Versus. Part of the feet on the 1st player get cut off when the dictator touches the ground at the start of the round:
When compared against the original ROM, only Zangief and Bison do this, but to a less extent:
bsnes 115
When compared against the original ROM, only Zangief and Bison do this, but to a less extent:
bsnes 115
Too many sprites in the same line (both shadows enabled).
Now that i put data in msu file, i can put Japan's uncensored Birdie stage in the future.
Now that i put data in msu file, i can put Japan's uncensored Birdie stage in the future.
Me wondering too.
I need to know exact detailed differences for evil Ryu, classic Zangief and Dhlasim.
I need to know exact detailed differences for evil Ryu, classic Zangief and Dhlasim.
Similar topics
» Street Fighter II' Turbo
» Street Fighter Alpha 2 Help? no music?
» Super Street Fighter II: The New Challengers
» Street Fighter II: The World Warrior
» Super Street Fighter II - The New Challengers (MD+)
» Street Fighter Alpha 2 Help? no music?
» Super Street Fighter II: The New Challengers
» Street Fighter II: The World Warrior
» Super Street Fighter II - The New Challengers (MD+)
Permissions in this forum:
You cannot reply to topics in this forum