Jizzon, post: 7598651, member: 3027 wrote:
If you want to hack the other SF games, more power to you. You'll learn a lot, in between spells of feeling determined and clueless.
As far as palette hacking, simply adjusting the brightness of color values just isn't good enough for me. I'm trying to get the FM-Towns SSFII stuff working to play with the color edit mode, translating those values back to hex, and trying to find them by digging through the ROMs.
If someone knows a faster way, by all means, please share.
I occasionally stream so you can see how boring poking around in the memory is.
[8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games
CWheezy, post: 7598627, member: 7583 wrote:
Would it be any more difficult to hack the alpha 2 rom? I have always wanted to change some things in that game
Jizzon, post: 7612329, member: 3027 wrote:
So this is a lot of fun...
Has anyone else tooled around with this at all?
-TheBastard-, post: 7612480, member: 47314 wrote:
Honestly I take ST for what it is, I doubt we could end up with an "official" ST remix, I would start by making a rule of 2 buffs per character as the limit.
eltrouble, post: 7612487, member: 50728 wrote:
BUFFS per character? Good Lord, I don't think any of the top tiers need any buffs whatsoever.
-TheBastard-, post: 7612659, member: 47314 wrote:
as the limit I meant u can either give a char 0, 1 or 2 buffs, its up to the community what chars would get the max or minimum amount of buffs, just look what happened with HDR Gief (got like 9 buffs)
CWheezy, post: 7612630, member: 7583 wrote:
The number of buffs is unrelated to how much more powerful a character is.
What is important is the relevance of those buffs. For example, Guile could have 1 frame startup removed from all of his normals, which would be many different buffs, but still be less buffed than deejay, who now has 100% invincible max outs
jedpossum, post: 7615683, member: 17765 wrote:
djfrijoles, post: 7616349, member: 6572 wrote:
hey can you guys add this move for Hawk please? Thanks a bunch
ultracombo, post: 7629557, member: 16904 wrote:
Is there a way to keep the palletes constantly changing?
Jizzon, post: 7633681, member: 3027 wrote:
On Blanka's stage, there's a hash mark at the far right, way up at the roof of the hut, just before and above the big fish on the wall. Any idea what it's marking...?
oldschool_BR, post: 7634484, member: 7169 wrote:
Where is it? BTW, I had never noticed they changed where the fish was, from WW to ST. It was probably at SSF2, that they did it. The fish used to be to the left, and the hut was not mirrored or whatever: you could only see the left side of it. I also noticed some P and V signs, which I supposed were to be used as round-win markers, where - most likely - P would stand for "perfect". I've also seen where B2SPD found the "hidden" flame images that can not be seen in the recovery of his Fierce SRK. There's lots of trash in the ROM.
-TheBastard-, post: 7636549, member: 47314 wrote:
can u share those trash pics to the rest of us? maybe as some Miscellaneous?
DRG, post: 7506048, member: 64157 wrote:
Yeah, maybe, but since this hack is not meant to be serious, I mean, it won't replace original ST in any way, I think it would be nice to have a Fei being able to cancel almost any normal while having chicken wing and super at his disposal. In ST my main is o.Fei, mainly for all the cancelables he has (ton of links that end in Rekkas), adding super, chicken and throw softening is my idea of a perfect Fei.
felineki, post: 7640750, member: 3754 wrote:
While we're on the subject of unused stuff in the ROM, there seem to be quite a few graphics intended for a networked cabinet tournament variant much like regular SSF2 had. After all the character sprites that were newly added for ST, you can see messages like "Ranking", "Results", lots of big numbers, a "The League Battle" subtitle, and even what appears to be a short explanation of the tournament rules in Japanese.
jedpossum, post: 7645036, member: 17765 wrote:
Even though HDR players hate to admit it but it did sky rocket Gief's tier placement by having SPD a half circle.
As for the motions you have to learn to use mame's debugger. Figure out what writes it in the memory you have the memory locations how to do the moves from a lua script Pasky made.
Jizzon, post: 7645198, member: 3027 wrote:
Been working with the MAME debugger and hex-editing from scratch for around a month now. Learned plenty, with much more to follow. I know I can dig through it and figure it out, as you've pointed out, but it would be an immense time-saver if someone who had worked it before had that knowledge to share.
felineki, post: 7653417, member: 3754 wrote:
So I took a closer look at those tournament rules in ST's graphics, and it seems to describe a round robin-style tournament. Which is interesting, because the Tournament Battle variant of SSF2 used a single elimination format.
Unessential, post: 7653750, member: 7204 wrote:
Jedpossum posted an image of a bracket and it looks single elimination...