Jizzon, post: 7850947, member: 3027 wrote:
dogberry, this thread is about hacking. If you want to bitch about supers, and aren't planning on actually doing anything with ROMs and such, it doesn't belong here. Same goes for everyone else.
oldschool_BR, post: 7850891, member: 7169 wrote:
First of all, correcting all bugs which make ST O.Sagat much stronger than SSF2 Sagat would be a good start: he has way too many cancels. Second, toning down the stun on hit diagonal jumps - as other shotos - and adjusting the recovery and hitboxes on the tigers.
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
jedpossum, post: 7851918, member: 17765 wrote:
Not hard to use the graphics.
papasi, post: 7854708, member: 17411 wrote:
damn street fighter 2 ZX?
my wet dream i wish there is a update with 2 more new characters and new moves for all characters
Fei Long 0x01048E
Dee Jay 0x01049A
Jizzon, post: 7855486, member: 3027 wrote:
OMG, I wish I had some serious script-writing ability, because I'd make something akin to PALMOD for backgrounds and text in this game. jedpossum, you do awesome work. I would love to adopt your SFIIZ background into my hack, if you're cool with that (and with sharing what you changed in the code).
jedpossum, post: 7861283, member: 17765 wrote:
felineki, post: 7861576, member: 3754 wrote:
It's like if Andy Warhol had been a Street Fighter fan. Great work, I'm interested to see if you can get those alternate HUD graphics working.
Oh, here's something I should have mentioned in this thread a long time ago. I potentially figured out how to edit the raw graphics ROMs for CPS2 games. (Pic)
It's kind of complicated, and only works with the 16x16 tiles so far, but it's a start.
papasi, post: 7862057, member: 17411 wrote:
what is this HUD that you guys talked about?
felineki, post: 7862237, member: 3754 wrote:
There are some alternate unused screen display graphics in ST's ROM, such as round win markers (a whole bunch of them), "KO" graphics for between the lifebars, and an effect/text for a full super meter. You can see them about halfway down this page. Although note that the animations and colors used are just my guesses.