I have no doubt in my mind that everyone who loves Vanilla ST will still continue to play it to their dying day. This, however, would be a really fun pet project for the community to find out what it would be like to remix the game in a similar manner as Sirlin. I think a community project is a little better because of the varied input allows people to see things from all sides, all biases. For ST being one of the most “known” games around, I find it cool to believe that we ACTUALLY DO have enough knowledge about the game combined to make tweaks to it and not ruin the overall feel of the game. Lets go ST:R!
I just got a crazier idea Hyper Street Fighter 2 The Koryu Tournament.
Sirlin must be rolling in his grave right now… wait… he’s not dead yet, errrr… nevermind.
Cool. That’s addresses my worries. I would to hate see hacked version of ST running around GGPO. If there is on thing XBL has taught all of us, some players will cheat if they can.
Some already do. But I would say the number of players cheating on GGPO is surprisingly low, compared to other games I played.
Definitely keep the supers. If you don’t like it then play new challengers.
Nerf boxers super
Nerf Chun li’s moves
Reduce throw range from half-sweeping distance to close range
Input throw command to jab and short simultaneously like 3rd strike.
That’s all for now
Allow other characters to pick up the claw.
cammy : let her have vegas jump, she already fast
n.ken : o.ken hk and dp, reversal super
n.gat : same cancels as o.gat and super reversal
Figure out the Kabuki sound engine, where the samples are stored exactly, the format of said sound, and figure out a conversion so it can work on Q-Sound cause nobody is going to do it for you. Sure, I’m working Q-Sound but that is just to port SFEX music to the Cps2, and guess what they’re both Q-sound and there is a lot of different versions for Q-Sound.
Honda’s hp chop a command normal as opposed to a proximity normal would be really, really nice. A super that actually works is an obvious one, and then maybe some of his Hyper Fighting hit boxes. I like the approach of making other people against honda as opposed to nerfing honda himself.
I always thought it would be cool to have multiple supers, like III where ryu could select between tatsu rk or hado super for ST.
Fun if anything else
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I’m done with the tournament battle stuff until i get 4 boards to mod or there is an emulator made to support to the features.
0xFF8349 is the memory location set it to 01 (warning this shit is very buggy even on the board it is supported on)
Much more open to debate and furthering or halting any work with community input rather than some Neo or wanna be Neo rabbit man out there?
with this new “4rd Strike” Street Fighter 3 hacked game and no tool or information sharing, coming out recently.
Wrote that terrible. Might fix it later, exciting times for the “old man games.”
only one change…
Since we can only change the hitboxes and frame data right now, I will just suggest changes based on that idea.
Things I would change IF POSSIBLE:
- Remove stored supers : chun, honda
- Remove stored specials : honda, vega
- Normalize some moves damage (Sagat TU, Chun mp throw come to mind)
- Hurt box increase on her c.mk. This move is nigh untouchable outside of trade for rog in footsies
- Hurt box increase on Neutral Jump sk
- Hurt box increase on hands during Tiger Shot, no frame change on Tiger Shot itself.
- Something would be nice with with s.sk and s.mk, can the cancelablility of the 2nd bit on both be changed?
Hurtbox increase on Slides. I never saw the point of the guy having a incredibly hard to hit AA up close with slide when he has so many AA options already. In a projectile war, he still has his drills as a threat in addition to his really good fireball. I honestly don’t think a slide change would hurt his game plan too much and would open up some opportunities for characters that struggle to get in versus him (fei, shotos, etc).
c.mp hurtbox increase similar to HDR. Thinking specifically about the guile match up.
Hurtbox on super? You can’t touch this guy while his doing it even if you jumped over him (by a miracle). If you ACTUALLY DID guess right, you should be able to do something to the super being whiffed and his back is to you.
Super start up and invincibility remain the same but, unsafe on block. I don’t know how much would be fair but, his super is really powerful. If the super was to remain safe, I would see it lose some damage then, if possible.
Slight throw range reduction to MP throw (ala HDR).
I feel I am really biased towards Rog but, I don’t know what else I would change with him and still have him feel nearly the same in play-style (raw aggression). HDR had him lose his safe jab headbutt and I don’t think it hurt him TERRIBLY but, it did change how you thought about playing him while on offense.
- I really like Ryu how he is now for the most part. I don’t think he needs much in the changes department. DEFINITELY no buffs though. He is about as good as you should be as a top tier character.
c.rh more forward momentum? or negative frames, make it so that you have to space slide perfectly to remain safe and it isn’t pushing him out to the distance to do another safe slide lol.
Wall Dive slash. You could try a few things with this, maybe a hit box reduction, making it have to be more precise to land / cross. You could give the move more recovery frames so that it isn’t repeatable (my choice). You could make it so that it has a hurt box that is hittable more often than not. Could do a few things to it to make it “fair”.
I really only talked about the better characters in the game. There are others that I think need some changes but you have to start somewhere.
Regarding the CPS1 sounds for Q-Sound, didn’t Hyper SFII already do that? Seems like we could look at either importing those bits of code, or simply modding Hyper SFII instead (or as well).
Yup, they did a pretty good job of it too, although I don’t know how difficult it is to do this to the ST rom. I assume it’s quite a bit more work than tweaking move sets. Hyper SF2 had some pretty severe balance issues and odd glitches, so I’m not sure how people will react to using that game as a base. Although since this mod is more about having fun and poking the ST engine with stick, I suppose most people won’t really care.
A thing I’d like to know if any of you hacking the rom can answer. Born2SPD said he didn’t change Gief’s super hitbox because it was shared by Sim’s noogie. Could it be that other abnormally ranged regular throws such as Rog’s and Chun’s MP throws are similarly glitched?
In case somebody wanted to see it on the japanese version.
Anyway Q-Sound stuff the versions I’m working on are the 1.05A, 1.05C, 1.30, and all the cpzn games(which there is only few versions on it)
Here is a Incomplete list of all the different versions of the drivers I know of.
Edit: One good thing about the tournament battle that needs to be looked into more is that it randomizes the stages.
If we’re hacking the games, that means we should eventually be able to fix those HSF2 glitches. Redoing the Turbo speeds to the same multipliers as the ones in ST, fixing the new ST character throw tech issues, a few of the input and reversal bugs, and details like ST O.Sagat’s fireball recoveries would make the game a virtual ST clone with the option to pick older characters (and a few more breakable objects on some stages).
Regarding various changes, I’ve compiled a list over the years.