Author Topic: Street Fighter 2 Arcade card project  (Read 2251 times)

seieienbu

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Re: Street Fighter 2 Arcade card project
« Reply #45 on: January 15, 2014, 05:23:29 AM »
To the best of my knowledge, the only new animation in SF2 turbo would be Chun Li's fireball.  That being said, I'd wager that it'd be quite challenging to make a faithful/accurate port
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Black Tiger

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Re: Street Fighter 2 Arcade card project
« Reply #46 on: January 15, 2014, 06:10:20 AM »
As Street Fighter 2 Turbo has very few changes from Champion Edition

A major change is that Blanka and E. Honda both have a new air stomp move. That would take some work.

True.  Though don't they just use already existing animation frames?

I don't think there's any new graphics at all in Hyper Fighting.
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fragmare

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Re: Street Fighter 2 Arcade card project
« Reply #47 on: January 15, 2014, 11:18:51 AM »
To the best of my knowledge, the only new animation in SF2 turbo would be Chun Li's fireball.  That being said, I'd wager that it'd be quite challenging to make a faithful/accurate port

I think even that might just be a color swap of Dhalsim's fireball.

seieienbu

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Re: Street Fighter 2 Arcade card project
« Reply #48 on: January 15, 2014, 12:05:01 PM »
I think even that might just be a color swap of Dhalsim's fireball.

Just looked  into that.  Chun's fireball definitely looks like it  has a unique sprite in nthe game, however it may be made from stacking 'sim fireballs on top of each  other.  Otherwise, it  can always be removed from the say, CPS1 version or something. 
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MotherGunner

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Re: Street Fighter 2 Arcade card project
« Reply #49 on: January 15, 2014, 02:58:33 PM »
"Super/Street Fighter 2 Turbo:  Special PC-Engine Edition"
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Bonknuts

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Re: Street Fighter 2 Arcade card project
« Reply #50 on: February 08, 2014, 05:36:16 PM »
A little update: I got in contact with natt and zeromus of Bizhawk. We chatted and looks like the emulator will get an update with the new requested features.

 I should be able to convert the rom back into source code with these features. It gives me the CDL file, and a trace log format that gives the SF2 bank #, regular bank #, and logical address along with the opcode bytes.

 With this, and a playthrough of a game - I can rebuild the binary back into source code. I plan to do this for SF2 and Bonk. This is pretty awesome!

MotherGunner

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Re: Street Fighter 2 Arcade card project
« Reply #51 on: February 08, 2014, 07:38:11 PM »
No clue what you just said since I don't program, but sounds exciting!
« Last Edit: February 08, 2014, 07:40:21 PM by MotherGunner »
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Nando

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Re: Street Fighter 2 Arcade card project
« Reply #52 on: February 10, 2014, 08:51:12 AM »
No clue what you just said since I don't program, but sounds exciting!

+1

spenoza

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Re: Street Fighter 2 Arcade card project
« Reply #53 on: February 10, 2014, 01:47:36 PM »
Sweet, I'm glad the Bizhawk recommendation wasn't a total dud. Do be careful, though. The emulation quality is NOT as reliable as Mednafen, even if it's based on it. It might have advanced since then, but it used to freeze all the time during the intro in Aldynes. Made it damn hard to try to TAS.
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fragmare

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Re: Street Fighter 2 Arcade card project
« Reply #54 on: February 16, 2014, 10:51:38 AM »
I think even that might just be a color swap of Dhalsim's fireball.

Just looked  into that.  Chun's fireball definitely looks like it  has a unique sprite in nthe game, however it may be made from stacking 'sim fireballs on top of each  other.  Otherwise, it  can always be removed from the say, CPS1 version or something. 

Just compared the two sprites.  The Chun Li fireball is 100% absolutely just 2 Dhalsim fireballs offset a few pixels apart.

Arkhan

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Re: Street Fighter 2 Arcade card project
« Reply #55 on: February 16, 2014, 10:53:03 AM »
Sweet, I'm glad the Bizhawk recommendation wasn't a total dud. Do be careful, though. The emulation quality is NOT as reliable as Mednafen, even if it's based on it. It might have advanced since then, but it used to freeze all the time during the intro in Aldynes. Made it damn hard to try to TAS.

Bizhawk has sweet ass video recording abilities though.  That's how I get Atlantean footage.

So, thanks, Zeromus.



I should bother that dude.  I haven't talked to him in awhile.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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rag-time4

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Re: Street Fighter 2 Arcade card project
« Reply #56 on: November 01, 2015, 05:34:33 PM »
I think even that might just be a color swap of Dhalsim's fireball.

Just looked  into that.  Chun's fireball definitely looks like it  has a unique sprite in nthe game, however it may be made from stacking 'sim fireballs on top of each  other.  Otherwise, it  can always be removed from the say, CPS1 version or something. 

Just compared the two sprites.  The Chun Li fireball is 100% absolutely just 2 Dhalsim fireballs offset a few pixels apart.
The motion of Chun-Li throwing the fireball is the same as her standing fierce at close range. I agree that there is no new animation or original graphics in Hyper Fighting.

There were, however, a ton of balance tweaks to things like recovery time on ryu's fireballs that make it one of the best-balanced games in street fighter history. Gameplay wise, something missing from the pce port of SFII CE is the "cps1 chain" combo system, found only on the genesis port among the 16 bit versions.


I'm very curious to see how close to the arcade it's possible to get using arcade card and / or supergrafx hardware.