https://www.spriters-resource.com/game_boy_gbc/sfii/
You can modify nametables in NES Screen Tool. Just import your CHR graphics. Your nametable you can export from Mesen's memory tools, but delete the second half of the dump and rename it .NAM.Thank you very much, very good information, I know the program only I never managed to understand it, I will try to do what you tell me I hope to learn in this way the edition of the scenarios would solve me a lot !!!
Perhaps it would be advisable to adjust the choice of colors so that Ryu's feet are not camouflaged on the ground :thumbsup:thank you very good observation!
I've always liked these nes projects and this one looks great. :thumbsup:It would be fantastic I was investigating in mari street figther that uses the same graphic and game engine plus the 3 missing fighters, unfortunately these are poorly programmed and do not move like the rest of the characters .. maybe if someone who knows the programming could help me! :happy:
Now speaking from my ignorance on hacking issues...
is it possible to add the characters Zangief and Honda?
the only good bootleg fighting game for the nes is street heroes by sachen 1994, if you could take all that work and put it on to street heroes and make street heroes to street fighter 2 then you would be set. As street heroes hit detection is good and fall animation is better then street fighter 2 bootlegs. I am sure it would be a frankenstein game hack. But that's the only way it will play close to street fighter 2 on NES.If I tried Sachen's game, it's great, it only has very few playable characters, I'll take that into account to improve it in the future, thanks for your suggestion! :)
https://www.youtube.com/watch?v=wBtS4WbbGp0
Very interesting that it has 12 characters, I tried it alone, they do not convince me, the new fighters move with strange physics
https://www.spriters-resource.com/game_boy_gbc/sfii/:crazy:fantastic!!!
(https://www.spriters-resource.com/resources/sheets/6/5564.gif?updated=1460953559)
You could update the art portraits by roster copying the GameBoy models that are better than the NES ones.:thumbsup:
(https://i.ytimg.com/vi/3RAd8ESffB8/hqdefault.jpg)great idea thank you very much !!!
Could you take advantage of some sprites from the Master System version ?Combining it with those of game boy and some modified by me are being great thanks to you who gave me these great ideas!
https://www.spriters-resource.com/master_system/streetfighter2brz/ (https://www.spriters-resource.com/master_system/streetfighter2brz/)
(https://www.video-games-museum.com/en/screenshots/Master%20System/2/3195-menu-Street-Fighter-2.jpg)
the only good bootleg fighting game for the nes is street heroes by sachen 1994, if you could take all that work and put it on to street heroes and make street heroes to street fighter 2 then you would be set. As street heroes hit detection is good and fall animation is better then street fighter 2 bootlegs. I am sure it would be a frankenstein game hack. But that's the only way it will play close to street fighter 2 on NES.
https://www.youtube.com/watch?v=wBtS4WbbGp0great ideas, only that this game has compressed graphics, that complicates the work more ... and a different collision physics, the same is to take into account thank you very much
The problem of many bootlegs is the IA, it's impossible play as usual, I remember beat one of this games with bison (down, strong kick, all time):beer:It would be good that type of adjustments as well as the falls that there are moments in which the character turns while lying on the ground, lacking in knowledge to do it, but I suppose that we can hope to encourage others who know to join the project
Dhalsim with light kick using turbo too.
There is a game called "Street Blaster II Pro (Unl) [!]. Nes" by CONY Soft. It is worth taking a look, because although the graphics are lower than SF3 of NES, the game is apparently more faithful to SF2ww, including the songs. I can't say that the gameplay is better, as I would have to play them in order to have an opinion, but if the gameplay is good, that game would be worth getting an upgrade in graphics and colors.very good data!, this is the attitude !!! I will try it, although it does not reach the level of street figure 3, I will improve it as a parallel project, thank you very much! :woot!:
I found a video on youtube: https://www.youtube.com/watch?v=U8W4FnGtzlk
More info here: https://bootleggames.fandom.com/wiki/Street_Fighter_II_Pro
Keep up the good work. Your hack is amazing already.
First congratulations on the project!
(https://1.bp.blogspot.com/-ZjhtQ6DdR-s/X4h0oJNzoXI/AAAAAAAAAWQ/re6w0hyDzlIyKnzaDLOTn9fycG24FBVagCLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%2529%2Bryu%2Bface%2Bfinality22.png) (https://1.bp.blogspot.com/-CWK2R_AkLcc/X4OCsQRQYeI/AAAAAAAAAUs/eGk6pWQ93U0GZ5n37CTbWEP2OpZGjYehQCLcBGAsYHQ/s0/Street%2BFighter%2B3%2B%2528UNL%2529mejora%2Bjugabilidad%2B7vega.png)
(https://1.bp.blogspot.com/-A_1-oWuTu9Q/X4oby6WQ7aI/AAAAAAAAAXQ/UQFh_-LqdSoQOryUN6VH7LQgemR7aKQKgCLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%2529BLANCAfinal%2Bhackrom456pruebapiton4final2.png) (https://i.ytimg.com/vi/sAmvMp6XLJM/hqdefault.jpg)
This project is progressing in an astounding way! There still seems to be a lot of work to be done, but I speak for all of us in saying that we can't wait to watch/play the final result.Thank you very much my friend! You are one of the best collaborators to this project, greetings and thanks to the great help of all, it is on its way :woot!:
I think you should sacrifice colors for shading/detail, especially with someone like Blanka who is very flat in the original.You are very right, I was thinking the same, thank you very much :thumbsup:
Ryu would have two black color palettes in his hair and in Ken you would change one of these for yellow.I totally agree, if I can learn to modify the name tables I can add the apostrophe and see what ken's hair is at the programming level since the game uses the same sprites for the two characters :crazy:
In the color palettes I put, you can get a sense of how to do it.
Its version is based on the champion edition, I believe you can put the apostrophe next to the II '
(https://lh3.googleusercontent.com/proxy/f6E0M0ggK449JL5nVLrZ6bdzXdbiTfMDts3UcbwIog_1CjdJIDOlgE0CKRXrkTuTf0rGq8-OCbV4IuZEm6x75VCB-3P53zbZy8pijP2p4MH5MTkSE45GuY2ILjpr0lEpPGvvdNDCdlemGQgHQDPyXsXsmQTlBKHXzqHmLfxQbH7I)
(https://lh3.googleusercontent.com/l84lp1qupdUU9p6Po5bxTat_0_uMWv5EvbnXXdCBCRtisgP1j-rMrALOm-nPpdXlzDQfJOjuQNCOBN5_gk8QCrE52fks-gwJUOnn6cJzdhnPq0NxtMz1RbWCOj8LeM3SRHSxVqNZrWDFqeo7D_SvrpxZsj5R8n2JMBLFh-Tzo5ivkt0bxNcCoBO5MPSCvEqduk45sy3Gq9dT-LFJVqNvUNDHJJVBGwEG-vGFM8P8GYcIux2hX3O1jcKHQbCWnu6S4HZutIVGcK7ozB46yvIw2Bti_h8AChpwBcEysB-oTIK7iCEq2eD7L75btVcXdxwVSsTHmJZioDSG63tY7jriXDVSMw1QecIkccz96k3X7Hc9Fo9PsRFdLiLhMmIgNegJtsOAXFxlQC9Uwnd0qufo8gGeRqxYez7HAbRCJoehldpDqbCAPLsNleDt_Ukaog2lWKPZvcter4BP0lrIL5HeDe_9ti82xfY9LVGT44DzV8wV7JRtyyrDSR0474mEpZ3udnpKL-Rr6cCDPzQNzqxJ8Oh3I4Q0eo17JYBFoQYQvYsflLFPRI-vo4NN1ha45G8BivEc8nEJfexDjQjah2_DX8l4c5Lis-qfrksbEuBo5jqUz2v8xQOIxzKZrH2_TtiPNr1UZFHpInRvlL6PL3aWz9KhNi6ypPn9T8Beo70icLgisJFKafT03T8REsNKU4I=w432-h192-no?authuser=0)If I am making new sprites for the selection of smaller characters for some that were very large, it is also in my plans improved blanka but hopefully we will do something like the game boy :thumbsup:(https://1.bp.blogspot.com/-RLqcEtjHw4Q/X4vFaNBh__I/AAAAAAAAAX0/YHhs-QigySQsUpqZhuYuJ3J7BEaPHQPrgCLcBGAsYHQ/s0/caras%2Bnuevas.bmp)(https://1.bp.blogspot.com/-WMOzT3ToFdc/X4vFmmTekHI/AAAAAAAAAX4/wDdUzP6wkKEWq5OQOz6x4utfYeb983xkgCLcBGAsYHQ/s0/dc0ejrs-eadd0ddb-f1eb-4b62-876c-c1abd60534f8.png)(https://1.bp.blogspot.com/-Ht3h981qVXs/X4vF-I75TxI/AAAAAAAAAYE/T7xrV-SWXt4hVERCzR8pxBtdxvqO7KAVwCLcBGAsYHQ/s0/blanka%2Bproyecto.gif)
Perhaps an artistic direction to be followed is to use hair color as shade and muscle. I am busy with other projects and my college, if it weren't for that I would help.
Note: I am Brazilian, I have a lot of appreciation for Blanka :)
If I am making new sprites for the selection of smaller characters for some that were very large, it is also in my plans improved blanka but hopefully we will do something like the game boy :thumbsup:(https://1.bp.blogspot.com/-RLqcEtjHw4Q/X4vFaNBh__I/AAAAAAAAAX0/YHhs-QigySQsUpqZhuYuJ3J7BEaPHQPrgCLcBGAsYHQ/s0/caras%2Bnuevas.bmp)(https://1.bp.blogspot.com/-WMOzT3ToFdc/X4vFmmTekHI/AAAAAAAAAX4/wDdUzP6wkKEWq5OQOz6x4utfYeb983xkgCLcBGAsYHQ/s0/dc0ejrs-eadd0ddb-f1eb-4b62-876c-c1abd60534f8.png)(https://1.bp.blogspot.com/-Ht3h981qVXs/X4vF-I75TxI/AAAAAAAAAYE/T7xrV-SWXt4hVERCzR8pxBtdxvqO7KAVwCLcBGAsYHQ/s0/blanka%2Bproyecto.gif)
(https://1.bp.blogspot.com/-A_1-oWuTu9Q/X4oby6WQ7aI/AAAAAAAAAXQ/UQFh_-LqdSoQOryUN6VH7LQgemR7aKQKgCLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%2529BLANCAfinal%2Bhackrom456pruebapiton4final2.png)(https://lh3.googleusercontent.com/1JB6NWX6J-ri_E1Lox7OWqAfUOGBe-it5vCZxmHrgrqBB5rBG99xdPU_CaSGhMn0P0KVhb4QahCaFp-Wo2oGNoEoZFmlZwEI2SZO-0xSlljpoPyA3z5k8DGaS3LWxyS7lY24eGBPU1C2cNT1SCPKaqwQ6UUJ89W1G40J7-PLERHK59YbAlkzCaZ7nO7y7xeqlFf1hk6U7AYwMw_OgdPjUGG6EGX2lwDvxDB--3tslgVuxIY_NCWhyEJiFJhHwiVc5z2mXzrWGosiE0OC_n-SzvZmoPmc52bYN5BnBYAGqWi1NHBGfsfo_qNTY7mYNfKQVFieiJyTuezujwREHE53AAc3FLHc6uEkMQMgNFKyEDdw73dbv6qrRFqP-sC_hzlsnd-0Uva1lYYdWviE2piBdsDdquNhbUAHUCBkS1Tk6MoUnXq27EyMht6fGYsLUmLBtyJfPG6QX4Ec2tcA7fbFGjZ5-VItc5JshOkoqVSlT1SfWMIrnA56Ngu1eLVsjUKofgBSR48PyTPHYEmBXgiaNvNJPv7nyk4UkJRztK1MdSB8N2oAfCBUklIQsDmu_0M3AHj5KpzxO3XeXHuVWmPmFD_5gDbrMwL_EMDP4ByuOOSg8lIyFu1FAvz2CPNwVUHlyw34vJzIQi4yn5MJunxxo7uHEkIVUbRBkr0Wx1nrNLxMPxOJiW2_CtTSsIYkj4Q=w256-h224-no?authuser=0)
I am the only one who cannot see the images uploaded to the Google server (I am using the mobile version of the page)I think it was my fault, I created the link but the folder was not shared.
we change the size of some sprites and we are trying to color, we still need to adjust more color details(https://1.bp.blogspot.com/-ZjhtQ6DdR-s/X4h0oJNzoXI/AAAAAAAAAWQ/re6w0hyDzlIyKnzaDLOTn9fycG24FBVagCLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%2529%2Bryu%2Bface%2Bfinality22.png)(https://1.bp.blogspot.com/-f0yfgjCHlY0/X4xk2HgkMNI/AAAAAAAAAYQ/CYKKokKSNVYTR1ZYv5e4YywN6UbUOuc4gCLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%2529%2Bryu%2Bface%2Bfinality3_000.png) :thumbsup:Sebastian, I played with the colors a little more, analyze if you like it and can enjoy something.
October 18, 2020, 12:01:58 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
:crazy:
The deeper the understanding of the engine, the more difficult the project is. From now on I will specialize in elves! It will take a long time! ! ! Such an interesting project will not give up!Exactly the sprites are another of the most important things in this game, I'm sure you can overcome the obstacles and bring the project to fruition :crazy: :crazy: :crazy:
Are you going to redesign the whole character or just add more details?I could greatly improve blanka's sprite and color it very arcade-style if you shared with me the three colors it uses for electric rays(https://1.bp.blogspot.com/-4erN5MTENx0/X4yp35JCWjI/AAAAAAAAAYc/gpROm8dsAYYbsnsHG0F_0_6b7Fo6UAkCwCLcBGAsYHQ/s0/blanka%2Bseba%2Bproyect.png)
(https://lh3.googleusercontent.com/1JB6NWX6J-ri_E1Lox7OWqAfUOGBe-it5vCZxmHrgrqBB5rBG99xdPU_CaSGhMn0P0KVhb4QahCaFp-Wo2oGNoEoZFmlZwEI2SZO-0xSlljpoPyA3z5k8DGaS3LWxyS7lY24eGBPU1C2cNT1SCPKaqwQ6UUJ89W1G40J7-PLERHK59YbAlkzCaZ7nO7y7xeqlFf1hk6U7AYwMw_OgdPjUGG6EGX2lwDvxDB--3tslgVuxIY_NCWhyEJiFJhHwiVc5z2mXzrWGosiE0OC_n-SzvZmoPmc52bYN5BnBYAGqWi1NHBGfsfo_qNTY7mYNfKQVFieiJyTuezujwREHE53AAc3FLHc6uEkMQMgNFKyEDdw73dbv6qrRFqP-sC_hzlsnd-0Uva1lYYdWviE2piBdsDdquNhbUAHUCBkS1Tk6MoUnXq27EyMht6fGYsLUmLBtyJfPG6QX4Ec2tcA7fbFGjZ5-VItc5JshOkoqVSlT1SfWMIrnA56Ngu1eLVsjUKofgBSR48PyTPHYEmBXgiaNvNJPv7nyk4UkJRztK1MdSB8N2oAfCBUklIQsDmu_0M3AHj5KpzxO3XeXHuVWmPmFD_5gDbrMwL_EMDP4ByuOOSg8lIyFu1FAvz2CPNwVUHlyw34vJzIQi4yn5MJunxxo7uHEkIVUbRBkr0Wx1nrNLxMPxOJiW2_CtTSsIYkj4Q=w256-h224-no?authuser=0)
Sebastian, I took the liberty to modify it to visually demonstrate what I had suggested.
Another thing that could be improved is the post on the right side, in the original it has a wood texture.
I believe that the final result of your hack will be very good! :thumbsup:
This looks incredible, CryingOnion's hack was pretty good but this one might be even better. I would also love this hack if the music was improved. ;)I still can't get anyone who knows how to change the music on the title screen and the character selection, which is where the game is very intense :-\
The deeper the understanding of the engine, the more difficult the project is. From now on I will specialize in elves! It will take a long time! ! ! Such an interesting project will not give up!that's the master attitude !!! ;D
They use different engines, but there is a version where they are mixed, unfortunately the physics of these fighters is very deficient to those of street figure 3 8)we are still on our way here I have the two tracks for the game
New details added to Vega's stage ... and I am happy to have received the collaboration of (TI) with two songs :crazy:
the roster is looking amazing ...
a note =
The world map could be improved by correctly placing the names of the countries (Spain is in England) and adding the flags.
(https://www.arcadequartermaster.com/capcom/sf2/map.png)
Britain, not England ;) Sorry I always correct people when they call the entire island England.fantastic! :beer:
Britain, not England ;) Sorry I always correct people when they call the entire island England.
if it was more worked, only that the size was uneven with the other portraits and when making the box it no longer enteredvery good idea I will make an optional patch for the two versions that you say! :thumbsup:
yes totally agree, I was doing tests with blanka and the best is the game boy even guile and bison are great too :thumbsup:
(https://1.bp.blogspot.com/-Xrq0wQFMJ_A/X5tVjTJb1rI/AAAAAAAAAhM/AJUAwWFKgXc9DOhlSZaHBr-MnwasoWFHgCLcBGAsYHQ/s320/CHR000blamka.bmp)(https://1.bp.blogspot.com/-0jpvnNy_cqc/X5tVwwvvPCI/AAAAAAAAAhU/Ag31VcAs4zIfD1NNzjR3vlLXi06dPMCOQCLcBGAsYHQ/s0/blanka%2Bproyecto.gif)
I prefer the selection screen in this more modern style, I ended up doing it on YYchr as well.
(https://lh3.googleusercontent.com/pw/ACtC-3cv_eVib0xpJ1_zL4o5H6gBoOWgirHubGjRb2fQbHhvvVwfqVXy63T2ofWq4gJWSPcFn1K4ZfgKuey1Tm07ZMinhvAJ9WEodVimVxGpGASD7JuSkgBsaLQt5gm8_40L8riXmiKl7iDtvHjkp7PEAMScaw=w256-h240-no?authuser=0)
I prefer the selection screen in this more modern style, I ended up doing it on YYchr as well.
(https://lh3.googleusercontent.com/pw/ACtC-3cv_eVib0xpJ1_zL4o5H6gBoOWgirHubGjRb2fQbHhvvVwfqVXy63T2ofWq4gJWSPcFn1K4ZfgKuey1Tm07ZMinhvAJ9WEodVimVxGpGASD7JuSkgBsaLQt5gm8_40L8riXmiKl7iDtvHjkp7PEAMScaw=w256-h240-no?authuser=0)
I had commented earlier, for you to be able to put Ken's yellow hair you will have to sacrifice a color of the clothes and leave Ryu with two black palettes in his hair and one of these palettes you change to yellow for Ken. The image illustrates how to do this.
About leaving the blue background and having black in the character selection, create a blue tile and stamp it across the background.
(https://lh3.googleusercontent.com/pw/ACtC-3cwOOi2X0nsM6ha3GghU5PuzTe4O-Vou3YEa3UlxXXNll1DooTSMLbvNgScVda4OPDRg4fQDiOEX7cWox5-3U32uNMQ1cCIZiw--lt7vGmxwEjwar2LF8UIZJg7ilgxlTkNEKZafgjmqow5iJcRtw5knQ=w467-h528-no?authuser=0)
I really like your project! A suggestion, put your hair and pants with more red, to differentiate it from the skin. :thumbsup:Another option would be to use one of the skin colors for the hair since they are less obvious areas compared to the kimono? :happy:
YES!! YESSHH!!! *Laughs in Dictator*Actually, M. Bison was strange, I corrected him! :police:
This is one of two goals! Can you do the World Warrior Portraits?
We need to improve the opponent cycle, so you won't to fight always Chun-Li in first stage.
Take a look on Mortal Kombat II by Hummer: they have a fixed cycle, but the 7th opponent is the Mirror Match.
So if you pick Ryu, 6th stage should be Ryu.
But, creating an exception for bosses:
6th opponent for Claw: Chun-Li
6th opponent for Sagat: Ryu
6th opponent for Dictator: Guile
Yes, I'm making a nod to the SF lore.
magnificent once again you surprise me improving what was already perfect! :crazy:I thought it was a little strange, I prefer to take a color from the clothes. :beer:
October 30, 2020, 10:06:40 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Another option would be to use one of the skin colors for the hair since they are less obvious areas compared to the kimono? :happy:
October 30, 2020, 10:45:35 am - (Auto Merged - Double Posts are not allowed before 7 days.)
(https://1.bp.blogspot.com/-GO3Ih3t74Wg/X5wmnhMgmvI/AAAAAAAAAho/cN943v75XRwPe-lLVP4skOwu00VnizyuQCLcBGAsYHQ/s0/ryu%2Bvs%2Bken2.png)
approach model ::)
Hello, your designs look great, I would like to work with your them to make the next mockup of the selection screen, could you give me a screenshot in ".PNG" please :thumbsup:
On the other hand, I consider that degrading the graphics of both characters to correct Ken would not be the best option, since at first glance you can see that it loads an independent portrait, has its own palette attributes and an exclusive ending, so it is to be assumed that there is the possibility of redirecting your graphic banks to another sector to create exclusive graphics for it ;)
On the other hand, I just saw the screenshots of the thread title screen and I noticed that the color of the lower texts is different from the image I used for reference, so I made this small modification, although I'm not sure if it looks better or it is much in evidence that I no longer had colors available to work with, what do you think? (https://orig00.deviantart.net/9ce5/f/2019/086/c/3/what_by_terwilf-dd34pvz.gif)
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de7tgoj-1aa4794e-102f-4d38-b083-7a10cc669770.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTd0Z29qLTFhYTQ3OTRlLTEwMmYtNGQzOC1iMDgzLTdhMTBjYzY2OTc3MC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.kccyZbhUI5mxgeMDwojNlZo6yuf5dhvEfS3z2sqh5WY)
of course and I hope to see your project that will surely be great
You might also consider Sachen's Street Heroes for NES, that's another unlicensed fighting game.
Xander max
Excuse me, I checked the thread at various times of the day and I assumed that being Friday I would not have the opportunity to find it, so I decided to make my own version to continue working, in serious excuse me this makes me very sorry :-\
On the other hand, his work helped me a lot as a reference, especially when drawing Vega, he is a great artist :thumbsup:
This these are the first results :beer:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de7viv7-429e1988-fea1-4fa2-b2bc-e819618e2055.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTd2aXY3LTQyOWUxOTg4LWZlYTEtNGZhMi1iMmJjLWU4MTk2MThlMjA1NS5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.CbRbePaOybmX_VbF4HPYXX4nZnSOdmt_Dzrac-tu4nw) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de7viv3-035f34f1-5203-481f-8c74-9275c03fe3db.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTd2aXYzLTAzNWYzNGYxLTUyMDMtNDgxZi04Yzc0LTkyNzVjMDNmZTNkYi5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.MWBjgcW-_htakoBmXqkFtbDBqvqh-i16WMkVq23uR5U)
Great contribution of cartridge!!! :thumbsup: RYU stage music (https://drive.google.com/file/d/15am44XmEDgs1tW-CuLw7Hg_DnYtqdBoh/view?usp=sharing) :crazy:
The character selection screen looks great! Did you manage to place the extra blocks in Guile?
Xander max
It looks great, I had a lot of problems with Chun-Li, on the other hand the selection cursor has white borders so it would be difficult to distinguish it if I used that same color for the background, although it is necessary to choose a uniform tonality:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de7wurp-9be6f978-4003-4283-a331-7221157f1682.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTd3dXJwLTliZTZmOTc4LTQwMDMtNDI4My1hMzMxLTcyMjExNTdmMTY4Mi5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.Bs1vJMeB7sNbtZgnuPVZ7TDKwc0zY7FJKjBfGJFeHDs) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de7wuru-24d1f876-0bb5-4db3-93f6-f78d98b34c40.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTd3dXJ1LTI0ZDFmODc2LTBiYjUtNGRiMy05M2Y2LWY3OGQ5OGIzNGM0MC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.JiuD2_pm1yfxZeDUqOloGeAIuK9f-Tj4Ee48aOfSois)
Click to enlarge (Images with emulator filters)
Personally I like the result of the second image better, this is the result of combining our ideas :thumbsup:Spoiler:(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de7wsql-f24d1979-1fdf-4650-8c7d-51713cddaf9c.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTd3c3FsLWYyNGQxOTc5LTFmZGYtNDY1MC04YzdkLTUxNzEzY2RkYWY5Yy5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.zxbEBljmcnNIrscZvqCJ-UqBjBBTgvL19P4eoH2emg8)
On the other hand, I know it can be a bit annoying, but please use ".PNG" or ".GIF" if possible to share images, I am color blind and JPG compression causes sectors of the image that I literally cannot understand :'(
Note: I used an emulator filter, because I think most people will end up playing the game this way ;)
By the way, the distribution of countries makes sense for the Street Fighter world, I don't know much about geography, but at a glance I can see that Spain is located in the United Kingdom, China is in Mongolia, Brazil crushes Peru, etc, etc..
Edit: I hadn't noticed Vega, quick update :laugh:
Very good Sebastian, are you going to use the background of some other game or are you creating from scratch?
(https://1.bp.blogspot.com/-FZ5THN4tiV0/X58GegpPQZI/AAAAAAAAAjM/96po1-923SQU0sL061u2r9JDL7FP-2nLwCLcBGAsYHQ/s250/bloggif_5f9f0652666a2.gif)
:happy:In the bowels of stage chun lee :o
What a fantastic image Sebastian! Congratulations!
(https://1.bp.blogspot.com/-tvtT-BHC8ls/X6BLyTrroxI/AAAAAAAAAlY/UozgffXR2Mw4EA-2EVdicMglUvLJDNPfwCLcBGAsYHQ/s320/unnamed.gif)
And now it's a reality :thumbsup:It's great!!! :D :crazy: :crazy: :crazy:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de831q4-c26dc165-2605-468a-a4a4-76596f6e49a8.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTgzMXE0LWMyNmRjMTY1LTI2MDUtNDY4YS1hNGE0LTc2NTk2ZjZlNDlhOC5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.2jaja0hQ6Xh-eC9lLl5sOCKJOsAjWepNLYAKo5uS9zc)
Although in my opinion it is very overloaded and perhaps needs a modification is its palette ;)
And now it's a reality :thumbsup:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de831q4-c26dc165-2605-468a-a4a4-76596f6e49a8.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTgzMXE0LWMyNmRjMTY1LTI2MDUtNDY4YS1hNGE0LTc2NTk2ZjZlNDlhOC5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.2jaja0hQ6Xh-eC9lLl5sOCKJOsAjWepNLYAKo5uS9zc)
Although in my opinion it is very overloaded and perhaps needs a modification is its palette ;)
And now it's a reality :thumbsup:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de831q4-c26dc165-2605-468a-a4a4-76596f6e49a8.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTgzMXE0LWMyNmRjMTY1LTI2MDUtNDY4YS1hNGE0LTc2NTk2ZjZlNDlhOC5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.2jaja0hQ6Xh-eC9lLl5sOCKJOsAjWepNLYAKo5uS9zc)
Although in my opinion it is very overloaded and perhaps needs a modification is its palette ;)
Great, I already applied the color suggestions that you sent me privately to the most current rom and I must say that I like the light-colored version better, what do you guys think?Fantastic !! for me it looks spectacular I like all the new ideas you are implementing, this screen has nothing to envy to 16 bits :crazy:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de84fys-c1fec37b-5a87-48b5-8212-94d7db4ddf53.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTg0ZnlzLWMxZmVjMzdiLTVhODctNDhiNS04MjEyLTk0ZDdkYjRkZGY1My5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.xfDYlGnNG0mgD0g2P7zdi3Hh8AfNJojPyDN8S-fo9tE) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de84fyo-3d10437b-9f17-41c6-b824-3b70a1930703.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTg0ZnlvLTNkMTA0MzdiLTlmMTctNDFjNi1iODI0LTNiNzBhMTkzMDcwMy5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ._uZGNm-PIZIyX8udBGHSGsjdVAfcl_k-c8YGtevB4jw)
On the other hand, I think the "Player select" font should be changed to one that takes better advantage of the new color arrangement.
Although the only thing that does not convince me is that the colors of the flags are increasingly inaccurate, but it certainly feels like a game that could have come out in the best time of the NES :laugh:
By the way I finally put into practice Xander max's suggestion for the portraits of the fighters :thumbsup:
Here I created an intermediate version taking the best of both versions :thumbsup:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de84omo-5c30dc8c-98cc-40d9-a167-c2ab59687412.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTg0b21vLTVjMzBkYzhjLTk4Y2MtNDBkOS1hMTY3LWMyYWI1OTY4NzQxMi5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.3eTNd-A2XLna5xTj5qeDbqswCJ4ozTlZlODHH7jSdrw)
The sources are provisional, I suppose, since it is time for me to start with the other things, so if you have any suggestions to improve the sets, portraits, etc. this is the moment :beer:
The command to perform the Shoryuken/Tiger Uppercut is very difficult. Is it possible to change the command or make a way to make it easier?An easy way to perform the blow is to stay tight forward and tap down, when releasing down and continuing to press forward, press the punch.
Think there's a chance of adding the remaining sf2 characters. Don't need to add the super sf2 characters.
Also, theres a sf2 adaption for turbo grapics 16. I think you could do something with it.
GraphicusSics! I am very amazed by the playful way that exposes the changes. There is a tutorial explaining how the changes were made to this screen, both the new sprite distribution and the color palette changes.
Although doing it this way would have made it difficult to place the flags, since they must be distributed so that you can apply the correct palette without leaving a sector of the map painted with the wrong colors.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de87pzx-99bfe0ab-afce-41ef-9777-6d5fdd5fa052.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTg3cHp4LTk5YmZlMGFiLWFmY2UtNDFlZi05Nzc3LTZkNWZkZDVmYTA1Mi5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.tnkR1c6wqvjvTnQh5t09isC-aZ9Dw-u8NqhV5zgTKjk)
RealGaea
I've modified scripts in other Hummer games, but I'm not interested in doing it here, sorry
I hope you can add these characters or you can use mari street fighter turbo it's the same gameThank you very much friend for the information and the good vibes! :thumbsup:
but with more characters :thumbsup:
verme
No, the modification that you propose is not possible, at least not in the way you have proposed it, the most feasible option would be to change the background color to blue, but as you can see the result would be quite poor:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de86881-2a144144-3b0c-491d-95ff-5265d9b443d4.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTg2ODgxLTJhMTQ0MTQ0LTNiMGMtNDkxZC05NWZmLTUyNjVkOWI0NDNkNC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.fcBkcq2uYwFRNaYracuyUcbUzy_Y31_OQAIPO7dvD3Q)
You'll have to resize them to fit. Ryu is the right size to me. Sics can do it, right?I could, but I enjoy more seeing how true artists demonstrate their full potential, remember that this is sebastianangel's project, I am only his collaborator and as such I will do my best to make his ideas come true.
It's because the biggest gripe I had with this bootleg is playing ALWAYS in Chun-Li Stage when playing a versus.Great, I hope your project comes to fruition, on the other hand, although we would like to fulfill all the requests they make us, I think it is better to be realistic, at the moment we are only two people to share all the tasks, when we manage to become a legion we can do what legions do, conquer small towns and eat sheep? Ok bad analogy :laugh:
Anyway, this inspires me to continue the minimal patch for MK II by Hummer.
Xander maxIf you do something like that I would be very grateful, your pixel art and the way you work is very interesting!
The truth is that I was thinking of spending my time growing my YouTube channel by teaching this kind of thing, and of course also sharing some of my own projects, but I have never worked as a team with anyone, so it seemed like a great opportunity to participate here.
Speaking of the specific case of editing the transition screens of the game, I still think with what approach to approach it, since I do not know whether to focus on the main thing or also cover how I create the designs, find pointers, redirect data, etc., that's why I think that the audiovisual format was ideal for it.
What's more, the first title screen that I created for this hack, I was originally going to use it to record this tutorial, but then I hurt my back and it hurt to speak, so I only focused on finishing it to try to revive this great initiative.
https://www.youtube.com/channel/UCdGHNhopquBMifjhdNSWQTA/videos
THANK YOU VERY MUCH IT IS AN APPROACH I THINK IT CAN BE IMPROVED! FOLLOWING OTHER TESTS :thumbsup:I am polishing the graphics a little, there is still a lot to do, I share some drawings
(https://1.bp.blogspot.com/-Y3A07LKDiUg/X6a8HXjn12I/AAAAAAAAAsY/ntjUDHi3rdEGyu5Jx6XAfOG50NXykfr6QCLcBGAsYHQ/s0/JEFES.png)(https://1.bp.blogspot.com/-PQMryxR6tpg/X6a-twJ7piI/AAAAAAAAAso/x7-787e3pNMtN1AiBymp1kGaQn47M18CQCLcBGAsYHQ/s0/BISON2.png) ::)
I take the opportunity to continue asking for collaboration in all possible areas of the game, I am excited about the idea of finishing something at a higher level than I would have imagined in the beginning, I have all The songs of the game in middi format do not know if it is possible to pass them to famitracker? Also some ideas of many here to put more fighters seems very difficult, there is an idea in my head to incorporate a bunus stage, I do not know if it is possible :huh: but I love it! :woot!:
Anime_World
That is not possible the map shares palettes with Chun-Li :P
chunli could you add Kikoken sprite ?
I am polishing the graphics a little, there is still a lot to do, I share some drawings
(https://1.bp.blogspot.com/-Gl1mvo7OUmQ/X6diHMKlM5I/AAAAAAAAAtQ/oFnWuT_2JyIh9L5fbOII8AGjQ_gRfO1kgCLcBGAsYHQ/s0/ryu%2Bfinal%2Bsebastian2.png)(https://1.bp.blogspot.com/-X2_ASsdC-C8/X6da7pznksI/AAAAAAAAAs4/VIepQCJSdpsFgUy0K-B62khmJeg0YeLPACLcBGAsYHQ/s0/guille.png)(https://1.bp.blogspot.com/-lJ_1_vedxhw/X6dnaoS5nqI/AAAAAAAAAtc/AP8uln642JsPdeENvmhU7d0jyUNz1oW-wCLcBGAsYHQ/s0/jefes%2Bfinal.png)(https://1.bp.blogspot.com/-P2ouof4AmJM/X6dbtfUW3_I/AAAAAAAAAtE/NvrrSG0DZpYz5zPC7MZjmE7Lw3iT1mU1ACLcBGAsYHQ/s0/BISON2.png)
I've been looking among all the unlicensed pirate port, although they are not the best tunes if they are the closest to the original arcade, including the intro and sound fighter selection, I believe in the idea that they could be extracted for this project, Would it be difficult to adapt them or do they have better melodies ?
had they already valued this option ?
this is the version with the melodies "close" to the arcade
Street Fighter II Pro
https://www.youtube.com/watch?v=vUoit5rKZVw&ab_channel=AnonymousWorld (https://www.youtube.com/watch?v=vUoit5rKZVw&ab_channel=AnonymousWorld)
- technical doubts :-\
Ryu / Ken's Hadōken can have the original blue / white color and not be fire orange ?
chunli could you add Kikoken sprite ?
the health bar has some very dull colors lemon yellow looks purple violet the color of damage, shouldn't it be red and deep yellow ? :-\
greetings to the team :woot!:
Tileset | Lines to be drawn on the screen
C0 | 0C
----------------------------------------------------
C0 0C | C2 12 | C4 00 | C6 FF |Dhalsim
C8 0D | CA 12 | CC 00 | CE FF |Sagat
D0 11 | D2 00 | D4 FF | FF FF |Bison
D8 0E | DA 16 | DC 00 | DE FF |Guile
E0 0C | E2 12 | E4 18 | E6 FF |Ken
E8 0E | EA 00 | BA 00 | BA FF |Ryu
F0 11 | F2 00 | F4 00 | 00 FF |Vega
EC 0E | EE 00 | 00 00 | 00 FF |Blanca
F8 0C | FA 18 | FC 00 | 00 01 |Chun-Li
----------------------------------------------------
A2 0D | A4 00 | BA 00 | BA 01 | Selección de niveles
D4 14 | D6 00 | 00 00 | 00 01 | Title screen
BD 1A | BE 00 | BA 00 | 00 20 | Continues
You could say that it is almost like having a MUGEN for the NES, since this added to the other characteristics of the engine really expands the possibilities of this project :laugh: ╔══════════════════╦═════════════╦═══════════╦═════════════╦═══════════╗
║░▒▒▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓║ Tile Margen ║▓▓▓▓▓▓▓▓▓▓▓║ Onscreen. ║▓▓▓▓▓▓▓▓▒▒░║
╠══════════════════╬══════╦══════╬╦═════════╦╬══════╦══════╬╦══════════╣
║ Pointers ║ mX ║ mY ║║ Nº CHR ║║ PosX ║ PosY ║║ Sprite ║ mY
╠══════════════════╬══════╬══════╬╬═════════╬╬══════╬══════╬╬══════════╣
║7D8E8E8E 7D8E8E8E ║ 03 ║ 04 ║║ 01 ║║ F0 ║ E0 ║║ FF 36 37 ║ 01
╠══════════════════╬══════╬══════╬╬═════════╬╬══════╬══════╬╣ FF 3A 3B ║ 02
║░▒▒▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓║▓▓▓▓▓▓║▓▓▓▓▓▓║║▓▓▓▓▓▓▓▓▓║║▓▓▓▓▓▓║▓▓▓▒▒░║║ 00 43 44 ║ 03
║░▒▒▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓║▓▓▓▓▓▓║▓▓▓▓▓▓║║▓▓▓▓▓▓▓▓▓║║▓▓▓▓▓▓║▓▓▓▒▒░║║ 4D 4E 4F ║ 04
╚══════════════════╩══════╩══════╩╩═════════╩╩══════╩══════╩╩══════════╝
FF = Vació mX 01 02 03
Sorry if I repeat this, but I did not understand almost anything of what you wrote again, I recommend you attach the original text with your translation ;>(https://1.bp.blogspot.com/-eQ5C2YpOh7E/X62fmXf81GI/AAAAAAAAAyE/Dn_P6Zi6hKkk6PSZNUdqyiG-pgpUU8ISgCLcBGAsYHQ/s0/street%2Bfigther%2Bmejorado_Modified2b.png)(https://1.bp.blogspot.com/-Chyu49f97W4/X62fhviTgEI/AAAAAAAAAyA/_aCqv0xrGhMTZ7q4A5lYMvLMTOfs2ZkjACLcBGAsYHQ/s0/street%2Bfigther%2Bmejorado_Modified2%2Bryu%2Bvs%2Bblanka.png)(https://1.bp.blogspot.com/-Nj-LYiBqD94/X66sWGmfbjI/AAAAAAAAAyY/iGaTZhDEYlcwz-wtuJEplzUFz7HxcXxcgCLcBGAsYHQ/s0/street%2Bfigther%2Bmejorado_Modified5.png) :P
testing :P
hahahaha, :D
Because I don't know how to write programs, I don't know how to express it. My progress is very slow! But I will pay attention to this project。
加油! :thumbsup: :thumbsup: :thumbsup:
I did some arts, maybe they can inspire or enjoy something!Great illustrations! :beer:
(https://lh3.googleusercontent.com/pw/ACtC-3e2Fp8UgwGTiUe8peOjM_Cy4sY7tXA63JJbScCcmpOl_J9YZC4aC3EAEg8w5P5zmtHt8R1r6zJa4-n5o2YQZPcUbHmSu385SZFq69e_9xp6GVg69cxnTP5EOIHsMeqKMGM4968FG21pjTyAoKc1ncgUqw=w161-h248-no?authuser=0)
sebastianangelThanks for the instruction! Always very detailed in his explanations!
It is a mostly manual process, to achieve a decent result you should not only analyze the graphics you want to adapt, but you should consider other variants of it and especially the original version :thumbsup:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8ozpb-e883eb14-0078-4202-aaf6-c1fa9f1768c9.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThvenBiLWU4ODNlYjE0LTAwNzgtNDIwMi1hYWY2LWMxZmE5ZjE3NjhjOS5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.hNDQpg_pph1MicjpYvIfLWalRv-WfV1-Qa_8-Pf2Snk)Spoiler:(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8ozu8-ef2736b8-e978-41fa-afa8-2cc2fa8b5c7d.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThvenU4LWVmMjczNmI4LWU5NzgtNDFmYS1hZmE4LTJjYzJmYThiNWM3ZC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.nN0-qVrkwG8_K3BBsIB3yENqkCQJE90JOulPVkDVh_w)
The first thing I noticed after I started testing was that there was a lot of information in this image that would inevitably be lost if I scaled it up, so the solution that convinced me the most was to find an optimal point to cut the image based on the original NES framework:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8ozox-e9b83345-f410-4f33-b5d2-4b9f4a911866.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThvem94LWU5YjgzMzQ1LWY0MTAtNGYzMy1iNWQyLTRiOWY0YTkxMTg2Ni5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.h5EalaoQIRo8Juln9ie74q92MaFL-iq2hnGVk0LZ5is)
But when comparing the result with the portraits of Ryu's classic version, it was noticeable that he had become very big-headed or at least his head was the only thing that stood out:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8ozos-c2bb003d-1061-4ce6-aed8-2b32f2dd0ba2.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThvem9zLWMyYmIwMDNkLTEwNjEtNGNlNi1hZWQ4LTJiMzJmMmRkMGJhMi5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.WCvuUcZFX_0G2wMo70LGS3_7_YzI5Aul1-mW_ilQEnY)
So instead of just cropping it scale part of the illustration, as follows:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8p016-70ab2f98-7ea0-446e-b71d-b6fe01cce744.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThwMDE2LTcwYWIyZjk4LTdlYTAtNDQ2ZS1iNzFkLWI2ZmUwMWNjZTc0NC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.ns3Q3HeAldgcmVxAtxAK5gy6DWNcsdb3-6m6bVVvOXQ)
Although for this specific case the soft resizing was not the most indicated since the finish of the original work is rough or whatever.
Using the ImageResizer-r129 tool, scale the image using the Bicubic <GDI+> method already to its final size.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8p01c-d4be509d-65da-44e2-a543-ec794d0ffe3b.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThwMDFjLWQ0YmU1MDlkLTY1ZGEtNDRlMi1hNTQzLWVjNzk0ZDBmZmUzYi5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.2QGDEcdZvTH3DVp8DuSTLovuRP33GWT0Z_ARti6MrjE)
In this part I usually use Color Quantizer, to get the best result, but looking for alternative ways to facilitate your task I discovered a very interesting function in RIOT (Radical Image Optimization Tool).
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8ozom-22fb2965-010e-450b-aabe-efea6816898b.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThvem9tLTIyZmIyOTY1LTAxMGUtNDUwYi1hYWJlLWVmZWE2ODE2ODk4Yi5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.H7P1IcTrRQlaH0Q-lsvq5LCZifiiQD60-ulHXMTAJhA)
With it you can filter the original image to improve the output results, in this example I used an additional color by mistake, since I usually work using images that include an alpha channel, this means that you have to configure a palette of 5 colors to be able to preserve the transparency.
Already with several different versions, it is only a matter of taking the best of each one and unifying them in a single illustration, paying special attention to the original version of the NES, since it can take the greatest amount of resources to hide the limitations of the system.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8p0jq-8a373a42-09b5-4fda-a88c-51aab9ef6ef2.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThwMGpxLThhMzczYTQyLTA5YjUtNGZkYS1hODhjLTUxYWFiOWVmNmVmMi5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.EnynYEymf1nMt2OZ6UgMcfGOw0eALXGvj2y3N7H88bA)
On the other hand it is a waste of effort to use the real rom for testing. It is better to create a mockup with NESImageConverter2, since it is fast, it is easy and it allows you to make changes efficiently.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8p0fb-494bd946-d630-4c20-a112-763b97ce98a5.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThwMGZiLTQ5NGJkOTQ2LWQ2MzAtNGMyMC1hMTEyLTc2M2I5N2NlOThhNS5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.BVut7tCZM3A1VOGvscsCWGzihKDbq83T-bSyTNhpSAo)
That tape is very badly drawn, I fall from sleep xD
Changing the subject, I can't quite understand why we should replace the mapper with MMC5, it's a sincere question, I don't understand what advantages it offers over the mapper that this game is currently using :-\
cartridge_rom
Logically, the artistic style used in a game should be the same from beginning to end, so although it may be a reference, I do not think that a version is created directly using the GBA graphics :thumbsup:
RealGaea
Regarding the endings, at the moment we are conditioned by the space for graphics, so we must consider it.
You have thought that if there are 9 players it would be necessary to draw 36 illustrations to fulfill your request, you are going to decompose the poor robot and then I will have to take him to the technician :D
Great illustrations! :beer:
sebastianangelExcellent explanatory tutorial :thumbsup: !!! It helps me 100% in the process and with an optimal result! I will put it into practice now! :woot!:
It is a mostly manual process, to achieve a decent result you should not only analyze the graphics you want to adapt, but you should consider other variants of it and especially the original version :thumbsup:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8ozpb-e883eb14-0078-4202-aaf6-c1fa9f1768c9.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThvenBiLWU4ODNlYjE0LTAwNzgtNDIwMi1hYWY2LWMxZmE5ZjE3NjhjOS5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.hNDQpg_pph1MicjpYvIfLWalRv-WfV1-Qa_8-Pf2Snk)Spoiler:(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8ozu8-ef2736b8-e978-41fa-afa8-2cc2fa8b5c7d.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThvenU4LWVmMjczNmI4LWU5NzgtNDFmYS1hZmE4LTJjYzJmYThiNWM3ZC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.nN0-qVrkwG8_K3BBsIB3yENqkCQJE90JOulPVkDVh_w)
The first thing I noticed after I started testing was that there was a lot of information in this image that would inevitably be lost if I scaled it up, so the solution that convinced me the most was to find an optimal point to cut the image based on the original NES framework:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8ozox-e9b83345-f410-4f33-b5d2-4b9f4a911866.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThvem94LWU5YjgzMzQ1LWY0MTAtNGYzMy1iNWQyLTRiOWY0YTkxMTg2Ni5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.h5EalaoQIRo8Juln9ie74q92MaFL-iq2hnGVk0LZ5is)
But when comparing the result with the portraits of Ryu's classic version, it was noticeable that he had become very big-headed or at least his head was the only thing that stood out:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8ozos-c2bb003d-1061-4ce6-aed8-2b32f2dd0ba2.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThvem9zLWMyYmIwMDNkLTEwNjEtNGNlNi1hZWQ4LTJiMzJmMmRkMGJhMi5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.WCvuUcZFX_0G2wMo70LGS3_7_YzI5Aul1-mW_ilQEnY)
So instead of just cropping it scale part of the illustration, as follows:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8p016-70ab2f98-7ea0-446e-b71d-b6fe01cce744.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThwMDE2LTcwYWIyZjk4LTdlYTAtNDQ2ZS1iNzFkLWI2ZmUwMWNjZTc0NC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.ns3Q3HeAldgcmVxAtxAK5gy6DWNcsdb3-6m6bVVvOXQ)
Although for this specific case the soft resizing was not the most indicated since the finish of the original work is rough or whatever.
Using the ImageResizer-r129 tool, scale the image using the Bicubic <GDI+> method already to its final size.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8p01c-d4be509d-65da-44e2-a543-ec794d0ffe3b.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThwMDFjLWQ0YmU1MDlkLTY1ZGEtNDRlMi1hNTQzLWVjNzk0ZDBmZmUzYi5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.2QGDEcdZvTH3DVp8DuSTLovuRP33GWT0Z_ARti6MrjE)
In this part I usually use Color Quantizer, to get the best result, but looking for alternative ways to facilitate your task I discovered a very interesting function in RIOT (Radical Image Optimization Tool).
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8ozom-22fb2965-010e-450b-aabe-efea6816898b.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThvem9tLTIyZmIyOTY1LTAxMGUtNDUwYi1hYWJlLWVmZWE2ODE2ODk4Yi5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.H7P1IcTrRQlaH0Q-lsvq5LCZifiiQD60-ulHXMTAJhA)
With it you can filter the original image to improve the output results, in this example I used an additional color by mistake, since I usually work using images that include an alpha channel, this means that you have to configure a palette of 5 colors to be able to preserve the transparency.
Already with several different versions, it is only a matter of taking the best of each one and unifying them in a single illustration, paying special attention to the original version of the NES, since it can take the greatest amount of resources to hide the limitations of the system.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8p0jq-8a373a42-09b5-4fda-a88c-51aab9ef6ef2.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThwMGpxLThhMzczYTQyLTA5YjUtNGZkYS1hODhjLTUxYWFiOWVmNmVmMi5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.EnynYEymf1nMt2OZ6UgMcfGOw0eALXGvj2y3N7H88bA)
On the other hand it is a waste of effort to use the real rom for testing. It is better to create a mockup with NESImageConverter2, since it is fast, it is easy and it allows you to make changes efficiently.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8p0fb-494bd946-d630-4c20-a112-763b97ce98a5.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThwMGZiLTQ5NGJkOTQ2LWQ2MzAtNGMyMC1hMTEyLTc2M2I5N2NlOThhNS5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.BVut7tCZM3A1VOGvscsCWGzihKDbq83T-bSyTNhpSAo)
That tape is very badly drawn, I fall from sleep xD
Changing the subject, I can't quite understand why we should replace the mapper with MMC5, it's a sincere question, I don't understand what advantages it offers over the mapper that this game is currently using :-\
cartridge_rom
Logically, the artistic style used in a game should be the same from beginning to end, so although it may be a reference, I do not think that a version is created directly using the GBA graphics :thumbsup:
RealGaea
Regarding the endings, at the moment we are conditioned by the space for graphics, so we must consider it.
You have thought that if there are 9 players it would be necessary to draw 36 illustrations to fulfill your request, you are going to decompose the poor robot and then I will have to take him to the technician :D
Great illustrations! :beer:
On the other hand it is a waste of effort to use the real rom for testing. It is better to create a mockup with NESImageConverter2, since it is fast, it is easy and it allows you to make changes efficiently.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8p0fb-494bd946-d630-4c20-a112-763b97ce98a5.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThwMGZiLTQ5NGJkOTQ2LWQ2MzAtNGMyMC1hMTEyLTc2M2I5N2NlOThhNS5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.BVut7tCZM3A1VOGvscsCWGzihKDbq83T-bSyTNhpSAo)
That tape is very badly drawn, I fall from sleep xD
RealGaea
Regarding the endings, at the moment we are conditioned by the space for graphics, so we must consider it.
You have thought that if there are 9 players it would be necessary to draw 36 illustrations to fulfill your request, you are going to decompose the poor robot and then I will have to take him to the technician :D
The command to perform the Shoryuken/Tiger Uppercut is very difficult. Is it possible to change the command or make a way to make it easier?a nes game "fighting hero 3" has the correct Shoryuken command. However, I have no idea about how to transplant command to other game.
Very good contribution if it is one of the soundtracks that we had considered in the beginning: :happy: and we do not rule out the idea, only that I think we have something better in middi format that we want to adapt to the game. The energy bar will verify it and it will surely be fixed : :thumbsup:, at this moment I was full with the theme of the finals and now with the screens versus. Chun lee's Kikoken already goes to a more pure programming area that perhaps others want to give a hand, any contribution is always welcome , but we go by parts and we do not rule out any idea or proposal that is within our reach!Will you collaborate with vasyanchichek(Vasil in romhacking.net)? UMK3 nes project shows his impressive programming skills.
When we have solved these commented areas, a more significant improvement of the stages is still missing :crazy:
then I leave the limk of agunos middis for the gamehttps://www.youtube.com/watch?v=kCMgPT3BV-8 (https://www.youtube.com/watch?v=kCMgPT3BV-8)
song6502, one way to check if the writing mode was correct is to take the converted text and translate it back into your language, if it is understandable to you, then it was correct. I saw your video on youtube, your scenery was amazing!
谢谢!我做了三个stage后发现,还是把引擎弄明白吧!以后就停止了。做像素画很有趣,就是太浪费时间。
Will you collaborate with vasyanchichek%uFF08Vasil in romhacking.net%uFF09? UMK3 nes project shows his impressive programming skills.It would be a great pleasure for us to have the help of (Vasil), it is incredible what has been achieved in mortal combat! For now he is busy with his own projects but as soon as he is released he will contact him. :thumbsup: That would be wonderful :crazy:
Switching to mmc5 is expanding capacity! From the perspective of the overall game engine, PRG: Currently, the data for an action sprite of the game character occupies 8k-PRG space. If you need to add three characters, you need a 24k-PRG space. (If ken is added, it is a 30k-PRG space) The data in the stage name table also needs more space than 8K-PRG. Now that the music data in the scene has free space to write, it may not be necessary to add new space.
In terms of chr: each character's graphic needs approximately 40k CHR of space, in addition to approximately 120k-CHR. The final screen requires a total of 6k ~ 12k of space.
The game engine has an ignition self-test program. If it is removed, it can leave some space. With this space, you may be able to write VS screen program to bring VS screen closer to arcade%u3002
%u539F rom: 128k prom + 512k chrom
%u4FEE%u6539 %u540E rom %uFF1A 256k prom + 1024k chrom
%u8FD9%u4E9B%u662F%u6211%u5F53%u521D%u7684%u8BA1%u5212%uFF0C%u5047%u5982%u5C06%u5F15%u64CE%u5F04%u6E05%u695A%u4E86%uFF0C%u5C31%u53EF%u4EE5%u91CD%u65B0%u7F16%u8BD1%uFF0C%u5C31%u53EF%u4EE5%u6709%u4EFB%u4F55%u7684%u53EF%u80FD%u6027%uFF01--------%u4FEE%u6539VS%u753B%u9762%u3001%u91CD%u7ED8stage%u3001%u6DFB%u52A0%u4EBA%u7269%u6570%u91CF%u7B49%uFF01%u800Cmmc5%u662F%u76EE%u524D%u552F%u4E00%u652F%u6301%u8FD9%u4E2A%u5BB9%u91CF%u7684%u6620%u5C04%uFF01 :-[
%u4E5F%u8BB8%u662F%u4E0D%u6B63%u786E%u7684%u8C03%u67E5%uFF1Ahttps://drive.google.com/file/d/1FziBD1vwgW9TVQrTHGpagWNC3VxRn6BD/view?usp=sharing
November 14, 2020, 07:35:23 am - (Auto Merged - Double Posts are not allowed before 7 days.)
%u6709%u4E00%u4E2A%u5C0F%u7EC6%u8282%uFF0C%u4E0D%u77E5%u9053%u5927%u5BB6%u6709%u6CA1%u6709%u53D1%u73B0%u3002
mapper197%u7684SF3%u6BD4mapper91%u7684SF3%u591A%u4E86%u4E00%u6761%u626B%u63CF%u7EBF
https://drive.google.com/file/d/1TBxREzsqdk1UnaXszEDH45kyrgATk3XI/view?usp=sharing
%u6211%u60F3%u8FD9%u662F%u751F%u547D%u503Cnametable%u663E%u793A%u9020%u6210%u7684%uFF0C%u4E0D%u77E5%u9053%u4E3A%u4EC0%u4E48%u3002
November 14, 2020, 07:45:28 am - (Auto Merged - Double Posts are not allowed before 7 days.)song6502, one way to check if the writing mode was correct is to take the converted text and translate it back into your language, if it is understandable to you, then it was correct. I saw your video on youtube, your scenery was amazing!fantastic explanation and data song! :thumbsup: you
%u8C22%u8C22%uFF01%u6211%u505A%u4E86%u4E09%u4E2Astage%u540E%u53D1%u73B0%uFF0C%u8FD8%u662F%u628A%u5F15%u64CE%u5F04%u660E%u767D%u5427%uFF01%u4EE5%u540E%u5C31%u505C%u6B62%u4E86%u3002%u505A%u50CF%u7D20%u753B%u5F88%u6709%u8DA3%uFF0C%u5C31%u662F%u592A%u6D6A%u8D39%u65F6%u95F4%u3002
Investigation is great, there will be many possibilities for improving the game, thank you for sharing your research and discoveries with us, I hope the connoisseurs can clarify any doubts you may have! :woot!:
Replacing the game's mapper to MMC5 implies increasing its capacity, in terms of the game engine, of course.
PRG: Currently, the data to manage the sprites of a fighter occupies 8k-PRG, therefore, if you want to add three additional fighters, you will need to have 24k-PRG (And if we also included Ken, a total of 30k-PRG would be necessary)
In the same way, for each new scenario that is developed, it will need an additional 8k-PRG to store its nametable, unless we take into account the version with the new soundtrack, since this dispenses with the original songs, leaving that space free to be modified.
CHR: The graphics of a character require approximately 40k-CHR and for the complete set around 120k-CHR, on the other hand, for their endings they require between 6k~12k-CHR.
The game engine has a power-on self-test program, if this were removed, it would be possible to reuse this space to program a VS screen closer to that of the Arcade.
ROM: 128K PROM + 512K CROM (Original)
ROM: 256K PROM + 1024K CROM (Modified)
Originally these were my plans, since, if the engine is completely deciphered, the game could be recompiled, opening up many possibilities, be it modifying the VS screen, redrawing the scenes or adding new characters and more!!
And currently the MMC5 mapper is the only one that supports that capability or maybe my research is wrong :-[
NES Space Checker (Capture) (https://drive.google.com/file/d/1FziBD1vwgW9TVQrTHGpagWNC3VxRn6BD/view?usp=sharing)
PRG: Currently, the data to manage the sprites of a fighter occupies 8k-PRG, therefore, if you want to add three additional fighters, you will need to have 24k-PRG (And if we also included Ken, a total of 30k-PRG would be necessary)
greetings, any news or small advance ? ;)Hello, :thumbsup: thanks for following the thread of this project and always being with good proposals and suggestions, I tell you the project goes ahead, we take a few days for other projects that we have simultaneously and waiting for the sound experts to join, which would be the finishing touch of gold for this great game, it is not ruled out those who have a deeper knowledge in ASM, to modify things that are beyond my reach,(4lorn) regarding ken's hair is something complex to achieve a satisfactory result since they are shared sprites Between characters they also share color palettes with their own body, and it is not just changing the color, the type of hairstyle is different and certain moniments too. As the saying goes, if you are going to do it, do it right! So it is preferable to take a little but arrive at a result worth all the effort! :woot!:
Sics! I am very amazed by the playful way that exposes the changes. There is a tutorial explaining how the changes were made to this screen, both the new sprite distribution and the color palette changes.Can you please tell me where can i find this tutorial you are talking about?, wanna learn how to do this kind of stuff, thanks.
I do some hacks, but my knowledge is limited only to yy-chr and simple color changes.
Thank you!
Nice picture! Much better! Any news Sebastian ?!
(https://1.bp.blogspot.com/-tQhlk07dFj4/X7p8op3y8-I/AAAAAAAAA2w/P8RbxQp8p-g3O8wZIyPp8whoV5rtPIq3QCLcBGAsYHQ/s320/dalshin%2Bnew4.bmp)
About the proposal to manage the graphics in a different way so that Ryu and Ken can share part of their designs, although I am not a programmer, it sounds possible to me.
First, it could simply be changed from BankCHR, also the body and the head could be managed as two different characters and even if we take into account that in this game for the title screens there are values that depending on how high they are represent one instruction or another, in In theory it would be possible to program something similar to create an identifier that defines which sprites should be loaded by one character or another :beer:
Nice picture! Much better! Any news Sebastian ?!Good friend, :thumbsup: doing many tests to see how the scenarios can be improved and what shading techniques to use given the limitations of the 8-bit system, there will be news soon :woot!:
Like I said, I'm not programmer but the idea made sense based on what Capcom did for SF2. Regardless of the way it's done by the team working on this NES version, I'm sure it'll be great.Thank you very much for the support and trust, we will do our best beyond the result :thumbsup:
[/img]
testing graphic variants for blanka's stage :huh:
was only tested on nes-image-converter
(https://1.bp.blogspot.com/-XW4aIqoxbHw/X8bLIyJ8bdI/AAAAAAAAA5k/Sw09nfVBgjo2WgcjmwHW0vrVjF8BUVwhACLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%2529BLANCA%2Bpitomnew24MAQUETA2.png)(https://1.bp.blogspot.com/-lk05nJssydk/X8fU3py9l8I/AAAAAAAAA5w/orl-y7roanQPtUHwMuta5F8LfbOTtGK_ACLcBGAsYHQ/s0/blanka%2Bensayo%2Bnew.bmp)(https://1.bp.blogspot.com/-D11LKhxN8b4/X8fm6tSxwWI/AAAAAAAAA58/ER9LDZu2akw_LnYYCvns1T9rh4J5V1sOgCLcBGAsYHQ/s0/blanka%2Bensayo%2Bnew35.png)
Sebastian! I am impressed with the progress of the levels, they are getting very good! Congratulations indeed! I look forward to every new thing!Thank you very much friend !! :) These models are for testing purposes, we still have to evaluate the excess of tiles, and in this blanka scenario I focused more on the combination of colors to be able to make the effect of clouds, the main problem is in excessive consumption of the floor :-\
Hello, as I promised, I'm back here, I had proposed to draw 4 portraits today, but Blanca's design was very complicated, so it took me more time than I thought.Excellent !!! :woot!: I love your designs especially sagat, I think you are very perfectionist, if in terms of space I think there will be no problems for these portraits! :thumbsup:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de9t1i2-24a4a8b5-1acc-4a5f-b635-62cb71079f51.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTl0MWkyLTI0YTRhOGI1LTFhY2MtNGE1Zi1iNjM1LTYyY2I3MTA3OWY1MS5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.GgJ5ZU3MdZXIC2xuzazzqfmvFT1gC0oRe_swtNx83ls) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de9t1i3-f7e976b4-6e4f-42a0-a320-61d1247c212c.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTl0MWkzLWY3ZTk3NmI0LTZlNGYtNDJhMC1hMzIwLTYxZDEyNDdjMjEyYy5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.xX625fyH5PQQkPPgHqVgvkIyHeJZrgnoycoO5ngcZ5I)
Note: Temporary colors, but suggestions are welcome.
On the other hand, I may have to work a little more to perfect them, especially Ryu's, since having drawn it as a demonstration of my work process, I may neglect its design.
Anyway, I still have to analyze the data from the rom to make sure that I have enough space to insert the new designs, but for the moment I will leave that work for my "me" in the future :thumbsup:
The command to perform the Shoryuken/Tiger Uppercut is very difficult. Is it possible to change the command or make a way to make it easier?gustavocomvoce I found something similar to your comment where you mentioned that the movements were difficult to perform:
gustavocomvoce I found something similar to your comment where you mentioned that the movements were difficult to perform:
Street Fighter Simplified Movements
A = P = fist
B = K = kick
RYU
◎ Hadouken → + P
◎ Shoryuken ↓ + P
◎ Helicopter Kick ← + K
Ken ken
◎ Hadouken → + P
◎ Shoryuken ↓ + P
◎ Helicopter Kick ← + K
CHUN LI
◎ One hundred feet K struck
◎ Swing crane feet ↓ ↑ + K
GUILE
◎ Sonic hand knife ← → + P
◎ Foot knife ↓ ↑ + K
DHALSIM
◎ Fire Yoga → + P
White
◎ P-strike electric attack
◎ Cyclist impact ← → + P
VEGA
◎ Rolling Crystal Thorns ← → + P
◎ Flying to Barcelona ↓ ↑ + K · Behind the wall, P
(Controllable movement left and right during descent)
◎ Iizuna Fall ↓ ↑ + K When approaching the enemy behind the wall of bullets, in any direction + P
(Controllable movement left and right during descent)
SAGAT
◎ Greater Tiger Wave → + P
◎ Lower Tiger Wave → + K
◎ The tiger hits ↓ + P
BISON
◎ Critical Spirit ← → + P
◎ Double knee pressure ← → + K
◎ Head extrusion ↓ ↑ + K
(Controllable movement left and right during descent)
→ Ship Attack P (controllable movement left and right during descent)
I think they are based on following the original concept and development of Capcom's port for GameBoy from 1995, which was also a "champion edition".Oh I see, facts there, good then. :thumbsup:
- being able to select 3 bosses
- roster of 9 fighters
- called simply "Street Fighter II" ( portraits and art from Super Street Fighter II since it was released in 1995.)
Basically it would the port for "NES" launched in 1995.
https://nintendo.fandom.com/wiki/Street_Fighter_II_(GB) (https://nintendo.fandom.com/wiki/Street_Fighter_II_(GB))
I was working on something similar to this but due to lack of programming knowledge, I hit a wall.
The graphics I made at the time looked really nice, though. I don't have them but I can easily recreate them if you need help. I just need you to remind me what was the size (pixel-wise) of the Vs. screen portraits.
For the select screen, I used the Champion Edition portraits instead of the Super SF2 ones. I felt it was more accurate (It's personal preference, of course. I know Capcom did it on the GB as well, but I wasn't too crazy about that choice either. GB SF2 was an odd mish-mash). If you want good looking CE portraits for the select screen, let me know (again, remind me the size).
Supergamerguy
Yes, at first glance there does not seem to be anything that prevents extracting these features from the hack and adding it to our project, I will take a closer look later
Help :laugh:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dea1d7d-12c96a10-304c-4c10-a83d-4ee87827d50c.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWExZDdkLTEyYzk2YTEwLTMwNGMtNGMxMC1hODNkLTRlZTg3ODI3ZDUwYy5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.6QKa51Sqw--hlRNyZR37Qy8TGU7Rr0Fe5WDlMWCl5lk)
(https://1.bp.blogspot.com/-3YvvedXhUa8/X8qGDZm79NI/AAAAAAAAA7Y/A7kBe8ddgMgp2LU3rk41BYZyvtcJSplcwCLcBGAsYHQ/s384/unnamed%2B%25281%2529seba3.png)(https://1.bp.blogspot.com/-nhHRCnp82Co/X8wMwQQShiI/AAAAAAAAA8Y/sH-947hbcl8dES0FHXvQaj20XsjnePKsQCLcBGAsYHQ/s385/seaba%2Bryu%2Bfinallllll100.png)
(https://1.bp.blogspot.com/-BOtymogmXSw/X81vk54uLkI/AAAAAAAAA80/t36VamBj7iQ0SH3WLia_Xu-Yg8cARvu4wCLcBGAsYHQ/s384/barco%2Boficial2.png)(https://1.bp.blogspot.com/-sIuh0UQgEiI/X86K9qDa2nI/AAAAAAAAA9U/OddRnBuhDMo11idy7m89WXxcKtf4EZy9ACLcBGAsYHQ/s387/guille%2B%2B1%2Bfinal2.png) :thumbsup:
Cool! Each person has a workflow in their own way, I edit them by decreasing the colors one by one until there are only 4 colors.
Hahaha it doesn't work like that, they are all part of the final result, either as a reference or as part of the drawing.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dea1m0w-a15954d6-9966-49b9-89be-b2232d78cd22.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWExbTB3LWExNTk1NGQ2LTk5NjYtNDliOS04OWJlLWIyMjMyZDc4Y2QyMi5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.Ei1IcXRODGKLbgugo4UNs--Qt4xU31JYkX64YhZrKqc)
(I still have several hours to finish)
And that's nothing, that's just 12 whole images, originally I started with 40 :crazy:
Edit: I was wrong calculating the target size, I have to start from scratch, ups! (https://orig00.deviantart.net/1823/f/2019/091/5/9/ups_by_terwilf-dd3jmae.gif)
Hitokiri & shakunetsuWithin the possibilities, if you manage to include Ken's head, you could also put Akuma. >:D
Will you add new characters?
song6502 has given a fairly complete explanation of the limitations that this would entail, besides there is no dedicated tool for this task, it is simply not feasible to do it by hand.
Planning to make a Super Street Fighter 2 Turbo version or other similar improvements?
In my case, when I finish my time here, I have in mind two projects related to NES fighting games, but nothing as ambitious as what you propose.
I think that both me and sebastianangel would love to take advantage of the Hummer engine to create something new, but it is something out of our possibilities...
Is it possible to modify the backgrounds to make the characters stand out?
Unfortunately, both the NES palette and its possibilities of distribution in the funds are quite prohibitive, not to mention that we have against the limited space that the ROM has.
The ideal would be to create each change by weighing it millimetrically to get the most out of each resource, otherwise we would crash into a wall.
I think that both me and sebastianangel would love to take advantage of the Hummer engine to create something new, but it is something out of our possibilities...
Supergamerguy
Sorry, I don't like fighting games, although now I'm looking forward to seeing the movie you mentioned, anyway my main goal here is to describe everything necessary for anyone to do their own modification.
It would be very cool if you guys could help me reskin (and possibly remusic?) this hack into my Pacific Rim concept (which I have fully planned out at this point but am waiting to start until this project is fully finished). Would be great to have you, Sebastian angel, Xandermax, and maybe Ti (for new music) on board when I start. :thumbsup:Supergamerguy is sad to say, but using SF3 in a total character change project I believe to be unfeasible, this game has a complex system of tiles with layers, it would do an extreme job to transform it into Pacific Rim. If I were to use something like this, I would use some Japanese game with a similar theme, like Godzila or another existing giant robot.
Supergamerguy is sad to say, but using SF3 in a total character change project I believe to be unfeasible, this game has a complex system of tiles with layers, it would do an extreme job to transform it into Pacific Rim. If I were to use something like this, I would use some Japanese game with a similar theme, like Godzila or another existing giant robot.
Now, if I had a fighting game suggestion that would fit better, I would use NES Tekken to turn it into Pacific Rim.
shakunetsu
No, the space is always the same regardless of the color used, what it can influence is the amount of graphics required to draw an area :thumbsup:
Hitokiri(https://1.bp.blogspot.com/-2JYN8XhUUec/X9E99NX6EkI/AAAAAAAAA_c/T0EB-DU7nIQ0rqPdK9_shmY-8KXcfnfXwCLcBGAsYHQ/s320/109225xseba.png) :thumbsup:
the most striking thing is that the chun li stage had and they did not use it in the SF Zero 97 ( SF Zero ) :-\
Chun li stage ( hidden game code )
(https://www.spriters-resource.com/resources/sheets/106/109225.png?updated=1536868404)
Hitokiri
the most striking thing is that the chun li stage had and they did not use it in the SF Zero 97 ( SF Zero ) :-\
Chun li stage ( hidden game code )
(https://www.spriters-resource.com/resources/sheets/106/109225.png?updated=1536868404)
Hitokiri & Supergamerguy
When I started, the machine translation tools weren't that sophisticated and since I never got along with languages other than mine, I didn't have the possibility of accessing any tutorial, but that was not a limitation for me.
And no, I did not have other knowledge related to the world of computing, less I am some kind of gifted, indeed I am the least intelligent of my brothers.
That's why I just loaded the game in the emulator and began to delete random data until I touched something that affected what I saw in the game, analyzing again and again what was happening, slowly I was taking more and more notion of why each thing happened.
Even for each graphic edit I wanted to do, at the beginning I had to rebuild each frame sprite by sprite in an image editor, which made for each small modification it was a torture to assemble and disassemble graphics.
Many still think that Sonic Improvement Vol.2 is just an appendix to Jabu's project, when in fact it dates from 2006 :D
Nothing is easy, but at the same time nothing is impossible, it is just a matter of trying to find a way to do it:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/deaable-98f5fc24-ffd6-4edb-907b-e07919db1be3.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWFhYmxlLTk4ZjVmYzI0LWZmZDYtNGVkYi05MDdiLWUwNzkxOWRiMWJlMy5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.fg4mzxhlxnEHPXueVg6UJSlM5wJue9eMNyxbBmdCzhU)
It is obvious, the more experience, the easier each thing seems, but despite this it is always a good time to start :thumbsup:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/deaagbq-82e49ee3-7de8-43b2-87d8-dc5cde68e5f6.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWFhZ2JxLTgyZTQ5ZWUzLTdkZTgtNDNiMi04N2Q4LWRjNWNkZTY4ZTVmNi5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.a1YIautem0Ma-DabIcRl_jH9DQkZ4any89NglFbuWIw)
I finally had to start over :laugh:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/deaaerj-b22a6a11-f662-457d-9ce2-5686d0736d93.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWFhZXJqLWIyMmE2YTExLWY2NjItNDU3ZC05Y2UyLTU2ODZkMDczNmQ5My5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.Ici153wiKeSjwe9XN1CshVeZHFuwdY98Cb1uW5fdv-s)
Changing the subject, as someone will surely end up asking, Chun-Li's sprite is not a recreation, it just adapts the data of some sprites to the format that the NES Screen Tool can read, in theory this could be automated with a script, but neither It takes a long time to do it manually, as I said before I am not interested in doing this task, but it seems important to clarify that it is not something unfeasible, it just requires a lot of work.
Sebastian, very good images! Just a detail, the structure in the center of the screen is a bell, in the original it is attached to the ceiling and has a shadow on the ground. The rest is perfect.Thank you very much xander max! Very nice detail, I moved some things to add the ceiling :beer:
(https://1.bp.blogspot.com/-l-N8eLqmTrA/X9aOSqt8i7I/AAAAAAAABC4/i13-IbXSLng-S-vIWZPNX4gZAKJzcrvWACLcBGAsYHQ/s385/bison%2Barreglo5.png)
1. At a graphic level thanks to (tygerbug) he taught us to use nest screem tool. We achieved great graphic changes and title screen editing and new selection of characters, now we are dedicated to the wallpapers of the different scenarios.
2. Our problems focus specifically on very technical situations, for example (users ask us to add a new character or for example when we play versus we always have the same background scenario ... ect ... :banghead: I thank you very much in advance.
3. Many recommended us to expand to MMC5 but we discarded all that when (TI)
It helped us by expanding the memory and adding new songs and then the rom was no longer viable to play in a real nes, it only worked in emulators there we decided to adjust to all the limitations!
4. These are some of our advances, there is still a lot to do, what draws our attention is that it has the best game engine :o seen in any nes game, it is far ahead of any official game! :)
Here is the promised patch for level select. Works for 1 and 2 player. Once you press select you can choose levels yourself. Else it will run the selection based on the opponent as usual. This is based on the ROM you shared with me.
Probably named as Street Fighter III (9 Fighter) (Unl).nes
File SHA-1: 2916D55BE157858EB377B4A22F070763D9B07AC1
File CRC32: 22CDD2F6
ROM SHA-1: 13FF5A62AFE5EE7B4EA5D537EE92BFA253EB98F6
ROM CRC32: A09AA82C
I provided a IPS and also the source with general info. It might be helpful to anyone who likes to start getting the hand dirty with code.
https://www.dropbox.com/s/ivov46z65hynovh/Streetfigher3LevelSelect.zip?dl=0
The research required and anything else it was a 5h task for me. I am aware that it might have bugs or might even crash. I did not have any as I tested but given how the game is build and how I had to implement the changes many things are possible.
Update: Do you think I been technical so far? This are general suggestions why to go for things. There are some technical info's in the readme. Goodbye and good luck. If you keep beeing frustrated since you don't like to make progress with learning technical stuff. As a artist you can go to many sprite resource pages and match yourself with other artist there. Way less frustrating as doing hackerinos with some old ROMz.
Sure I hope for you to find some programmer dude jump along so the project can be finished in a good state. Been reading up on some stuff and thinking about the task involved making the port (but it is technical..). If you find anyone interested to do the change and likes to talk a bit technical about it I don't mind contacting me. I do have general interest to bring people ahead and learn stuff.
Here is the promised patch for level select. Works for 1 and 2 player. Once you press select you can choose levels yourself. Else it will run the selection based on the opponent as usual. This is based on the ROM you shared with me.fantastic !!! :crazy: thank you so much for the great work :thumbsup:
Probably named as Street Fighter III (9 Fighter) (Unl).nes
File SHA-1: 2916D55BE157858EB377B4A22F070763D9B07AC1
File CRC32: 22CDD2F6
ROM SHA-1: 13FF5A62AFE5EE7B4EA5D537EE92BFA253EB98F6
ROM CRC32: A09AA82C
I provided a IPS and also the source with general info. It might be helpful to anyone who likes to start getting the hand dirty with code.
https://www.dropbox.com/s/ivov46z65hynovh/Streetfigher3LevelSelect.zip?dl=0
The research required and anything else it was a 5h task for me. I am aware that it might have bugs or might even crash. I did not have any as I tested but given how the game is build and how I had to implement the changes many things are possible.
Update: Do you think I been technical so far? This are general suggestions why to go for things. There are some technical info's in the readme. Goodbye and good luck. If you keep beeing frustrated since you don't like to make progress with learning technical stuff. As a artist you can go to many sprite resource pages and match yourself with other artist there. Way less frustrating as doing hackerinos with some old ROMz.
Sure I hope for you to find some programmer dude jump along so the project can be finished in a good state. Been reading up on some stuff and thinking about the task involved making the port (but it is technical..). If you find anyone interested to do the change and likes to talk a bit technical about it I don't mind contacting me. I do have general interest to bring people ahead and learn stuff.
I did look at the bank swapping for CHR and then did see how the game does pull off to have that many tiles for one BG. It does make use of IRQ counter to break on scanlines to swap to other banks with different tiles. Makes me think it is a nightmare to arrange BGs for this game since I guess you organize this in one name table. There are some tables around CPU $c000 that organize on what line to break followed with the value of the bank to swap to.
Not sure it there is a lot to talk about. I was looking at the IRQ stuff and how it works on the MMC5. This will be some extra work for this game. Also was wondering what the MMC5 should be used for.
I wonder if adding CHR will break the game to run on real hardware. So here a patch where I double that space. https://www.dropbox.com/s/z67meulfidspow9/StreetFighterIII%289Fighter%29CHR%20Expansion.ips?dl=0
Update:
Nevermind. I did misunderstand the register $8000 and submapper0 stuff. I don't see a way to use the expanded banks. In this case I see a good use to convert MMC5 so it is easier to expand the memory. Sure it would be interesting to see how Ti went about the expansion.
Great! :thumbsup: I tried it and it works perfect without errors! :beer: Then we will improve the visual aspect as you say, thank you very much for the contribution, I will try to improve myself and improve by learning these good techniques little by little, surely your teachings will always be well received! Greetings and again :woot!: thank you very much for your time and work :thumbsup:
here I am sure that (xander max),(sics)and(song) who are part of the project and have technical knowledge will be happy to chat with you, for my part I try to follow the thread but I am far from their knowledge but I will learn :beer:
(https://1.bp.blogspot.com/-2i2bsAxQFg8/X9tkjtCKa1I/AAAAAAAABEk/00CNOjZOIeMQVyvkdutL6xKYn6wAM1TCACLcBGAsYHQ/s256/Street%2BFighter%2BIII%2B%25289%2BFighter%2529%2B%2528stage-Select%2529.png)
Here is the promised patch for level select. Works for 1 and 2 player. Once you press select you can choose levels yourself. Else it will run the selection based on the opponent as usual. This is based on the ROM you shared with me.
Probably named as Street Fighter III (9 Fighter) (Unl).nes
File SHA-1: 2916D55BE157858EB377B4A22F070763D9B07AC1
File CRC32: 22CDD2F6
ROM SHA-1: 13FF5A62AFE5EE7B4EA5D537EE92BFA253EB98F6
ROM CRC32: A09AA82C
I provided a IPS and also the source with general info. It might be helpful to anyone who likes to start getting the hand dirty with code.
https://www.dropbox.com/s/ivov46z65hynovh/Streetfigher3LevelSelect.zip?dl=0
The research required and anything else it was a 5h task for me. I am aware that it might have bugs or might even crash. I did not have any as I tested but given how the game is build and how I had to implement the changes many things are possible.
Update: Do you think I been technical so far? This are general suggestions why to go for things. There are some technical info's in the readme. Goodbye and good luck. If you keep beeing frustrated since you don't like to make progress with learning technical stuff. As a artist you can go to many sprite resource pages and match yourself with other artist there. Way less frustrating as doing hackerinos with some old ROMz.
Sure I hope for you to find some programmer dude jump along so the project can be finished in a good state. Been reading up on some stuff and thinking about the task involved making the port (but it is technical..). If you find anyone interested to do the change and likes to talk a bit technical about it I don't mind contacting me. I do have general interest to bring people ahead and learn stuff.
Hello, I found a nes game which contain feilong:
http://retrovania-vgjunk.blogspot.com/2017/07/dragon-fighter-nes.html
(https://4.bp.blogspot.com/-TbeECETzhtU/WWPWAig0SeI/AAAAAAAAcsI/b8GIKBSdknoYU6cSyymMa_f2KSlyfUgWwCLcBGAs/s1600/df04.png)
I am flattered when you remember me, but do you believe I know only how to change sprites and colors in games? I know nothing about programming, I am delighted with those who know NES programming, since it is something that I find quite complex because it is not in my personal work area. Because changing NES games is just a hobby, I end up making even more simple changes. But a good team is this, each one has his or her own talents and everyone works together for a common good! I admire you Sebastian! And I am happy with each evolution of this project, every day I take a peek here.Thank you very much :thumbsup: (xander max) for your words I think we are both enthusiastic and I think there is great potential in you, you have many fantastic projects, admiration is mutual, your report on (Hummer Cheng) is very good :crazy:
Fantastic implementation, the duels will be less monotonous. :thumbsup:
Better than that, it would be if only Hummer Cheng provided a development kit from the Hummer team :police:
http://www.vgmpf.com/Wiki/index.php/Hummer_Cheng
Here is an interview with him
https://www.tapatalk.com/groups/pgc_forums/hello-t25.html
For me it is strange that he expanded the new banks at the beginning of PRG banks.
I can make a disassembly if there is still a lot of work left for you to do. Maybe converting to MMC5. I'm gonna need a fully (as much as you can) logged CDL file (from original game, not hack), and all the info you've got about ROM and RAM addresses.If there is a lot of work left to do, :crazy: it would be great if you could do it !!!
Shouldn't take too long for me since there is like only 10% of PRG is code by the looks of it.
I can decompress background data in order to edit any tiles and attributes more easily.
You are welcome. When it works for your hack I could imagine that the visual appearance is something you don't like. This is also the part where I am the most worried it will break something. Overall I did ignore how the game handles sprites and hardcoded my stuff in after the game was done doing the sprite stuff for that screen.hello there seems to be an error when finishing playing vs mode with the stage selector that locks the game when returning to the game map :-\
Not done in a way where you just change some data table to make the sprite bigger but would be a easy thing to do in the code.. Still the sprite is metadata and I only process Xpos when selecting a different stage.
I did think it would be best to hack the plain routine to be triggered earlier and use that one to cruse around the map to indicate the stage. But this takes time to revers engineer. If you don't find any crash might be easier to code the plain logic yourself or change it to something that looks visual pleasing .
discord: sebastiangammer # 7450
https://www.romhacking.net
Telegram:
@sebastianangelhack
hello there seems to be an error when finishing playing vs mode with the stage selector that locks the game when returning to the game map :-\
Don't know what the other protection does, and I don't really want to find out, getting destroyed by the girl was enough pain already :'(
Thank you very much :beer: !!! I will try it again but now if I suppose it will be great, thanks again ;D
I already tested it and it works great :crazy:
:thumbsup: :thumbsup: :thumbsup:
This is a great Christmas gift :)
SF2 Nes port with Gameboy and Spectrum sprites colored.
- Either porting the stages from GB version or the C64 version but using Gameboy and Spectrum character sprites
file CHR_ROM.chr
C0000-C37FF = title
C3800-C6FFF = player select
C7000-CA7FF = VS
CA800-CDFFF = continue
CE000-D17FF = defeat (same as VS but without VS logo and someone's face beaten)
D1800-D4FFF = ending Chun-Li
D5000-D87FF = ending Ryu
D8800-DBFFF = ending Guile
DC000-DF7FF = ending Blanka
DF800-E2FFF = ending Dhalsim
E3000-E67FF = ending Ken
E6800-E9FFF = ending Balrog
EA000-ED7FF = ending Sagat
ED800-F0FFF = ending Vega
file CHR_ROM.chr
80000-85FFF = stage Chun-Li
86000-8BFFF = stage Ryu
8C000-91FFF = stage Guile
92000-97FFF = stage Dhalsim
98000-9DFFF = stage Blanka
9E000-A3FFF = stage Ken
A4000-A9FFF = stage Balrog
AA000-AFFFF = stage Sagat
B0000-B5FFF = stage Vega
Read Sprites
0X : Manual entry.
7F XX: Repeating pattern. <
8X : Repeat value.
CX : Write ascending value.
Mainly, what is the advantage of having the game decompiled?
If we consider it later, is it possible to add new characters to the game?
Can we create scenarios with the space we need, or is there some kind of restriction beyond the known ones?
And I honestly don't know how to carry out these tasks in assembler code.
On the other hand, I am curious about how they access the new CHR banks, since as you know previously the graphics of the Chun-Li stage were practically at the limit of what the game will allow to address.
And I would also like to know if the endings will have the same benefits as the rest of the screens.
Is it possible to create a similar identifier, to establish groups of sprites that should only be loaded by X player?
There are still many things to adjust in this scenario, now you can see that I adjust the floor tiles and some other things later I will take care of the color :thumbsup:
(https://1.bp.blogspot.com/-47GstkR2FPs/X-0aN0ndNDI/AAAAAAAABMA/yiiv4vrhb5YIndHON6F9XfrnWGc-EzFywCLcBGAsYHQ/s256/%2521sf3seba%2Bcaras%2Bseleccion%2Bstage5b.png)
This is already an impressive job!!! :thumbsup: ;DThank you very much, we hope to live up to your expectations :thumbsup:
Thank you very much, we hope to live up to your expectations :thumbsup:
Thank you very much, very good your suggestions, we will analyze if there is any way to implement them later,If possible, you can do some research on 'fighting hero 3', because it have a accurate and correct command system.
The ground movement of (TMNT Tournament Fighters) is also very good :thumbsup:
Invite Link https://discord.gg/PvFgxRg
(https://1.bp.blogspot.com/-5egPALsdzwU/X4h-9tU0M9I/AAAAAAAAAWc/0SWUWstVZswwOONy9fhxSoQ3vDq1LOGhwCLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%2529%2B%2528Unl%252935caras%2Bfinales%2Bde%2BinterludioFACES%2BNEW.png)(https://1.bp.blogspot.com/-UqHCioNX76k/X5dz3MOhhwI/AAAAAAAAAdo/Fp6af1Rbaf0Jo5jJ6wm8eccAIS8uEm3ZACLcBGAsYHQ/s0/Street_Fighter_3_%2528UNL%2529_dalzin2.png) :woot!:
verme
No, the modification that you propose is not possible, at least not in the way you have proposed it, the most feasible option would be to change the background color to blue, but as you can see the result would be quite poor:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de86881-2a144144-3b0c-491d-95ff-5265d9b443d4.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTg2ODgxLTJhMTQ0MTQ0LTNiMGMtNDkxZC05NWZmLTUyNjVkOWI0NDNkNC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.fcBkcq2uYwFRNaYracuyUcbUzy_Y31_OQAIPO7dvD3Q)
Is it possible to replace a character in hummer engine with a different one?I believe everything is possible for those who have knowledge within the limitations of the system, for my part lacking in said ability, I am a rustic graphic artist, the black box can be changed but it will ruin the other colors, since they are shared with other things of estage.
Or it's too technical in the backend?
like for example Dhalsim being replace with Cammy then it's like a SUPER SF2 already.
Hi sics and sebastianangel
Upon seeing this dhalsim stage
Is the black box that had the lifebar can be change with colors?
Like you can make it Green in blanka stage and then yellow for claw/vega stage
Or is it always in black that it depends on the color of the black in the particular stage?
Sorry for so many question I asked. I'm not adept with pixel art and technicalities in nes rom hacking but I can help with other visual and graphic topics.
(https://1.bp.blogspot.com/-a8nLipvihM8/X589THlcPrI/AAAAAAAAAjk/PFHVBO6ihOENyX279-vxp0WQpN8v8N88wCLcBGAsYHQ/s0/Street_Fighter_3_%2528UNL%2529_%2528new%2Bk0%2529.png)
Is this black box that contain scores a separate box from the black box which has the lifebar inside?
or it is just an extension of the black box that has the lifebar inside?
Does both in the same color palette??
Is a DARKER BLUe possible in this or it's not in the color libraries?
I hope there would a version with championship edition accurate portraits in this blue bg color.
PhotoScape has two very interesting functions integrated, which are TROCEADOR and MURAL.
Considering that each stage measures 384x192, it can simply be cut into 128x8 strips.
0. (You reduce its palette to 4 colors)
1. You load the stage in TROCEADOR, you go to the tab ANCHO, ALTO, and you configure it 128x8.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/debmuoj-f09e4019-2bda-4609-aa58-63caadf31ccb.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWJtdW9qLWYwOWU0MDE5LTJiZGEtNDYwOS1hYTU4LTYzY2FhZGYzMWNjYi5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.cS7eLjZzUSv8-WaqOJJqxQK-eBmzZNhgS1sXUQvtU2o)
2. You press TROCEAR and in the options box you set the FORMATO DE IMAGEN to PNG.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/debmuo8-f0d3ea2b-2763-472a-8ef5-d71e8fa320a7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWJtdW84LWYwZDNlYTJiLTI3NjMtNDcyYS04ZWY1LWQ3MWU4ZmEzMjBhNy5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.3TeXzcJfmQ69fsvikXkyVrKLvVTelTzJXE9Qrun389k)
Ready! Now a folder called OUTPUT will be created where all the fragments of the image will be saved.
You load the cutouts into the MURAL tool (Also from PhotoScape) using the AÑADIR button.
You will have something like this:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/debmuo2-e4698ece-d078-4bfd-a33f-2df4c2bd326d.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWJtdW8yLWU0Njk4ZWNlLWQwNzgtNGJmZC1hMzNmLTJkZjRjMmJkMzI2ZC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.3wMLa7y3OEomUzdPE5qvNrAvq8EWp8nb-Wgr05v4jxQ)
1. In COLUMNAS you put it in 1.
2. In LIENZO you put MANTENER EL TAMAÑO ORIGINAL.
3. Keep MARGEN, SEPARACIÓN and REDONDEO at Zero.
As you can see here, the black lines that are located after every three graph strips are missing:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/debmunx-b9e2ed90-aad9-4ea7-81d9-4578ceb59f59.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWJtdW54LWI5ZTJlZDkwLWFhZDktNGVhNy04MWQ5LTQ1NzhjZWI1OWY1OS5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.7vSOuZXOPDScyZLx1B29vcelim7fwPpvI8AVMy9nNvI)
To solve this, create a 128x8 black strip that you will duplicate to fill in the empty spaces and gualá:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/debmuno-285cc27b-6467-4aa7-b8f1-abceab526602.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWJtdW5vLTI4NWNjMjdiLTY0NjctNGFhNy1iOGYxLWFiY2VhYjUyNjYwMi5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.ty3FguebINmNYGJuzA7c76Pr-Z3cCtVzYHVawnHpYW8)
3. You save the file in PNG format, you chop it up again, but now in 128x128 tiles to pass them to the game :beer:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/debmunb-a9613c31-6580-4ddf-a59b-d365a53ea4b6.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWJtdW5iLWE5NjEzYzMxLTY1ODAtNGRkZi1hNTliLWQzNjVhNTNlYTRiNi5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.noNAgAYGamTB_u4df-lsYP0m_Lkc_TL3-txzGnwbaIY)
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/debmun5-86c56e9d-22ec-4658-87be-3c06fa101575.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWJtdW41LTg2YzU2ZTlkLTIyZWMtNDY1OC04N2JlLTNjMDZmYTEwMTU3NS5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.sfaR49IZGtCNO-5TK9E2aetl83R-if9horXjHMMitR4)
(Sorry, I used apps in Spanish, anyway I don't think it's that hard to understand)
shakunetsu
I am somewhat lost with so much information, but I think the most reasonable proposal is the one based on KOF96, not only because it is a similar game, but because TMNT Tournament Fighters uses sprites to write these messages.
Just to do a quick update, I'm close to completing the first set of portraits :thumbsup:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/debrvse-0c3eae84-76f8-4a64-a1d8-3cb52858d594.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWJydnNlLTBjM2VhZTg0LTc2ZjgtNGE2NC1hMWQ4LTNjYjUyODU4ZDU5NC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.09LjJWHj5h_NSetEcgbPT3Xgi18vIEdaeEnF8nT1NXY)
Although Vega is giving me more problems than expected, I cannot find an adequate color distribution to achieve a quality consistent with the rest of the portraits :-\
Anyway I will do my best! :beer:
Thank you very much for the information all information is welcome !!! :beer:The scenery is very beautiful, the evolution made here is admirable!
here I keep fighting haha with colors and nametables :o
(https://1.bp.blogspot.com/-P4-DpoJZtRY/X_PQ0K66VjI/AAAAAAAABOo/o1wttqacvFAjIQGubmutRrQeKKqFDFjKgCLcBGAsYHQ/s256/%2521sf3seba%2Bcaras%2Bseleccion%2Bstage14%2Bblanka9_001.png)
Just to do a quick update, I'm close to completing the first set of portraits :thumbsup:Sics is the Midas of hacking rom, where touch turns to gold! Excellent pictures!
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/debrvse-0c3eae84-76f8-4a64-a1d8-3cb52858d594.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWJydnNlLTBjM2VhZTg0LTc2ZjgtNGE2NC1hMWQ4LTNjYjUyODU4ZDU5NC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.09LjJWHj5h_NSetEcgbPT3Xgi18vIEdaeEnF8nT1NXY)
Although Vega is giving me more problems than expected, I cannot find an adequate color distribution to achieve a quality consistent with the rest of the portraits :-\
Anyway I will do my best! :beer:
Thank you very much friend! :beer: We continue to advance little by little, here are some details still to be polished stage bison :thumbsup:
(https://1.bp.blogspot.com/-5BXLg99fQj8/X_kIBo7mO7I/AAAAAAAABRo/Ago_xMK9sno1W_1EjJL63JFOTixXAGrvwCLcBGAsYHQ/s256/Street%2BFighter%2BIII%2B%25289%2BFighter%2529%2Bbison%2528Unl%2529.png)(https://1.bp.blogspot.com/-DfLPrOpMOGo/X_kHlkPaSFI/AAAAAAAABRg/UQDaUGl0wbMSaW2Muv_wwaipx8TWRQ6gwCLcBGAsYHQ/s256/%2521sf3x5new%2Bpisocolorizado3_001.png)
https://www.youtube.com/watch?v=gXv1MCYfwcE (https://www.youtube.com/watch?v=gXv1MCYfwcE)
if the names were correcte! :thumbsup:
(https://1.bp.blogspot.com/-s9i8bqvljaw/X_oSc1KTtsI/AAAAAAAABR0/DsBvhx1kDtMOuWLUXrMki9txOgdtUDUSACLcBGAsYHQ/s256/%2521sf3x5new%2Bpisocolorizado8dalshim_001.png)
We still need to finish correcting several stages
Is it possible to separate it or add spacess then turn it's container to just a rectangle?
It would be great if instead of creating a single gigantic group, you divided them into smaller groups to better visualize your work, it would also help a lot if you chose a background color that is not present in the images, since that way it would be easier cut them if necessary to delve into a design :thumbsup: