They have fixed my internet problem so I was finally able to download and compile the
Street Fighter III source code and I must confess that I find myself in awe
First, the changes made to the stages make it available to anyone to edit them.
Everything is very easy to understand, I was even able to identify some small sections in the
source code, from the information it handled from the original game and that is something that I am very excited about
Moreover, in a very short time I have disassembled and assembled a scenario to test, here is a small
tutorial that I wrote, for those who are interested in incorporating their own stages:
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.

2. You press TROCEAR and in the options box you set the FORMATO DE IMAGEN to PNG.

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:

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:

To solve this, create a 128x8 black strip that you will duplicate to fill in the empty spaces and gualá:

3. You save the file in PNG format, you chop it up again, but now in 128x128 tiles to pass them to the game


(Sorry, I used apps in Spanish, anyway I don't think it's that hard to understand)
The only negative in this proposal is that a very important limitation has been overlooked when creating scenarios in the
Hummer engine and it is the
distribution of the graphics, which causes errors such as the following:

I understand that this happens, because in general most
emulators and various
NES models have problems handling these cut lines.
For example, looking for information, I found the case of a game that suffered from a similar problem which when fixed to work correctly in one emulator, it started to fail in another.
Spoiler: For those who do not understand what I mean, simplifying it the game does not really have the ability to take all those graphics from one place.
But because it can only create one background layer, it sets invisible cuts on that single layer.

These cuts are used to determine the areas that will use one group of graphics or another, the problem is that they are calculated in real time, which means that at the slightest failure graphics represented with the wrong tiles are displayed.
How does
Hummer solve this problem? Simple, in the sector where both graphics tabs coincide, the graphics are duplicated.

Another thing that should be noted is that since the original version of the game, the
HUD steps on one more pixel than the first row of sprites visible on the
stages.
On the other hand, I found another flaw in the characters, which although it only occurs in some
emulators, is not present in the original
Street Fighter III:

Changing the subject, I finally had the opportunity to test the
Street Fighter III stage selection hack and it seems like a very interesting concept, although if some details were adjusted it could be much better
When a level is selected the game will always remain at that level, so if this cannot be changed it might be better to activate this menu only for
two player battles.
On the other hand, if you don't select anything,
Chun-Li will start at the
Dhalsin stage, but when he reaches the
Dhalsin stage, he will fight on his own
stage, I don't understand that


As a side note, the same thing happened to me when I expanded the game with NFlate, expanding the
PRG the game became unusableand expanding the CHR was useless.
shakunetsuI 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.
song6502Sorry, although I participated in the logic behind the
Script, my brother is the one who programs in
Python, so considering that thanks to the work of
Cyneprepou4uk this program is no longer a necessity, I prefer to reserve his help for other topics, already that as we have said so far this project does not contemplate this type of edition.
On the other hand, if you are interested in creating an editor for the game characters, I recommend using
NESAC (link) as a base, not only is it written in a language easier to handle such as
C#, but it already incorporates several of the functions necessary to read
NES tiles.