Hello people! We continue working hard together with
Sebastianangel, to make this ambitious improvement a reality
We have located all the scenarios and the endings and discovered some great things and others that are not so great;
Regarding the scenarios, the most important thing to note is that they can use up to four
tileset per stage and as you can see in the following diagram, this feature is hardly used in the original versions of these:
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
Our problem, as you can see in the previous diagram, is that this table does not contain the endings, since they originally use a single
tileset, so they define their
BankCHR directly from the graphics programming.
Which leaves us with two possible solutions, of which the first would be to find enough help to be able to connect these endings to a similar table that better manages the graphics and the other to optimize our designs to adapt to this limitation, which would result in something more or less like this:
They look like MSX graphicsBut even with these sacrifices there is still very little room to let your imagination run wild.
Not even a pin goes in here xDRegarding
Ryu, the color of the
Hadōken is in this way due to the limitations of the system, since of the four palettes available for sprites, each player must use two of these for himself, that is why this technique uses the color of the skin of this player.
On the other hand, I think that this image does not respect
Chun-Li's proportions, his arm is too long compared to his other frames

On adding a
table of objectives for the project, although it may be useful for those who follow our initiative, I think that partly including a percentage is an unnecessary way to add more pressure, since except in the graphic issue we are getting into a terrain in which we have no experience, so it would be a fallacy to say how much is left to achieve the result we seek
And about editing the animations, it is not that we are totally unaware of that terrain, but that without a
custom programmed tool it is a tortuous task, so at least I am not willing to go through something like that again.
Taking the title screens as an example, before using the
NES Screen Tool, it took about a month to write them manually, then with this one, I was able to worry more about design-related issues, since with it it may take at most a night to apply a title screen.
Even so, at present, my brother is helping me create a
script that can do part of this work in seconds, which will allow me to spend more of my time editing the
scenarios, basically the same thing happens with the design of the characters.
Spoiler: What I am trying to say with this is that what this project really needs is a
programmer skillful enough to create a character editor, since in this way we could not only meet the objectives they propose, but also enable the possibility of using this engine to adapt other fighting games to the
NES
If someone serious agrees to do this, I have no problem spending my time figuring out how the characters work in this game, otherwise it's a wasted effort
Changing the theme, the initial state of the
hud is an image so it can be edited completely, the only limitation is that it
shares palettes with the scenarios