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Author Topic: STREET FIGHTER 2 DELUXE NES  (Read 76796 times)

song6502

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Re: STREET FIGHTER 2 DELUXE NES
« Reply #300 on: December 30, 2020, 10:48:44 pm »
sics:
nesdev有个sprite工具,也是使用Python 编写的,我觉得可以制作sfII的sprite,但是都是英文我不太明白。这个开源软件我想你可以专门为此游戏修改一下,发挥大作用!
教程和下载:http://retrocoder.epizy.com/tilificator_tutorial/

预览图在网盘,这是我简单的试验一下抓取的图。
https://drive.google.com/file/d/17lcKj0z8aFRWyJFzKh-T5rurc4DqhvBT/view?usp=sharing
https://drive.google.com/file/d/1U89o8mME7DgaVgzDyTH7bV26OPPX2jAn/view?usp=sharing

Fray

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Re: STREET FIGHTER 2 DELUXE NES
« Reply #301 on: December 31, 2020, 06:24:40 am »
This is already an impressive job!!! :thumbsup: ;D

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:


shakunetsu

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Re: STREET FIGHTER 2 DELUXE NES
« Reply #302 on: December 31, 2020, 06:29:09 am »
Happy Holidays Guys

Here are some UI layout/placement suggestions if it is possible to workaround with the nes grid or something close to this.

I took the name from masterfighterVI

brings back the  round 2 and fight from early yoko

then added P1 WINS and Hi for high score

In versus mode the P1 WINS and P2 WINS will be the indicator.

If player is playing with CPU.. and defeated by a CPU It's be like P1 LOSES instead

Returned and separate the placement of the time, perfect/vital and bonus from the top container and place it still near above head level of characters with spaces so it doesn't cover the character faces even it is Sagat.

Suggestions to re-align the stage perspective and size to slightly be closer perspective to original game. 

Grid line as guidelines for height.

So they won't look like too small for the stages.

And added some space in-between text/caption on the UI

I dunno if that would work technically on the grid.

CLICK TO ZOOM-IN to the Quick Mock-ups



To this



No lower border version


« Last Edit: December 31, 2020, 02:32:20 pm by shakunetsu »

sebastianangel

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Re: STREET FIGHTER 2 DELUXE NES
« Reply #303 on: December 31, 2020, 03:35:24 pm »
Hello shakunetsu, thank you very much for the suggestions are very interesting, I will take note, :thumbsup: I will also update myself with the new application provided by (song6502) :crazy: here a moving advance can see the new stage of ryu :woot!:

There are still graphic adjustments to polish and organize the nametables best regards! :beer:
https://www.youtube.com/watch?v=XViKbjy7dzo

December 31, 2020, 03:37:20 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
This is already an impressive job!!! :thumbsup: ;D
Thank you very much, we hope to live up to your expectations :thumbsup:
https://discord.gg/6KESNQp8
« Last Edit: January 02, 2021, 02:34:26 pm by sebastianangel »

Supergamerguy

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Re: STREET FIGHTER 2 DELUXE NES
« Reply #304 on: December 31, 2020, 03:55:19 pm »
Thank you very much, we hope to live up to your expectations :thumbsup:

You've already exceeded expectations!  :beer:
Dah-nuh-nuh-nah! Super fighting robot! Dah-nuh-nah-nah! MEGA MAN! Fighting.......to save.......the world!!!!!

shakunetsu

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Re: STREET FIGHTER 2 DELUXE NES
« Reply #305 on: December 31, 2020, 04:38:53 pm »
Thank very much sebastianangel

Wow that new Ryu stage really looks great

------------------------------




About the round one and fight

Is the TMNT Tournament Fighters style UI for Round 1&2 and Fight! would work and possible with the hummer engine?






and








« Last Edit: January 01, 2021, 02:07:10 am by shakunetsu »

sebastianangel

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Re: STREET FIGHTER 2 DELUXE NES
« Reply #306 on: January 01, 2021, 05:19:30 pm »
Thank you very much, very good your suggestions, we will analyze if there is any way to implement them later,
The ground movement of (TMNT Tournament Fighters) is also very good :thumbsup:
Invite Link https://discord.gg/PvFgxRg

BZXGCS

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Re: STREET FIGHTER 2 DELUXE NES
« Reply #307 on: January 01, 2021, 08:12:14 pm »
Thank you very much, very good your suggestions, we will analyze if there is any way to implement them later,
The ground movement of (TMNT Tournament Fighters) is also very good :thumbsup:
Invite Link https://discord.gg/PvFgxRg
If possible, you can do some research on 'fighting hero 3', because it have a accurate and correct command system.

shakunetsu

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Re: STREET FIGHTER 2 DELUXE NES
« Reply #308 on: January 03, 2021, 04:06:43 pm »
Is it possible to replace a character in hummer engine with a different one?

Or it's too technical in the backend?

like for example Dhalsim being replace with Cammy then it's like a SUPER SF2 already.


:woot!:


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.




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??





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:



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.

sebastianangel

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Re: STREET FIGHTER 2 DELUXE NES
« Reply #309 on: January 03, 2021, 07:14:05 pm »

there are custom variations of the nes palette, but this is the small number of colors we have! ::)

January 03, 2021, 07:22:12 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Is it possible to replace a character in hummer engine with a different one?

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.




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.
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.
the life bar can be changed but I think everyone likes the classic colors of street figther 2 :thumbsup:

at this moment I am in the modification of blanka's stage
there are still many adjustments missing


« Last Edit: January 03, 2021, 09:08:40 pm by sebastianangel »

shakunetsu

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Re: STREET FIGHTER 2 DELUXE NES
« Reply #310 on: January 03, 2021, 11:58:26 pm »
Thanks for being informative especially by posting the available color variation.

So if we change and replace the color of the black box that contains the lifebar and also the black box that contains the score...

it will automatically also replace all the outline of objects and those that should be in color black in the whole stage because of being linked to each other.

Correct me if i am wrong with the said understanding. Thanks.

I hope someone could figure out to unlink and separate the designated color palette of the black box on top that is the placeholder of lifebar and scores from the rest of the black that is used in the whole stage.

Because I believe if it would be separate it can do more better looking visual.

I'll show you some layouts, re-align and wireframes as soon im done. i have been working into using resources that already there with what i think we can achieve with the stage if we  can separate the black box on top.



January 04, 2021, 05:28:19 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I have seen someone in a similar project but more on coding

I can't find the download of his rom demo

https://atariage.com/forums/blogs/entry/15231-sf2-champion-edition-nes/
« Last Edit: January 04, 2021, 05:28:19 pm by shakunetsu »

sebastianangel

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Re: STREET FIGHTER 2 DELUXE NES
« Reply #311 on: January 04, 2021, 05:51:30 pm »
Thank you very much for the information all information is welcome !!! :beer:
here I keep fighting haha ​​with colors and nametables :o
« Last Edit: January 04, 2021, 09:38:02 pm by sebastianangel »

sics

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Re: STREET FIGHTER 2 DELUXE NES
« Reply #312 on: January 05, 2021, 02:13:43 am »
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 :beer:

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 :laugh:

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:

Quote from: sics
   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 :beer:
   
   
   
   (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 :thumbsup:

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.

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.

song6502
Sorry, 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.
« Last Edit: January 05, 2021, 02:24:21 am by sics »
twitter | deviantart | Better a small finished project than a thousand giant ideas stuck in your system.

Cyneprepou4uk

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Re: STREET FIGHTER 2 DELUXE NES
« Reply #313 on: January 05, 2021, 05:11:59 am »
That's a quite good tutorial. One thing I would suggest is make the image 512x192 instead of 384x192, and to fill all black last 128 pixels to the right. That way you don't have to create additional black strips manually. Also you need to export it as BMP, not PNG, if you're using YY-CHR to edit CHR file. There's something about BMP written here, but I have no idea what it says.

I'll get rid of the background artifacts to the best of my ability, most of them are because of a stupid scrolling mistake like I said last year, and I already know how to deal with it. However I can't fix emulator bugs with blinking fighters, seems like it can't handle my hack properly, but that's not my fault, because all this was done within NES capabilities. FCEUX and Mesen should work just fine though, which means that original hardware will too.

HUD is a bit lower because there's nothing behind it anyway, and using one more CHR bank for just a few pixels is simply a waste.

January 05, 2021, 05:26:29 am - (Auto Merged - Double Posts are not allowed before 7 days.)
By the way, that 8 pixel black line at the bottom of each stage, it can now be filled with tiles, the last 4 lines of CHR space allocated for stage are used for this. Currently they are all empty to imitate original stages. And of course you need to edit nametable attributes properly for the whole thing to work.
« Last Edit: January 05, 2021, 05:41:04 am by Cyneprepou4uk »

spotanjo3

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Re: STREET FIGHTER 2 DELUXE NES
« Reply #314 on: January 05, 2021, 05:41:40 am »
Very impressive!!!

sebastianangel

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Re: STREET FIGHTER 2 DELUXE NES
« Reply #315 on: January 05, 2021, 07:56:28 am »
fantastic explanation !! :thumbsup:
a lot of information to process in my little brain, I think it's going to explode haha :laugh:

shakunetsu

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Re: STREET FIGHTER 2 DELUXE NES
« Reply #316 on: January 05, 2021, 11:21:38 am »


And in Black




I was thinking of something like this if the black color border that is the container of the lifebar can be can be recolor to match the stage background.

I used the color available on the stages

What do you think?

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.


Thank you very much sics for the great insights to the technicalities of the hummer engine




« Last Edit: January 05, 2021, 11:58:56 am by shakunetsu »

sebastianangel

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Re: STREET FIGHTER 2 DELUXE NES
« Reply #317 on: January 05, 2021, 12:15:21 pm »
Very good your appreciation and dedication! :thumbsup: I will study in depth later when I finish with the stages, and the colorful hud and the aftermath look very good, :crazy: even on a larger session ... we will have to see if it can be put into practice since the black color is part of the decorations,I don't know if it could be separated :huh:

Cyneprepou4uk

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Re: STREET FIGHTER 2 DELUXE NES
« Reply #318 on: January 05, 2021, 12:34:46 pm »
I've fixed artifacts during stage scrolling, Pause text and graphics when counting points after round. The rest is up to you guys.

sebastianangel

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Re: STREET FIGHTER 2 DELUXE NES
« Reply #319 on: January 05, 2021, 12:46:44 pm »
awesome !!! cyneprepou4uk :crazy:
Thank you very much I will do everything on my part..  I hope you like the result! I think you took the project to a higher level  :D