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Romhacking => Personal Projects => Topic started by: sebastianangel on October 09, 2020, 10:15:52 am

Title: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel on October 09, 2020, 10:15:52 am
Hello everyone, I tell you that a while ago I started this project to improve a great game that I have a lot of affection for, I mean street fighter 3 of nes a great game without a license with many graphics and sound deficiencies, which tarnishes a great game far superior to many others in this genre,
I was getting stuck in the project for many technical reasons, lack of knowledge and that is why time was passing now almost finished I still need to improve the sound and certain physics of the characters and name tables as well as Ken's hair, it would be me of great help those who want to join this project.
Then I leave screenshots of images of the project and link so that you can see in what stage it is, greetings and thank you very much for your comments and criticisms of my hacks help me correct and improve
https://www.youtube.com/watch?v=GkFhDI2ro2Q (https://www.youtube.com/watch?v=GkFhDI2ro2Q)
Do not hesitate to write or if you can join to collaborate in the project actively it would be fantastic especially in relation to the music of titles and selection of characters that is very strident, and in assembly and programming that is the most difficult for me.
(https://1.bp.blogspot.com/-7vn7TDY7hNQ/X5tAfgQMWII/AAAAAAAAAhA/_E2XF-7SiVAOCxdMV4awzxeaopYSHWOHwCLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%2529%2B%2528Unl%2529.png)(https://1.bp.blogspot.com/-7jKJWy9IZ8A/X59jDpacN7I/AAAAAAAAAkQ/IHxK2NBMB24YT9tYn4jn8Qp73Jls3t0NQCLcBGAsYHQ/s0/de7tgoj-1aa4794e-102f-4d38-b083-7a10cc669770.png)new menu designs and selection screen to masterful creation of Terwilf(sics)and colaboration (Xander max) and (tygerbug)

(https://1.bp.blogspot.com/-5oBNCwvZt1s/X59jIi_r-ZI/AAAAAAAAAkU/brcoP8Xww2Urnu5vGyjMRIN80NOvEPX9QCLcBGAsYHQ/s0/de7y6ib-b10a31ec-641a-4bd9-ad56-72e3df90fc9c.png)(https://1.bp.blogspot.com/-s_Ve2jnom_Y/X47tFgk8SGI/AAAAAAAAAag/_H0H7GP1I14XADjclfl4h3YaUFVFjVbCwCLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%2529%2B%2528Unl%2529.png)(https://1.bp.blogspot.com/-ld7tYxLXT38/X4BtEABykII/AAAAAAAAATk/A6Wwpf9vYs0pYr-eCEPJi-b0ry6O8Xs1gCLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%2529%2B%2528Unl)
(https://1.bp.blogspot.com/-aFhN3dg159Q/X4BtGMp2W5I/AAAAAAAAATo/T717LAQEQPgAve4aPrMJBYMi0YxgfSe5gCLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%2529%2Bguille2f)(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/-XEWFEaxpa4o/X4ieaSsqi4I/AAAAAAAAAWo/FL1AvMXOwGkrv95LuDfdQkbOambCNyEiQCLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%2529%2Bbison%2528Unl%2529.png)(https://1.bp.blogspot.com/-rxdfAvZBurE/X4BtJH5uIYI/AAAAAAAAATs/kwORmmL-eiAfKa6pQM7lSaWu5MlmtA4lwCLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%2529%2Bken5K.pn)
(https://1.bp.blogspot.com/-qPoh5wtwyv8/X4BtLXVWmDI/AAAAAAAAAT0/hWsX6Ty71PQTyKaBTGgBR0gEFW_ynOmPwCLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%252950caras%2B9)(https://1.bp.blogspot.com/-A_1-oWuTu9Q/X4oby6WQ7aI/AAAAAAAAAXQ/UQFh_-LqdSoQOryUN6VH7LQgemR7aKQKgCLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%2529BLANCAfinal%2Bhackrom456pruebapiton4final2.png)(https://1.bp.blogspot.com/-K3gKZ8uj14A/X4nDMCJZs0I/AAAAAAAAAW8/TK3TjZyz2k4_gKeQImvvBVAgWFHYd4zngCLcBGAsYHQ/s0/Street%2BFighter%2B3%2B%2528UNL%2529mejora%2Bjugabilidad%2B6vega.png)(https://1.bp.blogspot.com/-wT_-Tx_yOo4/X4BtVQAUDBI/AAAAAAAAAUE/RBmREPoOu-wyKwSw7a2CAQwdtWVCd__CACLcBGAsYHQ/s0/Street%2BFighter%2Bremastered2RYU.png)(https://1.bp.blogspot.com/-Pjv6rzPYBes/X4TBJILXhxI/AAAAAAAAAVg/Yj9DrgjiUt4EX4H4cgNUKSjVloBMcSU0wCLcBGAsYHQ/s0/22.png)I also saw some stages of another game that uses the same game engine called world hero which boasts the same ground movement as the original street figther
Stages proceso:https://youtu.be/f0wlEU2p218 (https://youtu.be/f0wlEU2p218)
Maybe it would be good if I could get someone who knows to pass the rom to MMC5 I think there I could considerably improve the graphics of the game I could even re-edit some stages, especially the chun lee, make it similar to the arcade, I also need access to how to modify nametables that would be fundamental to modify the stages!
nametables:
(https://1.bp.blogspot.com/-pcHXv9mVCV0/X4RfpvfD3SI/AAAAAAAAAVE/_kIbeYhHyDo5utTVTV4hvT1pMoXSRuZpwCLcBGAsYHQ/s0/Screenshot_27.jpg)

Idea and collaboration objectives Xander max

⍟ character selection screen - 100% (sics)

⍟ World map with flags and animals - 100% (sics and Xander max)

⍟new songs for the game 50%

⍟fx voices 50% the songs are in middi, mp3 format, mp3 and wav voices (you need someone who knows how to port them to the game).


version super street figther 2 vs street figther 2 champion :-\
(https://1.bp.blogspot.com/-INvlDG11tVQ/X6_6EsHx16I/AAAAAAAAAzc/ria0k9kiUVsFN7InG26_sZf9ICNNLln1wCLcBGAsYHQ/s0/xprueba3.png)(https://1.bp.blogspot.com/-d3v1xyZ2KNg/X6_pbad6LrI/AAAAAAAAAzI/MBGkNSosCJc5r88pF_2ZIdGed2hjZzgwACLcBGAsYHQ/s0/xprueba2.png)
(https://1.bp.blogspot.com/-Jh4KiCre0gU/X7VUoC5QI2I/AAAAAAAAA0o/-ddrYtsSQ_woDZF-H2R4UbmwbX-jxEIZgCLcBGAsYHQ/s0/street%2Bfigther%2Bmejorado_Modifiedbison2.png)
(https://1.bp.blogspot.com/-UA3xPKPZPnU/X7hGoBVXjpI/AAAAAAAAA2I/5ZKnqIdDJ3wJ6u1wsd6fulJbwh-jMFhDQCLcBGAsYHQ/s0/nametable227.bmp)(https://1.bp.blogspot.com/-T2S9RIyZRqM/X7hIHWgJnNI/AAAAAAAAA2U/_2Bk9J5BIC4wakArJAXMWFhZs1xY3HSuACLcBGAsYHQ/s0/finalstreet%2Bfigther%2Bmuestra.png)
(https://1.bp.blogspot.com/-tQhlk07dFj4/X7p8op3y8-I/AAAAAAAAA2w/P8RbxQp8p-g3O8wZIyPp8whoV5rtPIq3QCLcBGAsYHQ/s320/dalshin%2Bnew4.bmp)
(https://1.bp.blogspot.com/-SQAvYfOKXac/X8KQtvR4SBI/AAAAAAAAA3s/gEolsrHOM_UGQT1CF6-GYw7Y8WhisgA5wCLcBGAsYHQ/s320/36658%2Bguilleee8.png)
(https://1.bp.blogspot.com/-dDTbSRY6HTM/X8KQo4Lwv-I/AAAAAAAAA3o/8kHSsAJ3Q2kGbTXJJykqfy17K0Sgx9aOgCLcBGAsYHQ/s320/36658%2Bbison%2Bseba4.png)
(https://1.bp.blogspot.com/-pGYJY2jRypM/X8KYnulO5hI/AAAAAAAAA38/yxWbfl4xAvYWpd7cfLsPmF4Ow4dmQkCbQCLcBGAsYHQ/s320/kennnnnnn6.png)
testing graphic variants for blanka's stage :huh:
was only tested on nes-image


(https://1.bp.blogspot.com/-ewQPRR9LTjc/X8ra5__74dI/AAAAAAAAA78/ogp7WQeGlFsbqOUV0oP34WSSZT2dyVDkQCLcBGAsYHQ/s385/blanka%2Bsebastian%2Btest4.png)
(https://1.bp.blogspot.com/-ry_UxfuRZaU/X8rYAvNrxNI/AAAAAAAAA7w/RVM74DomYOoYGzsiaIpXPp7BTKd1kQtSwCLcBGAsYHQ/s385/sebastian%2Bnew%2Bbison34.png)
stage bison one of my favorites, we still have to see how to distribute the nametables to get something similar to this mockup :happy:
stage chun lee sketch
(https://1.bp.blogspot.com/-3YvvedXhUa8/X8qGDZm79NI/AAAAAAAAA7Y/A7kBe8ddgMgp2LU3rk41BYZyvtcJSplcwCLcBGAsYHQ/s384/unnamed%2B%25281%2529seba3.png)
(https://1.bp.blogspot.com/-lBcY4x_XGxM/X8wMsyLYWKI/AAAAAAAAA8U/JZO98rdFoxYo-tjoIXFVvF4w2juEE83YgCLcBGAsYHQ/s385/seaba%2Bryu%2Bfinallllll99.png)(https://1.bp.blogspot.com/-nhHRCnp82Co/X8wMwQQShiI/AAAAAAAAA8Y/sH-947hbcl8dES0FHXvQaj20XsjnePKsQCLcBGAsYHQ/s385/seaba%2Bryu%2Bfinallllll100.png)
ryu stage here with color problems I had to suppress the dark turquoise with gray losing charm, maybe if I use turquoise as a base instead of black in the game, it would be something like the dalshim stage that uses a similar trick :-\
(https://1.bp.blogspot.com/-BOtymogmXSw/X81vk54uLkI/AAAAAAAAA80/t36VamBj7iQ0SH3WLia_Xu-Yg8cARvu4wCLcBGAsYHQ/s384/barco%2Boficial2.png)a variant for ken's estage :thumbsup:

(https://1.bp.blogspot.com/-sIuh0UQgEiI/X86K9qDa2nI/AAAAAAAAA9U/OddRnBuhDMo11idy7m89WXxcKtf4EZy9ACLcBGAsYHQ/s387/guille%2B%2B1%2Bfinal2.png) :thumbsup:
(https://1.bp.blogspot.com/-IEQCbbHQHQ0/X8-j_tBSnmI/AAAAAAAAA90/PNrOzaaw40Q00pRqcUyLPUECjfUiTSkmQCLcBGAsYHQ/s385/sagat%2Bsebax6final.png)
(https://1.bp.blogspot.com/-gToiugOoPJA/X9KlcITqW5I/AAAAAAAABAU/0ek2HaRFkkgQ3WiMZUODEAgiXqCDA-ZxACLcBGAsYHQ/s385/seaba%2Bryu%2Bfinallllll10007.png)
an update and optimization of the ryu stage taking into account the colors and nametables, using a nes's own resource in the color gradient

(https://1.bp.blogspot.com/-z1Qhx9tbc5c/X9LoY6Dz0JI/AAAAAAAABAg/Q3ydJHKGwSEk5Z86ao9qWZpmr2J18hgXACLcBGAsYHQ/s384/vegasebaaa2.png)unfinished

(https://1.bp.blogspot.com/-K1IeST9IW0s/X9U-Hgij5jI/AAAAAAAABCE/ZSZQvigcPywrGsfuVN29p_LoNPofDUbIgCLcBGAsYHQ/s384/bison%2Boriginal.png)(https://1.bp.blogspot.com/-_EOvhGeVUyo/X9U3YtXEjSI/AAAAAAAABBw/ELwp6KjJYQI33SbvNDrxoPBITi1K0IYlwCLcBGAsYHQ/s385/amiga%2Bbisonj8.png)

(https://1.bp.blogspot.com/-l-N8eLqmTrA/X9aOSqt8i7I/AAAAAAAABC4/i13-IbXSLng-S-vIWZPNX4gZAKJzcrvWACLcBGAsYHQ/s385/bison%2Barreglo5.png[img][img]https://1.bp.blogspot.com/-8_IqZdlNz4A/X9ZlzZkQBeI/AAAAAAAABCk/f7nSXqzon_cbYoocY7Vu_3OjciWtB22igCLcBGAsYHQ/s387/barco%2Boficial2%2BVERSION%2BAHORRO7.png)

(https://1.bp.blogspot.com/-l-N8eLqmTrA/X9aOSqt8i7I/AAAAAAAABC4/i13-IbXSLng-S-vIWZPNX4gZAKJzcrvWACLcBGAsYHQ/s385/bison%2Barreglo5.png)
(https://1.bp.blogspot.com/-8_IqZdlNz4A/X9ZlzZkQBeI/AAAAAAAABCk/f7nSXqzon_cbYoocY7Vu_3OjciWtB22igCLcBGAsYHQ/s387/barco%2Boficial2%2BVERSION%2BAHORRO7.png)

(https://1.bp.blogspot.com/-Vo_RFqX5cmw/X9g7VoAcL2I/AAAAAAAABEA/YY0cIJzqaKEH5N05b-IDST5uMfgTGhOZwCLcBGAsYHQ/s385/blanka%2B18.png)
a variation in the floor and optimization of tiles :huh:





New fundamental contributions of
(bogaabogaa) adds to the game something highly requested by all the followers of this project: the selection of stages in vs mode
(https://1.bp.blogspot.com/-p7bduNZFebQ/X9zBK9i_a7I/AAAAAAAABEw/Z0P_qv-CI0cdd2B7aiLtqjBayQxNTxLewCLcBGAsYHQ/s256/SFII%2B-%2BColores%2BIntermedios2select.png)(https://1.bp.blogspot.com/-sNjR4XSuie0/X9zBNJruN5I/AAAAAAAABE0/0zHW7LfbzQUgp8ZHySgPQW29-UXpYUAhACLcBGAsYHQ/s256/Street%2BFighter%2BIII%2B%25289%2BFighter%2529%2Bguille2final.png)
(https://1.bp.blogspot.com/-w3FxwkHhYbI/X9zJuKgKzpI/AAAAAAAABFQ/4FrjqGKt3go-NQcPD3XyXCXU-CVefsVQACLcBGAsYHQ/s0/TRANSPARENTE.gif)



Hello everyone, I wanted to greet you on this special day and thank everyone who participates in this project that we started with sics, which already belongs to everyone, and the truth is I have no other words than gratitude
For the help provided and I am sure we will give our best effort to live up to the expectations generated below, the true experts:
sics, song6502, tygerbug, Xander max, CryinOnion, Cyneprepou4uk, bogaabogaa. without your collaboration nothing would be possible
and also to many who contributed ideas and suggestions:RealGaea, cartridge_de,gustavocomvoce,4lorn,Ningún lado,Supergamerguy,BZXGCS  and many others!

Merry Christmas!
(https://1.bp.blogspot.com/-faaU1t0xL0w/X-TJ8e420_I/AAAAAAAABJ8/KhDvqdz61LkmhevFEzRJeF3fAzsZ_u8kQCLcBGAsYHQ/s0/hackroms%2Bnavidad.gif)

Invite Link https://discord.gg/PvFgxRg (http://Invite Link https://discord.gg/PvFgxRg)

(https://1.bp.blogspot.com/-KfIxi0szH20/X47s-d3TQBI/AAAAAAAAAac/5nxrfDp_WCkwc9v4UV0qi9oT8sWe-X7DQCLcBGAsYHQ/s256/Street%2BFighter%2BIII%2B%25289%2BFighter%2529%2B%2528Unl%2529_008.png)(https://1.bp.blogspot.com/-C_AYrH01I0Q/X_DPqYO-J7I/AAAAAAAABNc/o4sXJ1bsoUs7au3L48ZEqu20RekxfhnHACLcBGAsYHQ/s256/%2521sf3seba%2Bcaras%2Bseleccion%2Bstage14%2Bblanka_000.png) :thumbsup:
(https://1.bp.blogspot.com/-yROmlffdaeI/X4tkMBOUGvI/AAAAAAAAAXo/z6c2ZHJIRVgMOosfyx8X1dSj7fMshvLPwCLcBGAsYHQ/s256/Street%2BFighter%2BIII%2B%25289%2BFighter%2529%2B%2528Unl%2529.png)(https://1.bp.blogspot.com/-P4-DpoJZtRY/X_PQ0K66VjI/AAAAAAAABOo/o1wttqacvFAjIQGubmutRrQeKKqFDFjKgCLcBGAsYHQ/s256/%2521sf3seba%2Bcaras%2Bseleccion%2Bstage14%2Bblanka9_001.png)
(https://1.bp.blogspot.com/-CA3DtZpt0dg/X_tJu_lzj2I/AAAAAAAABSk/-_C-H8mMk0ECFteVxJUHYm4_LktAUHA-QCLcBGAsYHQ/s256/%2521sf3%2Bbison%2Bstage2.png)(https://1.bp.blogspot.com/-O-fi6PR-KeA/X_s4AFeCR5I/AAAAAAAABSY/SbioLD2WvEEANNSa7tBoR91DlyZ8H6o1gCLcBGAsYHQ/s256/%2521sf3x5new%2Bpisocolorizado8dalshim%2By%2Bsagat2_003.png)
taking advantage of the ease of editing the MMC5 mapper contributed by Cyneprepou4uk :thumbsup:
(https://1.bp.blogspot.com/-PWpr7LcDFQg/YAN7NGoAKsI/AAAAAAAABWo/CmaWQv7nie0s4B0xSMY42q5JDZ0L1ISYQCLcBGAsYHQ/s256/%2521sf3guille%2Bfinal%2Bstage%2B3%2Bbarraken5%2Bchunlee_000.png)(https://1.bp.blogspot.com/-TXtozgNCJxE/YAS8zct7QdI/AAAAAAAABXQ/W-o8UlruN-8jcZXOmCTCLd_qGK7-cg73ACLcBGAsYHQ/s256/%2521sf3guille%2Bfinal%2Bstage%2B3%2Bbarraken5%2Bchunlee%2By%2Bvegaa_001.png)
new chun lee stage and vega stage
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: cartridge_rom on October 09, 2020, 07:52:50 pm
Music and Fx = Street Fighter III NES

I advise contacting these specialized users in "FamiTracker"

they were the ones who helped the Sonic NES project and the result was incredible

here expert in FamiTracker contact users of music and sound for your proyect =

here contact for you help =

https://www.romhacking.net/community/2797/  Ti_

https://www.romhacking.net/community/4246/  Amilgi
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Vanya on October 10, 2020, 03:45:59 am
That looks remarkably good. I wish you luck!
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Googie on October 10, 2020, 12:51:04 pm
Hopefully you'll get the help you need in the musical department, everything else looks pretty cool.  :thumbsup: :cookie:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: cartridge_rom on October 10, 2020, 02:34:56 pm

You could update the art portraits by roster copying the GameBoy models that are better than the NES ones.

(https://i.ytimg.com/vi/3RAd8ESffB8/hqdefault.jpg)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: tygerbug on October 10, 2020, 07:03:05 pm
https://www.spriters-resource.com/game_boy_gbc/sfii/


(https://www.spriters-resource.com/resources/sheets/6/5564.gif?updated=1460953559)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 11, 2020, 02:04:02 am
 :thumbsup:!Great contribution thank you very much!!
https://www.spriters-resource.com/game_boy_gbc/sfii/

October 11, 2020, 06:15:45 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
(https://1.bp.blogspot.com/-CWK2R_AkLcc/X4OCsQRQYeI/AAAAAAAAAUs/eGk6pWQ93U0GZ5n37CTbWEP2OpZGjYehQCLcBGAsYHQ/s0/Street%2BFighter%2B3%2B%2528UNL%2529mejora%2Bjugabilidad%2B7vega.png)
here a preview of the portraits of the characters modified thanks to contributions of ideas and directions
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on October 11, 2020, 11:46:40 pm
Perhaps it would be advisable to adjust the choice of colors so that Ryu's feet are not camouflaged on the ground :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Ray572 on October 12, 2020, 01:04:59 am
I've always liked these nes projects and this one looks great. :thumbsup:
Now speaking from my ignorance on hacking issues...
is it possible to add the characters Zangief and Honda?
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Vanya on October 12, 2020, 01:29:16 am
I imagine they could, but that it would likely take a lot of work and maybe some ROM expansion.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: gadesx on October 12, 2020, 02:43:52 am
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)
Dhalsim with light kick using turbo too.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: cartridge_rom on October 12, 2020, 06:05:19 am
Could you take advantage of some sprites from the Master System version ?

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)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: gustavocomvoce on October 12, 2020, 05:35:01 pm
Please, add Honda, Zangief and Boxer.

I recommend using the game Master Fighter VI

It has all 12 characters. Just delete the clones and keep the originals. It would be easier with this game to bring the closest to the arcade / snes version.

(https://i.ibb.co/5Fq7Jh8/Untitled-1-copy.jpg)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Arcade-Elite on October 12, 2020, 06:54:09 pm
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=wBtS4WbbGp0
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 12, 2020, 08:22:38 pm
Very interesting that it has 12 characters, I tried it alone, they do not convince me, the new fighters move with strange physics
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: tygerbug on October 14, 2020, 06:34:21 am
  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.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 14, 2020, 09:31:19 am
  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 !!!

October 14, 2020, 09:32:47 am - (Auto Merged - Double Posts are not allowed before 7 days.)
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!

October 14, 2020, 09:37:31 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I've always liked these nes projects and this one looks great. :thumbsup:
Now speaking from my ignorance on hacking issues...
is it possible to add the characters Zangief and Honda?
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:

October 14, 2020, 09:41:17 am - (Auto Merged - Double Posts are not allowed before 7 days.)
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=wBtS4WbbGp0
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! :)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: gustavocomvoce on October 14, 2020, 09:43:57 am
Very interesting that it has 12 characters, I tried it alone, they do not convince me, the new fighters move with strange physics

You can not port Honda, Zangief and Boxer to the version that is working (Which has better physics)?

Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 14, 2020, 09:44:53 am
https://www.spriters-resource.com/game_boy_gbc/sfii/


(https://www.spriters-resource.com/resources/sheets/6/5564.gif?updated=1460953559)
:crazy:fantastic!!!

October 14, 2020, 09:47:04 am - (Auto Merged - Double Posts are not allowed before 7 days.)
You could update the art portraits by roster copying the GameBoy models that are better than the NES ones.

(https://i.ytimg.com/vi/3RAd8ESffB8/hqdefault.jpg)great idea thank you very much !!!
:thumbsup:

October 14, 2020, 09:51:16 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Could you take advantage of some sprites from the Master System version ?

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)
Combining it with those of game boy and some modified by me are being great thanks to you who gave me these great ideas!

October 14, 2020, 09:54:40 am - (Auto Merged - Double Posts are not allowed before 7 days.)
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

October 14, 2020, 12:20:43 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
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)
Dhalsim with light kick using turbo too.
: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
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: song6502 on October 14, 2020, 11:09:04 am
 :woot!: :woot!: :woot!:
Hi, here I am! During this time, I also browsed at NESDEV, romhacking, and spriters-resource. superfighterIII is a transplant of SFII tww! SFIICE has increased some actions and reduced some actions. I try to refer to tww in BG and sprite art style! Now, my plan is to hack the program first, and then adapt to mmc5, so that many things can be modified, such as the VS screen: now the avatar is two sprites, and the flicker is very serious after being modified into a line! (That's why it is displayed separately from top to bottom). My plan is to change the 2p avatar into a named table (the original vs screen is lost). Of course, there is also a plan B, which is in the form of 8P+boss. Change the sprite data of BALROG and SAGAT to honda and ZANGIEF sprites. The plan should be feasible, but a metasprite needs about 25-30 sprites. If you borrow the network resource map to modify, an action is estimated to take a day! (And a character has about 60~70 actions) The definition of spritedata has not been fully understood, only the storage method of X, y, id order, and N parameters are unclear. I will tell you when I figure it out. I haven't studied the music in depth for the time being. I don't know if IRQ will hinder the modification of music!
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 15, 2020, 12:31:15 pm
Hello Master! Your plan is excellent, now I understand the point well, I totally agree that in that way a really excellent change would be achieved, many things could be done, the inclusion of the new characters is fantastic, I think there would be no problem with the MM5 Regarding the sound, here I contacted the sound experts and one is very busy, but there are others that I have faith can help .. I thank you in advance for sharing your knowledge with me.
and I hope to see soon your project that will be great, in a short time I will release a beta test. Greetings and we keep in touch :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on October 15, 2020, 07:24:34 pm
I honestly think that Hummer team games should be studied and decompiled, since they are the closest we will have to free game engines :laugh:

After seeing the Somari inside, I was surprised at how robust and easy to modify it was, it is literally a game designed to create other games, there could be better than that

They imagine a Street Fighter with the technical characteristics of World Hero the cinematics of King of Fighters 96, the digitized voices of Street Fighter IV, The backgrounds with parallax of Tekken 2 or Garou Densetsu Special and the elaborate menus of Mortal Kombat II or Kart Fighter. Really, as much as they criticize Hummer Team, they always tried to excel in the technical aspect, even beating some official games :beer:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Ardiloso on October 16, 2020, 09:49:47 am
Keep up the good work. Your hack is amazing already.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: verme on October 16, 2020, 11:57:37 am
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.

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
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 16, 2020, 12:17:30 pm
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.

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
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!:

October 16, 2020, 06:23:37 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Keep up the good work. Your hack is amazing already.

Thank you very much, I'm glad you like it..I hope I can improve it more .. for now I'm adding minor details while I wait for a helping hand that knows more and helps me with what I don't know about. Blanka stage :crazy:
(https://1.bp.blogspot.com/-A_1-oWuTu9Q/X4oby6WQ7aI/AAAAAAAAAXQ/UQFh_-LqdSoQOryUN6VH7LQgemR7aKQKgCLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%2529BLANCAfinal%2Bhackrom456pruebapiton4final2.png)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: tygerbug on October 16, 2020, 07:29:14 pm
You can modify nametables in NES Screen Tool.

Export your nametable for any scene from the Mesen emulator's Memory Tools.

(https://i.imgur.com/xGBGRn5.png)

Here I am looking at Nametable RAM, including what looks like the palettes at bottom. Save the nametable RAM as a file.

Open this up in a hex editor. It's twice as big as it should be. Delete the second half of the file from 400 onward. Rename to .NAM.

Import CHR graphics into shiru's NES Screen Tool. Open your NAM file.

https://shiru.untergrund.net/software.shtml

Recreate your palettes manually I guess.

At this point you can alter your background sprites and palettes, and save the results to be copy/pasted back into the ROM later. You can also create onscreen sprite displays as a metasprite bank.

You can use NES Screen Tool like a drawing tool here, placing tiles and palettes. Check or uncheck "Apply Tiles" and "Apply Palettes."

The .bin data you save when you're done can be manually reinserted into your NES ROM in the appropriate places.

(https://i.imgur.com/Qk5iRQk.png)

   In Mesen (or in your old DMP file), copy a few bytes/numbers from the unaltered nametable and search for THAT in the NES file.

  Find this data inside the original ROM in a hex editor.

  (Either in a Hex editor or in FCEUX's Hex editor. Open up Debug/Hex editor/ROM file, you will be able to see your changes in real time. I suppose Mesen can do this too.)

  You have found the Nametable for this scene inside the ROM.

  You may be able to simply copy/paste your new/altered Nametable info directly into the ROM (from the .BIN file you exported from NES Screen Tool, or from an .MSB if you were working with sprites).

   However, the code in the actual ROM may be different and more complex than that - there may be extra commands which jump around the screen, like maybe a three-byte command on every line break, or commands which seek to a specific point onscreen.

   So you may need to make changes to your code to account for that.. Compare your new code to the old hex code.

   Try this in FCEUX's hex editor, while working with the CHR ROM. See if you're breaking the code by pasting in the new code.

  (It depends on the ROM!

  They often have some extra code which you have to work around, in the actual Nametables.

  Maybe an extra three bytes before every line of sprites, and an extra three bytes in the middle of the color palette at the end.

  It's not too hard though! Just something to look out for, and add to your new code!)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 16, 2020, 07:35:56 pm
fantastic master !!! very good data I will get up to date, I hope I understand. If so, I will improve everything :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: song6502 on October 17, 2020, 02:08:09 am
Looking forward to you making a more perfect picture
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on October 17, 2020, 10:18:39 am


(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)

First congratulations on the project!
My suggestions are for you to put a comparison of before and after, to see the evolution of your work.
For example, only later did I notice that you changed Blanka's scenery by placing flowers and the snake. Another suggestion is to give a better contrast between the tree and the snake, make the snake more yellow and the tree more green.
The selection screen would look good with a border and the background with a single color, I believe that different colors are better in the characters than just the warm colors (red, orange, yellow).
My suggestion for Ken's hair color is to sacrifice a kimono color to use on his hair, it would be a lot of work as it needs some changes to not lose the details of the clothes.
(https://lh3.googleusercontent.com/pw/ACtC-3e-OnpieaMXQP_T1dSDFtLhZuqgEzSfM1ywaJ5spUM6SJCeQJtnuGGZpNsWufdpwn0EyHtx-DxbireFTjWzQzWhy04gVD_kobajK_uVx0DTxyvreK16EDOlN3KpONHP7smkc5ZEz2r1KrMvEf6hdrVGiw=w467-h528-no?authuser=0)

Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 17, 2020, 10:44:07 am
very good observations, thank you for your suggestions, I will take them into account, I create the tree in blanka's scenario, I will try to add plants, with regard to ken it is excellent, unfortunately I do not know how to modify it without affecting ryu. greetings and we will move on :woot!:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on October 17, 2020, 10:49:35 am
Ryu would have two black color palettes in his hair and in Ken you would change one of these for yellow.
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)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: CryinOnion on October 17, 2020, 01:21:58 pm
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.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 17, 2020, 01:59:27 pm
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!:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: tygerbug on October 17, 2020, 02:11:41 pm
  I think you should sacrifice colors for shading/detail, especially with someone like Blanka who is very flat in the original.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 17, 2020, 02:27:15 pm
  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:

October 17, 2020, 02:31:23 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Ryu would have two black color palettes in his hair and in Ken you would change one of these for yellow.
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)
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:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: RealGaea on October 17, 2020, 07:34:57 pm
You should zoom out the portraits of Dhalsim and Claw. They're too big in comparison with the rest, or use the SNES/Genesis portraits. I think they're the same size.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on October 17, 2020, 10:29:41 pm
(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)
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 :)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 18, 2020, 12:40:18 am
(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)
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)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: SuperStarFox on October 18, 2020, 02:29:38 am
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.  ;)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on October 18, 2020, 09:02:10 am
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)

Are you going to redesign the whole character or just add more details?


(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)
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:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: song6502 on October 18, 2020, 09:44:21 am
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!
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on October 18, 2020, 10:49:51 am
I am the only one who cannot see the images uploaded to the Google server (I am using the mobile version of the page)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on October 18, 2020, 11:12:10 am
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.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 18, 2020, 11:57:31 am
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:

October 18, 2020, 12:01:58 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
:crazy:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on October 18, 2020, 02:12:12 pm
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:

October 18, 2020, 12:01:58 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
:crazy:
Sebastian, I played with the colors a little more, analyze if you like it and can enjoy something.
Note: I edited by photoshop and not by rom.
Hugs!

(https://lh3.googleusercontent.com/pw/ACtC-3fszP9NXaIo2vbP4dcBC6Z1FECvoRDHQmKTZHodKXMOIeC9HbiwVZke6QOzfRvu6AR0lZ8s2x6Mx_ig5E33FFs21XDlTjAXAjUhD9hrlz1-LCE8PBzv6UDk3UuyfP5J6LdD4RjuelMYy0rZMrQj6pAp2g=w256-h240-no?authuser=0) (https://lh3.googleusercontent.com/pw/ACtC-3cv6iGQu6VsI2z_g-dcpxUPwQasHf3Lt2i5NXmnIlBdFEx3gqm3fDQ8Tje30AsCtIEUVddQ2niIFnHibQG-Z_j1o-BAihG5JMeoMp6vYB5ptnXTFNKm7FCQIohxxtGXLkjrAfE9UNS9zEGgxRsagfn_pA=w256-h224-no?authuser=0)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 18, 2020, 02:26:23 pm
very good result chun lee shading :woot!:

October 18, 2020, 04:15:10 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
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:

October 18, 2020, 04:48:27 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Are you going to redesign the whole character or just add more details?

(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:
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)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: cartridge_rom on October 18, 2020, 07:19:15 pm
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)

Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 18, 2020, 07:24:58 pm
great I was just sketching I need to put the names and enter them via yychr
(https://1.bp.blogspot.com/-u7OdMbqtR5A/X4zOTfz0mhI/AAAAAAAAAYo/0Pkp9fA-v2gyujI3QIp2XjHfzMeu47S8ACLcBGAsYHQ/s0/CHR000mapa.bmp) :thumbsup:

October 18, 2020, 11:28:30 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
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 :-\
After some very complicated days in this project due to being detained on a technical issue, I inform you that I will continue with the project, leaving aside some improvements that will remain for the future, I received a help message to change the music title and selection of characters. I only need those who know about famitracker their collaboration, they are 2 songs of street figther with use only of original channels 2a03 without dpcm


October 21, 2020, 10:19:51 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
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

October 21, 2020, 11:26:30 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
totally agree, there is also the super mario world of nes made by humer teen and another company ninja turtles tournament with incredible effect :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: cartridge_rom on October 22, 2020, 03:40:15 pm
This logo intro is the best I have seen with everything and so far equal to the Arcade Champion Edition on which the pirate port is based:  :o

I like colors and shades better + Champion Edition:  :thumbsup:

https://www.youtube.com/watch?v=xLwWE1vvqAg&ab_channel=Hacksroms (https://www.youtube.com/watch?v=xLwWE1vvqAg&ab_channel=Hacksroms)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 22, 2020, 04:47:55 pm
Thanks I'll use that one! Here are some captions of the mesen emulator, I realized that I was wrong with the name tables, what I have to change are the attributes of the nametables tables, here I did it and this is the result, now I'll see if I learn to put it in the rom :o
(https://1.bp.blogspot.com/-yROmlffdaeI/X4tkMBOUGvI/AAAAAAAAAXo/z6c2ZHJIRVgMOosfyx8X1dSj7fMshvLPwCLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%2529%2B%2528Unl%2529.png)(https://1.bp.blogspot.com/-rO_k2TtHrBQ/X5HtjOL-D5I/AAAAAAAAAbs/7GvtPJ19FiIqOvWzmaVdkCBnT07ZGpPyACLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%2529BLANCA%2Bpitomfinal3.png)
(https://1.bp.blogspot.com/-ABqf5BHFlQw/X4Bs6GjmxBI/AAAAAAAAATY/hPhnkuzcyzcaS92FStS89RG19kYll8NcQCLcBGAsYHQ/s0/Street%2BFighter%2B3%2B%2528UNL%2529mejora%2Bjugabilidad%2B7vega.png)(https://1.bp.blogspot.com/-n_kzUMS_jB4/X5Htz_laHxI/AAAAAAAAAb4/enXlJ2cdRboh5fgA77IOwnU5OfE6W-5gQCLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%2529%2Bryu%2Bface%2Bfinality4_000.png) ::)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: tygerbug on October 22, 2020, 06:28:42 pm
  Luckily, changing the palette / attribute tables is easier.

  This appears at the bottom of your nametable RAM, and below the nametables in the ROM.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 23, 2020, 12:47:31 am
Excellent! Thanks to keep trying, here I managed to add color to the blanka stage python :woot!:
(https://1.bp.blogspot.com/-rO_k2TtHrBQ/X5HtjOL-D5I/AAAAAAAAAbs/7GvtPJ19FiIqOvWzmaVdkCBnT07ZGpPyACLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%2529BLANCA%2Bpitomfinal3.png)(https://1.bp.blogspot.com/-dAmDA2fx-V8/X5Jf3CoeeNI/AAAAAAAAAcE/bNKHS1vg1kIgtYer3pCpBloSqGe9bZfNACLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%2529BLANCA%2Bpitom2_000.jpg)
Sacrifices were made, you will tell me is it worth it or we leave it as before ::)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on October 23, 2020, 12:01:52 pm
I was wondering, if the World Warrior uses the same engine as Street Fighter, if the expansion to MMC5 was made, wouldn't it be possible to make a crossover between the games, bringing all the characters together?
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 23, 2020, 01:03:14 pm
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)

October 23, 2020, 01:05:55 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
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
https://drive.google.com/file/d/19eyHavzvdp_SfiJ9OVZEAStcod9M5m7U/view?usp=sharing (https://drive.google.com/file/d/19eyHavzvdp_SfiJ9OVZEAStcod9M5m7U/view?usp=sharing) :crazy:

October 23, 2020, 03:10:16 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
here new advances and tests ::)
(https://1.bp.blogspot.com/-wWVqvpnUu-Y/X5Mpq7zRlsI/AAAAAAAAAcU/xFZl11tlSkEM3Rue38bknVn5j3bLXW4_QCLcBGAsYHQ/s0/%25C2%25A5%252B%252B-%25C2%25A2%25C3%258D%25C2%25A6%25C3%2588%2B%252B%25C2%25A1%252B%25C2%25B5%25C3%258B%252B%252B%25C2%25BBBeta%2B0.1--%25C2%25AB%25C3%2588-%252B%25C3%2582-%25C3%2595_012.png)(https://1.bp.blogspot.com/-pW8Tkdwnnfw/X5MqKORDr7I/AAAAAAAAAck/lnweYaf146ofKUjf8Pwps1psvPoVaeKcgCLcBGAsYHQ/s0/sebb.png)
(https://1.bp.blogspot.com/-9OfR_yp3H-o/X5MpjDtu76I/AAAAAAAAAcQ/kYdQZfptpFg9EEUH4EdlJ7du73pSFmbnACLcBGAsYHQ/s0/%25C2%25A5%252B%252B-%25C2%25A2%25C3%258D%25C2%25A6%25C3%2588%2B%252B%25C2%25A1%252B%25C2%25B5%25C3%258B%252B%252B%25C2%25BBBeta%2B0.1--%25C2%25AB%25C3%2588-%252B%25C3%2582-%25C3%2595_011.png)(https://1.bp.blogspot.com/-imqv8M67_A0/X5MqDJA-jKI/AAAAAAAAAcg/MWQKPGdTWrgA9xCKOEjdfmudVOf-P3TbQCLcBGAsYHQ/s0/sf%2Bseba.png) ::)

October 25, 2020, 06:15:04 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
(https://1.bp.blogspot.com/-dvkia3PxomY/X5X398A9HLI/AAAAAAAAAdI/1T6KsfNNsxIzrh54AxuxQpgkDGIrIXXIgCLcBGAsYHQ/s0/Street_Fighter_3_%2528UNL%2529_%2528new_music%2529.png) ::)
New details added to Vega's stage ... and I am happy to have received the collaboration of (TI) with two songs :crazy:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: cartridge_rom on October 26, 2020, 05:36:36 am
great that improvement of the stage spain  :D

One doubt, this roster revision could be applied to the MMC5, they are better positioned.

(https://lh3.googleusercontent.com/pw/ACtC-3fszP9NXaIo2vbP4dcBC6Z1FECvoRDHQmKTZHodKXMOIeC9HbiwVZke6QOzfRvu6AR0lZ8s2x6Mx_ig5E33FFs21XDlTjAXAjUhD9hrlz1-LCE8PBzv6UDk3UuyfP5J6LdD4RjuelMYy0rZMrQj6pAp2g=w256-h240-no?authuser=0)
(https://i.ibb.co/FgP596n/logo-intro-8-bits.jpg)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 26, 2020, 08:24:16 am
Yes in its entirety and better, only that I do not have the ROM in MMC5, I do not know how to change the mapper and those who know are busy with their own projects :-\
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: gustavocomvoce on October 26, 2020, 09:10:55 am
New details added to Vega's stage ... and I am happy to have received the collaboration of (TI) with two songs :crazy:

Please, keep the game with the same songs or make a version with the modified songs and another version with the original of the game.

I have a special affection for the songs in this game. Even if they are not original. If you can keep them or make a separate version. Appreciate.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 26, 2020, 09:18:03 am
ok hare dos versiones del juego una con las originales y otras con las modificadas, de iguaal manera son solo dos canciones que estan cambiadas: lapantalla de titulos y seleccion de personajes nada mas! gracias por darme tu opinion es muy importante para mi saber que es conveniente hacer.saludos

October 26, 2020, 09:20:12 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hello, I just finished the KEN stage and now I'm with the DHALSIM stage
Precise from your observations which you like best both contain minor bugs that will be corrected when you learn the subject of blissful nametables haha :laugh:(https://1.bp.blogspot.com/-ePaTBkiOwj8/X5dz96S21uI/AAAAAAAAAds/Cw_DwLZshPg7fQYhii70_BmcU4Is2y-MQCLcBGAsYHQ/s0/Street_Fighter_3_%2528UNL%2529_%2528new_music%2529ken2.png)
(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!:

October 26, 2020, 09:26:53 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
(https://1.bp.blogspot.com/-FvIcQZKBKg0/X5d2gg_FqcI/AAAAAAAAAd8/svfij8chO3o4kmDOWQSIqxdajfefWL9TACLcBGAsYHQ/s0/Street_Fighter_3_%2528UNL%2529_mapa%2Bnew%2Bbanderas.png)
The mapper does not allow me to load all the flags that I would like or add the large preview to the side, I appeal to the solidarity of the connoisseurs help with updating the mapper to MMC5 ::)
In these days I posted few news because I was studying hard to learn to do new things to incorporate it into this project

October 27, 2020, 12:22:55 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Here I attach a corrected nametable to be inserted in the rom, with its respective images, if someone manages to communicate it, please, it would be a total achievement of improvement in the game so blanka would share its colors with the map and not chun reads, giving rise to more nuances and combinations color, other characters also change color like sagathttps://drive.google.com/file/d/17xz3cjWO7dcpfKMFgd1yruZTApGP758E/view?usp=sharing (https://drive.google.com/file/d/17xz3cjWO7dcpfKMFgd1yruZTApGP758E/view?usp=sharing)
(https://1.bp.blogspot.com/-IaaspAeaaOY/X5DoOmM299I/AAAAAAAAAbU/qdi5SKyM2G4B3b7-kUk8EBPUUEP7zknvwCLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%2529%2Bryu%2Bface%2Bfinality4.png)(https://1.bp.blogspot.com/-n_kzUMS_jB4/X5Htz_laHxI/AAAAAAAAAb4/enXlJ2cdRboh5fgA77IOwnU5OfE6W-5gQCLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%2529%2Bryu%2Bface%2Bfinality4_000.png) :banghead:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on October 27, 2020, 07:25:32 am
Some freshly made mockups. Regarding the distribution of palettes, although it can be adapted as you wish, I would recommend you wait until you see if you can make a more complete selection screen, the game has a large amount of free space :thumbsup:

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de7n7wk-463ec178-53cf-45f6-b44e-f459ff9139f4.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTduN3drLTQ2M2VjMTc4LTUzY2YtNDVmNi1iNDRlLWY0NTlmZjkxMzlmNC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.9FxhSQeTpg5uprWDHLGG6GHFrPe48r_Ng86H7uat3nI)  (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de7n7wq-2dc70fa5-0115-4bdb-8ba8-a52277a7c980.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTduN3dxLTJkYzcwZmE1LTAxMTUtNGJkYi04YmE4LWE1MjI3N2E3Yzk4MC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.hYeKTpf6IUEglfOYKeqnOrwQB-Jg6iiOPpuEtBiZEnE)

Honestly I don't like the result, but the truth is that I don't know anything about this game, it would help me to get the capture of cartridge_rom with good quality or some feedback :laugh:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 27, 2020, 09:18:55 am
spectacular !!! I like it a lot, for me you look excellent! :crazy: With these things you are already an honorable collaborator number 1 of this project. :woot!: Below are the original images of the game
(https://1.bp.blogspot.com/-BEo7dA3YJ_o/X5gc9JPOMjI/AAAAAAAAAeY/s2Gm0MkYTtQHgjg9hRo00aYr0344VEGbQCLcBGAsYHQ/s320/CEsplash.png)(https://1.bp.blogspot.com/-FcthKJHfx5g/X5gc46JQ_7I/AAAAAAAAAeU/y3pq_LZxdP8Y3jJ9ihQbD5ETTTRNjkl1QCLcBGAsYHQ/s320/CEselect.png)
there is a small difficult detail that is the apostrophe
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on October 27, 2020, 02:34:02 pm
That thing I drew it, but I don't have room for the graphics in the upper sector of the screen.

I should investigate if the invisible slice can be moved to take more advantage of the lower graphic space.

Although I will leave that for later since I hurt my back and it is difficult for me to move, I think I am a venerable old man :laugh:

I'm 29 years old, I barely moved a bucket of water, heck, where was my youth, Gai sensei! :banghead:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 27, 2020, 02:55:23 pm
Give it the main thing that you recover your physical health! :huh: Thank you very much for helping me, you are very talented, I ended up trying with the drawings of a colleague.For the lumbar or sciatic nerve, rest is the best, the stress affects that area of ​​the body.Congratulations on the Sonic Enhancement Vol. 2 !!! Looks great :happy:
(https://1.bp.blogspot.com/-_Yq-bcBf6K0/X5hqjmZRIrI/AAAAAAAAAe0/uim_XSAIZfoGKQpIGN4mVV4X79578kFHgCLcBGAsYHQ/s0/bloggif_5f986a65ee9ed.gif)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: ryouga on October 27, 2020, 03:10:30 pm
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.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on October 27, 2020, 03:18:28 pm
But my plan had no flaws, first I would make a big title screen, then I would upload a tutorial on how to apply it to the game on my YouTube channel and I would immediately become a millionaire and famous, and then lose everything and understand how important friends are :D
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 27, 2020, 05:13:14 pm
force sensei! you will resurface like the phoenix bird :thumbsup:

October 28, 2020, 01:32:59 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Britain, not England ;) Sorry I always correct people when they call the entire island England.
fantastic! :beer:

October 28, 2020, 03:23:44 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Testing changes on the character selection screen, I still need to correct the map flags :-\
(https://1.bp.blogspot.com/-FvIcQZKBKg0/X5d2gg_FqcI/AAAAAAAAAd8/svfij8chO3o4kmDOWQSIqxdajfefWL9TACLcBGAsYHQ/s0/Street_Fighter_3_%2528UNL%2529_mapa%2Bnew%2Bbanderas.png)(https://1.bp.blogspot.com/-HIn8Riow8oE/X5nD7viBnxI/AAAAAAAAAfM/MhSXqy_ioJgyNJmyq3gD414A0J17u9jWACLcBGAsYHQ/s0/Street_Fighter_3_%2528UNL%2529_%2528new%2BCARACTER%2BSELECT.png)

I don't know what to choose, blanka is very small in this drawing, I must adjust the proportion  :huh:

October 28, 2020, 09:45:45 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
(https://1.bp.blogspot.com/-emZG7MLO234/X5odanRYnhI/AAAAAAAAAfg/QTTGeRoutI8oZCluz2DsN5or09lWl22zQCLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%2529%2B%2528Unl%2529%2B%255BT%252BRus1.0_pscd.ru%255D_000.png)(https://1.bp.blogspot.com/-eNJP_L-69is/X5odmlm7aLI/AAAAAAAAAfk/UgM4YMoyY9Iwm_YRblVSNhpdj1h1Ub9sACLcBGAsYHQ/s0/Super%2BFighter%2BIII%2B%2528Unl%2529%2B%255B%2521%255D%2B%25281%2529.png)
I came across these versions of the same game! Maybe these leave more room to develop the screen? :o

October 28, 2020, 09:49:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Britain, not England ;) Sorry I always correct people when they call the entire island England.

I found a Chinese page where he talks about this version, it hurts there is no download link :'(
(https://1.bp.blogspot.com/-Ulfn4kOSa_c/X5odDtcNquI/AAAAAAAAAfY/v0JDh-wZUjQp_J0cQLcyaVDUvZgUYYd0QCLcBGAsYHQ/s0/60_avatar_middle.jpg)

October 28, 2020, 11:52:03 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I found this version maybe it will serve to bring the image closer to the arcade version ::)
(https://1.bp.blogspot.com/-bIrCuCY_3CQ/X5o6-veVyzI/AAAAAAAAAf0/u5LiF8dK_MgRSbvyr1SdZRvd8tmXJAVIwCLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%252818%2BFighter%2529%2B%2528Unl%2529%2B%255B%2521%255D_002.png)(https://1.bp.blogspot.com/-ABYu5UPNTlM/X5o7HcIQJaI/AAAAAAAAAf4/K2vI8_T_mUkHvqe2tPEhshgbNs-asbwfwCLcBGAsYHQ/s0/Screenshot_2.jpg)
arcade(https://1.bp.blogspot.com/-05dKjV0sDy0/X5o8G217ewI/AAAAAAAAAgE/pRRM7gC4LF0tta8-XSmSatt8POQfnEEegCLcBGAsYHQ/s320/Memoria_Historica-Franquismo-Videojuegos-Dibujos_animados-Historia_272733146_58771236_1024x576.jpg) :o


Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on October 29, 2020, 03:53:56 am
These are no longer mockups :laugh:

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de7rb7v-fd2998b0-91cf-47cb-aa6c-3764570b627c.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTdyYjd2LWZkMjk5OGIwLTkxY2YtNDdjYi1hYTZjLTM3NjQ1NzBiNjI3Yy5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.miEJck5cSKrjEPoj-lUv26pIUXEchIAg_n99kCbyPK4) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de7rb7r-ad559dcc-2a80-4fcb-8269-e5b858f5de6c.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTdyYjdyLWFkNTU5ZGNjLTJhODAtNGZjYi04MjY5LWU1Yjg1OGY1ZGU2Yy5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.qwSFZpzoP7hStC__B7FoYM9sGNkQofMgKLQRLpmfCoI)

(https://orig00.deviantart.net/1614/f/2019/087/8/c/download_by_terwilf-dd39bcf.gif) SFighter III - TScreen Test 01 (IPS).7z (https://mega.nz/file/HV43FIxA#F-tGrVpZu46FTV9vAtwjFKdUkzwAKkcvFt5qy7udmR4)
ROM: Street Fighter III (Unl).NES | CRC32: E72A32AA

Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 29, 2020, 07:59:38 am
Geniality of creacio !!! :crazy: brilliant I love it will be the official screen of this project thank you very much sics you are already part of this project
I am happy to have contacted you, I was very stuck in things that I do not know and it was difficult to move forward,
we will go on and on !!! :woot!:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: verme on October 29, 2020, 09:57:22 am
The title screen was excellent!
I may be mistaken, but I believe that the "easy 01234567 hard" thing can be removed, as it looks like it has no effect on the gameplay.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 29, 2020, 12:41:34 pm
Thank you very much I'm glad you like it is a masterful creation of (sics) with respect to the numbers I would not know with certainty I always played at level 1

October 29, 2020, 12:52:21 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
hello everyone i received many requests to change ken's hair to its original arcade game color and i ran into a problem which i show you below  :huh:
(https://1.bp.blogspot.com/-T3_fkfeuSkw/X5rus69MOmI/AAAAAAAAAgQ/O7Nn4bYk45AqloUjlUQ86FXC6qQB3sSdACLcBGAsYHQ/s0/CHR000.bmp)

I looked for the graphics in question in the rom through yy-chr I found the wig I changed it but it turns out that it affects ryu too :P
(https://1.bp.blogspot.com/-DtBJjS2yc8w/X5ruyyOxj0I/AAAAAAAAAgU/VHvUXuhjrbYKc1qq4LMgf1Z07rmFagLhwCLcBGAsYHQ/s0/ryu%2Bvs%2Bken.png)
Shared graphics and palettes will there be any solution? :-[
Another concern I have is regarding the blanka sprites, who is the most neglected character in the game :-\
(https://1.bp.blogspot.com/-LPTXml2YUyI/X5rvWD7xxWI/AAAAAAAAAg0/e9hEagppg6E69o6Sd1b5Zl6J5GWD4MnSACLcBGAsYHQ/s320/Screenshot_1pupu.jpg)
here an example with chun lee!
Looking at the color palettes, she uses the 6 colors while she blanks only 3 and there are 3 left that she only uses for electricity magic (I think they could be shared and colored better, if someone knows how to do it, I would greatly appreciate your guidance :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Anime_World on October 29, 2020, 01:52:27 pm
Nice job  :thumbsup:

Suggestion: Make this background blue
(https://1.bp.blogspot.com/-HIn8Riow8oE/X5nD7viBnxI/AAAAAAAAAfM/MhSXqy_ioJgyNJmyq3gD414A0J17u9jWACLcBGAsYHQ/s0/Street_Fighter_3_%2528UNL%2529_%2528new%2BCARACTER%2BSELECT.png)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 29, 2020, 02:00:47 pm
Thank you very much! ;) I am improving the proportion of blanka and redraw to dhalshim and vega in a while I will post the changes! I want to change the background to blue as you say, I will see how to do it without changing the colors of the faces :huh:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: RealGaea on October 29, 2020, 04:02:12 pm
As for the Character Select.

Make two versions: one with World Warrior portraits, and the other with New Challengers portraits. You were so close to make Dhalsim and Claw! I don't know why you reverted back those two to WW.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 29, 2020, 04:11:04 pm
if it was more worked, only that the size was uneven with the other portraits and when making the box it no longer entered

October 29, 2020, 05:01:30 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
if it was more worked, only that the size was uneven with the other portraits and when making the box it no longer entered
very good idea I will make an optional patch for the two versions that you say! :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: tygerbug on October 29, 2020, 07:02:35 pm
  As I've said, I think (even with only three colors) the Game Boy sprites for Blanka are much better, and would be a good inspiration.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 29, 2020, 07:56:41 pm
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)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on October 29, 2020, 09:20:57 pm

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)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 29, 2020, 09:27:58 pm
fantastico te quedo !!! me gusta mucho, quizas podria hacer un parche opcional con caras viejas :crazy:
If it is true friend of the hair, here doing calculations I think the same, it happens that I did not want to sacrifice colors and I thought of some hexadecimal solution in the ram, I think I will do as you say :woot!:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on October 29, 2020, 10:28:50 pm

I really like your project!  A suggestion, put your hair and pants with more red, to differentiate it from the skin. :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)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: RealGaea on October 29, 2020, 11:05:25 pm
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)

YES!! YESSHH!!! *Laughs in Dictator*

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.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on October 30, 2020, 01:16:09 am
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)

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)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 30, 2020, 09:20:11 am
magnificent once again you surprise me improving what was already perfect! :crazy:

October 30, 2020, 10:06:40 am - (Auto Merged - Double Posts are not allowed before 7 days.)
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:

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 ::)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on October 30, 2020, 10:53:58 am
Hello again, I am preparing the first mockups of the "Player selector" and I realized something interesting, and that is that as you can see in the following capture, more than one palette per portrait could be used, although it would really be a headache to put together the palettes with that idea in mind, it might be worth a try :thumbsup:

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de7u0x5-3e7d63e0-c5ab-4890-9518-f51a4c1ffd68.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTd1MHg1LTNlN2Q2M2UwLWM1YWItNDg5MC05NTE4LWY1MWE0YzFmZmQ2OC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.1xpRNuL04mq5MwUVz3zNVBFoTM8kuVdU4tjLXcuzfVs)

Note: I have not yet investigated how the character selection cursor works, it is likely that it moves at regular intervals making the scheme shown in the capture impossible, on the other hand, at the moment I have not checked if all the graphics exceed the space available originally arranged for this selection screen ::)

By the way, the animals in the countries are strange to me, I included them because with few exceptions this seem to be present in all the games of the saga, do you think I should eliminate them? :-\
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: song6502 on October 30, 2020, 11:02:11 am
Sorry! What I want to say is that this method is not feasible, because the misplaced avatar will increase engine data, and the workload is too large. And the attribute table is not allowed(It is possible to share the palette), so it's not worth it!
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 30, 2020, 11:09:23 am
I'm sure if, I think that if you can, it would be an excellent detail to include the classic animals of the saga, I'm really surprised by your talent! I think the legion of fans of this game are happy as I am with your creations !! :woot!:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on October 30, 2020, 12:49:08 pm
song6502
Excuse me, because of inexperience speaking English I cannot discern if you are referring to the aforementioned regarding the KEN sprites or to the proposal I have made regarding the icons of the characters on the selection screen, if you were referring to the latter item, it is not only possible, but it would not be the first time that I do something for the style :thumbsup:

Note: Just in case, I'm not talking about mixing palettes, or anything strange, rather taking advantage of the fact that each portrait occupies 4 blocks of 16x16, which is equivalent to 4 sectors of palettes that can be defined independently, this way if a set of complementary palettes is created a very prominent look can be achieved.


On the other hand, I already checked how the menu works, and unfortunately it does it as I supposed, in the form of a grid, so the most feasible option for the moment would be to eliminate the "Player Select" text, so as not to have to reduce the size of the map .

Unless someone more experienced wants to give us a hand with this topic, its code is in 0x01C1AD
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 30, 2020, 01:03:30 pm
If I was referring to the icons on the selection screen, it would be great to have your collaboration, you are the one who knows more about this game, I even saw the wonders you do with the stages! It is nice to have you here :woot!:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on October 30, 2020, 08:21:02 pm
YES!! YESSHH!!! *Laughs in Dictator*

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.
Actually, M. Bison was strange, I corrected him!  :police:
Then I do the World Warriors! :thumbsup:

(https://lh3.googleusercontent.com/pw/ACtC-3fU9J_4NALO5Wa1lG4xsdbqZiLcMz1o1CAKpalnlyFDw4sUISZmrF67Z_xRUYBptcEK2Krngw2YsTGPmXF6L9hDLWyWgEzN3V7Oa2D1hjxXiBsY38gIxn1l030n0uKptTw1aRUrxbUm7YxfGFPq5RtMUw=w256-h240-no?authuser=0)
magnificent once again you surprise me improving what was already perfect! :crazy:

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 ::)
I thought it was a little strange, I prefer to take a color from the clothes.  :beer:

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)

A compliment from you makes me very happy!
Follow the images to download.
(https://lh3.googleusercontent.com/pw/ACtC-3fU9J_4NALO5Wa1lG4xsdbqZiLcMz1o1CAKpalnlyFDw4sUISZmrF67Z_xRUYBptcEK2Krngw2YsTGPmXF6L9hDLWyWgEzN3V7Oa2D1hjxXiBsY38gIxn1l030n0uKptTw1aRUrxbUm7YxfGFPq5RtMUw=w256-h240-no?authuser=0)
https://drive.google.com/file/d/1Kw0MtK1hOdu94Ng0HJOviMW6cUBxuOJi/view?usp=sharing

(https://lh3.googleusercontent.com/pw/ACtC-3eyR874vIVHRgaTDP5pN9b2brINsovnodoKRMflmEvi7jdAV5422rdaB0juqJ_CezeveomitQoLKv8i5QoPquACatIIZPlR8NffKVQRpQpKpwU6y-Begc8_rFmdIE5Rd0pQaT4fB1RE7X9vY2XDt8SD4A=s128-no?authuser=0)
https://drive.google.com/file/d/1yk6vBEfA6gD0boXlpYEaO-kUrduVRzhg/view?usp=sharing
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Supergamerguy on October 30, 2020, 08:46:51 pm
I am consistently surprised at all of the progress this hack has made and am very excited to see the final project. Would it be ok if, once done, I used this as a basis for my own hack? My idea is to make an NES Pacific Rim fighting game, and my options were limited until this hack came to fruition.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 30, 2020, 09:08:31 pm
of course and I hope to see your project that will surely be great
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Supergamerguy on October 30, 2020, 09:25:49 pm
of course and I hope to see your project that will surely be great

Heres hoping it turns out well!
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: tygerbug on October 30, 2020, 09:37:40 pm
  You might also consider Sachen's Street Heroes for NES, that's another unlicensed fighting game.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Supergamerguy on October 30, 2020, 09:47:54 pm
  You might also consider Sachen's Street Heroes for NES, that's another unlicensed fighting game.

That doesn't look too bad either, but I think as of now I'll use sebastian's hack as a basis if it turns out good. Whichever game plays the best and has the right atmosphere will probably be the one I use.  :laugh:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 30, 2020, 10:19:47 pm
https://drive.google.com/file/d/1BCbzL6YD1UxIVjICgFg_5F_0VQL_luSH/view?usp=sharing (https://drive.google.com/file/d/1BCbzL6YD1UxIVjICgFg_5F_0VQL_luSH/view?usp=sharing)
I found a clue for the stage of guille I think it is very successful, does any volunteer to create more compositions like this, for the other stages of the game ::)?
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on October 31, 2020, 12:31:25 am
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)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: song6502 on October 31, 2020, 07:32:53 am
sics
Excuse me  I also say bad English, I said is checkbox (Sprite) impossible to modify the role of the box by mobile you need to modify that game in the current ROM the structure modification, is not worth it as 5 + 4 the role box arrangement, four roles can only share a palette that is the color of the GBC, (Google translation)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 31, 2020, 08:48:32 am
definitely the best selection of characters that I saw, art in 8bits your work is great as always !! :crazy:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on October 31, 2020, 08:54:42 am
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)

It was very good! I'm your Sics fan!
I was at work, because of that it took me a while to send the image, but feel free to make changes.
Speaking of which, most fighters fit into a single palette, but Chun-Li and Blanka would be better off with exclusive palettes, I changed their image to show my suggestion, what do you think?
(https://lh3.googleusercontent.com/pw/ACtC-3dJkgvI5NePtIiM2QVJuPWkSK0-X_RDJnhM41Tq13FKHGOfd2cVsiwS9ABKWhIJDqzb3XSV3WAqrjTcuSnDkM-IUngdXLpUrhwa-d3OXaxbNBN6c-rYejfPkCRMyIQMBXsfMST22KQITArekdpV3W606g=w256-h240-no?authuser=0) (https://lh3.googleusercontent.com/pw/ACtC-3cPflvvq1wM7fuVXs9-p4drzGnhy5DLrybMnE5jv1o0pWkOnDHGf-ZM1DfnZ6cNv1VwL31VggavhVPWT9VyqVpoWOoUTuUemi6WeDm20g-pB0mohRzlhZqP0vPZ2gvNrhOqoGwBsNtNsKLBIx46Ss_XsQ=w256-h240-no?authuser=0)


I was remembering that there is a City Fighter IV hack with voice additions, would that be possible in this hack too? It would be amazing if someone could insert it.
https://www.youtube.com/watch?v=f7SNGZPKnQ0&t=47s
Note, why the forum does not accept the embedded youtube player?
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 31, 2020, 09:43:28 am
I think I can make better voices than city figther to the specific format FMT or NSF. the difficult issue will be to introduce those sounds in the rom :-\
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on October 31, 2020, 02:28:06 pm
song6502
Excuse me, again I could not understand your explanation correctly, but do not worry, I understand your situation very well, since I go through the same thing, I also use a translator and for it to interpret me correctly I have to write as if I were writing a practical work for literature. I recommend using Qtraslate, as it allows you to use multiple translation engines at the same time :thumbsup:

Spoiler:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddj9llr-77cfe10b-2938-4646-8cff-580600381b8a.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZGo5bGxyLTc3Y2ZlMTBiLTI5MzgtNDY0Ni04Y2ZmLTU4MDYwMDM4MWI4YS5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.VmX0mZLzJYoMMAXIuW2zYCTVUn2xh_Rne9mW634LJvA)
(Random capture)

Xander max
When I read your comment I couldn't help but think this :laugh:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de7wovj-7424d69b-4040-4674-8473-20e91a1cf60d.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTd3b3ZqLTc0MjRkNjliLTQwNDAtNDY3NC04NDczLTIwZTkxYTFjZjYwZC5qcGcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.Xd0B8V7C-CNwskSRMTro3hQR-MrzT5m7YyhXpAH9QfE)

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:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 31, 2020, 03:16:57 pm
 ;DGreat contribution of cartridge !!! RYU stage music :crazy:
https://drive.google.com/file/d/15am44XmEDgs1tW-CuLw7Hg_DnYtqdBoh/view?usp=sharing (https://drive.google.com/file/d/15am44XmEDgs1tW-CuLw7Hg_DnYtqdBoh/view?usp=sharing)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on October 31, 2020, 06:23:48 pm
Great contribution of cartridge!!! :thumbsup: RYU stage music (https://drive.google.com/file/d/15am44XmEDgs1tW-CuLw7Hg_DnYtqdBoh/view?usp=sharing) :crazy:

What a good conversion! :beer:, How many audio channels does it use?

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de7xcdx-f8f2e43f-73a6-4e8f-8c3f-5c83deb74a37.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTd4Y2R4LWY4ZjJlNDNmLTczYTYtNGU4Zi04YzNmLTVjODNkZWI3NGEzNy5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.NiXYac6ioki9LsQiWx9cnkVqVVSUOuVsw4mZbFmqd6A)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 31, 2020, 06:31:52 pm
VR7 ;)and I already have Ken's too! :crazy:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on October 31, 2020, 07:16:55 pm
You mean Konami's VRC7? Isn't that a complete mapper with built-in audio functions? Are you sure something like that can be added to the game? :-\
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on October 31, 2020, 07:20:45 pm
If that was how I sent the samples to (TI), only before I edited them by removing channels, pcm and converting them to FMT ;D
The subject that I was all day yesterday and today trying to learn to put sounds in the rom, I already walk with glasses hahaha but it is very difficult
I'm going to be thrown like this mario :laugh:
(https://1.bp.blogspot.com/-UHQKBE6a61Y/X53yFaHEdUI/AAAAAAAAAi8/Tsj07qj3FhoTa1f2hFKM-7avk19qTyWlgCLcBGAsYHQ/s0/descarga%2B%25281%2529.jpg)
you're right it's not like my other tracks I'll see if I get another I have 6 audio channels and many effects if I remove them it sounds like a morse telegraph :'(

November 01, 2020, 02:07:13 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
(https://1.bp.blogspot.com/-FZ5THN4tiV0/X58GegpPQZI/AAAAAAAAAjM/96po1-923SQU0sL061u2r9JDL7FP-2nLwCLcBGAsYHQ/s250/bloggif_5f9f0652666a2.gif)
 :happy:In the bowels of stage chun lee :o
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: cartridge_rom on November 01, 2020, 03:13:02 pm
a doubt, it is very difficult to place and display the names of the fighters in the health bars
(and improve the colors of the health bar and victory symbol)

this project is great, the best there is now on "NES" ;)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 01, 2020, 03:16:59 pm
You are very right! These are details that I have not corrected yet, it is easy to do I am going to look for the capcom originals, thank you very much for supporting this project :thumbsup:
(https://1.bp.blogspot.com/-a8nLipvihM8/X589THlcPrI/AAAAAAAAAjk/PFHVBO6ihOENyX279-vxp0WQpN8v8N88wCLcBGAsYHQ/s0/Street_Fighter_3_%2528UNL%2529_%2528new%2Bk0%2529.png)
still need to add the names of the fighters :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on November 01, 2020, 09:10:03 pm

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:
The character selection screen looks great! Did you manage to place the extra blocks in Guile?
The animals on the map did not please me very much, I believe that Sebastian’s idea of placing the flags is better.
I use google photos, it converts the hosted image to .jpg
I will also host on gdrive, however he does not accept to incorporate in sites.
I did some more tests with hair color, I found it even acceptable.
(https://lh3.googleusercontent.com/pw/ACtC-3fG9ZW5oHdaLlNS-Cp_WjUOEKc_JhRDFQRYiCBhCwu8qGiMuJGIyiySIHgimmARQx1PF3b5uSCWJj7mAzB93nU6x4Y-tulHfC2qWC3OEDWY9DNBJx5q3yxYATNIla_UycwelxRhXFceiSYTgAOZ7Pg4wg=w362-h329-no?authuser=0)
https://drive.google.com/file/d/1UKraTvJJq5chWsjTbjRiERIRfpj73i3w/view?usp=sharing
(https://photos.app.goo.gl/DhtNPJYFiKjS1haF8)

Sebastian's suggestion taking off a skin color gives a very satisfactory result.
(https://lh3.googleusercontent.com/pw/ACtC-3f0vShEV2JUa4EEPIZKcvtAAxzNdBI3vyLo-saVHGpzQJs8B7vHuDfFTYUSj0PLdMn6f2fCidhdLQseWA9d-_omKlt2MsRBE3sU7x7VleY1vxPbaHVY8yhinQV-u80Q-yIYdauhXEIbrd6nLRL4GpQnIg=s160-no?authuser=0)
https://drive.google.com/file/d/1tBbWhu2IX4GbA30lQJwEC00ez8REPZ4i/view?usp=sharing

(https://lh3.googleusercontent.com/pw/ACtC-3d9oUYJePJbXKy9MAfRx9QeFZbGjpej4daKLOlBc3boZqfmB_ffrZfabHCA_pfNq4WLOlf3-QkHmSrhn9UvgSlRj1w7NO6vMn_NrWwC5cZvAH7jelUR8ULoP1nyeZ2uL9x_G28caIbpQ_uHNWxvzCnQ_A=w152-h144-no?authuser=0)
https://drive.google.com/file/d/1TTNH5NlAiPEy-gZ8vJLeWcYF1WGvm-gL/view?usp=sharing


(https://1.bp.blogspot.com/-FZ5THN4tiV0/X58GegpPQZI/AAAAAAAAAjM/96po1-923SQU0sL061u2r9JDL7FP-2nLwCLcBGAsYHQ/s250/bloggif_5f9f0652666a2.gif)
 :happy:In the bowels of stage chun lee :o
Very good Sebastian, are you going to use the background of some other game or are you creating from scratch?
You have to train more, you are being beaten by Chun-li :laugh: :laugh: :laugh:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 01, 2020, 10:24:50 pm
Your suggestions and contributions are excellent, :thumbsup: the idea is to do the chun lee stage and indeed I am doing it from scratch :woot!:
hahaha if I leave chun lee on the canvas :laugh:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on November 01, 2020, 11:01:31 pm
Inspirations for alternative color palettes that the outfit has the same hair color.

(https://lh3.googleusercontent.com/pw/ACtC-3cWHzOJ0B75sQtXLjIRx25NOf9zoxiLR3WdGk4RDiTSZmZ2i3N77XQPw-19ttSHCnmGY1AXw5VG-rRJBaiOB39el5xmmsJJseuj6YWSNhJ2gP1EJtQ7U4HcTugyFe_xPywFj1TpcHKVqLX6a8U-SU1Wzg=w600-h485-no?authuser=0)
Title: Re: STREET FIGHTER 2 Deluxe Project (NES)
Post by: sics on November 01, 2020, 11:11:48 pm
Xander max
The truth was that I was already in the process of adding the new screen to the game, but I must admit that I do not agree with the inclusion of animals, at least not without flags.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8055x-750b59a8-8b9f-4b3d-9ba9-2493a7800d4b.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTgwNTV4LTc1MGI1OWE4LThiOWYtNGIzZC05YmE5LTI0OTNhNzgwMGQ0Yi5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.1tk68WlUMfL9cjdE6JFtXxHj-xuaaV6Hzto-VZTPtrU)

Looking at it again, I think that if I scaled the map graphic a little, I could accommodate the flags with different colors to be able to assign other palettes to them, the problem is that as soon as I stopped needing the old files, I discarded them, so it would have to do with redraw the screen again to make it look good, I must think about it.

But at the moment it does not make sense to apply this screen in this way :laugh:

On the other hand, about its editing, although I think it is optimal, if I am honest I do not like the original design of RYU/KEN in this game so it is very difficult for me to give an objective opinion.

Finally, I really appreciate the detail of the links, but don't worry, I only have problems when I need to see a close-up image, in the browser I don't notice the difference :thumbsup:


At what point did this turn into a geography class? :laugh:

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de80b20-b29f73e4-e983-4f42-8863-d23d15ff60ee.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTgwYjIwLWIyOWY3M2U0LWU5ODMtNGY0Mi04ODYzLWQyM2QxNWZmNjBlZS5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.Xo-BWx2PGhfFE_RZultaaVc6bElyDI9tiM00B9I3mmY)

I already rebuilt the map and I am doing the first proofs of concept of the selection screen variation, but I ran into a problem, having never played Street Fighter I have no idea where locations reference some flags on the map so I need somebody help me with that to continue :thumbsup:

On the other hand, did anyone notice Bart's expression was modified? For that I used artificial intelligence, so many years of evolution to end up making memes :laugh:

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de7xcdx-f8f2e43f-73a6-4e8f-8c3f-5c83deb74a37.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTd4Y2R4LWY4ZjJlNDNmLTczYTYtNGU4Zi04YzNmLTVjODNkZWI3NGEzNy5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.NiXYac6ioki9LsQiWx9cnkVqVVSUOuVsw4mZbFmqd6A)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 02, 2020, 05:21:36 am
excellence of work a genius below the map and original flags :crazy:
(https://1.bp.blogspot.com/-v-QGr6nNqxA/X5_c6aKaFnI/AAAAAAAAAkk/r61pFUXb5s0C4IFIMGriPvUAzyqcgpOJwCLcBGAsYHQ/s320/5573.png)HD
https://drive.google.com/file/d/1RAUOqSd3SajSGKTZsvWCtqQit8-6rNDQ/view?usp=sharing (https://drive.google.com/file/d/1RAUOqSd3SajSGKTZsvWCtqQit8-6rNDQ/view?usp=sharing)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on November 02, 2020, 06:06:27 am
That map is the same one I use, but it has more regions than the Hummer version so it is confusing, plus the Hummer version has an extra Thailand.

As far as possible I need you to link each region with its respective flag with arrows :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 02, 2020, 02:25:26 pm
If they are different due to the number of fighters and different fighters, the official version brings Honda from Japan, Balrog from the United States and Zangief from Russia and our version omits these fighters. ::)
(https://1.bp.blogspot.com/-Y2HRGT6E8kg/X6BdBUZvLKI/AAAAAAAAAow/RMajaDjMS_Ux53IvhhJn9Kg4CTR4HcURQCLcBGAsYHQ/s320/EEAATRFRCRBT5L2IFWJCIYO2ZQ.gif)
Here are complete game data, history and places:
http://rainbow-mika.blogspot.com/2010/04/street-fighter-ii.html (http://rainbow-mika.blogspot.com/2010/04/street-fighter-ii.html)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on November 02, 2020, 07:15:06 pm

(https://1.bp.blogspot.com/-tvtT-BHC8ls/X6BLyTrroxI/AAAAAAAAAlY/UozgffXR2Mw4EA-2EVdicMglUvLJDNPfwCLcBGAsYHQ/s320/unnamed.gif)

What a fantastic image Sebastian! Congratulations!
Staying this way will already be an extraordinary advance in the Street Fighter game. :woot!: :woot!: :woot!:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 02, 2020, 07:52:19 pm
Thank you very much friend that is the idea that I want to reach designing that stage sheet let's achieve something similar :woot!:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on November 02, 2020, 09:18:17 pm
A suggestion for implementation, when both players place the selection cursor on the same character, one disappears. In Super Street Fighter the model is different so that both appear when they overlap.

(https://lh3.googleusercontent.com/pw/ACtC-3dp4lOdrgXOGmLpatGstK1ajmlosRxyTS61-Bf4-GCnhoruNM42_iMN0H0CCAYQxTEU1A2uy0fBbNXJpmDKNizcw4IskqBxbWNLeG1an7KMi0UlUVNs2RFsX8ZQvGgQ7oB-soLXPO_LWDKp7_MKPmINXw=w511-h461-no?authuser=0)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 02, 2020, 09:46:19 pm
your contributions and suggestions are always fantastic, thanks for being and keeping this project alive! :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on November 02, 2020, 11:13:39 pm
I just went blind, that thing blinks a lot to reposition it :laugh:

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de82chk-d6e265fa-2657-47d0-a4ed-d56d735561e9.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTgyY2hrLWQ2ZTI2NWZhLTI2NTctNDdkMC1hNGVkLWQ1NmQ3MzU1NjFlOS5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.MCoxz8mdqIGe29SMiHsNqgF3BQwnfoM64i9_f93H4l8)
Now you just need to update your graphics :thumbsup:

Edit: Folks I'm officially sold out for today (https://orig00.deviantart.net/b937/f/2019/087/7/0/bounce_by_terwilf-dd38dpn.gif)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de82k6x-60ccc2e0-24b7-4e17-b1d3-21ecf8a98ee9.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTgyazZ4LTYwY2NjMmUwLTI0YjctNGUxNy1iMWQzLTIxZWNmOGE5OGVlOS5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.FFnAp6-6AHYPJQRrVK_Q1aO_K9jxVN0D-qpm-elq0II)
The only problem is that with so much extra data, it may take me more space than I had calculated in the beginning, although it is still too early to know that  ::)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 03, 2020, 08:11:13 am
It is a perfect job in my opinion! :thumbsup: I love raising the level of the 8bits and hopefully more geniuses will join us in the project that requires all possible participation so that the improvement is total! :woot!:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on November 03, 2020, 09:27:22 am
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 ;)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 03, 2020, 09:30:16 am


November 03, 2020, 09:45:26 am - (Auto Merged - Double Posts are not allowed before 7 days.)
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 ;)
It's great!!! :D :crazy: :crazy: :crazy:
 :beer:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: RealGaea on November 03, 2020, 12:39:10 pm
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 ;)

No. Not at all. This is amazing!!
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: gustavocomvoce on November 03, 2020, 01:49:52 pm
It is sad to have such a beautiful job and not have Honda, Gief and Boxer. :'( :'( :'(
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on November 03, 2020, 08:30:23 pm
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 ;)

Your work was very beautiful!  The sprites were extremely well done!  You are to be congratulated!  My only observation is that I found the chosen colors very red, it looked like a Virtua Boy game, it would be good to choose colors that give a better contrast!  It is very pleasant to see such a result!  If the Hummer Team were still in operation, they would surely hire him. :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 03, 2020, 08:53:59 pm
(https://1.bp.blogspot.com/-FoX8aJ4_rRI/X6H92DQIVII/AAAAAAAAAp4/BtVUZEE6vJk5WGsT8Jmo-bf6VvOjhGSuQCLcBGAsYHQ/s0/Street%2BFighter%2BIII%2B%25289%2BFighter%2529%2B%2528Unl%2529%2BTest%2B4_000.png)
here a little color variation :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on November 03, 2020, 10:58:14 pm
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?

(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:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 03, 2020, 11:10:58 pm
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?

(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:
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:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on November 04, 2020, 02:19:53 am
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:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on November 04, 2020, 04:58:44 am
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:

(https://i.pinimg.com/originals/a2/c9/57/a2c9573bca3d3464dacab22a09987486.gif)

I don't have to talk about colors anymore! Is perfect!
Is it possible to include the picture frame on the selection screen?

mockup:
(https://lh3.googleusercontent.com/pw/ACtC-3eIpWiQTaAxmXYlpeSnsu9S2RsI7cBJFHjCmiCiSkA0mjWYyxLlXlcbAOGGN6iVt6Lsn22bmTjLw2ygsN7b8CXIY1BE2VPXp3-NXc8HQZs1zDtby-CZRtlEYOq6ZBWx3XU8XtRRvJjqiUvaRt1X9ri4fA=w256-h224-no?authuser=0)

Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: verme on November 04, 2020, 08:56:01 am
Is it possible to leave the background color blue, as in the title screen?
(https://i.postimg.cc/308hNfDZ/sfnes.png) (https://postimg.cc/308hNfDZ)

Speaking of the title screen, I think the difficulty selection (easy 01234567 hard) can be removed, as it apparently doesn't change the gameplay.

Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: MathUser2929 on November 04, 2020, 11:44:55 am
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.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: gustavocomvoce on November 04, 2020, 01:30:29 pm
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?
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on November 04, 2020, 02:07:07 pm
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.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: cartridge_rom on November 04, 2020, 02:46:44 pm
some sprite art of a twitter user named 2bitCrook

in case it works for something of the spectacular project

chun li's stage is very cool  :beer:

(https://1.bp.blogspot.com/-tvtT-BHC8ls/X6BLyTrroxI/AAAAAAAAAlY/UozgffXR2Mw4EA-2EVdicMglUvLJDNPfwCLcBGAsYHQ/s320/unnamed.gif)

(https://pbs.twimg.com/media/CSWNYyCWIAA-B8v?format=png&name=small)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 04, 2020, 03:01:32 pm
Excellent sprites, especially honda and cammy !! :thumbsup:


November 04, 2020, 03:06:58 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
(https://1.bp.blogspot.com/-tiEVVuDw7d4/X6MJEGB3ypI/AAAAAAAAAqs/GUMNHgMlm9wHrmy1ZeAWCgi8q_3t74EHwCLcBGAsYHQ/s0/street%2Bfigther%2Bmejorado_Modifiedfacesblsa.png)(https://1.bp.blogspot.com/-CWwIs3pT1Ik/X6MI-uyCIAI/AAAAAAAAAqo/wPzWVhT7uf0AV_vaYY7s61obgtvouR41ACLcBGAsYHQ/s0/street%2Bfigther%2Bmejorado_Modifiedfaces%2Bguille%2Bryu.png)
some new designs that still do not convince me :-\, I think the layout and the size is very small :o
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: RealGaea on November 04, 2020, 03:31:45 pm
You'll have to resize them to fit. Ryu is the right size to me. Sics can do it, right?
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: cartridge_rom on November 04, 2020, 05:43:36 pm
this is the most complete sprite template database i found from many Street Fighter II games.

https://spritedatabase.net/tag/Street%20Fighter (https://spritedatabase.net/tag/Street%20Fighter)

I believe that the indicated art portraits should be the modern styles equivalent to those of the roster art  :thumbsup:

https://www.deviantart.com/nintendolegacy/art/Super-Street-Fighter-II-Characters-687144162 (https://www.deviantart.com/nintendolegacy/art/Super-Street-Fighter-II-Characters-687144162)

+ my request in the ideas thread in 2018 :)
+ https://www.romhacking.net/forum/index.php?topic=3282.msg354882#msg354882

Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 04, 2020, 06:10:19 pm
Thank you very much, excellent contributions !!!
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Graphicus on November 05, 2020, 11:38:45 am
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).
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on November 05, 2020, 02:09:00 pm
Graphicus
Of course all the help is welcome, about the design decisions more than anything they respond to the requests of those who follow this project, if it were up to me I would do something completely different, for example.

I would go for the black version of the title screen, reduce the size of the map and remove the animal icons and obviously go for the classic portraits, although I would try to improve the look of its reduced version.

About the portraits, we are investigating how they work as a result of the previous requests, we have an approximate idea of ​​how they are written so it is most likely that we can adapt it to our needs, here I attach an image of the original sprites:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de865qh-d366cba8-4a95-4e7c-b2f7-56f5d03e68dd.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTg2NXFoLWQzNjZjYmE4LTRhOTUtNGU3Yy1iMmY3LTU2ZjVkMDNlNjhkZC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.-qS12xbUt0awlYwOiBep_3ClmwYxO3a5Nr5N_uWw79s)

Xander max
Thanks, I'm not sure if the portraits can be added to the selection screen, but it's too early to ensure that, I still have many doubts as to how these work, since they seem to be handled as sprites, but they far exceed the limit of 64 sprites that I understood could draw the system.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de87mh8-ed4dd278-10d5-45c9-b466-c638b62937fd.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTg3bWg4LWVkNGRkMjc4LTEwZDUtNDVjOS1iNDY2LWM2MzhiNjI5MzdmZC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.mLWuz712SOTaFp4KdlG9IHXWfb7I7kHE2K9UeF27ygY)(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de87mh3-d55d96ab-1d64-4093-b6e2-0fa4a7c50046.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTg3bWgzLWQ1NWQ5NmFiLTFkNjQtNDA5My1iNmUyLTBmYTRhN2M1MDA0Ni5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.L9tG7V4aqhziaywfSWCSVWuy4zGQnP69a1hlSadTbHA)

On the other hand, breaking the code of the selection cursor I could discover that it is related to other elements, including portraits:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de87mhb-1c29338b-7c03-47dd-9333-552732905f84.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTg3bWhiLTFjMjkzMzhiLTdjMDMtNDdkZC05MzMzLTU1MjczMjkwNWY4NC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.t6EfwU98eZ4tw9BA_SZ6Ge_I7za6gMEkmYjPGXynYxY)

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)

It is unreasonable to push one or two aspects of the charts to the limit if the remaining set cannot match this quality. In addition, I had already contemplated this request when I started designing the selection screen and this was the result:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de868hq-b266f173-9ea0-4642-9d17-f08860f1cb00.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTg2OGhxLWIyNjZmMTczLTllYTAtNDY0Mi05ZDE3LWYwODg2MGYxY2IwMC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.YDBIAQQJJomi5Wt4W9Ugv1TLNmO15QfNrvSt2lI4hCE)

Unfortunately character selection works on a grid, so I had to discard the idea (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd34pwv-d97dcc9b-6efd-43dd-b1b3-98e8e2b011e1.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQzNHB3di1kOTdkY2M5Yi02ZWZkLTQzZGQtYjFiMy05OGU4ZTJiMDExZTEuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.QpoRHrdkXw9EaFPlJQ92z6KlWQeKYl1SxkD2QOfqbpA)

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)

On the other hand, how come the difficulty selector doesn't work? I have tried it and on the highest difficulty Chun-Li's blows are felt even by your ancestors, perhaps you are using a bad emulator :-\

RealGaea
I've modified scripts in other Hummer games, but I'm not interested in doing it here, sorry (https://orig00.deviantart.net/1823/f/2019/091/5/9/ups_by_terwilf-dd3jmae.gif)

cartridge_rom
I still think that you should become a hacker, you have very good ideas, a hug :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 05, 2020, 03:12:29 pm
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.

Very good your contribution thank you very much here images of the portraits of the 16 bist turbograf version, this version is very interesting! :thumbsup:
(https://1.bp.blogspot.com/-3J2ubwGDDEw/X6Rb_JklchI/AAAAAAAAAq8/oc4rqoVe_d8nJg4bhfN1Ie3dcwscLEC1wCLcBGAsYHQ/s760/turbograf.png)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: real retro kid knuckles on November 05, 2020, 06:47:51 pm
I hope you can add these characters or you can use mari street fighter turbo it's the same game
but with more characters  :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on November 05, 2020, 07:19:49 pm
Graphicus
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)
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.
I do some hacks, but my knowledge is limited only to yy-chr and simple color changes.
Thank you!
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: RealGaea on November 05, 2020, 09:34:57 pm
RealGaea
I've modified scripts in other Hummer games, but I'm not interested in doing it here, sorry

It's because the biggest gripe I had with this bootleg is playing ALWAYS in Chun-Li Stage when playing a versus.

Anyway, this inspires me to continue the minimal patch for MK II by Hummer.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 06, 2020, 12:45:01 am
I hope you can add these characters or you can use mari street fighter turbo it's the same game
but with more characters  :thumbsup:
Thank you very much friend for the information and the good vibes! :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: cartridge_rom on November 06, 2020, 01:18:46 pm
Well I think they are also evaluating improving the final screens  :o

my request is if they could value changing the chun li original image for the image of the Super Famicom versión, it always seemed more accurate than the original from the arcade. better art by chun li, is it possible to do ?

(https://sebagames.files.wordpress.com/2011/03/chunliending2.png)
(https://lh3.googleusercontent.com/proxy/c11VEUSl3wE7AuZspCGaxU_aTQEf1MNtWLYBjqm0TarileUIRXkszmR2IaYnQvfeZ-9NA_7DY4OFJRsi9GZXO6XHMnpHaVVw)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 06, 2020, 02:05:18 pm
If possible, Here is a sketch of the image, it would be necessary to adjust the pixels a little :woot!:
(https://1.bp.blogspot.com/-s_CkigqZJUM/X6WdvCUcyfI/AAAAAAAAAr8/LdAjlrPnR74O8SwtGYZFF_3L4yiE0yhcACLcBGAsYHQ/s0/chun%2Blee%2Bfinal.png) :thumbsup:
Model:(https://1.bp.blogspot.com/-u59TLzbkFmM/X6YhmnIUndI/AAAAAAAAAsI/5kmVcffL84ILpzcJyu_ECzwhiMo1VUALACLcBGAsYHQ/s0/chun%2Blee%2B2.png)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: cartridge_rom on November 07, 2020, 10:13:54 am

fantastic art chun li, looks great :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 07, 2020, 10:44:00 am
THANK YOU VERY MUCH IT IS AN APPROACH I THINK IT CAN BE IMPROVED! FOLLOWING OTHER TESTS :thumbsup:
(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!:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Anime_World on November 07, 2020, 12:28:36 pm
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)

Try swapping map border color by black and background by blue
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on November 07, 2020, 03:13:47 pm
retro kid knuckles
The extra characters of Mari Street Fighter are not well implemented, they move in a very strange way, which if it is true is that this rom can be useful to discover how these characters are configured.

Although being realistic, even if it were as simple to write as in Somari without an application that automates part of the work it is too complicated a task to face manually.

But in principle it would open the possibility of duplicating Ryu's character, to modify Ken without affecting the first one. However, it should not be forgotten that these characters are made up of two overlapping sprites, so disassembling them by hand would be a bummer.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8bxaq-e9f786ec-dfde-4aa1-9520-bc0ddb26ecd3.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThieGFxLWU5Zjc4NmVjLWRmZGUtNGFhMS05NTIwLWJjMGRkYjI2ZWNkMy5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.uDl1PkWLGGB4vIUJUDBL0F5mvOUrccdRW9go9IaD1bg)

Xander max
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.

RealGaea
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.
(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)

It's because the biggest gripe I had with this bootleg is playing ALWAYS in Chun-Li Stage when playing a versus.
Anyway, this inspires me to continue the minimal patch for MK II by Hummer.
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:

cartridge_rom
I think it's going to be the first time that I can't agree with you, personally this illustration by Chun-Li is one of my favorites.

On the other hand, I recommend tracing the image in a vector program or resizing it using the bicubic interpolation method, and then reducing its colors :thumbsup:

Anime_World
That is not possible the map shares palettes with Chun-Li :P
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on November 07, 2020, 07:51:12 pm
Xander max
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
If you do something like that I would be very grateful, your pixel art and the way you work is very interesting!
Get better and we'll wait for your tutorials!
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 07, 2020, 10:43:28 pm
THANK YOU VERY MUCH IT IS AN APPROACH I THINK IT CAN BE IMPROVED! FOLLOWING OTHER TESTS :thumbsup:
(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!:
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)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Anime_World on November 07, 2020, 11:12:48 pm
Anime_World
That is not possible the map shares palettes with Chun-Li :P

Change Chun-li blue to transparent color and use blue bg. Get it?  ::)
Also you can use color cycling e palette swapping to get more colors.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: cartridge_rom on November 08, 2020, 05:09:02 am
This project is spectacular, congratulations on the progress to those responsible for this spectacular work and programming :'(

Sics master art chief :beer: , this chun li exclusive ending always seemed more like Final Fight / Capcom art style to me.
the arcade original isn't bad, but it's very oriental and I think the art is more flat. :(

to all this Sics .. it would be possible to add the capcom intro logo at the beginning as rockman 6 with its theme music, it would be crazy :o

https://www.youtube.com/watch?v=2PFLkdkqoBs&ab_channel=Synn (https://www.youtube.com/watch?v=2PFLkdkqoBs&ab_channel=Synn)

greetings to all
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 08, 2020, 10:14:56 am
Thank you very much for the good vibes and the good advice that you give us from the beginning with this project, I think together we will achieve something very good! Then a variant I think is more successful of final ryu :woot!:
(https://1.bp.blogspot.com/-tg2FPi31bGM/X6gKNh-tCXI/AAAAAAAAAto/19Q3_KfjeUAIsTM6V8kk6mg_VkwU79ZhgCLcBGAsYHQ/s0/ryu%2Bfinal%2B6.png)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on November 08, 2020, 01:30:19 pm
Fuaaaaa (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd3jni1-e939ae9e-f0d8-4d88-9843-ad0841b0cb73.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQzam5pMS1lOTM5YWU5ZS1mMGQ4LTRkODgtOTg0My1hZDA4NDFiMGNiNzMuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.6Sb_myVg_1ZLZKpncvOfvpEoMmR2wrmzjtx2vG4WtBA)  Tremendous illustrations, when I grow up I would like to be like you! :beer:

Anime_World
Although it would be interesting to achieve something like that, that sounds like something that is out of my reach :thumbsup:

cartridge_rom
The new arts that sebastianangel is working on are very ambitious, so we must make an effort to manage the available space to be able to dump all our ideas without the need to simplify them or expand the ROM.

The general idea is to move as much as possible to an unused data block that we have found previously and then recycle the sectors that we are releasing for other screens.

On the other hand, except for the first value of the new screens, everything else is created from scratch, so yes, we could indeed write additional screens, although it remains a mystery to us how to make them part of the game.

Xander max
I am very afraid to start with that, in general I see that professional hackers have very elaborate technical processes and for my part, either due to lack of knowledge or lack of talent, I look for practical solutions to reach similar results with the tools that I have on hand :-\
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: cartridge_rom on November 08, 2020, 03:23:29 pm
Ryu's ending art is amazing :o

I share this curiosity that I did not know, capcom had commissioned the license to a third-party company to develop Street Fighter II for "NES"
1992-93 / GamePro Magazine nº42
(https://1.bp.blogspot.com/-kmgYJc212o0/XhF_87ht6II/AAAAAAAAaz0/glVdbpB6fEgI9yImBzLhmgWnuauOyPQqQCLcBGAsYHQ/s1600/Gamepro%2B42%2BStreet%2BFighter%2BII%2BNES.png)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 08, 2020, 03:30:53 pm
very good information, for my part speaking with people from the east they tell me that the source code of the game is from capcom that later to promote snes I cancel the project and then someone borrowed it from the drawer :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: cartridge_rom on November 10, 2020, 06:34:54 am
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!:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: gustavocomvoce on November 10, 2020, 11:08:46 am



chunli could you add Kikoken sprite ?




(https://i.ibb.co/x7brh9p/kikouken.jpg)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 10, 2020, 04:05:36 pm
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!
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)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: cartridge_rom on November 11, 2020, 04:42:28 am
great, waiting to see the progress. :beer:

I hope that Master Sics can continue to bring help and ideas to his sprite art project, it is fantastic to have him for the project and the team.

some final art on this SF gallery page of other versions that could be used as Ken and the 3 great masters (vega, sagat, bison) to eliminate the same equal end of the 3 bosses. ;)


http://www.sfgalleries.net/art/sf2/ssf2x/endings/ (http://www.sfgalleries.net/art/sf2/ssf2x/endings/)

http://www.sfgalleries.net/art/sf2/st-gba/endings/ (http://www.sfgalleries.net/art/sf2/st-gba/endings/)

(https://i.ibb.co/x7brh9p/kikouken.jpg)
Wow, that kikouken , it would to add it to the project later
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on November 11, 2020, 06:44:03 pm
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)

Beautiful screens my friend!
It will look fantastic!
I was thinking, you could put the project objectives in the first post for us to follow, example:

⍟  character selection screen - 100%
⍟ World map with flags and animals - 100%
⍟ Stage Blanka - 50%
⍟ New Chun-li stage - 50%
⍟ Ken and Ryu hair - 50%
⍟ New music - 50%
⍟ New endings - 50%
⍟ Blanka color improvement - 50%

The idea of cartridge_rom inspired me to suggest more things! If you want to change the programming, you could introduce the special movements of the SF2 Turbo!

⍟ Implement Kikoken at Chun-li - (need a volunteer)
⍟ Implement the air Tatsumaki No Ryu / Ken- (need a volunteer)
⍟ Implement teleportation in Dhalsin- (need a volunteer)
⍟ Implement air scrolling in Blanka - (need a volunteer)
⍟ Implement Knee Bazooka in Guile (need a volunteer)
⍟ Implement the effect of electric shock by showing bones when being hit by Blanka (I need a volunteer)
⍟ Implement the body in flames when being hit by a yoga flame (I need a volunteer)

Those were the ones I remembered, if I'm not mistaken, everything is taking advantage of the existing sprites. I would need a little programming and give the project a little more charm.

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!:

Special hits and collision sprites use Ken / Ryu's clothing and skin colors
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 11, 2020, 07:29:46 pm
Xander max!amazing idea :crazy: !!! good contribution friend is excellent so that you can follow the progress of the project and the collaboration requests of the different areas where they require it !!! below some images of the endings without color are testing ::)
(https://1.bp.blogspot.com/-_xgvySXP95I/X6x_kdvFiDI/AAAAAAAAAxk/saWa9GAKaCMcpaVkxRR5marEwEufZBPwACLcBGAsYHQ/s0/ken%2BEnding%2Bscene%2B%2Bfinal1.bmp)(https://1.bp.blogspot.com/-UDKms8x91Uw/X6x_nOk8PiI/AAAAAAAAAxo/YMAPRAF4k2Y6hezMB4-Djw480qP5VpdugCLcBGAsYHQ/s0/sagat%2BEnding%2Bscene%2B%2Bfinal.bmp)(https://1.bp.blogspot.com/-dl0g93vJTt0/X6x_pVlD7aI/AAAAAAAAAxs/oSXao2Oq1bU1x7_CWjhMSu2XKsirzRLAACLcBGAsYHQ/s0/blanka%2BEnding%2Bscene%2B%2Bfinal%2B2.bmp)
thanks to the excellent cartridge_rom collaboration! :thumbsup:
a small complication given the reduced space of the screens versus example:
(https://1.bp.blogspot.com/-w-4kXRSrGK0/X6x_TnjiPGI/AAAAAAAAAxY/Qlm88zKjK8YISPqUKMbAjJ8iSPTSp1w0QCLcBGAsYHQ/s0/ryu%2Bvictury.png)
without reducing
(https://1.bp.blogspot.com/-rZ5PApBoSR8/X6x_H2F-zSI/AAAAAAAAAxU/_1zqpn-cUFwAIGCpBiSNttMk3j6lRH2mACLcBGAsYHQ/s0/OutputImageryu.png)
reduced :P
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: RealGaea on November 12, 2020, 01:25:24 pm
I can live with the reduced sprites. Remember the 8:7 aspect ratio of NES and Super NES. When stretched to 4:3 will be just fine.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 12, 2020, 03:50:41 pm
(https://1.bp.blogspot.com/-Chyu49fhttps://1.bp.blogspot.com/-d3v1xyZ2KNg/X6_pbad6LrI/AAAAAAAAAzI/MBGkNSosCJc5r88pF_2ZIdGed2hjZzgwACLcBGAsYHQ/s0/xprueba2.png97W4/X62fhviTgEI/AAAAAAAAAyA/_aCqv0xrGhMTZ7q4A5lYMvLMTOfs2ZkjACLcBGAsYHQ/s0/street%2Bfigther%2Bmejorado_Modified2%2Bryu%2Bvs%2Bblanka.png)
testing :P
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on November 12, 2020, 04:22:30 pm
Hello people! We continue working hard together with Sebastianangel, to make this ambitious improvement a reality :thumbsup:

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:

Code: [Select]
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:

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:

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8jrvq-52561200-7d73-4ed1-b4ab-01ad95fc64e5.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThqcnZxLTUyNTYxMjAwLTdkNzMtNGVkMS1iNGFiLTAxYWQ5NWZjNjRlNS5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.Pk5qPQPoS8UkL_ETBBmEnWaFpiTJYbr7pKRU609XW2M)
They look like MSX graphics

But even with these sacrifices there is still very little room to let your imagination run wild.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8md3r-ad85a167-0762-4488-ba03-1cadade690f1.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThtZDNyLWFkODVhMTY3LTA3NjItNDQ4OC1iYTAzLTFjYWRhZGU2OTBmMS5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.30epGErvmNNoOJh1ZsqaFEIlTyS16QWn_ZAOTbuylxc)
Not even a pin goes in here xD

Regarding 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 :-\
(https://i.ibb.co/x7brh9p/kikouken.jpg)

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 :thumbsup:

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 :D

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 :beer:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: RealGaea on November 12, 2020, 04:49:28 pm
Love the idea of putting text on everbody endings.

Almost read it as "Guile goes home as a Family Man".

As for the positioning of the warriors portraits, can be done in the same height on screen?
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 12, 2020, 05:45:02 pm
Thank you very much! How good you like them! the texts are a fantastic idea of ​​sics! and with regard to the positions of the images versus I think they respond to a programming, perhaps the most knowledgeable can help us
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on November 12, 2020, 05:53:32 pm
If it refers to aligning the sprites that make up each portrait, this work will be done when we finish deciding the final designs of the same, if instead you ask if we can put both portraits at the same height, you must consider that the NES cannot draw more 8 sprites per line :thumbsup:

For example, in Master Fighter II they overcome this limitation by drawing a portrait as part of the background and the other as a sprite, some damn geniuses from the Hummer if you ask me :D

Lucky you didn't say "Guile goes home as a Family Guy" :laugh:

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/c52cfd32-9473-4939-abb6-1aed39529c1f/d5wil1a-ad7da023-2a87-4829-998c-9874b39b9e6f.png/v1/fill/w_600,h_760,strp/peter_griffin_as_guile_by_optimusbroderick83_d5wil1a-fullview.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3siaGVpZ2h0IjoiPD03NjAiLCJwYXRoIjoiXC9mXC9jNTJjZmQzMi05NDczLTQ5MzktYWJiNi0xYWVkMzk1MjljMWZcL2Q1d2lsMWEtYWQ3ZGEwMjMtMmE4Ny00ODI5LTk5OGMtOTg3NGIzOWI5ZTZmLnBuZyIsIndpZHRoIjoiPD02MDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.qLBhY43LKcC1L2YuI-vTjQDNDs9dDJNQVOQiFXInmik)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: song6502 on November 12, 2020, 11:57:45 pm
That's great! So, you have to explain the engines before you can put them together again, and that's what we're doing, but it's too busy and it's slow.

Sprite data is not fully defined:https://drive.google.com/drive/folders/1Uy3TrJoxqdskqi-HMty6Ga7qFhZvw_8C?usp=sharing
(Gray arrow: unknown or meaningless,Green arrow :x,y, Sprite ID)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on November 13, 2020, 05:43:15 am
I do not think that the data of the gray arrow does not fulfill any function, since unlike Chun-Li other characters such as Blanka do not require this data to work, but with this first glance I could not establish what its purpose is.

So far what I could notice, in addition to what you have explained to me is that there is a table of pointers that point to each animation, several sequences of numbers that establish the changes of CHR and another location until now unknown that repositions the frames of the character depending of the action you take.

Although it is most likely that it can be found by following the first pointers of the table, since they do not correspond to any animation :thumbsup:

Note: Although if we take into account that there are several indications that indicate that Chun-Li was the first character created for the game, and that the structure of his data resembles others already used by Hummer, we could think that this data initially went to establish your CHRBank :huh:

Code: [Select]
╔══════════════════╦═════════════╦═══════════╦═════════════╦═══════════╗
║░▒▒▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓║ 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 ;>

Edit: I just saw the screenshot titled "start", I thought it was sorted by numbers, sorry :laugh:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: song6502 on November 13, 2020, 08:03:56 am
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:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 13, 2020, 08:14:54 am
Thanks for being present friend, :thumbsup: you are part of this project and it is always good to have your acquaintances with us! Your stage work that you published on YouTube is great! :woot!:

November 13, 2020, 10:59:06 am - (Auto Merged - Double Posts are not allowed before 7 days.)
(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)
testing :P
(https://1.bp.blogspot.com/-Nj-LYiBqD94/X66sWGmfbjI/AAAAAAAAAyY/iGaTZhDEYlcwz-wtuJEplzUFz7HxcXxcgCLcBGAsYHQ/s0/street%2Bfigther%2Bmejorado_Modified5.png) :P
many complications depending on so few colors, adjusting leads to a very poor level in the hair are the characters, I think the only solution will be that part of the hair redraw it by hand :banghead:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: cartridge_rom on November 13, 2020, 03:23:39 pm
Were these SF II CE portraits worth a Master System or art portraits GameBoy Advance worth it?  :P  :-\

(https://www.spriters-resource.com/resources/sheets/76/79101.png?updated=1463701874)

(https://encrypted-tbn0.gstatic.com/images?q=tbn%3AANd9GcQGniSadbnAw_e583ugNNky6YaBwav51TWDEQ&usqp=CAU)

Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 13, 2020, 04:25:18 pm
The idea is to put those portraits of gameboy and master systen edition super street figther! :thumbsup: These are only tests with images that better fit the original base model of this game to know the terrain and limitations and we will also have to reprogram all these screens to be able to insert the others, hopefully it can also depend a lot on whether to get to (MMC5) :-\
(https://1.bp.blogspot.com/-2qGyMFFYCkQ/X675Cgi7RqI/AAAAAAAAAyk/AjaUMAuf1DE0knEidQx24RRaznb4NdkBgCLcBGAsYHQ/s0/street%2Bfigther%2Bmejorado_Modified6sagat%2Bvs%2Bvega.png)
In this image I had no problems with sagat because he has no hair :laugh:
but very little room for your trapezoids :P
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: RealGaea on November 13, 2020, 04:32:03 pm
Make two variants: one with CE portrait, and other with Super.

I have a suggestion for the endings: Use the Turbo Revival one since they're static but tell the story.

And a little description.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 13, 2020, 05:07:34 pm
As such that's a good idea! Optional ips patch
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on November 13, 2020, 08:21:46 pm
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:

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!

I did some arts, maybe they can inspire or enjoy something!
(https://lh3.googleusercontent.com/pw/ACtC-3e2Fp8UgwGTiUe8peOjM_Cy4sY7tXA63JJbScCcmpOl_J9YZC4aC3EAEg8w5P5zmtHt8R1r6zJa4-n5o2YQZPcUbHmSu385SZFq69e_9xp6GVg69cxnTP5EOIHsMeqKMGM4968FG21pjTyAoKc1ncgUqw=w161-h248-no?authuser=0)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 13, 2020, 08:51:17 pm
Fantastic art Xander max! :thumbsup:

Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on November 13, 2020, 09:14:26 pm
sebastianangel
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


I did some arts, maybe they can inspire or enjoy something!
(https://lh3.googleusercontent.com/pw/ACtC-3e2Fp8UgwGTiUe8peOjM_Cy4sY7tXA63JJbScCcmpOl_J9YZC4aC3EAEg8w5P5zmtHt8R1r6zJa4-n5o2YQZPcUbHmSu385SZFq69e_9xp6GVg69cxnTP5EOIHsMeqKMGM4968FG21pjTyAoKc1ncgUqw=w161-h248-no?authuser=0)
Great illustrations! :beer:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on November 13, 2020, 09:42:05 pm
sebastianangel
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:
Thanks for the instruction! Always very detailed in his explanations!
Which mapper does this game use? Currently I do not see reproductions for sale of this game, a reason to change the mapper may be to be able to make physical copies more easily.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 13, 2020, 09:51:31 pm
sebastianangel
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:
Excellent explanatory tutorial :thumbsup: !!! It helps me 100% in the process and with an optimal result! I will put it into practice now! :woot!:
thanks for teaching us all to improve :crazy:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: RealGaea on November 13, 2020, 09:57:01 pm
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

Ok, I get it, I won't break the robot. SSF2 is then. Loved how the proportions were handled.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: BZXGCS on November 13, 2020, 10:06:15 pm
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.
The link is:
https://bootleggames.fandom.com/wiki/Fighting_Hero_III
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: BZXGCS on November 13, 2020, 10:40:54 pm
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!
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)
Will you collaborate with vasyanchichek(Vasil in romhacking.net)? UMK3 nes project shows his impressive programming skills.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: song6502 on November 14, 2020, 07:18:21 am
改成mmc5是为了扩充容量!以整体游戏引擎来看,PRG方面:目前一个游戏人物动作精灵数据占一个8k-PRG空间。假如需要添加三位人物的话,就需要多出24k-PRG空间。(添加ken的话是30k-PRG空间)stage nametable数据也需要多出8K-PRG空间。现在场景音乐数据有空闲的空间可以写入,也许不需要增加新空间。
在chr方面:每一位人物的图形差不多需要40k左右的CHR空间,加一起就是120k-CHR左右的空间。结局画面最小共需要6k~12k空间。
游戏引擎有一个开机自检的程序,去除的话可以富余出一些空间,利用这些空间也许可以去写入VS画面的程序,使VS画面更接近arcade。
原rom:128k prom+512k crom
修改后rom:256k prom +1024k crom

这些是我当初的计划,假如将引擎弄清楚了,就可以重新编译,就可以有任何的可能性!--------修改VS画面、重绘stage、添加人物数量等!而mmc5是目前唯一支持这个容量的映射! :-[
也许是不正确的调查:https://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.)
有一个小细节,不知道大家有没有发现。
mapper197的SF3比mapper91的SF3多了一条扫描线
https://drive.google.com/file/d/1TBxREzsqdk1UnaXszEDH45kyrgATk3XI/view?usp=sharing
我想这是生命值nametable显示造成的,不知道为什么。

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!

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。
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 14, 2020, 09:47:24 am
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:

November 14, 2020, 10:00:33 am - (Auto Merged - Double Posts are not allowed before 7 days.)
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!

%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
fantastic explanation and data song! :thumbsup: you
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!:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on November 14, 2020, 10:54:10 am
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)

Our idea is to start initially by improving all the present content and although all the limitations mentioned are true, we must not forget that there is a large margin of resources that can be optimized.

For example, although the type of compression that this game uses for nametables is great, if you analyze it carefully you would notice that there are many cases where its implementation is not optimal, the most obvious case of this is when you cut a string to compress five numbers or less, it is not useful to compress two numbers, if two numbers are needed to do so :P

Or in the case of graphics, it is evident that each scenario has been created separately with some automated method, since if they had managed the cut-off points of each one they could have shared part of their graphics, freeing up more space.

Obviously thinking that we can meet our goals in this way is just speculation, but there is always the possibility of expanding the rom, others in my case would not have doubted it, but I like to work thinking that I am really developing a NES game with all the limitations that this implies :beer:

BZXGCS
What good voice samples this game has, about the controls, the only difficult thing is to locate where this data is, but as I mentioned earlier, we do not have enough human capital to go overboard planning new features, not if we want this project to come to fruition, like this that time will tell :thumbsup:

Regarding collaborations, certainly this issue does not depend on us, but on the interest of others in our project.

More taking into account that the benefits of doing a job like this are almost nil, you invest hundreds of hours, weeks and months, so that later your hack is eventually forgotten or marketed by people completely unrelated to you :-\

That is why I do not blame people for not forming a line to collaborate with these kinds of initiatives :laugh:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 14, 2020, 11:05:53 am
I like the idea of ​​sharing parts of the scenarios !! and working as if it was being done to make it work in a nintendo orginal software! :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: cartridge_rom on November 19, 2020, 06:34:00 am

greetings, any news or small advance ?  ;)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: 4lorn on November 19, 2020, 08:50:35 am
Quote
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)

Not being a programmer I have no idea if this can be done, but can't Ken simply share the same sprites as Ryu, other than his hair? IIRC, that was even a running joke about Street Fighter 2 for a while, because other than some sounds and animations at the end of a fight, Ken was virtually a palette swap of Ryu.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 19, 2020, 11:03:02 am
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!:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: cartridge_rom on November 20, 2020, 01:48:25 pm
This is good news, all the users who are contributing to the project do an incredible job for the NES console, thanks :beer:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 20, 2020, 05:50:41 pm
(https://1.bp.blogspot.com/-UA3xPKPZPnU/X7hGoBVXjpI/AAAAAAAAA2I/5ZKnqIdDJ3wJ6u1wsd6fulJbwh-jMFhDQCLcBGAsYHQ/s0/nametable227.bmp) :thumbsup:(https://1.bp.blogspot.com/-T2S9RIyZRqM/X7hIHWgJnNI/AAAAAAAAA2U/_2Bk9J5BIC4wakArJAXMWFhZs1xY3HSuACLcBGAsYHQ/s0/finalstreet%2Bfigther%2Bmuestra.png)
Here testing a new scenario for chun lee, I passed in 30 tiles I see if I can lower the amount, the good thing I use only one sheet, it is a wink at the end figth 2 of snes :laugh:

Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on November 21, 2020, 07:52:27 pm
Hello, I am reconditioning my workspace and in a few days I hope to continue with this great project :laugh:

Regarding the scenario test, I do not think it is at the level of the rest of the graphics of the game, remember that the original scenarios use an average of 3 128x128 tiles, and if necessary you can have up to 4 tiles.

For the same reason, if you try to limit the amount of graphics you use too much, the result will be affected :thumbsup:

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:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: 90s comeback on November 22, 2020, 06:42:49 am
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.
I do some hacks, but my knowledge is limited only to yy-chr and simple color changes.
Thank you!
                                                                                                                  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.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on November 25, 2020, 04:13:25 pm

(https://1.bp.blogspot.com/-tQhlk07dFj4/X7p8op3y8-I/AAAAAAAAA2w/P8RbxQp8p-g3O8wZIyPp8whoV5rtPIq3QCLcBGAsYHQ/s320/dalshin%2Bnew4.bmp)
Nice picture!  Much better!  Any news Sebastian ?!
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: 4lorn on November 25, 2020, 05:06:52 pm
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:

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.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on November 26, 2020, 03:21:03 pm
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!:
(https://1.bp.blogspot.com/-nsCme1UCxgI/X8AOCLTDCTI/AAAAAAAAA3I/ua4zLVkJ-3IocwDWV4-fd7i25cleX7DUACLcBGAsYHQ/s0/kennnnnnn5.png)
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:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on December 03, 2020, 06:55:15 am
[/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!
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on December 03, 2020, 09:04:56 am
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.

(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:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on December 03, 2020, 09:18:55 am
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 :-\




December 03, 2020, 09:45:30 am - (Auto Merged - Double Posts are not allowed before 7 days.)
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.

(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:
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:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Noside on December 04, 2020, 05:46:16 pm
You guys have done a fantastic job, you guys really did, I was wondering if when the project is complete, there was also a version with SF2: the world warrior portraits since the NES game was intended to be that way, just a suggestion, cheers. :beer:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: cartridge_rom on December 04, 2020, 07:14:54 pm
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".
 
- 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))
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on December 04, 2020, 08:27:08 pm
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:
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)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: BZXGCS on December 04, 2020, 08:38:19 pm
wow,so cool
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Supergamerguy on December 04, 2020, 10:51:01 pm
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)

Thank you SO MUCH for simplifying the movements, one of my biggest beefs with fighting games is pulling off special moves correctly. If these are able to be implemented in game, it would make the experience ten times better.  :beer:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: cartridge_rom on December 05, 2020, 04:29:41 am
 Awesome :'( /  :beer:
(https://1.bp.blogspot.com/-ewQPRR9LTjc/X8ra5__74dI/AAAAAAAAA78/ogp7WQeGlFsbqOUV0oP34WSSZT2dyVDkQCLcBGAsYHQ/s385/blanka%2Bsebastian%2Btest4.png)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on December 05, 2020, 08:16:26 am
About the overuse of tiles on the floor, you could create an image that repeats the soil. A quick example, you just have to correct the ratio.
If you have tiles left over, you may be able to include other elements, such as people.
(https://lh3.googleusercontent.com/pw/ACtC-3f1Qdg2QdcD8CfdA3QJOlnQRRiZOO7OpIx49RHCc0bE64jBvRVf8Kzjju9wA9-zcT0Ufr94VhEkaByBrd-cUeTM5tPMBF0Hg_1YfrbmXlVjUm--xex4jjo1wrcTSeojQQHLuN4OU7P8PVXcJrzOVQO2sQ=w385-h186-no?authuser=0)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on December 05, 2020, 09:10:08 am
Great idea xander max !!! :thumbsup: I think it is the way to go, maybe it is possible for people to save floor tiles, thank you very much for your contributions and such good solutions :crazy:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Noside on December 05, 2020, 01:42:14 pm
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".
 
- 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))
Oh I see, facts there, good then. :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on December 05, 2020, 02:11:57 pm
Noside
Thank you, the truth is that we both work hard every day to do our best for this project, on the other hand I want to improve the title screen of Street Fighter II, but I have no interest in doing much more than that.

They originally contacted me to help out only on the technical side, so I put many other projects of my own on hold.

And although this amuses me a lot, realistically I must look for activities in which I can earn money if I want to continue, so my idea was to focus on translations and push myself to make my own games.

cartridge_rom
Not really, we hope to be able to enlist the help of Graphicus, I know his work and I consider him to be quite an outstanding designer, I would like to learn from his technique.

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).

On the other hand, in the first instance sebastianangel had insisted a lot on doing all that work on his own, but besides that it seemed excessive to me, I do not think it is logical, so now that he does not have that weight on his back he can focus better on what what does.

Ultimately, I suppose that what you say may end up being a reality, although I do not like my designs anyway, since I did not use the dark or black areas equally, leaving some designs with too many contrasts.

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

sebastianangel
On the excess of tiles, in reality what happens is that you have not aligned the graphics correctly to form patterns, adjusting the image to an 8x8 grid, results only three tiles.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de9xn2x-880cc7aa-db73-4d6b-b3c5-1a8fb449d95b.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTl4bjJ4LTg4MGNjN2FhLWRiNzMtNGQ2Yi1iM2M1LTFhOGZiNDQ5ZDk1Yi5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.fC_b2H8J_EULEMnGHobocLtjjP29QE5_7ekqMq4eoDQ)
Click to enlarge
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de9xn2f-60ed5f2a-73b5-4f08-bab5-e6950ad28ef8.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTl4bjJmLTYwZWQ1ZjJhLTczYjUtNGYwOC1iYWI1LWU2OTUwYWQyOGVmOC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.V1bOOT8xt3mpevb1XtrdoIFPJMeeS2k7ZbNmoCO_r6U)

It should be noted that since I did not unify the palettes of the various tiles, it is most likely that the final result will actually require even less graphics.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Supergamerguy on December 05, 2020, 03:15:58 pm

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

I hope so! Would make it my favorite version of SF2 and entice me to play a fighting game more often. :D
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: cartridge_rom on December 05, 2020, 08:52:56 pm
I really like the chosen light gray color gives more contrast to the details, great stage art  :thumbsup:

(https://1.bp.blogspot.com/-nhHRCnp82Co/X8wMwQQShiI/AAAAAAAAA8Y/sH-947hbcl8dES0FHXvQaj20XsjnePKsQCLcBGAsYHQ/s385/seaba%2Bryu%2Bfinallllll100.png)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: diablo666 on December 06, 2020, 11:26:42 am
Usually, I watch the process of hacking pirated games, but this case is special. Adjust the graphics to be closer to the arcade version, improve and Supplement. Honestly, what I saw is pleasing to the eye. I hope we'll see something delicious soon. :-) Good luck to the author and everyone who helps.  :thumbsup: :beer:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Hitokiri on December 06, 2020, 05:02:04 pm
Hey people, dunno if you have interest, but there is a Fei long NES styled sprite sheet(https://www.spriters-resource.com/resources/sheets/91/93931.png?updated=1594536645)
https://www.spriters-resource.com/fullview/93931/

Do you plan to make a version of Super Street Fighter 2 Turbo in the future?

Putting the characters:

Akuma,
Cammy,
Fei Long,
T. Hawk,
Dee Jay.

It would be great to see a version of this on NES 8Bits.
That they didn't even do with NES 'Mortal Kombat 3 Ultimate.

It would be great to see a version of this on NES 8Bits.
That they didn't even do with NES 'Mortal Kombat 3 Ultimate.


I also thought that if everyone had the time they could get together to do new jobs to improve NES fighting games, such as Street Fighter Zero 2_97, Fatal Fury Special, Samurai Shodown 1, Samurai Shodown 2, king of fighters 97 and King of Fighters' 96? I think these King Of Fighter games can be well used mainly by combining the KOF'97, KOF'96 and Fatal Fury Special Sprites in a single game. Also taking advantage of removing that damn repetition of facing the same characters all the time that no one can handle. Mortal Kombat 1 and Mortal Kombat 2 really wanted someone to change the songs in the game by adding the original songs because the game is horrible to play with audio because of those songs. Also, put the Scorpion chain launch stroke back on NES Mortal Kombat 1 and NES Mortal Kombat 2, which was fixed on NES Mortal Kombat 3 Ultimate.

Well, it's just my opinions and doubts so I thank you all for your attention and I wish you success in your work.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on December 07, 2020, 10:41:23 am
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)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: RealGaea on December 07, 2020, 11:44:46 am
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)

Ok, we went full Andy Warthol on Pop Art Guile.

I think the Fifth from Left to Right, Third from Up to Down is fine.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on December 07, 2020, 12:03:44 pm
how many heads :laugh: hehehe if i agree RealGaea :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on December 07, 2020, 12:54:56 pm
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dea1m48-4addd921-1bee-4806-ac84-c7a5d61782b6.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWExbTQ4LTRhZGRkOTIxLTFiZWUtNDgwNi1hYzg0LWM3YTVkNjE3ODJiNi5qcGcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.XPBsgrNVRlzVyScyGyk-cljLB5N5gx2_cLInbguhY6U)

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)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: shakunetsu on December 07, 2020, 05:12:56 pm
Amazing project

This was just like a dream before.

Is it possible to make the background color palette tint more lighter compare to the character sprite

the characters would retain the strong colors

so that the character would stand out in anywhere of the location of the stage

Just like in SFAlpha in GBC

(https://lofi-gaming.org.uk/diary/wp-content/uploads/2016/02/SFAGBC-0227-222915.png)

If you would like to add secret characters like Shadow Charlie Nash

(https://www.spriters-resource.com/resources/sheets/106/109232.png?updated=1536982841)



Thanks man




Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on December 07, 2020, 07:33:12 pm
Hitokiri & shakunetsu
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.

Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on December 07, 2020, 09:10:56 pm
Sebastian, great developments! It's going beyond what I imagined! :thumbsup: :thumbsup: :thumbsup:
(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:




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)
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.




Hitokiri & shakunetsu
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.
Within the possibilities, if you manage to include Ken's head, you could also put Akuma.  >:D
I was curious to know what your future projects will be  ::)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Supergamerguy on December 07, 2020, 09:56:25 pm
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...

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:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: shakunetsu on December 08, 2020, 02:23:43 am
I have a question regarding technicality

From looking at the crawfish SFZ

Does having more color black on sprite palettes minimize the size of the ROM?

Because when I'm saving files of images and turned some colors into black the file size is reduce,

So I wonder if that is the same case with sprites within a Rom?
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on December 08, 2020, 01:49:58 pm
Xander max
Actually my design process is very different from the one I use at the moment, but by doing it in such a mechanical way I can focus on doing my real work, while doing these tasks in the background, the problem that being so dispersed I make mistakes that otherwise would not happen to me :laugh:

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.

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:

Let me explain, the more hidden in the dark this a scenario the easier it is to omit details in its construction and therefore the less graphics it will require.

Although knowing how to dose the details, placing them so that an area does not feel empty, distributing each piece to minimize the necessary sprites to draw the whole and reusing each sprites as much as possible are really the key.

On the other hand, even if you do all of the above if you don't choose a suitable pattern to properly take advantage of the compression used to load the graphics of a scenario, everything else is useless.

That is the reason why sebastianangel, is doing so many practices before just starting, since he has to familiarize himself with all the limitations of the system, although with the objectives that he proposed there may be a long way to go to achieve it, for my part I will be to support him in any way I can.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Hitokiri on December 08, 2020, 02:59:49 pm
One game that I think is very promising that could be improved was Street Fighter Zero 2 '97
(https://www.spriters-resource.com/resources/sheets/87/90259.png?updated=1489825366)
(https://www.video-games-museum.com/en/screenshots/Nes/2/5819-menu-Street-Fighter-Zero-2-97.jpg)
(https://www.spriters-resource.com/resources/sheets/87/90258.png?updated=1536982767)
(https://www.spriters-resource.com/resources/sheets/106/109231.png?updated=1536982806)
(https://www.spriters-resource.com/resources/sheets/106/109196.png?updated=1536664216)
(https://www.spriters-resource.com/resources/game_icons/7/6662.png)
I really liked the graphics, scenarios and especially the versus screen between the characters.
https://www.spriters-resource.com/nes/streetfighterzero297bootleg/ (https://www.spriters-resource.com/nes/streetfighterzero297bootleg/)
But the gameplay could be better. Besides, I don't know why these Chinese hack has the damn mania of repeating characters on the screen to face us all the time, it tires too much and they don't even put the original songs in the game, leaving a song there that is unbearable to hear. Ending that leaving the game unplayable due to all this.

The game even has opening and ending even with so many puppets repeated to face.

https://www.youtube.com/watch?v=hObUWo4A_Tc (https://www.youtube.com/watch?v=hObUWo4A_Tc)

The game even has super moves using the same Haduken command on the two buttons with all the characters.

This Hack could be modified even for Akuma to be the last final boss of the game and Sagat the penultimate. And at the opening, change M.Bison's face for Akuma's since there is no M.Bison to play in this game.

Unfortunately I don't know how to deal with programming or even animations in sprites, but I admire those that can. :-\

If I knew how to do all this I would make an improvement in all NES fighting games myself. Anyway, the only thing I can do is just give suggestions. Thank you all for your attention. :)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: cartridge_rom on December 08, 2020, 03:52:43 pm
The art of the stages and portraits is impressive :o , congratulations to the team, and thanks for the great development work done so far. :beer:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Supergamerguy on December 08, 2020, 05:55:06 pm
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.

I'm not usually a huge fighting game fan either to be honest. But this hack is shaping up to be the perfect fighting game for me, and an amazing basis for my own Pacific Rim hack (most of the movesets and all of the characters fit options from the movie). I should be able to do the title screen, character portraits, and character sprites by myself, but some help from the community on the stage backgrounds and music would be greatly appreciated. A tutorial for the inner workings of this hack (like you mentioned) would be great too! :)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on December 08, 2020, 08:10:10 pm
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.
Now, if I had a fighting game suggestion that would fit better, I would use NES Tekken to turn it into Pacific Rim.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on December 08, 2020, 08:20:23 pm
I think you are very right  :beer:.. on the other hand I would like a megaman style adventure and fighting game but from mazinger z!
my favorite childhood drawing :crazy:
(https://1.bp.blogspot.com/-KRRr5wyddVc/X9AnDCiTNsI/AAAAAAAAA-k/p8qFeTymql88qSgXGg2zqQG22WkbEA1bwCLcBGAsYHQ/s320/maziger.jpg)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on December 08, 2020, 09:01:54 pm
Why was Maziger Z wearing a chinstrap? :laugh:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Supergamerguy on December 08, 2020, 09:37:31 pm
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.

I can at least try and see if it works. I wont waste any of your guys' time (if you're interested), until I can determine whether or not the project is feasible. Thanks for the info though!
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on December 08, 2020, 10:00:59 pm
of course trying does not hurt! :thumbsup:
(https://1.bp.blogspot.com/-uosdSPxisJY/X9A9maQDfeI/AAAAAAAAA-w/nHOgIG99aJYQUcuBIC7FBt7zNdXYpgbkgCLcBGAsYHQ/s320/pacific_rim_prequel_1.jpg)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: cartridge_rom on December 09, 2020, 01:13:34 pm
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)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: shakunetsu on December 09, 2020, 03:02:11 pm
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:

Thanks for clarifying this.

This project is amazing. Keep up the good work guys.

I hope you guys could also find a way to make the controls/executable commands of the special moves smooth like a real sf2 games because bootleg fighting game in nes special moves feel like random to happen when being pulled off like the original SFOne back in the day.

Is it okay for you guys to for me to share this thread to some more sprite editors thread in other forums that might offer help?
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on December 09, 2020, 04:16:24 pm
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)
(https://1.bp.blogspot.com/-2JYN8XhUUec/X9E99NX6EkI/AAAAAAAAA_c/T0EB-DU7nIQ0rqPdK9_shmY-8KXcfnfXwCLcBGAsYHQ/s320/109225xseba.png) :thumbsup:
very interesting to analyze! it does not follow the street figther line exactly chun lee stage, I also found this one from the game world hero with the chinese wall :beer:
(https://1.bp.blogspot.com/-Uy2U_2MlcDc/X9E-J2kU2yI/AAAAAAAAA_g/rKT9QK2UzMEUSwj4j2LQHe0b4RuaEgulQCLcBGAsYHQ/s383/World%2BHero%2Bestage4.png)

it occurred to me to be able to mix both stages
(https://1.bp.blogspot.com/-tT2a7Ftx3U0/X9FEL-eia4I/AAAAAAAAA_s/7xwYc76mOKEmlt8LLhW8SyZIOb_nyJrwwCLcBGAsYHQ/s383/World%2BHero%2Bestage6.png) ::)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: RealGaea on December 09, 2020, 07:47:23 pm
It would be awesome if you tackle Street Fighter ZERO2 '97. Your management of colors can reach even higher.

And to fix Akuma walking animation, he uses the backwards frames.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Hitokiri on December 11, 2020, 05:08:42 pm
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)

Amazing! I don't know why they didn't put on this Chun-li stage.
(https://www.romstation.fr/romstation/resources/games/nes/cover/45498.jpg?1446678752)
As I said, this game was very well done by NES standards.
It would be nice to make an improved version of this Street Fighter Zero 2 '97.

If I knew how to program and modify NES games I would do it, but unfortunately I don't know and I don't even find a tutorial teaching how to do it. :'(
(https://static.emulatorgames.net/images/super-nintendo/street-fighter-zero-2.webp)
 So I can only congratulate and admire who can do these jobs.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on December 11, 2020, 08:04:04 pm
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, how ironic :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.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Hitokiri on December 11, 2020, 09:06:21 pm
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.

(https://www.fightersgeneration.com/characters/ryu-sakura-dan-pocket-skit.gif)
Thanks for the great master tips.
(https://i.pinimg.com/originals/92/9d/d7/929dd73175935265e3845d704d26dc70.gif)
I will try to do that then.

Thanks. :)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: shakunetsu on December 12, 2020, 04:49:54 am
looks good the characters feels a bit smaller for there background but the new background are looks great
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: gadesx on December 12, 2020, 05:20:57 am
Many hacks/bootleg games used a weird IA, I'm not sure about if this can be enhanced to work like the arcade version.
I know the characters tactics, if someone need help.

I suppose that this game have a lot of info from before.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: shakunetsu on December 12, 2020, 04:54:23 pm
for AI insights

https://sf2platinum.wordpress.com/2017/01/20/the-ai-engine/

https://towardsdatascience.com/street-fighter-ii-is-hard-so-i-trained-an-ai-to-beat-it-for-me-891dd5fc05be
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sics on December 12, 2020, 09:03:31 pm
sebastianangel
Sorry I can't answer your message, your inbox is full, I recommend you save everything as separate web pages and then delete the messages ;)

gadesx & shakunetsu
I don't like fighting games, which makes my experience in this area nil, that's why I don't think I'm the one to carry out their proposals.

On the other hand, although the first article seemed interesting to me, in the second I don't think that artificial intelligence has given an optimal result, I think player 1 only won because of the way the game's AI works, but other challenges such as bonuses , the player was certainly lost. Anyway, I don't know how that information could benefit the development of this project... :-\

I think it would have been better to use an emulator with saves states and save games before performing each action, then load state and compare the results taking the player's score as parameters.

In addition, it would also be a good idea to establish a different strategy for each stage, if it were me I would use the timer as a reference point, since at the beginning of each fight or each bonus it will always go through the same states. This could help the AI ​​link that sector to a strategy. Obviously I don't know anything about Artificial Intelligence, from what I say they are just speculations  :huh:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on December 12, 2020, 10:03:01 pm
sorry  deleted my tray and save everything! :thumbsup:
On the other hand, I think that artificial intelligence would be like a game of chess and in fighting games everything is summed up in rock, paper or scissors ... I don't know about the specific topic of fighting games, I was only fond of double dragon and golden ax and the street figther 2, usually I'm more of the adventures and the role :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: shakunetsu on December 13, 2020, 01:31:17 am
Thanks sic for the insights

I just posted it to inform that the AI in SF2 wasn't really an complicated AI or anything interesting.

So it doesn't really matter if AI is untouched and stay the same in this hack/mod SF2 nes bootleg.

Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: gadesx on December 13, 2020, 07:54:46 am
Sf2 AI use an easy learning system to try another way to hit you. Used in a lot of fighting games.
2 hits and change the way to fight.
For example:

Ryu vs E. Honda
You use Hadoken - Hit
Hadoken - Hit
Hadoken, he is going to jump the hadoken.
There's only some broken moves that the opponent can't do anything.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on December 13, 2020, 09:47:00 pm
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.
(https://1.bp.blogspot.com/-l-N8eLqmTrA/X9aOSqt8i7I/AAAAAAAABC4/i13-IbXSLng-S-vIWZPNX4gZAKJzcrvWACLcBGAsYHQ/s385/bison%2Barreglo5.png)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on December 14, 2020, 09:56:41 am
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.
(https://1.bp.blogspot.com/-l-N8eLqmTrA/X9aOSqt8i7I/AAAAAAAABC4/i13-IbXSLng-S-vIWZPNX4gZAKJzcrvWACLcBGAsYHQ/s385/bison%2Barreglo5.png)
Thank you very much xander max! Very nice detail, I moved some things to add the ceiling :beer:
(https://1.bp.blogspot.com/-PgXlNFCzIcU/X9d7yunSQqI/AAAAAAAABDs/Le0ANjZBf2c1_kwN0264fOoM7jV9cyhCQCLcBGAsYHQ/s385/bison%2Bcastillo%2Bfinal2.png)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: shakunetsu on December 14, 2020, 11:52:47 pm
nice update with the new stages
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: bogaabogaa on December 16, 2020, 02:04:44 pm
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! :)

1. I am glad that the NES screen tool works out well for this game and you can edit most of the levels tile mapping well with it. I appreciate your efforts to this bootlag and the effort to show how things can be done on a limited platform like the NES.

2. When people ask about adding new characters does not mean you need to follow the idea. Adding a character means to expand on many locations of the game what requires a large amount of code and data. How should this be archived when you fail on a easy task like expanding the ROM what only requires some understanding of the hardware. There is no documented source code so you need to spend a lot of time just revers-engineering the game. Changing the location used in two player mode should be a small change I can look into that. It might give you a idea how to go about to learn to code for this platform.

3. Why would you recommend to expand to MMC5 and what are the benefits? The current game is designed around the sprite animation. In order to have access to the needed amount of graphics the game uses CHR bank switching for Sprite banks. The MMC5 could give you a dictional 4kb sprite page. Sure this might help if the goal would be bigger sprites but this is a huge amount of work. The coding of the new bank swapping would be ok but then you need to redo every sprite assembly and adjust all the pointers to them along expanding for larger data tables. May be the current allocation of the code does not allow it and would require extra work to allocate the data to different new added banks. Beside from that change I don't see any benefit in a MMC5 for this project.

Ti is a great member of this community who did make many tools so people with less romhacking knowledge can change many things in there favorite games. You did not even share his work on this project page (donno why the expansion did not work out for you). He even added new music? I do hope you tread members like him with huge respect.

4. What do you mean with best game engine? Do you mean like the Nesmake engine that makes everything very modular? I bet you did look at the PPU sprite page and been amazed about CHR swapping for sprites. There are some games that do that. Sure engine can be used modular but I would like to hear how you describe a gameengine?

I did tell you that I do not have interest in the project. I also lost interest to explain hardware to graphic designer with no interest to learn how to code themselves. You can even find conversation where this escalates in one of my resend posts. I am no genius and struggle to learn things myself. I do explain things wrong and make mistakes but I keep learning and I do have fun with my projects. When you are frustrated there is not much I can do about. This has more to do with how you go about things as a person.
Is this because you tried to code or could not add the things you like? It is easy to get frustrated about that.. for example I did spend the last 4 evenings figuring out how to code a small change in a game and I get closer to finally solve how to do it properly. This is also a project for a game I don't even like to play.. I have many projects I like to go after. I did tell you that I have not interest in this project. Knowing the arcade and SNES ports it is hard for me to find any joy in this game. I do not wish further notifications about it.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on December 16, 2020, 02:31:06 pm
I am totally grateful for the help provided by (TI) when nobody had confidence in this project or in me and they gave me their help and I am sure that I would do it again, perhaps speaking another language give other interpretations of what I said, thank you For everything not I will make more comments because it seems unnecessary.
thank you very much  :woot!:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: joanilson41 on December 16, 2020, 02:55:43 pm
It's looking amazing guys! Good job team!
There's no alpha version for us just to check the progress?
Like a rom hack lover, I'm very excited with this project!
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: bogaabogaa on December 16, 2020, 06:48:59 pm
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.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: RealGaea on December 16, 2020, 09:41:57 pm
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.

Thank you very much for this patch.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on December 16, 2020, 11:22:12 pm
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.
fantastic !!! :crazy: thank you so much for the great work :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: bogaabogaa on December 17, 2020, 05:41:58 am
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.
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 .   
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on December 17, 2020, 08:53:43 am
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/-sNjR4XSuie0/X9zBNJruN5I/AAAAAAAABE0/0zHW7LfbzQUgp8ZHySgPQW29-UXpYUAhACLcBGAsYHQ/s256/Street%2BFighter%2BIII%2B%25289%2BFighter%2529%2Bguille2final.png)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: MathUser2929 on December 17, 2020, 10:54:41 am
you should change the jet back to gray. Looked good that way. Reminds me of gameboy or something the way it is now.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on December 17, 2020, 11:11:09 am
It is only a sample in a rom without the application of the graphic changes, the jet continues in the same way as before, even surely it will be a new stage :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: bogaabogaa on December 17, 2020, 04:40:52 pm
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.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: BZXGCS on December 17, 2020, 08:03:24 pm
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)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on December 17, 2020, 08:37:02 pm
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.

Indeed from what he told me (sics) you can use up to 4 cards per scenario and if organizing the name tables is an odyssey and most of the time I am wrong in the number of colors in the graphics of the stages, ect ... but little by little we are advancing.
testing your expansion! It is an incredible job you doubled our possibilities and we will not worry so much about the space thanks to your contribution! :thumbsup:
Thank you very much (bogaabogaa) you have given us extra air in a project that was smaller in the beginning but that later between all of us is becoming something much bigger and the dream of many! I include myself :crazy:
the
ips rom patch modified by (TI) does not work in emulator mesen
https://drive.google.com/file/d/1nyw1nf5zhu0e8PlUJcaJWhPnoVp34hNW/view?usp=sharing (https://drive.google.com/file/d/1nyw1nf5zhu0e8PlUJcaJWhPnoVp34hNW/view?usp=sharing)
(Dracula X) he tried to help me by passing it to the MMC5 mapper, but he had never worked with this Mapper 91
(SONG) also suggested to me that the change was important, but it's out of my reach. :-\
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Xander max on December 17, 2020, 09:16:00 pm

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)

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.

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.

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
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: shakunetsu on December 18, 2020, 02:37:45 am
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)

Hi they already pointed out that they can't add characters in the earlier topics within the thread.

What they do now is more of updating the visuals
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on December 18, 2020, 07:35:09 am
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.

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
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:
(https://1.bp.blogspot.com/-w3FxwkHhYbI/X9zJuKgKzpI/AAAAAAAABFQ/4FrjqGKt3go-NQcPD3XyXCXU-CVefsVQACLcBGAsYHQ/s0/TRANSPARENTE.gif)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: bogaabogaa on December 18, 2020, 01:24:59 pm
My CHR expansion will not help your project. The game has 0x80 000 byte of CHR and the banks are selected as 0x800 byte chunk. I did think there is a register to select more but this seems not true. I do not know what Outer Bank register ($8000-$9FFF) does but in my tests I could not select the added CHR.

I will look into the the Expension made by TI. For me it is strange that he expanded the new banks at the beginning of PRG banks. Emulators can calculate the allocation and selection of banks different. All I can say it is a issue with swapping PRG banks. On Mesen the code will run into a empty bank and break.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on December 18, 2020, 01:55:52 pm
I understand! :) And I really appreciate the help you are providing, maybe it has something to do with this answer that they gave to (sics) in the forum?
(Cyneprepou4u)
Re: IRQ and exchanging CHR banks with Mapper 91
Quote
0x1C06E - first line (scan line = byte * 08)
0x1C06F - CHR Bank
0x1C070 - Second line (scan line = byte * 08)
0x1C071 - CHR Bank
0x1C072 - FIN Token
I don't know if that will be?
I try to teach myself (SONG)
to write nametables for the stages but I still can't understand in depth
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Cyneprepou4uk on December 18, 2020, 02:01:32 pm
For me it is strange that he expanded the new banks at the beginning of PRG banks.

Some games have hacking protection by writing prg bank id bytes large than necessary, which originally doesn't affect anything since higher bits are ignored. In case of expansion you need to add new banks at the beginning in order to counter the protection, otherwise you need to change all these bytes as well. I don't know if it's true for this game, but I've encountered that before.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on December 18, 2020, 02:11:38 pm
Muchisimas gracias Cyneprepou4uk :thumbsup:
something similar happened to me when trying to modify some graphics in world hero, after making the changes the game stopped working so I left it,I'll
I will take it again
(https://1.bp.blogspot.com/-w3FxwkHhYbI/X9zJuKgKzpI/AAAAAAAABFQ/4FrjqGKt3go-NQcPD3XyXCXU-CVefsVQACLcBGAsYHQ/s0/TRANSPARENTE.gif)
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: Cyneprepou4uk on December 18, 2020, 06:16:36 pm
What ROM exactly are you using as a base for this hack?

And what the hell is "proyect" I've been wondering for a while?  :)  Can't you fix that typo by editing OP?
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel on December 18, 2020, 06:46:45 pm
we are using Street Fighter III (9 Fighter) (Unl) :thumbsup:

Database match: not found
Database: No-Intro: Nintendo Entertainment System (v. 20180803-121122)
File SHA-1: 2916D55BE157858EB377B4A22F070763D9B07AC1
File CRC32: 22CDD2F6
ROM SHA-1: 13FF5A62AFE5EE7B4EA5D537EE92BFA253EB98F6
ROM CRC32: A09AA82C

I had not realized the typographical error, thank you :beer:
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: Cyneprepou4uk on December 18, 2020, 07:04:14 pm
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.

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.
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: bogaabogaa on December 18, 2020, 09:12:49 pm
Thanks Cyneprepou4uk for pointing out the hacking protection.
I can confirm that the game does writs unneeded high half byte to the PRG swap register. (Orginal Value $3b and $3c)
(https://i.imgur.com/j2lEyTc.png)

Anyway I could not make it swap to the correct bank with the value $1b and $1c in Mesen what leaves me with some head scratching for now.

It is easy to mispronounce project as a Spanish speaker (proyecto) At last it did tell me where you might coming from  :P

Thanks for helping with the project @Cyneprepou4uk and good luck with the decompression and mapper conversion  8)
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel on December 18, 2020, 09:21:44 pm
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.

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.
If there is a lot of work left to do, :crazy: it would be great if you could do it !!!
I would open a lot of possibilities, thank you very much I will look for the data to send you
(https://1.bp.blogspot.com/-w3FxwkHhYbI/X9zJuKgKzpI/AAAAAAAABFQ/4FrjqGKt3go-NQcPD3XyXCXU-CVefsVQACLcBGAsYHQ/s0/TRANSPARENTE.gif)I am excited and grateful for the help and collaboration that everyone is giving me

Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: shakunetsu on December 18, 2020, 10:03:48 pm
I hope someday you guys would find a way to add larger portrait when hovering to the characters in the select screen just like the other select screen.
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: sebastianangel on December 21, 2020, 02:01:21 pm
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.
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 .
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 :-\
(https://1.bp.blogspot.com/-cf-e50oq6zI/X-Dt5ndKFHI/AAAAAAAABII/_Sc0UnzTLAYcVkuQVdFSY_SWAwsGO97rwCLcBGAsYHQ/s256/SFII%2B-%2BColores%2BIntermediosse.png)
I had not noticed sorry
I played it and reset, so I did not notice the error

Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: Cyneprepou4uk on December 22, 2020, 08:11:50 am
Initial disassembly is complete https://github.com/cyneprepou4uk/Street-Fighter-3

I also added support for writing labels using special Spanish characters.

(https://i.imgur.com/Sxjh42V.png)

Now I'll be working on MMC5 and background data expansion.
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel on December 22, 2020, 08:53:06 am
Great !!! an extraordinary job :thumbsup:
infinites thanks Cyneprepou4uk
(https://1.bp.blogspot.com/-w3FxwkHhYbI/X9zJuKgKzpI/AAAAAAAABFQ/4FrjqGKt3go-NQcPD3XyXCXU-CVefsVQACLcBGAsYHQ/s0/TRANSPARENTE.gif)
the possibilities of this project are expanded in an incredible way :crazy:
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: Cyneprepou4uk on December 22, 2020, 09:41:08 pm
Conversion to MMC5 was successful.

While working on it, I've encountered 2 hacking protection routines, which were quite annoying to locate in order to disable.
One of them works like this - https://youtu.be/pafJf_kXSdY

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  :'(



P.S.: to those who did, no need to subscribe, I use this account to upload garbage stuff.
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel on December 22, 2020, 10:22:22 pm
Congratulations Cyneprepou4uk, it's a masterful job! Thank you very much, your contribution is great, cheer up, I would never have thought of doing something like this on my own because of my little technical ability, I admire your great technical capabilities of programming and reverse technology etc ...  I am very happy I believe everyone who follows this thread they are tremendously grateful to you like me :crazy:
(https://1.bp.blogspot.com/-w3FxwkHhYbI/X9zJuKgKzpI/AAAAAAAABFQ/4FrjqGKt3go-NQcPD3XyXCXU-CVefsVQACLcBGAsYHQ/s0/TRANSPARENTE.gif)
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: Cyneprepou4uk on December 23, 2020, 02:14:14 am
@sics, @sebastianangel and the rest of you who is drawing graphics for this game.

Do you guys have a Discord server or Telegram account? I'd like to discuss some technical ideas.
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel on December 23, 2020, 07:53:49 am
discord: sebastiangammer # 7450
https://www.romhacking.net

Telegram:
@sebastianangelhack
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: RealGaea on December 23, 2020, 02:59:21 pm
discord: sebastiangammer # 7450
https://www.romhacking.net

Telegram:
@sebastianangelhack

Nice, nice... We can discuss more ideas and WIPs over there. I sent you a friend request, che.
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel on December 23, 2020, 03:14:53 pm
ok :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES proyect
Post by: bogaabogaa on December 23, 2020, 09:23:21 pm
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 :-\

Yes I did not test further this is why I mentioned you should playtest. It is hard to tell what banks will be present every given time. The last two banks are fixed (also full) but the once swapped to $8000-$9fff and $a000-$bfff can be changed any time. I did moved the code to the first swappable section where I hope it is free space and it seems to work now. Also made the sprite a bit bigger so it shows the whole plain. Also moved the sprite away from the very end of OAM since this could had been a other bad idea..

https://www.dropbox.com/s/ivov46z65hynovh/Streetfigher3LevelSelect.zip?dl=0
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel on December 23, 2020, 09:50:13 pm
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 :)
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: bogaabogaa on December 23, 2020, 10:05:58 pm
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  :'(

If you are willing to share I would be interested to hear how the girls beating was accomplished. If you are willing to share. Also thanks for the work. I guess this is a nice xmas present for the graphic team here. Specially for the name table data decompression  :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: Cyneprepou4uk on December 23, 2020, 10:43:07 pm
Decompression doesn't seem enough for me. I'm also going to reserve lots of CHR banks for each stage, and swap them via IRQ, like original game does, but in my case much more often. Just drawing all tiles from the bank into several straight lines one by one, and go to the next bank. Which means that each tile on the screen will be unique.



I didn't really got into HOW the whole thing with the stuff from video works exactly, because I didn't really care at the moment. What surprised me is that this didn't occur before, because I already started to shift code before I made MMC5 conversion*.

Still I decided to keep the code and all the dependences for now, to have some clues regarding AI for later, in case I need to study it for some reason. I just enforced correct protection checks so it won't bother me anymore.

In case you want to activate it to have a closer look, search for 0x01EC0E and 0x01ECE9 in bank_FF.asm (https://github.com/cyneprepou4uk/Street-Fighter-3/blob/main/bank_FF.asm). Both these routines basically read stack and check for some fixed return address, in order to determine hacking.



* Well, actually I think I know why, probably because of 0x01E51D. I've noticed this the first day I've made a disassembly, but didn't touch it. I should deal with it before anything else decides to show up.

Edit: done.
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: shakunetsu on December 24, 2020, 12:46:26 am
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 :)

Hey man I have joined the discord too bad I'm not that good yet with pixel art.

This project is something I always wanted to see happen since before, thank you guys.


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

Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: Cyneprepou4uk on December 24, 2020, 09:26:50 am
Just out of curiosity I've looked at what 2nd protection does. It disables hitting an opponent for both players, your punches and projectiles go through the enemy. However projectiles can hit still each other.

The only thing that's working is throws. Other than that everything else seems normal.

December 25, 2020, 10:17:06 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Merry Christmas everyone  >:D



https://github.com/cyneprepou4uk/Street-Fighter-3

Each screen now has unique tiles. Screens were divided in 2 types.

The first type is regular backgrounds that fit into the whole single screen.
Spoiler:
(https://i.imgur.com/84yagzk.png)

Tile lines 1-4 represent left half of the screen, lines 5-8 represend right half. Then repeat.
Code: [Select]
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



The second type is stages only.
Spoiler:
(https://i.imgur.com/anStMXH.png)

Lines 1-3 represent the whole line from left to right. 4th line is empty (unused). Then repeat.
Code: [Select]
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



Inside "background" folder there are palettes and attributes for each screen. Attributes for stages have nametable attributes for both $23C0-$23FF (first half) and $27C0-$27FF (second half), others for $23C0-$23FF only. File "palette_screen_VS.bin" shares its palette with defeat screen.

The only thing I didn't have time to work on yet is: when the round is over and points are about to be counted, background graphics will break until next round. I'll deal with it next year.



TECHNICAL QUESTION

I need consulting from an expert. Don't know how to debug this, and I'm out of ideas. https://youtu.be/7-I6O3Z2ef0

As you can see on the video, the lines at the same level where players' heads are, they shift 1 pixel left or right depending on which direction you're moving.

Seems like timing problem. But the thing is, I've already made sure that cycles between my IRQ_handler and RTI are the same all the time, and code is executed the same, debugger proves it. Mapper is MMC5. I swap CHR banks 13 times per screen, each 16 lines, but this glitch occurs only on that particular place despite sprites, tiles or palette. At the same time all other swaps work smoothly as planned.

What the hell can that be?

Edit: nevermind, I'm an idiot. The scroll position gets recalculated in the middle of the frame, but I didn't take it into account and used the same RAM address for each CHR switching. I should make a copy of the scroll value from the previous frame and write THAT into register instead.
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel on December 26, 2020, 09:37:39 am
Tremendous job !!! :o without a doubt the best Christmas gift! :crazy:
Thank you very much for your dedication and work!
I'll get to work on it right now
(https://1.bp.blogspot.com/-faaU1t0xL0w/X-TJ8e420_I/AAAAAAAABJ8/KhDvqdz61LkmhevFEzRJeF3fAzsZ_u8kQCLcBGAsYHQ/s0/hackroms%2Bnavidad.gif)
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: BZXGCS on December 29, 2020, 10:44:15 pm
I am very glad to see that the key problem of converting to MMC5 have been solved. Now, Is there any progress has achieved?
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel on December 30, 2020, 07:30:12 am
if the advances are enormous thanks to the collaboration and participation of all and the great significant expansion made by Cyneprepou4uk a MMC5
It gives us enormous freedom, Now we are in the process of inserting the new scenarios.I believe 2021 will be the year of street figther deluxe
(https://1.bp.blogspot.com/-asZN7e5lezg/X-xxJh_6wGI/AAAAAAAABLY/cKN2Ez9Hw_wmUQ19L85UEwmY6V0bXIzNQCLcBGAsYHQ/s770/Screenshot_4.jpg)
taking the new designs
(https://1.bp.blogspot.com/-YNtrF0U9XOM/X-xx-g80BJI/AAAAAAAABLo/EYwznXRPj34Wy3ltO8PkvEFLwB3jfzC1gCLcBGAsYHQ/s770/Screenshot_5.bmp)
convert them to the necessary format insert them into the game and reconvert the colors
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sics on December 30, 2020, 12:00:36 pm
As many of you know, I am currently without the Internet, but thanks to sebastianangel I was able to keep abreast of the progress of the project progress, even if only minimally, so I must confess that I have certain inquietudess.
Since our idea was to redistribute the data from all the game screens, initially using the free space found from 0x13B00, to later take advantage of the space that we were vacating with this process.

We also thought to optimize the CHRs and eliminate all the unused graphics to have that space later.

And I honestly don't know how to carry out these tasks in assembler code. (Although it doesn't seem necessary)

Another issue that is not clear to me is whether they have completely changed the operation of the stages or have simply expanded the number of CHRs that one can count on to carry them out.

Because the previous layout of the graphics, apart from benefiting the compression of the data of the various stages of the game, made it possible to circumvent much of the heavy lifting allowing us to use the NES screen tool to perform the most complicated tasks.

Without forgetting that we were working to create a Python Script that would automate the compression process of the stages.
On the other hand, I found a fourth type of code in addition to the ones that song6502 informed us:

Code: [Select]
Read Sprites
0X   : Manual entry.
7F XX: Repeating pattern. <
8X   : Repeat value.
CX   : Write ascending value.

So I wonder:

Would it be possible to program a similar identifier, which allows creating alternative configurations for the data of a single player, so that when loading different characters that use practically the same skins, such as Ryu, Ken, Akuma or Sheng Long, they can use some alternative graphics?

Example: 7F 2A
7F It establishes that the next code will be data that must be interpreted.
2_ It establishes to which player the data to be read will correspond.
_A Sets the number of sprite groups that must be set aside for that player.

Since this would allow us to solve among other things the change of face between Ryu and Ken that they have requested so much.

Last but not least, thank you very much for all the effort you have put into! :thumbsup:


Edit: The previous translation of this text was of very poor quality and although at this point it was not necessary to update my message I hate leaving things sloppy.
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: Cyneprepou4uk on December 30, 2020, 01:47:14 pm
Quote
Mainly, what is the advantage of having the game decompiled?

It's much easier to edit and maintain code that way, rather than keep adding hijack subroutines each time you want to change something.

Quote
If we consider it later, is it possible to add new characters to the game?

It's possible.

Quote
Can we create scenarios with the space we need, or is there some kind of restriction beyond the known ones?

If by "scenarios" you mean stages, then the only restriction is a limit of CHR. PRG space is not a problem.

Quote
And I honestly don't know how to carry out these tasks in assembler code.

You can find someone like bogaa who is interested in your project and has necessary skills. It's not a very hard task to at least separate Ryu from Ken. But I doubt I'll be working on it anymore after I deal with leftover bugs with graphics next year. I can consult romhackers if needed.

Quote
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.

If you look at the nametable, you will see that tiles id repeat all the time. That's how all stages work. CHR banks change each 16 lines to provide updated tiles.

Quote
And I would also like to know if the endings will have the same benefits as the rest of the screens.

Single screens like endings fit into the first category. You can edit the whole screen except first and last 8 pixels IIRC.

Quote
Is it possible to create a similar identifier, to establish groups of sprites that should only be loaded by X player?

Animations have a good simple table, no need to invent anything different here.
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel on December 30, 2020, 07:27:08 pm
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)
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: song6502 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
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: Fray 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:
(https://1.bp.blogspot.com/-47GstkR2FPs/X-0aN0ndNDI/AAAAAAAABMA/yiiv4vrhb5YIndHON6F9XfrnWGc-EzFywCLcBGAsYHQ/s256/%2521sf3seba%2Bcaras%2Bseleccion%2Bstage5b.png)
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: shakunetsu 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

(https://i.imgur.com/ASvgxw5.png)

To this

(https://i.imgur.com/NrMDN1i.png)

No lower border version

(https://i.imgur.com/spTY2Q4.png)
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel 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!:
(https://1.bp.blogspot.com/-sdqzyl1DFjo/X_C0dv9quoI/AAAAAAAABNQ/YkzVe6JOjEkdO33vEj0Z0ayZkgjLNuJ_ACLcBGAsYHQ/s256/%2521sf3seba%2Bcaras%2Bseleccion%2Bstage14%2Bblanka_000.png)
There are still graphic adjustments to polish and organize the nametables best regards! :beer:
https://www.youtube.com/watch?v=XViKbjy7dzo (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
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: Supergamerguy 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:
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: shakunetsu 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?

(https://i.imgur.com/k4LUg2b.png)


(https://j.gifs.com/YW1Pgp.gif)

and

(https://j.gifs.com/xnR4Dr.gif)

(https://j.gifs.com/OMNBrN.gif)




Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel 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
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: BZXGCS 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.
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: shakunetsu 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.


(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!:


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??





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 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.
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel on January 03, 2021, 07:14:05 pm
(https://1.bp.blogspot.com/-XKEMiaR-iFw/X_Jc_ld5o8I/AAAAAAAABN0/57-Y6nO-OfQgfGgwvnytGDNJRElf_kHAgCLcBGAsYHQ/s479/d1k2p48-b2ebfdaa-d78c-4924-8b5e-e0bfa88dc447.png)
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.

(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.
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
(https://1.bp.blogspot.com/-0Qj_wujcexc/X_J4DC-LslI/AAAAAAAABOA/J7m-twocNioN1CgYrEdnYvdGJim1QUoLwCLcBGAsYHQ/s320/Screenshot_14.jpg)

Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: shakunetsu 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/
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel 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
(https://1.bp.blogspot.com/-P4-DpoJZtRY/X_PQ0K66VjI/AAAAAAAABOo/o1wttqacvFAjIQGubmutRrQeKKqFDFjKgCLcBGAsYHQ/s256/%2521sf3seba%2Bcaras%2Bseleccion%2Bstage14%2Bblanka9_001.png)
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sics 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.
   (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)

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:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/debo0qb-7b5d9ce4-4d7d-4736-8425-762bd58670ee.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWJvMHFiLTdiNWQ5Y2U0LTRkN2QtNDczNi04NDI1LTc2MmJkNTg2NzBlZS5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.stGXqoc5JVx1G-pqZdj0cdI3MwwMMTuK6ksz5Ztjayk)

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.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8bqn4-8e47721a-d372-4508-8f10-1bccfbcbf92c.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThicW40LThlNDc3MjFhLWQzNzItNDUwOC04ZjEwLTFiY2NmYmNiZjkyYy5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.lhi_dlC7zLtNoZT0f55dvqTf22jPgSyjlw-2G8QGfVM)

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.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/debo0ov-81532c9f-173b-4bbf-93e8-469433d396e3.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWJvMG92LTgxNTMyYzlmLTE3M2ItNGJiZi05M2U4LTQ2OTQzM2QzOTZlMy5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.KNneGUTxQrztBqWgMC2XAyYVDgvmlVSsNxhJXRq8H78)

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:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/debo0p2-938aed4d-f011-4b6a-8874-ad36bf384e6c.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWJvMHAyLTkzOGFlZDRkLWYwMTEtNGI2YS04ODc0LWFkMzZiZjM4NGU2Yy5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.B-vgWxoo13sVVQhbksnr4tcKxmo7wAWKBQuzPWciJRU)


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 :-\

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/deboef1-442bff2d-d2e3-49b4-a7b6-286ad7215bca.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWJvZWYxLTQ0MmJmZjJkLWQyZTMtNDliNC1hN2I2LTI4NmFkNzIxNWJjYS5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.b1EQ2UsY9vMVglnSIB3_Nov2DYWTMsyk72n8UVnzhLM)

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) (http://forums.nesdev.com/viewtopic.php?f=21&t=18641&start=15#p237749) 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.
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: Cyneprepou4uk 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.
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: spotanjo3 on January 05, 2021, 05:41:40 am
Very impressive!!!
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel 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:
(https://1.bp.blogspot.com/-sf_-v1HcDZw/X_RhPqNklmI/AAAAAAAABO0/ZzloRoVW6EwumWCvkvBSq4aUHN12OWDHQCLcBGAsYHQ/s0/e795d3bfaa35b8843bf27b83e65a111d.gif)
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: shakunetsu on January 05, 2021, 11:21:38 am
(https://i.imgur.com/MWJj1ex.png)

And in Black

(https://i.imgur.com/dKlvLZi.png)


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




Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel 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:
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: Cyneprepou4uk 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.
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel 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
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: shakunetsu on January 06, 2021, 01:51:01 am
(https://i.imgur.com/CohRauI.png)

I also a tried the sf2 gameboy style.


Street heroes has another variation of round and versus but its not as good like both of the two earlier

(https://j.gifs.com/k8Az7X.gif)

January 06, 2021, 01:39:21 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
reduces the selection to 5

(https://i.imgur.com/HH9VPTJ.png)
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sics on January 06, 2021, 10:17:29 pm
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:
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: shakunetsu on January 07, 2021, 12:46:13 am
Wow great work man that's nice 8bit conversion especially Chun Li. She looks good
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel on January 07, 2021, 07:31:43 am
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:

Great job !!! :beer: they look totally professional never seen in 8 bits nes :crazy:
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: Xander max on January 07, 2021, 03:40:55 pm
Thank you very much for the information all information is welcome !!! :beer:
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)
The scenery is very beautiful, the evolution made here is admirable!


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:
Sics is the Midas of hacking rom, where touch turns to gold! Excellent pictures!

Congratulations for every advance in the project!
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel on January 08, 2021, 08:35:17 pm
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)
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: shakunetsu on January 09, 2021, 03:23:04 am
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)

Amazing work it looks like an actual SF2 in detail that even with limited colors the stage color looks like it.

January 09, 2021, 04:20:46 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Any plans in returning this?

(https://i.imgur.com/1bA0cTL.png)

Is it possible to separate it or add spacess then turn it's container to just a rectangle?

Thanks
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: Da_GPer on January 09, 2021, 09:13:01 am
Will the names be changed to M. Bison instead of Vega, Balrog instead of M. Bison, and Vega instead of Balrog?
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel on January 09, 2021, 03:34:21 pm
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
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: Fray on January 09, 2021, 03:59:07 pm
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

So cool!!! The elephants are really remarkable! :thumbsup: :beer:
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sics on January 09, 2021, 10:23:16 pm
Spoiler:
Buuh! Thank you first for all the supportive comments (https://orig00.deviantart.net/e512/f/2017/091/0/0/migi_yeah_by_terwilf-db4biaq.gif)

Da_GPer
With the game decompiled the names are very easy to change, it is literally only a matter of editing 4 lines, also Cyneprepou4uk left quite a few notes in the code, that helps a lot! :beer:

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/debyvjk-fa13f9e2-1c02-4cf8-8356-75364cc99ffb.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWJ5dmprLWZhMTNmOWUyLTFjMDItNGNmOC04MzU2LTc1MzY0Y2M5OWZmYi5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.YZruvcuBAWMAUic4gd_wr-HWTu-9kwpWfNeFr2QOhpk)

shakunetsu
Is it possible to separate it or add spacess then turn it's container to just a rectangle?

As I mentioned when I talked about Guile's stage, each scenario is subdivided to load its graphics from separate slices, this allows all the mosaics that make up it to be unique.

Seen in this way, in theory it could be done that at the end of each confrontation, the stage momentarily changes the sector from which it takes its graphics for two of these rows, so that they load a copy of those sectors that includes that rectangle black.


(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/debywi5-6c2a9149-7ec3-4a5a-9618-ba0572d3356c.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWJ5d2k1LTZjMmE5MTQ5LTdlYzMtNGE1YS05NjE4LWJhMDU3MmQzMzU2Yy5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.qoJS47TodcRalmw67M2NmASlKbUx18BYJuZjAMNXE6U)

But this has two problems, the first is that it would require using 18 extra 128x128 tiles, something that I find excessive for what you are trying to achieve and the second is that when making these kinds of requests you forget that the only people really trained to do this kind of tasks have clarified on several occasions that are here just because of their desire to help , but in the same way they are not interested in this game, something that would need to be respected.

(Obviously, depending on how the stages are currently formed, there may be less elaborate solutions)

With regard to mockups has several errors, the stages have only 4 palettes which each must be handled as a separate block of 16x16, in turn these palettes are made up of three unique colors and a background color, in this case black.

(The only way to achieve more colors is to use overlapping sprites and only 64 simultaneous sprites can be rendered on the screen)

(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)

Now, assuming that we implement paddle swapping by cycles, if you changed the black color to the light blue color, the victory icon, the K.O. and the word ROUND, they couldn't use it.

On the other hand, the decision to camouflage the HUD sector using the color of the sky is not logical, since being something practically invisible, it gives the false impression that the graphics are cut abruptly for no reason.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/debz229-1fffdb7b-a932-4baf-bb0e-d3d17dc261b6.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWJ6MjI5LTFmZmZkYjdiLWE5MzItNGJhZi1iYjBlLWQzZDE3ZGMyNjFiNi5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.BrAX3ySU3RNkpRSXEJz6rbFRuzk30sHYPJe3Jc-UrUY)

Finally, although it is not important, I recommend using PhotoScape to create your schemes, as you can see in the previous example, it has many useful tools.

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:


Now, speaking to all those who follow this project, it is necessary that they bear in mind that sebastianangel is facing a great workload, performing tasks that he had never done before and doing things that until very recently seemed impossible, I say this because At this point, it is easy to forget that many of us have been specifically contacted to collaborate with tasks that we have already completed, putting aside our own projects, so eventually if no one commits to this work beyond requesting new features, I see it quite complicated that this can come to fruition port(https://orig00.deviantart.net/6cc7/f/2019/086/3/4/shades_by_terwilf-dd34pw9.gif)
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: shakunetsu on January 10, 2021, 11:19:35 am
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:


Thank very you sics for being informative regarding the project. Regarding the limitation

(https://i.imgur.com/SAXoOMo.png)

I hope someday we could add this regardless the blackbox being remove or not but if not's okay.

I just took it out from the gameboy version then I just colored some.

I used pink because I didn't used that color on the ui.

This project is amazing already.



Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel on January 10, 2021, 08:34:01 pm
Thanks a lot! very good lyrics :thumbsup:, here still in an initial stage of guille's stage
(https://1.bp.blogspot.com/-ImrvbkwdITQ/X_ub7mtD96I/AAAAAAAABTY/t2LxFruZjqMqfppWMk-SS1KzK36tN4GCACLcBGAsYHQ/s256/%2521sf3seba%2Bcaras%2Bseleccion%2Bstage14%2Bblanka9%2Bguille_000.png)(https://1.bp.blogspot.com/-eHQG4rWq4xk/X_y_yt5pJ6I/AAAAAAAABTw/fEMcE6_vo_oJtC1MHHZFHc_SQHhS9MIOQCLcBGAsYHQ/s256/%2521sf3guille%2Bfinal%2Bstage2_001.png)
(https://1.bp.blogspot.com/-sVUSpurtlps/YAGtidY3Q-I/AAAAAAAABU0/PFxhHnivBeQtyd3RVktlw7CMncdxuZuzACLcBGAsYHQ/s256/mano.png)new :thumbsup:
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: spotanjo3 on January 12, 2021, 05:13:43 am
Wow. I am speechless. Good work. It is looking great!
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel on January 14, 2021, 10:05:18 am
Thanks a lot! :thumbsup: here ken stage! I just need to give you another color combination ::)
(https://1.bp.blogspot.com/-VXXwGCiVEeQ/YABcSNlGaiI/AAAAAAAABUo/jM9u_PcvWOcx4Chduhw_2XGgibQ0kzibgCLcBGAsYHQ/s256/%2521sf3guille%2Bfinal%2Bstage2.5%2Bbarraken4_001.png)
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: shakunetsu on January 14, 2021, 12:02:05 pm
Hi here a question.

How many color from the given nes palette is allowed for each stage?

Are there any restrictions and limitation for using those available color?

Can you used all those color?

Can you use similar colors for both background and sprite?

Thanks

Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel on January 14, 2021, 02:23:34 pm
All the colors of the capture are available and are already in the game, there are many restrictions, it only depends on the grouping of colors and transitions between nametables and their different combinations, it will be easy for you to check it through the emulator in the ppu viewer :thumbsup:
13 colors in backgrounds
you can use the same for sprites or others if you prefer ;)
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: shakunetsu on January 14, 2021, 03:32:43 pm


Thank you very much sebastianangel for being informative and the great works on stages.

Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: Xander max on January 14, 2021, 05:25:28 pm
Every day more beautiful! Sebastian, one suggestion of color palette.
(https://lh3.googleusercontent.com/pw/ACtC-3c_ukNukPPvhTlUkWR7JMTN6YgpGRr99Gn0dJVeQghXAmme4Ml-nWsEJeWWbZqgfrbf5R4YzJG7NfXg0R14TO7QPr4uNsPKJfEVg89k0HX32iXv201bNS0AoJI9N645YQ4cg4iRIPjsGyS0qiASHII2bA=w521-h473-no?authuser=0)
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel on January 14, 2021, 06:03:01 pm
Thanks a lot friend! excellent idea
I like the combination :crazy:
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: shakunetsu on January 14, 2021, 06:19:56 pm
Is it okay and possible for a more light yellowish sky than orange like?
Title: Re: STREET FIGHTER 2 DELUXE NES
Post by: sebastianangel on January 14, 2021, 07:49:29 pm
yes!
(https://1.bp.blogspot.com/-dtXQXkytfEA/YAICXcQTvYI/AAAAAAAABWQ/jnzq2Od4GU07yIOOhPmKQKpHR1xN6P9sgCLcBGAsYHQ/s256/%2521sf3seba%2Bcaras%2Bseleccion%2Bstage14%2Bblanka8ken4-chun%2Blee_000.png)(https://1.bp.blogspot.com/-TXtozgNCJxE/YAS8zct7QdI/AAAAAAAABXQ/W-o8UlruN-8jcZXOmCTCLd_qGK7-cg73ACLcBGAsYHQ/s256/%2521sf3guille%2Bfinal%2Bstage%2B3%2Bbarraken5%2Bchunlee%2By%2Bvegaa_001.png)
chun lee stage beta tester and vega stage