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STREET FIGHTER 2 DELUXE NES

Started by sebastianangel, October 09, 2020, 10:15:52 AM

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shakunetsu

#320


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



January 06, 2021, 01:39:21 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

reduces the selection to 5


sics

Just to do a quick update, I'm close to completing the first set of portraits :thumbsup:



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:
Linktree  | Better a small finished project than a thousand giant ideas stuck in your system.

shakunetsu

Wow great work man that's nice 8bit conversion especially Chun Li. She looks good

sebastianangel

Quote from: 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:



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:

Xander max

Quote from: 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

The scenery is very beautiful, the evolution made here is admirable!


Quote from: 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:



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!

sebastianangel

#325
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://www.youtube.com/watch?v=gXv1MCYfwcE

shakunetsu

#326
Quote from: 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://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?



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

Thanks

Da_GPer

Will the names be changed to M. Bison instead of Vega, Balrog instead of M. Bison, and Vega instead of Balrog?

sebastianangel

if the names were correcte! :thumbsup:

We still need to finish correcting several stages

Fray

Quote from: sebastianangel on January 09, 2021, 03:34:21 PM
if the names were correcte! :thumbsup:

We still need to finish correcting several stages

So cool!!! The elephants are really remarkable! :thumbsup: :beer:

sics

#330
Spoiler

Buuh! Thank you first for all the supportive comments
[close]

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:



shakunetsu
Quote from: shakunetsu on January 09, 2021, 03:23:04 AM
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.




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)



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.



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
Linktree  | Better a small finished project than a thousand giant ideas stuck in your system.

shakunetsu

#331
Quote from: sics on January 09, 2021, 10:23:16 PM
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



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.




sebastianangel

#332
Thanks a lot! very good lyrics :thumbsup:, here still in an initial stage of guille's stage

new :thumbsup:

spotanjo3

Wow. I am speechless. Good work. It is looking great!

sebastianangel

Thanks a lot! :thumbsup: here ken stage! I just need to give you another color combination ::)

shakunetsu

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


sebastianangel

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 ;)

shakunetsu



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


Xander max

#338
Every day more beautiful! Sebastian, one suggestion of color palette.

sebastianangel

Thanks a lot friend! excellent idea
I like the combination :crazy: