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STREET FIGHTER 2 DELUXE NES

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

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shakunetsu

Is it okay and possible for a more light yellowish sky than orange like?

sebastianangel

#341
yes!

chun lee stage beta tester and vega stage
https://www.youtube.com/watch?v=TRzivBp9xac
here the stage chun lee finished but already in the game

thanks to new techniques learned together with sics :crazy:


Fray

Amazing backgrounds!!! :thumbsup: I would like to know if you plan to include people in the background as well.



Quote from: sebastianangel on January 14, 2021, 07:49:29 PM
yes!

chun lee stage beta tester and vega stage
https://www.youtube.com/watch?v=TRzivBp9xac
here the stage chun lee finished but already in the game

thanks to new techniques learned together with sics :crazy:

sebastianangel

#343
Thank you very much, :thumbsup: we had the idea of ​​placing animations in the stages in mind, but given how complex the realization is becoming, we give up for the moment! :-\
https://www.youtube.com/watch?v=ZlBxV7LpjOU&feature=youtu.be

January 28, 2021, 07:02:51 AM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: spotanjo3 on January 12, 2021, 05:13:43 AM
Wow. I am speechless. Good work. It is looking great!


:D

Amilgi

Hi all,

Sebastian DM'd me the other day looking for help with the music on this project and I'm open to help contribute, love the street fighter OSTs.
I can't offer much in the way of actually hacking any music in (I've only ever done simple palette/tile/graphic hacks), but I can write replacement music/sfx in FamiTracker with whatever restrictions are necessary to enable implementation.
When I wrote the Sonic Improvement OST I didn't know it was gonna end up in a hack, I just happened to write it with the idea of making it rudimentary/"of-the-era", which likely facilitated it. Ti did all the hacking afaik.

Some questions for discussion:
Technical:

  • I assume we'd be using 2a03 only w/o DPCM? If we're truly set on using MMC5, there's an opportunity to use those 2 extra pulse channels at the cost of compatibility, space, and ease of implementation.
  • Does using instruments in FamiTracker hinder hacking/implementation at all? I can survive without, but having them can help with sound design, especially for the percussion (otherwise drums end up pretty mediocre)
  • Are we tight on data space?
  • Are there any sfx that use non-noise channels? And if so which channels are they on? If I know which pulse channel gets used I can bias the leads towards the non-sfx channel to avoid the music awkwardly cutting out.
  • I've been using j0CC FamiTracker (0.6.3.0), I doubt this impacts much
Non-technical:

  • Sebastian specifically mentioned the title theme and character select, but I'm down to do the whole OST. Not familiar with the original bootleg but checking the .NSF quick it looks like there's 14 songs, what are they? Title, character select, 9 character themes - what are the other 3?
  • I was planning on using the original arcade release (world warrior) for reference. Other versions seem to have theme variations (eg. SNES, Arcade Turbo, etc.) and/or detune many of the songs by a few semitones (eg. X68000). I imagine I'll just go by ear and see what fits better, but if anyone has strong opinions lmk.
  • Any preferences in style? I was planning on treating it like I did the sonic improvement ost - keep arrangements simple, avoid arpeggios and wild effects, keep the triangle closer to midrange, etc.
  • Any interest in updating sfx too? I'm less experienced in this department but it could be fun

An irl work project fell through me, so I've got the weekend off to get started on this - so let me know your thoughts on the above.
I took a crack at the character select already, here's the .0cc/.nsf/.mp3: https://drive.google.com/drive/folders/19NhsOk6AMy53Pe_2XFR5uI0mXU0NkRIH?usp=sharing

Graphics are looking great btw :beer:

sics

#345
Amilgi
This sounds too good, congratulations and welcome! :beer:

sebastianangel
Excellent work, it is completely different to see the stages in motion :thumbsup:

For my part, although I still could not draw Vega with the quality that I want, I decided to continue with the portraits of defeat, I still have to do some, and then correct the details :D


Portraits without filters

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

Fray

Amilgi:
I really like the music of the selection of the characters, you're very skilled!!! :thumbsup:

sebastianangel:
About the people in the background, I didn't mean animated ones but just some spectators who doesn't move like in blanka stage. ;)

sics:
Your work is jaw dropping!!! :o :crazy:

Morinis

Quote from: sebastianangel on January 24, 2021, 07:21:42 AM



That background is way too bland.  Going to add some good old 0F patterns to the water so it looks more believable?
ROM Hacker, Reviewer and Critic.

Don't Know What Else To Say So... <3 You!

sebastianangel

#348
Quote from: Amilgi on January 29, 2021, 07:23:26 PM
Hi all,

Sebastian DM'd me the other day looking for help with the music on this project and I'm open to help contribute, love the street fighter OSTs.
I can't offer much in the way of actually hacking any music in (I've only ever done simple palette/tile/graphic hacks), but I can write replacement music/sfx in FamiTracker with whatever restrictions are necessary to enable implementation.
When I wrote the Sonic Improvement OST I didn't know it was gonna end up in a hack, I just happened to write it with the idea of making it rudimentary/"of-the-era", which likely facilitated it. Ti did all the hacking afaik.

Some questions for discussion:
Technical:

  • I assume we'd be using 2a03 only w/o DPCM? If we're truly set on using MMC5, there's an opportunity to use those 2 extra pulse channels at the cost of compatibility, space, and ease of implementation.
  • Does using instruments in FamiTracker hinder hacking/implementation at all? I can survive without, but having them can help with sound design, especially for the percussion (otherwise drums end up pretty mediocre)
  • Are we tight on data space?
  • Are there any sfx that use non-noise channels? And if so which channels are they on? If I know which pulse channel gets used I can bias the leads towards the non-sfx channel to avoid the music awkwardly cutting out.
  • I've been using j0CC FamiTracker (0.6.3.0), I doubt this impacts much
Non-technical:

  • Sebastian specifically mentioned the title theme and character select, but I'm down to do the whole OST. Not familiar with the original bootleg but checking the .NSF quick it looks like there's 14 songs, what are they? Title, character select, 9 character themes - what are the other 3?
  • I was planning on using the original arcade release (world warrior) for reference. Other versions seem to have theme variations (eg. SNES, Arcade Turbo, etc.) and/or detune many of the songs by a few semitones (eg. X68000). I imagine I'll just go by ear and see what fits better, but if anyone has strong opinions lmk.
  • Any preferences in style? I was planning on treating it like I did the sonic improvement ost - keep arrangements simple, avoid arpeggios and wild effects, keep the triangle closer to midrange, etc.
  • Any interest in updating sfx too? I'm less experienced in this department but it could be fun

An irl work project fell through me, so I've got the weekend off to get started on this - so let me know your thoughts on the above.
I took a crack at the character select already, here's the .0cc/.nsf/.mp3: https://drive.google.com/drive/folders/19NhsOk6AMy53Pe_2XFR5uI0mXU0NkRIH?usp=sharing

Graphics are looking great btw :beer:
Welcome Amilgi! :thumbsup: Thank you for agreeing to help us and give us this hearing wonder, it sounds great !!! :crazy:
if world warrior is the reference
perfect precisely the version X68000 is one of my favorites! It would indeed be fantastic to update sfx!
Regarding your technical questions, I will consult

January 30, 2021, 01:06:02 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: Morinis on January 30, 2021, 12:47:44 PM
That background is way too bland.  Going to add some good old 0F patterns to the water so it looks more believable?
Thank you very much for your observation, the idea is to add a darker tone to simulate water and the sky should have another tone so as not to be confused with blanka :beer:

January 30, 2021, 02:41:16 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: sics on January 30, 2021, 11:09:52 AM
Amilgi
This sounds too good, congratulations and welcome! :beer:

sebastianangel
Excellent work, it is completely different to see the stages in motion :thumbsup:

For my part, although I still could not draw Vega with the quality quality that I want, I decided to continue with the portraits of defeat, I still have to do some, and then correct the details :D


Portraits without filters
Son fantasticos parecen de una consola superior SICS :crazy:

Graphicus

I know people have mentioned this before, but it bears repeating: Since the game is based on vanilla SF2, I really think you should go with the non-Super portraits. The original game has those, except they're really ugly. It wouldn't be too hard to improve the quality if we could use all tiles (instead of the way they're currently set up).

sics

#350
Graphicus
I don't really know what to say, we decided to make these designs waiting for their return, I was contacted to resolve technical questions about the title screens and I had already finished my work here, but then seeing that sebastianangel had started to design the stages of the game after your proposal, it caused me some sadness to know that he would have to abandon his plans, that's why I decided to fill that void, so, if you are still interested, here is a place...

Quote from: 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).

Morinis
Excuse ignorance, which means "0F patterns"?

Fray
Thank you, I really like the design of your avatar :thumbsup:
Linktree  | Better a small finished project than a thousand giant ideas stuck in your system.

cartridge_rom

I find the roster art and portraits very successful to follow the original concept of Capcom's port for the 1995 GameBoy or the Master System, portraits and roster "modern art" Super Street Fighter II although it was also simply "Champion Edition".

- select 3 bosses
- list of 9 fighters

Congratulations to the entire development team for this project. It is as if it were the official "NES" port that Capcom would launch in 1995 along with the GameBoy.

Supergamerguy

Quote from: Graphicus on January 30, 2021, 11:52:31 PM
I know people have mentioned this before, but it bears repeating: Since the game is based on vanilla SF2, I really think you should go with the non-Super portraits. The original game has those, except they're really ugly. It wouldn't be too hard to improve the quality if we could use all tiles (instead of the way they're currently set up).

I think the Super portraits look amazingly well done. They fit with the theme and the in game player graphics of each fighter well. Besides, they've already done the work to make it fit, which was likely no easy task.
Mega Man 7 > 3 > 2 > 9 > Wily Wars > 10 > V(GB) > 5 > 6 > 4 > Powered Up > 1 > The Power Fighters > The Power Battle > IV(GB) > III(GB) > II(GB) > Dr. Wily's Revenge(GB) > 8 > Mega Man and Bass > Mega Man (Game Gear) > Mega Man and Bass - Challengers from the Future

sebastianangel

Quote from: cartridge_rom on January 31, 2021, 05:33:33 AM
I find the roster art and portraits very successful to follow the original concept of Capcom's port for the 1995 GameBoy or the Master System, portraits and roster "modern art" Super Street Fighter II although it was also simply "Champion Edition".

- select 3 bosses
- list of 9 fighters

Congratulations to the entire development team for this project. It is as if it were the official "NES" port that Capcom would launch in 1995 along with the GameBoy.

Thank you very much for your support! It motivates us to retrace our steps and try to improve our designs so that the final result is to everyone's liking, here is a new previous design from blanka's stage

gustavocomvoce

The water could have this shade:



The color (green) is what was adopted in the super nintendo.


sebastianangel

If I can try adding those pixels and the greener tone we will do tests, thank you very much
:thumbsup:

Xander max

First of all, congratulations on every evolution of the project!
For the future, if possible, I would like to make some suggestions:
If it is not possible to place the large portraits on the selection screen, try to place the characters in full body and when selected switch to the victory position.



If it is not possible to have an exclusive sprite for Ken, you can use the shadow palette of the clothes on your hair, I did some tests. If you want to include it in the game, let me know.


Another aesthetic suggestion would be the implementation of several color palettes per character.
They could be activated with Select + A and Select + B.
I appreciate the attention and admire the knowledge that each person in this project has.


E.Signal

It's looking good so far, all it needs now is a combo system like the arcade and console versions  :thumbsup:

Amilgi

End of weekend soundtrack update:

- Finished drafts of the VS. music as well as Dhalsim's, Vega's, and Sagat's themes. I intended to avoid arps but the chords in the Sagat's theme were just begging for one haha
- Started on the title theme - made one based on the arcade and one based on the SNES. I think I'll probably stick with the arcade
- Got a start on all the other character themes - I think Ryu's and Bison's will be the trickiest to capture with just the 2a03. You can listen to my WIPs via the .0cc module or .nsf
- For a lot of themes, I'm having to choose between a lead echo vs. a backing instrument. As much as I love the echos prominent in the originals, trying to use them here means we're left with just bass+lead, and often results in awkward section transitions. So I'll probably be looking to use single-channel echos when possible (see: Blanka's theme), or tuck them behind the backing instruments into the 2nd channel (see: character select)
- Noise only drums without famitracker instruments definitely feel mediocre, especially vs. the PCM originals. Since I'd rather avoid composing at speed 1 haha, if whoever ends up working on implementation can confirm instrument use doesn't inhibit hacking I'll be happy to improve things here.
- Combined all the songs into one module for easier mixing/editing/comparing

.0cc/.nsf of the full module + .mp3s of vs/dhalsim/vega/sagat: https://drive.google.com/drive/folders/11dF3pR--vm35JpW2By_TNMsXA8_Z_j-R?usp=sharing
Any feedback/suggestions are appreciated. I'll keep chipping away at the remaining themes over the coming weeks.

shakunetsu

I prefered having also the original world warrior or champion edition.

However Im fine what we ended up with this.

I like what xander max recommending also.