11 March 2016 - Forum Rules
Started by sebastianangel, October 09, 2020, 10:15:52 AM
Quote from: sebastianangel on January 14, 2021, 07:49:29 PMyes!chun lee stage beta tester and vega stagehttps://www.youtube.com/watch?v=TRzivBp9xachere the stage chun lee finished but already in the gamethanks to new techniques learned together with sics
Quote from: spotanjo3 on January 12, 2021, 05:13:43 AMWow. I am speechless. Good work. It is looking great!
Quote from: sebastianangel on January 24, 2021, 07:21:42 AM
Quote from: Amilgi on January 29, 2021, 07:23:26 PMHi 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 muchNon-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 funAn 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=sharingGraphics are looking great btw
Quote from: Morinis on January 30, 2021, 12:47:44 PMThat background is way too bland. Going to add some good old 0F patterns to the water so it looks more believable?
Quote from: sics on January 30, 2021, 11:09:52 AMAmilgiThis sounds too good, congratulations and welcome! sebastianangelExcellent work, it is completely different to see the stages in motion 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 Portraits without filters
Quote from: Graphicus on November 05, 2020, 11:38:45 AMI 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).
Quote from: Graphicus on January 30, 2021, 11:52:31 PMI 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).
Quote from: cartridge_rom on January 31, 2021, 05:33:33 AMI 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 fightersCongratulations 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.
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