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STREET FIGHTER 2 DELUXE NES

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

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Chatterine

Just out of curiosity, are fighter graphics going to be worked on or will be left as-is?

Amilgi

Finished the soundtrack draft!
New drafts include Ryu, Guile, Stage End, and Credits. Made tweaks to the other themes too.
.0cc + .nsf + .mp3s here: https://drive.google.com/drive/folders/11dF3pR--vm35JpW2By_TNMsXA8_Z_j-R?usp=sharing
As always feedback is appreciated - I went through a few revisions on Ryu's and Guile's, messing with backing instruments, octaves, etc trying to arrive at something decent. Guile's especially, I keep going back and forth :banghead:

There's still some polishing I'd like to do (mixing, etc.) but until we know the technical requirements I'll hold off as to not waste effort.
That said as soon as we find a collaborator willing to help with in-game implementation I can work with them to help modify the soundtrack as needed to make it fit and see if we can add in anything extra.
Main item of interest would probably be touching up the SFX. I'm sure they could be made better/crisper/clearer, and maybe we could add more unique ones depending on how the code is set up. Making new SFX would also allow for easier loudness balancing between the music and SFX. Other ideas could include adding the continue/countdown theme, or as someone else mentioned, add the capcom opening jingle.

MathUser2929


sebastianangel

Quote from: Amilgi on February 20, 2021, 06:09:38 PM
Finished the soundtrack draft!
New drafts include Ryu, Guile, Stage End, and Credits. Made tweaks to the other themes too.
.0cc + .nsf + .mp3s here: https://drive.google.com/drive/folders/11dF3pR--vm35JpW2By_TNMsXA8_Z_j-R?usp=sharing
As always feedback is appreciated - I went through a few revisions on Ryu's and Guile's, messing with backing instruments, octaves, etc trying to arrive at something decent. Guile's especially, I keep going back and forth :banghead:

There's still some polishing I'd like to do (mixing, etc.) but until we know the technical requirements I'll hold off as to not waste effort.
That said as soon as we find a collaborator willing to help with in-game implementation I can work with them to help modify the soundtrack as needed to make it fit and see if we can add in anything extra.
Main item of interest would probably be touching up the SFX. I'm sure they could be made better/crisper/clearer, and maybe we could add more unique ones depending on how the code is set up. Making new SFX would also allow for easier loudness balancing between the music and SFX. Other ideas could include adding the continue/countdown theme, or as someone else mentioned, add the capcom opening jingle.
Fantastic work Amilgui! :beer: They are listening wonderfully I will contact technical help for the implementation of these songs in the game! :crazy:

verme

Wonderful compositions!
Maybe this can help to insert the new songs:
https://github.com/gradualgames/ggsound

shakunetsu

Thank guys for this amazing project.

Doomkid

Forgive me for posting without actually having much to contribute, but I just wanted to give a very warm "THANK YOU" to everyone involved..  :beer: Some years ago I spent time working on the very beginnings of a similar hack, but got disheartened due to the sheer amount of technical know-how required that was frankly above my head.

Seeing these sprites and stage improvements, selectable stages, proper 2 player support.. It makes me extremely happy. You have made an old wish of mine come true!  8)

sebastianangel

Thank you very much friend! :thumbsup: But actually I thank you since it was your Doomkid  and another cryon hack that encouraged me to start this project so you are part of all this :beer:

sics

Hello, I want to share with you a new update of my portraits, I know that it will take some time, but I had enough problems adapting to Bison and Chun-Li...

Bison, because he seems like a completely different person when he's defeated and Chun-Li because of the meager amount of colors I have to work with :laugh:

The giant size of Sagat's hand still worries me, but it is part of the original design, so it would be a mistake to make modifications, although I have noticed that in the Arcade version that hand is not present in his defeat portrait, perhaps that explains why seems out of place ...

Anyway, in general lines I think the result has been satisfactory, it would only remain to finish the portrait of Vega, to begin the tests to add them to the game, wish me luck :thumbsup:


Amilgi
I really liked how your compositions evolved, the only observation that I could share is that in Ryu's melody, the tonality chosen for pulse channel 1 was somewhat strange, it reminds me of the sound that is played when pausing Double Dragon II's game NES.

sebastianangel
I think you have greatly improved the scenarios you designed, although I recommend you tweak Guile's stage a bit more, to improve the color distribution.

Lusofonia
sebastianangel told me that he would like to try to tweak the character sprites a bit, but personally I think the most sensible thing to do is to finish deciding this when the rest of the work is done.

Fox Cunning
Thanks a lot! The fun thing is, this game still has potential for improvement :beer:

Doomkid
It makes me very happy that you pass by, I really liked your work, personally I would have liked to have a similar artistic direction for the scenarios, respecting the original designs and optimizing them to create a feeling similar to Konami games...

UltraEpicLeader100
If I'm not mistaken, nobody said that this project intends to carry out a port of Champion Edition, on the other hand, I consider that when porting the content of a game to a lower platform, first, it is necessary to take into account the characteristics of the system in question, to exploit its resources to the maximum.

That is why I did not focus on the original portraits, since they have been created with a very simple coloring technique, which works well with a wide color palette, but loses a lot of quality when recreated with a lower palette, especially in their clothing or for characters that need more contrasting colors like Vega or Chun-Li...

Also, in general, it would be nice if everyone appreciated that we chose to take these portraits, despite their greater complexity and therefore greater difficulty in adapting them :-\

shakunetsu
I think aesthetics is just as important as gameplay, a good game always has both, although I agree that in this case it is not something decisive for the project :thumbsup:

Satoshi_Matrix
I do not understand what you are talking about, we have not touched the characters and the portraits are separated from each other, on the other hand, although they do use sprites, the way they load their graphics breaks the limitation of 64 sprites.

For example, a single portrait of Blanka currently requires 48 sprites, so when viewing two portraits the game would load 96 sprites.

This is achieved by loading the graphics in groups of 2 sprites, so for the processor it is only loading half the sprites, something incredible coming from a game developed by pirates :D
Linktree  | Better a small finished project than a thousand giant ideas stuck in your system.

Chatterine

Thank you for the answer @sics!

I have an idea: how about recolors? I mentioned previously in this same thread about using button combinations in the character select screen to achieve different palettes for the characters, but if that isn't doable, maybe make recolors akin to later versions of this pirate, the same way Mari SF Turbo did it. As far as I'm concerned Mari SF Turbo did not have problems with having to re-battle the clones like other pirates, but I could be wrong. I understand if this isn't feasible, after all, it's just an idea.

sics

Regarding the reprogramming of the game, the people most committed to the project do not have the necessary level of knowledge to carry out this task.

Understanding that the rest work independently, I suppose that although it is good to contribute ideas, the most realistic thing is to assume that if we do not find new members willing to test their skills in this area, those ideas will not be able to be implemented ;)
Linktree  | Better a small finished project than a thousand giant ideas stuck in your system.

cartridge_rom


@Sics fantastic sprite art work with the portraits of the wrestlers in win / loss :beer:, they are great

I hope to see your work with Vega. greetings.  :woot!:

Chatterine

Quote from: sics on February 26, 2021, 04:39:49 PM
Regarding the reprogramming of the game, the people most committed to the project do not have the necessary level of knowledge to carry out this task.

Understanding that the rest work independently, I suppose that although it is good to contribute ideas, the most realistic thing is to assume that if we do not find new members willing to test their skills in this area, those ideas will not be able to be implemented ;)

I understand, but I can still give suggestions, right? If you'd like so, I can stop giving suggestions.

Fray

#413
Sics your work is absolutely amazing!!! If I had to find a flaw, I'd say I don't quite like Ken and Guile's color scheme. I mean, I know about the limitations of the Nes'four colors per sprite, but while for the other wrestlers it seems like there are more colors, for these two portraits the color seems somewhat "monotonous". Maybe if you tried to use Dhalsim's colors on at least one of the two portraits. Or maybe you can use a wider color gradient, i.e. a lighter light color and a darker dark color, maybe that way you would get more contrast ... As for Sagat, his hand doesn't seem out of place to me, and for Bison , although it really looks like another person, if the original is like that, it's not like you can do much more. Having said that, your work is magnificent, and even if there is someone who wants the "old portraits", I think it is more a matter of affection and philology and not because you have chosen the wrong portraits. And then, as I said in another post, they are the same portraits of the sega master system and game boy version, and therefore they can be considered as the portraits that Capcom would have chosen for a port on the NES.

Quote from: sics on February 26, 2021, 03:29:56 PM
Hello, I want to share with you a new update of my portraits, I know that it will take some time, but I had enough problems adapting to Bison and Chun-Li...

Bison, because he seems like a completely different person when he's defeated and Chun-Li because of the meager amount of colors I have to work with :laugh:

The giant size of Sagat's hand still worries me, but it is part of the original design, so it would be a mistake to make modifications, although I have noticed that in the Arcade version that hand is not present in his defeat portrait, perhaps that explains why seems out of place ...

Anyway, in general lines I think the result has been satisfactory, it would only remain to finish the portrait of Vega, to begin the tests to add them to the game, wish me luck :thumbsup:


Amilgi
I really liked how your compositions evolved, the only observation that I could share is that in Ryu's melody, the tonality chosen for pulse channel 1 was somewhat strange, it reminds me of the sound that is played when pausing Double Dragon II's game NES.

sebastianangel
I think you have greatly improved the scenarios you designed, although I recommend you tweak Guile's stage a bit more, to improve the color distribution.

Lusofonia
sebastianangel told me that he would like to try to tweak the character sprites a bit, but personally I think the most sensible thing to do is to finish deciding this when the rest of the work is done.

Fox Cunning
Thanks a lot! The fun thing is, this game still has potential for improvement :beer:

Doomkid
It makes me very happy that you pass by, I really liked your work, personally I would have liked to have a similar artistic direction for the scenarios, respecting the original designs and optimizing them to create a feeling similar to Konami games...

UltraEpicLeader100
If I'm not mistaken, nobody said that this project intends to carry out a port of Champion Edition, on the other hand, I consider that when porting the content of a game to a lower platform, first, it is necessary to take into account the characteristics of the system in question, to exploit its resources to the maximum.

That is why I did not focus on the original portraits, since they have been created with a very simple coloring technique, which works well with a wide color palette, but loses a lot of quality when recreated with a lower palette, especially in their clothing or for characters that need more contrasting colors like Vega or Chun-Li...

Also, in general, it would be nice if everyone appreciated that we chose to take these portraits, despite their greater complexity and therefore greater difficulty in adapting them :-\

shakunetsu
I think aesthetics is just as important as gameplay, a good game always has both, although I agree that in this case it is not something decisive for the project :thumbsup:

Satoshi_Matrix
I do not understand what you are talking about, we have not touched the characters and the portraits are separated from each other, on the other hand, although they do use sprites, the way they load their graphics breaks the limitation of 64 sprites.

For example, a single portrait of Blanka currently requires 48 sprites, so when viewing two portraits the game would load 96 sprites.

This is achieved by loading the graphics in groups of 2 sprites, so for the processor it is only loading half the sprites, something incredible coming from a game developed by pirates :D

Chatterine

Quote from: Fray on February 27, 2021, 12:34:12 PM
Sicsthey are the same portraits of the sega master system and game boy version, and therefore they can be considered as the portraits that Capcom would have chosen for a port on the NES.


Not really. Most other home ports used Champion Edition/World Warrior portrais and those came before The New Challengers was released. Besides, you can't forget SFII on SMS was actually released by a third-party, Tec Toy.

shakunetsu

Quote from: sics on February 26, 2021, 03:29:56 PM
shakunetsu
I think aesthetics is just as important as gameplay, a good game always has both, although I agree that in this case it is not something decisive for the project :thumbsup:

Agree

What I meant is, Im okay with whatever we ended up using as a portrait. Whether is SF2 or Super. Both is okay even I prefer the orginal SF2 portraits.

Because at the end its SF2 also and it's the preferrence of the hackers should be the priority, because of the hardwork given.

sebastianangel

#416
Quote from: sics on February 26, 2021, 03:29:56 PM
Hello, I want to share with you a new update of my portraits, I know that it will take some time, but I had enough problems adapting to Bison and Chun-Li...

Bison, because he seems like a completely different person when he's defeated and Chun-Li because of the meager amount of colors I have to work with :laugh:

The giant size of Sagat's hand still worries me, but it is part of the original design, so it would be a mistake to make modifications, although I have noticed that in the Arcade version that hand is not present in his defeat portrait, perhaps that explains why seems out of place ...

Anyway, in general lines I think the result has been satisfactory, it would only remain to finish the portrait of Vega, to begin the tests to add them to the game, wish me luck :thumbsup:


Amilgi
I really liked how your compositions evolved, the only observation that I could share is that in Ryu's melody, the tonality chosen for pulse channel 1 was somewhat strange, it reminds me of the sound that is played when pausing Double Dragon II's game NES.

sebastianangel
I think you have greatly improved the scenarios you designed, although I recommend you tweak Guile's stage a bit more, to improve the color distribution.

Lusofonia
sebastianangel told me that he would like to try to tweak the character sprites a bit, but personally I think the most sensible thing to do is to finish deciding this when the rest of the work is done.

Fox Cunning
Thanks a lot! The fun thing is, this game still has potential for improvement :beer:

Doomkid
It makes me very happy that you pass by, I really liked your work, personally I would have liked to have a similar artistic direction for the scenarios, respecting the original designs and optimizing them to create a feeling similar to Konami games...

UltraEpicLeader100
If I'm not mistaken, nobody said that this project intends to carry out a port of Champion Edition, on the other hand, I consider that when porting the content of a game to a lower platform, first, it is necessary to take into account the characteristics of the system in question, to exploit its resources to the maximum.

That is why I did not focus on the original portraits, since they have been created with a very simple coloring technique, which works well with a wide color palette, but loses a lot of quality when recreated with a lower palette, especially in their clothing or for characters that need more contrasting colors like Vega or Chun-Li...

Also, in general, it would be nice if everyone appreciated that we chose to take these portraits, despite their greater complexity and therefore greater difficulty in adapting them :-\

shakunetsu
I think aesthetics is just as important as gameplay, a good game always has both, although I agree that in this case it is not something decisive for the project :thumbsup:

Satoshi_Matrix
I do not understand what you are talking about, we have not touched the characters and the portraits are separated from each other, on the other hand, although they do use sprites, the way they load their graphics breaks the limitation of 64 sprites.

For example, a single portrait of Blanka currently requires 48 sprites, so when viewing two portraits the game would load 96 sprites.

This is achieved by loading the graphics in groups of 2 sprites, so for the processor it is only loading half the sprites, something incredible coming from a game developed by pirates :D
SicsGreat job done, I really like the final result for me is perfect! :thumbsup: I also agree that the proposed improvements are really very good but we need more specialized technical help in those programming areas to be able to carry them forward, :-\ for the moment I will focus on improving the stages of guille and dalshim while looking for help to incorporate the great music of Amilgui :beer:

I made some changes and retouching of graphic details, the color is still a problem at this stage :-\

-pepodmc

Quote from: sebastianangel on February 28, 2021, 05:09:43 PM
SicsGreat job done, I really like the final result for me is perfect! :thumbsup: I also agree that the proposed improvements are really very good but we need more specialized technical help in those programming areas to be able to carry them forward, :-\ for the moment I will focus on improving the stages of guille and dalshim while looking for help to incorporate the great music of Amilgui :beer:

I made some changes and retouching of graphic details, the color is still a problem at this stage :-\

i really like that grey version of the stage, if you add more clouds, it will be better.
Nuevos videos de mis traducc. desde el 28/5/2020 porque hay usuarios que se hacen pasar por mi con respecto a las traducciones.
https://www.youtube.com/user/pepomega/videos?view_as=subscriber

Chatterine


I had an idea: how about making the sky in Guile's stage orange? Just an idea.

protossevo

Amazing project! If I would suggest something, it would be to fix the command to do a Shoryuken (It's weird and different from the real Street Fighter 2), and make Ken hair different from Ryu. Oh, and get rid of the Chun-Li stage of this version, it's ugly and very generic.