System changes:
-The opponent will erase the projectile only if they're hit by
a projectile. Previously, in Rev. 1.5, projectiles will always
get erased whether the victim is hit by a melee attack or
projectile. This prevented projectiles from hitting after a
melee hit. A perfect example is when Mai throws a LP Kacho Sen
from full screen, followed by Chou Hissatsu Shinobi Bachi.
CHSB would hit before Kacho Sen, which ends up erasing the
Kacho Sen projectile. With this change, Kacho Sen can now hit
after CHSB hits.
The intent was to prevent projectiles from hitting multiple
times when players would use a certain cheat. Yoga Flame (or
in Mai's case, Ryuu Enbu) would be too hard to fix in this
regard.
Other changes:
-Centered Mai's name in the Challenge Mode records.
Shotos:
-C.LK's Hitbox is moved back 8px.
-Diagonal J.HK does less damage. I forgot to make this change
like I did with their C.HK.
Ryu:
-Diagonal J.MK's Hitbox is reduced 11px horizontally.
-Diagonal J.HK's Hitbox is reduced 9px horizontally and 3px
vertically, making it harder to crossup with.
-Ground Tatsumaki starts up 6 frames slower.
-Air Tatsumaki's Front Hit causes a Reverse Knockdown, and thus
it air resets airborne opponents.
Roll:
-Puny Peach stops conditioning the opponent to block after it
lands, to make it easier to punish on whiff.
Ken:
-C.MK's active part uses the same Foot Hurtbox as Ryu's
version of this move.
-C.HK's startup and active parts use the same Foot Hurtbox as
Ryu's version of this move.
Mai:
-Far Standing Punches' 1st startup part use a proper shadow
sprite.
Belva:
-S.HP and C.HP 1st active part's Hitboxes are expanded 8px
forward. Can now hit the following characters from round
start distance:
..Chun-Li
..Avra
..Claw
..Cammy
..Emily
..Madonna
-S.LK starts up 2 frames faster and stays active for 2 more
frames.
-S.LK now reduces the number of times that she used her
gadgets after its vulnerable startup part ends.
-S.LK does more damage. It also does block damage now.
-S.LK must be blocked low.
-S.LK can be cancelled into flight only during the opponent's
stun, so Belva can't just mash her way into emptying her
gadget usage.
-S.LK now has jiggle physics, with a newly inserted sprite.
-S.HK now moves her forward, to aid in her Flight Cancel
combos outside the corner.
-C.LK uses the same animation as S.LK. This might make it
harder to safely begin charging TAP with the Kick buttons. I
want to increase this move's utility even further.
T. Hawk:
-Tweaked a piece of code I inserted that's meant to prevent
Condor Dive from soft locking the game in case the time limit
runs out.
Emily:
-Moved the art of her 2nd stance sprite to a different location
in the ROM.
Monday, November 18, 2024
Rev. 1.7 Changelist
Tuesday, October 29, 2024
Rev. 1.6 Changelist
Shotos:
-Ground Tatsu's Body Hurtbox now covers the whole leg.
-Air Tatsu Back Hit's Foot Hurtbox now covers the whole leg.
-Air Tatsu Front Hit's Foot Hurtbox is raised 4px up and
expanded slightly vertically.
-Shotos can now act after their Tatsu recovers in the air.
Jadoo:
-S.HK's Hitbox is 2px larger.
-J.LP startup's Body Hurtbox is moved 2px up and reduced 3px
vertically.
-Diagonal J.MP's startup and active parts use the same Body
Hurtbox as J.LP's startup.
Roll:
-"Super" Roll falls down way faster from her Hold's bounce
back, no longer making it a death sentence.
Guile:
-S.LK, Far S.MK and Upside Down Kick's active part each use a
shadow sprite that matches the sprite further. In Far S.MK's
case, it's to make it closer to how it is in Super Turbo.
-Close S.HP's Hitbox is expanded 2px downwards. It can now hit
a standing Jadoo.
-Close S.HK starts up 2 frames faster, like in CPS-1 SF2. It
can now be special cancelled.
-Neutral J.LK no longer has a Foot Hurtbox on startup, like in
New Legacy.
-Neutral J.LK's 2nd startup, active and recovery parts use the
Head Hurtbox from Close S.HP's active part.
-Neutral J.LK has more horizontal reach, but way less vertical
reach, like in New Legacy.
-Upside Down Kick Last Recovery's Body Hurtbox is moved 4px
upwards. It's now safe from the later active parts of Jadoo's
Headbutt when it's used on the ground.
Ken:
-Tatsumaki no longer knocks down airborne opponents.
-Ground Tatsu takes 3 frames longer to go into the spinning
part.
Dictator:
-Psycho Crusher's active Body Hurtbox is widened 4px even
further.
Saturday, October 26, 2024
Street Fighter II MD Tile Arranger
To aid in inserting sprites, I wrote a sprite map reference tool in Game Maker 7. It displays info about the parts in the format used by the Mega Drive Street Fighter II games.
Friday, October 25, 2024
Rev. 1.5 Changelist
-Projectiles ensure that they disappear on contact. I haven't
noticed any impacts of this change, as of releasing this
revision.
-Fixed holding both Players' Mode buttons in Versus Mode not
resetting Player 2 Belva's weapon usage count.
-Fixed Mai Shiranui playing the Medium Punch hit sound instead
of saying her "Nippon ichi" line at the High Scores screen and
during the "Combat" Special Ending. Also, she will always say
her victory line every time she wins a round now.
Mai:
-Pre-jump uses different Head and Body Hurtboxes that match the
sprite further.
-Mai's Head Hurtbox no longer moves while she's dizzy.
-New Move: Chou Hissatsu Shinobi Bachi (QCB+Kick)
Mai does a flaming elbow attack. It can start juggle combos,
and also juggle after Ryuu Enbu.
I was extremely reluctant about implementing this move, as I
was thinking about giving all the characters desperation
moves. But seeing that some characters' arrays of Hitboxes
would need to be expanded to allow for new Hitboxes, I decided
to abandon the idea. Fast forward to 2 weeks after release,
and seeing that Mai's desperation did less damage than say,
Kim's desperation in Fatal Fury Special, I decided to finally
implement this move.
Tuesday, October 22, 2024
Rev 1.4 Changelist
Ryu:
-Far S.HK can knockdown airborne opponents, like Ken's new ST
inspired S.HK.
Jadoo:
-Reverted the change where Jadoo was no longer considered
internally to be standing during her crouching reels, so
Emily's combos into special moves can work against her. Come
to think of it, Roll needed this change more than Jadoo. This
also makes Jadoo safe from Madonna's infinite on crouching
characters.
-C.HP's Active Head Hurtbox is shifted 4px forward.
Roll:
-"EX" Roll no longer has Hurtboxes during her knockdown bounce
and while lying down.
-Liedown animation uses her crouching pushbox instead of her
airborne Pushbox.
-C.MK's active part has no Body Hurtbox. Instead, it has a Head
Hurtbox that goes up to her elbow, and down to her waist.
-C.HK's active Foot Hurtbox is reduced 5px horizontally.
-Both J.LP's use her Crouching Pushbox and a different Body
Hurtbox while active.
-J.LP's Hitbox is slightly larger.
-"Super" Roll now has her own set of Collision Boxes where some
of her attacks do more damage, and the priority on some of her
moves is improved.
Chun-Li:
-Crouch Body Hurtbox is moved 6px forward, expanded 6px
horizontally and expanded 2px vertically.
-Jump Foot Hurtbox is expanded 2px horizontally and 4px
vertically.
-S.MP does even less dizzy. C.MK also does less dizzy.
-C.MK's active Foot Hurtbox is expanded 6px forward.
-J.LP's Hitbox dimensions are completely redone. It is way
smaller now, but still has more range than Cammy's new J.LP.
-Spinning Bird Kick's Handspring does less damage and dizzy.
-Kikouken's Hitbox is 1px smaller horizontally, and 2px smaller
vertically. Mai can now crouch under it and Jadoo can Headbutt
through it, like they can against Hadoukens.
Zangief:
-Reverted the nerf where Far S.MK's startup became a frame
slower.
Mai:
-Stance Head Hurtbox is moved 1px upwards. Shotos' close S.LP
can now hit a standing Mai. I found it weird that it hit
Avra and Madonna but not Mai.
-Later parts of her high reel use a proper Foot Hurtbox.
-I had to move the Knockdown animations' Foot Hurtbox to a
different slot.
-Launcher Knockdown animation's last frame uses the same Foot
Hurtbox as in some of her other knockdown animation frames.
-Tweaked the grab position of MP Hold's 1st frame vs. Madonna.
Her sprite is now placed higher. I didn't like how it looked
before.
-Far S.HP's 2nd startup part had an out of place Body Hurtbox.
It's now changed to her Body Hurtbox from her stance.
-Far S.HP's Active Head Hurtbox is reduced 5px horizontally,
making it a little closer to how it was in Fatal Fury Special.
-S.LK's startup uses a proper Head Hurtbox that's also used on
S.MK.
-S.LK uses a different Head Hurtbox while active, improving
its horizontal priority a bit. Said Head Hurtbox is also
moved 5px back and reduced 10px horizontally.
-S.LK and S.MK's active parts each use a different shadow
sprite.
-Far S.MK & HK recycle their close counterparts' animation
data. The Far version of those moves had worse Hurtboxes on
startup.
-Fixed S.HK's animation so that it no longer jumps to an
invalid location in the animation data, when it is played
through the Object Test.
-S.HK's 1st startup part uses Hurtboxes that match the sprite
much closer. The shadow sprite is also changed.
-S.HK keeps the same Head Hurtbox from startup, and uses a more
projected Body Hurtbox while it's active. The shadow sprite is
also changed.
-Far C.LP's startup and recovery use the correct parameter sets
with no pre-projected Hurtboxes.
-Far C.LP's recovery uses proper Head and Body Hurtboxes.
-Close C.MP's Hitbox is moved 2px up and 2px vertically. I
literally copied the dimensions from Close C.LP with no
differences.
-Far C.MP no longer has a Hitbox on the 1st recovery frame. It
can be compared to a mistake on Sagat's Diagonal J.LP.
-Close C.HP's Hitbox is moved 18px forward and 4px up. I forgot
to double check the dimensions on this move when I edited it
from Far S.HP's 2nd active part.
-Close C.HP's active part uses a more vulnerable Foot Hurtbox.
-Diagonal J.LP uses a bigger shadow sprite while active.
-Both J.MK & HK's each use a different shadow sprite while
active.
-HK Dive's Body Hurtbox is moved 6px up and reduced 10px
vertically. I don't know what I was thinking when I made
this Hurtbox the way it was.
-HK Dive uses a different shadow sprite while active.
-Kacho Sen does less dizzy. Dhalsim's Yoga Fire and Sagat's
Tiger Shots were among the projectiles that did the most
dizzy. This compensates its ability to combo from S.MK and
Close C.MK.
Cammy:
-Close S.MK uses Far S.MK's animation data.
Emily:
-Tripped animation's later frame uses a bigger Foot Hurtbox, so
Roll can reliably use her C.HK -> C.HP -> Puny Peach combo on
her.
Madonna:
-Low reel's later part uses a Foot Hurtbox that's more
projected forward.
-C.HP's 2nd startup part uses more projected Hurtboxes.
-C.HP's active part uses a new Head Hurtbox that covers most of
her head, and a different Body Hurtbox that covers part of her
arm.
-C.HP's 2nd active part uses the same parameter list as the 1st
active part.
-C.MK's active frame has a new Body Hurtbox that covers a good
part of her legs. It can now trade with Cammy's Far S.HK 2nd
active part.
-C.MK's Hitbox is reduced 6px downwards.
-Diagonal J.HP's startup is 3 frames slower. The idea is to use
it to mix up the timing of when her jumping normals hit.
-Madonna travels even further during Air Slasher's startup.
-Air Slasher's last recovery part uses a Head Hurtbox that fits
the sprite closer.
Belva:
-Belva falls down even faster from standard knockdowns.
-Foot Hurtbox used on tripped and launcher knockdown's last
animation frame is reduced 5px horizontally and 4px
vertically.
-Last animation frame of launcher knockdown no longer has an
out of place Body Hurtbox.
-S.LK's vulnerable parts are now vulnerable only around her
butt area. They use the Body Hurtbox from G.MK. Can't be hit
by Shoryukens anymore.
-S.HP and C.HP's Hitboxes are expanded 8px horizontally.
-J.HK has no Foot Hurtbox while it's active.
-Home Run Rush's startup uses the same Body Hurtbox as her
stance.
-Home Run Rush's active Head Hurtbox is 2px smaller.
-Home Run Rush's active Body Hurtbox is reduced 10px
horizontally.
-Slew Foot Rush's active Head Hurtbox is moved 6px back and
4px down.
Friday, October 18, 2024
Colors
Here are all the character colors! In Arcade, Versus and Challenge Modes, colors 9-16 can be selected by holding the Mode button.
Friday, October 11, 2024
First Release
After finding accidental engagement on Twitter by sharing Game Genie
codes for Super Street Fighter II on the Sega Mega Drive, and 20 months
of tile work, fixing and adding some sprites, changing PCM samples,
trying to make certain aspects more arcade accurate, strenuous play
testing of newly added features, among other changes, I present a combo
ROM Hack where some of the fighters are replaced with more female
characters from various franchises!
Bishoujo Super Street Fighter II: Glamor Queen is finally available now!
Click here to go to the releases page.