This ROM Hack is now on Speedrun.com! There are categories for each character (Belva included), as well as categories where you switch characters.
Try to set the best records you can!
This ROM Hack is now on Speedrun.com! There are categories for each character (Belva included), as well as categories where you switch characters.
Try to set the best records you can!
A Discord Server for Zero800's Street Fighter ROM Hacks was recently created. Click here to join the server. It even includes a channel for this ROM Hack!
System changes:
-"Alt Form"/EX characters can now rapid fire their Close
Standing Light Normals by holding back.
Stage changes:
-Added 2 lines of pixels to a tile used by the right Mariko
cheerleader's 2nd frame.
Roll:
-Tweaked a sprite map of her 1st stance sprite to use fewer
tiles.
Guile:
-Close S.HP can now be used on command from a distance with
"V-ISM" Normals activated. Guile is a strange case when it
comes to his normals, as far as the code is concerned.
-Far S.HP's Hitbox is expanded 8px backwards, in case this
comes out by accident from point blank distance, to be fair.
Emily:
-1st Rekka Ken's Hitbox is expanded 4px downwards, so it can
hit a crouching Cammy.
Belva:
-Diagonal J.HP's 1st Hitbox is expanded 4px downwards, so it
can hit a crouching Cammy.
-6 of the tiles on her last Diaper Reload sprite are now
properly indexed, so it's consistent with her other model
renders. The issue was especially noticeable on her Mode+Hold
color.
-Belva can no longer cancel her forced Diaper Reload (from
using her gadgets too many times) into another Diaper Reload
(the one where the announcer voice denotes a level).
System changes:
-Reverted the change where you could throw your opponent after
they get dizzy from throws, as not only was it not useful, but
it created a problem where command throws often wouldn't work
when you either use them in the air, or try to do tick throws.
Zangief:
-Fixed costume-colored pixels on Far S.HK's hitting sprite.
Madonna:
-Corrected a mistake I made with a tile map on her 2nd wakeup
sprite. It used the wrong sprite map shape.
Other changes:
-Adjusted some code used by CPU players to reduce the slowdown,
at the expense of some of the CPU AI, which might make this
ROM Hack even more speedrun friendly. I tested this hack on a
Mega Everdrive X7 through a Model 1 Sega Genesis yet again,
to find that there is much less slowdown from CPU players
getting dizzy now. It's not entirely eradicated, though, but
it did help with the game's performance.
-The timer after both players choose their characters in
Versus Mode is 15 frames shorter.
-The timer after a character plays their win pose is 12 frames
shorter, making the time it takes to go to the next round
closer to the Arcade.
Mai:
-Made a technical tweak to her stance animation.
-Stance Body Hurtbox is moved 2px back but expanded 7px
horizontally, to match the sprite further.
-Stance Foot Hurtbox is moved 3px back but expanded 7px
horizontally, to match the sprite further.
-S.LK's 2nd startup part uses a smaller Body Hurtbox, and
the Foot Hurtbox from her Stance.
-S.LK stays active for only 3 frames, down from 6 frames.
-S.LK and S.MK each have 2 additional recovery animation
frames.
-S.LK's active Body Hurtbox is expanded 12px forward.
-S.LK's active Foot Hurtbox is expanded 4px forward.
-S.LK's Hitbox is reduced 3px downwards, so it doesn't stuff
Belva's low rush as easily.
-S.MK's 2nd startup part uses a smaller Body Hurtbox.
-S.MK stays active for only 4 frames, down from 8 frames.
-S.MK's active part uses the same shadow sprite as its
recovery.
-S.MK's recovery is closer to Dhalsim's Far S.MK. It is
much slower.
-All Far Crouching Punches recover 2 frames slower.
-Close Crouching Kicks' active Foot Hurtbox is moved 2px back,
but is expanded 8px horizontally and 5px vertically.
-Far C.LK's active Foot Hurtbox is expanded 8px forward.
-Far C.LK's Hitbox is reduced 4px downwards.
-Diagonal J.HK's startup uses a more retracted Body Hurtbox.
-Diagonal J.HK's Foot Hurtbox is expanded 4px vertically.
-Back Dash uses one of her jumping Pushboxes, instead of a
wide Pushbox.
-Kachosen starts up 1 frame faster.
-Chou Hissatsu Shinobi Bachi's horizontal movement is 1/8
slower, making it easier to Guard Cancel punish. These changes
were made in response to videos where they spam this move over
and over again.
-Chou Hissatsu Shinobi Bachi's Head Hurtbox on its last active
part is expanded 4px downwards.
-Chou Hissatsu Shinobi Bachi's last active part now has a
Pushbox, allowing it to be Guard Cancel punished easily.
-Chou Hissatsu Shinobi Bachi's last active part does light
stun, from medium stun.
-Chou Hissatsu Shinobi Bachi now has its own landing animation,
so Mai can't attack immediately after landing from it. She can
still juggle into S.HK afterwards, but it's harder to do now.
Emily:
-Moved the art of her 3rd stance sprite to a different location
in the ROM.
Madonna:
-S.MP can now knockdown airborne opponents.
-J.LP can knockdown airborne opponents, at the expense of its
overhead properties.
Belva:
-S.HK uses a more retracted Head Hurtbox while active. Said
Head Hurtbox is also moved 4px down.
-Belva can now flight cancel G.LK at the end of a round.
Revision 2.0 of Bishoujo Super Street Fighter II: Glamor Queen and the New Femme Fatales is out now!
This might be the final update, in terms of trying to fix things all by myself. I've tried to implement the features I wanted to the best of my capabilities.
But there's still a lot of things that I don't know how to fix. Thinking of this as experimental hack is probably the best way to put this. I feel like I've reached my limits when it comes to being able to fix the issues with the edits I made.
I wasn't going to make another update to this ROM Hack at first, but later I found a way to apply randomly chosen palettes to the CPU character's portrait, at the vs screen in Arcade Mode.
This ROM Hack is no longer being updated without major fixes that are beyond my capabilities.