Saturday, December 7, 2024

Rev. 1.8 Changelist

System changes:

-Special moves now have a fixed input window of 7 frames,
 instead of a random number between 7-14 frames. This might
 reduce the likelihood of charge moves coming out by accident
 with charge times disabled.

Other changes:

-The computer in Arcade Mode now treats the Mode+LP color as an
 alternate color, meaning it won't use the MP color if the
 Mode+LP color is chosen. This change also extends to
 "Marionette Mode" where you hold Up+A+B+C to force a Mirror
 Match against the computer.

-Moved the character selection, tripped physics and Avra's
 hitstun code to different locations in the ROM. Added a
 character form check for Avra's name announcement upon
 selection.

-Players can now use different color packs whose color index
 matches each other in mirror matches. For example, Ryu can now
 use his LP color against another Ryu who has the Mode+LP color
 selected. In the case of Hold colors, the other player is
 forced to use the color pack that's different from the color
 pack that the other player chose.

-If you hold the Mode Button when selecting Arcade Mode, the
 computer will choose random colors. This is a very
 experimental addition.

-Tweaked some code to allow for Dictator to show his Nightmare
 palette swaps on round start when human-controlled, and
 outside of Arcade Mode.

-The game now lets you play as Dictator in his Nightmare form,
 with the same button codes that activate Belva at the start of
 a round. Hold Back+X+Y+Z+B or Back+Y+Z+B+C. At first, you
 weren't meant to be able to play as Nightmare Dictator unless
 you circumvented the way the character forms work, as he is
 simply the same character but with his attack animations sped
 up, which allows him to special cancel more of his normals.

 If you think about it, sped up attack animations does have a
 few downsides, such as making it harder to time jump-ins, and
 Diagonal J.MP juggles don't work as well.

 The opponent needs to win only 1 round against Dictator to
 win the match if he's in his Nightmare form.

Stage changes:

-The blue tones in Chun-Li's 1st stage palette now match most
 of the other stages.

-A few corner pixels on the bottom tile of the trees at the top
 corners in Dee Jay's stage use the "canvas" color. It looks
 better this way.

Shotos:

-Massively nerfed frame data and damage across the board.

Guile:

-Foot Hurtbox used when knocked down is expanded 6px forward,
 for juggle combos to work against him more consistently.

Chun-Li:

-Foot Hurtbox used when knocked down is expanded 10px
 horizontally, for juggle combos to work against her more
 consistently.

-The part of her dizzy animation where she's leaning back has
 its Head and Body Hurtboxes each expanded 4px forward.

-Spinning Bird Kick's Handspring Hitbox is expanded 4px
 horizontally, to make it easier to hit a dizzy Chun-Li from
 the front while she's leaning back.

-Reverted the nerf where Kikouken's later active part causes
 an air reset instead of knocking down airborne opponents. This
 way, it can be used in corner combos followed by a Spinning
 Bird Kick.

Zangief:

-Launcher knockdown animation's 1st 2 parts now have a Foot
 Hurtbox.

-Knockdown animations' last frame each use a different Head
 and Foot Hurtbox, and a previously unused Body Hurtbox that
 used to have its dimensions duplicated from Knee Drop's Body
 Hurtbox. Said Body Hurtbox also covers most of his torso.

-Fixed Zangief's Burn Knockdown animation not having a drop
 shadow. It was like this on unmodified MD SSF2.

-C.LK has the same range that C.MK used to have, like in New
 Legacy.

-C.MK's Hitbox is expanded 4px horizontally.

-J.LK's startup uses a different Head Hurtbox that's closer to
 his head, and the Foot Hurtbox is removed.

-J.LK's Hitbox is reduced 4px downwards. It was too good
 against Dictator and Madonna. All the other characters (Roll
 included) had good answers against it. This also means Jadoo
 can now crouch under it.

-Diagonal J.LK's startup uses the same Hurtboxes as the neutral
 version.

Dictator:
-Knockdown's descent Foot Hurtbox is expanded backwards.

Sagat:

-Head Hurtbox used during knockdowns is moved 11px forward and
 expanded 3px horizontally and 5px vertically.

-Body Hurtbox used during knockdowns is expanded horizontally,
 but reduced vertically.

-Tiger Shot recoveries are 1 frame slower.

Avra:

-J.HP is now a butt attack like S.HP.

-Diagonal J.HP reuses Neutral J.HP's animation data.

Cammy:

-Knockdown animations' last frame use the same parameter list
 as each other.

-Knockdown animations' last frame has no Head or Body
 Hurtboxes, and uses the Foot Hurtbox that was used for Far
 S.MP's startup, which now covers her body.

-Far S.MP's 1st startup part and recovery use the same Foot
 Hurtbox as Close S.MP's startup.

-LK Cannon Drill active parts' sprites are placed lower to
 the ground.

-LK Cannon Drill's 1st active part has no Head Hurtbox, uses
 a different Body Hurtbox that goes up to the middle of her
 torso, and uses her crouching Pushbox.

-LK Cannon Drill's 1st active Hitbox reaches lower.

-All collision boxes on LK Cannon Drill's 2nd active part are
 placed lower. With all these changes, LK Cannon Drill can
 now travel under projectiles, like in Capcom vs. SNK 2 (at
 least against Sonic Booms, for example).

Emily:

-Knockdown animations' last frame use a Body Hurtbox that's
 more projected forward.

Character Colors:

Ryu Mode+MP: Adjusted the skin color on his in-game palette.
Now it's darker overall, matching the portrait further. The 2nd
skin tone stood out too much from the other skin tones.

 




Ryu Mode+LK: 4th skin tone is -1 Red. The skin seems to work
better this way.




Jadoo Mode+LP: Hair is colored purple to resemble Nekomusume
from GeGeGe no Kitarou.





Jadoo Mode+Hold: Hair is now colored green, 1st shirt tone is
now -2 darker, suspender skirt is now colored brown.
The attire's color scheme somewhat resembles one of my OC's,
Debby who appeared in the Outbound comics and Candra and the
Spite Crew.




Roll Mode+LP: Dress has a slight tint of orange, and outlines
are now pitch black, so her lifebar name doesn't appear
identical to her default color.




Roll Mode+LK: The eyes on her portrait are now colored antique
bronze.




Roll Mode+HK: New skin color, adjusted her hair color to better
accommodate her white tones, portrait's eyes are colored red.




Guile Mode+HP: 1st skin tone is -1 Green. It reflects on his
portrait better.



Chun-Li Mode+Start: Brightened her skin and attire in the hopes
of making it more distinguishable from her Start color, in the
case of Mirror Matches, now that both players have more freedom
in what colors they can use in Mirror Matches.



Zangief HK: Adjusted the skin tone on his portrait to further
match the in-game palette. (This was not easy for me...)



Zangief Mode+LK: Adjusted the skin tone on his portrait to
further match the in-game palette.



Mai Start: Last (dark) palette index is now 1,0,0, to further
differentiate it from her Mode+Start color.



Mai Mode+LK: Darker skin color, colored her "stripes" green,
portrait matches her in-game palette much closer.





Mai Mode+Start: Brightened her attire further on both her
portrait and in-game sprites, and re-colored her "stripes" blue
in the hopes of making it more distinguishable from her Start
color, in the case of Mirror Matches, now that both players
have more freedom in what colors they can use in Mirror
Matches. The palette now sort of reminds me of Kim Wu from
Killer Instinct 2/Killer Instinct Gold.





Sagat HP: Made an actual attempt at making his skin on his
in-game palette resemble his Super Turbo Jab color. I don't
know what I was thinking leaving this skin color as it was.



Sagat Start: Re-colored his shorts stripe from blue to green.
After looking at Sagat's palettes, I realized that none of them
have a green shorts stripe.



Sagat Hold: Shorts are a more subdued yellow in the hopes of
making his lifebar name more distinguishable from his Mode+MP
color, and the dark shorts stripe tone is a basic dark red.
Bongo-colored Sagat!

Note that hit sparks are color coded by player port (Blue when Player 1 hits Player 2, Yellow when Player 2 hits Player 1).



Sagat Mode+Hold: Gloves and socks are colored from purple to a
soft blue... it probably looks more bland this way. I had no
idea what I was thinking when I made this color. It felt like
an embodiment of the jankiness of this ROM Hack, but I might
regret changing this color later down the line.




Avra & Belva Mode+LP: Avra's jacket/Belva's dress is now
colored teal green, as they were lacking in colors where that
piece of attire is green.









Claw Hold: Has a brand new skin color that isn't overly reddish
in tone.





Cammy Mode+MP: Her eyes on her portrait are now colored green,
and the color of her leotard is adjusted, further matching my
OC that this color is based on, Pink Mountain from Diaper
Enforcers Deluxe. It's also an attempt to make it easier to
tell her lifebar name apart from her Start color.





Cammy Mode+MK: Adjusted her 4th skin tone, as it stood out too
much.



Cammy Mode+Start: Brightened her leotard and made her beret
more reddish orange on her portrait to match her in-game
palette further.



Emily Mode+LP: Dress is now a green color, and her bows are
colored bright pink for variety. Her previous color was
appropriate due to the Mirror Match color restriction, but now
that it has been lifted, it lost its purpose.






Madonna Mode+LK: Adjusted the skin on her portrait to match
her in-game palette further.



Madonna Mode+HK: Dress is now colored orange to distinguish
the lifebar name from HK.





Madonna Mode+Hold: Slightly brightened her dress on her in-game
palette.




Nightmare Dictator HP: Brightened the lightest attire tone.

Nightmare Dictator is given brand new palettes that are used
when he's using the 2nd color pack.

 
Here are some counters to Dictator's Psycho Crusher:


Shotos: Far S.LP (tends to trade), Far S.MK, Shoryuken

Ryu: Far S.HK

Jadoo: C.HP (time it as Dictator is near Jadoo) LP Headbutt, MK Butt Slam

Roll: C.LP, C.MP (most consistent), C.HP (can trade if done too close), Super Roll Back Dash J.LP

Guile: Far S.LP, S.LK, Far S.MK, C.HP, Flash Kick

Chun-Li: Far S.LP, Close S.HP, Far S.HP, Far S.LK, Far S.MK, C.HP

Zangief: S.HP, Close S.MK, Close S.HK, C.LP, C.MP, C.HP (more consistent), Knee Drop, Lariat

Mai: Far S.MP, S.LK, S.MK, S.HK, Close C.LP, Close C.MP, Close C.HP, Far C.LK, Far C.MK

Dictator: S.LP, Far S.HP, C.LP, C.HP, J.MK

Sagat: Close S.HP, Far S.HP,  J.LK, Back Dash J.MK, Back Dash J.HK, Tiger Uppercut

Avra: S.LP, S.HP, Butt Slap, S.HK (strict timing), Jump steered backwards followed by J.HK, Mighty Heel

Claw: Close S.MP, Close S.HP, Far S.MK, C.HP (must be early) J.HP, Flip Kicks

Cammy: Far S.LP, Close S.MP, Far S.HP, S.MK, C.HP, Diagonal J.MP, MK & HK Cannon Drill, Thrust Kick

T. Hawk: Far S.MP, Close S.HP, Far S.HP, Far S.LK, Far S.MK, Close S.HK, C.LP, C.MP, C.HP 1st Active Part, Diagonal J.HP, Tomahawk Buster

Emily: S.LP, Far S.HP, S.LK, S.MK, Far S.HK, C.MP, Elemental Kicks

Madonna: S.LP, S.HP (must be early), S.MK, C.MK, LK & HK Magic Waltz, Swan Kicks (even later cycles with less invincibility will work)

Belva: S.HP, S.HK (hard timing), C.HP (up close), Diagonal J.HP, J.LK, J.MK (seems to work better during neutral jumps), Home Run Rush, Smile Cream

Belva can cleanly low profile Psycho Crusher.



Monday, November 18, 2024

Rev. 1.7 Changelist

 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.

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.

 

Download from MediaFire