System changes:
-The game no longer waits until Jadoo has finished playing her
liedown animation, before her opponent plays their win pose,
if her opponent returns to their neutral state before she hits
the ground from her knockdown bounce. One could see it as
wanting the audience to pay attention to this animation while
it's playing.
-Increased the CPU's minimum dizzy timer by double the length,
allowing a little bit of time before an extremely mash-happy
CPU recovers from dizzy.
Other changes:
-The Capcom logo is appended with a star from Streets of Rage
2 and 3. The "A" in the logo is also made taller.
-Belva now has her own icon used at the Character Select,
Tournament Brackets and Tournament Results screens, if both
Player sides are using their alt forms. Belva's grayed out
icon also appears on the Next Opponent screen if she is
defeated in Arcade Mode.
-Switching between Avra and Belva now properly updates the
lifebar name at the start of a round.
-Dictator's Nightmare form is given his own lifebar name
plate.
-Updated Ryu's lifebar name with a little extra shading.
-Reverted the damage decrease on Shotos and Sagat's throws.
Yes, they share the same throw damage value as each other.
-Optimized the sprite maps in the opening, so the tiles used
for the hands are among the only tiles that are used. This
frees up tiles in the 1st 4MB of the ROM and allows me to use
them for more sprites.
-You can now change a CPU player's form by holding the Mode
button at the start of a round, without needing to hold one of
two button combinations on the other controller, outside of
Group Battle Mode. Dictator is an exception to this. You can
use this code and switch forms yourself in the same round.
-Avra and Belva's Charge Back Forward moves gain throw
invincibility against the CPU. From my testings, Zangief would
simply sweep you instead of doing an SPD.
Also included subpatches.txt file in the zip. It describes
the subpatches that are in the zip.
Shotos:
-Partially reverted the damage reduction on Close S.HP.
-Close S.MP does less dizzy.
Jadoo:
-Jadoo walks forward faster, now surpassing Chun-Li's forward
walk speed. Backwards walk speed is also increased by 1/4.
-C.HP's Hitbox is expanded 4px upwards, now extending beyond
her ahoge. This helps with her bread 'n butter death combos.
-MP Throw recovers 4 frames faster.
-Reverted the damage of HP Headbutt's 2nd active part back to
its original value.
-MP Headbutt's 1st active part has its Body and Foot Hurtboxes
removed.
-MP Headbutt's 1st Hitbox is expanded 2px downwards, so it can
hit Roll's slides.
-HP Headbutt's 2nd Hitbox's damage is adjusted to have
less randomness.
-Headbutt recoils slightly closer to the opponent.
-Headbutt and Butt Slam's recovery gain throw invincibility
against the CPU.
Roll:
-C.HK's startup travels further.
-Roll is considered on the ground when she goes into a
crouching position after a Horizontal Ball.
-Made a fix to her Target Combo.
Guile:
-Burn Knockdown is given a Foot Hurtbox.
-Fixed Guile being able to steer Far S.HP forward.
-Flash Kick's 1st active part is given a Foot Hurtbox.
-CPU Guile is given a Body Hurtbox during Flash Kick's startup.
Chun-Li:
-Stand Hurt Low 2nd Foot Hurtbox is expanded 4px forward, so
Jadoo's Crossup > C.MK x2 > HP Headbutt Combo can work on
her.
-Burn Knockdown is given a Foot Hurtbox to make it easier for
Mai's Ryuu Enbu to juggle her.
Zangief:
-MK Knee Drop can now be used. On both SNES & MD, the LK Knee
Drop would come out even if MK is pressed, due to an oversight
in the code. The animation and Hitbox data for the MK version
exists, but was unused, at least for human players. I added
extra code for MK Knee Drop to be usable.
I needed to add a measure for the CPU to prevent the game from
soft locking when CPU Zangief wants to use Knee Drop, though.
-Zangief falls down faster from Coconut Thunder.
Mai:
-Neutral Jump now recycles Forward Jump's animation data.
-One of her jump Pushboxes is 2px smaller.
-The startup on most of her Standing Punches use a different
Body Hurtbox that is less projected forward.
-Close C.HP's Hitbox is raised 8px upwards, so it can hit
Jadoo's Headbutts.
-Close C.HP can knockdown airborne opponents.
-HP Throw recovers 4 frames faster.
-2 of Chou Hissatsu Shinobibachi's later frames use a smaller
Pushbox.
-New Move: Yusura Ume (Jump Down+MK)
Dictator:
-Burn Knockdown is given a Foot Hurtbox.
-Numerous nerfs to the CPU verison's collision boxes.
-Nightmare Dictator's jump attack animations are now sped up
when the CPU uses them.
Sagat:
-Increased the pitch of his throw voice clip to sound closer
to the Arcade.
-Close and Far S.LP recover 2 frames faster.
-C.LK starts up 1 frame faster.
-C.LK's Hitbox is expanded 4px forward.
-C.LK does more damage.
-Neutral J.LK can now be steered.
-CPU Sagat is given a Foot Hurtbox during Tiger Uppercut's
startup.
Avra:
-Avra walks forward slightly slower, so Belva's forward walk
doesn't push Shotos while they're walking forward.
-S.HP and J.HP do more consistent damage to reduce the
dependence on luck for speedruns. They do 5pts less damage to
Human players than CPU players.
-Body Hurtbox used on Jump Attacks' startup is expanded 4px
horizontally.
Cammy:
-Close S.LP's startup and recovery use the same sprite used
on Far S.LP, Close and Far S.MP. This looked strange due to me
replacing one of her 1st Win Pose's sprites with a missing
stance sprite.
-Close S.HP and Far S.HP's 1st Hitbox are expanded 4px
horizontally.
-S.MK's Hitbox is expanded 3px forward.
-Spinning Backfist's Head Hurtboxes are reinstated, in case
players spam this move or the CPU responds with this move.
-CPU Cammy is given a Foot Hurtbox during Thrust Kick's
startup.
T. Hawk:
-Moved the art of his electrocuted sprite to a later location
in the ROM.
-Burn Knockdown is given a Foot Hurtbox.
-Reverted the recovery nerf on Close S.MP.
-Reverted 2 edits to his AI.
-CPU T. Hawk is given a Foot Hurtbox during Tomahawk Buster's
startup.
Emily:
-Moved the art of her 4th stance sprite to a different location
in the ROM.
-Emily walks forward faster, now surpassing Chun-Li's forward
walk speed. Backwards walk speed is also increased by 1/4.
-Standing Pushbox is reduced 2px vertically, so Emily can walk
under Jadoo's back dash just like Chun-Li, Avra and Cammy can.
-C.LP's active Body Hurtbox is moved 4px backwards and reduced
6px upwards.
-C.LP's active Foot Hurtbox is moved 6px backwards.
Madonna:
-Madonna walks forward faster, now surpassing Chun-Li's forward
walk speed. Backwards walk speed is also increased by 1/4.
-Crouching Body Hurtbox is moved 5px backwards.
-MK Magic Waltz 2nd Kick's startup uses a different parameter
set.
-HK Magic Waltz's 1st Hit has its Head Hurtbox removed, and its
Foot Hurtbox is reduced 6px in height and moved 6px downwards,
so it can beat Avra's S.HP cleanly.
-HK Magic Waltz's part between the 1st and 2nd Kicks use
Hurtboxes that match the sprite further.
-HK Magic Waltz 3rd Kick's Hitbox is expanded 6px downwards.
Less likely to whiff on Cammy in a juggle combo.
-Reverted Swan Kicks' 1st Hit back to its original damage
value.
-Dashes' horizontal movement is 1/4 faster.
Belva:
-Stance Pushbox is moved 4px downwards.
-Jump/Flight Pushbox is reduced 8px vertically, so Belva can
easily get around Jadoo's back dash. Before, Belva was
extremely inconsistent at it.
-S.HP does as much damage as C.HP.
-J.LK starts up 1 frame faster.
-J.LK uses Smile Cream's sprites.
-J.LK is only head vulnerable, and has no Pushbox while active.
-J.LK does block damage.
-J.LK can knockdown airborne opponents, at the expense of its
overhead properties.
-Home Run Rush stays active for 4 frames longer and recovers 6
frames faster.
-Belva can now pull her opponent closer to her during G.LK by
holding back.
-Fixed Belva being able to move forward while waking up after
using Neutral J.HP.
Wednesday, May 21, 2025
Rev. 2.8 Changelist
Friday, April 25, 2025
Rev. 2.7 Changelist
-The CPU has a random chance of being unable to block your
attacks in Arcade Mode.
-It's now possible to do a jump attack out of a dash post-KO.
Arcade Ladder changes:
-Roll's arcade ladder where Cammy is fought first has Guile
and Madonna's positions swapped with each other, to cut down
on ladders where Mai and Madonna are right next to each other.
-Guile's ladder where Jadoo is fought first has Roll and
Zangief swapped with each other. The ladder where Ken is
fought first is also adjusted to have the opponents starting
with Chun-Li fought earlier. In the ladder with Madonna first,
T. Hawk is fought earlier while Ryu is fought later.
-Ken's arcade ladder where Roll is fought first has Ken and
Madonna's positions swapped with each other, to cut down on
ladders where Mai and Madonna are right next to each other.
Swapped Roll and Guile's positions in the ladder with Emily
fought first.
-2 of Chun-Li's ladders had T. Hawk as the last opponent before
the bosses. The one where Jadoo is fought first now has Guile
as the last opponent.
-Zangief had 2 ladders with Ryu fought right before Jadoo. The
ladder with Chun-Li first is adjusted so Jadoo is fought last
before the bosses. The ladder where Mai is fought first moved
Madonna from the 2nd slot to the last one.
-2 of Mai's ladders had Jadoo fought right before Ryu. The
ladder with Ken first has some of the slots swapped and has
Ryu fought last before the bosses. The ladder with Guile first
has T. Hawk and Emily fought later.
-In Dictator's ladder where Jadoo is fought first, Roll is
preceded by Ken instead of Guile for variety. In the ladder
Cammy first, Guile and Madonna's slots are swapped with each
other.
-2 of Sagat's ladders had Chun-Li as the last opponent before
the bosses. The ladder with Madonna first has Jadoo as the
last opponent.
-2 of Avra/Belva's arcade ladders had Chun-Li, Ryu and Cammy as
the last 3 opponents, respectively. Swapped the 1st 2 in one
of the ladders. Jadoo is now the last opponent in the ladder
where Zangief is fought first, and Ryu is fought earlier.
Swapped Guile and Zangief's ladder positions in the one where
Emily is fought first. T. Hawk is now a 1st opponent in one of
the ladders.
-2 of Claw's ladders had Madonna as the last opponent before
the bosses. The ladder with Zangief first now has Guile as the
last opponent.
-2 of Cammy's ladders had Chun-Li as the last opponent before
the bosses. The ladder with Ryu now has Emily as the last
opponent.
-2 of Emily's ladders had Zangief as the last opponent before
the bosses. The ladder with Cammy first now has Mai as the
last opponent. Swapped around the last 3 slots in the ladder
where is T. Hawk fought first.
Other changes:
-The Capcom Logo palette is tweaked with the green channels
lowered, and new blues.
Shotos:
-Partially reverted the damage reductions on C.MK, C.HK, J.HP,
Diagonal J.MK, Diagonal J.HK.
Ryu:
-CPU Ryu is given a Foot Hurtbox during Ground Tatsu's startup.
Jadoo:
-S.HP's Hitbox is expanded 3px horizontally.
-Diagonal J.LK's Hitbox is expanded 4px forward.
-Head Hurtbox used during LK Butt Slam's 1st hit is 2px
smaller.
-LK Butt Slam's 1st hit uses the same Pushbox as the other
versions.
-HK Butt Slam's Hitboxes are stretched 6px horizontally.
-Jadoo's Back Dash command resets if she lands from a jump, air
reset or Back Dash while facing the same direction as her
opponent. This will be make it easier to hit her with a sweep
or slide after getting behind her.
Roll:
-S.MK and J.MP can knockdown airborne opponents.
-C.MK's Hitbox is expanded 2px forward.
Guile:
-Diagonal J.LK is reworked to be more usable as a crossup. It
has less vertical range, though.
-Flash Kick's 1st active part has its horizontal range
restored.
-Flash Kick's horizontal movement during the opponent's stun is
increased.
Dictator:
-Reverted Psycho Crusher's Hitboxes to how they were before. I
found out that it couldn't even hit a standing Jadoo. The idea
for it was to pass through Mai's Ryuu Enbu, but that move
can't hit Psycho Crusher no matter how much I stretched Psycho
Crusher's active Body Hurtbox.
-Nightmare Dictator walks way faster.
Sagat:
-Foot Hurtbox given to Tiger Uppercut's 1st active part is
expanded 4px horizontally, and 4px upwards.
-Tiger Uppercut's 2nd active Body Hurtbox is moved 4px forward
and expanded 16px horizontally.
-Tiger Uppercut's 3rd active Body Hurtbox is stretched 8px
horizontally.
-Tiger Uppercut's 1st recovery frame uses a Head Hurtbox that
matches the sprite.
Avra:
-C.MP and HP's active and recovery parts are given the same
Foot Hurtbox as C.LP's active part. Said Hurtbox is also
expanded 2px horizontally.
-Body Hurtbox used on J.HP's startup is moved 7px upwards and
reduced 4px vertically.
-J.HP's active Body Hurtbox is moved 3px backwards, 2px upwards
and reduced 4px vertically.
T. Hawk:
-T. Hawk is given a new wakeup animation where he does a back
flip like Emily does, also like his Tomahawk Buster's
recovery.
Madonna:
-Changed S.MP's hit type to the one used by Rekkas.
-Diagonal J.MP can knockdown airborne opponents, at the
expense of its overhead properties.
Belva:
-C.LP's Head Hurtboxes are moved 4px downwards.
-C.LP's Hitbox is moved 10px upwards to make it usable as an
anti-air. It can now hit Psycho Crushers.
-Neutral and Diagonal J.LP use her jumping Head and Body
Hurtboxes.
-J.MP uses her jumping Body Hurtbox when active.
-Removed the Foot Hurtbox from Diagonal J.HP's 1st active part.
-Diagonal J.HP's 1st Hitbox is 2px larger.
-Diagonal J.HP's 2nd Hitbox is expanded 4px horizontally.
-Removed the Body Hurtbox from J.MK's active part.
-Home Run Rush and Smile Cream's Hitboxes are expanded 2px
horizontally.
-Forced Diaper Reload resets the amount of HP to heal when she
turns back. If she does a forced Diaper Reload (from using her
gadgets too many times), holds all Kick buttons to moon the
4th wall for as long as she can, and does a TAP Diaper Reload,
the heal amount from the forced Diaper Reload didn't reset.
Thus, she restores ridiculously high amounts of HP during her
initial turning frames.
Friday, April 18, 2025
Rev. 2.6 Changelist
System changes:
-The CPU recovers from dizzy faster than before, but still
slower than before Rev. 2.5. I later realized that I overdid
this CPU nerf, as you could easily timer scam most dizzy CPU
opponents on lower difficulties. The intent was to reduce the
amount of CPU cheating further, but it wasn't really fair for
the CPU to stay dizzy for so long.
-When a character gets dizzy, only 2 dizzy symbols appear over
the character, down from 3, which helps reduce slowdown.
-Projectiles do slightly more damage than before. The CPU
blocking projectiles (especially a Level 8 Zangief) is less
likely (if at all) to make their lifebars visibly empty. This
also helps with bad matchups for "Shadow Mode"/"Baton Pass"
playthroughs.
Jadoo:
-S.MK starts up 1 frame faster. It can now be special
cancelled.
-C.MK does the same damage as C.MP.
-J.HK's Hitbox is expanded 2px horizontally, so it can hit a
standing T. Hawk while he's cornered.
-HHS's looping hits have 3px more horizontal range.
-HP HHS Finisher uses the same animation data as the MP
version.
-HHS Finisher is given an additional active part in case the
1st one whiffs. I found out that the finisher seems to always
whiff if any of HHS's hits during its looping cycles whiff.
Roll:
-Roll walks forward slightly faster, instead of matching E.
Honda's forward walk speed.
-Puny Peach bounces back slightly closer to the opponent.
Guile:
-Close and Far S.HK can knockdown airborne opponents.
-Close S.MK has less knockback.
-C.HP recovers 4 frames faster.
Chun-Li:
-Stand Hurt Low 1st Body Hurtbox is expanded 2px horizontally,
so Guile's C.LP can connect after crossing up with Diag J.LK.
Mai:
-New Target Combo: S.LK > S.MK
Dictator:
-Far S.MK's Hitbox is 2px shorter in height, so it doesn't
easily stuff Avra's C.LP.
-Diagonal J.MP starts up 1 frame faster. It can now be
special cancelled.
-Psycho Crusher's Hitboxes are 3px shorter in height, so it
doesn't hit Mai's Ryuu Enbu when both moves are used on the
ground.
Avra:
-S.LP, S.MP and C.LP recover 1 frame faster.
-S.MP, C.LP and C.MP can knockdown airborne opponents.
-S.HP recovers 2 frames faster.
-S.HP's active Head Hurtbox is reduced 3px forward.
-S.HP's Hitbox is expanded 4px forward.
-All Crouching Punch Hitboxes are expanded 2px horizontally.
-C.LP's active Head Hurtbox is moved 5px back, 4px downwards,
and is 7px smaller.
-C.LP uses a more projected Foot Hurtbox while active.
-C.MP recovers 3 frames faster.
-Mighty Heel falls down faster, making it easier to juggle from
it. This also applies to Belva's Smile Cream.
Belva:
-S.LP's Hitbox is expanded 2px forward.
-G.LK's Hitbox is expanded 2px horizontally.
Character Colors:
Jadoo Start: Recolored her hair from Pink to Light Brown, gave
it normal skin colors, and brightened her skirt. At first, I
wanted this color to bear some resemblance to Sailor Chibi
Moon, since I based Jadoo's back dash on hers. The color didn't
really work, though. Her hair blended too much with her attire,
so I decided to change it.
Jadoo Mode+HP: Gave her a new skin color. Her attire is now a
weird assortment of colors, like Roll's Hold color.
Wednesday, April 9, 2025
Rev. 2.5 Changelist
System changes:
-Added more conditional code for the New Femme Fatales back
dashing out of wakeup. Jadoo couldn't chain her back dashes
consistently, which has now been fixed.
-Boss Rush cancels the KO slow motion only on 4+ star speed.
-In Arcade Mode, the computer now grants you one second of
throw invincibility when they wake up. This way, Zangief can't
SPD you on the exact frame after he wakes up, for example.
-The CPU takes much longer to mash out of dizzy. There's
extreme cases like Zangief and Dictator for example, who
sometimes could recover from their dizzy state in only 3
frames. In fact, the CPU's internal dizzy timer can be as
short as only 1 second, so I added an extra measure to ensure
they can't snap out of their dizziness so quickly.
-Back dashes and landing from jumps now give you 12 frames
of throw invincibility against the computer in Arcade Mode.
-Projectile impact slow motion is 8 frames shorter.
Jadoo:
-Tweaked her wakeup animation from sweep knockdowns, as well as
her air reset and Headbutt animations.
-Crouching Foot Hurtbox is moved 2px backwards.
-S.MP's Hitbox is expanded 2px upwards, so it can hit the car
in the 1st Bonus Stage before any of its parts are destroyed.
-C.LK and C.MK's Hitboxes are expanded 2px forward.
-C.HK's 1st Hitbox is expanded 4px forward.
-Hundred Hand Slap Finisher's Hitbox is expanded 16px
downwards.
-Fixed HP Hundred Hand Slap's Finisher not having a Hitbox. It
couldn't hit at all.
Roll:
-The 2nd part of her crouch reel is no longer considered
internally as standing.
-C.HK makes the CPU respond in a different way, which seems to
make it easier to setup her C.HK → C.HP → Puny Peach combo
against the CPU.
-Super Roll's J.LP can knockdown airborne opponents at the
expense of its overhead properties.
-Super Roll's Puny Peach active Foot Hurtbox is reduced 2px
downwards.
Ken:
-S.HK travels further. It can reach Zangief starting from full
screen in 5 S.HK's, down from 8.
Mai:
-Ryuu Enbu is given mid-body invulnerability, which partially
mirrors how its HP version was in Fatal Fury Special.
-Ryuu Enbu's Hitbox is reduced 6px upwards, so it doesn't beat
Roll's Puny Peach as easily if Roll spaces her move so that
she's over Mai's elbow. It does little to affect her juggle
game, though.
Emily:
-Fixed Emily facing away from the Director. I found out that
the last frame of Fei Long's ending animation uses the same
parameter set as the 1st frame of his Punch Throw, bizarrely
enough. I had edited the parameters of the 1st throw frame to
have Emily facing the other direction.
-Rekkas travel 1/8 faster.
Dictator:
-Reverted the nerfs to Head Stomp's Hitboxes for human players.
-Under CPU control, Dictator now has larger Hurtboxes to make
him easier to swat out of the air, and to offset his
evasiveness. His Hitboxes are also much smaller, and most of
his attacks do less damage.
As an example, his slide can't beat the vulnerable part of
Belva's G.LK now.
Madonna:
-S.MP's Hitbox is expanded 4px horizontally.
-Swan Kicks' last hit recovers 4 frames faster.
Belva:
-Fixed her intro animation so her stance loops correctly. It
was noticeable during Bonus Stages.
-C.HK's 1st startup frame uses her Crouching Head Hurtbox.
-Flight now gives Belva 1 second of throw invincibility against
the computer.
Sunday, March 30, 2025
Rev. 2.4 Changelist
An update made with Speedrunning in mind, now that this ROM
Hack has been added to Speedrun.com:
https://www.speedrun.com/BSSF2GQ
Misc. changes:
-Corrected a typo in "Titanium Frying Pan" on the move list.
System changes:
-Cancelling a normal into a Back Dash or Forward Dash without
attacking out of it no longer cancels out the KO slow motion.
A downside to this is that you can't attack afterwards to
get more points. I know, this is useful for speedruns, but
trying to ensure your normal not only hits, but also
cancelling it into a dash to omit the KO slow motion can make
optimizing speedruns of this ROM Hack pretty annoying. Not all
characters could reliably utilize the KO slowdown cancel.
I wish this never existed, or that I patched it early enough.
-The CPU receives more strike damage in Boss Rush.
-KO's in Boss Rush always cancel out the KO slow motion.
-You can now hold Start to cancel out the KO slow motion after
losing any rounds in Arcade Mode.
-At the end of a Round in Arcade Mode on 4-star Speed, the KO
slow motion is shorter to compensate for dashes canceling out
the slow motion being patched out.
-All New Femme Fatales can now Back Dash out of their wakeup
state, Roll included. There's an intentional exception for
Jadoo receiving sweep knockdowns.
The timing is rather tricky, unfortunately. The easiest way
for it to work seems to be timing the first back input while
the wakeup animation is playing.
AI changes:
-Sagat uses Tiger Knee instead of Tiger Uppercut in one
instance of his AI script.
-Cammy tries to counter with Thrust Kick less frequently.
Other changes:
-Reverted a damage value that caused Guile's Close S.HP to do
less damage.
-The next opponent screen is 30 frames shorter.
Jadoo:
-Stand to crouch transition uses a new Head Hurtbox and her
crouching Body Hurtbox, so Jadoo can crouch under Psycho
Crusher on wakeup, like Roll, Emily and Belva can.
Roll:
-Forward jump's horizontal movement is slightly increased.
Sagat:
-Tiger Uppercut's 1st active part is given a Foot Hurtbox.
Avra & Belva:
-Shifted a grab position on their hold against another
Avra/Belva 2px forward, so it looks more like Avra's lips are
touching Belva's head.
Cammy:
-Reverted the change where Thrust Kick did less dizzy. The
reduction was more than I wanted it to be.
Madonna:
-Swan Kicks' last hit does more stun to be safer on block
(excluding Guard Cancels, of course).
Belva:
-S.HK starts up 1 frame faster and stays active for 1 more
frame.
-Diagonal J.HP does more damage (same as Neutral J.HP).
-Diaper Reload now restores more HP the longer her diaper stays
down.
-Final TAP/Surprise Attack's screen shake effect no longer
carries over to other attacks.
-Flight can now be activated from her landing state.
-Forced Diaper Reload resets her Gadget use count as soon as
its animation begins.
-Forced Diaper Reload's last frames are now head vulnerable,
like the vulnerable part of her "TAP" Diaper Reload, to help
in rewarding knowledge checks.
-Forced Diaper Reload can delay part of its animation by
holding any Kick button, like with G.LK. (Keep in mind that
Belva can no longer charge a "TAP" Diaper Reload during
Forced Diaper Reload).
Sunday, March 23, 2025
BSSF2GQ on Speedrun.com
Try to set the best records you can!
Thursday, March 13, 2025
Zero800 ROM Hack Discord Server
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 named "ssf2ntf"!
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