Hi!
First of all; sorry if i make this in the wrong place.
Since i was kid i've been a Street Fighter fan, specially in the nintendo's 16 bits console,
my first game and my first game console of all time. For long 6/7 years i've been collecting physical ports SF games
for a lot of VG systems, but this week i could say i finally had all the SNES versions, from the 4 official games, to the 2
bootlegs of SFEX and the xmen crossover, to a SSFII bootleg to the SFIICE hack. But also for years my curiosity has been
increasing about the SFII hacks. Not about what they're, but what they could be, or what i can do with those hacks.
There are a lot of move hacks or title hacks or palette hacks with ridiculous changes like Honda's One Hundred Slap
releasing a Hadouken, or matches starting in the air, or screens completely full of fireballs. But while i look to those
hacks, one in particular left me a more concrete idea in mind. That was the Street Fighter II(I) hack, Which makes me think
if somehow is possible to have a SFII hack actually related to the SFIII games.
https://www.youtube.com/watch?v=rTj6gqEoPRI
(the hack)
By the moment this is just an idea. I know less-than-nothing about romhacking so i'll take all the time i would need to
read, reread and understand all the documents avaliable (starting from the docs in romhacking.net) about binary code, hexadecimal system and so on, so this thread is just for questions about what is actually possible to reproduce in a SFII rom and what isn't.
The ideas of moveset changes are few for the moment, reduced first to 4 characters to look where this can or can't going on.
Some of them are;
Ryu
- LP hadouken works like regular hadouken
- MP hadouken works like shakunetsu hadouken
- SP hadouken works like denjin hadouken
- Mid-air Tatsumaki Senpuu Kiaku avaliable
Ken
- HP shoryuken gain burn effect on opponent
- Mid-air Tatsumaki Senpuu Kiaku avaliable
Chun Li
- adding kikouken (a-la SFIIT, a blue yoga fireball)
- LP kikouken could be quick but short range
- MP kikouken could be regular in speed and range
- HP kikouken could be slow but with long range
dhalsim (necro edit)
- changing yoga flame to have electric effect on opponent
- maybe the DHP can have an electric effect on opponent
- modify colours to a more Necro-like palette
(what can be doing with yoga fireball?)
other few ideas
- parrying--it is possible?
- SFIII NG/2ndI:GA/3rdS:FFtF quotes
- turn guile more alex-like
So, if someone has done a SFII SNES hack and want to answer these questions, please let me know.
And also; THIS IS NOT A REQUEST. I'm not asking "if you could do this or that for me", i'm just asking if someone with
SFIIWW SNES rom's knowledge does have an idea of what of the previous points are actually possible to reproduce or not.
That's all. Sorry if i made a mistake or if someone somehow feels insulted with this post, and thanks for read to this point. Greetings!
Sidenote; Someone knows if Lion's Slideshow ver2.2 for SNES still exist in the net? I've asking in a lot of places but nobody knows o remember it.
First of all; sorry if i make this in the wrong place.
Since i was kid i've been a Street Fighter fan, specially in the nintendo's 16 bits console,
my first game and my first game console of all time. For long 6/7 years i've been collecting physical ports SF games
for a lot of VG systems, but this week i could say i finally had all the SNES versions, from the 4 official games, to the 2
bootlegs of SFEX and the xmen crossover, to a SSFII bootleg to the SFIICE hack. But also for years my curiosity has been
increasing about the SFII hacks. Not about what they're, but what they could be, or what i can do with those hacks.
There are a lot of move hacks or title hacks or palette hacks with ridiculous changes like Honda's One Hundred Slap
releasing a Hadouken, or matches starting in the air, or screens completely full of fireballs. But while i look to those
hacks, one in particular left me a more concrete idea in mind. That was the Street Fighter II(I) hack, Which makes me think
if somehow is possible to have a SFII hack actually related to the SFIII games.
https://www.youtube.com/watch?v=rTj6gqEoPRI
(the hack)
By the moment this is just an idea. I know less-than-nothing about romhacking so i'll take all the time i would need to
read, reread and understand all the documents avaliable (starting from the docs in romhacking.net) about binary code, hexadecimal system and so on, so this thread is just for questions about what is actually possible to reproduce in a SFII rom and what isn't.
The ideas of moveset changes are few for the moment, reduced first to 4 characters to look where this can or can't going on.
Some of them are;
Ryu
- LP hadouken works like regular hadouken
- MP hadouken works like shakunetsu hadouken
- SP hadouken works like denjin hadouken
- Mid-air Tatsumaki Senpuu Kiaku avaliable
Ken
- HP shoryuken gain burn effect on opponent
- Mid-air Tatsumaki Senpuu Kiaku avaliable
Chun Li
- adding kikouken (a-la SFIIT, a blue yoga fireball)
- LP kikouken could be quick but short range
- MP kikouken could be regular in speed and range
- HP kikouken could be slow but with long range
dhalsim (necro edit)
- changing yoga flame to have electric effect on opponent
- maybe the DHP can have an electric effect on opponent
- modify colours to a more Necro-like palette
(what can be doing with yoga fireball?)
other few ideas
- parrying--it is possible?
- SFIII NG/2ndI:GA/3rdS:FFtF quotes
- turn guile more alex-like
So, if someone has done a SFII SNES hack and want to answer these questions, please let me know.
And also; THIS IS NOT A REQUEST. I'm not asking "if you could do this or that for me", i'm just asking if someone with
SFIIWW SNES rom's knowledge does have an idea of what of the previous points are actually possible to reproduce or not.
That's all. Sorry if i made a mistake or if someone somehow feels insulted with this post, and thanks for read to this point. Greetings!
Sidenote; Someone knows if Lion's Slideshow ver2.2 for SNES still exist in the net? I've asking in a lot of places but nobody knows o remember it.