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 My custom Street Fighter 2: Sheng Long arcade hack

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destronger
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Drakon
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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptyMon Jun 11, 2012 1:17 am

I sat down today and decided to dust off some old rom hacking exploits I discovered while working on sheng long. I tried a lot of things and learned a lot of new tricks and before I knew it I'd added a whole bunch of new features....so...well....sheng long revision 6 is done. I'm going to record a playthrough video or two and upload when I get time. Revision 6 has more insanity....the characters are more powerful...and in my opinion it's a lot more fun than version 5.
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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptyMon Jun 11, 2012 6:54 pm

Sheng Long revision 6. I strongly doubt I'll be able to add much more to this hack:



Starring the most changed character since version 5....bison!
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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptyWed Jun 13, 2012 10:44 pm

The good, the bad, the funny

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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptySat Jun 16, 2012 12:20 pm

Version 6.something

http://www.mediafire.com/?1ig04yvrkh4pz5z

Chun li is retooled and I finally found out how to remove her shooting fireballs while doing the fast kick but keeping the ability for her to move left and right while fast kicking.
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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptyMon Jun 18, 2012 1:57 am

New version:

http://www.mediafire.com/?0puwabsv9n4i74e

Lots of updates and tweaks.
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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptyMon Jun 18, 2012 4:19 pm

Lots more updates and tweaks:

http://www.mediafire.com/?ud55diqse02e8hb
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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptyTue Jun 19, 2012 12:17 am

Playthrough of the latest version:

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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptyThu Jun 21, 2012 11:39 am

Okay ashura-x came hounding me on windows live about adding sheng long 6 to ash build......whatever. Here's the rom for sheng long 6 ash build:

http://www.mediafire.com/?xunzn54vij8z842
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destronger




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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptySun Jul 01, 2012 8:24 pm

have you considered modifying the crc's (become clones) so they are not exactly the same as the sf2ce that needs to be copied over. this way they can then become legit hacks and eventually be added to a mame romset.
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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptyMon Jul 02, 2012 9:04 am

destronger wrote:
have you considered modifying the crc's (become clones) so they are not exactly the same as the sf2ce that needs to be copied over. this way they can then become legit hacks and eventually be added to a mame romset.

Uhm, the crcs already don't match. Please read the first post my hacks have already been added to the mame ash build (ash build was adding my hack since version 3 without even notifying me). If you want to play my hacks in mame just download ash build:

https://16bitgamer.canadian-forum.com/t143-mame-plus-ash-build

If you want to play my hacks in mame then GET ash build, he's the first and currently the only guy who supports my hacks and he's been following them since the early releases.

The current ash build has sheng long 5 and punishment edition included. Ashura-x already hounded me on windows live to add sheng long 6 so I fully expect to see sheng long 6 added with the next ash build update.

If you want to get my hacks included in other mame builds then feel free to contact them and bug them to add my roms. I didn't even have to contact ashura-x he found me, so ashura gets priority since he's the only PROACTIVE guy out there. Ashura-x reads my forum and checks for updates which makes my life easier so I don't mind being exclusive to his mame build. I've posted my work on various english speaking rom hacking forums and basically nobody was interested. If I can take the hours and hours to sit down and make these hacks then people who want them included in other builds of mame can put in the effort to contact whoever they would need to contact to get these hacks included, until that happens my hacks are going to remain exclusive to mame ash build. I'm perfectly fine with my work being exclusive to ash build. If ashura-x opened a forum for his mame build I'd happily post there and help with any questions people have.
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UD4




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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptyMon Jul 23, 2012 8:08 pm

Hey there, I'm one of the rare persons who has seen your work and is interested in it.

I was wondering if you'd help me make my own hack, or at least explain your notes file to me.
I didn't want to do anything too complex, basically just crank the values to the max/min and make something even more ridiculous and unbalanced than those hacked versions., like hadokens that stay in place and a shoryuken that goes so high the character loops over the screen.

Thanks in advance!
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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptyMon Jul 23, 2012 9:24 pm

UD4 wrote:
Hey there, I'm one of the rare persons who has seen your work and is interested in it.

I was wondering if you'd help me make my own hack, or at least explain your notes file to me.
I didn't want to do anything too complex, basically just crank the values to the max/min and make something even more ridiculous and unbalanced than those hacked versions., like hadokens that stay in place and a shoryuken that goes so high the character loops over the screen.

Thanks in advance!

Oh that's easy I can do that for you. I've already made fireballs that have zero speed and silly uppercuts through the screen height. Just read my notes the information should be there somewhere. I know for a fact that in my notes the uppercut height value is listed I forget if I wrote down how to change the fireball speed but it was easy to figure it out. If you want sillyness there's a way to summon the bonus stage barrels in the middle of a regular stage. Once 20 barrels randomly drop from the cieling on the far left the round ends even if the timer hasn't run out.
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UD4




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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptyMon Jul 23, 2012 9:51 pm

I'll try to give a more in-depth look and mess with the addresses you have to see what I can do then... I'll assume these are the addresses I'm looking for?
Code:
ryu + ken:

3DB3A = fuck everything up with fireballs code
3DB56 = fuck everything up with fireballs code
3DB60 = fuck everything up with fireballs code

3E10A = nothing

3Dxxx = hadouken code

3DD2E = hadouken code
"2E 54 04 00 B8 4E A2 29"

3DE0E = ryu uppercut height = 09
3DDF6 = ryu uppercut distance = 18

I know assembler, I've done a little 3d vector game in x86, but if you asked me to debug something I haven't made, I'd stare at the screen without understanding anything.
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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptyMon Jul 23, 2012 9:53 pm

This isn't assembler it's raw hex. The numbers on the left are the hex addresses where the value is. So "ryu uppercut height" just go to that address in a hex editor and change it to whatever value you want. If you don't know how to count in hex...google it.
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Conker

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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptyFri Aug 03, 2012 12:57 pm

Heh... Saying of the decade goes to....(drum roll)... GOOGLE IT!!!!!!!

Congrats! applaud
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UD4




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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptyMon Aug 20, 2012 9:09 pm

Just wanted to mention, me and a friend are planning on doing a whole editing suite to be able to change palettes, move speeds and pretty much anything you made available on that code list. (Of course you'll be credited, Drakon)

I played a bit with the codes, but grew bored of raw hex editing... Then made a tool to change a few values, showed it to him and mentioned I hadn't gotten to the palettes yet because I couldn't draw a character sprite on screen to make a WYSIWYG editor, and he gladly took that upon himself.

So now we want to make the most complete tool as possible, and I was wondering if there are any interesting misc. hacks you found we could add to it. I think you'd be interested, I believe I read somewhere that you wanted to do something similar.

And of course, I also wanted to make sure most of those addresses in your list work with the unmodded SF2:CE romset. >_>

Last edit, I promise:
You mentioned a few pages ago in this thread that the koryu palettes were stored with an F instead of a 0 in the last byte... That may be caused by the fact that those particular 4 bits aren't used AFAIK, so since ROMs are burned by flipping the 1 bits to 0, they simply took the shortest route... Or not. It's both possible and probable, but they still might've done it just to spite those who tried to understand their code.


Last edited by UD4 on Mon Aug 20, 2012 10:05 pm; edited 3 times in total (Reason for editing : adding info at the end of the post)
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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptyTue Aug 21, 2012 8:19 am

UD4 wrote:
Just wanted to mention, me and a friend are planning on doing a whole editing suite to be able to change palettes, move speeds and pretty much anything you made available on that code list. (Of course you'll be credited, Drakon)

I played a bit with the codes, but grew bored of raw hex editing... Then made a tool to change a few values, showed it to him and mentioned I hadn't gotten to the palettes yet because I couldn't draw a character sprite on screen to make a WYSIWYG editor, and he gladly took that upon himself.

So now we want to make the most complete tool as possible, and I was wondering if there are any interesting misc. hacks you found we could add to it. I think you'd be interested, I believe I read somewhere that you wanted to do something similar.

And of course, I also wanted to make sure most of those addresses in your list work with the unmodded SF2:CE romset. >_>

Last edit, I promise:
You mentioned a few pages ago in this thread that the koryu palettes were stored with an F instead of a 0 in the last byte... That may be caused by the fact that those particular 4 bits aren't used AFAIK, so since ROMs are burned by flipping the 1 bits to 0, they simply took the shortest route... Or not. It's both possible and probable, but they still might've done it just to spite those who tried to understand their code.

My addresses is for CE 920313 so make sure you have that exact version. Honestly using my sheng long hack as a base is even better because you can summon fireballs whenever you feel like it. And yes the "F" bit isn't used but the default game pallettes have the "F" stored as a "0" so tracking down the pallette data was a mega pain. They made it very difficult to pick apart the hacked code it had been split apart into two roms in an interleaved pattern. Also the third programming rom was just....missing. I found the third rom in a dump of a different hack made by the same company.
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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptyWed Dec 26, 2012 12:24 am

New version 6.4 released the rom link is in the first post of this thread.
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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptyWed Dec 26, 2012 1:30 pm

Minor update, I changed chun li's spin kick to only shoot 1 fireball instead of two, this makes it more balanced.
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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptyMon Dec 31, 2012 9:27 pm

Version 7 is done. Big changes.
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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptyWed Jan 16, 2013 8:57 pm

Added a new promo video in the first post. Here it is again:

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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptyMon May 13, 2013 2:01 pm

New version 7.3 featuring crazy chun li and an audio clarity upgrade to the entire pcb:



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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptyMon Aug 19, 2013 9:49 am

This is the parts of ROM hacking I really love, making crazy things just for the fun of it. Translations bore me and there are so many games out there that I don't feel making a 'new' game out of an old one is particularly interesting either, but stuff like this is so much fun!

Out of interest does the computer player still use the abilities of the characters? I imagine they don't make optimum use of them as the logic in their A.I. hasn't changed but I didn't notice in any of the clips I watched any of the abilities being used (maybe you were busy pounding them too hard!).

Very cool stuff, very fun.
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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptyMon Aug 19, 2013 9:56 am

RyanfaeScotland wrote:
This is the parts of ROM hacking I really love, making crazy things just for the fun of it. Translations bore me and there are so many games out there that I don't feel making a 'new' game out of an old one is particularly interesting either, but stuff like this is so much fun!

Out of interest does the computer player still use the abilities of the characters? I imagine they don't make optimum use of them as the logic in their A.I. hasn't changed but I didn't notice in any of the clips I watched any of the abilities being used (maybe you were busy pounding them too hard!).

Very cool stuff, very fun.
The computer A.I. doesn't make use of the new moves.  The only changes to the A.I. is that the computer tries to do teleportation.  I removed the computer opponent's ability to do teleportation but the A.I. is still there so on very rare occasions the computer gets stuck for a moment trying to teleport.  What's interesting with this game is the programming for the computer super moves is different from the human controlled super moves in some cases.  Therefore a lot of the super moves for the computer controlled opponent differ from the human controlled characters.

I like fanslations, it's always nice bringing great japan only games to english speaking gamers.  I agree though making a fanslation is not fun at all, making this sort of hack is far more entertaining.  I'd also like to see more romhacks that are like adding 50 game genie codes at once, unfortunately programming changes to the game engine can be difficult to figure out and too time consuming for most people.

One thing I'm proud of with this romhack is it makes the game easier. Most romhacks make games much harder and a lot of people stop playing them because they're too difficult.
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PostSubject: Re: My custom Street Fighter 2: Sheng Long arcade hack   My custom Street Fighter 2: Sheng Long arcade hack - Page 3 EmptyMon Aug 19, 2013 3:18 pm

Drakon wrote:
I'd also like to see more romhacks that are like adding 50 game genie codes at once, unfortunately programming changes to the game engine can be difficult to figure out and too time consuming for most people.
A nice way to do this is to reverse engineer or decode the Game Genie code since it gives you the location in the ROM that it is altering. This is actually a handy way to find character stats and the like since even if you only have 1 code most character data is normally stored near by. But yeah when it actually gets down to recoding ASM man that's a big job.

EDIT - Just had a clear out of my bookmarks and stumbled across this http://gamehacking.org/?s=faqs&id=114 handy info on decoding the Game Genie codes to real ROM addresses. Very interesting reading.
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