Hatsune Mike
Champion
Source on Github: https://github.com/Mikejmoffitt/hyper-fighting-cps2
Credit to trap15 for EEPROM sample code and some work with the CPS1->CPS2 priority encoding.
If you want to donate (absolutely not required) you may use PayPal here.
Current progress:
Features / Completed Tasks:
* Player 1 & 2 joystick and button reading
* Kick harness reading and format conversion
* System switches conversion (coins, starts, test switch, service)
* CPS2 QSound ID translation
* Hyper SF2 sound driver (maintain original CPS1 sound effects where possible)
* CPS2 sprite hardware utilization
* Sprite table update with correct drawing order and termination (no need to clear the table every frame)
* Multiple levels of speed adjustment (like console ports!) with the default being more or less the original speed
* Configuration for soft-DIP settings stored in EEPROM like a normal CPS2 game
Feature adds I'd like:
* Allow winning player to change characters in versus matches
* Allow stage selection / rotation of stage choice so you aren't stuck listening to the elephants on Dhalsim's stage forever* I would like to replace the instrument samples to better resemble their CPS1 counterparts
Remaining bugs:
* "Burning oil drums" bonus missing the top drum unless screen scrolls up (likely a sign extension issue for Y position)
* Screwy "A New Challenger" text when the second player joins
Likely not going to be fixed:
* Endings have some flicker; some endings (Ken's ending) use per-color sprite priority encoding which is a hassle to fix
* On the fastest turbo speed setting, sometimes HUD sprites flicker for a frame on occasion
* Between screen fades for a frame or two sprites are visible on-screen when it should be a black screen
Closed Issues:
* I must finish the DIP configuration screen
* Game runs very slightly too fast compared to original SF2HF board
* High score table and end-of-match text does not show up (need to trigger a sprite update; normal function isn't used here)
* A few sound effects are mapped wrong (Dhalsim's flame hit sound, Dictator's psycho crusher attack sound)
*Strange palette issues on hardware ( seems like an offset in the palette source address? See how I picked green guile but got blue guile in-game? ) Took sprite list update routine out of vblank, no longer ruins palette transfer timing
* Minor sprite/background layering issues (life bars on Ryu stage, Title "turbo" text Fixed
* Minor sprite flicker for some text in-game, and in the punching intro Resolved alongside palette issues
* Background updates must be synchronized properly with sprite updates (off by one frame right now) Fixed alongside palette issues
Credit to trap15 for EEPROM sample code and some work with the CPS1->CPS2 priority encoding.
If you want to donate (absolutely not required) you may use PayPal here.
Current progress:
Features / Completed Tasks:
* Player 1 & 2 joystick and button reading
* Kick harness reading and format conversion
* System switches conversion (coins, starts, test switch, service)
* CPS2 QSound ID translation
* Hyper SF2 sound driver (maintain original CPS1 sound effects where possible)
* CPS2 sprite hardware utilization
* Sprite table update with correct drawing order and termination (no need to clear the table every frame)
* Multiple levels of speed adjustment (like console ports!) with the default being more or less the original speed
* Configuration for soft-DIP settings stored in EEPROM like a normal CPS2 game
Feature adds I'd like:
* Allow winning player to change characters in versus matches
* Allow stage selection / rotation of stage choice so you aren't stuck listening to the elephants on Dhalsim's stage forever* I would like to replace the instrument samples to better resemble their CPS1 counterparts
Remaining bugs:
* "Burning oil drums" bonus missing the top drum unless screen scrolls up (likely a sign extension issue for Y position)
* Screwy "A New Challenger" text when the second player joins
Likely not going to be fixed:
* Endings have some flicker; some endings (Ken's ending) use per-color sprite priority encoding which is a hassle to fix
* On the fastest turbo speed setting, sometimes HUD sprites flicker for a frame on occasion
* Between screen fades for a frame or two sprites are visible on-screen when it should be a black screen
Closed Issues:
*
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