Ultra Street Fighter II (Arcade backport)

Had a good couple of hours playing this, really good. Can't say I've noticed anything major with rc2 yet (but mostly stuck to the ST cast). One suggestion if possible would be to scale back the size of the capcom and Ultra logo. On the switch they bounce in then zoom back. Purely cosmetic but I think it would match the ST logo better
 
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Spent last night playing this in versus and it's pretty solid. The sprites for both E Ryu and V Ken don't seem to fit with the game but mirror the switch completely so no issues as such but Ken's dash (DP with kick) doesn't look quite right with the shadow. and E Ryu seems to be missing his hop kick (F + MK) I think the missing flash on super has been reported but it never seems to fire for me. Super minor point but the high score on USF2 is NDA not POO

If I'm being greedy I love to see an EX version with versus and buddy battle (dramatic battle) in too :D
 
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rc3 is out. CPU opponents and portraits are restored after a challenger, and the game returns to attract mode after the endings. Violent Ken's super meter checks, close-range six-hit sequence and dash trails are corrected, and Evil Ryu's and Violent Ken's super finishes are back with their effects. Evil Ryu and Violent Ken have updated portraits, their own ending music on MiSTer and a place in Random select. The Cammy, Claw, Dee Jay and Fei Long stages have their background gaps filled. The INPUT and OUTPUT service menus work, repackaged Switch files with matching game content are accepted, and USA XCI files work as input. Rebuild with the rc3 kit. The first post is updated.

@Heatermania: Violent Ken's dash and meter use, the missing super starburst and Evil Ryu's pose orientation are all in this build.

Link: arcadepatches.com/usf2-backport

@creeping1: Thank you for testing on macOS. rc3 accepts repackaged Switch files whose game content matches, so a different package hash should not need a kit.json edit. The INPUT freeze and the OUTPUT exit are fixed. SOUND EFFECTS only changes in the 8 MB builds (HBMAME and MiSTer). The 4 MB build that stock MAME runs as hsf2 has the Modern effects only, with no Classic choice.

@ShinGouki94: Thank you for the detailed notes. rc3 restores Violent Ken's dash trails and the super-finish effects for Evil Ryu and Violent Ken, so the missing flash should be back. I have noted the Capcom and Ultra logo scaling, Evil Ryu's F + MK hop kick, Ken's dash shadow and the default high score name (NDA instead of POO). An EX version with Versus and Dramatic Battle is noted too.
 
Build rc3 is excellent, can't tell you how much I appreciate you putting this much effort in to get this perfect.

Evil Ryu is still missing his F + MK and default high score is still POO, guessing these didn't make it into this build, look forward to those.

Love the detail on the new portraits, E Ryu looks like he has a tiny moustache.

Only minor graphical glitch I've noted so far is when V Ken executes a flame DP, the palette affects the freeplay logo and turns it purple. Actually looks kinda cool, but guess it's not intended.
 

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@strygo Had some versus games on USF2 with my buddy who knows the game very well on the switch. Fair to say he was blow away with how good it is.

He noticed that E Ryu has retained some of his ST moves intact (F and HP - Solar Plex) and missing others (I've mentioned the hop kick F + MP)

Typical Nintendo didn't produce a movelist manual but there is a really good one on Eventhubs, might be useful for checking. I'm guessing most of the ST cast remain unchanged.

https://eventhubs.com/moves/usf2/
 
Seem to be having trouble getting this sorted. I renamed the files and folders needed for ease of use/typing. The NSP is named USF2main.nsp, and the directory is /mnt/storage2tb/sf2hacks/usf2bkpt/ with the ROM of the game of course named ssf2xj.zip

When running this command:

python3 apply.py /mnt/storage2tb/sf2hacks/usf2bkpt/ssf2xj.zip USF2main.nsp \
keys prod.keys /mnt/storage2tb/sf2hacks/usf2bkpt/done out

I get this error:
1792693014343.png


Ive tried running it with the "--" in the guide (--/mnt/storage2tb/sf2hacks/usf2bkpt/ etc) and without and encounter the same error. Im sure its something mundane I am missing, but I am missing it nonetheless.
 
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Seem to be having trouble getting this sorted. I renamed the files and folders needed for ease of use/typing. The NSP is named USF2main.nsp, and the directory is /mnt/storage2tb/sf2hacks/usf2bkpt/ with the ROM of the game of course named ssf2xj.zip

The error is just the command syntax: keep the --option names and replace only the paths after them. Assuming your NSP is the USA version, run this from the kit folder for stock MAME:
Code:
python3 apply.py 
  --rompath /mnt/storage2tb/sf2hacks/usf2bkpt 
  --source-us USF2main.nsp 
  --keys prod.keys 
  --region us 
  --platform mame 
  --audio 4 
  --work /mnt/storage2tb/sf2hacks/usf2bkpt/scratch 
  --out-dir /mnt/storage2tb/sf2hacks/usf2bkpt/done
For MiSTer, change --platform mame --audio 4 to --platform mister --audio 8. The done folder must not already exist. Renaming the NSP is fine.
 
The error is just the command syntax: keep the --option names and replace only the paths after them. Assuming your NSP is the USA version, run this from the kit folder for stock MAME:
Code:
python3 apply.py
  --rompath /mnt/storage2tb/sf2hacks/usf2bkpt
  --source-us USF2main.nsp
  --keys prod.keys
  --region us
  --platform mame
  --audio 4
  --work /mnt/storage2tb/sf2hacks/usf2bkpt/scratch
  --out-dir /mnt/storage2tb/sf2hacks/usf2bkpt/done
For MiSTer, change --platform mame --audio 4 to --platform mister --audio 8. The done folder must not already exist. Renaming the NSP is fine.
So something has indeed changed. I ran:

python3 apply.py --rompath /mnt/storage2tb/sf2hacks/usf2bkpt --source-us USF2main.nsp --keys prod.keys --region us --platform mame --audio 4 --work /mnt/storage2tb/sf2hacks/usf2bkpt/scratch --out-dir /mnt/storage2tb/sf2hacks/usf2bkpt/done

The system thinks for a few moments, and creates a scratch folder, but then fails to this: (click to embiggen)

*edit: I tried creating a cmake directory in the same usf2bkpt folder, but it did not affect it.

1792695524317.png
 
So something has indeed changed. I ran:

python3 apply.py --rompath /mnt/storage2tb/sf2hacks/usf2bkpt --source-us USF2main.nsp --keys prod.keys --region us --platform mame --audio 4 --work /mnt/storage2tb/sf2hacks/usf2bkpt/scratch --out-dir /mnt/storage2tb/sf2hacks/usf2bkpt/done

The system thinks for a few moments, and creates a scratch folder, but then fails to this: (click to embiggen)

*edit: I tried creating a cmake directory in the same usf2bkpt folder, but it did not affect it.

1792695524317.png

That’s past the syntax error now. This error means CMake is missing or isn’t on your PATH. Install CMake, Git and a C/C++ compiler using your distro’s package manager, then check that cmake --version works and rerun the same command.
If you’re on Arch, you can install those with:
Code:
sudo pacman -S --needed cmake git base-devel
 
Not sure if it helps but I put the whole .zip into chatgtp and it checked each stage. All I had to do was tell it where my files were stored and it gave me the powershell prompt I needed. Even helped make sure all the dependancies were installed too
 
That’s past the syntax error now. This error means CMake is missing or isn’t on your PATH. Install CMake, Git and a C/C++ compiler using your distro’s package manager, then check that cmake --version works and rerun the same command.
If you’re on Arch, you can install those with:
Code:
sudo pacman -S --needed cmake git base-devel
Got it goin. Thanks again man!

I dont know if this has been mentioned in this thread, but is there something different about the sound from the Switch version? I uh... "havent played" the Switch version I just uh... "borrowed my friends gamecard..."

For example Deejay, he sounds almost as if he's from the Genesis/MD version of the game. The voice is quite garbly. Not a complaint on the work, Im truly just not sure if thats how he sounds if/when playing on the Switch proper.
 
SOUND EFFECTS only changes in the 8 MB builds (HBMAME and MiSTer). The 4 MB build that stock MAME runs as hsf2 has the Modern effects only, with no Classic choice.

Just a suggestion, but wouldn't it make more sense for the stock MAME / CPS2 (4 MB) version to use the Classic sound effects instead of the Modern ones? I think they would be a better fit for the original arcade hardware and provide a more authentic experience. Of course, it's just a personal preference, not a request or requirement.

Also, I noticed that Free Play cannot be enabled in the Japanese version.
 
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Is the Balrog/ Dee Jay swap in Character selection just a thing? Otherwise, I've really been enjoying the AST, thank you!
 
RC4 is out.
Download the RC4 kit and instructions
  • Fix: Boxer and Dee Jay now select the correct fighter from their character-select icons.
  • Fix: Corrected move inputs and animations, including Evil Ryu’s reverse teleport, Violent Ken’s forward kick, Sagat’s Tiger Knee and Dhalsim’s fire specials.
  • Fix: Free Play supports starting and continuing from either player.
  • Fix: Corrected rapid-attack sound overlap and release for Dee Jay, Honda and Chun-Li, reducing cut-off and repeatedly restarted sounds.
  • Fix: Modern blocking sounds now play correctly for both players.
  • New: The default MAME output uses the 8 MB audio build with selectable Modern and Classic sound effects, replacing the earlier 4 MB Modern-only output. It runs in unmodified MAME under the same hsf2 and hsf2j names.
  • Improved: Only Python 3.10 or newer is needed for standard ZIP/NSP/XCI installation. Extraction and audio tools download automatically; no compiler, Git, CMake, NumPy or separate FFmpeg setup is required. An offline tools bundle can be used instead.
  • Improved: Defeat voices and crowd audio, with fewer repeated attack-sound restarts.
  • Fix: Corrected portrait colors after continuing, defeated portrait shading and Game Over grayscale.
  • Improved: Violent Ken’s defeated portraits, including the shoulder shading in the later animation frames.
MAME users: Rebuild with the RC4 kit and use its new hsf2.zip or hsf2j.zip. The default MAME output now includes both audio modes; change SOUND EFFECTS in ULTRA CONFIGURATION. No custom MAME build is required. Keep these ZIPs separate from original Hyper Street Fighter II ROMs; checksum warnings are expected.
Installing offline: Keep cpsplus-tools-v2-offline.zip zipped and add --tools-bundle cpsplus-tools-v2-offline.zip --offline to your normal command. Online installation downloads the tools on first use and reuses them later. Optional 7z inputs still need 7-Zip.
You still need your own arcade ROMs, Switch game files and prod.keys. Rebuild both regions you use with the RC4 kit, then replace the previous generated files.
Thanks to everyone who reported issues, and to Gachichan! for the Evil Ryu and Violent Ken portrait edits. This is a release candidate; further bug reports are welcome.
 
Just got the new rc4 downloaded and placed it in the folder and everything but I'm having trouble myself coding it myself which I used the command prompt to do that. I have everything in the folder and typed the command and this is what pops up.

EDIT: Never Mind, I just got it to work creating the file using HBMAME. I'll Test it out and see if there's any bugs.
 

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