🚀 go-pugleaf

RetroBBS NetNews Server

Inspired by RockSolid Light RIP Retro Guy

2 total messages Started by Myong Choo Tue, 26 Jan 1993 13:03
sf2-00x.lzh Questions
#3469
Author: Myong Choo
Date: Tue, 26 Jan 1993 13:03
19 lines
1012 bytes
I finally got a "full" working copy of this game and it's pretty
cool.  But I have a few questions.

I'm missing DALSIM2.SEQ.  Is anyone missing this too?  Does anyone
had this file?

Can anyone read the .HWP files?  It looks like these are the 
directions, but I can't read them.

Did anyone figure out all the "super" moves for "Super Street 
Fighter"?  I think I got most of it by just experimenting.

Well, guess that's about it.  Thanks for any replies.

-Myong
-- 
Myong Choo                          | snail mail:
email: mchoo@gum.rutgers.edu        | BPO 20382  PO BOX 1119
 or ar328@cleveland.freenet.edu     | Piscataway, NJ 08855-1119
Re: sf2-00x.lzh Questions
#3565
Author: The Almighty
Date: Wed, 27 Jan 1993 23:36
70 lines
2607 bytes
In article <Jan.26.08.03.20.1993.14670@trident.usacs.rutgers.edu> mchoo@trident.usacs.rutgers.edu (Myong Choo) writes:
>I finally got a "full" working copy of this game and it's pretty
>cool.  But I have a few questions.
>
>I'm missing DALSIM2.SEQ.  Is anyone missing this too?  Does anyone
>had this file?
>
>Can anyone read the .HWP files?  It looks like these are the 
>directions, but I can't read them.
>
>Did anyone figure out all the "super" moves for "Super Street 
>Fighter"?  I think I got most of it by just experimenting.
>
>Well, guess that's about it.  Thanks for any replies.
>
>-Myong
>-- 
>Myong Choo                          | snail mail:
>email: mchoo@gum.rutgers.edu        | BPO 20382  PO BOX 1119
> or ar328@cleveland.freenet.edu     | Piscataway, NJ 08855-1119



Alll the moves in the SF2IBM can be altered or viewed in the appropriate
files  of *.key

In it you will find lines like:

eg Guiles sonic boom

1fb 45 guile.voc
2fb 46 guile.voc
3fb 47 guile.voc

the first number is the fire button... 1 - light 2 - medium 3 - hard
1,2,3 pertain to punches    4,5,6 pertain to kicks.

the next characters or numbers after that are the moves to execute with
the appropriate button.. notice that they are to be read from right to
left.. 

Therefore in my example to execute a  slow sonic boom you would push 
back and then forward plus the light punch.  EASY..

There fore using the letters "fbud" you can adjust it to an easier
combination if you have trouble in executing it.

the two digit number after that corresponds to the animation and
therefore shouold be left alone..

and the last column is the sound it calls up... 

Hope this helps...

By the way if there is anyone out there experimenting with the
sequencing file I would appreciate if you can help me decipher the last
column in the seq files.

the last column usually looks like this:

A10N0xx
..
..
..

and so on..

I am attempting to fix up Dhalsim in the SF2IBM V190

thanks....
Thread Navigation

This is a paginated view of messages in the thread with full content displayed inline.

Messages are displayed in chronological order, with the original post highlighted in green.

Use pagination controls to navigate through all messages in large threads.

Back to All Threads