Thread View: alt.games.sf2
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Started by Myong Choo
Tue, 26 Jan 1993 13:03
sf2-00x.lzh Questions
Author: Myong Choo
Date: Tue, 26 Jan 1993 13:03
Date: Tue, 26 Jan 1993 13:03
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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
Author: The Almighty
Date: Wed, 27 Jan 1993 23:36
Date: Wed, 27 Jan 1993 23:36
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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....
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