--== SFLIU Hyper Fighting patch for SF2IBM ==-- SFLIU21A.ZIP SFLIU21B.ZIP SFLIU21C.ZIP Version 2.10 Released September 22, 1994 By Derek Liu (deliu@unixg.ubc.ca) and Brian Chan (chanav@sfu.ca) Documentation by Brian Chan SFLIU V2.10 needs no other previous patch to function; it is a complete game. The reason for the complete release is that there was some confusion regarding the distribution of SFLIU V2.00. To avoid any further confusion, V2.10 will be distributed as an entire game. Sysops and FTP Sysadmins may delete V2.00 and V2.01 when V2.10 is released. Well, over the holidays, both Derek and I have finally found some time to get the V2.10 patch done, and do some proper play testing and documentation. We apologize for the "rushed" release of V2.00, where numerous bugs and other problems reared their ugly head, but things were very hectic back then, and we were already very late for the V2.00 release, and those things just slipped through. Hopefully there will be none of that in V2.10. SFLIU V2.10 is designed to improve upon the original game by Jung Young Dug. Note that Derek and I did *not* program the game. This vastly limits the scope of what we can do with the game. That is also why we were unable to use many fine suggestions, such as adding support for joysticks, modems, GUS, PAS, bonus rounds etc. SFLIU was originally designed to be applied as a patch to SF2IBM, but when we started editing graphics, the size of the patch would be approximately equal to the entire game. That is why we are packaging SF2IBM with SFLIU. Also please note that V2.10 refers to the revision number of the SFLIU patches, NOT the original game. The game is still at V1.96. There is NO functional difference between the EXE's distributed with SFLIU and the original game. As explained in the V2.00 docs, you may not use any part of the SFLIU patches in your own work without permission from myself or Derek first. After receiving permission, you must mention _ALL_ the aspects of your work that originally came from SFLIU in your documentation. And you may _NOT_ release a patch for SFLIU (a patch for a patch?) Sorry if this sounds a little high-handed, but Derek and I were definitely not amused by some people (who shall remain nameless) that plagiarized our work, and passed it off as their own. What is SFLIU?: =============== SFLIU is made by Derek Liu and Brian Chan, and it attempts to make SF2IBM play as closely as possible to the Street Fighter II Turbo Hyper Fighting arcade game by Capcom. Note that the original SF2IBM was made by Jung Young Dug. When SF2IBM was released (especially with V1.96) it had appallingly bad gameplay. Bearing little resemblance to the arcade, animation would be choppy, attacks would constantly dizzy, hit more than once, and shift mysteriously in position, as well as having sound that left a lot to be desired. One of the primary aims of SFLIU was to improve the gameplay. After many hours of hard work and experimentation, Derek more or less rewrote the attack and getting hit routines so attacks would only hit once. The hit reactions were tuned to mimic the arcade, and certain moves were made interruptable, so that combos in the arcade could be done in SF2IBM. It was a lot of work, but the end result was worth it. We think you'll notice the difference too! History of SFLIU: ================= July 1993 : V1.0 for SF2IBM 1.90. Start of the SFLIU patches, featuring vastly improved gameplay, sounds, background graphics, and computer interaction. September 1993 : V1.1 for SF2IBM 1.90. Bug fixes and minor improvements from V1.0. September 1993 : V2.00à for SF2IBM 1.96. Preliminary release for new SF2IBM 1.96. January 1994 : V2.00 for SF2IBM 1.96. Full release. Complete game released. Featuring addition of Balrog, and new character graphics, backgrounds and improvements in computer interaction. February 1994 : V2.01 for SF2IBM 1.96. Minor bug fixes for V2.00. September 1994 : V2.10 for SF2IBM 1.96. Vega added, computer combos upgraded, minor bug fixes and other improvements. How to install SFLIU: ===================== Unzip SFLIU V2.10 into an empty directory, and run SF2.BAT. The first time SF2.BAT is run, it will duplicate necessary sound effects and call SF2CFG.EXE to configure the game. See below on configuration tips. How to configure the game: ========================== The file SF2CFG.EXE configures SF2IBM for your system. When run, a menu will be displayed. Use the up/down keys to move between fields and the enter key to selct. EXTENDED MEMORY VERSION: Selecting this will display the amount of free extended memory (XMS) in your system. Setting Left/Right Player Control Key: This allows you to configure the keys used to control your character. Setting Video Speed (Automatic): Run this first. Checking Video Speed (Manual): Valid values range from 1 - 3750. Higher values correspond to a slower game. Voice Source Select: Selects voice source. View Current Configuration State: Views current configuration state. Save & Quit: Selecting this option will save your changes and quit. Quit: Selecting this option will quit without saving any changes. How to run SFLIU: ================= Well, we put this section in since many of you had trouble playing the game. SF2.BAT runs SFLIU. The keys used in SF2IBM: F1 - Enter debugging mode. Most people will not need to use this key. F2 - Restart match. F5 - Some sort of screen test. Useless function. F8 - Memory test. Useless function. F9 - Toggle pause. Pressing a key while in pause mode will advance the action by one frame. F10 - Return to main menu. ESC - Exit to DOS. The default player keys. These can all be changed in SF2CFG.EXE: Player 1 Player 2 Jump T Up Arrow Left F Left Arrow Right H Right Arrow Down G Down Arrow Jab TAB INS Strong Q HOME Fierce W PGUP Short CAPS LOCK DEL Forward A END Roundhouse S PGDN When the game starts up, there will be a repeating intro, showing the faces of the twelve fighters, and then showing a brief profile of each of them. Press any Player 2 key to display the main menu. The menu consists of: One Player, Two Players, and Options. Selecting "One Player" will start a 1 player game. Only Player 2's controls maybe be used. There will be a selection screen with the faces of the twelve fighters. Use Player 2's direction keys to move the selection cursor, and an attack key to choose your fighter. Selecting "Two Players" will start a 2 player game. Both Player 1 and Player 2 use their respective direction keys to move their selection cursors, and any attack button to select their fighter. Selecting "Options" will display an option menu. Here, offensive and defensive strengths can be adjusted, as well as number of rounds required to win, and time per round. There is also a music and sound effects test. The up and down keys will move between fields, and the attack keys and/or the return key will adjust the field or select the option. To accept the new options, pick "Accept". To abort, pick "Exit". The options will stay in effect until you change them or exit to DOS. While playing a 1 player game, a second player may be added at any time simply by pressing an attack key for the appropriate player. Tips to make SFLIU more fun! ============================ If you don't have a human opponent to play with, playing the computer can be boring sometimes. Despite all the changes we made to make the computer _appear_ smarter, the computer still is pretty stupid, not knowing when to block, and doing moves at random intervals. Here's a few suggestions to make 1-player SFLIU a _bit_ more fun: In "Options" turn computer's Offense and Defence levels _up_ to about 3/4 full. Turn your Offense and Defence level _down_ to about 1/4 full. If you really want to have fun, turn the computer's levels to totally full and yours to totally empty (and watch a beautifully timed Fierce/Fierce/DP take off about 2 pixels... :) Don't just stand on the other side of the screen and fireball all day, try to get closer to the computer. The computer is programmed to be a bit more aggressive when you're close up. If the computer FB's, try to Cyclone Kick/Spinning Bird Kick/Sumo Torpedo/ Sumo Butt Splash/Dragon Punch/Lariat/Teleport/TAP or backflip through it. Try to practice a few combos. Try starting with Ken/Ryu's standard Jumping Roundhouse/Crouching Forward/Fireball, then try Jumping Fierce/ Crouching Fierce/DP. Of if you're Guile, try Jumping Roundhouse/Standing Fierce/Blade Kick. Or if you're Chun Li, try Jumping Fierce/Standing Fierce/ Lightning Kick. Hopefully all the combos you can do in the arcade, you can do in SFLIU, as well. Limitations of SF2IBM: ====================== Even though lots of work was put in to improve the gameplay of SF2IBM, there are still tons of limitations in the EXE that we are not able to change. Here are some of them, listed in no particular order: o SF2IBM V1.96 has a number of bugs with its slamming routines. In the original SF2IBM V1.96, slams would be allowed while the other person was still in block stun, reeling back from a hit, or lying on the ground. We have managed to get around slamming while lying on the ground, but the first two problems remain (making ticking disgustingly easy and impossible to counterthrow) :( Also, our crude fix has some other side effects associated with it: the loss of short range moves while the opponent is fallen (that is why Chun Li cannot do her flipping neck breaker on a fallen opponent). o The computer is able to do a ground slam or a computer combo while in the air. o Occasionally crashes to DOS with the message "Mem Error". o There is a bug with the interrupt flags in the SEQ. This can be most often seen by a character not falling down properly, or a double image appearing whenever the character is hit. Restarting the match should eliminate this problem. o Unlike SF2IBM V1.90, there is no longer any slight slowdown when playing a VOC. While crude, this slowdown did approximate the slowdown in the arcade while a combo was being performed. The lack of a slowdown makes combos much more difficult to do in SF2IBM V1.96. o There is no ending upon completion of the game. o The KEY file (listing of special moves) is limited to very few entries. o The SEQ file (animation sequence) is limited to approximately 550 entries. This does not pose a problem yet, and is certainly a vast improvement over the 400 entries allowed in SF2IBM V1.90. o The vulnerable range of a character's sprites cannot be adjusted. That is why the leg portion Chun Li's wind kick is vulnerable. o While moves can be specified in the air (i.e. Ken/Ryu's aerial Cyclone Kick) there is no way to determine exactly when in the jump the move was executed. Therefore it is impossible to determine how many frames it takes to land. This would result in a character floating above or below the ground, which can lead to more problems. All animations in SF2IBM need to have their exact movements mapped out. This is also related to the reason why M. Bison's Head Stomp often misses an opponent, or why Vega cannot air slam from the wall jump. o Characters cannot jump off the walls. o There is no "hit flag" to specify when an attack has hit. That is why jumping jab/shorts do not last for the whole jump. The previous SF2IBM's would have jumping attacks hitting up to 4 times. That is also why Blanka's roll hits multiple times. o Cannot tune dizzy power. Currently, the dizzy power is directly proportional to the damage of a move. That is why 2 fireballs do not dizzy (Fireballs don't take off that much, in general) and occasionally a combo will redizzy (such as Ken's Fierce/Fierce/Double DP). Redizzying is also related to the game's crude "dizzy meter". o Moves that require "charging" do not work properly. While charging, no other key may be pressed. Also, the charge period required is too long in proportion to the game. (i.e. Guile cannot jump and charge in time for his combos) o Characters are able to overlap. o Key conflicts are common in two player matches. If one player is already pressing many of his keys, the computer will not register any more keystrokes. o Close up attacks only take effect if the opponent is on the ground. o If an opponent is high enough in the air, the falldown flag will not work. (i.e. DP'ing a jumping opponent will result in him/her landing on his feet) o There is a severe lack of hit reactions available. Since in SFLIU, there are many different types of hit reactions depending on which attack is used to hit an opponent, there were many other reactions that we could not put in. Ideally, we would like to have at least 2 falldown animations (1 from a sweep, and 1 from a special move), and be able to put in Bison's blue torpedo hit, etc. etc. o The characters expand upon winning. o Backgrounds cannot be animated and interactive (i.e. objects break when player falls on them) o No bonus stages. o Cannot shake out of dizziness and holds. o Fast computers will often cut short the playing of a sound effect. There are also some problems that only a few people have encountered. We personally haven't experienced any of these, so please let us know if you encounter any of these problems: o The Startup screen keeps crashing if you let it go to Ryu's stats. o The select screen takes ages to load the plane flying anim and noise. o After you've won a fight and the computer has to choose another fighter, it doesn't ping around, it just sticks to one face, then just before selection, zips to the one it wants to select. Special Thanks: =============== This last version of SFLIU is specially dedicated to the poor sap at Aberdeen who got dizzied 3 times in a row by the HF CPU Vega's awesome crouching fierce-crouching fierce-crouching fierce-crouching fierce combo :) Special thanks to Ben Cantrick for his image converters. Although they never quite worked properly, as explained in his documentation, they were a great help in making Balrog and Vega, and the other graphical improvements. Thanks to the beta-test team: Isabel, Ben, Wayne, Winson, Dave, Doug, Albert, Grant, Clarence, Kee, Kevin, Kevan, Dennis, Shaolin, Shaopin, James and Jacky for their support and help. Thanks to everyone who wrote to us with comments and suggestions, in particular Chan Chee Meng, who was a great help with his many fine ideas and advice. Of course, thanks to Jung Young Dug for this wonderful game. Things to come in future releases of SFLIU: =========================================== Unfortunately, school and other commitments have effectively "retired" us from the SF2IBM patch business. V2.10 will probably be the last patch released for a long time. There are currently no plans to release a SSF2 or a TSSF2 patch. (Unless someone knows how to edit the EXE ... :) ) Questions? Comments? Complaints? Suggestions? Bug reports? ============================================================== If you're in the (604) area, mail to: Lancer (Derek Liu) on Prototype Generation BBS or to Brian Chan on PuRpLe FuStRaTiOn BBS (604 dist site for SFLIU) Better yet, if you have Internet access, mail to: deliu@unixg.ubc.ca (Derek Liu) chanav@sfu.ca (Brian Chan) Feedback is welcomed and encouraged!!! Happy Street Fighting, Brian and Derek September 22, 1994