29 March 2017, 22:53 | #1 |
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Super Street Fighter II Turbo [AGA] & [CD32] - Bug with Ryu's "Super" fireball
Heya guys,
Ransom1122 brought this to my attention Unfortunately there seems to be a bug with both the [AGA] & [CD32] versions of "Super Street Fighter II Turbo" This occurs when playing as Ryu and doing his "Super" fireball. See below: a) AGA version:To test it's best to:
I've tried Quickstart settings and anything else I can in order to try to resolve this without success... I'm pretty certain this is a game bug and not an emulation bug but you never know. People with real A1200's / CD32 consoles; does this occur for you? |
29 March 2017, 23:40 | #2 |
CaptainM68K-SPS France
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That's a game bug. You'll find it with Ken too. I remember Deejay had a bug with its super attack.
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29 March 2017, 23:43 | #3 |
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Cheers for confirming Denis; I thought as much but had to ask just in case
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01 April 2017, 18:25 | #4 |
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It is not a bug.
Amiga vesion miss so many frame on Super moves, that you see something of, maybe, initizal combo. |
01 April 2017, 19:47 | #5 | |
CaptainM68K-SPS France
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Quote:
The problem is that this frame skipper is unsuited to the Amiga. It makes it skip and jump a tons of frames. I put my nose inside the data files of SSF2T AGA, and everything is in it. |
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02 April 2017, 18:00 | #6 |
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ah ok, i look again..it is a little graphic mess..
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02 April 2017, 18:44 | #7 |
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not the same exactly frames, but it seems that amiga mess try to replicate the flash explosion (the colors in this distored graphics is yellow, red, orange) or also to replicate the punch effects. |
02 April 2017, 18:46 | #8 |
CaptainM68K-SPS France
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Thanks. This is data corruption..... not a bug
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02 April 2017, 19:33 | #9 |
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Hold on, now I'm confused...
Both the [AGA] & [CD32] versions have this issue. Now you're saying it's data corruption and not a game bug Denis? For the [AGA] version I used the .IPFs to install. For the [CD32] version I used an image of a friend's original CD-ROM. If it is data corruption then it exists in the Amiga originals... |
02 April 2017, 20:31 | #10 | |
CaptainM68K-SPS France
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Quote:
The problem is in the original disks, ipfs, copies, CD32 data files, etc.... |
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02 April 2017, 20:35 | #11 |
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Gotcha. No way for us mere mortals to fix then...
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02 April 2017, 20:39 | #12 |
CaptainM68K-SPS France
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We would need a programmer to check the program code anyway.....
We need to remove the frameskipper. In fact, the Amiga main code is locked at 60 frames per seconds. The game would need to use a variable frameskipping. I have found the information inside the PC readme file. The Amiga version is mostly a C port from the PC version, and i'm sure they have not made it cleanly...... The worst is that SSF2T use all the new AGA specific registers..... that's what i discovered when hacking the game. |
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