malenko

Street Fighter II

42 posts in this topic

so I started coloring the game yesterday, no promises I'll ever finish.

Plan is to start with just coloring the frames, long term is to redo the admittedly bad animations.

 

Animations:

Gottlieb / Premier Logo 100%

Street Fighter / Capcom Logo 85%

ChunLi Skill shot 0%

Bracelet Throw 0%

BT Result Early 0%

BT Result Bullseye 0%

BT Result Late 0%

Defeat Honda Trigger 100%

Defeat Honda Result 0%

Defeat Guile Trigger 100%

Defeat Guile Result 0%

Defeat Bison Trigger 100%

Defeat Bison Result 0%

Defeat Zangief Trigger 100%

Defeat Zangief Result 0%

Defeat Dhalsim Trigger 100%

Defeat Dhalsim Result 0%

Defeat Vega Trigger 100%

Defeat Vega Result 0%

Defeat ChunLi Trigger 0%

Defeat ChunLi Result 0%

Defeat Ken Trigger 100%

Defeat Ken Result 0%

Defeat Ryu Trigger 100%

Defeat Ryu Result 0%

Defeat Vega Trigger 100%

Defeat Vega Result 0%

Defeat Blanka Trigger 0%

Defeat Blanka Result 0%

Defeat Balrog Trigger 100%

Defeat Balrog Result 0%

Barrel Break 0%

Car Smash 1 0%

Car Smash 2 0%

Car Smash 3 0%

light car smash 0%

Yoga Flame point shot 100%

 

 

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no, cant seem to snag one. Been redrawing every frame by hand anyway.

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I'll retry. Why wont redrawing everything work? the majority of the animations are pretty terrible.

The display flickers on the actual DMD as well.

 

 

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The scenes that are generated dynamically with e.g. player number or score would not be displayed correctly because they would be replaced.
You can only replace scenes which are always the same like the logos you already did. The other scenes could be colored by using a appropriate palette.

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18 minutes ago, lucky1 said:

The scenes that are generated dynamically with e.g. player number or score would not be displayed correctly because they would be replaced.
You can only replace scenes which are always the same like the logos you already did. The other scenes could be colored by using a appropriate palette.

Almost none of the scenes in SFII show anything dynamic. VERY stop and go gameplay, make a shot, stop and watch a scene. Its why everyone hates it :)

The only "dynamic scenes" are car crush scenes (1 scene that has 3 animation parts), barrel crush , millions circle shot, torpedo shot count, guile shot count, and Vega rewards, planned on doing pal swaps for those. I am pretty sure the Chun Li skill shot loops, so I'll only have to redraw the main 10 frames.

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So after checking over the capture file again it turns out the section shouwing the portrait with an X over it *IS* dynamic ,  "X number of fighters remaining" so they'll have to be palette tricked, but all the "death" animations are not, so I took a break from drawing the street fighter logo 26 times and started E honda's sumo torpedo

Capture.JPG

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E Honda's Trigger is 100% done

M Bison's trigger is 100% done

Ryu's trigger is 100% done

Capcom / Street Fighter logo is 100% done

 

I do not think its possible to redo the "result screen" at this time, I need to mask the amount of fighters defeated and remaining, and redraw the rest of the frame.

 

capcom.gif.c749a45d3f5a967da53b80a3631a89a5.gif

 

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this is taking longer because Im not just picking colors, Im redrawing the bulk of it.

for example, this is Ryu's in game animation:
Ryu.gif.4c4fd25ba851d181b18c821c0a98b20a.gif

 

And this is my redraw:
RyuColor.gif.321cb908e8a4c2b6977556a630abfa15.gif

 

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This just looks so good - awesome work !

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The "defeats" done now include:

Balrog, Bison,Blanka,Guile, Ken, and Ryu. I tried something different with Blanka, and instead of his win stance you get his "knocked out" animation.  the 32 pixel limit made both of his win stances (repeated back flips or hand raise) too hard to made look good.

Much like Guile, I got 2 special moves in!

BlankaColor.gif

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Just Chun Li is left for the "defeated fighter" animations. Then I need to try out this BETA firmware for gottlieb and see if I can use masks for the dynamic scenes.

 

Attached is the 2million point Yoga Flame shot :)

 

YogaFlameColor.gif

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CHUN LI IS DONE!!!!!!

 

 

That means all the defeated fighter animations are in the books!

ChunLi-Color.gif

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Is there any way, to use that in the VPin Version?
My wife loves Street Fighter!

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3 hours ago, UncleSash said:

Is there any way, to use that in the VPin Version?
My wife loves Street Fighter!

If he makes a v-pin export when he is finished, you will be able to use it with the upcoming dmddevice.dll

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The plan for now is to release it for Vpins and beg for donations to make me want to color and share more pins, T2 is next.

 

For now, its nearing time to start these:

 

Capture.JPG

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The plan for now is to release it for Vpins and beg for donations to make me want to color and share more pins, T2 is next.

 

For now, its nearing time to start these:

 

Capture.thumb.JPG.c9df09ceffc81a2190047b04a73fab3b.JPG



I like to donate to you, when it works out with Street Fighter colorizing.

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The dynamic scenes like defeated Honda can be colorized using ColMask mode. 
In this mode you have the palette devided into 4 blocks of 4 colors.

Here is an example of what happens when drawing a rectangle with block 1 2 3 4 using the palette 0 (vga)

The upper left square uses the color 1-4 which are also used by the rest of the picture.
Upper right 5-8, lower left 9-12 and lower right 13-16.

You can see that the content from the machine stays the same but the colors in the area change according
to the block you selected the color from. Of course you are not limited to the rectangle tool.  You can also choose
the area with the fill tool or even a single pixel.

That way you should be able to colorize Honda no matter what is written on the left.

honda.gif

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I finally figured it out.

masking.thumb.PNG.07e52f24fd175d108b1fcc890ce8ed55.PNG

I think a better way to explain it is "make the first color of each block your masking color"  , the other 3 colors are then used for shading.

 

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