Description:

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Dev log

This is the Street Fighter II' Champion Re-Edit Development Log


03/02/2026 - A new version is under planning stage, based on players feeedback. At this moment, damage correction/tone down, bug fixings and new input commands for the Yoga Flame and Tiger Knee to avoid overlappings and drops are the goals. Fortunately, these bugs are not result of the CRE new features but some subtle inherent SF2 glitches that remained buried in the game code for decades.

10/10/2025 - CRE added to HBMame.

07/10/2025 - CRE added to Final Burn Neo nightly build.

05/10/2025 - CRE first public version: 0.29.7. Check out the Download page.

01/10/2025 - FAQ is online.

26/09/2025 - Quality of life new feature: Zero800 kindly provided a neat code for stage selection in 2 players mode. As in every fighting game, some stages are better suited for a 2P set than others, so a feature like this is more than welcome.

17/09/2025 - Quality of life change: finished tweaking to make "tap" special moves easier to execute; IE: Honda's Hundred Hand Slaps, Blanka's Electric Thunder and Chun Li's Lightning Legs.

04/09/2025 - Finished new color patterns for Honda, Blanka, Ken and Sagat stages. For Sagat stage, the World Warrior colors were used. Honda stage got an all-new color scheme (inspired by the World Warrior concept), while Blanka and Ken stages got slightly different details.

20/08/2025 - Youtube channel online. To showcase the CRE new features and gameplays.

08/08/2025 - Cosmetic changes like texts, disclaimer and credits. Minor sprite fixes like the correct Sagat sprite when he's landing after being hit in the air and Chun Li's neutral jump LK recovery sprite, since the hit sprite was altered (just for variation sake)

12/07/2025 - An old SF2 bug is now fixed. When grabbed by an SPD near the screen corners, Honda isn't properly thrown away from Zangief, and he gets stuck close to him, which is an invitation to an SPD loop. This bug taveled through 30 years and countless SF2 versions, and now it's gone. Kudos to Zero800 and his hexadecimal magic!

01/06/2025 - New victory quotes for some of the chars. There's no problem if the new quotes fit the original space in the ROM, but if it needs more space, then there are some pointer operations involved. Fortunately the text follows the ASC standard, so it's somewhat easy to modify.

26/03/2025 - Some experiments regarding the damage/dizzy tables, to find a good ratio. The research from fellow SF2 enthusiasts like Felineki and Dammit were invaluable.

06/02/2025 - Some time spent analyzing the Chun Li damage bug. Each char hitbox has a variable called ATCK DNo, which is the base damage for that hitbox/move, and 2 aditional variables called ADJUST 1 and 2, adding an extra dose of random damage. If these variables are combined wrongly, the damage can be very erratic and may vary from massive to 1 pixel. After a little trial and error, Chun Li's damage ratio is set right.

30/01/2025 - Guile got the ST neutral MK jump sprite, and now the bonus stages only appear during a 1P game. If the game starts in 2P mode, the bonus stages will not appear. This change is due to the fact most players in 2P mode just reset the game during the bonus stages, which breaks the match's flow.

22/01/2025 - Fun with sprites. Once you understand how the special moves are set, it's kinda easy to tweak the moves or even create them. Not all experiments went to the final game, but that knowledge allowed Chun Li to get a proper antiair kick.

02/12/2024 - One of the CRE goals is to expand the combo possibilities, specially for chars with poor combo potential. And since most infinite combos are gone (hopefully), this is another reason to expand the practical combo repertoire for the roster. Honda, Blanka, Chun Li, Balrog and Bison got the most combo-able normals.

13/10/2024 - Hitboxes adjust continues. The goal is to modify the absolute minimum, since the game already have them there, only badly configured. The tweaks include changing the size of the boxes, better positioning and a new hitbox/hurtbox relation, which is enough in most cases. Honda, Chun Li and Zangief got the most changes.

18/09/2024 - Hitbox fine tunning starts here. SF2CE has too many normal/special moves with weird framedata and un-alligned boxes, so the idea is:

1. align the hitboxes with the sprites when possible/desirable
2. modify the boxes in order to optimize normal/special moves
3. modify the boxes so some chars can counter unfair enemy moves

There's a lot of work to do, and a hard task finding the correct data in the ROM and modifying it. 

07/05/2024 - More M. Bison tweaks. While CE Bison is an overall good char (better than his HF counterpart, at least), the lack of his trademark infinite combo can seriously dumb him down. So, his HP Psycho Crusher causes more chip damage when blocked. And in a next future, he'll get some more combos.

01/03/2024 - M. Bison infinite Double Knee Press combo is gone. For good.

03/12/2023 - After getting access to the Obj Test inside the game ROM, it's time to decipher it, understanding how it affects the chars and how to modify its data. Comparing the CE ROM with the HF one is a good starting point. Example: Sagat's Tiger Uppercut knocks down on HF, but not in CE. So, it's a matter of identifying which feature/byte is responsible for this particularity and make the corresponding alteration. A lot more can be tweaked with the help of the Obj Test like framedata, sprites, hit/hurtboxes, damage ratio, etc.

17/11/2023 - Project start. This phase involves gathering the knowledge needed and having some fun with color, in Palmod. Despite Street Fighter 2 popularity, not much info is available on how to actually mod the game. But since it's being done since early 90s, it shouldn't be that hard...