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super street fighter II turbo bug

Postby myloch » Thu Jun 18, 2015 4:05 pm

I found a rather annoying bug for 1.5 (latest) cdrom version of super street fighter 2 turbo (ssf2t) for dos.

For better performance the readme file suggests to run the game using "ssf2t NOCDSTATUS" command line.
All is good, game is fast, short loading times, it runs like a charms except... in the jamaica level, when the faster version of the song starts (round 2 and 3 when at least one of the characters has low energy) song doesn't play, it seems like the cdrom keeps starting the track endlessly. All other levels/audio tracks play perfectly (as far as I can see), maybe my version is flawed but imho it's a game bug. I wonder if something can be done to fix that.

Again, how to encounter the bug:

Mount the cdrom and install the game.
Unpack patch 1.5 in a random directory and mount that directory as A:
install the patch
run the game using "ssf2t NOCDSTATUS"
wait for DeeJay stage and see.

The game suffers from this problem in dosbox and in a real hardware with dos and cdrom (tested).
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Re: super street fighter II turbo bug

Postby basetta » Thu Jun 18, 2015 9:11 pm

Sounds like a game bug.

http://www.abandonia.com/files/extras/2 ... %20FAQ.txt
x) Music speed up
Determines whether or not the music speedup plays when close to KO.
On CD versions the game may pause when beginning the KO section
of the music. This is due to the CD hardware and cannot be overcome.
There are 3 options, ON, OFF, ALWAYS. ALWAYS will always use the stage
KO music rather than the normal stage music.


Wouldn't ripsaw8080 at vogons be able to make some type of TSR magic fixer for this? That dosbox author creates all sorts of fancy workaround programs for other games.
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Re: super street fighter II turbo bug

Postby Meddle » Fri Jun 19, 2015 4:01 am

If the game could be redirected to use mp3/ogg/flac tracks instead of cdda it may alleviate that problem. I'm not a coder so I have no idea how difficult that would actually be to implement, but from my perspective that may be a fair amount of work.
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Re: super street fighter II turbo bug

Postby myloch » Fri Feb 02, 2018 12:12 am

Raising this long time issue from the dead...

I suppose dosbox + a decent debugger + a good programmer might do the trick, I suspect it's some stupid error in the game code related to the command used to select(start) the desired audio track to play. There is something wrong in the deejay stage, it loops indefinitely but the track doesn't play, only a subtle static sound and gameplay becoming jerky. Comparing the stage code with some of the other levels would do the trick imho. Any programmer lurking here please?
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Re: super street fighter II turbo bug

Postby annoyment » Fri Feb 23, 2018 12:23 am

The only one I know of that dealt with both DOS & CDDA is Adsolution, may be a little immature (or is just trolling on RPC), and/or is not very keen on straying from the "subject" of preference ( :P ), but due to possible simplicity of this issue (could be just a tad more complex than a cue start value typo, but certainly less work than what was done fer them raymunz CDDAs) the user might be more accepting of such a bump :lol:
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Re: super street fighter II turbo bug

Postby myloch » Sun Feb 25, 2018 6:53 pm

Knowing how to debug and the dos calls for cdda might help.
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Re: super street fighter II turbo bug

Postby annoyment » Tue Feb 27, 2018 8:38 pm

BTW does the issue still persist even after the 1.6 patch (in Egon's US version UL here)? :thanks: in advance...
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Re: super street fighter II turbo bug

Postby myloch » Thu Mar 01, 2018 1:29 pm

yep, but I found a man who agreed trying to bugfix that.
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Re: super street fighter II turbo bug

Postby annoyment » Sun Feb 03, 2019 4:37 pm

Any update on this? :|
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Re: super street fighter II turbo bug

Postby myloch » Sun Feb 03, 2019 4:58 pm

Nothing really new, a nice guy who already helped me in the past has accepted having a look at that but he gave up long ago, due to real-life time restraints most probably.
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