-
Notifications
You must be signed in to change notification settings - Fork 40
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Added Super Street Fighter II Turbo Hyper Fighting SNES game support #22
base: master
Are you sure you want to change the base?
Conversation
Nice work! |
I'm afraid that we didn't find a way to start always playing against the same opponent. It's the way the game behaves across resets. We dont know if the same behaviour is present in all the sf2 versions. In this case, the game behaviour will change slightly from battle to battle due to some randomness implemented in it (e.g. dizzy state duration). |
Added Street Fighter II Turbo Hyper Fighting to the supported roms
Reaching zero time does not mean terminal state. A single fight might reach zero time, meaning that the next round should start. The terminal state, should only be reached by opponent wins.
When the player wins two matches, he will start a fight with the next rival. This is not terminal state as with each rival the difficulty will be increased and it is interesting for the agent to able to reach these states.
Variable kept as a comment for future reference.
Hi, it's been a while since the last time I could review this. The problem we found with this game is that every time the game restarts, it starts against a different character. I've been trying to find the memory position where the character is determined and I think I was somehow close to find the actual memory position. But then I realized that I have no way to force the character selection without introducing deeper (and more complex) changes. That is, the restart process just "replays" a certain amount of actions that leads the game to a certain state, and in this process I have no way to modify the memory contents. |
It's likely that the opponent/level is determined by counting NOOPs in the different menus. Try experimenting with this. Randomness in those days was pretty crude. |
Cool, thanks for the tip!! I will get back yo you with the results :) |
Added new SNES game: Super Street Fighter II Turbo Hyper Fighting, allowing character selection and different reward strategies.