Street Fighter 2
  Modification Version #4
  modified by Cliff Chen (cliff@jhunix.hcf.jhu.edu)
  archived with PKZIP 2.04g

NOTE:  This does NOT require SF2RUCKY or SF2WARMx in order to be used.	After
       carefully studying the make up of the files, I have created this
       archive to be a complete REPLACEMENT for the old files.	Almost all of
       these files should replace the old ones.

This is a modification for SF2-190 game and all versions based on it.  Note
that due to changes in the .IDE files, the compatibility with other patches
(such as SF2WARMx) is not guaranteed.  What is included are the replacements
files for the .CFG .IDE .SEQ .SSF .VOC and .KEY files for the program.	Also
the TITLE.SF2, CHARACT.SF2, and SF190.EXE files have been modified.

Installation:
	Unzip the archive into your SF2 directory.  You may or may not wish to
delete all the other .IDE .VOC .SEQ .SSF and .KEY files previous to unzipping
the file.  If you do, it will remove any other versions (SF2WARMx or SF2RUCKY)
which you may have.  Replace any files which you are prompted for.
	When all the files have been unzipped, then run MAKEVOCS.BAT to copy
certain VOC files to the correct filenames.

Use:
	When you have finished, there should be 4 .BAT files.
CE.BAT - this will run SF2 in the standard configuration the keys
	 for the various attacks is based upon the arcade version of
	 the game, but note that not all attacks have been implemented.
SF2.BAT - this will run SF2 in the standard configuration, but with the keys
	  which came with the original SF2-190 file, this does have one or two
	  more attacks than CE.BAT.
HYPER.BAT - this will run SF2 in the Hyper-fighting configuration.  The game
	    will run faster and has many additional attacks.  Attacks are based
	    upon the arcade version.
SUPER.BAT - this will run SF2 in the Hyper-fighting configuration.  The attack
	    commands were defined by myself, using the arcade version as a
	    basis and using my own judgment for attacks which are not in the
	    arcade version.  It includes all the attacks available in the
	    SF2WARMx modifications.

Credits:  Thanks go out to Rucky (the Master of Dhalsim) for providing the
	  original fix for Dhalsim.  Also to Stan Warman for his many
	  contributions to the game, many of his bug fixes have been included
	  in this patch.  Also thanks to the "Dodger" for creating the first
	  English hack of the executable which has been included in this
	  edition.  And finally, thanks to Jim Stoessner for his work.	One or
	  two ideas and his VOC files have made their way into my patch as
	  well.

History:
#1 - Based on Stan Warman's SF2WARM4.ZIP.  First archive to include all bug
     fixes to that point and include the original key definition files.
     A)  Fixed a small bug in Honda "throw" of Dhalsim.
     B)  Modified the ANSI title screen to reflect the original author.
     C)  Added CE.BAT and HYPER.BAT "arcade-like" configurations.
#2 - Based primarily on Stan Warman's SF2WARM6 and SF2-193
     A)  Includes all necessary VOC files (some from the SF2VOCS and SF2-JIM2
	 patches which "cleaned" up some of them).
     B)  Includes the English edition of SF190.EXE (from SF2WARM6).
     C)  Translated the Korean in the CHARACT.SF2 information and converted
	 it.  Edited to be consistent with "official Capcom" statistics after
	 sf2_char_upgrade.zip was released.
     D)  Discovered a bug involved KEY files.  Bug was triggered by my
	 SCHUNLI.KEY file.  No one else seems to have run across it as it is
	 only noticeable if certain conditions are met.  New SCHUNLI.KEY
	 file bypasses the bug, but has lost one attack type.
     E)  I did the fixes myself based upon the bugs that Stan found.  Stan's
	 fix for Chun Li's problem reduced the attack in length by half.  My
	 fix does not.
     F)  Found and resolved Dhalsim's "growing shadow" bug when he teleports.
     G)  By examining SF2-193, I finished the development of Zangief's Pile
	 Driver maneuver for the standard version (it was incomplete).
     H)  Fixed the "choppy" looking graphics when Dhalsim is thrown.
     I)  Dhalsim's various "long range" punches and kicks were fixed so that
	 the maximum possible range is achieved.  The graphics for Dhalsim
	 show punches and kicks which are beyond the range the program is
	 capable of producing, so the ranges have increased, but cannot be
	 "perfect."  One kick (Dhalsim's forward kick) was hitting beyond the
	 range the graphics show, so its range has been reduced accordingly.
     J)  Manually "straightened out" the IDE files.  Resulting IDE files are
	 easier to read and have been reduced in size by about 5%.
     K)  Includes SF2FILE.TXT - a list of all the files, their purpose and
	 which ones are superfluous and can be deleted.
#3 - A)  CHARACT.SF2 returns full circle having been created by myself, edited
	 to reflect the sf2_char_upgrade.zip, and then modified by Stan Warman
	 from whom this version comes.
     B)  Bug found with Dhalsim's teleport move (my fault).  Bug has been
	 fixed.  Credit goes to Stan for pinpointing the exact problem.
     C)  Chun Li's 13th move has been restored.  It was removed in SF2CHEN2
	 because it was thought to be causing the bug which was really the
	 fault of the Dhalsim's Teleport.
     D)  DALSIM.IDE and ZANGIEF.IDE have been updated to be as accurate as
	 possible.  Previously, the two characters had punches which were
	 either too long or too short.	Dhalsim's punch ranges have been
	 extended and Zangief's punch range has been reduced.
#4 - The changes to this patch are NUMEROUS!  The affected files are listed in
     parentheses after each fix when not obvious.  I have broken them down
     into each individual character.  Note that fixes preceded by an * were
     wholly Stan Warman's ideas and fixes.
     Blanka:  a)  Fixed Blanka's "shadow" attack in the Hyper/Super version.
		  Before it would launch an image of Blanka which would pass
		  through the player, now the image will do damage.
		  (BLANKA.SSF)
	      b)  Blanka's head bite graphics were not matching his opponent's.
		  (BLANKA.SEQ and BLANKA.SSF)
	      c)  Fixed Blanka's winning animations to look better. (BLANKA.SSF
		  and BLANKA.SEQ)
	      d)  Reduced Blanka's jumping height in standard/CE.  He was
		  jumping higher than any other character which shouldn't be.
		  (BLANKA.SEQ)
	      e)  Fixed Blanka's spin attack.  Before he didn't really spin.
		  He sort of wobbled (if you don't understand, then watch it
		  in slow motion - the movement was illogical) before.	Now he
		  spins. (BLANKA.SEQ and BLANKA.SSF)
	      f)  Blanka's head bite does more damage in standard/CE version.
		  (BLANKA.KEY and OBLANKA.KEY)
	      g)  Blanka's ranged weapons now "return" much faster.
		  (BLANKA.SSF)
	    * h)  Blanka's hand dive attack now touches the ground correctly.
		  (BLANKA.SSF)
     Chun Li:  a)  One of Chun Li's Hyper/Super moves was dropping below her
		   shadow, it no longer does. (CHUNLI.SSF)
	       b)  Chun Li's Helicopter Kick now does additional damage in
		   standard/CE and spins correctly in Hyper/Super. (CHUNLI.SEQ
		   and CHUNLI.SSF)
	       c)  Chun Li's Helicopter Kick in standard/CE now has better
		   starting animation.(CHUNLI.SEQ)
	       d)  Chun Li does a Foot Stomp graphic in standard/CE.
		   (CHUNLI.SEQ)
	     * e)  Chun Li now has a wait period after she performs a throwing
		   or shadow-throwing attack. (CHUNLI.SSF)
     Dhalsim:  a)  Dhalsim's Spinning Head attack didn't spin, he wobbled from
		   side to side (watch the graphic in slow motion).  Now he
		   spins. (DALSIM.SEQ and DALSIM.SSF)
	       b)  Dhalsim's winning sequence was floating a bit too low, so he
		   floats higher up now. (DALSIM.SEQ and DALSIM.SSF)
	       c)  Some of Dhalsim's images was positioned higher than they
		   should have been.  His Spinning Foot attack and jumps
		   appeared to be higher in the air than they should have
		   been.  The images were recropped to be correct, fixing the
		   problem, but causing another with the teleport move.  The
		   teleport move was adjusted to to compensate.  Previous
		   versions solved this through a kludge. (DALSIM.IDE,
		   DALSIM.SEQ, and DALSIM.SSF)
	       d)  Dhalsim must now wait for a longer time after releasing
		   a fireball in Hyper/Super.  Also Dhalsim's flame lasts for
		   shorter duration than before.  Both of these are Stan's
		   ideas but my implementation. (DALSIM.SSF)
	       e)  Dhalsim's teleport has been remapped in Super mode, since
		   it was conflicting with the flame move. (SDALSIM.KEY)
	       f)  Dhalsim is no longer vulnerable while teleporting.  He is
		   able to perform simple attacks mid-teleport. (DALSIM.SSF)
	       g)  Dhalsim's throw does less damage in standard/CE version.
		   (DALSIM.KEY and ODALSIM.KEY)
	       h)  Dhalsim's Spinning Head attack can now be defended by a low
		   block as well as the normal block. (DALSIM.SEQ and
		   DALSIM.SSF)
	     * i)  Dhalsim's throw range has been extended substantially.
		   (DALSIM.KEY, ODALSIM.KEY, HDALSIM.KEY and SDALSIM.KEY)
	     * j)  Modified Dhalsim's Teleport to alleviate his occasionally
		   going "spazzy" during a match.  It seemed to occur if he got
		   hit just he went in or came out of the Teleport. (One of the
		   errors I've never seen, but it's fixed anyway.)
		   (DALSIM.SSF)
	     * k)  Dhalsim walks a bit faster. (DALSIM.SEQ and DALSIM.SSF)
	     * l)  Dhalsim's defense now mimicks other characters. (DALSIM.SSF)
     Guile:  a)  For some variety, I created a different winning animation.
		 (GUILE.SSF and GUILE.SEQ)
	     b)  Guile's winning sequences were not included in the Hyper/
		 Super versions.  Now they are. (GUILE.SSF)
	     c)  Decided to speed up Guile's Sonic Boom in Hyper/Super version.
		 Based on an idea of Stan's but not like his change at all.
		 (GUILE.SSF)
	     d)  Decreased the damage of Guile's Crouching Roundhouse kick.
		 (GUILE.SEQ and GUILE.SSF)
	     e)  Guile's wait time after he does a Sonic Boom is changed very
		 slightly. (GUILE.SEQ and GUILE.SSF)
	     f)  Guile's straight sonic booms have been sped up and his
		 diagonal sonic booms have been lowered. (GUILE.SEQ and
		 GUILE.SSF)
	     g)  Guile is now does damage differently. (GUILE.SEQ and
		 GUILE.SSF)
	   * h)  Guile now walks a bit faster. (GUILE.SEQ and GUILE.SSF)
     Honda:  a)  Gave Honda the wrong special moves in the Hyper version.
		 This has been fixed. (HHONDA.KEY)
	     b)  In Hyper/Super, his squeeze move was not matching what was
		 happening to the opponent. (HONDA.SSF)
	     c)  Honda in standard/CE versions is missing one winning
		 animation. (HONDA.SEQ)
	     d)  Honda's squeeze now does more damage in standard/CE version.
		 (HONDA.KEY and OHONDA.KEY)
	     e)  Honda's shadow attack now has a recovery time. (HONDA.SSF)
	     f)  Honda's attacks were too fast in the Hyper/Super version and
		 have been slowed down a bit. (HONDA.SSF)
	     g)  Honda's keys in Super now more closely match those of Hyper.
		 (SHONDA.KEY)
     Ken:  a)  Ken must wait a tiny bit longer after a fast fireball in
	       Hyper/Super.  And the wait time in standard/CE is now relative
	       to the fireball speed. (KEN.SEQ and KEN.SSF)
	   b)  Ken's Helicopter Kick now spins and does damage correctly in
	       Hyper/Super. (KEN.SSF)
	   c)  Ken's Hyper key settings were incorrect. (HKEN.KEY)
	   d)  Ken can now Hurricane Kick over Dhalsim's fireballs as well as,
	       Guile's Sonic Booms.  Adapted from one of Stan's fixes.
	       (KEN.SEQ, KEN.SSF, KEN.IDE, and DALSIM.IDE)
     Ryu:  a)  Ryu had the wrong special moves in the Hyper/Super versions.
	       (SRYU.KEY)
	   b)  Ryu is now invulnerable when he begins his hurricane kick.
	       (RYU.SEQ and RYU.SSF)
	   c)  Ryu must wait a time relative to the speed of the fireball in
	       standard/CE. Ryu must wait a tiny bit longer after a fast
	       fireball in Hyper/Super. (RYU.SEQ and RYU.SSF)
	   d)  Ryu's Short Dragon Punch has been shortened in the Hyper/Super
	       version.  Ryu's Fierce Dragon Punch now is invulnerable and
	       does damage while he is in Fireball form. (RYU.SSF)
	   e)  Ryu's wavy fireball in Hyper/Super has become less wavy, and now
	       doesn't pass under the ground. (RYU.SSF)
	   f)  Ryu can now Hurricane Kick over Dhalsim's fireballs as well as
	       Guile's Sonic Booms.  Adapted from one of Stan's fixes.
	       (RYU.SEQ, RYU.SSF, RYU.IDE, and DALSIM.IDE)
     Zangief:  a)  Zangief's Spinning Pile Driver now actually spins.  And
		   fixed appropriate graphics for other characters as well.
		   (*.SEQ, *.SSF, and ZANGIEF.IDE)
	       b)  Zangief's Double Lariat now spins more smoothly.
		   (ZANGIEF.SEQ and ZANGIEF.SSF)
	       c)  Increased his "throw" range in the standard/CE versions.
		   And decreased it in Hyper/Super. (ZANGIEF.KEY, SZANGIEF.KEY,
		   and HZANGIEF.KEY)
	       d)  The hang caused by Zangief should be fixed.	Stan found the
		   error, but I have fixed it differently than he did.
		   (DALSIM.SSF)
	       e)  One of Zangief's images was improperly placed.  So it
		   affected several different attacks.	It has been fixed.
		   (ZANGIEF.IDE)
	       f)  Zangief's close Roundhouse kick now does damage.
		   (ZANGIEF.SSF)
	       g)  A couple of Zangief's special moves have been slowed.
		   A slightly modified version of what Stan did with his.
		   (ZANGIEF.SSF)
	     * h)  Hopefully, resolved the bug which caused the game to freeze.
		   (ZANGIEF.KEY and SZANGIEF.KEY)
	     * i)  One of Zangief's special attacks in Hyper/Super was dropping
		   below his shadow.  This has been resolved. (ZANGIEF.SSF)
	     * j)  Zangief's Moving Lariat has been slowed down. (ZANGIEF.SSF)
     A)  The same character would jump different heights in the standard/CE and
	 the SUPER/HYPER.  They are more consistent now.  And the various ranks
	 have been switched around, e.g.) Blanka used to jump the highest in
	 SUPER/HYPER.  Now the rank starting from highest jump:  Chun Li,
	 Guile, Blanka, Dalsim, Ken/Ryu, Zangief, and Honda. (*.SEQ and *.SSF)
     B)  Various VOC files have been added/removed/rearranged. (*.VOC,
	 SF2FILE.TXT, and SCHUNLI.KEY)
     C)  Included a chart of moves and character rankings in SF2-INS.TXT.
     D)  All attacks have been changed to make sure that they end on the ground
	 rather than in the air or under the shadow. (*.SEQ and *.SSF)
     E)  Included the bug fix as described by sf2hang_fix.txt by Lucas.
     F)  All attack damages have been adjusted. (*.SEQ and *.SSF)
   * G)  It was possible to perform actions mid-air or in the middle of another
	 action.  This ability has been removed from most of the sequences.
	 While the detection and solution are Stan's, I made the actual fixes
	 myself so, they may vary from his own modifications.  Apparently, the
	 problem which causes this was also the cause for another serious bug
	 which caused the game to redefine the "standing" sequence, so the
	 right player would get stuck performing the same move over and over.
	 (*.SEQ, *.SSF, ?GUILE.KEY, and ?ZANGIEF.KEY)
   * H)  CHARACT.SF2 was taken from SF2WARM8.  SF190.EXE has been modified to
	 read SF2 1.90 at the top middle and the scores no longer scroll off
	 the right side.

					Cliff Chen
					cliff@jhunix.hcf.jhu.edu
