16-09-2021

PC / Computer - Street Fighter IV - Announcer - The #1 source for video game sounds on the internet!

Street Fighter 4 Sound Effects

This mod replaces the sounds for punch animals, people, and creatures, with sounds from Street Fighter 4 for a more entertaining punching experience. Endou's sound work definitely hits hard when playing Street Fighter 4 and perfectly compliments the game. Whoever hired & directed the game's announcer also deserves a medal. And speaking as a big fan of Street Fighter IV's soundtrack (my personal favorite is 'Snowy Rail Yard Stage -Russia-'), I'm honored Fukasawa also checked out our take on.

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Street Fighter IV

Also known as: KuaiDa ChuanShuo (CH), The Legend
Developer: Hummer Team
Publisher: Ge De Industry
Platform: Unlicensed NES
Released internationally: 1993

This game has unused code.
This game has unused graphics.
This game has unused sounds.
This game has revisional differences.

A mostly original fighting game by Hummer Team that predicted the release of the real Street Fighter IV..but that one doesn't have fighting bunny girls.

  • 1Unused Graphics
  • 2Missing Tiles
  • 6The Legend

Unused Graphics

Bunny/Tracy

Unused (and possibly earlier?) head and hand variants as well as unused body tiles can be found in the graphics bank for the walking animation. The unused body does fit with the legs in the fifth sprite of the animation and the third variant of Bunny's head. It appears Hummer Team decided to reuse the same body and head from the fourth sprite of the walking animation however. The other two head variants appear to be earlier sprites of Bunny and the rest of the tiles for these may have been overwritten or edited.

Found with the jumping graphics; it could've been an alternate jump sprite or another attack.

An incomplete and nude Bunny sprite. This sprite looks like her jumping punch when you jump backwards or forwards but this is in the graphic bank before it. This sprite also used a different head that's similar to one of the heads above.

Unfinished tiles for the legs and feet on Bunny's sprite when she's hit in the body. This was either meant for this sprite specifically or she originally had a different sprite for this state. In the final version, she reuses tiles from another hit sprite.

This sprite is located in the same graphics bank as her card throw and spin attack. This may have been an earlier sprite of her card throw or it was meant for an entirely different sprite. The coloring on her body appears to be a bit strange however. The legs on this sprite were reused in the card throw animation.

Chunfo/Moon

In several graphic banks, there's various unused sprites of Chunfo walking. The last one is included in a bank with some of his other walking sprites but isn't even finished.

In one bank, there's a duplicate of the upper half of his standing punch with a set of legs nowhere else to be used. This might've been an alternate crouching punch.

An outline of one of Chunfo's first standing punch frame. Only the upper body tiles remain.

A different crouching stance that isn't seen anywhere.

This frame isn't used in any animation; it looks like this could've been part of an attack.

An unfinished sprite located in one of his walking animation graphic banks. It even resembles the upper half of one of his walking sprites.

Fighter

Several unused leg tiles located near one of his walking animation graphic banks.

Stalong/Ranboo

The majority of Stalong's graphics are edited versions of Guile's sprites from Hummer Team's Street Fighter II NES port. Stalong has a different walking animation but sprites of him using Guile's walking animation could be found in the ROM. The other walking sprites are missing because the graphic bank for it was completely removed in Street Fighter IV.

Sprites of Stalong doing a Sonic Boom exist as well even though he uses different special attacks.

Stalong doing a Flash Kick but once again, it's unused because he uses different special attacks.

Unfinished sprites found in the special attacks graphic banks. The 1st sprite looks like it could've been used for a back flip while the 2nd one could've been an additional frame for his jumping knee attack. Interesting enough, he appears to have boots here.

An outline which resembles part of one of his jumping knee sprites.

Musashi/Conbon

In the game, it's impossible to make Musashi dizzy. However, he does have a sprite for this as well as the star that flies around his head. Unlike the other sprites, it's possible to view this by changing the value in 008F to 28 while fighting him.

Two unfinished bodies can be found in the graphics bank that contains his walking animations.

In the graphics bank that contains sprites of him getting hit in the body, these tiles can be found. They don't appear to match up with any of the final sprites so the rest of the graphics for these may have been overwritten.

Miscellaneous

The portraits for the original fighters seem to be much bigger than the ones used in the game. The clones also contain the tiles for the backgrounds but they were never intended to be used since some of them aren't edited to match the character and some tiles even appear missing for them. Chunfo appeared to have originally used Moon's background for his portrait but ended up getting a whole new portrait instead. There's also several portraits of the original fighters that seem to lack the border as well. (However, Cliff is missing several tiles and it appears most of Bunny's tiles were completely overwritten by the character select's logo, leaving only the background left.) The portraits in the top row were later used in The Legend revision with some of them using different palettes.

Hummer Team took some graphics from Tokkyuu Shirei Solbrain but not all of them were used. The whole font is included in these graphic banks.

Missing Tiles

Cliff/Goho Li and Pasta/Rober

In-Game
Fixed

Both of them are missing part of their foot when they're dizzy.

Bunny/Tracy

In-Game
Fixed

Second sprite of her walk animation is missing part of her foot but the tile still remains in the ROM and was even reused for a later sprite.

In-Game
Fixed

Both sprites are missing feet tiles in-game.

Chunfo/Moon

In-Game
Fixed

His dizzy sprite in the game is missing part of his foot.

In-Game
Fixed

The second frame of the animation of Chunfo getting hit in the face reuses the legs from the first frame, but it forgets to carry over a tile for his foot. Ableton 10 crack keygen.

Stalong/Ranboo

In-Game
Fixed

Stalong's whole foot is missing in his standing kick.

In-Game
Fixed

Stalong's missing part of his foot in his crouching kick.

Musashi/Conbon

In-Game
Fixed

Even though the feet reuse tiles from the other standing sprite, part of his foot disappears here.

Unused Sounds

The NSF for this game contains some unused DPCM samples:

Track 19 - Unknown Sample

A short voice sample that isn't associated with any character.

Track 20 - Shoryuken?

Sounds like a character saying 'Shoryuken'. In the game, a different one is used probably because it sounds much better.

Street Fighter 4 Sounds Resource

Also if you change the value in 0701 to 09, you can hear the round beginning fanfare from Hummer Team's Street Fighter II NES port:

Full Tracks

Street fighter 4 soundtrack download

Track 1 - Title Screen

The only way to hear this fully is to use the sound test on the options screen. The demos start playing halfway through the track.

Track 4 - High Score

The high score screen ends before the track finishes. The only way to hear this fully is through the sound test.

Cliff's Second Palette

Every character loads up two palettes to be used for their sprites. While Cliff has two palettes, he only uses one for all of his sprites despite his second palette containing a different color. In the ROM file, AA1B to AA1D holds Cliff's second palette which contains white, orange and a reddish-brown. This could've been carried over from Ryu's palettes from Hummer Team's Street Fighter II since Cliff and Ryu share the same palettes and Ryu actually uses a second palette for his feet. Given how Goho Li is a palette swap of Cliff, he does have a second unused palette as well but it's just his first palette repeated.

Street Fighter 4 Soundtrack

The Legend

The Super New Year Cart 15-in-1 contains a revision of Street Fighter IV which changes quite a bit:

  • All references to Street Fighter IV have been removed.
  • The wall on the title screen's building appears glitched.
  • The character select screen is entirely different; the layout has changed, the fighters use bigger icons (Chunfo uses his original one with the lightning background and no border) and some of the portraits use different colors. It's also possible for both players to choose the same character.
  • All the clones have been removed from the game but graphics for their portraits still exist in the ROM.
  • Some of the portraits have been mixed up. Chunfo uses Moon's portrait on the VS screen, Pasta and Stalong have their portraits swapped around and Musashi uses Conbon's portrait instead.
  • The high score font palette has changed and it's all gray.
  • At the beginning of the fight, the HUD displays 'READY' and neither you or the opponent can move for a few seconds.
  • All the voice samples appear to be distorted.
  • The ending is glitched; all the characters are Cliff performing his own animations while using the other characters' palettes. The ending also loops and there's no way to leave the screen.

Unused Graphics

Graphics for an alternate title do exist in the ROM. The Chinese name for this game does translate into something like 'Fighter Legend' which is what the font might've spelled out.

Although the character select screen changed, the graphics for the logo still exist in the ROM. Instead of the Street Fighter IV subtitle, it has a different font that could spell out 'Fighter Legend'.

Retrieved from 'https://tcrf.net/index.php?title=Street_Fighter_IV_(NES)&oldid=196767'

Posted 2010-04-27, evaluated by djpretzel

It doesn't get much fresher than this! SSF4 dropped today in the US and by now probably Japan as well, and hits our European friends later this week, and we've ALREADY got a ReMix of it, courtesy zircon! Yeah, we're dropping out of chronological mixpost cycle, but for special events like this it seems worth it. As you may be aware, SSF4 reintroduces some older characters from Street Fighter lore (I'm particularly psyched about Adon) while also adding some completely new ones. Hakan specializes in Turkish Oil Wrestling, a martial art that takes everything that's good and true and pure about women's bikini Jell-O wrestling and makes it disturbing, hairy, and male. But it's all in good fun - you can tell Capcom had a blast with this game, and I certainly plan to as well.

Street fighter 4 sounds resource

Having ventured into harder electronica with his TF2 mix, Mr. Aversa now sets his sights on 'psy-trance' - for the record, I find the seemingly infinite number of electronica subgenres fairly goofy, and it's hard for me to take them seriously as meaningfully discrete categories, but what I *do* know is that this mix is damn catchy, and sounds good, which is MY favorite genre. This mix is hyper - even MEGA - addictive. Plus, it's zircon, so given the circumstances I don't feel compelled to go on at length about the ins and outs of the arrangement & production. Let's just see what Andy sez:

'I've been an avid fan of Street Fighter since my involvement with HD Remix, so you can imagine my delight at the announcement of Super Street Fighter IV. Among the new characters, one just really stood out for me - Hakan! When I first saw his reveal trailer, I was hooked. Everything about him is hilarious and awesome, from his special moves, to his backstory, voice acting, physical appearance, and, of course, his music.

I got the inspiration for this remix after hearing the OST version of his theme on YouTube. I listened to it a few times over the course of a few days, during which I was coincidentally listening to a lot of Infected Mushroom, perhaps the most famous psytrance group. Inspiration struck at breakfast one morning when I imagined how Hakan's theme would sound with a psytrance beat.

So, I got to work on the mix and finished it in about three days. I can honestly say working on this was the most fun I've ever had making music. I interspersed my long mix sessions with watching SSFIV videos to keep myself in the zone, and one night was so excited about both my track and the game itself that I could barely sleep, waking up at 6am to continue working.

As for the musical content of 'Time to Oil Up', it's completely over-the-top psytrance. I used a huge ensemble of Middle Eastern and European stringed and wind instruments, world percussion, and custom synth sounds I made from scratch just for this track. I also had a lot of visual imagery in mind while working on it; for example, I imagined the massive drum breakdown at 2:25 to be Hakan or his fans actually playing his giant wooden barrel of oil. The icing on the cake though is the vocal part, provided by Jill (pixietricks.) I wrote it out on a synth, pitch bends and all, and was blown away that she completely nailed the Arabic style I had in mind.

Anyway, I hope this remix puts a smile on your face. I had an absolute blast making it, and can't think of a better way to pay tribute to an amazing game, series and soundtrack, fit for the king of Turkish oil wrestling himself!'

I find it biologically impossible not to toetap, headbob (aka 'djp') or in some fashion move to this mix; it's infectious as all get-out and you can tell Andy did indeed have fun making it. The blend of ethnic instrumentation, Jill's voice (which is PERFECT), and the pumping, hypnotic synth beat is pretty easy to love. The vocal pitch bend into the stratosphere at 0'51' is badass, the filter flare at 2'40' is monstrous, and the Hakan quote adds nice context & energy as a break. I have a feeling we're all gonna be playing SSF4 - and this ReMix - for a long time to come. Epic stuff from zircon!

― djpretzel