Me either! Retro Lord just asked one day if there was a way to use a sprite he found (it was Ryu) with the 2600. I redrew it and then halved it to fit the whole thing in sixteen pixels and it all started from there. I drew every character in this game from scratch and managed to animate everything.
The big trick will be fitting knock-downs, flips (granted only four characters have them), damage reactions and life bars in there. A.I. still needs to be programmed as well but that will be as easy as using the on-board sixteen bit randomizer to call on variables tied to movements and attacks.
When I program a game I assign the controls each a variable so that timers can be set for motion, animation, etc.
if joy0left then h=h+1 else h=0
This would start the h variable as a counter. Then in animation I would use..
if h=5 then player0:
*sprite for one step
if h=10 then player0:
* sprite second step
..and so on. This method allows me to program moves that are usually not seen on VCS/2600 games, like the spirit fireball or charge attacks. It also helps for controlling animation.
I LOVE pixel art and this was a big dream come true for me to draw some of my favorite character likenesses from the late eighties and early nineties. My goal is to use modern programming methods and that Harmony ARM processor to push the limits of what a 2600 can do. So far it's performing swellingly!
I actually draw the whole frame in sixteen pixel wide blocks and then cut away half and save it as one sprite and then cut off the other side and save it as the second sprite of the same image. Many 16-bit systems (Genesis, SNES, etc.) use several tiles all put together to make one image and this is not unlike that.
I actually added the dragon uppercuts back into the game last night and am about to set up the whirlwind kicks. Throws will be a challenge, although I foresee using the knockdown frames for throws as well, so it shouldn't be too hard.
Thanks a lot for the compliment. It fuels me.