@“Syzygy”#p62459 wow that's awesome! did you run into any issues, aside from the HUD being positioned wrong and updating messily?
here's an update video I put together:
https://www.youtube.com/watch?v=ZB2_x8Ac4e8
I've made more progress since. I've finished nearly everything except for the HP bars. currently they're drawing to 85% of their length.
other issues that still need to be fixed are the edges of the stages showing nothing and the pop in/out of stage objects.
The 3S Wide hack has been put on hold as I'm trying to finish up my debut commercial Sega Genesis release, Amshay.
Will be keeping a close eye on this one, hoping it gets picked back up in the future.
Eventually, would you be able to code in the English language translation as well? (I currently use this hack to play sfiii3s on PS2: https://www.romhacking.net/hacks/5839/)
Anyway, many thanks for your work to date!
thanks to tafirus who found a couple things that need to be fixed: (disregard their palette modding)
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Chun-Li's walljump seems to work correctly without modification
@"Notoriousrfp"#p65571 I'm not sure I follow. what do you want to be translated? this is the arcade CPS3 version of SF3 3rd Strike, it seems to all be in English to me.
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@“bankbank”#p67713 Is there anything more authentically arcade than an 20 year old game drawing garbage data to the screen? Truly this is preservation.
@“bankbank”#p67527
Apologies if I wasn't clear - this mod appears to be running on a Japanese CPS3 chipset, per the title screen at 0:02 and names of moves at 0:27 of the video you posted on Youtube back on the 26th March - which means the selectable special moves text, the text from characters between rounds, and the character endings text will all be in Japanese.
There was a USA CPS3 chipset, but it wasn't a "No CD" version like the Japanese one is (atleast to my limited knowledge)
Loved the progress video from a couple of days back!
Do you think you'll extend the background colour art on the character select screen eventually?
Amazing to think that the work you're doing is already at a level above and beyond what Capcom paid a whole team at Digital Eclipse to do back in 2018
@“Notoriousrfp”#p68215 oh you‘re totally right - the super arts are all in japanese. it’d be cool to translate this to english, but I don‘t know if I’ll get around to it. it might be relatively simple since I think they‘re bitmaps, it’s quite possible that loading english instead of japanese graphics is just a matter of changing some offset or flag.
thanks very much for the appreciation! it really makes a difference to hear that people are interested in this project - I've already dumped hundreds or maybe even thousands of hours into this.
I'm not sure about extending the bg during character select. I definitely will be expanding the super art kill finish image, right now it doesn't fill the whole width of the screen and looks terrible. will probably also widen "FIGHT" graphic and "ROUND X" to both fill the entire width.
meanwhile last night I made a 2p co-op mod for xmen vs street fighter, testing it right now to make sure everything is working before I release it:
https://www.youtube.com/watch?v=aSmj_Qbu3Rg
@“bankbank”#p68219
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it might be relatively simple since I think they’re bitmaps, it’s quite possible that loading English instead of Japanese graphics is just a matter of changing some offset or flag
Sounds very promising!
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thanks very much for the appreciation! it really makes a difference to hear that people are interested in this project - I’ve already dumped hundreds or maybe even thousands of hours into this."
Whoa, I had no idea it would take THAT long! Once you're finished I'd be happy to chip in for a coffee https://www.buymeacoffee.com/
I'm sure there would be a lot of people interested in this, difficult to know exactly where to post though....once you're nearing completion, I'd be happy to do some playtesting.
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I’m not sure about extending the bg during character select. I definitely will be expanding the super art kill finish image, right now it doesn’t fill the whole width of the screen and looks terrible. will probably also widen “FIGHT” graphic and “ROUND X” to both fill the entire width"
Sounds great, looking forward to it!
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meanwhile last night I made a 2p co-op mod for xmen vs street fighter, testing it right now to make sure everything is working before I release it"
That's crazy how quick it comes together, what inspires you to come up with working on a specific game? Would you consider a widescreen mod for Street Fighter Alpha 3 or Streets of Rage 2 Arcade (Or megadrive) - definitely another couple I'd like to see if it was possible.
wrt how long it‘s taken thus far… so you know how 2i has built-in wide from the service menu? if you inspect the eeprom save before and after changing that setting to on, it’s just a toggle in two bytes. those same two bytes toggle wide in NG and 3s.
if you boot up 3rd strike in widescreen mode by setting these same bytes in the eeprom, you can see the state that the capcom devs left 3s wide in. all of the UI is the same as in 4:3:
[upl-image-preview url=//i.imgur.com/h8tsd2d.png]
so I had to undertake a study in order to understand how to change these HUD tiles. they're basically the same as when the game draws text on the screen, just like in text 0x20 is blank. each tile on the grid is made up of what to draw and then the following entry is a modifier (HP bar can be green or orange, for example).
then I had to go through and change the locations of where this stuff was being drawn on the screen. there's two different HUD tile drawing functions in use, static and dynamic. the static ones are relatively straightforward, like for example the portrait of P2, it only gets drawn once. just modify the tile position once and you're done. however for the dynamic entries, they are much more complicated and their position of being drawn is based in code. so for like meter update, hp update, etc, they took a long time to determine how each one works, via reading disassembly.
and if you look at the score for p1, it's overlapping the timer. the timer had to be moved. there was sooooooo much stuff that had to get changed.
[quote]
That’s crazy how quick it comes together, what inspires you to come up with working on a specific game?
[/quote]I like thinking about new ways to play games. other mods I did are ratio for mvc2 and kof98, so taking one of these great old games and tweaking them to be played differently. I thought about how playing one of the vs games in co-op with a friend on fightcade could be pretty fun, and I realized that it probably wouldn't be too complicated to switch the controls dynamically.
[quote]
Would you consider a widescreen mod for Street Fighter Alpha 3
[/quote]this is way beyond my ability. the only reason I can do 3s wide is because there was a wide mode in 2i and the capcom devs left most of it in 3s. I'm just cleaning that up. cps3 also has native widescreen output, cps2 doesn't, I'm not sure where to begin on a job like that.
@“bankbank”#p68219 Pretty neat! Regarding the co-cop mode in a Marvel game which you mention in the video, it’s possible this person referred to the Dreamcast port (1999) of Marvel vs. Capcom which included a 4 players mode.
@“chazumaru”#p68311 no, they weren‘t referring to the dc port of mvc1. I was looking into that port the other day, it’s neat however it‘s strictly 2v2 (4 player), there’s no way to play vs the CPU (that I could tell).
here's a 2007 video of someone playing online with what I think is a modded ROM:
https://www.youtube.com/watch?v=9PdsLqM0Cw0
here's a 2009 video of 4 players (not dreamcast):
https://www.youtube.com/watch?v=DvndYEY-7_Q
edit: sfa3 on dreamcast has 2 players vs 1 CPU and 2 players vs a 3rd player, pretty neat stuff. kind of more fun than xmvsf because in that it's basically turn-based.
the project is basically finished
it‘s been added to FBNeo as sfiii3ws
https://github.com/finalburnneo/FBNeo/commit/6dd253cbe092116e147b68ee20ea9a1c7bb79989
and I’ve requested it to be added to fightcade, so we should hopefully see it on there soon
pm me if you'd like to know how to find them files
Would love to give this a try - managed to find the files based off YouTube link (I think) but couldn‘t get it working in FBNeo, also couldn’t download the compiled file from PPX Club due to no Baidu account
Any help getting this working would be appreciated
@“Notoriousrfp”#p78551 there's two pretty straightforward ways of going about this:
- MAME. use sfiii3nr1.zip you downloaded off the mediafire link provided on the youtube video. you‘ll need other ROMs alongside it, at least sfiii3n.zip. put them both in a folder that MAME is reading from. now, here’s the tricky aspect: MAME‘s GUI will not allow you to run modified ROMs. so you must launch from command line. in windows, run->cmd, use CD to go to the MAME directory, run “mame sfiii3nr1” and it’ll complain about wrong CRC32 for the 4 modified files but it'll run just fine. now you may need to fiddle with your video settings to change the window aspect ratio.
2) FBNeo latest version. rename sfiii3nr1.zip to sfiii3ws.zip. run it. voila! note that you'll still also need sfiii3n.zip.
Great thanks @“bankbank”#307 - Tried on the latest FBNeo android core and I think because that‘s potentially not based off the latest FBNeo build it’s not currently recognising the sfiii3ws.zip romset so I‘ll try on a PC later in the week.
After a proper playtest, if there were any issues to report, would you in theory be able to make any further changes now that it’s been submitted to FBNeo and Fightcade, or is this 100% finished and untouchable now from your perspective?
@“Notoriousrfp”#p78912 it could certainly be updated. from what I understand, when a hack is added to FBNeo, it‘s basically just the CRC32 and name, so they’d just have to update the CRC32 for the hack entry. They were also friendly enough to modify some CPS3-specific settings to let the widescreen hack work properly, since I removed the nvram toggle for widescreen being OFF or ON and it just always turns on and this was making some problems.
I don't really plan on doing any updates (unless some bugs are found), but there's nothing stopping other people from working on an updated version or an offshoot. the biggest issue is that the Super K.O. flash is still the old 4:3, it looks kinda bad, but I have no idea how to change graphics and changing that one graphic could take a month or more of serious investigation.
edit: https://www.mediafire.com/file/in40jxoa73e4yjj/sfiii3ws.zip/file
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@“bankbank”#p3823 I find the aesthetics of 2i to be far superior to 3s, it’s a much nicer looking game
Cancelable offense
@“2501”#p78943 edited the original post, I‘ve since changed my mind! I should have just said that I have a deep appreciation for the 2i (and NG) stages and UI, and it’s a shame that they‘re not in use. and also the fact that 2i had the wide and 3s (at the time of writing) didn’t heavily affected (clouded) my judgment.
edit: check out this hat I had custom made!
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Got it working - downloaded the latest Windowsx64 FBNeo nightly build, located latest romsets and in the end only needed sfiii3.zip & sfiii3ws.zip in order to play.
Strangely am having an issue running in full screen, getting an error message of "Problem setting display mode" even when I change to a supported resolution, need to do some more research on that, not sure if game or program/setting related.
Game wise, so far the only issue I've found is the scoring/time on the car bonus stage;
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Slightly less buggy if playing as player 2 but still needs adjusting:
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Not sure if this also affects the basketball bonus stage as well, and also if Gills stage has been adjusted - will do a full playthrough and report back.
To really finish it off completely, would still very much eventually like to see this mod applied to an english version as well as a Japanese one if that was possible and wasn't too much more work.
In any case, thanks again for all your work on this.