Complete Final Fight Gold - Champion Edition

Project is completed.
i didnt , cant edit enything besides title, i mean i modified it, changed to 32bit mode as well comparing to older release from 2 years ago. ;D
 
Pierwolf said:
utunnels said:
Or you can delete the missing remap of andore.
I suggest you to fix that and reupload the pak.

i will do it if it's strictly necessary, but it's a very little error, you all can fix the error by yourself, here it is what you have to do:

- unpack the file FFGoldCE.pak (drag and drop the FFGoldCE.pak into paxplode batch file that comes with the openbor build). it will create a DATA folder.
- go in DATA/CHARS/ANDORE
- open the file ANDORE.TXT, and cancel the following line:
remap data/chars/andore/idle01.gif  data/chars/andore/alter04.gif


now you have to repack the mod using the packer batch file:
- right button on packer batch file
- edit with notepad
- write the following line:
borpak -b -d "DATA" FFGoldCE.pak
- save and close
- drag and drop the DATA folder into the packer, it will create a new and corrected FFGoldCE.pak file.)


let me know if this fix the mod. thanks everybody!

Does that remap not exist or something?
 
yes, that remap doesn't exist.
i've made this game a couple of years ago, and this missing remaps were not a problem with older versions of the engine, but now it seems they are.
 
They were a problem, you just didn't know it. A bigger problem actually. It might seem nice to just "live and let live", but programs don't work that way. It creates what we call a Silent Error, meaning there is an invisible bug; it may or may not cause a crash and when it does, you don't even have a clue where to begin.

Many times it's attempting to load something that doesn't exist (like that remap), and somewhere about ten miles down in the code it winds up causing a divide by zero attempt or some other unrecoverable exception. Only it doesn't always happen. In fact it might rarely ever happen. But when it does, it will always be at the worst time and there will be no indication of the cause. Thus, when trying to fix it we won't know where to start, and can't even consistently reproduce it to trace. It's better to catch those kind of mistakes up front when we can tell what they are.

DC
 
yeah but IMO changes like this are on the border of backwards compatibility.
I would of force engine to use default remap if theres no remap file. :)
 
Well there was a check before, but a bug made the code never executed.

Before I merged the android code with the main code I did a hard time search for all possible memory loopholes and fixed them, it's really a pain in the *** when the engine crashes without log you know.
 
2 days ago i had crash because of missing remap in my mod too and it helped me to get it fixed.
When engine crashes without log then i remind myself what i changed recently and i fix it but when it crashes on someone elses mod i can only guess why.
I still have my battletoads mod out there with error in zombies cause i used respawn animation on them instead of spawn and zombies appear jumping from top instead of walking out from the ground, i dont play it that much now so i dont even have motivation to fix this and it was because long time ago engine used respawn and spawn for enemies in the same situation- when they appeared for the first time onscreen, now enemies dont use respawn.
 
Yeah, it seems quite a lot of mods have that issue. Return of Double Dragon, for example. Let me see if I can just print warning instead. It is a good habit to check log periodly, at least for those warnings.

As for respawn, I don't know if it is OK to use respawn if there's no spawn, but maybe we can try to see if there are mods have a problem with it.

 
What people call crashes are 99.99% of the time are not crashes at all. That's the engine catching an error and intentionally shutting down. We want to avoid real crashes; the kind where stuff just goes wonky or causes the OS to kill OpenBOR without any warning or log. Those errors are the ones that are near impossible to trace and fix.

Be careful with the default insert. I had to remove a lot of Analyst's code that was resetting modder inputs; that's not acceptable in a user content generated system. Stuff like an out of range numeric parameters should probably be ignored and left alone. The modder may well have meant to do it (example would be negative values for landframe; for all we know the modder might be using it as a free script variable). Sanity checks in the actual processing code to prevent crashes are the way to go with that kind of thing.

But yes, if they do make an outright mistake like loading something that doesn't exist, we should warn them and use some default. It just depends on the case.

DC
 
Thank you for this mod, it's fun to play but has a playability problem that ruins it and I'm here to explain why.
I'm using Openbor v3.0 Build 3797.

The  problem is the performing of special moves, they don't have a tolerance for "mistakes" and timing on their execution.While on other fighting games for special moves I can press the arrow then the attack button or both at the same time ("execution tolerance") and I can perform the more complex ones 90% of times, here speed requirement is excessive and is mandatory to press final arrow + attack exactly at the same brief moment.Even arcade games, created to greedily consume our coins have mercy on this.

I take Cody as example (but this applies to all chars in game) and his ultimate move ↓↘→↓↘→ + attack, sometimes I managed to execute it and is very satisfying to watch as move and the damage it inflicts on enemies, but problem is it's really difficult, it always results him performing his Sweaty Tornado Armpit because of the similarity of their sequence, the speed it asks to be triggered is too high and the need to simultaneously press at the end → + attack makes it even more hard.

Now about another special move, the flying uppercut: the  sequence ↓↑ + attack is uncomfortable by itself and impossible to perform for the timing required,after all these days of practice I never managed to perform it other than involuntarily with some apparently half or 3/4 circle pressing of the dpad.For example I think this flying punch would be fitting to be performed as Ryu's shoryuken classic sequence →↓↘→+ attack (and "execution tolerance").Even the simpliest move of the game, →→ + attack is quite hard to perform.Game playability is partially spoiled by trying to execute the ultimate move ignoring game's entertaining potential.
So my message as a gamer about this and other productions that may suffer for this similar issue is: please fix it, as bad contols is one of the biggest problems a game could have,especially fighting ones, thank you for understanding.

Another issue apparently common in other your (entertaining!) games is the text too fast, a native english speaker would have problems reading all before it disappears as well.

Other than that it's a funny game, thanks to you and to the Openbor developers.

EDIT
Last bug I forgot to mention is the infinite combo trick, very common in these type of games: you can time the normal 1st attacks endlessly against enemies.
 
This is one the best homebrew games I've ever encountered in my life!  Been playing and got up to stage 6 and i must say the music is superb. I'm playing it on my xbox using OpenBOR v3688 and so far i havent encountered any problems...btw is there a way to disable versus damage? in settings it says "enabled by mod".  My little brothers like to play this after i showed them and they end up in fist fights because one complains that the other killed him.
 
Yeah, If its something from Pierwolf then it means its good.
You would have to unpack the mod and change it, i dont like hitting friends as well but sometimes its fun when you do that cause fight is boring or something, also it helps to work out strategy and teamwork is big part cause one player takes only left side and other only right side or one takes up or down or you just say what enemies you will take out.
 
Somebody reupload it to mediafire plz. I can't download anything here - download start's, but hunging after a while >:( And there is no supporting for continuing download with Download Master >:(
 
My 1st upload.
FFGoldCE.rar (20.8 MB)
https://mega.co.nz/#!2FJQjZzJ!ByVV6WHxTpQLPRY3o84JnFS1H1oegTBLJqqv8ah6acY

 
Hey Pierwolf. Your mod is awesome! Can you make a update with a SNES Haggar piledrive from Final Fight 2, hitting the other enemies during the grabattack? I think that piledrive cool!
 
Hi Pierwolf! I did a little upgrade on FFGold adding a grabwalk and a piledrive for Haggar SNES style. Just press UP + Attack when you grab a enemy.
Link here: https://mega.co.nz/#!6YcHkCZA!ztg8u8BkwIddrz3GfUEfhyvFJW76AHYEhwLbD9MxkBQ
 
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