Street fighter 89

In Progress Street Fighter 89 The Final Fight by Machok v3.8.3

No permission to download
The project is currently under development.
Not bad.👏 The stage looks great!

I'm sorry to say this but this one keeps me wondering. After the boss is defeated or the victory music/sound finishes playing, you hear the music continue playing, when it ends the stage before moving to the next level. Was it planned? I'm just curious. I don't mean to be harsh with criticism at all. If I did sound harsh to you, then I'm sorry.
 
Beautiful! It's a great chance you have the support of Don Vecta!
The result is very nice!
Yes and It's great to have support from both of you 😘

Not bad.👏 The stage looks great!

I'm sorry to say this but this one keeps me wondering. After the boss is defeated or the victory music/sound finishes playing, you hear the music continue playing, when it ends the stage before moving to the next level. Was it planned? I'm just curious. I don't mean to be harsh with criticism at all. If I did sound harsh to you, then I'm sorry.
no worries :cool:
didn't do it on purpose, I think musicoverlap 1 that caused it

also I use branch in levels.txt
when using set this will not happen. I had to use branch for some reason but I can't remember what it was
 
:love:

Yes please I'm always open to suggestions
Well, this is really great! Back in the day many of us hoped for some sort of Championship edition.

Before you get caught up in all of the extra stuff, then maybe just start with nailing the base game? Make sure it is the best possible (and closest) version of Final Fight.

One problem with all these extended levels is that it kinda makes the game worse in a sense. Let me explain. This isn't a game that has aged well because of the limited characters, lack of moves and monotonous enemies. However, it's easily remedied as long as you go the enhancement route.

Personally, I think the extended levels should represent a hard route of sorts? Maybe doors and alleyways lead to the extended levels, similar to SNK's Burning Fight or SORR. But I wouldn't do alternate routes. What I am saying is that maybe there is a vanilla route like the original game. But maybe for those who want to explore the rest of Metro city, then there are paths that take them there. The key to this is making sure they join up with the next point in the vanilla game. For instance, maybe in Level One you can go into one of those doors and kick some butt, then you come out to resume a level. Or you can take an alleyway before you descend into the basement, but then you return to the basement entrance after completing that part.

Even then, to justify this overly long game, variety is key. Since FF likes to repeat enemies with different colors (something ripped off from Double Dragon) then simply having different enemies to fight, and a good variety of them, shakes things up. Maybe taking the best new enemies from Final Fight 2 & 3 and incorporating them. There is a male skate punk that was used in the SNES version to replace Roxy that could be used here as her companion, for instance.

Unfortunately, since the sprites of many of these games are smaller, you would need a good sprite editor to help you make the artwork for both visually compatible. However, I see at least one person here who seems more than enthusiastic and up for the job.

Again, I really love this! There is some real potential here. Like Double Dragon Reloaded (which is the best example IMAO of how an openbor game can be just as good, if not better, than the the original).

If you are open to this dialogue then I can be more specific when offering my feedback.

Take care!

P.S. Also, love that you have Don Vecta helping you with this. Have been following his work for a while. The Subway extending opening is a great example of how to expand a level without it dragging, etc. He has a good instinct for this, and skills to boot.
 
Before you get caught up in all of the extra stuff, then maybe just start with nailing the base game? Make sure it is the best possible (and closest) version of Final Fight.
Yes this is what I'm focusing on right now
I even calculated how many pixels the jump /height distance of each character was in the original and applied it to my mod. I do details like this on almost every move
not sure if anyone will notice it
One problem with all these extended levels is that it kinda makes the game worse in a sense. Let me explain. This isn't a game that has aged well because of the limited characters, lack of moves and monotonous enemies. However, it's easily remedied as long as you go the enhancement route.

Personally, I think the extended levels should represent a hard route of sorts? Maybe doors and alleyways lead to the extended levels, similar to SNK's Burning Fight or SORR. But I wouldn't do alternate routes. What I am saying is that maybe there is a vanilla route like the original game. But maybe for those who want to explore the rest of Metro city, then there are paths that take them there. The key to this is making sure they join up with the next point in the vanilla game. For instance, maybe in Level One you can go into one of those doors and kick some butt, then you come out to resume a level. Or you can take an alleyway before you descend into the basement, but then you return to the basement entrance after completing that part.
Ahh I see what you mean, I also have ideas like this for some stage (not all), but usually I cancel my plan because my stage design is not good enough
let's see if I can discuss this with don vecta since he is a better stage designer than me.

I also have an idea about hidden routes which can only be accessed in certain ways
For example, in a subway train, player can wait for the train to reach its destination without defeating all the enemies then this way will take player to a new place, not subway backalley like in the original. etc etc

I have more ideas than Time and Skills 😁
Even then, to justify this overly long game, variety is key. Since FF likes to repeat enemies with different colors (something ripped off from Double Dragon) then simply having different enemies to fight, and a good variety of them, shakes things up. Maybe taking the best new enemies from Final Fight 2 & 3 and incorporating them. There is a male skate punk that was used in the SNES version to replace Roxy that could be used here as her companion, for instance.

Unfortunately, since the sprites of many of these games are smaller, you would need a good sprite editor to help you make the artwork for both visually compatible. However, I see at least one person here who seems more than enthusiastic and up for the job.
Yes you're right I am very lucky to have Ned helping me converting Maki sprites to CPS1

build a mod with snes version actually will make it easier for me to get various sprites (enemy, bosses, stages).. it's just that I'm more of a fan the arcade version than the console.
but don't worry I might have some ideas to solve this in the future

Again, I really love this! There is some real potential here. Like Double Dragon Reloaded (which is the best example IMAO of how an openbor game can be just as good, if not better, than the the original).

If you are open to this dialogue then I can be more specific when offering my feedback.

Take care!
SUSHIX? the one with red ninja avatar??
Yes please
and thank you kind Sir I really appreciate the feedback

P.S. Also, love that you have Don Vecta helping you with this. Have been following his work for a while. The Subway extending opening is a great example of how to expand a level without it dragging, etc. He has a good instinct for this, and skills to boot.

😘
 
@machok Thanks for the demo.
I have to say you impressed me!
Final Fight is a game they've made several times on OpenBOR (I even remember a joke about the word "final" lol) so it's hard to make something new, but you did it.

I love how everything fits together perfectly, it feels like an official game, not a fan game.

The areas you expanded were a stroke of genius!
I loved how you brought some new assets to the stages, adding areas before the actual game and expanding the existing ones.

[youtube]

On the video above, you can see Maki throw bug that I mentioned to you.

Congrats!
 
@O Ilusionista
you-just-made-my-day.jpg


Thank you so much I feel my spirits rise
 
@machok
A bit of feedback from beta testing.

My bugs might be rare stuff not happening every time I don't know.
Also, I didn't finished the arcade mode yet. (still testing)

I had a bug in car bonus stage.
-No music
-Music started after the "oh my god" guy

I checked for Maki's walk (WIP)
Regular walk have a very hast frame delay(10), and walk up have a slow one(13)
Not sure, but I think using 13 for both would look better.

On game over, screen is locked with enemies walking around (no visible player of course)
With time still running. No way to quit the game.
It happened Vs Edi E, playing as Maki.
(I cannot tell more)

I'll test again... ^^
 

machok, thank you so much for all this great work!​


I played it from beginning to end and noticed stuttering in some parts after the bridge stage. Maybe it's due to the large amount of enemies? I don't know. Also, where are the bonus stages? I didn't see any. And the character Maki? She is also unavailable... Is there any way to unlock it? In the Ilusionist video, when he presses "New Game", two options appear, when I press "New Game", I am sent to the character selection screen... There is no "Time Attack" option for me.

Edit: I forgot to mention that the words: "Stage Start" and "GO" (I don't remember if these are exactly, hehehe), simply do not appear after the bay stage, what happens is the screen freezes until the stage starts, that is, without the sayings.

Thanks for listening!
 
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machok, thank you so much for all this great work!​


I played it from beginning to end and noticed stuttering in some parts after the bridge stage. Maybe it's due to the large amount of enemies? I don't know. Also, where are the bonus stages? I didn't see any. And the character Maki? She is also unavailable... Is there any way to unlock it? In the Ilusionist video, when he presses "New Game", two options appear, when I press "New Game", I am sent to the character selection screen... There is no "Time Attack" option for me.

Edit: I forgot to mention that the words: "Stage Start" and "GO" (I don't remember if these are exactly, hehehe), simply do not appear after the bay stage, what happens is the screen freezes until the stage starts, that is, without the sayings.

Thanks for listening!

Are you using nvidia gpu card? not sure if this the solution but first I only use igpu and use opengl setting and then I switch to gtx 1080 there's stuttering while fighting rolento,
to avoid this I simply change opengl setting to sdl and everything works very well.
I'll upload new version soon (include Maki, time attack mode etc), sorry I'm late because very busy last few months

Hi, sorry for asking, but is there a link for the most recent demo of this mod? Thanks in advance.
It will available soon, only here on chronocrash
and thanks for coming by
 
machok updated Street fighter 89 with a new update entry:

Street Fighter 89 The Final Fight v2.1

Use OpenBOR v3.0 Build 6330 to avoid some bugs/error

What's new:
-Maki now playable as player
-Added 3 New Stages (2 by Don Vecta)
-Added 2 Original Arcade Bonus Stages
-Added Sega CD Chinatown Time Attack
-More balanced difficulty (enemy AI is tweaked )
-New player palettes
-Fixed Maki grabattack offset
-Added dodge ability for Guy and Maki
-Haggar has a new freespecial move
-and some other bug fixes

Credits: Danno, Momotaro NED and Don Vecta

Read the rest of this update entry...
 
@DCurrent
The video is now in public
love your detail review for each modules, Yeah I really need that and Thank you 😇

I just downloaded and there's only the pack file. I highly recommend you pack in an engine to go with it. If you want, I'll do that and upload.

Couple of bugs I found:

  • If time runs out after last enemy is defeated before a stage transition, it will soft lock the game. The player dies and respawns normally, but then transition never happens. You could fix this by locking the timer during transitions.
  • Player respawns way off the screen if you die in the garage scene. Not sure what the cause is without opening up the game and going through its scripts.

DC
 
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