XaiJu
Mauro Xavier Retro Developer
Mauro Xavier Retro Developer

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Final Fight MD Patreon - version 2024-12-08

Hey everyone!

I've made a few changes to the code in hopes of improving stability, especially when playing with two players. It's still true that we have performance issues with 2 players in certain areas, and we might still encounter crashes, particularly when continuing after losing all lives. That being said, I’d really appreciate it if anyone could test this version and provide feedback.

Here's the changelog:

GENERAL CHANGES:

- With friendly fire disabled, players are no longer hit by knives and enemies thrown by the other player.

- Vertically expanded the hitbox range for thrown enemies.

- Vertically expanded the range of the special move for characters.

- Guy can now perform the wall-kick at the start of any stage (same as the arcade version).

- Reworked the sprite and frame cutting for all enemies and characters to free up more VRAM.

- Players now walk into Sodom’s ring, just like in the arcade version.

- Optimized enemy spawning in round 5 to avoid slowdown.

- Changed the algorithm for weapon appearances (more stable).

- Removed flicker effect (testing).

- Adjusted invulnerability time for bosses when they get up.

- Poison and Roxy are now invulnerable for one frame after landing from a jump (same as the arcade version).

- Andore's jump attack won't hurt players who are jumping anymore (same as the arcade version).

- Expanded the left screen limit for character movement.

- Increased Haggar’s initial punch speed.

- Added bosses Rolento and Abigail at the end of the survivor mode in the bridge stage.

BUG FIXES:

- Fixed the grid displacement in round 4-2 when Andore performed a pile driver.

- Fixed the collision box at the bottom of the car bonus stage.

- Fixed the sound effect when enemies and characters get KO'd.

- Fixed Cody and Guy's throw when performing combos.

- Fixed the player's sprite depth when executing throws or suplexes.

- Fixed crash when losing all lives with Rolento on screen.

- Fixed VRAM crash when the second player enters (one enemy is removed).

- Fixed bug that allowed two identical players in the character selection during the game.

Final Fight MD para o Patreon - versão 2024-12-08 

Olá, pessoal!

Fiz algumas mudanças no código na esperança de ter mais estabilidade, principalmente com dois jogadores. É fato que ainda temos problemas com performance com 2 jogadores em algumas partes e ainda podemos ser assombrados com crashes, principalmente ao continuar após perder todas as vidas. Em todo caso, agradeço quem puder testar essa versão e me dar o feedback.

Segue o changelog:

MUDANÇAS GERAIS:

- Ao desligar o fogo amigo agora os jogadores não são atingidos pelas facas e inimigos arremessados pelo outro jogador

- Ampliado verticalmente o alcance do hitbox dos inimigos arremessados

- Ampliado verticalmente o alcance do golpe especial dos personagens

- Guy agora pode executar o wall-kick no início de qualquer fase (igual ao arcade)

- Refeito o recorte de todos os sprites e frames dos inimigos e personagens para liberar mais VRAM

- Ao entrar no ringue do Sodom agora os jogadores andam até ele, igual ao arcade

- Otimizado chamada dos inimigos no round 5 para evitar slowdown

- Modificado algoritmo para lidar com o aparecimento das armas (mais estável)

- Removido efeito de flicker (teste)

- Alterado tempo de invulnerabilidade dos chefes ao se levantarem

- Poison e Roxy agora ao pousar após pular, ficam invulneráveis neste frame (igual ao arcade)

- Agora se o Andore saltar para atacar os jogadores, eles não sofrerão danos se estiverem pulando (igual ao arcade)

- Ampliado limite esquerdo da tela para a movimentação do personagem

- Aumentado a velocidade do soco inicial do Haggar

- Inserido os chefes Rolento e Abigail no final do survivor no cenário da ponte

CORREÇÕES DE BUGS:

- Corrigido deslocamento da grade no round 4-2 quando o Andore realizava um pile driver

- Corrigido caixa de colisão da parte inferior no bônus do carro

- Corrigido efeito sonoro quando os inimigos e personagens sofrem KO

- Corrigido arremesso do Cody e Guy ao executar os combos

- Corrigido profundidade do sprite do jogador ao efetuar um arremesso ou suplex

- Corrigido crash ao perder todas as vidas com o Rolento na tela

- Corrigido crash por falta de VRAM ao entrar o segundo jogador (um inimigo é removido)

- Corrigido bug que permitia dois jogadores iguais na seleção durante o jogo

Comments

Thank you, and I understand. Still, the glitch to fight Rolento earlier in this build will be legendary for me!!

レイジ ミツルギ

Don't worry using different languages. You described perfectly how the game freezes, this will help me to fix the problem. But I will fix the Rolento's bug as it have some memory implications if he becomes active before the elevator stops.

Mauro Xavier

In addition, I’ve found a glitch that causes Molotov Man to be stuck while walking against walls. I think this situation could be a good excuse to implement his weakest jumping attack in the whole game(Because he can immediately get out of the screen while falling) , but it’s just in my opinion.

レイジ ミツルギ

Sorry for speaking in a different language and interrupting, but Rolento’s intrusion really happened when I was playing, too. If the elevator is still scrolling, the game immediately freezes after Rolento was defeated, but that was the only one fatal glitch for the game during the scene. So, I’d like to emphasize that you can fix the freeze and Leave early Rolento fight as an Easter Egg.

レイジ ミツルギ

So, since I played the whole arcade and survivor mode, here’s my thoughts on this update: It is VERY GOOD. It has rapidly increased its playability, and now I can say it’s even more arcade accurate and almost perfectly done as a brand new game for Sega Genesis. I felt no discomfort at playing the whole game, and hope you can keep Round 6 energetic like the other stages. Well, this might’ve been my bad habit, but as always, I’d like to report some feedback. And of course, I won’t force you to do it, but I will appreciate it if you can add what I suggested you to add to the game previously as many as possible. 1. Throwing attack prevention should be able to be activated until players get away from the bosses after getting thrown(same as the arcade). But if you want to make it more difficult to prevent throwing for difficulty adjustment, how about making it arcade accurate in the easy mode and then making it more difficult gradually as the game level changes? 2. This hasn’t been demonstrated perfectly yet, but probably there are 2 types of dash attacks for each Andre-type enemies and G.Oriber-type enemies in the arcade version: Andre’s first type of dash is just running forward, and the second type is running diagonally. As for G.Oriber, the first type is running middle or long distance slower while moving his legs slowly, and the second type is running short distance much faster with his legs moving super fast. 3. Goons’ kicking sound is still the same as the punching sound(jump kick was ok). 4. Sodom doesn’t have running sword attack yet. 5. Haggar’s choking voice is not included yet. 6. Round 6 clear jingle and continue screen theme is not available in the Jukebox mode. 7. This may be hard to implement, but are you going to add the main character introduction demo to the game? I’m sure it’s not easy to rearrange that part, but I came up with an idea. How about starting the demo automatically when the game doesn’t receive any action from controllers for several seconds on the title screen?

レイジ ミツルギ

Foi antes de vir os 3 inimigos de faca, eu arremessei a Poison e acertou ele

GUFIGHTER

Percebi que o Cody e o Guy só estão arremessando o Axl/Slash se estiverem socando de perto, diferente do Haggar que mesmo de longe ele agarra para dar o suplex. Vou dar mais uma olhada nosso. Vc consegue se lembrar em qual momento conseguiu acertar o Rolento na escada?

Mauro Xavier

Fiz o teste agora, ainda não consigo arremessar o Slash/AXL de Guy enquanto ele bloqueia. Outra coisa curiosa que fiz foi derrubar o Rolento da escada antes do elevador chegar no topo. Notei melhora na performance quando o Rolento joga as bombas, antes o Abigail estava muito fácil, agora sim ele é um chefe difícil como no original

GUFIGHTER

Hi Thanks for the update. I was finally able to reach the end of the demo, this rom is really more stable than the previous ones : no more crash when continuing. I have notice some elements that could be corrected : -when more than 2 lives is selected in the options, first credit will always be with 2 lives, and only after continuing we will get the correct amount of lives. -first time I get to the continue screen (I know, I suck at this game), the table below the TNT was completely off centered : it was on the left side. I've not been able to reproduce this. -a credit counter could be useful : I apparently reached the maximum amount of credit used during my first game, and I couldn't continue anymore after 3 or 4 (or maybe 5), but I'm not sure. Start button was inoperative at continue screen (working again at title screen). Many thanks, playing this game for more than 2 hours was very fun, you're a wizard!

mpatou

Opa vou testar

Zombie Games

Qué montón de mejoras, ahora toca jugar y probarlo. Gracias.

Emilio Arenas Ruiz

Thanks for this update Mauro, I see from the changelog that you have addressed many of the things I highlighted from the last beta! Great work! I look forward to playing this build later today!

Charco

Muito obrigado Mauro! Quiero agradecer el gran trabajo del equipo y sobretodo el gran esfuerzo que haces para terminar el mejor port de toda la historia para la Mítica Mega Drive. Gracias, gracias, gracias!!

Carlos Hernández Carrasco

Eu agora que peguei um Evercade (aquele pequenininho da Capcom) fico jogando o final fight direto na rua… e quando chego em casa ponho o do Mega na TV. Meu amigo… só tenho uma palavra: Parabéns!! Você é espetacular! Fico muito feliz que, anos depois, temos uma pessoa se empenhando para trazer algo tão perfeito! Parabéns mesmo!

Bruno Sousa

Thank you so much for another update with plenty of arcade accurate changes, Mr.Xavier! I haven’t tried it yet, but I can see that this version already have enough improvements compared with the previous version in the description of today’s update. I will tell you further thoughts on this update later.

レイジ ミツルギ

Muito obrigado pelo seu trabalho, Mauro.

Genesis 8 14

Obrigado Mauro!! O port está simplesmente espetacular!!

Fabricio


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