XaiJu
Mauro Xavier Retro Developer
Mauro Xavier Retro Developer

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Final Fight MD - WIP ROM Demo 2022-12-21

Today you are receiving the first preliminary work-in-progress Final Fight MD ROM, 32 Mbit version, with the highest possible compatibility.

I ask that if possible not distribute it to anyone as this is a preliminary ROM so you can test it before the general public.

Anyone who wants to can post videos on YouTube, Facebook, Twitter or anywhere else, as long as they are aware that as it is a WIP, bugs may appear during their recording if it is live.

Expect a lot of bugs, many of which should be fixed by the 25th release, but there's still a lot to be polished.

I apologize for this huge list of known bugs, but I'm doing my best to fix what I can in the time I have available:


- Soft reset still doesn't work right (recommended hard reset always).

- Survivor mode is not implemented, for now, it is infinite.

- Overall performance needs to be improved.

- Fix the low performance in round 2-3.

- Control settings do not work.

- Game slows down for no apparent reason.

- Sometimes the map display slows down the game for no apparent reason.

- Eventually, Haggar stops the pile driver and lands on his feet.

- Eventually, Haggar does the combo suplex even with the directional pad stopped.

- Eventually, Haggar stops the suplex.

- Collisions with objects are strange, the character is "shaking" when forcing the collision.

- Due to object collision issues, Guy's wall jump is a bit impaired.

- There are visual glitches on the continue screen when in 2 players mode.

- When finish the car bonus without damaging it, the crying enemy is still appearing.

- Jump back is faster when it's right to left.

- Enemies manage to break half of the phone booth.

- Fix collision with wooden barrels (sprites and tiles).

- It's easy to get on the box in round 1-2.

- There may be a bug in the animation at the end of the cutscene in round 2-1 when entering the subway, crossing the wrong place.

- Some hits still hit some enemies from behind.

- Improve collision between characters.

- Sequence of punches can sometimes grab the enemy to the opposite side.

- Sodom does not release swords with knees and throws.

- The character manages to stand in the middle of the phone booth when trying to wall jump.

- At the end of round 2-2, fix the cutscene to interrupt the character and stop the subway handles.

- In the intro of round 2, the character moves faster than normal.

- The platform from round 2-4 can disappear when scrolling on the screen (Sodom ring).

- The area to be lit on the metro city map is out of sync.

- Sometimes still fails when grabbing to throw enemies.

- The game don't score when finishing phase with a weapon in hand.

- Sodom's sword can fall in places in the ring where the character cannot pick it up.


Final Fight MD - WIP ROM Demo 2022-12-21

Hoje vocês estão recebendo a primeira ROM preliminar do Final Fight MD, sendo uma WIP (trabalho em andamento), versão de 32 Mbit, com a maior compatibilidade possível.

Peço que se possível não distribuam para ninguém, pois esta é uma ROM preliminar para que vocês possam testá-la antes do público em geral.

Quem quiser pode postar vídeos no YouTube, Facebook, Twitter ou qualquer outro lugar, desde que esteja ciente de que por se tratar de um WIP, bugs poderão aparecer durante sua gravação se for ao vivo.

Esperem muitos bugs, muitos dos quais devem ser corrigidos até a versão pública a ser lançada no dia 25, pois ainda há muito a ser polido.

Peço desculpas por esta lista enorme de bugs conhecidos, mas estou fazendo o possível para corrigir o que posso no tempo que tenho disponível:


- Soft reset ainda não funciona direito (recomendado hard reset sempre).

- Modo survivor não está implementado, por enquanto está infinito.

- Performance geral precisa ser aprimorada.

- Corrigir lentidão dos latões no round 2-3.

- Configurações de controle não funciona.

- Jogo vai ficando mais lento sem causa aparente.

- Às vezes a exibição do mapa torna o jogo mais lento sem causa aparente.

- Eventualmente, Haggar interrompe o pilão e cai de pé.

- Eventualmente, Haggar faz o suplex de combo mesmo com o direcional parado.

- Eventualmente, Haggar interrompe o suplex.

- As colisões com objetos estão estranhas, o personagem fica "tremendo" quando força a colisão.

- Em razão dos problemas de colisão com objetos, o wall jump do Guy está um pouco prejudicado.

- Há glitches visuais na tela de continue quando jogando de 2 players.

- Programar quando finalizar o bônus do carro sem danificá-lo, para não aparecer o inimigo chorando.

- Pulo para trás está mais rápido quando é da direita para esquerda.

- Os inimigos conseguem quebrar metade da cabine telefônica.

- Corrigir colisão com barris de madeira (sprites e tiles).

- Está fácil subir na caixa no round 1-2.

- Pode ocorrer um bug na animação do fim da cutscene no round 2-1 ao entrar no metrô, atravessando o lugar errado.

- Alguns golpes ainda acertam alguns inimigos por atrás.

- Aprimorar colisão entre os personagens.

- Sequência de socos pode às vezes agarrar o inimigo para o lado oposto.

- Sodom não solta as espadas com joelhadas e arremesso.

- Personagem consegue ficar no meio da cabine telefônica ao tentar wall jump.

- No fim do round 2-2, corrigir a cutscene para interromper o personagem e parar as alças do metrô.

- Na intro do round 2, o personagem se movimentar mais rápido do que o normal.

- A plataforma do round 2-4 pode sumir ao dar scroll na tela (ringue do Sodom).

- A área a ser iluminada no mapa da fase está desincronizada.

- Às vezes ainda enrosca ao agarrar para arremessar os inimigos.

- Pontuar score ao terminar fase com arma na mão.

- A espada do Sodom pode cair em lugares do ringue onde o personagem não consegue pegar.

Final Fight MD - WIP ROM Demo 2022-12-21

Comments

No arcade o sample de voz do Cody e do Guy é exatamente o mesmo ao arremessar os inimigos.

Mauro Xavier

Sr. Mauro muito obrigado pela demo, por favor.. verificar também o Guy que ao jogar o inimigo, ele faz a voz do Cody.

André Luiz de Azevedo

Me acabo de unir a su Patreon señor Mauro, se que la demo sale mañana de manera publica pero queria agradecerle su esfuerzo aunque sea con una pequeña cantidad. Le deseo unas felices fiestas.

Javi

Thanks for looking into it! I was play testing again and I didn't realize before I commented the first time, if you are punching in the normal sequence but hold down at the same time, all characters will throw the enemy in the opposite direction or suplex in Haggar's case (just like the arcade). So the move works, but you can't initiate it with only pressing the opposite direction like I mentioned before which will work in the arcade. I hope that make sense. It is difficult to explain in writing, even though it sounds straight forward in my head lol. For some reason I can't stop playing this demo, I absolutely love what has been done so far! Amazing.

Raimondo Stagno

Thanks for the 32mb version, is AWESOME job

Malaka27 Old Gamer

if interested, I captured a screenshot, I can send it via Twitter

Olivier Cahagne

Congratulations. A real pleasure to play on my Pi 4 (Batocera 35), big sprite, beautiful color palet, excellente playability. You do a very impressive job ! Iim looking forward for the next step and I wish you an happy end of the year. See you next ;-)

Michael Lajoie

I haven't implemented a pause button yet... (Feeling so silly now) I will try to reproduce the bug you have mentioned to fix it.

Mauro Xavier

I'll try it in the arcade to make it the same in FFMD, thanks for testing and mentioning this!

Mauro Xavier

I've been playing for a bit on all available modes and difficulty levels and I am extremely impressed. The survival mode is very addicting! the Animation and use of color is above my expectations for being on the Mega Drive, it's on a whole different level. Congratulations to you and your team! Going through your bug list I wasn't sure if you mentioned that each character cannot initiate a throw partway through there combo sequence? For example in the arcade, Haggar will punch twice and if you press the opposite direction of the enemy position, it will suplex the enemy to the opposite side. As it stands currently, I would have to stop part way through the combo move closer to the enemy in order to grab or hold then press the opposite direction to complete that sequence. I noticed it because I use that sequence as a defensive maneuver when enemies quickly approach from behind, frequently. This is shaping up amazingly well

Raimondo Stagno

Worked well on Analogue Pocket, only played a few minutes, I tried the 6 enemies setting and noticed some black blocks/lines hiding parts of Guy for a second at the end of 1-3. Will try to repro and screenshot if needed. Was there a Pause button in the non-Arcade version ? I was trying to pause for a few seconds. :)

Olivier Cahagne

Fantantic!! It's great to be able to play a demo from this awesome project! Looking formward to the next improvements!

RHZeus

Esse bug é conhecido, só não coloquei na lista kkkk. Eu tive que resumir a lista...

Mauro Xavier

Ficou um trabalho muito lindo. Um bug engraçado, foi quando o trem saiu antes foi Cody entrar🤣. Está muito perfeito

Alessandro Godoi

Yes, i played on emulator on my phone. I will try later with GX on retroarch. BTW, excellent job!!!

Gustavo Diaz

What platform are you playing on? On console or emulator? If it's an emulator, give preference to Genesis GX within Retroarch and turn on the filters to have good fidelity. Some emulators don't play music as expected. You should hear the exact same song from my last YouTube video.

Mauro Xavier

Obrigado pela a rom está incrível bem original do Arcade meus parabéns.

SidonCryerd

I agree that all the IA really needs a lot of polishment.

Mauro Xavier

Tested!!!! Great job so far. Appart of the TODO list, check the music of the first level, sound like incomplette or some missing instruments.

Gustavo Diaz

Thanks a lot, Mauro! I had high expectations but the demo is completely mindblowing! It looks and sounds spectacular and already plays really, really well. Sure it's not an exact carbon copy (yet?) but I don't mind the tiny differences whatsoever: It actually keeps the experience fresh! The only thing that I really noticed otherwise was how aggressive Andre is in comparison with the arcade original. Anyways, this is an absolute marvel and would've blown the SNES version right out of the water 30 years ago. Happy Holidays indeed! EDIT: Now tried it with Kega, Blast'em and on MiSTer - ran fine w/out any obvious (new) issues.

FM

Presente de natal chegou mais cedo. Muito obrigado, Mauro! Logo mais vou brincar no meu mega

Lucas M.

Muito obrigado, Mauro. Vou testar logo mais e fazer um vídeo para amanhã.

Genesis 8 14


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