XaiJu
Mauro Xavier Retro Developer

Mauro Xavier Retro Developer

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Mauro Xavier Retro Developer posts

Working bank switching!

Good news! Bank switching is APPARENTLY ok with good speed without any glitches (yet). I aligned the resources of characters, music, sfx, items, weapons, city map, and particle effects at the start of the ROM (NEAR), and the enemies and scenarios were aligned for bank switching.

Bearing in mind that as the game is a WIP, I don't know what will happen in the future regarding bank switching, but I'm more confident that I can keep the console standard to provide the best possible compatibi...

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Final Fight Ultimate development path

Now I've reached a level of complexity in the project that I must choose a path.

Even Stef, the developer of the SGDK, pointed out that the sprite engine is not that optimized to use so many large sprites on the screen at the same time, but even without knowing it I got fast gameplay.

However, now I must choose a development path that will severely affect the gameplay and some future features of the game.


Help me to choose the Final Fight Ultimate development path...

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Console + CRT or Emulator?

In the next video of Final Fight Ultimate, which will be a multiplayer gameplay, what do you prefer?

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Final Fight Ultimate - Changelog / To do list

TO DO


- HUD ANIMATION WHEN SHOWING THE MAP ON FINISHING ROUND 1

- FIX MEMORY LEAKAGE AND GLITCHES WHILE PLAYING WITH CODY

- IMPLEMENT WEAPONS FOR CODY AND FOURTH CHARACTER

- FIX PROBLEMS WHEN CLIMBING ON TOP OF OBJECTS

- FIX BUGS THAT CATCH YOU TO OBJECTS, FORCING YOU TO BREAK THEM

- BOSS CAMERA IN 1-3 IS FIXED, NEEDS TO HAVE SOME SPACE TO THE LEFT OF SCROLL

- FIX BUG WITH PLAYER 2 CAMERA IN THE CORNER DURING PLAYER 1 CAMER...

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Final Fight Ultimate - Haggar single-player test R1

New video, my friends: https://youtu.be/BxHJcM-GHQY

Obviously, as this is a WIP (Work In Progress), you will see some bugs and probably some changes will happen in the future, be it graphics, gameplay or other features.

In this video, I'm showing a single-player game session with Haggar.

The emulator used now offers a more faithful sound quality compared to the previous video: Retroarch with Genesis DX core...

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FINAL FIGHT ULTIMATE - CHANGELOG

Finally, we're done with Round 1. There's a "to-do" list and some bugs, but that's not about the stages, it's about the engine. Now I need to make some minor adjustments and the gameplay video will be uploaded as soon as possible.

And for my patrons, here is all changelog of this last week:


FIXES


- FIXED THE BUG THAT IF YOU GRAB AND ENEMY AND CATCH ANOTHER ENEMY YOUR CHARACTER JUMPS WITHOUT RELEASING THE ENEMY

- FIXED THE LIFE BAR ABOVE YELLOW IT ...

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Tough weekend developing the FFU

It took two full days to improve the code, solve very unexpected bugs and implement important features.

I optimized the code so much that some resources using DMA (Direct Memory Access) needed to be changed to use CPU, and others needed to use the DMA_QUEUE method, which inserts the data in a buffer that is processed at each vblank.

When we break the 4Mb barrier I recompiled SGDK enabling the bank switch, and the instabilities nightmares haunted me again and I felt some drops in p...

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FFU CHANGELOG 2022-06-18

IMPLEMENTED:

- GUY WALL JUMP

- SOLID OBJECTS

- BACKWARD JUMP


FIXED:

- DO NOT USE SPR_DEFRAG. NOTE: NOW SPR_DEFRAG COMMAND IS APPLIED ONLY WHEN THERE IS NO ENEMY ON THE SCREEN.

- OBJECTS, ENEMIES AND CHARACTERS OFFSET IN SCROLL DUE TO FLOATING-POINT ROUNDING

- CREATED NEW ANIMATION FOR HAGGAR TO THROW THE KNIFE

- GLITCHES ON THE DOORS ANIMATIONS

- CODY HAD MISALIGNED ANIMATIONS

- CHARACTER DOES NOT LOCK ON THE FLOOR WHEN PU...

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Changelog posts

A question for everyone: "Would you be interested in technical changelog posts about the development of every current and future project?"
Most of these posts would be text only but some would have images and videos as well.

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Implemented weapons

All weapons have been implemented and as a differential the character continues to have them in hand in all movements, including grabbing enemies, throwing and special moves.

Weapons have been redesigned to better take advantage of the Mega Drive's color palette and have better contrast.

Another detail is that the blood is totally different from all versions and has smooth movement and animation.

In a few days, I will release a new video on my YouTube channel with the comple...

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It's time to test the items...

It's no use just talking about arcade gameplay if the items don't have the same arcade properties, right?

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Select Player!

This is another comparison screen for you to check the current status of the arcade asset adaptation.

Which character did you like to play the most?


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Do you trust your memory? Look again.

This is the same post on Twitter, but I think it's important to post it here because you can ask any questions easily, and obviously, here I can answer better.


Notes:

- Images have been edited with aspect ratio correction.

- The Final Fight Ultimate image is a reference to the latest state of development.

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Current status of round 1 intro

I know that comparing Arcade to Mega Drive is unfair, but we're doing our best.

There is still room for improvement, but we prefer to move forward so we don't stay stuck in one spot for too long.

Let's start placements for rounds 1-2 and 1-3, and graphical improvements.

Soon I will post images of these steps for you.

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Continuing the work... Let's go.

Improving round 1-1 in every way.
Pixel-by-pixel editing, examining each block to see if it isn't consuming memory abusively.
It is one of the most arduous works within the development of a more detailed scenario for the Mega Drive.

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Note about the Final Fight project

I want to post a note to update everyone on the Final Fight Ultimate project facts.

The game will come out anyway, no matter what.

We're at least trying to get Capcom to say something like "continue as a non-profit fangame", so we don't get a cease and desist order because that would be a problem for the project.

I'll post a lot of news here, and we're all focused on a lot of improvements since the last video.

In a few hours, you from Patreon will have news.


...

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Barrels SEGA CD x FFU

Because if we're going to break a barrel, we're going to break a bigger and better barrel.

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Come on, Brad... You can do better than that!

Sprites comparison order:

SEGA CD -> FFU -> Arcade

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Do you want to know the last news on Final Fight Ultimate?

Support Patreon and you'll find out about the latest developments in Final Fight Ultimate, including changelog, screenshots, trials, challenges and more.

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