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Author Topic: Final Fight: The Last Round *Special Edition*  (Read 13248 times)

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Offline CE

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Final Fight: The Last Round *Special Edition*
« on: June 13, 2007, 10:55:55 am »
Here's the bugfixed and tested update v2007-06-13 of Mr.Q's FF:LR-SE for Dreamcast and Win32 using OpenBoR v2.0051:

Download - http://www.dcevolution.net/clicks.php?itemid=29

Info & Covers - http://www.dcevolution.net/index.php?id=final_fight__the_last_round

Enjoy!  :cheers!:



EDIT: The game's also available on LavaLit's DL section, filed under "Dreamcast Mods": http://lavalit.com:8080/index.php?action=tpmod;dl=item156
« Last Edit: October 07, 2010, 04:23:50 pm by CE »
http://dcemulation.org/index.php5?title=OpenBORManual


How to mod:
1 Pick an interesting game: There are plenty of 8-bit/16-bit classics waiting for a remake
2 Rip your own sprites & stages
3 Use a custom palette: http://borrevolution.vg-network.com/tutorial.htm
4 Check your offsets: http://lavalit.com:8080/index.php?topic=1099.0


Did you know?
Using void main()
{
playgif("data/my.gif", 0, -4, 1);
}

as spawnscript streams a GIF anim instead of loading it

Offline KingHerb

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Re: Final Fight: The Last Round *Special Edition*
« Reply #1 on: June 13, 2007, 11:04:43 am »
This is the edited one, right? not Mr.Q's original one, could you also list the changes made here also?

Offline CE

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Re: Final Fight: The Last Round *Special Edition*
« Reply #2 on: June 13, 2007, 11:09:08 am »
Sure.

As you'll see it's basically identical with the initial release I did in 2006, except that it's using OpenBoR v2.0051 by SX instead of v2.0045 by CGRemakes.

I've been planning to release this update a looong time ago but previous builds had various problems I didn't notice at first.


Quote
                        Final Fight: The Last Round SE

                           www.DCEvolution.net 2007



--------------------------------------------------------------------------------
Release Information
--------------------------------------------------------------------------------


This release features a special edition of Final Fight: The Last Round - Mr.Q's OpenBoR update to his Hyper Final Fight series - that doesn't need the RAM saving version of OpenBoR (bye bye long loading times!) and features three nice variants of the game:

The first version contains characters from Final Fight 1 & 2:

- Guy, Cody, Haggar, Maki & Carlos

The second version features the complete character cast from Final Fight 3:

- Guy, Haggar, Lucia & Dean

In the original FF:LR all of these were hidden extra characters.


The third variant is a Dreamcast exclusive 4 player version of FF:LR that features the Street Fighter characters ( players & bosses! ) from Hyper Final Fight 1 & 2:

- Guy, Cody, Cammy, Guile, DeeJay & Fei Long

- Bosses: Vega, Bison, Sagat, Balrog & Rolento


If you play the game on PC or other platforms you will only be able to play the FF3 version, but if you put the disc in your Dreamcast, you'll be able to play all three variants.


Features:
* Mr.Q's latest BoR mod - now finally 100% Dreamcast compatible!
* The full game without long loading times
* For 1 - 4 Players (thanks to Kirby2000 and Tails for the 4 player support!)
* Dreamcast sound bug fixed (MANY thanks to CGRemakes for that!)
* 'Final Fight III' game mode unlocked by default
* NEW soundtrack for 'Final Fight III' game mode!
* A total of 15 playable characters!


--------------------------------------------------------------------------------
How To Play
--------------------------------------------------------------------------------


Browse to the left for PAL versions, to the right for NTSC.

NTSC is a TV norm used in e.g. North America & Japan. PAL is used in e.g. Europe, Australia & Asia.

If you want to play with up to 4 players, you need to select the Street Fighter version, as the other versions only are playable with up to two players.


--------------------------------------------------------------------------------
Version History
--------------------------------------------------------------------------------

[06/13/07] - OpenBoR DC v2.0051-00 Update (FF Modes)
[12/09/06] - OpenBoR DC v2.0051-00 Update (SF Mode)
[10/24/06] - OpenBoR DC v2.0049-23 Update
[09/22/06] - OpenBoR DC v2.0048 Update
[09/08/06] - GC '06 Version
[29/06/06] - Initial Release


--------------------------------------------------------------------------------
Changes
--------------------------------------------------------------------------------


A complete log of all changes to the original:
(taken from 'changes.txt' as included to the PAK file)

* Bye bye long loading times: Made the mod fully Dreamcast compatible by modifying the stage intros (subtype 'text'). I basicly cut large unused parts and commented out every second animation and changed the delay accordingly to free some valuable RAM. You'll barely notice the changes.

* Dreamcast sound bug fixed (MANY thanks to CGRemakes for that!)

* Made a new soundtrack for the 'Final Fight 3' game mode using Q's selection for Hyper Final Fight 2. I had to raise the volume for the tracks to be on par with the other modes. The few new songs are from the SNES version of Street Fighter Zero/Alpha 2.

* Made two new variants of the mod for Dreamcast:
While the original version contained all Final Fight 1 & 2 characters and those of Final Fight 3 as hidden extra characters, the new Final Fight 3 version of FF:LR features the character cast from FF3 right from the start plus the 'Final Fight III' game mode unlocked by default.

I removed the extra FF3 characters from the original FF:LR as there was no point in keeping them considering the new setup - you could play them only in the extra game modes anyway.

Each version has its own character select screen/music and its own unlockable extra game mode, apart from that (and and their character cast) they are pretty much identical.

The second new variant is a Dreamcast exclusive version of FF:LR that features the Street Fighter characters ( players & bosses! ) from Hyper Final Fight 1 & 2.
I had to fix DEEJAY's palette to implement him but note that I didn't really modifiy Q's characters (so they'd use the newer OpenBoR features or something like that). At least I gave all of them BURN and SHOCK animations and new icons so they'd fit in with the others in FF:LR.

Other changes to the SF chars:
* SFA Rolento now has his granade from FF:LR version
* SFA Cody has new voice samples
* SSF Fei-Long now uses a BURN command in his special attack, BLAST in FFP
* SSF Bison now uses a SHOCK command in his special attack

Else they are still like Q did them for HFF1&2 almost two years ago.



If you play the game on PC or other platforms you will only be able to play the FF3 version, but if you put the disc in your Dreamcast, you'll be able to play all three variants. This is because the Dreamcast binaries are edited to check for certain files: 'MODEL1.TXT', 'MODEL2.TXT', 'LEVEL1.TXT', 'LEVEL2.TXT', 'SELCT1.GIF', 'SELCT2.GIF', 'MEN1.BOR', 'MEN2.BOR', etc. which contain the info about what to load for the different versions.
An other option would have been to use three seperate PAK files, but that would have meant to release 420 Mbyte instead of 140 Mbyte !
Anyway, you can easily make seperate PAK files out of this yourself if you want to play this on other platforms.


Other / minor / general changes:
* ALL playable characters now use 'jumpheight 3' instead of 4 (default), changed FF3 Haggar's 'throw' animation accordingly.
* Fixed a palette problem in FF3 Guy
* Players 1/2/3/4 now each have their own credits (should make the game easier)
* Added 'musicoverlap' command so BoR keeps playing the music during two levels
* Commented out PRIZE cutscene and edited HOWTO.GIF to remove all hints on hidden characters, since they no longer are hidden
* Edited & optimized all sound fx / voices.
* Fixed 'boss 1' flag in FF3 levels 44 + 65.
* Removed extra game modes for Games Convention 2006 presentation.
* Updated LOGO.GIF (now features a DCEvolution.net logo).


--------------------------------------------------------------------------------
Disclaimer
--------------------------------------------------------------------------------


Final Fight and Street Fighter are registered trademarks of CAPCOM
All graphics, sounds and characters are (c) by CAPCOM

Final Fight: Last Round is a fan remake. It is -NOT- licensed by CAPCOM.

This release is available for free at http://www.DCEvolution.net

Do -NOT- sell this game.


--------------------------------------------------------------------------------
Credits
--------------------------------------------------------------------------------


Final Fight: Last Round by Mr.Q

OpenBoR Game Engine by CGRemakes & SamuraiX- http://lavalit.com:8080

Beats of Rage Game Engine by Senile Team - http://www.senileteam.com

Dreamcast Port by Neill Corlett - http://www.neillcorlett.com

PAL & Rumble Support by L@Cible - http://la.cible.free.fr

OSDM Menu System (c) SOA - http://www.sega.com

Menu Edits by Christuserloeser & DCDayDreamer - http://www.dcevolution.net

DCEvolution Websites by Curt Grymala - http://www.dcevolution.net

Special thanks to Mr.Q for his support and DCDayDreamer, grossejammer and RoadWarrior for beta testing

CDI compiled with BootDreams v0.61 by LyingWake:
http://dchelp.dcemulation.com/

Covers by Christuserloeser & Tom Tom Music
Templates by Curt Grymala, souLLy, MetaFox, DCDayDreamer & WaCk0


--------------------------------------------------------------------------------
Links
--------------------------------------------------------------------------------


LavaLit.com      http://lavalit.com:8080
Senile Team      http://www.senileteam.com
DCEvolution      http://www.dcevolution.net


« Last Edit: June 13, 2007, 11:18:14 am by Christuserloeser »
http://dcemulation.org/index.php5?title=OpenBORManual


How to mod:
1 Pick an interesting game: There are plenty of 8-bit/16-bit classics waiting for a remake
2 Rip your own sprites & stages
3 Use a custom palette: http://borrevolution.vg-network.com/tutorial.htm
4 Check your offsets: http://lavalit.com:8080/index.php?topic=1099.0


Did you know?
Using void main()
{
playgif("data/my.gif", 0, -4, 1);
}

as spawnscript streams a GIF anim instead of loading it

Offline Mr.Q®

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Re: Final Fight: The Last Round *Special Edition*
« Reply #3 on: June 14, 2007, 05:21:49 pm »
hey I can see you put this one in here as well, that's cool , just try to keep the original one as well please somewhere 'cause there're some brutal changes I don't share at all,  like

1.-The jumpheight thing...FF chars are meant to jump high, not like SoR chars :/, that's what I intended to make back then.

2.- Snes soundtrack of SFA is very very low quality no matter how much you optimize it, it's just a matter of tastes.

3.- Old HFF chars seem SO OLD compared to the other ones, they're missing moves, etc, so outdated, no poit bringin' them back unless you update their movements & freespecials somehow.

4.- Doesn't bringing old characters from old mods screw the plot of the mod actually? well it's a mod of a mod anyways I think XD so it's ok.


Everything else is ok, I mean, as long as it works on Dc. Congrats about the loading times


What were those "Removed extra game modes for Games Convention 2006 presentation." I think I never knew of them?





« Last Edit: June 14, 2007, 05:49:08 pm by Mr.Q? »
Q (L) Reika, and BTW, no more mr. "Nice Guy".

Offline CE

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Re: Final Fight: The Last Round *Special Edition*
« Reply #4 on: June 14, 2007, 06:01:45 pm »
Thanks for your feedback Q :)

Everything else is ok, I mean, as long as it works on Dc. Congrats about the loading times

That readme hasn't really been updated. I just wanted to get a working version out. The previous build(s) didn't really work too well. They crashed when NTSC was chosen for FF1+2 and FF3 after about twenty seconds of playing. - But since I play the PAL versions I never noticed it. Here's where some guys reported the problems:

http://www.dreamcast-scene.com/community/viewtopic.php?t=986

What were those "Removed extra game modes for Games Convention 2006 presentation." I think I never knew of them?

Not sure (been a while) but I guess that's referring to the Boss Rush / Spartan X extra game modes you had to unlock in your original, and "Final Fight III (SNES Mix)" that has the soundtrack of your original FF3 mode.

If I remember correctly I removed them as they didn't fit in the menu anymore. When OpenBoR's menu was updated with v2.0047 or 48, more than 6 game modes now exceed the space on the menu. So for the presentation at the Games Convention I cut them all out.

Later I re-implemented 1 mode per variant:

FF1+2 variant features FF3 (SNES MIX) to unlock
FF3 variant features Spartan X to unlock
SF variant feautres Boss Rush to unlock

...and it somewhat fits in the menu, except that "Back" is pretty much at the bottom of the screen.

- I just forgot to delete this line. As I said the readme hasn't really been properly updated since 2006. If you got anymore questions, please ask.




just try to keep the original one as well please somewhere 'cause there're some brutal changes I don't share at all

Don't worry, this is not meant to replace the original. It's just a working Dreamcast version and I wanted something special - like the SF characters and the FF3 music from your HFF mods.

For quite a while now it's been really complicated to burn a Dreamcast image with OpenBoR. With the old BoR you just burned it to a CDR and that's been it.

Luckily that's about to change (again) since SX took over.


1.-The jumpheight thing...FF chars are meant to jump high, not like SoR chars :/, that's what I intended to make back then.

Jumpheight was a new feature implemented shortly after you released the game. I experimented with it and I actually liked it that way.

Could be possible that I just loved it so much with FF:LR because it's been something new  :blushing:

...I wish there was a 3.5 setting for jumpheight, as that probably could be the best choice for FF characters.

2.- Snes soundtrack of SFA is very very low quality no matter how much you optimize it, it's just a matter of tastes.

Yeah, SFA2 music on SNES kinda sucks. But there were like three or four tracks missing from HFF2 that I had to replace with something (as the were from FF2 if I remember correctly) and I thought they fit in alright.

3.- Old HFF chars seem SO OLD compared to the other ones, they're missing moves, etc, so outdated, no poit bringin' them back unless you update their movements & freespecials somehow.

4.- Doesn't bringing old characters from old mods screw the plot of the mod actually? well it's a mod of a mod anyways I think XD so it's ok.

I've been working on this release for a while and I didn't want to start changing the HFF characters too. They play very good for original BOR so I left them as they are.

You can't choose them in combination with FF1+2 or FF3 characters anyway - you can only choose either FF1+2 or FF3 or SF chars, and not mix them - so all players have the same (limited) amount of moves.


Ever since I played HFF I thought it was a great idea to have StreetFighter characters in a Final Fight game.

Maybe that would be a good idea for a new FF mod: Some of the best stages from FF1-3 and some of the best enemies along with a huge cast of StreetFighter characters from SSF2, SFA2 and Muscle Bombers / Slammasters from the SNES games.  :)

It certainly would have the potential for plenty of OpenBoR-ish moves and some cool bosses.





« Last Edit: June 14, 2007, 06:11:36 pm by Christuserloeser »
http://dcemulation.org/index.php5?title=OpenBORManual


How to mod:
1 Pick an interesting game: There are plenty of 8-bit/16-bit classics waiting for a remake
2 Rip your own sprites & stages
3 Use a custom palette: http://borrevolution.vg-network.com/tutorial.htm
4 Check your offsets: http://lavalit.com:8080/index.php?topic=1099.0


Did you know?
Using void main()
{
playgif("data/my.gif", 0, -4, 1);
}

as spawnscript streams a GIF anim instead of loading it

Offline CE

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Re: Final Fight: The Last Round *Special Edition*
« Reply #5 on: June 15, 2007, 09:39:00 am »
Some things I didn't really catch the first time:

just try to keep the original one as well please somewhere 'cause there're some brutal changes I don't share at all

Don't worry, this is not meant to replace the original. It's just a working Dreamcast version and I wanted something special - like the SF characters and the FF3 music from your HFF mods.

What do you mean with "somewhere" - would it be sufficient if the original FF:LR is part of a BoR Collection hosted at DCEvo ?

(I am asking because I don't think I can add it to this release without messing up the main menu's theme and I planned to add it to the next BoR Collection anyway.)

2.- Snes soundtrack of SFA is very very low quality no matter how much you optimize it, it's just a matter of tastes.

Yeah, SFA2 music on SNES kinda sucks. But there were like three or four tracks missing from HFF2 that I had to replace with something (as the were from FF2 if I remember correctly) and I thought they fit in alright.

Now I remember why I chose SNES-SFA2: You used SFA-Arcade rips in your original HFF2 mode!  - So, I chose to use SNES rips from SFA2 because the rest of the tracks come from SNES games, and since your FF1 and FF2 game modes in FF:LR exclusively use SNES rips only they would stand out if they weren't from SNES.


3.- Old HFF chars seem SO OLD compared to the other ones, they're missing moves, etc, so outdated, no poit bringin' them back unless you update their movements & freespecials somehow.

4.- Doesn't bringing old characters from old mods screw the plot of the mod actually? well it's a mod of a mod anyways I think XD so it's ok.

I would soooo love to see the SF characters updated to OpenBoR (see my comment about a new FF mod using the SF idea in my previous post) but I am way too busy with my own projects to actually have the time to do it myself. - I think Slybeast was working on something like that. If he finished his modifications to your mod, I would gladly update this release. :)


- Now I also remember why I split the mod into different versions in the first place: Saving isn't available on Dreamcast, so one would have to complete the game over and over again to actually be able to play the FF3 characters. So, initially the first thing I had in mind was to simply make the FF3 characters available from start, but then the FF1+2 characters with their limited moves wouldn't be on par with the superior FF3 ones with their enhanced moves (running, freespecials, etc).

I then started to split the mod into two variants, one featuring FF1+2 characters imitating the original FF:LR, the other the FF3 characters. While at it, I thought it would be nice to also have a third variant with the SF chars from HFF 1 & 2, and that's how the "Special Edition" got to where it is now.

So, in regards to the other things you've mentioned: Should I make it more clear that this is an unofficial / unauthorized alteration of your original mod ? - e.g. on the website and on the "About" section in the main menu ?

« Last Edit: June 15, 2007, 10:15:10 am by Christuserloeser »
http://dcemulation.org/index.php5?title=OpenBORManual


How to mod:
1 Pick an interesting game: There are plenty of 8-bit/16-bit classics waiting for a remake
2 Rip your own sprites & stages
3 Use a custom palette: http://borrevolution.vg-network.com/tutorial.htm
4 Check your offsets: http://lavalit.com:8080/index.php?topic=1099.0


Did you know?
Using void main()
{
playgif("data/my.gif", 0, -4, 1);
}

as spawnscript streams a GIF anim instead of loading it

Offline mctuna

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Re: Final Fight: The Last Round *Special Edition*
« Reply #6 on: June 19, 2007, 07:02:33 am »
Super game  ;D psp perfect work thanks

Offline SX

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Re: Final Fight: The Last Round *Special Edition*
« Reply #7 on: June 19, 2007, 10:04:35 am »
Chris... does this mod exist on this site?  If not could you please upload it and rename it according.

Thanks!

Offline CE

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Re: Final Fight: The Last Round *Special Edition*
« Reply #8 on: June 20, 2007, 03:36:30 pm »
It doesn't exist on this site yet. Do you think it's a good idea to host it here too ? I mean it's a Dreamcast-only release (in DiscJuggler's .cdi format) and won't work on other platforms the way it's intended (it will only load the FF3 variant).
« Last Edit: June 20, 2007, 03:38:09 pm by Christuserloeser »
http://dcemulation.org/index.php5?title=OpenBORManual


How to mod:
1 Pick an interesting game: There are plenty of 8-bit/16-bit classics waiting for a remake
2 Rip your own sprites & stages
3 Use a custom palette: http://borrevolution.vg-network.com/tutorial.htm
4 Check your offsets: http://lavalit.com:8080/index.php?topic=1099.0


Did you know?
Using void main()
{
playgif("data/my.gif", 0, -4, 1);
}

as spawnscript streams a GIF anim instead of loading it

Offline SX

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Re: Final Fight: The Last Round *Special Edition*
« Reply #9 on: June 20, 2007, 03:58:50 pm »
In the end its a modified pak file which means it must be located here as well.  Why would it not be applicable to other consoles.... i don't understand?



The original idea of this site was to host every single mod...... and I still believe that to this day....   Its a good thing to have it backed up else where.....   In case your site is no longer around. 

If you want to host it on their site first... I have no problem with that.... as long as it gets backed up here within a months time....
« Last Edit: June 20, 2007, 04:01:52 pm by SumolX »

Offline CE

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Re: Final Fight: The Last Round *Special Edition*
« Reply #10 on: June 20, 2007, 05:23:53 pm »
Why would it not be applicable to other consoles.... i don't understand?

Because it's three different variants of the mod in 1 PAK file. Via other platforms you'd only be able to play one variant.


Its a good thing to have it backed up else where.....   In case your site is no longer around.

DCEvolution is around since 2002 and it outlived all BoR sites so far. ;)

- That said I hope we don't outlive LavaLit too and both sites will stay around for the next ten years or so!


Anyway, if LavaLit wants to host this release, it probably better should be hosted as is (Dreamcast .cdi) - as otherwise it wouldn't make any sense to have it next to Q's original (as there wouldn't be any noticeable changes that would verify having them both).
« Last Edit: June 20, 2007, 07:25:22 pm by Christuserloeser »
http://dcemulation.org/index.php5?title=OpenBORManual


How to mod:
1 Pick an interesting game: There are plenty of 8-bit/16-bit classics waiting for a remake
2 Rip your own sprites & stages
3 Use a custom palette: http://borrevolution.vg-network.com/tutorial.htm
4 Check your offsets: http://lavalit.com:8080/index.php?topic=1099.0


Did you know?
Using void main()
{
playgif("data/my.gif", 0, -4, 1);
}

as spawnscript streams a GIF anim instead of loading it

Offline SX

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Re: Final Fight: The Last Round *Special Edition*
« Reply #11 on: June 20, 2007, 08:14:22 pm »
Thats fine... We can leave it in the original format....   Trust me as long as I'm alive this site will live!  I've put way too much time into openbor and now it has an official home!

Offline STF

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Re: Final Fight: The Last Round *Special Edition*
« Reply #12 on: July 08, 2007, 08:17:44 am »
Christuserloeser, thanks for the information about Final Fight. I had the same problems with the NTSC versions. You seem to be very active for our old Dreamcast. I have a japanese DC and it was really awful to play with Pal versions. Thanks again.

Offline STF

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Re: Final Fight: The Last Round *Special Edition*
« Reply #13 on: July 08, 2007, 08:49:08 am »
SumolX: "Trust me as long as I'm alive this site will live", It's very good to hear. Congratulation for your work. (I get engaged today and I want everybody to feel successfull, sorry for my intervention)

Boog

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Re: Final Fight: The Last Round *Special Edition*
« Reply #14 on: December 02, 2007, 01:21:48 am »
I played the original Final Fight: The Last Round on my Dreamcast and I didn't know that there was a special edition and improved stuff etc. I need to download the special edition on a cd-r disc and play it on my Dreamcast. I also played Crisis Evil 1&2 which are Resident Evil beat'em up games that someone made. :cheers!:
« Last Edit: December 03, 2007, 12:57:17 am by Boog »

 



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