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Author Topic: Hyper Final Fight 1  (Read 4165 times)

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Offline liquidpolicenaut

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Hyper Final Fight 1
« on: February 13, 2010, 06:52:12 pm »
Hyper Final Fight -  - An Updated Mod by LiquidPolicenaut
« Last Edit: August 23, 2012, 01:40:21 pm by MatMan »

Offline liquidpolicenaut

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Hyper Final Fight - An Updated Mod
« Reply #1 on: August 16, 2010, 02:04:44 pm »
An updated version of Hyper Final Fight....

My goal with this mod was to simply update the original Mr. Q mods....
When I originally played HFF on my Dreamcast, the game cut off half way through Stage 6. That's where it all started with me tinkering with the mod. I wound up fixing that problem and just kept on going. Some changes are small, like adding some sound effects back in where they were missing and touching up some shadows in the background. Some of the more noticeable ones are:

- New character select screen (similar to the one in my update to Hyper Final Fight 2)...
- Reworded and edited all of the cinemas and redid the endings for both missions...
- Added the map back to the beginning of each level in the first mission....
- Changed the "Industrial Area" to "Downtown Area" and redid the background and totally changed the latter 2/3rds of the stage...

A full list of changes is included in the download...

Also check out my update to Hyper Final Fight 2....

« Last Edit: October 06, 2010, 03:39:41 pm by liquidpolicenaut »

Offline Plombo

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Re: Hyper Final Fight - An Updated Mod
« Reply #2 on: August 16, 2010, 05:19:23 pm »
Looks cool.  Will download soon. :)

Offline Bloodbane

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Re: Hyper Final Fight - An Updated Mod
« Reply #3 on: August 19, 2010, 12:27:05 am »
 I wonder why this is in WIP section instead of complete section. Are you still updating the mod while waiting for feedbacks from others?
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline liquidpolicenaut

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Re: Hyper Final Fight - An Updated Mod
« Reply #4 on: August 19, 2010, 12:53:04 am »
Actually, I made a mistake  :blushing:  After I made the thread, I realized I was done with it and it is in fact completed. I uploaded this mod to the site itself so I guess this thread can either be moved or deleted?

Offline bibi2010

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Re: Hyper Final Fight - An Updated Mod
« Reply #5 on: August 28, 2010, 10:20:04 pm »
I have a problem when I play to the second part of the game when it loads him chief of the third screen if it removes the game this happens to someone

Offline liquidpolicenaut

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Re: Hyper Final Fight - An Updated Mod
« Reply #6 on: August 28, 2010, 10:27:39 pm »
I have a problem when I play to the second part of the game when it loads him chief of the third screen if it removes the game this happens to someone

Ugh, I know! I actually caught this two days ago and uploaded a new file. I wanted to see if someone could move this thread over to "completed" so I can let more people know I found the minor mistake, corrected it, and the new file has been uploaded.
« Last Edit: August 29, 2010, 09:58:49 am by liquidpolicenaut »

Offline bibi2010

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Re: Hyper Final Fight - An Updated Mod
« Reply #7 on: August 29, 2010, 07:32:54 am »
Thank you unload it again and it works very well  :cheers!:

Offline liquidpolicenaut

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Re: Hyper Final Fight - An Updated Mod
« Reply #8 on: August 30, 2010, 12:23:37 pm »
Final update :) Reuploaded file has the previous Stage 3 bug fixed as well as a new Character Select screen.

Offline CE

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Re: Hyper Final Fight 1 - alterations by LiquidPolicenaut
« Reply #9 on: October 05, 2010, 07:06:55 pm »
Is this still available somewhere ? or could you re-upload it perhaps ?
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 liquidpolicenaut

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Re: Hyper Final Fight 1 - alterations by LiquidPolicenaut
« Reply #10 on: October 05, 2010, 11:41:56 pm »
Oops, i forgot to delete this thread  :blushing:  This mod became my Hyper Final Fight - An Updated Mod.

You can find it here: http://lavalit.com:8080/index.php?action=tpmod;dl=item358

Offline CE

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Re: Hyper Final Fight 1 - alterations by LiquidPolicenaut
« Reply #11 on: October 06, 2010, 08:09:47 am »
Is there a thread for HFF - An Updated Mod ?
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 liquidpolicenaut

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Re: Hyper Final Fight 1 - alterations by LiquidPolicenaut
« Reply #12 on: October 06, 2010, 11:11:55 am »
Technically, yes. I mistakenly put it in the "Mods- WIP" forum  by accident when I wanted to put it into the "Mods - Completed" forum..

Offline CE

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  • Working on Rage of the Streets v2
    • DCEvolution.net
Re: Hyper Final Fight 1 - alterations by LiquidPolicenaut
« Reply #13 on: October 06, 2010, 12:15:14 pm »
Merged both threads. Looking forward to giving this a try. I am sucker for Q's FF mods.
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

 



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