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Author Topic: Final Fight DC - alteration by MCW  (Read 27355 times)

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Offline SX

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Re: Final Fight DC - alteration by MCW
« Reply #45 on: October 13, 2007, 12:18:11 am »
no problem... downloading now.


**EDIT**

I have uploaded the mod and update the comments.
« Last Edit: October 13, 2007, 12:51:29 am by SumolX »

Offline Elmo

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Re: Final Fight DC - alteration by MCW
« Reply #46 on: October 13, 2007, 10:13:16 am »
Hi guys im new here great site  ;D i just downloaded this mod and the new double dragon one but can,t seem too get either of the two running on windows can u please help im using openbor_win 2.0.0.50 thanks (everything else iv tryed runs perfect tho)
EDIT-Got it going now i just got the latest version of openbor and everythings fine silly me lol great mod keep up the good work.

Does that mean openbor_win 2.0.0.50 is *not* the latest version for windows anymore? Anyway it?s playing double dragon on my system, but not Final Fight DC.


EDIT: Never mind, it's working now - seems I got to read the openbor sections of the board more often ...
« Last Edit: October 13, 2007, 10:22:56 am by Elmo »

Offline MCW

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Re: Final Fight DC - alteration by MCW
« Reply #47 on: November 08, 2007, 03:20:09 pm »
A final version of Final Fight DC Alteration by me will release as soon as possible with 6 buttons available on v2.1023.

Thank you to kbandressen for creating the key1.c script.



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Offline sid

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Re: Final Fight DC - alteration by MCW
« Reply #48 on: November 09, 2007, 05:24:47 pm »
I love this mod ;D. Can't stop playing Ilove this mod. excellent work. The only drawback is when an enemy hits you he keeps on hits\ting you till i use my special. But cant realy complain due to 99 lives o did i say love this mod.

Offline Elmo

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Re: Final Fight DC - alteration by MCW
« Reply #49 on: November 10, 2007, 03:37:16 pm »
I love this mod ;D. Can't stop playing Ilove this mod. excellent work. The only drawback is when an enemy hits you he keeps on hits\ting you till i use my special. But cant realy complain due to 99 lives o did i say love this mod.

I too think that this mod has great fun potential. It?s colorful and has a nice variety of enmies with cool moves. The enmies also fit together very well (I guess that?s because they are all Capcom?s). It?s a pity that the mod (like so many others) still suffers from repetitiveness. This is because there are simply too many enemies per stage. Stages get too long because of this. Better enemy placement could make a great mod out of this. 

Offline MCW

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Re: Final Fight DC - alteration by MCW
« Reply #50 on: November 18, 2007, 07:09:31 pm »
SumolX, I have upload the Final Fight DC using FTP, please check and update the download link.

The information at the 1st post also need to update again.

Thank you in advance.

As for everyone, I didn't edit the Arcade mode that create by Tails but other secret mode and characters that created have been change.

Note: The mod is memory consuming, if you truly want to beat the mode, just select the mode you want to play. If you want play other mode, please turn off or close the OpenBoR and turn on or reopen it again to play other mode.



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Offline Bloodbane

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Re: Final Fight DC - alteration by MCW
« Reply #51 on: November 19, 2007, 10:43:55 am »
Note: The mod is memory consuming, if you truly want to beat the mode, just select the mode you want to play. If you want play other mode, please turn off or close the OpenBoR and turn on or reopen it again to play other mode.

I guess that's because you set secret chars normal way which makes them always loaded. That's why your mod takes lots of memory.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline Gabo-Hanzo

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Re: Final Fight DC - alteration by MCW
« Reply #52 on: November 19, 2007, 02:39:05 pm »
The game meets very good but I it cannot play in my Dreamcast, have used up to the engine OpenBOR v2.1053, but does not run...

Please help!!!
DOUBLE DRAGON GAIDEN(REVOLUTION 3)

Offline MCW

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Re: Final Fight DC - alteration by MCW
« Reply #53 on: November 19, 2007, 03:12:17 pm »
Note: The mod is memory consuming, if you truly want to beat the mode, just select the mode you want to play. If you want play other mode, please turn off or close the OpenBoR and turn on or reopen it again to play other mode.

I guess that's because you set secret chars normal way which makes them always loaded. That's why your mod takes lots of memory.

What is more than the "normal way", I do not understand?

I have play Crime Buster, but the secret character cannot be save, why......

The bonus stage should input direction both and spawn# 320 240 0......

That is very painful because you need to play again to unlock the character every time.



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Offline SX

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Re: Final Fight DC - alteration by MCW
« Reply #54 on: November 20, 2007, 11:28:05 am »
MCW its now available to download.

Offline Bloodbane

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Re: Final Fight DC - alteration by MCW
« Reply #55 on: November 22, 2007, 01:14:23 pm »
What is more than the "normal way", I do not understand?

It's the trick I got from predator002 actually. The trick is about setting secret char with 'know' instead of 'load' in models.txt. To load him/her, a loader is required. Loader is an entity who loads secret char in its header.

Quote
I have play Crime Buster, but the secret character cannot be save, why......

Cause I never set it that way :). Actually I put loader in Boss Party so if player plays the 1st level, the secret char is loaded and available to choose AFTER exiting instead.
Hey, did you read the readme?

Quote
The bonus stage should input direction both and spawn# 320 240 0......

 I've set the latter so what's the problem? Oh about your suggestion, I don't want to set it, cause it will put hero too far to the left and down. And it would disable fall on respawn too. Read the manual why or try it yourself.
 As for direction both, I've requested direction bothleft but it's not granted so it only uses direction left.

Quote
That is very painful because you need to play again to unlock the character every time.

Said who? if you did finish the mod, you can unlock the secret char. See above.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline MCW

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Re: Final Fight DC - alteration by MCW
« Reply #56 on: November 23, 2007, 09:18:29 am »

It's the trick I got from predator002 actually. The trick is about setting secret char with 'know' instead of 'load' in models.txt. To load him/her, a loader is required. Loader is an entity who loads secret char in its header.
Thank you for the tricks. It is fast at start loading but slow at in game loading because still need to load the model. If the OpenBoR have disable remember system on know entities in the model.txt, your secret character will buried forever.

Quote
Cause I never set it that way :). Actually I put loader in Boss Party so if player plays the 1st level, the secret char is loaded and available to choose AFTER exiting instead.
Hey, did you read the readme?
Quote
Said who? if you did finish the mod, you can unlock the secret char. See above.
Sorry, I forgot to read it.

Quote
I've set the latter so what's the problem? Oh about your suggestion, I don't want to set it, cause it will put hero too far to the left and down. And it would disable fall on respawn too. Read the manual why or try it yourself.
 As for direction both, I've requested direction bothleft but it's not granted so it only uses direction left.
It is up to you.
What I say in the bonus stage is the obsactles braking bonus, my spawn coordinate are set at right down, not left down.
If you do not want to disable the fall on respawn, the setting are spawn# 320 240 240.
If bothleft is not granted, why not try direction both, then spawn the player in the middle with spawn# 160 240 240.

As for the player movement, you need example to refer such as Mr. Q's Return of the Double Dragon with smooth animation. If you say it is memory consuming, actualy it is not.



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Offline Bloodbane

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Re: Final Fight DC - alteration by MCW
« Reply #57 on: November 23, 2007, 12:14:41 pm »
Thank you for the tricks. It is fast at start loading but slow at in game loading because still need to load the model.

What do you expect? if you want to play as secret char, you have to load him/her. It's just a matter of when he/she is loaded.

Quote
If the OpenBoR have disable remember system on know entities in the model.txt, your secret character will buried forever.

Somehow I think that it won't. Oh well, never seen such case.

Quote
If you do not want to disable the fall on respawn, the setting are spawn# 320 240 240.

Please read the manual. The 2nd value is measured from zmin not from top of screen. BTW that bonus stage is not 320 pixels long.

Quote
If bothleft is not granted, why not try direction both, then spawn the player in the middle with spawn# 160 240 240.

There's big difference between spawning in middle and edge of level.
 Also from the coming direction, heroes enter the truck from right side so the bonus stage should be direction left. Players can destroy all crates though even without direction both ;).
I've used direction both for some other bonus levels though.

Quote
As for the player movement, you need example to refer such as Mr. Q's Return of the Double Dragon with smooth animation. If you say it is memory consuming, actually it is not.

Hmmm... I'm not keen about smooth animation. As long the animations look good enough for me, I'm happy.

I think we should talk about this in proper thread.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline MCW

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Re: Final Fight DC - alteration by MCW
« Reply #58 on: November 23, 2007, 06:19:26 pm »

Please read the manual. The 2nd value is measured from zmin not from top of screen. BTW that bonus stage is not 320 pixels long.

Please read properly, the value that I change is the 3rd, not the 2nd.

I have use it in my Final Fight DC to spawn enemies from the sky.

About the manual:
spawn1 {x} {z} {a}
~Optional.
~Sets the respawn position for Player 1.
~This only changes the position when the player respawns after dying.
~The variables set the x, z, and a positions. You probably guessed that, but just in case...
~{x} is relative to the left edge of the screen.
~{z} is relative to the stage's minimum z value.
~{a} is relative to the ground. Setting a>0 makes player falls down on respawn.
~Default value for a is 300.

« Last Edit: November 23, 2007, 06:48:58 pm by MCW »


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Offline Bloodbane

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Re: Final Fight DC - alteration by MCW
« Reply #59 on: November 26, 2007, 04:26:05 am »
 MCW, I wasn't talking about spawn altitude at all. I was saying 'You are using bad value for spawn z coordinate'. Read manual again or your quote above. The last time I tried to 240 as 2nd value, heroes are spawn on lower part of screen and when he moves, he zapped few pixels above. That means he was spawned in wrong way.
 If you don't understand that, try use this:

spawn1 30 165 300

 and see where your hero is spawned. Where do you think he/she would be?
 Please don't say anything before trying :).
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

 



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