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sf3:3rd strike widescreen

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bankbank:
I fixed the X position boundaries for the players. next up is the HUD X positions.

https://www.youtube.com/watch?v=FuBcWasuP5k

bankbank:
gonna write out the issues with each stage here

Yang - no issues
Remy - no issues
Yun - no issues
Urien - no issues
Sean - no issues
Oro - no issues

Dudley
*foreground / background object pop in/out (both sides)

Necro
* background object pop in/out (crane in middle)

Ibuki
* bg obj pop

Makoto
* bg/fg obj pop

Hugo
* bg obj pop

Ken
* bg obj pop

Alex
* bg/fg obj pop

Gouki
*fg obj pop

Q
*foreground / background object pop in/out (right side of stage)

Ryu
*right side background has black area
*background tree object pop in/out

Chun-Li
* left side of stage has black
* bg/fg obj pop

Elena
* left side of stage has black
* bg/fg obj pop

Twelve
* left side of stage has black
* bg obj pop (crane)

bankbank:
HUD modding is well underway

bp 60d5cd8, r5>260, {r5+=0x38;g}
bp 60d5e22, r4>20, {r4+=0x38;g}

bankbank:
an update - made a lot of progress on tile placement, both dynamic and static. planning on centering the timer and probably enlarging the HP bars.

attached is a handy bit of info for people who want to modify the SS tiles

bankbank:
it's been quite a while since I've posted an update here. I'm pleased to share some progress.

regarding the HUD, it is completely fixed! it took an incredible amount of time and effort. I'll attach my latest work spreadsheet for anyone who's curious at taking a peek.

a wonderful tester discovered a couple bugs: Makoto's SA2 (where she jumps up and grabs the wall) and Twelve's airdash wallgrab were both grabbing thin air. these two problems have been fixed.

I just spent a bunch of time looking into the super art kill flash... it seems that the only solution will be to replace/update the existing graphic. as I have never modified any graphics in any game, I've decided to save that one until last.

next up I am going to looking into the object pop in/out in the foreground and background. and then after that I'll tackle the edges of the stages that are missing graphics - that issue should be similar to the super art flash kill image problem.

here's a funny little breakpoint:
--- Code: ---bp 06124c84,1,{r12=00;g}
--- End code ---
and here's some screenshots, enjoy!

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