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Miscellaneous => Projects => Topic started by: zero800 on August 31, 2023, 06:48:51 AM

Title: Street Fighter Zero 3 Mix 0.23
Post by: zero800 on August 31, 2023, 06:48:51 AM
SFZ3Mix It's a variant of SFA3 with several new features like new resolution, optional custom samples, rom expansion

(https://sfz3mix.github.io/moves/022.png)

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

All the information about the rom and the custom driver used can be found on the game's website

https://sfz3mix.github.io/
Title: Re: Street Fighter Zero 3 Mix (CPS2Turbo)
Post by: barbudreadmon on September 15, 2023, 02:23:01 PM
To be honest, this one might require too many changes to our cps2 driver, it is basically running on fantasy hardware.
Title: Re: Street Fighter Zero 3 Mix (CPS2Turbo)
Post by: dink on September 17, 2023, 05:55:55 PM
It shouldn't be too hard to add it though.
Title: Re: Street Fighter Zero 3 Mix (CPS2Turbo)
Post by: zero800 on November 20, 2023, 07:27:09 AM
Hello barbudreadmon,

In Mame I created it as a new driver to bring the least possible impact on the original cps2 driver.
Unfortunately I have already tried and I don't have enough knowledge to rewrite it for FBNeo.

I stopped updating sf2mix because there was no place left to design and create new things, with SFZ3Mix I didn't want to fall into the same problem so I expanded the rom to create a really fanciful and unrealistic piece of hardware.

Unlike older consoles, having real cps2 hardware is not very common and most people use it in emulators.
Whenever possible I leave some changes optional for the player... team or single mode, optional custom music, 16x9 or 4x3 screen...

I don't expect any urgency, just the possibility that one day it might be recognized on FBNeo is enough for me.

I know what it's like to be from your point of view when people ask me for countless new features in the rom and don't even think about the complexity and the effort required to do it.

To be honest, this one might require too many changes to our cps2 driver, it is basically running on fantasy hardware.
Title: Re: Street Fighter Zero 3 Mix (CPS2Turbo)
Post by: Sexy!mame on November 20, 2023, 08:04:02 AM
Hello barbudreadmon,

In Mame I created it as a new driver to bring the least possible impact on the original cps2 driver.
Unfortunately I have already tried and I don't have enough knowledge to rewrite it for FBNeo.

I stopped updating sf2mix because there was no place left to design and create new things, with SFZ3Mix I didn't want to fall into the same problem so I expanded the rom to create a really fanciful and unrealistic piece of hardware.

Unlike older consoles, having real cps2 hardware is not very common and most people use it in emulators.
Whenever possible I leave some changes optional for the player... team or single mode, optional custom music, 16x9 or 4x3 screen...

I don't expect any urgency, just the possibility that one day it might be recognized on FBNeo is enough for me.

I know what it's like to be from your point of view when people ask me for countless new features in the rom and don't even think about the complexity and the effort required to do it.

I would love to see this new CPS2turbo driver added to FBA, from what I'm seeing, this new driver can also be used for other CPS2 titles such as Alien vs Predator and other titles that want to expand the rom. This hack, in my opinion, is not just a modification, it is a great addition of new, never-before-seen features bringing together several cool mechanics from street fighter zero 2 in a single game!!! I've been playing this version and it's really fun!!!
Title: Re: Street Fighter Zero 3 Mix 0.22
Post by: sotts on November 20, 2023, 01:04:28 PM
Yes, sfzero3mix is a awesome game that many people should have the opportunity to play. The new mechanics are sensational, such as Daigo mode, life recovery, new custom combos, parry system, chain combos, etc. I'm looking forward to it being able to be played online one day, like on fightcade or another
Title: Re: Street Fighter Zero 3 Mix 0.22
Post by: dink on November 20, 2023, 02:15:40 PM
Hi guys,
I will definitely try to get this in sometime!
though, I can't guarantee!

best regards,
- dink
Title: Re: Street Fighter Zero 3 Mix 0.22
Post by: zero800 on November 20, 2023, 03:17:17 PM
Thanks!
You can ask any questions on Discord @Zero800.
I made the Mame driver myself by trial and error.  :wink:

I've got some tips from bankbank on where you could possibly increase the resolution on fbneo.

Problems to be solved.

1. Increasing the resolution to 416x234
2. Make the emulator use the extra graphics (gfx2.bin) when an unused bit is set.
3. Manage the .wav samples by making them play if there is one with the same ID as the song and mute the original cps2 audio when this happens.
Title: Re: Street Fighter Zero 3 Mix 0.22
Post by: Stifu on November 21, 2023, 03:54:02 PM
I'd be cool if the author could make it so the new versions also work on actual CPS2 hardware.
Title: Re: Street Fighter Zero 3 Mix 0.22
Post by: zero800 on November 23, 2023, 03:37:48 AM
It wouldn't work because I've inserted a lot of extra graphics that no longer fit in a standard cps2 rom.

That's the main reason I created a new driver that doubles the amount of graphics on the card.
Title: Re: Street Fighter Zero 3 Mix 0.22
Post by: Stifu on November 24, 2023, 05:57:46 PM
Oooh, I only skimmed through this thread and didn't realize it was you. Great work, by the way. That updated Sagat looks slick, too.
Like many people, I wish there was an arcade version with all of the console-exclusive characters. Until then, that's the next best thing. Would be cool to have it in FBNeo.
Title: Re: Street Fighter Zero 3 Mix 0.22
Post by: dink on November 24, 2023, 08:36:09 PM
I'm willing to add support for it, -but-, I hate adding rom defs.  I put this request on the dev forum, but nobody cares, so, maybe one of you guys will help me:
*c&p from dev board*

If you (or someone) wants to update the driver struct. and also add the samples to a sample struct. (see how its done in another game that uses samples, like cave/d_donpachi.cpp), I'll do the technical stuff :)

best regards,
- dink

Title: Re: Street Fighter Zero 3 Mix 0.22
Post by: barbudreadmon on November 25, 2023, 03:00:23 AM
I put this request on the dev forum, but nobody cares

Some time ago i mentioned to zero800 in another forum that i'll probably try adding this but it won't be soon. I actually planned to work on it during my next paid leave.

Well, it's good if you are motivated about this, because tbh my enthusiasm has dampened, but i'll write those rom defs for you.
Title: Re: Street Fighter Zero 3 Mix 0.22
Post by: Stifu on November 25, 2023, 04:28:12 AM
You guys know best what's good for FBNeo or not, so I'd say follow your guts. Thousands of games are already supported, there is no need to support everything under the sun, and there is no need to do anything quickly either. Just do whatever makes you happy. Thanks for your work.
Title: Re: Street Fighter Zero 3 Mix 0.22
Post by: dink on November 25, 2023, 09:03:56 AM
I just don't want to do the rom defs, everything else is cake

best regards,
- dink
Title: Re: Street Fighter Zero 3 Mix 0.22
Post by: dink on December 01, 2023, 01:08:14 AM
Zero800, Hi, I got it nearly 100% complete on fbneo! 

How can I test the samples playback to verify everything is OK?

I noticed this:
when in F2 (service mode) -> "6. Dot Cross Hatch", it's corrupted?  In .21, it was OK
in .22, it's missing the nice attract music+animations before titlescreen, how to re-enable it?

best regards,
- dink
Title: Re: Street Fighter Zero 3 Mix 0.22
Post by: dink on December 02, 2023, 01:47:39 AM
@Zero800,
last question, I think:
Does m68k really need 32mhz? .. and z80 need 16mhz? :)

best regards,
- dink
Title: Re: Street Fighter Zero 3 Mix 0.22
Post by: dink on December 02, 2023, 09:13:19 PM
zero800, maybe a bug in .22: when at the titlescreen, press coin, and a column of pixels goes black on the left side of the screen.  Happens in mame, and fbneo.

best regards,
- dink
Title: Re: Street Fighter Zero 3 Mix 0.22
Post by: barbudreadmon on December 03, 2023, 09:34:57 AM
I'll mention this here just in case zero800 is interested.

The sprites are stretched in both MAME and FBNeo with the 16:9 DAR, because the hack doesn't conserve the PAR (pixel aspect ratio) from the original game. With a different PAR, you'll be either stretching or thinning the original sprites.
A game like sfiii manage to keep the same PAR (within a small margin) when switching between normal and wide screen modes, which is why the characters don't end up looking fat.

Looking at wikipedia (https://en.wikipedia.org/wiki/Pixel_aspect_ratio), the formula for PAR is "DAR / (width/height)", so we'd need to solve the "(4/3) / (384/224) = (the_ratio_we_want) / (416/234)" equation to keep the PAR, which means a custom ratio of 112:81 would work.
Title: Re: Street Fighter Zero 3 Mix 0.22
Post by: barbudreadmon on December 04, 2023, 03:24:52 AM
@zero800 i also noticed your driver enumerates R2E and L2E as sample files, while the 2 samples you provide in your zip files are named R2e.wav and L2e.wav.
While that might be ok with case-insensitive OS (windows only ?), i don't think it will with case-sensitive OS. You should probably rename those 2 sample files in the zips you provide so that they match your driver.
Title: Re: Street Fighter Zero 3 Mix 0.22
Post by: zero800 on December 15, 2023, 01:12:02 PM
Hi dink,

Sorry for the delay to answer you.
I had already fixed this for version 0.23, I haven't finished it yet but I put version 0.22f (beta of 0.23) on the website for download.
I also corrected the lowercase letter of the samples.

6. Dot Cross Hatch", it's corrupted?
Yes, it's defective but I haven't put any priority on fixing it.

the background graphics do not use rom banks and the area designated in sfa3 was already full. I had to move all the graphics that weren't in the background to another area. At the opening, portraits are taken in the area reserved for backgrounds. After I moved it, the portraits didn't appear in the opening and that's why I removed it.

about m68k 32mhz? .. and z80 need 16mhz? I don't understand much about this but I thought that doing this reduced some lag or other that I had. The game runs on original CPS2 specifications

Let me know later if version 0.22f is working correctly in FBNeo or do I need to adjust more things to get 0.23 out.

(https://i.ibb.co/Wgms4sP/0160.png)

(https://i.ibb.co/T4qvNvw/0161.png)

zero800, maybe a bug in .22: when at the titlescreen, press coin, and a column of pixels goes black on the left side of the screen.  Happens in mame, and fbneo.

best regards,
- dink
Title: Re: Street Fighter Zero 3 Mix 0.22
Post by: Neildark on December 15, 2023, 04:20:48 PM
Hello zero800, good job with the hack, it is one of my favorites, especially because of the KOF touch in the gameplay and the new soundtrack, have you thought about putting the endings back? Beating the game and having the Game Over come out directly, even if the endings were not a big deal, is not cool.

Regards, and thanks for your work. :cool:
Title: Re: Street Fighter Zero 3 Mix 0.22
Post by: zero800 on December 15, 2023, 05:22:08 PM
Hello zero800, good job with the hack, it is one of my favorites, especially because of the KOF touch in the gameplay and the new soundtrack, have you thought about putting the endings back? Beating the game and having the Game Over come out directly, even if the endings were not a big deal, is not cool.

Regards, and thanks for your work. :cool:

The base rom used was sfa3us and not sfa3 because it still has debug mode active. The sfa3us rom has no endings... it only appears game over. I don't know if I can redo everything just by looking at the original sfa3.
Title: Re: Street Fighter Zero 3 Mix 0.22
Post by: dink on December 16, 2023, 09:10:09 PM
Hi,
I added .22f to fbneo, and did a test-game, things seem nice so far!  I suggest to wait a few days and see if the great bugfinders of neosource forum will notice and report anything, before releasing .23 :)

best regards,
- dink

Hi dink,

Sorry for the delay to answer you.
I had already fixed this for version 0.23, I haven't finished it yet but I put version 0.22f (beta of 0.23) on the website for download.
I also corrected the lowercase letter of the samples.
Title: Re: Street Fighter Zero 3 Mix 0.22
Post by: zero800 on December 17, 2023, 09:56:25 AM
dink,

I just have to thank you for all the effort you put into making this work.
Thanks also to the entire FBNeo community who agreed to include this imaginary and fantasy hardware, but that was just to be able to include as many extras as possible.

Thank you very much dink!

Title: Re: Street Fighter Zero 3 Mix 0.22
Post by: dink on December 18, 2023, 09:43:32 AM
zero800, no problem! :)

Maybe you can help with this problem:
At start, blue animated Z only displays on the first 1/3 of the screen (bad?)
At "next level", blue animated Z displays on full screen (normal)
Any ideas what is wrong?

best regards,
- dink
Title: Re: Street Fighter Zero 3 Mix 0.22
Post by: zero800 on December 18, 2023, 06:40:28 PM
Hi dink,

When the screen size was increased, parts were missing at the beginning and end of the image, which is divided into 3 parts.
I managed to enlarge the image to complete the screen, but the movement animation was done via programming and I don't know how to fix it.
When I leave the 3 images at their original size, the animation works but doesn't fill the entire screen:(

Zero800
Title: Re: Street Fighter Zero 3 Mix 0.22
Post by: dink on December 19, 2023, 12:32:05 AM
Well, if this is the case: look at the code for the "level transition" animation, maybe you can use the same code/animation for "begin game" screen?
Since level transition works perfectly :)

best regards,
- dink

Hi dink,

When the screen size was increased, parts were missing at the beginning and end of the image, which is divided into 3 parts.
I managed to enlarge the image to complete the screen, but the movement animation was done via programming and I don't know how to fix it.
When I leave the 3 images at their original size, the animation works but doesn't fill the entire screen:(

Zero800
Title: Re: Street Fighter Zero 3 Mix 0.22
Post by: zero800 on December 22, 2023, 12:48:53 PM
Well, if this is the case: look at the code for the "level transition" animation, maybe you can use the same code/animation for "begin game" screen?
Since level transition works perfectly :)

best regards,
- dink

Your idea was great, I diverted there but it still didn't work. But at least I managed to skip the animation and not show the glitch.
I've published 0.23.

Thanks again dink for all your efforts! 
Title: Re: Street Fighter Zero 3 Mix 0.23
Post by: zero800 on December 22, 2023, 05:37:57 PM
Well, if this is the case: look at the code for the "level transition" animation, maybe you can use the same code/animation for "begin game" screen?
Since level transition works perfectly :)

best regards,
- dink

Hi dink,

Some people have told me that the samples are too loud in relation to the game.
I've noticed that in the Mame drive I turn the volume down a little during playback and that's why there's a difference in volume.


       
//Zero800
   SAMPLES(config, m_samples_l);
   m_samples_l->set_channels(1);
   m_samples_l->set_samples_names(samples_id_l);
   m_samples_l->add_route(0, "lspeaker", 0.1); ---------> volume 0.1
   
   SAMPLES(config, m_samples_r);
   m_samples_r->set_channels(1);
   m_samples_r->set_samples_names(samples_id_r);
   m_samples_r->add_route(0, "rspeaker", 0.1); ---------> volume 0.1


is it also possible to do this on FBNeo?


Title: Re: Street Fighter Zero 3 Mix 0.23
Post by: dink on December 23, 2023, 12:59:45 AM
zero800,
Thanks for the info, I'll tweak the volume a bit, please try and see if that helps!
(I had it set to 0.2 accidentally..)

best regards,
- dink
Title: Re: Street Fighter Zero 3 Mix 0.23
Post by: zero800 on December 26, 2023, 09:11:37 AM
Due to the holiday season, I've only been able to test it now and it's very similar to Mame.

Thank you very much, it helped a lot.