Super Final Fight Gold Plus

Complete SUPER Final Fight GOLD PLUS 3.0

No permission to download
Project is completed.
I once tried to tamper with Fighter's History Revenge.

Everything worked fine, but then I've got stuck with a palette bug for a new character and then dropped it. Now I'm doing my own mod from scratch since I've got more freedom.
 
@Kurisu
I sincerly hope you will go on with some projects!
About palette color. most of the time the problem is the organisation of colors.
You have to open the picture with photoshop. (or similar)
Check how the color are organized

You can use a picture from an existing mod as a reference.
look where the transparent color is placed. Etc.

Also, try always to use the same palette for all the sprite of an entity.

Last thing. encountering problems is NORMAL when making games.
I recommand you not to stop on the first problem.

As an information, I started my mod around 2011, I encountered more than 500 problems I think, perhaps 1000..., It slowdowns my project like f*ck, since I'm not really a programmer, but I don't cancel it.

Hope it will give you the courage to follow your dreams!! (Sorry for the cheesy quote  ::)  )
 
When I load the game on the PSP version (running on ps vita) It crashes and returns to the PSP home menu. I am running on the latest openbor for the PSP. The game loads at 44% complete then crashes. Thanks for your time and great work on the game :)
 
http://orig06.deviantart.net/46ae/f/2014/306/8/c/sprite_dan_super_street_fighter_ll_project_4_1__by_luis_mortalkombat14-d853mjw.gif http://orig01.deviantart.net/8f04/f/2016/211/9/5/sprite_sean_matsuda_super_street_figther_2_project_by_luis_mortalkombat14-dac0gki.png  :D ;D Put them 2 in the game
 
Hi!
How can I add back Vega's Bloody High Claw so he can have two ults? I looked in his character file and I don't have a clue what's going on there. Zero experience in editing things in OpenBOR but I really love this move so I want to put it back and change the input from attack to jump
 
Bloodbane said:
TheAdderOfDeath said:
How can I add back Vega's Bloody High Claw so he can have two ults?

Have you check his sprites? are sprites for that move available?

the boss version of Vega still uses the old ultimate so everything that was in SFFG is still in there.
I just to know how to add it back.
 
TheAdderOfDeath said:
Bloodbane said:
TheAdderOfDeath said:
How can I add back Vega's Bloody High Claw so he can have two ults?

Have you check his sprites? are sprites for that move available?

the boss version of Vega still uses the old ultimate so everything that was in SFFG is still in there.
I just to know how to add it back.

Does nobody know how to do this??
 
Is there a move list for this game anywhere? I thought I knew all the moves by now but today I accidentally pulled off Dhalsim's Yoga Flame (the short range fire breath, not the fireball) twice and I have no idea how I did it :S I've tried all the obvious combinations of buttons but nothing seems to trigger it. Is it a programming glitch or an awkward button input or something?
 
I totally didn't even think to check that, I feel dumb, lol.

It does indeed have a movelist, however that Dhalsim move is listed as Down, Down+Right, Right + Jump, but it doesn't work. He just jumps every time :/ most characters who use the jump button for specials (hurricane kick, etc.) work fine but this input doesn't seem to function for Dhalsim.
 
Dear Mr. Don Drago,


I exclusively made a account for this!  ;)

Thank you very much, Sir. Thanks for all you effort.
I have very funny moments playing this game with my nephew (12 years old). 





Sincerely yours, Tilaval02, from brazil!





 
Psykai said:
I totally didn't even think to check that, I feel dumb, lol.

It does indeed have a movelist, however that Dhalsim move is listed as Down, Down+Right, Right + Jump, but it doesn't work. He just jumps every time :/ most characters who use the jump button for specials (hurricane kick, etc.) work fine but this input doesn't seem to function for Dhalsim.
Maybe it's D, F, D, F + jump (or attack) - check that.

O Ilusionista said:
Guys, there is an issue on this stage. I got stuck there with no way to return until I died.
To fix that, I'll need to know what exactly did you do. Since that area has no grappling enemies, I'm sure it's one of Haggar's throws.

I'll just need to adjust the cornerpush on that throw - a bit tricky, since Haggar's throws have HUGE posadds.
 
Hi,

How can I play this updated version vs the original release version? I placed the .pak inside the .pak folder but the game cuts off and won't allow me to play?

:(



Don Drago said:
Pierwolf said:
Hi everybody!

with the huge help of DON DRAGO, here it is the official PLUS version of Super Final Fight Gold

Again, a BIG THANKS to Don Drago for helping me through the update, and i hope you'll enjoy it ! have fun!
Pierwolf said:
Hi everybody, here it is the packed version of revision 3

DOWNLOAD LINK

and with this, the project is officially finished, time for us to move on our next projects! thanks again to Don Drago for the help and passion, for now enjoy!

Playlist with everything covered, from the 1st revision to the final game:


list of changes (HUGE) said:
  • ALL CHARACTERS: changed most moves' properties - no easy invincibility, some enemies will hit farther, et cetera
  • All players: changed some moves' commands; see the "HOW TO PLAY" section of the game for the list of changes
  • Training mode: Added Referee: walk near him to have your mp bar replenished
  • Guy, Maki: wall/corner jump (press jump near a wall) added
  • Haggar
    • Haggar can now dash, dash attack and dash jump attack
    • Haggar's hyper now have a "far" version - he walks like Zangief to grab
  • Ryu: random chance of flaming hadoken (stronger, knocks down)
  • Chun Li
    • Head stomp (aerial d a) now bounces like SF
    • Spinning Bird Kick now travels forward
    • Fixed special (breakout) attack boxes
    • wall/corner jump (press jump near a wall) added
  • E. Honda: Sumo Throw (grab + D F + attack) added
  • Zangief
    • Banishing Flat ( F F + attack) added
    • D F + attack,  has 2 versions: up close = Siberian Suplex. If you miss, you'll get his Power Bomb - just like his 360 + K in SF
  • T. Hawk
    • Tomahawk Kick removed
    • Mexican Typhoon hyper removed
    • Mexican Typhoon (grab, D F  + attack) added
    • Double Typhoon (grab, D F D F + attack) added
    • SFA3 Condor Spire ( F F + attack) added
    • SF4 Condor Spire ( D F + attack) added
    • changed grab, throw and grabattack animations - Now T. Hawk will elbow his opponent IN YOUR FACE
  • Balrog
    • Dash Straight altered: F F + attack (hold to keep dashing, full dash causes fall)
    • Dash Upper altered: F F + jump (hold to keep dashing. This move has faster recovery than Dash Crouched Upper)
    • Dash Sweep D F + attack (hold to keep dashing. This move always cause fall)
    • Dash Crouched Upper D F + jump (hold to keep dashing. This move always cause fall, but has slower recovery than Dash Upper)
    • New special (breakout move)
  • Vega
    • Rolling Cristal Flash causes fall on each hit (that will make your opponent move away from you)
    • Flying Barcelona Attack behaves like SF: homes in to the nearest enemy, can be controlled and you can use the follow-ups:
      • Claw Dive: press attack far from the opponent
      • Izuna Drop: press attack near opponent
    • Flying Barcelona Attack hyper and follow-ups:
      • Claw Dive hyper: press attack far from the opponent
      • Rolling Izuna Drop: press attack near opponent
    • Scarlet Terror (D U + jump) added
    • wall/corner jump (press jump near a wall) added
    • New special (breakout move)
  • Bison
    • Head Press (D U + jump) added, with follow ups:
      • hold F or B to sommersault when Head Press hits
      • during sommersault, hit attack or jump for an aerial fierce punch
    • Devil Reverse works like SSF2T now:
      • it homes in to the nearest enemy
      • you can control the descent
      • you need to hit attack button when descending to attack
    • Double Knee Press causes fall on any hit (same reason as Vega's Rolling Cristal Flash)
    • Ultimate Psycho Crusher bug, where Bison disappears when near a wall, fixed
    • New special (breakout move)
  • Akuma
    • Akuma added as secret boss - defeat Sagat with more than 450,000 score
    • Akuma added as secret char - finish the game and finish boss mode
    • Since Akuma won't appear on HOW TO PLAY... MOVELIST!
      • Gou Hadouken: D F + attack
      • Zankuu Hadouken: jump, D F + attack
      • Tatsumaki Zankuu Kyaku: D F + jump
      • Gou Shoryuken: D U + attack
      • Shakunetsu Hadouken: D F D F + attack
      • Asura Warp: F F or B B
      • Ten'ma Kuujin Kyaku: jump, D + attack
      • Hyper - Shun Goku Satsu: attack, attack, F, special
  • Enemies
    • Andore
      • Strangle grab added
      • Pile Driver added
    • Atlus/Jony: Improved "bear hug"
    • Holly Wood (molotov): improved AI a bit, so he won't just run into your punches
    • Bosses
      • Abigail: Toss up throw added
      • Bratken
        • Shoulder Charge added
        • Fast Punch added
        • Toss back throw added
        • Homing aerial kick added
      • Freddie
        • Andore-like run added
        • Strangle grab added
        • Homing jump butt attack added
      • Retu: homing jumpíng "Tatsumaki" added
      • Rolent
        • Longer, but slower, batton strike added
        • Multi grenade toss added
      • Won Won: "Super Jump" added


Side note: some nice things are stored in drago.c script, like guidedJump, screeenBound... feel free to use!
 
Just a simple question, which version of the openbor engine should I use?. the link to the download only has the .pak, so I want to make sure I use the correct version.
 
The error of the character not being able to cross some walls with the special, Bison phase 3 - 2 for example, keeps happening.
 
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