Super Final Fight Gold Plus

Complete SUPER Final Fight GOLD PLUS 3.0

No permission to download
Project is completed.
Pierwolf said:
hi everybody.

anyway, i can understand that everyone here has used some assets from other creators, it's the fastest and better way to learn of to make games with openbor, and many of the sprites we use are not original creations, but things like ripping sprites, coding chars etc... it's very time consuming thing and i think that if someone take a completed game, add a char or two, and claim it as OUR own it's not fair. I for one have always respected the original creators and never used more than, let's say, 5/10% of other assets in order to make my ones.
one thing is making a char or two, or using some stages, another is making a full complete game, in terms of time consuming.

said that, i can't wait to try it! from the videos it seems cool! In the next days, if time permits i will test it and maybe add a complete version with his modifications.

also, i'm sorry if my "taste for secret characters" don't match with some of you other users. i'm an old guy and i'm old school; I find fanboysm stupid; i like strong fighting women fighters, i can accept a Chun li or Tyris Flare, but i find absurd that small underage skynny girls (as the chick with the school outfit and the bag in aggressors of dark kombat) or chicks with big boobs in bikini fight like men as main characters, and since nowadays this is the trend, i don't like see this type of modifications in any of my games. It's my personal taste and i'd liked this to be respected, please.

feel free to use my games as a base to learn how to make yours, but i don't support the add of this type of chars as patch of any of my openbor games.

have a nice day everybody!  :)

I´m with you old man, nothing more pleaseable than 100% original work, content directly from our minds.
 
Don Drago said:
D@rin said:
Sorry I'm not complaining or anything, and sorry if I looked bossy,  I just trying to say now, after Pierwolf's explanation I understood why sometimes we don't see THIS or THAT character. It is up to the creator to decide who will be the players, stages , enemies etc. But like always to suggest is not to demand.  I'm luck to find so many great games here and to participate this comunity since Lavalit. ;)
You got it "backwards". I just said that the "I guess I'll never see Kisarah in Fighter's history revenge" isn't quite true.

Yes, you're right.


 
Kenzo said:
Don Drago said:
Kenzo said:
Awesome work Don Drago!!!
I have only a quick question: how to make Shun Gokusatsu???  ???
Attack, attack, fwd, special

Wow!!! Thanks Don Drago, you're a beast!!!  ;D
I played the game again from the start. Wonderful. I finished BOSS RUSH with Zangief, it was quite easy just this time. I played with Akuma, I like him, very powerful. I realized he has no profile page but he's a secret character, so this is okay. I really love the "DBZ" style move Akuma does. He's like raising his Chi. Very good addition.
 
D@rin said:
Kenzo said:
Don Drago said:
Kenzo said:
Awesome work Don Drago!!!
I have only a quick question: how to make Shun Gokusatsu???  ???
Attack, attack, fwd, special

Wow!!! Thanks Don Drago, you're a beast!!!  ;D
I played the game again from the start. Wonderful. I finished BOSS RUSH with Zangief, it was quite easy just this time. I played with Akuma, I like him, very powerful. I realized he has no profile page but he's a secret character, so this is okay. I really love the "DBZ" style move Akuma does. He's like raising his Chi. Very good addition.
Maybe when you fight him you'll change your mind :P
 
After a lot of extra work, and reporting-reporting_back, it's almost done. Pierwolf redid a lot of things to acomodate/reflect the changes, while adding new things and tweaking what I did.

Here's a small preview of you'll get in the official version (hint: much more than you already got with my simple patch):

https://www.youtube.com/watch?v=7FlgZ_zH_zo

PS: as soon as Pierwolf releases his version, the patch will be gone for good.
 
Hi everybody!

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

here it is the list of some changes:

Added Secret character

Training Mode:
- Added Referee: walk near him to have your mp bar replenished

All chars:
- changed some chars' moves execution; see the "HOW TO PLAY" section of the game for the list of changes.

Haggar:
- Haggar can now dash, dash attack and dash jump attack.

Ryu:
- random chance of flaming hadoken;

Chun Li:
- Head stomp (aerial d a) now bounces like SF;
- Spinning Bird Kick now travels forward;
- Fixed special (breakout) attack boxes;

Zangief
- Banishing Flat ( F F + attack)
- D F + attack, up close = Siberian Suplex. If you miss, you'll get his Power Bomb.

E. Honda
- grab + D F + attack (sumo throw).

T. Hawk:
- removed the kick special
- added Mexican Typhoon (grab, d f a)
- old Mexican Typhoon changed to Double Typhoon
- used his body press to make SF4 Condor Spire ( D F + attack);

Balrog:
- dash straight f, f + attack (hold to keep dashing, full dash causes fall);
- dash upper f, f + jump (hold to keep dashing fast recovery);
- dash sweep d, f + attack (hold to keep dashing);
- dash crouched upper d, f +jump (hold to keep dashing, always causes fall, slower recovery);

Vega:
- Flying Barcelona Attack can be controlled now
- added Rolling Izuna Drop
- added Scarlet Terror (d u j)
- Rolling Cristal Flash causes fall on each hit (that will make your opponent move)

Bison
- added Head Press and followup
- Devil Reverse can be controlled now
- Double Knee Press causes fall on any hit (same reason as Vega's Rolling Cristal Flash)

Again, a BIG THANKS to Don Drago for helping me through the update, and i hope you'll enjoy it ! have fun!
 
You did a good job guys!
I'm glad to see some more possibility particularly on Haggar and Zangief, since I like these characters very much!!
Also, good to see Chun Li had her update as well even if she's a woman.
I like games with really different characters, not always the regular average hero type character.

BTW this game could be a good base for some ultimate 16bit fighter cross over...
 
Great work Pierwolf/ Don Drago, but in latest version  there's a little problem:  Ryu can now perform ONLY flaming hodoken.  :o
 
Kenzo said:
Great work Pierwolf/ Don Drago, but in latest version  there's a little problem:  Ryu can now perform ONLY flaming hodoken.  :o
Not really. It's just the Random Number God tricking you. My demo vid showed it.
 
Great work, I love the character updates! :) But there's a couple of things I noticed.

Did you increase the AI difficulty? The enemies seem a little more annoying than they used to and I'm sure I noticed a couple of new moves being used by them, in particular the Andores and Atlus (the guy who looks like Zangief). I lost a Continue mid-game which is pretty rare. I might've just imagined this though as it's been a little while since I played through the game.

Also, Vega's Izuna drop is hard to pull off because there are so many enemies who can either jump attack or knock you out of the air before you get close enough to connect the throw. Sometimes it doesn't even make sense; like an enemy will stick his foot forward in front of them and even though it is nowhere near Vega's sprite (since he's high above them), it knocks him out of the air. This kind of thing is extra frustrating when using his Super Izuna Drop because you waste half of your MP, and this tends to happen around 50% of the time, unless you're fighting Sagat in which case it's 90%... ("TIGER UPPERCUT!") and in Bison's fight I either kept grabbing Andore's by mistake because they were next to him, or the Andore's would jump attack me out of the air, making Vega's best move completely useless against the final boss. It felt like having a handicap. No other character has a Super that is so easy to miss and feels unsafe to use so it feels a little unfair on poor Vega, lol. Perhaps consider re-adding Bloody High Claw as an alternate Super (down, up, down, up + attack maybe).

It is so satisfying when you connect the Izuna Drop though. I grabbed a Poison out of the air with it earlier and it felt so good, lol. The changes to Vega and Bison in particular are so much fun.

There was one thing I always wondered about too. How come Balrog, Vega, Sagat and Bison have almost identical recovery/rising moves? No offense intended but I always felt it was kinda lazy, especially for boss characters and it doesn't make much sense with the weird blue clones coming out of them. It just doesn't look very nice and isn't satisfying to use. I always wished they had individual moves like the other characters. Could this be possible someday?

Minor complaints aside, this game is excellent. It really does feel like a fighting game combined with a beat 'em up and is still one of the best mods for OpenBOR. Definitely in my top 5. :)
 
Psykai said:
Great work, I love the character updates! :) But there's a couple of things I noticed.

Did you increase the AI difficulty? The enemies seem a little more annoying than they used to and I'm sure I noticed a couple of new moves being used by them, in particular the Andores and Atlus (the guy who looks like Zangief). I lost a Continue mid-game which is pretty rare. I might've just imagined this though as it's been a little while since I played through the game.

Yes, the opponents now have their missing FF moves. Also LVup won't give you as much HP/MP as before. The game needed to be more challenging.

Psykai said:
Also, Vega's Izuna drop is hard to pull off because there are so many enemies who can either jump attack or knock you out of the air before you get close enough to connect the throw. Sometimes it doesn't even make sense; like an enemy will stick his foot forward in front of them and even though it is nowhere near Vega's sprite (since he's high above them), it knocks him out of the air. This kind of thing is extra frustrating when using his Super Izuna Drop because you waste half of your MP, and this tends to happen around 50% of the time, unless you're fighting Sagat in which case it's 90%... ("TIGER UPPERCUT!") and in Bison's fight I either kept grabbing Andore's by mistake because they were next to him, or the Andore's would jump attack me out of the air, making Vega's best move completely useless against the final boss. It felt like having a handicap. No other character has a Super that is so easy to miss and feels unsafe to use so it feels a little unfair on poor Vega, lol. Perhaps consider re-adding Bloody High Claw as an alternate Super.

It is so satisfying when you connect the Izuna Drop though. I grabbed a Poison out of the air with it earlier and it felt so good, lol. The changes to Vega and Bison in particular are so much fun.
Vegas Flying Barcelona Attack is overpowered. Travels the 3D field. Only Bison has something like that, besides some bosses.

Also, Vega's super, up close, hits the opponents when he starts to jump - as can be seen in some demos I made.

Psykai said:
There was one thing I always wondered about too. How come Balrog, Vega, Sagat and Bison have almost identical recovery/rising moves? No offense intended but I always felt it was kinda lazy, especially for boss characters and it doesn't make much sense with the weird blue clones coming out of them. It just doesn't look very nice and isn't satisfying to use. I always wished they had individual moves like the other characters. Could this be possible someday?
It depends on Pierwolf. It needs some sprite edit, though.

Psykai said:
Minor complaints aside, this game is excellent. It really does feel like a fighting game combined with a beat 'em up and is still one of the best mods for OpenBOR. Definitely in my top 5. :)
Glad you liked.
 
Excellent update, great work of Pierwolf and also Don Dragon, the game is a little more difficult, I liked the new moves of the bosses, especially the hanging and the piledriver of Andore, I can only congratulate the excellent game. ;D ;D ;D
 
Congratulations Pierwolf and Don Drago,it's a great update,Super final fight gold plus is my favorite game before Street fighter 5.thank you!!!
 
You have achieved the impossible, improve this game even more!

Some bugs I have observed: The guidance on how to perform "Bushin Gokusa Ken" is wrong, in "how to play": There is Low, Low + Attack.
The correct one is: Front, Front + Attack.

Bison can not use its ultimate in the salon phase and in the consecutive phase of the kitchen

The Ryu hadouken command works with both low, forward; Like front, front

This is perhaps the most important thing: Balrog got ultimate infinity. (It does not lose its special bar when running its ultimate).

I agree with the colleague about the blue animations coming out of the characters, this is quite unpleasant to see.

I would like to leave a request (a dream): Add some characters like:
Dan (Street Fighter), Gouken (SF)/
Axel (Streets of Rage); Adam (SOR); Blaze (SoR)/
And since it is to dream: the characters of the franchise Captain Commando :)))))))))
 
egeu said:
You have achieved the impossible, improve this game even more!

Some bugs I have observed: The guidance on how to perform "Bushin Gokusa Ken" is wrong, in "how to play": There is Low, Low + Attack.
The correct one is: Front, Front + Attack.
Since it's movelist, I'll let Pierwolf with that - he has the original files, it's easier for him to fix this.

egeu said:
Bison can not use its ultimate in the salon phase and in the consecutive phase of the kitchen
This bug comes from looooooooooooooooooooong ago (since Bison was added). Got a way to fix it, but I'll need to change a lot of things - most invisible to the player.

egeu said:
The Ryu hadouken command works with both low, forward; Like front, front
Nope. Looked at it, tested, and did not happen.

egeu said:
This is perhaps the most important thing: Balrog got ultimate infinity. (It does not lose its special bar when running its ultimate).
Fixing...

egeu said:
Psykai said:
There was one thing I always wondered about too. How come Balrog, Vega, Sagat and Bison have almost identical recovery/rising moves? No offense intended but I always felt it was kinda lazy, especially for boss characters and it doesn't make much sense with the weird blue clones coming out of them. It just doesn't look very nice and isn't satisfying to use. I always wished they had individual moves like the other characters. Could this be possible someday?
I agree with the colleague about the blue animations coming out of the characters, this is quite unpleasant to see.
You guys KNOW that the sprite edits were kept at minimun in this game, DON'T YOU? Now tell me any move that those chars could use to do that.

Yeah, to make it work, they need an awful lot of sprite edits. And maybe the results will be messy. Anyway, I'll give a try, and see what Pierwolf thinks about the edits I'll make.

egeu said:
I would like to leave a request (a dream): Add some characters like:
Dan (Street Fighter), Gouken (SF)/
Axel (Streets of Rage); Adam (SOR); Blaze (SoR)/
And since it is to dream: the characters of the franchise Captain Commando :)))))))))
That you'll need to talk to Pierwolf. My goal was to update this game from Super Street Fighter II to  Super Street Fighter II Turbo. My deed is done.
 
Aaaaand.... done.

  • Bison's old bug, where his Ultimate Psycho Crusher disappears when near a wall, gone. Now you'll be able to do it even in those Bonus stages.
  • Balrog's ultra didn't cost any MP. Fixed. (egeu's feedback)
  • All 4 Devas have new breakout moves. That part took longer because it needed a lot of sprite edits to do. This will need to be approved by Pierwolf in the official release, though.
  • Akuma won't loose momentum when you cancel Ten'ma Kuujin Kyaku into Zankuu Hadouken anymore
  • script screenBound(frontEgdedist, backEdgeDist, upperEdgeDist, lowerEdgeDist, numberOf Frames) updated to recognize wall, screem edges AND platforms. To make it work, you'll need the isPlatform script (on the same file, just above screenBound)
  • added a simple turn() script. Useful when you need to turn your character over and over
Link in the 1st post. Since it still needs Pierwolf's approval and fixes, only patch available.
 
Great work! Although I have not been able to put the patch "xdelta3: target window checksum mismatch: XD3_INVALID_INPUT", I'm sure it was amazing! Don drago, "Você é o Cara!" Waiting for Pierwolf's official version.


Would anyone know how to solve this error so I can start the new year by playing :)
 
I have the same error :(

By 'turn' script you mean changing the direction the character is facing? That's great :) In the original game, pressing the opposite direction caused you to walk backwards a little instead of turning around straight away. I'm so glad that's fixed.
 
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