I am gonna play PS2 version emulated on PS3 SCART through an Astro City cab. :lame:
The replay in normal training has a save state feature now, and you can set P1 to auto-parry (then turn it off after recording)… so basically normal training is now parry training and parry training is now pointless.
Exactly my point. I’m an accountant by trade, it is my job to pay attention to details. I can just imagine these morons working at the Capcom office and not even noticing that they took something out until someone else points it out to them. Oh woops, didn’t even know we took that out. Oh woops, oh woops. That is what makes me angry, that kind of carelessness and that skill level required to work on this game.
if it were all asm, it’d be a fucking nightmare. just assume impossible. i’m guessing most of it was in a higher level language like c or something, but there was probably some asm for parts that needed to run as fast as possible. still nightmarish. if in c, which is definitely a world better than asm, going from one platform to a completely different one is still painful. i haven’t had to port anything so i can’t speak in more descriptive terms, but i can just imagine…
They could’ve just emulated the game. SNK has been doing well with that for their PSN games.
Hey guys.
What if…
Derick Neal was actually…
David Sirlin?
P.S. I’m pretty much done with 3rd Strike forever. I already complained about the game two days in. That it felt like playing a beta and that I was upset and will not buy anymore Capcom fighters unless they can show me the game wont suck. This port pretty much killed it for me. I’ll just try to man the Vampire Savior ship while and when I’m able to.
hey guize, lets go buy sfxt and trade gems and shit yo!
lol @ all the avatars
Sounds about right… whenever there are problems, unfixed bugs etc with a game people want to assume that all the programmers are just sitting in their hammocks fucking around all day but we really have no idea what it would cost to use the arcade rom or to fix this or that bug.
OTOH there’s pretty much no excuse for the training mode…
And thanks for ruining the symmetry. Ass.
Better some SF3 than none at all… I’d be glad if I had the opportunity to play on an arcade cab without flying to Cali… having scenes and shit must be awesome… live competition is great…
movieland in downtown vancouver still got some dutty ass cabs
That explains it… I also have more trouble doing kara throws, but that could be my fault. All I know is I had that shit solid with akuma, on 3so, it doesn’t work as consistently as this. Maybe my TE buttons are wonky.
yeah, to be clear, even if it’s not the dev’s fault (and i don’t believe it is, considering they hardly played the game), capcom/ig still fucked up.
along the vein of gaijinblaze, though, i’m not about to give up on them, despite everything. we need to keep pushing hard with these threads.
Coming from a programmer, porting games, especially one as sensitive as this, is extremely hard. If any part of the code was written in ASM, it has to be emulated or rewritten (as has been said). Emulation is incredibly hard, especially when you’re forced to do it on two consoles, each with different architecture. Rewriting the code is almost impossible, and would certainly lead to quirky behavior in certain spots.
Not that I’m saying IG is let off the hook (because they shouldn’t call it arcade perfect if it’s not). Just saying people need to stop claiming “all they need to do is this really easy thing” if they don’t know how much time and money it would take to do that. They might not have had the budget or the resources… and certainly, emulation is always really hard.
So… okay, online has issues. Training mode is barebones and frustrating and missing options. That sucks. But, if you pick two characters offline and you play, ignoring the shorter meters for a minute, what specific issues are people having? Why could this, say… not be used in offline tournaments? People talk about “stuff not coming out”… is this a documented, proven issue, or just anecdotal frustration? What specific gameplay elements in offline mode, aside from shorter meters, break the “arcade perfect” promise?
Everything is feasible, it’s just a matter of budget and time.
Depends on how the original game was done (language) and the skills of the chosen team to develop on both original game and IG teams as it’s really easy to write some completely unbearable code but still working fine.
Globally, the more recent source code is (DC over arcade), the easier it will be to use it again with current tools.
But, based on the known feedbacks about how the DC port was pretty bad, chosing it is a very bad conception decision, specially if you want something close to arcade as they sold it.
When you try to remake something, you want to use something solid as a base (game core) and add small tweaks on it, then add menu as a highest level layer, not the opposite.
Also, PS2 is more recent, so it would have been a better choice IMO, not to mention this version has got way more positive feedbacks overall.
Anyway, to me, it would have been way more efficient to use the original rom emulated on PS3 and build something around it.
If emul works correctly (mame/fba do it, ps3 can do it just as fine), everything is automatically fine from a gameplay POV, nothing to tweak/adapt, except maybe the speed to be closest possible to arcade.
Also, making an emulator opens the door to other CPS3 ports, i’m sure Jojo would make a good score if ported on PS3, for a really smallest investment…
A full year with a team of developers couldn’t handle porting a game from 1999?
I’m not really convinced about 3S (CPS3) being written in ASM. Except for more performance if there are issues about it, i can’t see any valid reason of not using a more high level language (but still really effective) available in 199x, like C or even C++.
Obviously not, else we’d have had an arcade perfect port.
ST ports all over again.