Emulator this strange beast

I wanted to discuss with more details about advantages and disadvantages of emulators, console and arcade versions of ST:

arcade

  • no bug or nothing to say is THE game.
  • if you play in a game center you have the true feeling of a tournament game
  • you cannot be in the game center every day and also if you have an arcade at home is difficult to find someone to play with
  • it depends from the game center but you have to pay to play and the group of players can be limited

emulator and kaillera
(obviously i mean with a ping less than 30 and a cool pc joystick)

  • you can play how many game you want without paying anithing from your bedroom
  • you can fight strong opponents from all the same country
  • you must have a very fast internet connection
  • the feeling of the game is not the same as the game center

console

  • you dont need a fast internet connection and you can play without “delay” as the game center
  • you can have a good training mode
  • you are at home and how many strong player you can find near your home?
  • sometimes the console version is different from the arcade

Now i have also some questions:

anyone can list all disadvantages and differences from arcade version and emulator and kaillera version?

-Computer monitors makes CPS games look UGLY.
-Some emulators have Input Delay.

That’s all I can think of…

http://shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo#Game_Versions

Click on number 6

If you mean this
*PC
The PC version contained such colossal bugs as entire moves being inexplicably missing, and the game randomly crashing for no apparent reason.
*
i dont think is true, because i am talking about an emulator of the arcade version not a pc version.

i just want to add a test about input delay:

mame 32k: 2 frames of delay

emerald mame (japanese version): 1 frame of delay and has also the advantage that you can play keeping the window tool bar opened on the bottom of the screen.

if i am not wrong also the arcade version in the game center has 1 frame of natural delay, isnt true?

http://shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo#Game_Versions

From Shoryuken wiki

** Game Versions **

CPS2 (arcade)
This the original release of Super Turbo.
What follows is a list of ports and differences from the original arcade version.
Dreamcast
The size of the screen is slightly off (it’s a little too narrow), making the character sizes appear to be slightly too thin. Only a small amount of testing has been done, but this does not seem to affect the game in anyway as far as range of moves/hit-boxes.

The Dreamcast version occasionally suffers from 1 frame of input lag (possibly more if you’re using a PSX->DC controller converter), though this is undetectable by most players.

There are a few other differences as well, but all of the tested and known differences can be corrected using the in-game DIP switches. For example, by default on the Dreamcast version, Ken, Dhalsim, and Sagat can do reversal supers (which they can not in the arcade version). This can be corrected in the DIP switch menu.

Playstation 2 (Hyper Street Fighter II Anniversary Edition, only the ST characters will be addressed)
This version has not been thoroughly tested, but the known differences are:
-O.Sagat’s Tiger Shots have been toned down considerably
-Ken, Dhalsim, and Sagat can do reversal supers (which they can not in the arcade version)
-Due to an error in porting, Claw’s wall dive (ST versions only) must be performed Charge D, K, U (pressing Kick before Up, instead of the normal order)
-if an ST character is facing a non-ST character, the ST character can not tech the throws (in ST, New characters can tech Old characters’ throws)
-Holding start when selecting Super Turbo or Super seems to allow access to the original arcade versions of each character.

X-Box (Hyper Street Fighter II Anniversary Edition, only the ST characters will be addressed)

No information is known at this time.
Playstation 1
Known differences in the PS1 version:
-Ken, Dhalsim, and Sagat can do reversal supers (which they can not in the arcade version)
-there is a slight delay between “Round 1, Fight!” and when you can actually move
-Chun Li falls extremely slowly after her medium upkicks (Short and RH are correct, though)
-Guile regains CPS1 chains
-only two buttons are required for three-button moves (ex: Zangief can do a lariat by hitting only Jab Strong or Strong Fierce or Jab Fierce)
-inputs must be done more quickly
-tapping two buttons one right after the other counts as hitting them simultaneously
-when a character has zero life left, it takes two blocked specials to kill him/her
-characters don’t seem to get dizzy as easily (speculation, untested)

Sega Saturn
The Saturn version’s characters appear to be too big because the screen is stretched. Again, this technically shouldn’t change anything in the game, but no thorough testing has been done. One other notable difference is that Guile regained his CPS1 chains. This version is not thoroughly tested, and most likely contains more differences.
Playstation 2 / X-Box: Capcom Classics Collection Volume 2

-The custom code used in this version fixes many inaccuracies found in other common emulators such as MAME and Kawaks.
-This version was emulated from the original arcade ROM’s, unlike any other version.
-Some stages are known to cause slowdown or speed changes.
-Sometimes sound effects are known to play at random times, especially the ones for special moves.
-“time warps” where the game will suddenly “jump forward in time” by about 5 to 10 frames.
-There have been many claims of input lag from a large number of arcade players, but no tests were ever completed to verify.
These claims were later verified in the test seen here.

3D0
The most glaring problem with the 3D0 version is that the Old characters are completely missing. It also has lots of missing animation. For example, all of Zangief’s ducking punches are the same animation in the 3D0 version.
Other known differences :

  • All characters get CPS1 chains
  • Gouki/Akuma’s Red Fireball has lesser recovery and can throw another fireball again at the 2nd hit !
    PC
    The PC version contained such colossal bugs as entire moves being inexplicably missing, and the game randomly crashing for no apparent reason.
    Game Boy Advance
    -The character sizes and animations are totally different. Way too many differences to try to list. –NKI 14:46, 7 January 2007 (UTC)
    -Potential to crash the game (forever) if Akuma is fought. –hagure 22:02, 24 November 2007 (UTC)

(I left out the regional differences bc I gotta go to class. Will format it later)

** Miscellaneous **

-In the arcade version, Dhalsim, Sagat, and Ken can not do reversal supers. If they successfully time a reversal super, they will simply get the last special move they did.
-After getting up from being knocked down, you are unthrowable for 13 frames.
-Old characters have the exact same walking speed as new characters.
-Not all characters get dizzied at the same rate. In order from easiest to dizzy to hardest to dizzy: [LIST]
[] Sim, Claw
[
] Guile, Cammy DeeJay
[*] Boxer, Blanka, Chun, Honda, Fei, Ken, Dictator, Ryu, Sagat, Hawk, Zangief[/LIST]-Blanka’s stage is the widest, and Claw’s stage is the shortest.
-Boxer’s Strong throw has more range than his Fierce throw, even though they’re the same throw.
-After being knocked down, different characters get up at different speeds.
Some additional details on miscellany can be found in T.Akiba’s game data:
Japanese text / English text
NKI 14:59, 7 January 2007 (UTC)

I have read this and the only part that talks about pc is this one:
*The PC version contained such colossal bugs as entire moves being inexplicably missing, and the game randomly crashing for no apparent reason.
*

But it’s not true at all, the emulator emulates the arcade…what i wanted to know is all the differences between the emulated arcade ST and the arcade ST.

No, there was a PC version of ST that never was released in Japan.
It was pretty crappy.
I liked the music though. :slight_smile:

You said one of the good things about console versions is that you have a training mode. Ever heard of the emulator Kawaks ? It let’s you put the game into console mode so it’s the same as playing it on a console with all the extra playing options like survival, practice, options mode, etc.
Check it out.
I think emulators are great. I got a MAME emulator on my mac and I take it to school and play a lot of people with games like Street Fighter Alpha 3, Last Blade 2, and sometimes even NINJA TURTLES !

This is a Neo Geo only option.:confused:

In terms of “feeling”, playing at the arcade will always be superior to playing the game emulated on a computer over the internet. The game looks worse, has input delay, then more delay from latency, and even possibly more delay from controller lag.

Oh :rofl: I see. From your first post, it sounded like you wanted to compare arcade, console, and emulators. Thats where I got confused

i would like just to talk about these:

how i can check the exactly frame of “delay from latency” and “delay from controller lag” are them included inside the input delay check or not?

in my opinion yes, because with this check you can see how many frames it takes to your character to react from when you push the botton and this should include all type of delay. (input, latency and controller), what do u think?

Great thread however when STHD comes out on XBLA/plystation network none of this will be relevant considering we will have nearly perfect arcade ST plus a brand new game with plenty of comp (especially on XBL) only drawback i can see is the lag which i doubt will be much of an issue given the time n effort going into it…even if they aren’t using GGPO.

the problem is that we have to see if this version of the ST for ps/xbox is exactly as the arcade or there are differences as in all version for console…

p.s. can u post a link about this console version?