Yeah just put the disc in your 360 and it should play.
While you’re waiting for your copy to arrive, send an email to backcomp@microsoft.com and tell them about the Third Strike slowdown issue:
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When both characters are jumping, and one of them has a super jump that goes beyond the screen (like Oro or Necro) 3/4 times, there will be a slow down or hitch. Seems to be related to moving the screen…happens more when you are jumping toward or away than straight up or down.
You can test it by going to training mode and setting the dummy character to jump and doing super jumps with the other character.
lol they wont ever fix that slowdown. pretty much every game on the bc list isnt perfect, thats emulation for you. its gonna happen. and i dont think they care. if they did, they would BC the whole catalog perfectly. but if memory serves me right, this is the last bc update
It’s not the last BC update. And, before this happened you saw people saying ‘LOL THEY WONT EVER MAKE SFAC B.C’ well they did. For all we know it’s a simple fix.
Surprisingly we saw the most 2D fighters get added to the B.C list. So, it makes me think it was not as hard for them to get the games to work once they figured it out for SFAC.
I’d say the B.C for 3rd Strike is close to 90%+ only a few glitches from what I’ve seen. Impressive.
EDIT: Wow, fuck this. The DoA 4 stick is beyond useless. you can map 4 punches and one kick. I was able to get a semi working config that looks like this:
Jab strong fierce
short kickx3 punchx3
Wow that sucks. So DoA4 stick was a no go eh? I’d really hate to play the game on the 360 controller. Great controller, but just not for fighters like this one IMO.
BTW, has anybody tried ps2 version of 3rd strike on the ps3 on 480p or if 480p is even possible for the game on the ps3? I only have the ps2 version of SFAC at the moment.
The PS3 will force SFAC to run in 480p (unless you have your system set to 480i only).
However, SFAC on PS2 was not a 480p game. So the PS3 displays each interlaced field as a full frame, but doesn’t do any deinterlacing or scaling…
It’s a little hard to describe, but when you play, you’ll be able to see in certain frames the comb effect of the interlacing. It’s really noticeable if you pick Yun and activate Genei-Jin - the blue overlay will display interlaced.
In general it looks pretty ok, but definately comparing it to how 3rd Strike looks on 360, the Xbox version is much, much better looking (and the Xbox version has 5.1 surround too).
Here are some pics I took of SFAC running in 720p on my 360:
Yeah, it works as in the game accepts input from the stick, but the way it’s set up(B, X, and Y on top, A, LT, RT on bottom) makes it literally impossible to map forward and roundhouse since the options in 3S only let you configure a,b,x,y,black and white(which are LB and RB on the 360, respectively).
Actually (and I think I already explained this to you once) the PS3 does NOT display each interlaced field as a full frame. The PS3 DEINTERLACES content when it forces 480p, that’s why it buffers 2 frames (aka, why there is 2 frames of built-in lag on PS3 in backwards compatibility mode when you’re using HDMI or Component with 480p checked). You can play PS2 3rd Strike on almost ANY HDTV and it will do the same thing, even though it’s still deinterlacing. Typical deinterlacing algorithms just can’t handle 3rd Strike because of how quickly the sprites change in such a short number of frames.
Summary: PS3 performs deinterlacing and lags by 2 frames if the game does not have Progressive Scan support.
Confirmed on playing Third Strike with no problems on the DOA4 stick.
Be aware that when color selecting your character, it does not follow your button mapping, but the default button configuration. For example, L.Punch selects the character’s default color. The default mapping for the button is X, but it has to be changed to B on the DOA4 stick. Yet, if you want to pick the default color, you still have to press X even though you’ll map it as M.Punch on the DOA4 stick. Keep that in mind, especially if you want the L.Punch+M.Kick+H.Punch color (which on the DOA4 stick is X+B+RT, IIRC).