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Romhacking => Personal Projects => Topic started by: Grego on March 06, 2019, 12:19:39 am

Title: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Grego on March 06, 2019, 12:19:39 am
The wait is finally over, after ten months of grueling development Final Fight Anniversary Edition has been released!

Installer:

https://github.com/originalgrego/FinalFightAE-Installer

Source Code:

https://github.com/originalgrego/FinalFightAE-Source

Features:

 * Three Players
 * Selectable Palettes
 * Unlocked Character Selection
 * More Health for Enemies/Bosses with three players
 * Uncensored Intro / No Region Warning

It's been a labor of love for Rotwang and I to produce this mod, I hope you all enjoy every minute of it.

---------------------------------------------------------------------------------------

Original Post:

After a month of development and a ton of reverse engineering, Rotwang and I would like to announce Final Fight 30th Anniversary Edition!

****************************************
Teaser Video:

https://www.youtube.com/watch?v=EdMiM1AvE6Y&feature=youtu.be (https://www.youtube.com/watch?v=EdMiM1AvE6Y&feature=youtu.be)
****************************************

This modification finally brings three player to the greatest beat em up of all time. Designed from the ground up to work on real CPS1 hardware, this modification will be a cut above the rest.

(https://cdn.discordapp.com/attachments/539261985490206730/552720621629472769/unknown.png)

(https://cdn.discordapp.com/attachments/539261985490206730/552720923858436127/unknown.png)

(https://cdn.discordapp.com/attachments/539261985490206730/552721097619931137/unknown.png)

(https://cdn.discordapp.com/attachments/539261985490206730/552721327891546122/unknown.png)

(https://cdn.discordapp.com/attachments/539261985490206730/552721727952650250/unknown.png)


So far most game systems have been modified to support three player, health bars, ai, weapons, scene transitions, hit detection, input, etc.  The game is already fully playable from start to finish, however there is still some enemy ai/bug fixes/clean up to be done.

We are working hard to make this modification a perfect enhancement to a classic game.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Psyklax on March 06, 2019, 01:11:45 am
Great work! It'll be interesting to give this a try, although I'll need to find two other people willing to play with me. :D

Is the patch going to be applied to the MAME set? They do have a tendency to change. I'm sure you can figure something out. Better 3 player arcade than 2 player SNES, I'd say. ;)
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: sics on March 06, 2019, 02:30:06 am
 I am very surprised of your work, I really like it a lot as it looks, congratulations! :beer:

 On the other hand, about the Hud, I would suggest that they use the layout of the fighting games, where on one side is the player and on the other his opponent, in this way everything would be better distributed :thumbsup:
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: ultimaweapon on March 06, 2019, 02:40:08 am
That looks awesome. I can't wait to play it.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Vanya on March 06, 2019, 06:54:32 am
Awesome to see it in action!!
Quick question, have you guys considered shortening the life bars to fit them in more neatly?
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Grego on March 06, 2019, 12:38:54 pm
Thank you all, it's been quite an effort to get this far. We plan to shorten and reorganize the life bars at the top of the screen. In addition to fixing the main player select screen and dynamite scene when all players are dead, the health bars are on the list of cosmetic fixes to be done after the last of the gameplay changes are in place.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: nesrocks on March 06, 2019, 02:43:26 pm
This kind of hack is crazy complex! And on a system with not so great debugging tools it's even more impressive. It already is quite an achievement, from the screens provided.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Grego on March 06, 2019, 02:50:28 pm
Did you watch the video? 😉
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: cjv84us on March 06, 2019, 04:46:41 pm
Can this hack work with the Mexican Boss/Enemy player select hack too?
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: KingMike on March 06, 2019, 06:42:19 pm
Looks like a very impressive work but from those screens, I do also wonder if it is possible to reduce the HUD. That looks like it's covering nearly half the screen.
Maybe reduce the width of the lifebars?
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Grego on March 06, 2019, 07:01:18 pm
Changing the healthbar size/location shouldn't be an issue.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: acediez on March 06, 2019, 08:54:21 pm
Everyone, changing HUD elements is very clearly a trivial thing, compared to the amount of work and complexity the whole hack must have had.

Congratulations Grego on this hack, looks like it's all working very well!
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: niuus on March 06, 2019, 11:26:30 pm
Beautiful work, Grego, and all involved. Congrats!
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Grego on March 11, 2019, 01:07:21 pm
I'd like to thank the community for their tremendous support, rest assured Rotwang and I are working diligently to complete this project.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: daman.tm on March 11, 2019, 03:05:26 pm
Absolutely amazing!
I can't imagine how much work you guys put in this project, the fact it runs on the original hardware is just the cherry on top!
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Amaweks on March 11, 2019, 10:51:44 pm
 :beer:
Congratulations for the team, just an amazing hack!
Hope you get to the cosmetic changes, they will be a nice touch.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: SCD on March 12, 2019, 04:32:07 am
This is a awesome mod, I'm looking forward to checking it out when it's released.

Destructoid made a article about it, you can check it out here: https://www.destructoid.com/final-fight-mod-makes-greatest-game-of-all-time-even-better-545986.phtml

I have a question about this mod, will the original uncensored intro be restored back to it?
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Grego on March 13, 2019, 11:32:30 am
Thanks SCD, yup Rotwang already uncensored the intro. We have a lot of enhancements to announce in the near future, next video will be all about them.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: SCD on March 13, 2019, 01:56:22 pm
Awesome, that's great to hear.

Are you planning to restore the original text for the Omake ending?

Are you also planning to restore the alternate billboard for Stage 3 as well: https://tcrf.net/Final_Fight_(Arcade)#Alternate_Billboard

Another site mentioned your mod, this time it's Event Hubs: https://www.eventhubs.com/news/2019/mar/11/three-player-final-fight-finally-reality-thanks-new-mod/
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: shakunetsu on March 14, 2019, 12:47:06 pm
I like that you just adding 3 player and shortening the life bar, while being classy for keeping the original design of the game.

Awesome project!!
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: sztojanov on March 15, 2019, 02:50:41 am
Well done, awesome project! Cant wait to download the mod...  :crazy: Note: +1 to reduce the size of the lifebar. Side-by-side all of them can keep the original game feeling. Keep us posted please! Thanks! 8)
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: RealGaea on March 15, 2019, 02:27:35 pm
Yeah, squeeze a bit the life bars to make them fit.

Like the well known Cadillacs and Dinosaurs.

And then add a score to 3P. And a Green Icon.

You can do it!! (Just don't forget to finish the SNES 2P hack, I'll try to send a message to Proteunerd if he can transfer the arcade colors, becuase that one deserves it!)
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Goros Lair on March 16, 2019, 02:52:11 pm
This is, in my humble opinion, one of the best mods to be released in 2019. Once the Authors have been changing everything from the begining, I believe that's the time to fix the Day/Night events of the Stage # 06. I know is a very simple detail, but I believe is very important for a logical sequence of events concerning to the STAGE # 06 (and to the rest of the game too). What I really hope to be fixed someday is the confusion concerning Night and Day in the Stage # 6 (Up Town).

To me, the sequence of events happen as follow:

SLUM -> Day;
SUBWAY -> Day (the Bonus Car Scenary confirms it);
WESTSIDE -> Night;
INDUSTRIAL AREA -> Day (the fight against Rolento confirms it);
BAY AREA -> it starts during the Night and it finishes during the Day;
UP TOWN -> Day (in function to the events right after the elevator and the dialogue between Jessica and Cody in the end);

If we take a look at Bay Area, the night is finishing and it's been starting a new day. But during the Stage 6, Night and Day get wrong, mainly if we try to keep in mind the logical sequence that Jessica will run to Cody passing through the sceneries. Belger falls from the top (during the night) and the sequence of fall is during the day). Just take a look at the image, please:

(https://uploaddeimagens.com.br/images/001/960/931/original/ff1.png?1552577682)

Well, pardon me for the long text please and keep this marvelous work.

Thanks and C ya,
Goro.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: catownsherbrother on March 18, 2019, 01:00:25 am
It's not night. The weather just changed (stormy and rainy for the melodramatic ending.

The only scene that's really off is probably Belger falling.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Grego on April 03, 2019, 08:18:30 pm
Quick update, just received the board to do hardware testing. Expect a short video showing the game running on real hardware in a few weeks.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: sztojanov on April 08, 2019, 01:03:03 am
 :thumbsup: keep my eyes on this topik!
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Grego on April 09, 2019, 11:30:46 pm
(https://cdn.discordapp.com/attachments/495707320723046420/565374889444376597/IMG_20190409_231512930.png)

After many hours of work, Final Fight AE runs on real hardware!

Video coming April 21st.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: sztojanov on April 10, 2019, 02:15:26 am
 :crazy: :crazy: :crazy:

Grego! what about the 3rd joy? how can you connected to the board?
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Vanya on April 10, 2019, 02:25:46 am
Niiice!
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Grego on April 10, 2019, 12:30:45 pm
Sztojanov, through the 3/4/kick harness connector on the c board.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Grego on April 22, 2019, 10:25:41 pm
Sorry for the delay, Easter was a bit more demanding of time than imagined.

Here's some footage of the first hardware test of Final Fight 30th Anniversary Edition!

https://www.youtube.com/watch?v=Rh5BsGhwa4U&feature=youtu.be (https://www.youtube.com/watch?v=Rh5BsGhwa4U&feature=youtu.be)

We've been making a lot of progress, as a rough estimate of where the project is:

AI Changes - 70%
Gameplay Systems - 90%
Enhancements - 20%
UI/Health Bars - 50%

We will hopefully have the game 1-3p complete in the coming months. Feature complete a month after that. We will be exploring the enhancements to the game in the next video.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: ultimaweapon on April 23, 2019, 08:48:15 am
Simply awesome!
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: alien nose job on May 03, 2019, 10:28:49 am
Wow, incredible guys !
Thanks !
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: sztojanov on May 12, 2019, 09:03:14 am
Grego, this picture from you?

(http://www.kepfeltoltes.eu/images/2019/03/66120180929_140721_tn.jpg) (http://www.kepfeltoltes.eu/view.php?filename=66120180929_140721.jpg)

Found yesterday, and looking strange the C board, cause its SF2 with kick harness, instead normal FF... Are you connected the kick harness like this board?
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Grego on May 12, 2019, 11:57:51 am
That picture is not mine, looks like they used a different c board to fix a ff.

Yes, this is similar to how ffae will be configured, different cboard with the extra inputs.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: MathUser2929 on May 12, 2019, 05:05:34 pm
https://www.youtube.com/watch?v=5vzf2giVHpk

There was a pirate that came out long ago. If you find the ROM you could use it to add more characters.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: sztojanov on May 13, 2019, 12:20:25 am
Yes, this is similar to how ffae will be configured, different cboard with the extra inputs.

There are two different version of C-Boards with kick harness connector, take a look to the picture. One of them with one 1×10 pins and the other one has 4+6+10+10 pins (the second version used with Capcom's Knights of the Round game, which can play also with 3 players!)

(http://keptarhely.eu/thumbs/2019/05/13/v00/20190513v00p6u2vp.jpg) (http://keptarhely.eu/view.php?file=20190513v00p6u2vp.jpeg)
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Grego on May 16, 2019, 01:10:19 pm
Yes I know, however the one is just a c board that hasn't been fully populated. Add some headers, resistors etc and they are more or less identical.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Grego on June 10, 2019, 01:08:31 pm
Another short update, still hard at work.

Quick preview of some enhancements:

(https://cdn.discordapp.com/attachments/495707320723046420/587155006789124096/unknown.png)
(https://cdn.discordapp.com/attachments/495707320723046420/587156463617835028/unknown.png)
(https://cdn.discordapp.com/attachments/495707320723046420/587158265272729600/unknown.png)


Progress:

AI Changes - 70%
Gameplay Systems - 90%
Enhancements - 60%
UI/Health Bars - 70%

It's been a slow month for myself but Rotwang has done amazing work. We should be in good shape in the coming months for a complete rundown of enhancements.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Goros Lair on June 14, 2019, 01:57:20 am
Grego, congratulations for all of these new features!

But, in function to so many good things, I'd like to suggest the following: what about to create two versions of this homage to Final Fight? What I mean is: I believe we have two different types of people following your work (some that want the game as the classic arcade - with only the 3 players support and some that want new possibilities with it).

Under these conditions, let's suppose a version named:

Final Fight Classic - 3 players
Features:
Intro with Jessica;
Life bar for 3 players (similar to Cadillacs and Dinosaurs)
3 players support (but without the possibility to use the same characters);
Keep the original aspect of the game, without new colors for the characters;
Belger's fall - background darker to match with the last stage;
Bug fix-> Attack Scream - when jumping from the subway to Sodom's ring, all the three characters use the same voice (Guy's scream) - to use the attack scream of each character;
This version should be more attractive to the lovers of the original game (I'm one of them)

But I respect and I see it's necessary to improve the game, with several new possibilities as you've been presenting to us. Under these conditions, let's suppose a version named:

Final Fight 30th Anniversary Edition;
Features:
Intro with Jessica or, if it's possible, the Sega CD ones (it's awesome);
3 players support (using the same characters, different characters, etc);
Possibility to change the characters' colors;
Possibility to Haggar apply the Pile Driver on Guy and Cody (I'd love to do that);
Guy, Haggar and Cody using the knife without losing it (a special command to throw it: "UP+punch"

I believe that Final Fight Apocalypse 2nd Edition (OpenBOR mod) would be a good inspiration for you to create many more things in your homage to this marvelous game.

But please, don't get me wrong, this is just a suggestion.

Congrats, once again, for all of your effort... and thank you! I'm very anxious to see this release.


Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: sztojanov on June 14, 2019, 06:17:33 am
Quote
Belger's fall - background darker to match with the last stage

What does it mean? Anyway you have good ideas! :)
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Goros Lair on June 14, 2019, 12:00:48 pm
Quote
Quote
Belger's fall - background darker to match with the last stage

What does it mean? Anyway you have good ideas! :)

I've posted about it on page 2 ;)
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Grego on June 14, 2019, 02:50:22 pm
Adding extra colors and the ability to select the same character doesn't stop you from playing original colors and separate characters.

The code will likely be opensourced, at which point anyone can make their dream version.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: NiO on June 15, 2019, 08:27:59 am
Good work, I've seen the progress on Discord and it really shows.

All are good new features, hope someday we could get updated visuals too, yo make it more unique.

Keep the great work.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: shadows on June 15, 2019, 01:10:40 pm
It would be interesting if, considering the game behaves differently when playing 1 or 2p, like it spawns more items and enemies, in this 3p hack something similar was added, bt too many sprites cause glitches like making them invisible, so increasing the HP of the enemies when 3p would be really good.

Nice work doing this mod, =).
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Grego on June 15, 2019, 02:21:07 pm
Thanks guys. We have enhancements planned to increase the difficulty for three players.   ;)
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Josephine Lithius on June 15, 2019, 04:05:25 pm
Alright, I know this has been suggested at least a couple of times, by now… but, can you please either shrink the life bars and put them side-by-side (a'la Cadillacs & Dinosaurs), or move the P3 lifebar to the bottom of the screen?  Having it directly under the Time just looks bad and it would look even more wonky if just Players 1 and 3 (or, 2 and 3), are playing.
Yes, I know.  You (Grego) said you would (https://www.romhacking.net/forum/index.php?action=post;quote=372110;topic=28073.0;last_msg=377170)… but, it seems like you put that on the back-burner and focused on palette swaps and real-hardware compatibility.  Big kudos on the latter and the former is always welcome, but… those lifebars, man.  Those lifebars.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Grego on June 15, 2019, 04:18:15 pm
If you notice the lifebars have been shrunk, just not rearranged. Finishing scores first, thought it more important to have everything ready rather than just repositioned which is the easy part. We're working on it.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: shadows on June 16, 2019, 10:32:41 am
Speaking about lifebars, is it that hard to make the other bars (green, blue, white) to show the progress like the yellow bar, since any other bar that is not the yellow don't show the progress. An example is cadillacs and dinosaurs, you can see the progress of all bars.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Josephine Lithius on June 16, 2019, 03:48:04 pm
If you notice the lifebars have been shrunk, just not rearranged.
I hadn't… so, my apologies and thanks.  You're doin' somethin' great, here, and I really hope you keep at it!
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Grego on June 16, 2019, 07:54:56 pm
Shadows - Possible, I'll look into it

Lithius - No problem, thank you. We will.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Grego on July 19, 2019, 12:58:11 am
(https://cdn.discordapp.com/attachments/539261985490206730/601638327900307466/unknown.png)

(https://cdn.discordapp.com/attachments/539261985490206730/601637451395760129/unknown.png)

Getting very close, current progress:

AI Changes - 70%
Gameplay Systems - 90%
Enhancements - 80%
UI/Health Bars - 90%

Should be releasing an enhancement teaser video within a few weeks, more announcements coming soon.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: MathUser2929 on July 19, 2019, 02:35:36 pm
So you didnt use that arcade game mod that lets you pick alot of the enemies to play as.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Vanya on July 19, 2019, 03:40:28 pm
Looks great with that new hud layout!
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: shadows on July 20, 2019, 10:10:39 am
Congratulations, it is a beautiful work. I hope I am not annoying too much with my suggestions, but is there any possibility of making the Holly Wood that throws molotovs into a character that fights and throws molotovs like the other knivers that fights and throws knives? The difference would be that they would fight and throw molotov instead of running away after throwing the molotov. Another good one is an enemy randomizer as a level enhancement.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Grego on July 20, 2019, 03:18:32 pm
@mathuser, sorry no, totally different code base

Thanks Vanya.

@shadows, it's possible, probably not going to be in this mod tho, sorry
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Goros Lair on August 04, 2019, 10:42:33 am
Grego, this project is very wonderful. Awesome update... In my opinion, it's ready.

I believe that's only me, but some times I feel the timer "counts" wrongly.

By the way, and not bothering you, please. But, regarding It (timer), do you think is a good Idea to hide it and only display It when the time is finishing? (This happens with Captain Commando, Warriors of Fate, Cadillacs and Dinossaurs...).

Anyway, thank you for your marvelous Works and project.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Grego on August 04, 2019, 11:09:56 am
Thanks goro, still working on bugs and minor enhancements, so not quite ready yet. We are also working on hardware to allow for double the sprites to eradicate flickering.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: undamned on August 28, 2019, 04:54:24 pm
There are two different version of C-Boards with kick harness connector, take a look to the picture. One of them with one 1×10 pins and the other one has 4+6+10+10 pins (the second version used with Capcom's Knights of the Round game, which can play also with 3 players!)

(http://keptarhely.eu/thumbs/2019/05/13/v00/20190513v00p6u2vp.jpg) (http://keptarhely.eu/view.php?file=20190513v00p6u2vp.jpeg)
That second version you showed (90632C-6) is not used for Knights of the Round.  I am aware of 4 different C-Boards which use at least one 10-pin aux. connector:

90628-C-2 (PPU2: B-12) (games: MERCS, ...)
90632C-1  (PPU2: many) (games: SFII, ...)
90632C-6  (PPU2: B-21) (games: SFII', ...)
90631C-5  (PPU2: B-21) (games: Captain Commando, Knights of the Round, King of Dragons, ...)

PPU2 is the big custom "picture processing unit" chip, is not necessarily the same across these C-Boards, and the game ROMs must be tailored to it.  Though any A-Board will work with any game (ignoring 10Mhz vs 12Mhz clocks), the B & C Boards are fairly particular about how they are matched.

The only known Final Fight PPU2s are B-01, B-02, B-03, B-04, and B-05.  Of those, the only potential match is some SFII World Warrior boards.  In the photo you posted earlier with the Final Fight PCB running with SFII C-Board, you can see "B-05" on the chip.  That's the only SFII PPU2 that could work with an original Final Fight game (and it must be a Final Fight that originally used a B-05 PPU2).  Capcom used 9 different PPU2s for SFII World Warrior, so you can't just go buy a random SFII and expect it to have a B-05 PPU2 equipped C-Board for use with Final Fight.

@Grego, if you want to exchange some ideas on how to deal with this, I'm in the middle of a project that might dovetail nicely :)
-ud
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Grego on August 29, 2019, 01:42:12 pm
Hello undamned, those are all true statements. My current hardware is using a b-21 c board from a copy of sf2ce. The differences between the ppus is mainly related to how control registers are mapped. Simply finding the references and modifying them will make the game compatible. This can be tricky in certain games due to their use of the multiplication hardware on the ppu as a form of protection. But in final fights case a few lines relocating the writes to control registers and a single nop makes the game work with other boards.

Code: [Select]
org 0x00057E
   move.w D1, $800166.l ;ctrl
 org 0x05E7D8
   move.w #$12ce, $800166.l ;ctrl
 
 org 0x000554
   move.w ($72,A5), $800168.l ;priority mask
 org 0x00055C
   move.w ($74,A5), $80016a.l ;priority mask
 org 0x000564
   move.w ($76,A5), $80016c.l ;priority mask
 org 0x00056C
   move.w ($78,A5), $80016e.l ;priority mask

 org 0x00058C
   move.w #$3f, $800170.l ;palctrl
 org 0x05EB7C
   move.w #$3f, $800170.l ;palctrl
 
 org 0x05E850
   nop
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: undamned on August 29, 2019, 04:44:17 pm
@Grego, thanks for the response!  That's great that Final Fight didn't require serious overhauling to work with a battery-less B-21!  With your knowledge of Capcom code & hardware style, there are some follow-up projects that I know many people are frothing for (https://www.arcade-projects.com/forums/index.php?thread/4734-bounty-cps1-5-games-with-q-sound-on-cps2-multi/).  I'll shoot you a PM regarding another item :)
-ud
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Grego on September 05, 2019, 10:06:30 pm
Not sure how many of you saw my previous post talking about doubling the sprites.  But we have verified the technique on real hardware.

A bit of background:

The CPS1 controls where sprite ram is located via the "OBJ RAM base" pointer at $800100.  The CPS1 can show a maximum of 256 sprites per frame and per scanline, normally. Since a sprite uses 4 words to designate its position, tile id, and attributes, a full sprite buffer is $800 bytes, or 2k.

However, between the object and first scroll layer there is $8000 bytes available, or 16 times the amount of space for a single buffer. Final Fight uses this extra RAM to double buffer the sprite data, alternating between buffers at $900000 and $904000.  It does this because updating a single buffer results in artifacts on the real hardware.  The outcome is random if sprite RAM is being updated at the same time it is being drawn.

Final Fight's sprite drawing system works on a priority system with players coming first, then bosses, enemies, and so on. If the game detects that a sprite that should be drawn would overflow the 256 sprite limit, it will simply not draw the object.

In some of Final Fight's more action intensive scenes, some sprites will flicker or simply fail to draw. Due to the aforementioned sprite drawing priority system, first items and other inanimate objects will flicker, but eventually enemies will be affected too. Having too many enemies on screen will result in the enemies towards the end of RAM overflowing, leaving only enough room for a few items which only take up a few sprites. By a rough estimate the overflow is only a few dozen extra sprites, so if the CPS1 can in fact draw 256 sprites per scanline, perhaps it would be possible to double buffer sprites and reduce or outright eliminate flickering.

The task:

We have entered uncharted territory. The information about the CPS1 is scarce, and only one-liners like "Simultaneously displayable: 256 (per scanline)" on Wikipedia gave any hope this might work. Looking at MAME's source code it is clear that the only raster techniques it supports is the rowscroll table that Street Fighter II uses to render a perspective effect on the ground. However, it turns out there is an additional interrupt available on the CPS1's 68k. Some games use it for input related reasons, but according to the MAME source it is not entirely known why. Hijacking the hsync and vsync handling of MAME I was able to trigger this interrupt on a specific scanline and switch buffers.  There was no apparent effect. Since MAME does not assume any hsync based raster effects could occur in CPS1 its draw handling does not support it.  After modifying MAME further I was finally able to generate a real hsync based effect, disabling the sprites on the second half of the screen.

Clearly this is just a prototype, and alas may not work on the real hardware. I spent some time looking at schematics and planning my attack, soldered some lines to the hsync and vsync connections of my C board and set out to try some hardware. Initial tests were simple. I disabled Final Fight's double buffering, hooked up my hsync generator, and manually clicked through the hsync lines with microswitches.  I modified the code to switch which buffer was shown when the interrupt was generated, and after clicking to the correct scanline, sprites were disabled. Clicking more times renabled the sprites and I decided it was time to really give it a go.

Hooking up the hsync/vsync lines to my interrupt generater resulted in an interesting but planned-for effect. Every half frame the game switched between a full buffer and an empty buffer. The result being only half the screen is being drawn at a time. Since the human eye cannot percieve this and I do not have a camera fast enough to record individual scanlines, the apparent effect is transparency.

Here is some footage:

https://www.youtube.com/watch?v=cxichPTzGAw
 (https://www.youtube.com/watch?v=cxichPTzGAw)

Clearly something good is happening, but how do we know it will work with multiple sprite buffers?

The proof:

As mentioned earlier Final Fight already has two sprite buffers it uses. Disabling one shows the artifact of memory being written as a sprite is drawn.  This often appears as flickering on the sprite, but can also appear as the wrong sprite being shown, or offset strangely. By using the interrupt generater to switch mid frame to the sprite buffer that's currently being written to, we can see this effect.

Video:

https://www.youtube.com/watch?v=4I1hVhmdkXg (https://www.youtube.com/watch?v=4I1hVhmdkXg)

Notice the trashcan in the middle of the screen. It glitches ever so slightly because it is an item and has low priority when being drawn. However, in most cases the switching of buffers is virtually unnoticable, meaning that switching sprite buffers midframe is feasible. Since the sprite vram region is 16x the size of a single buffer, and we are only using two buffers regions currently, additional buffer room is available.

The final piece of the puzzle:

So this is all fine and well, but we still have an issue.  Sorting sprites would be too much for a 12mhz 68k.  So we need an algorithm that lets us split sprites into buckets. By tracking the y position of all sprites drawn in an accumulator and dividing by the number of sprites shown we can find the middle point of all sprites. Telling the interrupt generator that this is the line we wish to cause an interrupt on allows us to change buffers at the correct time. So now we need to create our sprite buffers. Using the previously calculated middle point of the last frame we can leverage our knowledge that objects move around VERY little in the y position frame to frame to fill our buffers. Objects below that line go in one buffer, above it another, and if it is within one sprites height of the mid-line, both. This has a computational complexity of O(n), as we are only doing a few additional comparisons, and no additional looping. Very handlable by the 68k.

So there it is, a technique to increase the sprite limit of the CPS1.  It even has the potential to be done multiple times per frame to further increase the upper limit.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Goros Lair on September 08, 2019, 05:34:44 pm
Grego, I have no words to describe what I'm feeling: awesome, amazing, incredible?

You made a dream come true to me when you enabled the 3 player mode and now, you not only made this possible, but taught to everyone How to do when face up the Challenge concerning to possible problems regarding something like that on CPS-1. You share your knowledge, and, as I've written above this is amazing. To be honest, I've been waiting for this update for 30 years... And, now, I know that this task is really with the right person.

Thank you for ALL your efforts and dedication, Grego. Waiting since the First page for the final release.

Congrats, buddy.

ALL the best to you.

C ya,
Goro.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: sztojanov on September 09, 2019, 01:04:29 am
Grego! In your last shared picture looking very great the new healthbars! Really love them! :-) The added shadows also great idea!

Using in the final hardware the "popular" B-21 C board is very good. Cant wait for the new teaser video!  :thumbsup: Keep informed us please! Well done!!!
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Grego on October 10, 2019, 03:12:35 pm
The second round of hardware testing was completed yesterday. Everything went very well, and we identified a bug in MAME with palette handling.

Our current estimates of progress:

AI Changes - 70%
Gameplay Systems - 100%
Enhancements - 90%
UI/Health Bars - 100%
Remaining Bugs - 40%

We are getting very close to completing the remaining bugs and nearly every feature is in place. We will be releasing a final teaser trailer in November which will include the release date. Christmas is coming early.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod
Post by: Grego on November 18, 2019, 04:59:12 pm
After many months and innumerable hours of development, Rotwang and I are proud to present the release trailer for Final Fight 30th Anniversary Edition!

Trailer:
https://www.youtube.com/watch?v=WKswmEWGb_0 (https://www.youtube.com/watch?v=WKswmEWGb_0)

Please keep an eye on this thread or the description of the video on December 1st 2019 to find download links and installation instructions.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Release Announced
Post by: Goros Lair on November 21, 2019, 05:47:13 pm
Hi Grego, thanks for the update. I'm waiting anxious for It. 12/01/2019 could be tomorrow.;D
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Release Announced
Post by: Cédric V on December 01, 2019, 07:48:57 am
GREAT WORK you've made a dream Come true
Good job 👍👍😍😉
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Grego on December 01, 2019, 01:55:20 pm
Final Fight Anniversary Edition has been released!

Installer:

https://github.com/originalgrego/FinalFightAE-Installer

Source Code:

https://github.com/originalgrego/FinalFightAE-Source

Features:

 * Three Players
 * Selectable Palettes
 * Unlocked Character Selection
 * More Health for Enemies/Bosses with three players
 * Uncensored Intro / No Region Warning

Enjoy!

Update: Please do not put the installer in a location with spaces in any of the paths directory names. Crc32.exe is having issues with spaces in the path, I am working on a fix. Sorry.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: ListoMefisto on December 01, 2019, 03:05:59 pm
Congratulations!!! Great work!!! I have just played the game with 2 friends and we enjoyed it a lot!!! Fantastic!!!

Offtopic :

Could it be possible to do a hack from Dungeons & Dragons: Shadow over Mystara so it could be played with 6 players simultaneously? :

(https://i.ibb.co/4Wg9nfq/ddsom6p.png)
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Grego on December 01, 2019, 03:29:00 pm
Thank you Listo! Cps2 cannot support six player without linking systems via the network adapter. Probably not going to happen any time soon. 😃

Edit: Actually you could do a hardware hack that multiplexed inputs and do six player possibly.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: kairi1977 on December 01, 2019, 03:45:14 pm
wow, can you do a video tutorial how it does ?
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Grego on December 01, 2019, 04:30:59 pm
Kairi, not sure what you mean. A tutorial on how we made this?
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: ListoMefisto on December 02, 2019, 03:39:32 am
One question. We noticed that the 3rd player increases points correctly but the last digit, the one that represents the number of credits used doesn't increase when you die and continue. Is it possible to increase the number of credits used? We would like to do a 1 credit clear game (3 players) and that digit is the proof that you didn't use more credits :) We are enjoying a lot playing 3 players Final Fight! It rocks!! :)
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Cédric V on December 02, 2019, 05:28:38 am
Sorry to inportune you but i 've tried with Many zipped roms with the good CRC and it doesn't work for me ( Always message with Bad crc's)
I don't unsterdstand ??

I've the last java version
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Solid One on December 02, 2019, 06:33:26 am
Great job. Playing this classic with three players will be awesome!

BTW, is it possible to play this hack on other emulators, such as Final Burn Neo (https://github.com/finalburnneo/FBNeo) (so I could play it on a Raspberry Pi, per example)? Or only on the MAME fork (https://github.com/originalgrego/mame) mentioned in your github repo?
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: CrispX on December 02, 2019, 09:46:14 am
Thank you!  8)
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: ListoMefisto on December 02, 2019, 11:43:15 am
Another question. We noticed that the 3rd button is disabled, the one you could use to avoid the attacks from Andores (the attack they use when they grab you). Is it disabled on purpose? Thanks!
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Grego on December 02, 2019, 03:01:57 pm
Listo - Sorry about the continue point, we will correct that in the future. About Andore, not sure what you mean, Final Fight is a two button game.

Cedric - Do not put the installer or the rom in a directory that has spaces in it.  The safest bet currently is to do something like creating a c:\ffae_installer\ folder and putting the installer and the ffight.zip in the directory and running the installer. I apologize for the inconvenience.

Solid One - It is possible to play this rom on any emu that supports it.  I fully expect other emulators to add FFAE support soon.

CrispX - You're welcome! ;D

To everyone having issues with the installer, I apologize, it was the least tested component of the hack and clearly we didn't do a great job with file handling. We will be releasing an update to the installer in the next day or so, it's been a long development cycle and we are both tired and need a few days rest.  For now please put the installer AND THE ROM into a folder that has absolutely no spaces in the path.  For example:

c:\ffae_installer\ <- Put ffae_installer zip contents and your ffight.zip rom here!

Sorry again for the inconvenience, we will make it a priority to improve the installer as soon as we can bear to look at a computer again.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: snesfanboi on December 02, 2019, 03:42:56 pm
This is awesome and plays a treat, would love to see you revisit Final Fight snes down the line!
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Solid One on December 03, 2019, 06:17:59 am
I had the same problem that Cédric V reported. The patcher can extract the files from "ffight.zip", apply the IPS patches individually and then recreate the new rom "ffightae.zip". However, the Mame fork with Final Fight AE support (https://www.dropbox.com/s/6oytpu2d63gxvgg/ffae-mame.zip?dl=0) keeps accusing wrong CRC32 in some files inside "ffightae.zip".

Grego, could you provide us the CRC32 checksums from the original files in the "ffight.zip" rom you used? That would make it easier to find the right rom to apply the patches.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: ListoMefisto on December 03, 2019, 12:08:59 pm
Grego,
the 3rd button is used so you can dodge Andores and some bosses like Edi. E policeman, Rolento and Abigail. That 3rd button was enabled on the PCB board but the original cabinet only had 2 buttons. If you take a look at this video :

https://youtu.be/_qsrL83qAnk?t=1608 (https://youtu.be/_qsrL83qAnk?t=1608)

You can see Haggar dodging Abigail when he grabs him.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Pleiades7 on December 03, 2019, 12:09:05 pm
I.....can’t get this to work. Tried everything and all the suggestions here. Could one of you please send me a PM to the link of a proper ffight rom, or the hacked rom itself please?
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Grego on December 03, 2019, 02:55:25 pm
Solid One - You can find the CRCs for the mod in the repository for the mame changes.

https://github.com/originalgrego/mame/commit/103f28994f7e893ea9b79ba8adb01a900b5f677b

The crcs of the original ffight.zip are available in mame\drivers\cps1.cpp under the ffight configuration.

If mame is giving you crc/missing file errors for any of the pal files just ignore them and start mame from the command line as so:

mame64 ffightae

This will ignore crc issues. Make a batch file with that command in it in your FFAE mame directory and you won't need to open a command line.

Listo - That seems like a debugging feature and not something intended to be used by players.  But if you want it, change the input configuration of FFAE in mame to this and recompile mame:

Code: [Select]
static INPUT_PORTS_START( ffightae )
PORT_INCLUDE( cps1_3players )

PORT_MODIFY("IN1")
PORT_BIT( 0x0040, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_PLAYER(1) PORT_NAME ("P1 Button 3 (Cheat)")
PORT_BIT( 0x4000, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_PLAYER(2) PORT_NAME ("P2 Button 3 (Cheat)")

That will give player 1 and 2 the third button, for p3 his coin button is his button 3, we used these buttons during development for our own debugging features.

Pleiades - If you can give me more information I could possibly help, were you able to patch the rom?  Was mame complaining about crcs?
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Pleiades7 on December 03, 2019, 07:16:20 pm
Got in working....turns out it just needs the right rom.

However....the game itself is....well....picky?

I'm a retroarch guy and can't get it to boot with the cores I've used so far.
If anyone else here uses retroarch, then help me please figure out which core works?

Also....I'm mixed on this project. On one hand, three players with same character picks and different colors IS a welcome change. However, for us mame enthusiasts, I can play the original with the SEGA CD music as a hack (since the original OST doesn't even compare) and use XBRz filters to give the whole game an nice HD make over.

However, if I use this game as is I lose the amazing music AND I have to settle for inferior pixeled graphics, etc.

I'm glad this game is made and it is definitely a must needed upgrade. But having played Streets of Rage and many knocks off of Final Fight for years, I wish this game had even MORE changes. I don't know how hard it would be to give the characters an extra move for instance. Even a second special move like Streets of Rage where you have to push forward or press twice forward and attack would be a welcome relief. Also, if Cody gets a special power with the knife, then how about Guy gets something special with the sword and Haggar with the pipe? Yeah, yeah....I know ALL that probably would require more reprogramming that it is even worth. And I'm impressed by the effort that went into this, period! Capcom should hire you guys, haha. But, one could always dream, amirite? Thanks again for the free fun game!
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Solid One on December 04, 2019, 08:47:08 am
I'm a retroarch guy and can't get it to boot with the cores I've used so far.
If anyone else here uses retroarch, then help me please figure out which core works?

As far as I know, most RetroArch cores for arcade emulation are based on MAME, and right now there's no core that supports FFAE, since it was released just a few days ago.

However, I guess there's a core that's going to work in the next weeks (maybe even now, although only in development builds), and that is the "Final Burn Neo (https://github.com/libretro/FBNeo)" one. This is a core that initially emulates only CPS1 and CPS2 games, but recently they added other platforms such as CPS3, Neogeo and so on. And two days ago, I've created a issue on their github repo (https://github.com/libretro/FBNeo/issues/202), asking for adding support for FFAE. And the developers there are very quick, since they already commited a change that supposedly adds support for FFAE (https://github.com/libretro/FBNeo/commit/e2366b09c79d4f41924296e86b99157780bc9063) on FBNeo core.

If you can compile lr-fbneo from latest commits of their source, then probably you can already use FFAE on it.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: barbudreadmon on December 04, 2019, 09:59:12 am
As far as I know, most RetroArch cores for arcade emulation are based on MAME, and right now there's no core that supports FFAE, since it was released just a few days ago.

Most likely ffightae will never be added in mainstream MAME since it's a hack (HBMAME will probably add it though), and i think all MAME libretro cores have a policy to stay 1:1 with the corresponding standalone version, except MAME2003+ (whose author said it would be hard to add this hack).
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Grego on December 04, 2019, 12:57:13 pm
Barbudreadmon - Thanks for adding ffae to fbn! I believe ffae will eventually see mainline mame integration as it will most likely end up in an arcade or two, which is the criteria for mame. I have no idea why the mame2003+ dev said that, if it supports other three player cps1 games it should be a five minute code change.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: arcadez on December 04, 2019, 07:32:22 pm
Barbudreadmon - Thanks for adding ffae to fbn! I believe ffae will eventually see mainline mame integration as it will most likely end up in an arcade or two, which is the criteria for mame. I have no idea why the mame2003+ dev said that, if it supports other three player cps1 games it should be a five minute code change.

Well i never said it would be difficult, just that due to the graphical mapping, input and rom diffs between the older MAME2003+
core and current MAME builds there might be some trial and error until i suss out the correct ones to use, in the end i guessed
right and the game worked on the first attempt which funnily enough surprised me here as that,s not often the case ;)

https://github.com/libretro/mame2003-plus-libretro/commit/7d422450bb9cad9fb890231cd64010dd44fd42a6       

https://github.com/libretro/mame2003-plus-libretro/commit/4de97ad0b74175d7886d57966186ad886c9be707

Just need to ask you a quick question in the MAME2003+ and FBN cores when we attempt to add a coin for player 3 slot
nothing happens so player 1 or 2 has to have added a coin before we can start with the third player, is this a known
issue or a bug on our side.???

Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: barbudreadmon on December 05, 2019, 02:20:00 am
Barbudreadmon - Thanks for adding ffae to fbn! I believe ffae will eventually see mainline mame integration as it will most likely end up in an arcade or two, which is the criteria for mame.

That's nice to hear, i'm glad you'll get proper recognition for your wonderful work.

I have no idea why the mame2003+ dev said that, if it supports other three player cps1 games it should be a five minute code change.

I think the main concern was the very old cps emulation code (especially the mapper stuff), however it seems it was actually way easier than he thought at first and he managed to add it in https://github.com/libretro/mame2003-plus-libretro/commit/7d422450bb9cad9fb890231cd64010dd44fd42a6#commitcomment-36275427 , though it will use the ffight from 2003 as parent for everything besides the patched maincpu & gfx stuff (idk if it's gonna have an impact on your work)
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Grego on December 05, 2019, 01:20:30 pm
Arcadez - Thank you for supporting ffae! P3 coin doing nothing is not a bug, it's technically p3's button 3. For various reasons we decided not to implement p3's coin button, primarily because on a real arcade cabinet you'd likely have two coin mechanisms and coins are shared in final fight. It was assumed users would just double map one of the other coin buttons to p3s select button.

Barbudreadmon - Got ya, ffae isn't doing anything elaborate with the cps1 hardware yet. I assume it should be compatible with even the oldest of cps1 emus.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: alien nose job on December 06, 2019, 01:45:29 pm
Thanks a lot for this guys !
It's really looking incredible.  :thumbsup:
I use Retroarch and it worked right away after updating FBNeo.

Now I just have to figure out how to make the inputs work as it always crashes my other sticks when I plug a third one in...  ::).

Small question, I've been editing extensively palettes in a few games, characters and backgrounds(Street Fighter III 3rd strike, Bare Knuckles 3, MVC2), but I am no code wizard, and always used dedicated programs made by others...
Does someone know of such a program with a graphic interface for Final Fight ?
I would be glad to make my own or contribute some alts.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Zipper on December 06, 2019, 07:35:36 pm
Thank you so much for the superb work on this. You’ve made a great game even greater. Got it in my 3p cabinet and loving it  :beer:
(https://i.postimg.cc/VLvFzsF8/0004-E411-714-B-4-C2-E-A115-607-C861-C5-BF0.jpg) (https://postimages.org/)
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Solid One on December 07, 2019, 08:40:24 am
Grego - I was able to make it work. After grabbing a more updated "ffight.zip" rom and applying the patches on it, the Mame fork stopped complaining about wrong CRCs and now it worked. Guess the same should happen on Final Burn Neo, after compiling it from source on my Raspberry Pi.

Barbudreadmon - Talking about FBNeo, can you guys please release a new WIP build on here (https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases)? It'll make it easier for Windows users to run FFAE on FBNeo, since they won't have to compile it by themselves. The latest WIP is from october.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Goros Lair on December 07, 2019, 01:16:20 pm
Grego, thank you Very, Very, Very much for sharing this treasure with us (I Also give thanks to Rotwang).

It's no only a game, but a dream coming true. Perfect is the word for the project.

But, one question: Will It be part of your Future plans to enable the 3rd Button (cheat) on next updates?

Once again, thank you and congrats for this master piece.

C ya,
Goro.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Pleiades7 on December 09, 2019, 08:41:16 pm
Well i never said it would be difficult, just that due to the graphical mapping, input and rom diffs between the older MAME2003+
core and current MAME builds there might be some trial and error until i suss out the correct ones to use, in the end i guessed
right and the game worked on the first attempt which funnily enough surprised me here as that,s not often the case ;)

https://github.com/libretro/mame2003-plus-libretro/commit/7d422450bb9cad9fb890231cd64010dd44fd42a6       

https://github.com/libretro/mame2003-plus-libretro/commit/4de97ad0b74175d7886d57966186ad886c9be707

Just need to ask you a quick question in the MAME2003+ and FBN cores when we attempt to add a coin for player 3 slot
nothing happens so player 1 or 2 has to have added a coin before we can start with the third player, is this a known
issue or a bug on our side.???

Arcadez….not sure if you are the one who maintains the mame2003plus core. But if you take requests, my hope is that in addition to allowing this hack, can they ALSO allow us to use the SEGA CD music with it? Mame2003plus core allows for SEGA CD music. If we could also have this option with the new 3 player hack, then this becomes the perfect upgrade!
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Solid One on December 10, 2019, 12:46:22 pm
Gave a try on FFAE this weekend. It worked just fine at most of the time. However, I got a small bug on the continue screen:

(https://i.ibb.co/1Mxm65K/image.png) (https://ibb.co/Scp3r80)
upload pic (https://imgbb.com/)

The tiles of the face of Haggar blowing the dynamites are wrongly positioned by one tile to the left, as you can see in the image above.

It only happened on Haggar. The continue screen works fine for the other characters.

Tested on two emulators: The Mame fork, and Final Burn Neo (latest commits, compiled from source on Linux).
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Grego on December 10, 2019, 02:44:57 pm
alien nose job - Thanks, Rotwang has a program called "gecko grabber" he wrote that allows for cps1 graphics editing.  Not sure how it handles palettes but that is the program he used to do all the graphical edits in the game. He is currently working on enhancements to it to make it a full blown Final Fight level editor.

Zipper - Thanks, it's awesome seeing it running on someone else's cabinet!

Goros Lair - Thanks! The third button can be enabled now with a custom emu build. If the emu devs want to enable the third button I'm fine with that.

Solid One - Yes we found that bug in the last days of development, it was low priority and only occurs for player 1 in single player so it was neglected for the release.  It will be addressed in a future update.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: MetalGod on December 12, 2019, 10:48:06 am
Hi
First of all, thank you for this great work !  A dream can true for arcade lovers!

My suggestion:
Please, Could anybody upload a version of the patch without unlocked characters. I would love to see this the way it would have been made officially. I mean, without having more than 1 cody/guy/haggar onscreen.
The rest is perfect for me.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Grego on December 12, 2019, 08:35:52 pm
MetalGod - Just select different characters.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: ListoMefisto on December 22, 2019, 03:43:57 pm
Hello,
Dark_Ryu and his friends would like to thank Grego and Rotwang for having created the Final Fight 30th Anniversary Edition Three Player CPS1 Mod! :-) We added the Hack to a Mame with Kaillera so it can be played Online and we would like to dedicate you this 3 players gameplay (1 credit clear) :

https://www.youtube.com/watch?v=-0YhDGvvF9E (https://www.youtube.com/watch?v=-0YhDGvvF9E)
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Grego on December 23, 2019, 09:55:30 pm
ListoMefisto - To you and Dark_Ryu, you're welcome! I really enjoyed the play through, great teamwork through out! Were you one of the players Listo?
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Nimmers on December 23, 2019, 11:17:39 pm
Sorry if this is a dumb question: Has anyone gotten this working on a SF2:CE board and set it up for 3 players on real hardware?

I have a SF2:CE board that was missing ROMs that I would love to set this up on that has a CPS-B-21/4M JEDC. I assume I need to get the ROMs set up for this model board and burn a GAL?
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: shadows on December 24, 2019, 10:32:06 am
This mod is for sure the final fight ultimate master piece. Thank you so much Grego, Rotwang and every person involved in this project and for letting all the source available to everyone.

I spent a little bit of time and made some changes to guy palletes, give a look.


(https://cdn.discordapp.com/attachments/650818714001997824/659054196917534730/guy_colors1.png)

(https://cdn.discordapp.com/attachments/650818714001997824/659054222976876567/guy_colors2.png)

(https://cdn.discordapp.com/attachments/650818714001997824/659054250625728522/guy_colors3.png)

Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Grego on December 24, 2019, 12:28:24 pm
Nimmers - Correct, the graphics pal is custom, you also need a pal from a three/four player game on your c board. We haven't released the custom pal yet. Also, all second and third graphics roms in the mame set are swapped, keep that in mind.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Nimmers on December 25, 2019, 05:50:36 am
Nimmers - Correct, the graphics pal is custom, you also need a pal from a three/four player game on your c board. We haven't released the custom pal yet. Also, all second and third graphics roms in the mame set are swapped, keep that in mind.

Thanks for the reply! I see, I assume it's like the Resale ROMsets where you swap every second one on the MASK type B boards but not the JEDC type ones? I guess I'll just keep an eye out here for the PAL to be released :)

Can't wait to get this game going on a real PCB!
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: ListoMefisto on December 26, 2019, 02:19:16 pm
ListoMefisto - To you and Dark_Ryu, you're welcome! I really enjoyed the play through, great teamwork through out! Were you one of the players Listo?

Hello!
No, I wasn't one of the players although I'm training hard to be able to beat the game with them with a 1 credit clear game as well! :)

Dark_Ryu detected some minor bugs and he told me to ask you if they can be solved. These bugs are the following ones :

- There is a graphic bug while you are waiting to continue the game if the character who died was Haggar (screen 1).
- There is a permanent blockage if two characters use sword with knife between themselves (screen 2).
- Sometimes Rolento doesn't die even if he runs out of life (screen 3).
- Roxy girl character was blocked at the floor while Rolento didn't stop throwing grenades before time (screen 4).

The other bug was the one we already told you, the final digit from player 3 score that didn't increase when you died and continued the game.

Do you have in mind doing another FF 30th revision or another new hack project in the future?

By the way, Dark_Ryu told me that he would pay to see a Dungeons & Dragons Shadow over Mystara 6 Players Hack, LOL ;-D

(https://i.ibb.co/bKhfcrt/final-Fight-Bugs.png)
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: niuus on December 26, 2019, 06:57:42 pm
Final Fight Anniversary Edition has been released!

Installer:

https://github.com/originalgrego/FinalFightAE-Installer

Source Code:

https://github.com/originalgrego/FinalFightAE-Source

Features:

 * Three Players
 * Selectable Palettes
 * Unlocked Character Selection
 * More Health for Enemies/Bosses with three players
 * Uncensored Intro / No Region Warning

Enjoy!

Update: Please do not put the installer in a location with spaces in any of the paths directory names. Crc32.exe is having issues with spaces in the path, I am working on a fix. Sorry.
Thanks for this AWESOME romhack, Grego. I am enjoying it a lot with my kids, which are fans of this great beat'em up!  :beer:

Are you by any chance planning to return to the Final Fight SNES 2-players hack? The other effort that was being done sadly crashed and burned, even the forum is no more.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Grego on December 26, 2019, 07:43:35 pm
Shadows - Thanks!

Nimmers - Sorry we haven't released the pal yet, that may change soon.

ListoMefisto - In regards to each of the bugs:

1.) We will fix this in a future release
2.) We have seen this in testing as well, if you can find a way to reproduce it reliably and verify it DEFINITELY doesn't happen in the original game please let me know
3.) Please find a way to reproduce this offline, no network play.  I have not seen this in testing and I just tried to reproduce it with no luck
4.) Same as 3, haven't ever seen that in mame without networking, please verify it happens offline and determine steps to reproduce

There will be another revision of Final Fight AE, more information will be revealed in the future.

Niuus - Glad you're enjoying it! I abandoned my two player SNES hack when I found out Rotwang was much further along than me.  Rotwang has not given up on his SNES two player hack, what we learned from FFAE about enemy targeting code will be vital to make a complete version of it.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: niuus on December 26, 2019, 07:58:28 pm
Niuus - Glad you're enjoying it! I abandoned my two player SNES hack when I found out Rotwang was much further along than me.  Rotwang has not given up on his SNES two player hack, what we learned from FFAE about enemy targeting code will be vital to make a complete version of it.
Thanks for the heads-up, Grego. Hopefully his project will show up in these boards, as to not disappear again from the net and carry on to the future.

And thanks again for your hack! I will be on the lookout for your new versions.  :beer:
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: shadows on December 27, 2019, 08:08:04 am
ListoMefisto - The third bug with Rolento is a well known bug that also happens in the original version of the game. You can activate it not only against rolento, but also against Holly Wood and El Gado (even the ones that throw molotovs, but they run away and disappear). This bug makes these characters immortal and the only way to kill them is if a player dies one life, after that you cannot hit him, instead you have to grab him and kill him with a throw. To activate this bug you need to be playing 2 players or more, one player needs to grab Roleto or Holly Wood or El Gado when they are one hit to die, the other player needs to do AB and hit one of these enemies that will be in the hands of your friend that is grabbing them, so they become immortal after that point. I could reproduce this bug on Damnd too, but he becomes immortal only for a short period of time, the only ones that keep it like forever, are the ones that I told you. The roxy/poison bug seems to be known too. I will let the links below so you guys can check.


Holly Wood/El Gado/Rolento Immortal
https://www.youtube.com/watch?v=XEAN_e8NDk8


Roxy/Poison Stuck
https://www.youtube.com/watch?v=hh5e-e0lUv0
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Grego on December 27, 2019, 11:35:31 am
Shadows - Wow, thanks for the info! Do you know what to do to cause the Roxy bug?
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: shadows on December 27, 2019, 01:05:32 pm
Unfortunately, the Roxy/Poison bug I have no idea how to make it happen.


Holly Wood/El Gado/Rolento Immortal Bug, how to activate and deactivate it
https://gofile.io/?c=IIamD3


As you can see, Cody grabbed Holly Wood and Guy hit him with AB, even though he had 1 HP, he can have more than that, the secret is that the AB needs to kill him when you friend is holding him.

When Cody died the first time and respawned, Guy went to a hit that wasn't a grab, so Holly Wood kept immortal, but at that point, Guy or Cody could have grabbed him and killed him, the key to deactivate that bug is the respawn itself, it allows you to grab the immortal enemy once, but only if you don't hit him with any other attack. Since Guy hit him with a flying kick, so now you can't grab him anymore, so you can't kill him and need to die again.

After that, Cody died and respawned again, giving another chance to go straight to the grab, this time guy goes to a grab and finishes the immortal enemy. If guy hadn't grabbed him, instead he had hit him again with any other attack, the enemy would have kept immortal and another death would be needed.

That bug works identical to Holly Wood, El Gado and Rolento. It is more common to happen against Rolento because when he is dying he starts to throw grenades and the best strategies are to grab him or hit him with AB, and if you are playing with a friend, if one goes to the grab strategy and the other to the AB strategy, well, that's exactly how to activate it. I have seen it happening lots of time against any of these 3 playing online.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Pleiades7 on December 27, 2019, 05:41:50 pm
Shadows - Thanks!

Nimmers - Sorry we haven't released the pal yet, that may change soon.

ListoMefisto - In regards to each of the bugs:

1.) We will fix this in a future release
2.) We have seen this in testing as well, if you can find a way to reproduce it reliably and verify it DEFINITELY doesn't happen in the original game please let me know
3.) Please find a way to reproduce this offline, no network play.  I have not seen this in testing and I just tried to reproduce it with no luck
4.) Same as 3, haven't ever seen that in mame without networking, please verify it happens offline and determine steps to reproduce

There will be another revision of Final Fight AE, more information will be revealed in the future.

Niuus - Glad you're enjoying it! I abandoned my two player SNES hack when I found out Rotwang was much further along than me.  Rotwang has not given up on his SNES two player hack, what we learned from FFAE about enemy targeting code will be vital to make a complete version of it.

Glad to hear future releases will happen! Given that this is an enhancement, it would be nice to add an extra fighting move for each character...to bring it more in line with games like "Streets of Rage" and other updates. Purists might balk, but this game, great as it is, is a little long in the tooth. A little extra variety would probably make this perfect IMHO.

Thanx again for the hard work!
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Goros Lair on December 31, 2019, 01:32:46 am
Hi Grego!

I know you've got a Lot of things to do and that you and Rotwang have got the skills to do that (once I do not have those skills, I can only suggest), but what do you think about the following?

1 - Time Counter at the bottom - to leave It invisible and only show It when the time is finishing (same case as Cadillacs and Dinossaurs, Captain Commando,Warriors of Fate);

2 - to fix the attack scream of the characters when they jump from the subway to Sodom's ring? ALL of them uses the Guy's one.

3 - Belger's falls after being defeated (to enable a dark background sky, because during the events, the sky is darker);

4 - 6 endings

4.1 - Haggar alone - only the dialogue with Jessica + credits;
4.2 - Guy alone - the ending of Final Fight Guy Snes;
4.3 - Cody alone - the ending of Final Fight Cody snes;
4.4 - Haggar + Guy - Haggar's dialogue with Jessica + Guy's ending (Final Fight Guy ending);
4.5 - Haggar + Cody -  Haggar's dialogue with Jessica + Cody's ending ( Final Fight Cody ending);
4.6 - Haggar + Guy + Cody - the original arcade ending.

Well, these are only suggestions, because the most important you and Rotwang have already done. This is true and, to be honest, ffightae is the official game to me from now on.

On time, thank you again for this marvelous masterpiece and I wish you a Wonder and great New year. ALL the best to you.

C ya in 2020.

Goro.
Title: Re: Final Fight 30th Anniversary Edition, Three Player CPS1 Mod - Released!
Post by: Amplifuzz on January 10, 2020, 04:09:23 am
Awesome work! I have just one request for the next update, that Goro made already. Please hide the time counter, or you could even remove it altogether, it's not an actual for profit coin-op machine anymore :)

That would make it the definitive vanilla version. After that there are already lots of good ideas in this thread, personally I think it would be great to somehow implement the third button since it's already there in a way, to spice up gameplay.