Question on Programming Fighting games on the Mega Drive

Ask anything your want about Megadrive/Genesis programming.

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KanedaFr
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Post by KanedaFr »

plee wrote:I would love to reverse/disassemble SF for the Genesis just to look at the joypad logic as it's the heart of all the SF games.
same here...
some months/years ago, I wrote a different code for joypad control...to handle array of input (press AND release)
my idea was to make something like a word completor...but for combo

ex:
press A -> 3 combo found starting with A, add them to comboQueue
press B -> 2 of the 3 combo found have A+B as second input, remove the 3rd
release A -> 1 of the 2 combo has B as 3rd input, fire combo anime, reset comboQueue

I then started to look to Mugen source code to understand sprite collide (to avoid different collide box per player)
I stopped my research just before the AI part...the most complex part for me :(

for the GFX, anything could be done...it's just a matter of sprites size..and rom size !
ob1
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Post by ob1 »

plee wrote:SF3 was not that much of a difference than SF2 as far as graphics
+1
KanedaFr
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Post by KanedaFr »

(old) article you should read about making a 2D fighting game

I remembered I also started to learn FSM...(they talk about it on the article) and prototyping in Director (Flash ancestor) !
plee
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Post by plee »

KanedaFr wrote:(old) article you should read about making a 2D fighting game

I remembered I also started to learn FSM...(they talk about it on the article) and prototyping in Director (Flash ancestor) !
Poking around the web, I see they actually have beta versions of SF Turbo for the Genesis. Then, apparently they (Capcom) decided to do SF CE instead.

I tried loaded SF CE on my dev board, but crashes...hopefully it's just a bad file...
ob1
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Post by ob1 »

... anyway, what was the difference between SF2T (SNES) and SF2'CE (Genny) ?
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