Okay, sometime in the near future I would like to get a programmer involved in potentially configuring an arcade game to run in optimized true to the arcade original settings online with rollback netcode. That games is Street Fighter 3: 3rd Strike.
The game currently runs in the MAME and Final Burn Alpha emulators but the speed is not true to the arcade original. The game runs at a varying frame rate from 55-60 fps depending on the stage and characters in the arcade. The game has been released on PSN/XBLA and is also playable on the free online emulation services Supercade, Arclive, and GGPO. Supercade uses a delay-based netcode and Arclive and GGPO uses rollbacks where the gamer can select what frame of delay for a smoother experience. Right now the game runs very badly online even in optimal conditions in all of these services. Other arcade games (running on Neo Geo hardware and Capcom Play System 1 and 2 hardware) can be played with the absolute minimal appearance of lag with players up to 120 to even 250 ping.
What I am asking is:
Is it possible for a programmer to hack the 3rd Strike rom to function correctly with roll-back based netcode in an optimized version of FBA to run the game at as close as humanly possible to the speed of the arcade version and also be playable online with minimal delay at pings of 120-250? The game has been hacked via hex-editor for the purposes of changing the properties and move-sets of the characters but has not been used to modify the game for rollback netcode.
Links:
http://en.wikipedia.org/wiki/GGPO
http://www.barryharris.me.uk/
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Question regarding Final Burn Alpha and game optimization
#1 Posted 27 May 2013 - 01:13 PM
This post has been edited by Bruno Mattei: 27 May 2013 - 01:20 PM
#3 Posted 17 June 2013 - 11:00 PM
#4 Posted 19 June 2013 - 05:47 PM
No, really. There are a lot of old hardware and arcade aficionados on Retro and it's another community that I participate in.
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