3SX came out of 3s-decomp – a matching decompilation of the PS2 version of 3S from the Anniversary Collection
3SX builds on top of 3s-decomp, porting the game to Windows, macOS and Linux while adding much needed QoL improvements (like better pad support, scale modes, etc.)
@dustytokyo@foolyoldaccount@victoralonso_es The clip shows that per-frame game state is perfectly synced between versions (in this particular replay)
FBNeo doesn't have the best frame pacing logic, which is why it runs a bit slower
Artem (apstygo) here – lead dev on 3SX, a community-driven port of 3rd Strike based on 3s-decomp
Gonna post updates here so info on the project comes straight from the source
@MarcDWyz When I fix discrepancies, I do so under a toggle. So yes, you'll be able to choose the revision in local play. Online will always use arcade balancing
@Yetomy_Corp Native ports are usually much more performant than emulation
With source code you can do whatever you want. On the other hand, patching arcade ROMs is much more time consuming, error-prone and limiting
@badjab326 iOS and Android shouldn't be too hard to support
DEMIS98 and giblet have put a lot of effort into porting the game to PSP
@Old_Man_Rukus is working on a Wii U port
Raspberry Pi is a priority too
@pr4m0d Thanks for the words of encouragement. I appreciate it ❤️
Regarding decomps. NG and 2I are very similar to 3S in terms of code structure. If you wanna start a decomp of one of these games, come to our discord (link in GitHub readme) and I'll make sure to onboard you
A huge blocker for the 1.0 release is arcade accuracy
To iron out discrepancies, I built a toolkit that runs Fightcade replays in 3SX while comparing engine state
I'm also working on decompiling the CPS3 version to ensure the engine is 100% arcade-accurate
Current status:
- Reworking project's architecture to make porting to older consoles (PSP, 3DS) easier
- Working on a faster renderer to get 3SX running at full speed on Raspberry Pi
- fooly is building a matchmaking server