@maryjavi1998@MediaMarkt_es Yo el año pasado compre un hdd externo de oferta, llego a casa y veo que habia sido usado,y tenia pequeñas salpicaduras como de café.
Lo devuelvo,me piden otro,tras varios días me dicen que pase a por el nuevo.
Llego,lo abro y era el mismo con las manchas, lo devolvi y nunca más.
Final Fight MD: Patreon supporters couldn't just have one video, so today I released version 0.90b, bringing the project closer to completion. The final version will be released at the end of the year and will be FREE for everyone.
What's not ready yet:
- Highscore recording with names
- Extra options are activated based on achievements
- The 3-player mode needs some important fixes (glitch in grappling moves, etc.)
Here's the changelog:
OPTIMIZATIONS AND ENHANCEMENTS
- Changed Round 5-1 priorities to use the native background without sprite mask usage in the restroom area, freeing VRAM for more enemies on screen.
- Adjusted blinking light frequency in Round 5-1 to optimize processing load.
- Adjusted background scroll speed and height in Round 5-1.
- Updated Round 6-3 background to remove excessive dithering.
- Updated initial player selection screen in Mega Mode: player is locked to position 1P, 2P, or 3P; type is selected with left/right and colors with up/down.
- Modified barrels and crates to use fewer sprites when broken.
- Improved performance in Round 6-5 by adjusting pillar priorities to use the native background instead of sprite masks.
- You can now choose 3 color types per character in Mega Mode.
- In 3-player mode, certain objects were removed or repositioned to free VRAM (crates, barrels, moon, etc.).
- In 3-player mode, the bridge stage (Time Attack and Survivor) prevents objects from spawning when 3 players are active to avoid addressing errors due to low VRAM.
- Added "For Metro City" music from Final Fight 3 for Mega Mode bosses in Rounds 2, 4, and 6.
- Rewritten intro music for Round 1.
ADDITIONS
- Added support for 3 simultaneous players via SEGA Team Player and EA 4-Way (may contain bugs, slowdown, and possible graphical corruption).
- Added character photos with different colors based on selection.
- Added score screen for 3 players in Time Attack and Survivor modes.
- Added mandatory use of at least 8 KB SRAM for save slots, high score table, and achievements.
- Added save game system with 3 slots, auto-saving after each stage segment.
- Added a save selection screen with detailed information for each slot.
- Added feature to record the top 3 high scores with player initials (3 letters).
- Added 60 unique achievements to unlock additional options in Mega Mode.
- Added sound effect when achieving an accomplishment (no real-time visual notification yet, only in the menu).
- Added 1P+ Mode: does not allow a second player to join, but allows up to 7 enemies on screen and screen progression closer to the arcade version, without needing to defeat all enemies. Selectable by pressing left/right in the 1-player entry screen.
BEHAVIOR CHANGES
- Changed the menu to allow selecting Normal or Mega mode in Time Attack and Survivor.
- Slightly adjusted wall colors in Round 1-1 and 1-3.
- Increased duration of player hitboxes to strike enemies.
- Reduced the range of the final combo hit for all characters.
BUG FIXES
- Fixed collision failure in bonus rounds.
- Fixed incorrect enemy frame when receiving KO while being grabbed by the player.
- Fixed excessive damage to enemies while they are falling, caused by players in Mega Mode.
- Fixed the infinite-hit attack on enemies that caused the player to freeze.
- Fixed Belger’s “flying” chair bug.
- Fixed Belger’s chair disappearing when grabbing him due to a lack of VRAM. The enemy may now be removed to free VRAM.
- Fixed addressing error when entering the player select screen mid-game due to insufficient VRAM. The enemy may now be removed to free VRAM.
- Fixed HUD corruption when entering the character select screen.
- Fixed layer priority for enemies J and Two P.
- Fixed Abigail’s grab-and-throw move.
- Fixed enemies returning to their active frame in the middle of a fall (false-jump bug).
- Fixed collision failure when using controllers with turbo buttons.
- Fixed the initial frame of the aerial attack for Bred, Jake, Simons, and Dug.
- Fixed player KO attack on enemies triggering even when enemies were in “invincible” status in certain moments.
- Fixed KO combos in bonus stages.
- Fixed oil drums disappearing when being kicked to roll (VRAM issue).
- Fixed the position of glass and wood particles in certain breakable items.
- Fixed character colors in the game's ending scenes.
#FinalFightMD #SGDK #MegaDrive #SEGAGenesis
We are deeply saddened by the passing of Team NINJA's first leader, Tomonobu Itagaki.
We will carry on the philosophy and creativity that Itagaki-san began and continue to create games that many gamers will enjoy.
Our deepest condolences for his loss.
From everyone at Team NINJA
This game actually runs on real Game Boy Color hardware, and I contributed music to it.
In the trailer here, my track has been arranged into a cool hard rock style, and I really love how it turned out!
Final Fight MD: Three identical characters? Yes!
I still haven't gotten the color palette right for the photos, and I need to improve Cody's appearance, but overall, you can now play with three identical characters without getting confused.
Feijóo no sabe de qué habla Sánchez
Ester Muñoz se preocupa, con razón
Y todos los teléfonos del PP llamando a la directora de esa ponencia política: Natalia Chueca