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Releases: irnutsmurt/Street-Alpha-3-Dreamcast-Recomp

0.2.13: ending crash fixed, PSP characters in every arcade

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@irnutsmurt irnutsmurt released this 30 Oct 00:55
  • Endings no longer crash. M. Bison's ending could stop the game during the credits, and other characters' endings were at risk of the same.
  • Eagle, Maki, Yun and Ingrid now appear as opponents in everyone's arcade mode, as on the PSP. Before, they only met each other. Rivals and final bosses are unchanged.
  • 16:9: R. Mika no longer jumps into place at the start of the arcade's story fights.
  • Display: the CRT setting now goes Off → PVM → Scanlines.

To update: Get it, then Update. This update recompiles the game code, which takes a few minutes.

0.2.12: Bison's stage smooth again, 16:9 intros and super finishes, no doubled announcer

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@irnutsmurt irnutsmurt released this 29 Oct 21:53
  • M. Bison's stage plays smoothly again in 16:9. On some PCs the game kept running at 60 frames a second but drew only 30 to 45 of them, so it felt choppy while the counter still showed 60. The drawing work for each frame is now about five times lighter.
  • No more doubled announcer. The KO call and the round-start line could now and then play twice.
  • 16:9 intros: Karin's helicopter (against Guy in his arcade), R. Mika's wrestling ring and Blanka's truck now sit half off the edge of the wide picture, the way they sit at the edge of the 4:3 screen. You no longer see where their art was cut, Blanka waiting before his entrance, or the props vanishing in view.
  • 16:9 super finishes: the background after a super KO now fills the whole picture instead of only the middle.

4:3 is unchanged.

To update: Get it, then Update. This update recompiles the game code, which takes a few minutes.

0.2.11: safe app updates on Windows

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@irnutsmurt irnutsmurt released this 29 Oct 18:33

The setup app's own update on Windows can no longer break it. If something still had the app's files open while it updated itself, the app could end up unable to start, with "Failed to start embedded python interpreter: Failed to import encodings module". Now the update either replaces the app completely or leaves the old one exactly as it was, and asks you to try again.

On Windows, install this version by hand. The update is carried out by the version you're updating from, so the fix only protects updates made from 0.2.11 on.

  1. Download SFA3-Setup-windows-x86_64.zip below.
  2. Delete your old setup app folder (the one with SFA3-Setup.exe and _internal) and extract this one in its place. Your settings and your game aren't in that folder, so they stay.
  3. Run SFA3-Setup.exe and press Update.

On Linux: Get it, then Update, as usual.

The game is the same as 0.2.10 (Cody's 16:9 win poses, the title-screen exit, A confirms in menus). If your game is older than 0.2.10, the update recompiles the game code, which takes a few minutes.

0.2.10: Cody's 16:9 win poses, title-screen exit, A confirms in menus

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@irnutsmurt irnutsmurt released this 29 Oct 16:04

A fix-up for 0.2.9.

  • Cody runs all the way off the screen in 16:9. In his two match-win poses where he runs from the policeman, he used to stop at the edge of the picture and run in place, and the policeman could vanish before reaching the edge. Both now run out of the picture, and in the pose where Cody comes back, he still knocks the policeman away. 4:3 is unchanged.
  • Back / Esc on the title screen asks QUIT GAME? again with Skip Intro off. It only worked with Skip Intro on.
  • On a controller, A always confirms and B goes back in menus, whatever buttons your attacks are bound to. In fights your bindings work as before.

Known: in 16:9 fights a faint seam can show in the left side of the picture on some stages, as in 0.2.8.

To update: Get it, then Update. This update recompiles the game code, which takes a few minutes.

0.2.9: Bison's stage at full speed, an arcade crash fixed, no more 1-pixel lines

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@irnutsmurt irnutsmurt released this 29 Oct 01:09

A fix-up for 0.2.8.

  • Arcade crash with the PSP characters fixed. After you beat Eagle, Maki, Yun or Ingrid in arcade mode, the world map between fights could freeze the game and then close it. Their names now show in the map's list of beaten opponents.
  • M. Bison's stage in 16:9 runs at full speed. The game no longer slows down there, and the storm's sky and lightning (also on Juli and Juni's stage and Balrog's) move at their normal speed again.
  • No more 1-pixel vertical lines on sprites, portraits and stages at render resolutions that aren't a whole multiple of 480 (for example 2160 or 1080). At 1440 and 2880 the picture is exactly as before.
  • World Tour: the PSP characters' banners on two screens showed other characters' art.

Known: in 16:9 fights a faint seam can show in the left side of the picture on some stages, as in 0.2.8.

To update: Get it, then Update. This update recompiles the game code, which takes a few minutes.

0.2.8: 16:9 fights, rebuilt

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@irnutsmurt irnutsmurt released this 28 Oct 20:19

16:9 fights, rebuilt

  • Option Mode > DISPLAY > PICTURE is now 4:3 or 16:9 (also in F1 and the pause menu's DISPLAY page). 4:3 is the original picture, exactly as before. If you had WIDESCREEN on in 0.2.7, PICTURE starts at 16:9.
  • 16:9 shows more of the stage, never stretched. The health and super bars stay where they are, and the walls and how far apart the fighters can be are the original's. At a wall, the stage's edge is the screen's edge: no sliding view and no black bars in fights.
  • Where a stage's far background was only painted as wide as the 4:3 screen, or has flat unpainted patches the original never showed, it is continued from its own art, softened. It follows the stage as it changes: supers darkening it, flickering lights, animated signs.
  • Menus, cutscenes and the screens between fights stay 4:3 in the middle. Online games stay 4:3.
  • Window size and render resolution are now picked by height. With 16:9, 3840x2160 is exactly a 4K screen.

To update: Get it, then Update. This update recompiles the game code, which takes a few minutes.

0.2.7: widescreen fights

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@irnutsmurt irnutsmurt released this 27 Oct 09:14

Widescreen fights

  • New option: Option Mode > DISPLAY > WIDESCREEN (also on F1). With it on, fights fill a wide window or screen with more of the stage instead of stretching it. The health and super bars stay where they are, and the furthest the fighters can be apart is the same as before: only what's drawn changes, not the game.
  • Near a wall the view slides inward rather than show past the edge of the stage.
  • Where a distant part of a stage runs out, the sides are black. Most stages' far backgrounds were only painted as wide as the original 4:3 screen needed, so on many stages the side with the wall is partly black when you're in a corner.
  • Menus, the character select, the map, the VS screen and win quotes stay 4:3, centred. Online games stay 4:3.
  • Widescreen follows the window's shape: a 16:9 window or screen gets 16:9; a 4:3 window looks as before.

To update: Get it, then Update. This update recompiles the game code, which takes a few minutes.

0.2.6: Eagle's mid-fight crash fixed

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@irnutsmurt irnutsmurt released this 27 Oct 01:18

Fixes for the PSP characters

  • Eagle no longer crashes mid-fight. Some of Eagle's, Maki's and Ingrid's moves make a spark that only the PSP version has, and the Dreamcast had no code for it. The PSP's own handler for that spark is now converted with the rest of the add-on, so the spark plays like any other.
  • No more stray memory reads when a fight starts. The game read through a bad pointer while picking the end-of-round pairings for the new characters (most noticeably as Eagle's fights began). They now have their own pairings, as on the PSP.

To update: Get it, then Update. This update rebuilds the PSP characters and part of the game code, which takes a minute or two.

0.2.5: Yun's final-fight crash fixed; much faster updates

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@irnutsmurt irnutsmurt released this 26 Oct 22:59

Fixes for the PSP characters

  • Yun no longer crashes before the final fight against M. Bison. Yun's arcade has an extra fight (Juli and Juni) before Bison. The game then picked Bison's stage from a table that hadn't been extended for the new characters and got a stage that doesn't exist. The same table had put Ingrid's final fight on the wrong stage.
  • No more stray memory reads during fights. In fights such as Yun's 5th, the game read through a bad pointer while choosing the fighters' intros. The new characters now have their intro pairings, except a few special intros that only the PSP has.
  • Three per-character effect position tables now cover the new characters.

Faster updates

  • An update now redoes only what the new version changed. If nothing changed, it finishes in under a second. A fix to the port's runtime takes a few seconds, since the game is only relinked. A change to the character tables or the PSP characters takes a minute or two.
  • The PSP characters convert about 10 times faster: their sprites and voices are now converted in C, and anything that didn't change is reused. They also convert while the game code recompiles.
  • Unchanged steps show as (unchanged). A new Rebuild everything box (shown when updating) redoes it all, in case an update ever misbehaves.

The first update to 0.2.5 still does the full work once, because your install has no record of the earlier steps yet. Later updates are fast.

To update: Get it, then Update.

v0.2.4

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@irnutsmurt irnutsmurt released this 26 Oct 20:24

Test build. You need your own legally acquired copy of Street Fighter Alpha 3 for the Sega Dreamcast, US release (T-1203N, v1.001). These downloads contain no game data.

New in 0.2.4 (PSP characters)

  • Eagle's, Maki's, Yun's and Ingrid's ATTACK LIST is now in English: move names, commands and notes, with A-ism shown as A (the PSP's leftover lists said Z). The setup builds the lists from your own discs, using the Dreamcast's move-list font.

From 0.2.3 and 0.2.2

  • Pre-fight dialogues show the new characters' own faces; Yun's final-fight crash, Maki's missing dialogues, the select screen's sprite colours, the new characters' voice volume and the arcade continue cursor are fixed.

Updating

Open your setup app and press Get it. When it restarts, press Update (your PSP image is remembered).

The setup app isn't code-signed, so Windows SmartScreen may warn you: choose More info → Run anyway.