Lead dev on 3SX – modern 3rd Strike port. iOS engineer github.com/crowded-street/3s…

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Replying to @3sx_dev
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.)
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3SX now allows you to enable Japanese language in settings. If your system language is set to Japanese you should get JP by default
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Note that only SA names are gonna be in Japanese. That's how the original JP version of 990512 works and I can't do much about it Other than SA plates JP changes: - Akuma's name to Gouki - SUV to 4WD - "Parry the ball" to "Block the ball"
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3rd Strike is a gorgeous game, but some stages have quite a few obstructions. Soon you'll be able to toggle these off in 3SX (they'll be on by default) Before vs after
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Since 3SX is based on the US version of 3S Urien's timeout loss animation was censored. But having full source code means the fix is just a small diff away
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For those wondering how big the fix was
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Wrote a short article about Statcheck – a special 3SX build that runs replays to find inaccuracies TLDR: 1. Discover replays via FC's REST API 2. Download via FC's custom TCP protocol 3. Run through FBNeo to get a RAM archive 4. Run RAM archive in 3SX github.com/crowded-street/3s…
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Outlined the vision and 1.0 roadmap for 3SX in README. Check it out and let me now what you think github.com/crowded-street/3s…
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While you're browsing the roadmap, make sure to leave a star ⭐️. It helps the project be seen by more people
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Q's throw box/caught box being absent while standing is another "glitch" re-introduced to 3SX after being fixed in PS2 version First vid is PS2 balance, second is 3SX's arcade balance mode
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The attentive viewer might notice that Q's throw box is not entirely absent in the second clip. Instead it moves upwards He still can't be caught because catch boxes in 3S are usually at foot level
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As a fighting game enjoyer and Mac user, I can relate to this Fightcade runs emulators through Wine, and the UX on macOS is abhorrent. I can't even map my controller With cross-platform libraries such as SDL and ImGui bringing your game to Windows only feels lazy
You can't just build regular apps (not games) for Windows and rely on Wine/Proton. Here's why: 1) Wine has abhorrent startup times. Borderline acceptable for games, but absolutely not for anything else. 2) Mixed hidpi support issues. This might get fixed in the future when Wayland backend becomes the default one. 3) Regular apps tend to use much wider variety of win32 api than games, that wine doesn't cover very well. One example I personally encountered is LowLevelKeyboardProc*. 4) Weird filesystem issues that you really don't want your user to deal with. Bottom line is that actually requiring your user to run a regular productivity app from Wine is a borderline crime. It's fine when you don't support Linux and say "we've heard some users had success running it under Wine", but Wine is far from being good for this. *This particular one is nasty - it's impossible on Wayland, so to support it Wine would have to rely on the user being in the input group, or require running the app as root.
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Looks like Third Strike devs planned 24 characters instead of the 20 we got We have 19 standard characters + Gill. Arcade version also has leftover code for Shin Akuma. But almost all arrays that hold character-specific values are of size 24, not 21 like one would expect
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The same array holds 20 values in the PS2 version (and by extension 3SX). All traces of Shin Akuma and the 3 mystery characters have been scrubbed
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People have been asking me if Akuma's throwbox is "fixed" in 3SX. Yes, it is
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apstygo retweeted
Desync Fishing 🎣
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I'm running top 10 Fightcade replays through my Statcheck tool to help me find arcade discrepancies I'm happy to report that after several important fixes 3SX now runs all 108 games without a single de-sync ✅
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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
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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
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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
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