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View topic - KING OF FIGHTER'S FOR MASTER SYSTEM(MFE)

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  • Joined: 13 Jun 2019
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KING OF FIGHTER'S FOR MASTER SYSTEM(MFE)
Post Posted: Wed Dec 29, 2021 12:30 am
Last edited by PsychoMaster on Fri Oct 21, 2022 3:27 am; edited 3 times in total
Keeping in mind the few fighting titles for SMS, some have been working on a simple engine to create fighting games for the console.
I call it the Master Fight Engine (MFE). She still has a lot to improve.

But with what I already have done, I'm creating a version of King of Fighters, using the sprites from the classic game boy version and coloring the sprites for the game. I'm happy with the result I've achieved so far.
KOF_SMS-1.png (3.38 KB)
04 charecters, Kyo, Mai, Iori and Kyo
KOF_SMS-1.png
KOF_SMS-2.png (3.48 KB)
Flame purple
KOF_SMS-2.png
KOF_SMS-4.png (3.4 KB)
KOF_SMS-4.png
KOF_SMS-5.png (3.34 KB)
system of damage and colision yet in work
KOF_SMS-5.png
a-4.png (3.35 KB)
a-4.png
KOF_SMS.png (3.33 KB)
KOF_SMS.png
KOF_SMS-3.png (3.46 KB)
Power Wave
KOF_SMS-3.png
KOF_SMS-7.png (3.5 KB)
KOF_SMS-7.png
a-1.png (3.53 KB)
a-1.png
a-5.png (3.45 KB)
a-5.png
a-103.png (3.38 KB)
new move add
a-103.png
a-107.png (942 B)
Now Terry have your power geyser
a-107.png

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  • Joined: 25 Jul 2007
  • Posts: 716
  • Location: Melbourne, Australia
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Post Posted: Wed Dec 29, 2021 2:49 am
Nice job, looks great!
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  • Joined: 09 Nov 2021
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Post Posted: Wed Dec 29, 2021 4:47 am
Nice job
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  • Joined: 25 Feb 2006
  • Posts: 864
  • Location: Belo Horizonte, MG, Brazil
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Post Posted: Wed Dec 29, 2021 9:08 am
That looks awesome, and should be technically feasible.

I'm quite sure we are all curious to see it in movement. ;)
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  • Joined: 12 Jul 1999
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Post Posted: Wed Dec 29, 2021 9:10 am
I like this, but I have a suggestion: would it not be easier/better to use the coloured sprites from the Neo Geo Pocket Colour versions of the game/s?
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  • Joined: 19 Oct 1999
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  • Location: London
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Post Posted: Wed Dec 29, 2021 9:59 am
I’m not a fan of fighting games myself but isn’t part of the appeal the large sprites filling the screen for a one-on-one game? Smaller sprites are better for brawler style fighting games.

Thus the few SMS fighting games are often built around methods to make burned-in background sprites to work around the sprite limit. Are you aiming for that, or is the idea to keep things small to allow proper sprites throughout?
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  • Joined: 13 Jun 2019
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Post Posted: Wed Dec 29, 2021 12:47 pm
unfnknblvbl wrote
I like this, but I have a suggestion: would it not be easier/better to use the coloured sprites from the Neo Geo Pocket Colour versions of the game/s?


Hi !
Neogeo Pocket version have sprites big in my opinion.
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  • Joined: 13 Jun 2019
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Post Posted: Wed Dec 29, 2021 12:51 pm
Maxim wrote
I’m not a fan of fighting games myself but isn’t part of the appeal the large sprites filling the screen for a one-on-one game? Smaller sprites are better for brawler style fighting games.

Thus the few SMS fighting games are often built around methods to make burned-in background sprites to work around the sprite limit. Are you aiming for that, or is the idea to keep things small to allow proper sprites throughout?


Yes it's true !
But I don't want to have to use the background animate feature as sprites. Besides I find it complicated, the movement is not pleasant in my opinion.
But maybe I'll try this implementation some other time.
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  • Joined: 02 Mar 2011
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  • Location: Valencia,Spain.
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Post Posted: Wed Dec 29, 2021 1:24 pm
Hi, in my opinion there are two very important things to consider.

1- Hit boxes, I belive this is one of the main problems with SF2.

2- Easy special moves: The same I said before but with Masters of Combat.

Good luck with your project, we need more 1Vs1 games on the SMS.
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  • Joined: 23 Aug 2009
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  • Location: Seattle, WA
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Post Posted: Wed Dec 29, 2021 2:54 pm
How is flicker and SAT usage? Terry’s jump kick looks like it may be 5 or 6 sprites wide.
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  • Joined: 17 Aug 2021
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Post Posted: Wed Dec 29, 2021 4:28 pm
There is probably a reason it has never been used for fighting games but the Master System can double the size of the sprites in hardware. So the characters in the play area could be double the size.
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  • Joined: 28 Feb 2016
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  • Location: Barcelona
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Post Posted: Wed Dec 29, 2021 6:14 pm
Hello, it looks great!

I am fighting games fan so far

In my opinion, you can base and observe those fighting games:

- Masters of Combat (100% Master System designed but needed more characters)
- Power Rangers (Engine very solid with double sprite example)
- Fatal Fury & Samurai Shodown (I think same engine)
- Jang Pung 3

Combine backgrounds with sprites is very bad idea, it makes non-fluid animation. Yes, no flickering but poor fighting experience.

Play with sprite limit and design your engine, and don't worry if sometimes flickering is present.

An idea, in NES Teenage Mutant Ninja Turtles: Tournament Fighters, when character is KO, it is a bit down, for not flickering. Other option is disable character lost sprites, and paste it as background, only in this case, obviously

Thanks for share you job ;)
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  • Joined: 13 Jun 2019
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Post Posted: Wed Dec 29, 2021 8:16 pm
Aranya wrote
Hi, in my opinion there are two very important things to consider.

1- Hit boxes, I belive this is one of the main problems with SF2.

2- Easy special moves: The same I said before but with Masters of Combat.

Good luck with your project, we need more 1Vs1 games on the SMS.


Nice !
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  • Joined: 13 Jun 2019
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Post Posted: Wed Dec 29, 2021 8:24 pm
BcnAbel76 wrote
Hello, it looks great!

I am fighting games fan so far

In my opinion, you can base and observe those fighting games:

- Masters of Combat (100% Master System designed but needed more characters)
- Power Rangers (Engine very solid with double sprite example)
- Fatal Fury & Samurai Shodown (I think same engine)
- Jang Pung 3

Combine backgrounds with sprites is very bad idea, it makes non-fluid animation. Yes, no flickering but poor fighting experience.

Play with sprite limit and design your engine, and don't worry if sometimes flickering is present.

An idea, in NES Teenage Mutant Ninja Turtles: Tournament Fighters, when character is KO, it is a bit down, for not flickering. Other option is disable character lost sprites, and paste it as background, only in this case, obviously

Thanks for share you job ;)



Nice
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  • Joined: 03 Jul 2017
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Post Posted: Wed Dec 29, 2021 9:04 pm
I like what you're doing here. It makes sense within the limitations. It's good to see you are using sprites instead of the background, as this should allow for faster movement.
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Post Posted: Wed Dec 29, 2021 9:43 pm
Neo-Alec wrote
I like what you're doing here. It makes sense within the limitations. It's good to see you are using sprites instead of the background, as this should allow for faster movement.


Nice !
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