The TMNT Tournament Fighters (SNES) Thread: TF Revelations

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  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,444 ✭✭✭✭✭ OG
    Veserius wrote: »
    On a stick map your buttons like this maybe

    LYX
    RBA

    then you can just hold the button with your thumb.

    Good to know. BTW it doesnt workthat well with Mike/Raph issues right? (testing right now)

  • VeseriusVeserius Hold Down Back Joined: Posts: 11,499
    only applies to leo, for raph/mike just intentionally break your charge more.

    probably blocking too much if you're having issues with them + inputs are probably not clean.
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,444 ✭✭✭✭✭ OG
    edited August 2016
    Tournament vid is UP! 1 hour of madness! Enjoy!

    Credits and shotouts given in the vid description!



    Post edited by Hanzo_Hasashi on
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,499
    edited August 2016
    damn the amount of missed guaranteed wins is bugging me.

    Also arm's blocking after a fireball is jumped over when you can keep your downcharge...
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,444 ✭✭✭✭✭ OG
    edited September 2016
    Veserius wrote: »
    damn the amount of missed guaranteed wins is bugging me.

    Also arm's blocking after a fireball is jumped over when you can keep your downcharge...

    Sorry for not being so pro :D but we try!



    Post edited by Hanzo_Hasashi on
  • BurningfistBurningfist The New Challenger Joined: Posts: 271 ✭✭✭✭✭ OG
    Enigami, just wanted to throw this out, any chance you could import the Japanese Aska sprites into the US version? Would be a good way to test the sprite modding process and could help differentiate your version even more from vanilla TF. Also can you see about adding group battle mode to the main menu like MW?

    Thanks again for your hard work, it's made playing the game even more enjoyable. I have had multiple TF heads say they really like the additions you've made!
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,444 ✭✭✭✭✭ OG
    Enigami, just wanted to throw this out, any chance you could import the Japanese Aska sprites into the US version? Would be a good way to test the sprite modding process and could help differentiate your version even more from vanilla TF. Also can you see about adding group battle mode to the main menu like MW?

    Thanks again for your hard work, it's made playing the game even more enjoyable. I have had multiple TF heads say they really like the additions you've made!

    This x 10000000000!

    BTW some match vids! Things are getting hotter here!

    Local







    Online!






  • Rioting SoulRioting Soul Joined: Posts: 4,929 ✭✭✭✭✭ OG
    edited September 2016
    @Hanzo_Hasashi You weren't kidding about it getting hotter. I'm still on the first video. I hope there's some Aska play in here.

    @Enigami For Championship Fighters, could you also make it so that when a character gets dizzied, the stars show up on their head as they are getting knocked down from the hit(not as they are getting up)? This makes it more clear that the character was dizzied and allows more time to set up the punish.
    Post edited by Rioting Soul on
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,444 ✭✭✭✭✭ OG
    @Hanzo_Hasashi You weren't kidding about it getting hotter. I'm still on the first video. I hope there's some Aska play in here.

    @Enigami For Championship Fighters, could you also make it so that when a character gets dizzied, the stars show up on their head as they are getting knocked down from the hit(not as they are getting up)? This makes it more clear that the character was dizzied and allows more time to set up the punish.

    Thanks a lot! BTW there is some Aska in the secont set vs Humberto (18-09-2016) but at the end, I tried her with mixed results. Raph can play a GOOD keep away game from her, and also when she rush him down you have to psychic SRK him on wakeup to make him block then you start you rush to build meter with Kunai Spin/throws etc. I didnt remembered that you could cancel hip/ass attach early with the spin so I can use it to appear like a delayed frame trap, but all this is tooooo risky on raph and his Chestbuster on wakeup haha

    Agreed on the stars early on the stun too!

  • VeseriusVeserius Hold Down Back Joined: Posts: 11,499
    I can't really think of a good reason to play Aska. She's not awful, but she's overall pretty wack and doesn't really do anything unique enough to warrant picking her over anyone actually good.
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,444 ✭✭✭✭✭ OG
    Veserius wrote: »
    I can't really think of a good reason to play Aska. She's not awful, but she's overall pretty wack and doesn't really do anything unique enough to warrant picking her over anyone actually good.

    To have fun?

  • VeseriusVeserius Hold Down Back Joined: Posts: 11,499
    playing such a limited character doesn't really seem that fun to me. You get to play half the game.
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,444 ✭✭✭✭✭ OG
    Veserius wrote: »
    playing such a limited character doesn't really seem that fun to me. You get to play half the game.

    Actually I am still learning so I dont give much if I win/lose (yet). Also from time to time I like to play low tiers in games to see how far I can go. This saturday we will play and rec. I will be "serious" this time XD

    BTW Ves, I have been told that Mednafen emu has rollback netcode and that it is a dream to play there. Have you tested it?
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,499
    I have not actually, I'll have to give it a look. If it's to my liking I'll redo the netplay guide. thanks for the heads up.
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Kinniku BusterKinniku Buster KIMO! KIMO! KIMO! Joined: Posts: 9,354
    edited September 2016
    Veserius wrote: »
    I can't really think of a good reason to play Aska. She's not awful, but she's overall pretty wack and doesn't really do anything unique enough to warrant picking her over anyone actually good.
    dat ass
    Peace to the Mountain
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    The sky's fallin', baby, drop that ass 'fore it crash.

    Currently Playing -Steven Universe: Save the Light (PS4), Super Mario Odyssey (Switch)
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  • nunoelectricnunoelectric Joined: Posts: 69
    I only play Aska just remembering that I played her as a kid. But yeah, char is pretty low tier. Still has a good SRK and some sauce with the butt check tho.

    St. lk not hitting crouchers is what I find more hurtful to her game.

    We need to play soon for real this time Hanzo hahaha.

    For those wondering. ZSNES 1.42 (regular version)+ Z-net combo works WONDERS for playing online!. Lagless matches even with USA players. There's also a whatsapp group for this xD.

    Thank you to the modders for trying to make an update to this good game!. The SRK-type moves in this game NEED landing/recovery frames!.
    Currently playing:

    Samurai Shodown V Special: Galford, Hanzo, Charlotte
    ST: Dee Jay, Bison
    SFV: Ibuki, Guile
    GG Xrd Rev.: Faust
    TMNT Tournament Fighters: Mike
  • Rioting SoulRioting Soul Joined: Posts: 4,929 ✭✭✭✭✭ OG
    I like Aska for that high risk in your face mixup(dp or anything else). And sure enough, thats what you did.
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,444 ✭✭✭✭✭ OG
    edited September 2016
    I only play Aska just remembering that I played her as a kid. But yeah, char is pretty low tier. Still has a good SRK and some sauce with the butt check tho.

    St. lk not hitting crouchers is what I find more hurtful to her game.

    We need to play soon for real this time Hanzo hahaha.

    For those wondering. ZSNES 1.42 (regular version)+ Z-net combo works WONDERS for playing online!. Lagless matches even with USA players. There's also a whatsapp group for this xD.

    Thank you to the modders for trying to make an update to this good game!. The SRK-type moves in this game NEED landing/recovery frames!.

    GGs Nuno! Awesome Mike!
    I like Aska for that high risk in your face mixup(dp or anything else). And sure enough, thats what you did.

    Thx Riot!

    @Enigami awesomeeeeeeeee list of features! Go for them!

    Remember to make the character selection with the front buttons instead to only start (like the Jap version) and pleaseeeeeeee let us test with the increased stun meter! (also a general all cast damage reduction to supers would be good except por War) Thanks again!

    The matches vs Nunoelectric


  • EnigamiEnigami Joined: Posts: 18
    edited September 2016
    Remember to make the character selection with the front buttons instead to only start (like the Jap version) and pleaseeeeeeee let us test with the increased stun meter! (also a general all cast damage reduction to supers would be good except por War) Thanks again!

    Forgot to add pressing A/X/Y (B will be for deselecting your character/dropping out/going back to menu) as alternate inputs to select your character to the list, that'll also be done. As for Stun Meter, I could add that and Dizzy Armor to the options menu so those can be tested.
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,444 ✭✭✭✭✭ OG
    edited September 2016
    Enigami wrote: »
    Remember to make the character selection with the front buttons instead to only start (like the Jap version) and pleaseeeeeeee let us test with the increased stun meter! (also a general all cast damage reduction to supers would be good except por War) Thanks again!

    Forgot to add pressing A/X/Y (B will be for deselecting your character/dropping out/going back to menu) as alternate inputs to select your character to the list, that'll also be done. As for Stun Meter, I could add that and Dizzy Armor to the options menu so those can be tested.

    This sound SUPER AWESOME and the guys are hyped here for that. Nothing more infuriating than to be stunned, receive a 4 hit combo and having to turtle/chicken out because the next hit will stun you AGAIN! (you will seethat A LOT on this set I´m posting). Sure you can "agree" with this, but to the new players it scare them out of the game more than draw them in. (Yes yes I am also of the OG mentality of "don´t let yourself hit or this and that", but not everyone is like that, and I want more than 3 ppl to play)

    Please ENJOY! I had so MUCH fun (and rage haha) in this set because previously in the "warm up" I DID NOT knew the matchup Shred v Raph (I was Shred) and my opponent went 12 wins ahead. I was mad and angry (it seems a common factor in all the tmnt players? To get angry at the game BS but then "it is the best game ever and fun"?? =) ) and scratching my head until I found out some patterns on him. So I managed to won that warming set 30.29. On the verge!


    Fear not, this following set is FT10 only
    =) (also uploading another of a cousin vs that same friend, but that will take a while so I will only update this post later)



    NINJA EDIT: BTW @Enigami your 1.02 romhack has the handicap on VS mode set to 0 on default, while it should be 3 (we are playing with it at 4 for personal preference)

  • EnigamiEnigami Joined: Posts: 18
    edited September 2016
    NINJA EDIT: BTW @Enigami your 1.02 romhack has the handicap on VS mode set to 0 on default, while it should be 3 (we are playing with it at 4 for personal preference)
    That's odd, not sure how that happened. I'll look into it.

    Also, don't know if this is already known, but I noticed when Hanzo_Hasashi played Aska he used regular jumps over fireballs, when it looks like certain characters can have an easier time jumping over fireballs by immediately using an aerial so I thought I'd bring this up. When you normally jump their legs stay straight for a few frames presenting a tall hurtbox, but some aerials can come out really quick and reduce the hurtbox. For example, when you jump forward with Aska it takes about 8 frames before she goes from legs straight out to somersaulting, while immediately throwing out aerial LK causes her to tuck in her legs after 2 frames. I'm not sure how much this helps, or if throwing out immediate aerials are a bad idea (it probably is for aerials that don't have a constant hitbox like Aska's LK), but it looks like it widens the timing for jumping fireballs a bit.
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,499
    it's good with a lot of the jump lights that have infinite active frames yeah.
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,444 ✭✭✭✭✭ OG
    TMNT TF vids from this past week. Online and Ofline meetings.

    Online

    Vs RZP (Quickie and FT7)





    Vs Nunoelectric FT10




    Offline

    Vs Humberto (FT10 x 3)







    Enjoy!

    PD: War is not LAST! (or at least not in a group of his own, alone. I think he has even matches vs Don, Mike and maybe W Nut, but the others destroy him completely)
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,444 ✭✭✭✭✭ OG
    Sorry for the double post.

    Shitload of matches from the past week

    ENJOYYYYYYYYYYYYYY


    Hanzo v Homero (1) FT10



    Hanzo v Homero (2) FT0



    Hanzo v Humberto FT5



    Hanzo v Humberto FT10



    Humberto v Homero FT10 (1)



    Humberto v Homero FT10 (2)



    Online vs Nunoelectric

  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,444 ✭✭✭✭✭ OG
    edited October 2016
    YES YES I KNOW; sorry for the triple post.

    Im on a streak with this game and content.

    Enjoy the 4th chapter of the video guides!

    Please enjoy =)



    EDIT:


    This was written to complement the video tutorial.

    Ok I have played 2 straight weeks with War. Like 400 matches vs various players with different skill levels and different characters. While I am not a great player, I think I can write confidently a mini guide for him, due to him having few tech/tools so is kind of simple. Anyone feel free to critizise/add stuff/debunk stuff.

    War

    Possibly last on the tier list but not without his even matchups IMO. So he can get away with some BS until the opponent catches up. War does stun and damage i spades, and plays like a basic SamSho character. This char is severely lacking any advanced combo other than basic jump in - follow up. More footsies and zoning and almost zero exploitable BS that other chars have. This is a char that can win mostly on the opponent not knowing how to handle the matchup and the few shenanigans War has, or being overconfident by his suppossed tier position.

    Best combo examples:

    Jumping Fierce/RH - Crouch RH or Standing Fierce
    Jumping Fierce/RH - Standing close RH (most damaging combo for War and best combo for stunned foes)

    He only has two cancelable move wich is close Light Kick and Jab close (wich sucks IMO, so use close LK instead) and is useless in the fact that both Dash Claw moves will not connect as a combo. You can opt for flashy stuff and cancel them with the Stomp special, while punishable, you can get sometimes with it.

    Between the LK and the special move is a small gap in wich chars with invincible DP´s can shut you down BUT you can train them to do them and punish it. There is a unblockable setup on ASSka (intended joke) but all she has to do is block high by only doing 2 close LK

    If the Aska player is not punishing the small gap, train them to fear the unblockable and go for War best overall tool: THROW.

    His throw has the biggest range in the game aside from the bosses and Chrome SPD. It carries to the corner fast, does decent damage and can interrupt sometimes crouching weak attacks done slow because it has the weird property that it can be activated WHILE BLOCKING LOW (wtf tmnttf). Yes, holding Down-Back will sometimes allow you to grab your foe.

    His best poking moves are very decent. Specially standing far Fierce. Try always to use just outside of jump distance. Is not that punishable on whiff, but whiffing it to a jumping foe will make you block and that is the worst aspect of War. He has no invincible reversal and has to block/suffer.

    Standing RH knockdowns and is usable at a very long distance, but not as much as Fierce. It also hits LOW so it is pretty deceptiveHis sweep is BAD and has less reach that his crouchin jabs for example, so DONT us it for whiff punishes as he has a better option (Firce).

    Crouch Jab and Crouch Fierce are both GOOD pokes up close and you can use them to create some distance. Sadly he can´t nor link them nor chain them rapid fire style. Standing or crouching Fierce are greath both to stop Aska/Mike/Don slike kicks if done in advance.

    War is the highest jumper in the game, and while it could be seen as a weakness, you can exploit it in air to air situations. His best jump attacks are Jab or Fierce. Jab kind of creates a Kara throw setup from a jumping attack, while hiding his backward hurtbox.

    Both his specials sucks against some characters and not that much vs others. Both Dash Claws do MASSIVE damage and stun (specially if you manage to AA with a Fierce Dash Claw, any fierc hit after that will stun Mike and Raph. 2 hits stun!). Bith can be used to catch running away foes that fear his throw. Weak Claw is not that - on block and you can even try and poke with close LK or crouch Jab. You can repeat close LK cancel into weak Claw for pressure against some characters or set up throw traps (LK cancel into weak Claw then Lk and dont cancel but throw instantly, or Lk and then close FK frametrap etc). Some chars CANT duck them but ironically Arm and others can duck block them (lol). This hurts War a lot (not intended joke).

    Death from Above or simply Stomp is goot to punish proyectiles even on reaction. Sadly, some chars even when hit by this can punish him (Leo just stand fierce, Raph Chestbuster etc), others have just to watch War getting away with it. LK version makes you bounce from where you jumped and RH version makes you land behind the opponent.

    I have managed to trick people with this, because they are used to press the button automatically as if I were going to land from where I jumped, so their attack comes out at the wrong time and I am able to punish their whiff, block or mess up their charge.

    On the corners you can do some shenanigans with this. I sometimes take a risk if my opponent is cornered, I use the RH stomp version and they believe Im gonna land cornered, but to some stuff in this game I end close to them out of the corner, them cornered and usually whiffing what they were using to punish.

    You can charge BOTH moves at the same time, like ST Balrog, So you can do a Dash claw using the downward diagonals then launch a Stomp suddenly to mix it up.

    The stomp hits BEHIND someone crouching and sometimes you can set it up to hit as a crossup and land WITHOUT bouncing and continuing the combo! Mash that RH for 3 hits!

    War best AA is his Lunging Headbutt (Jab + LK) and is decent at some distance but not against all chars. You can still charge back while doing this small hop and on block is not that bad. I sometimes use it to escape crossups on very close jumping opponents. Sometimes the move will not come out, IDK if it is a glitch so sometimes I opt for not using it. Depending on th distance, I can jump back on reaction with Fierce or Jab to AA a jumping foe.

    Super: War Dynamic. Goofy bouncing ball of light. It doesnt has any recovery but if the opponent is smart, will crush you on landing. Can land like 3-4 hits on block, and a max of 2 hits on someone who dont block or try to jump. Stoopid War will ALWAYS land close to his opponent. You can get with a lucky mashed throw tho.

    Possible Matchup Chart (to be silly)

    War vs


    vs Shredder 9-1 (can´t do/setup anything, horrible match)
    vs Armaggon 8-2
    vs Raphael 7-3
    vs Chrome 6-4
    vs Wingnut 6-4
    vs Donnie 6-4
    vs Leo 6-4
    vs Mike 5-5
    vs Aska 5-5


    Post edited by Hanzo_Hasashi on
  • Yuri_AcTNYuri_AcTN All the best things are collectives. Joined: Posts: 1,174
    http://yuriactn.tumblr.com/post/152174101292/corner-meaty-setup-dizzy-combo-with-ground-claw

    Corner Meaty Setup + Dizzy Combo with Donatello's Ground Claw
    Twitter: @YuriAkushon | XBL: Yuri Action
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,444 ✭✭✭✭✭ OG
    Eirokaj wrote: »
    http://yuriactn.tumblr.com/post/152174101292/corner-meaty-setup-dizzy-combo-with-ground-claw

    Corner Meaty Setup + Dizzy Combo with Donatello's Ground Claw

    Awesome. BTW did you tested if Arm can get out of it with either Shark Upper or his 0 jump frame?

    BTW I am piggybacking this post to... THE CHAPTER 5 OF THE VIDEO GUIDES! ENJOY!

  • Yuri_AcTNYuri_AcTN All the best things are collectives. Joined: Posts: 1,174
    edited October 2016
    Awesome. BTW did you tested if Arm can get out of it with either Shark Upper or his 0 jump frame?

    Concerning to Jaws Upper; while Armaggon can escape the meaty Ground Claw, he will leave himself open for a punish afterwards.

    And for his 0 frame jump; no, he cannot escape it.
    Twitter: @YuriAkushon | XBL: Yuri Action
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,444 ✭✭✭✭✭ OG
    edited October 2016
    Eirokaj wrote: »
    Awesome. BTW did you tested if Arm can get out of it with either Shark Upper or his 0 jump frame?

    Concerning to Jaws Upper; while Armaggon can escape the meaty Ground Claw, he will leave himself open for a punish afterwards.

    And for his 0 frame jump; no, he cannot escape it.

    Awesome, thanks! More tools to beat that fool shark!
  • HanzoHimemiyaHanzoHimemiya Joined: Posts: 28
    Nice to see video tutorials, nowadays I was with Darkstalkers stuff.
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,444 ✭✭✭✭✭ OG
    Matches from the past 2 weeks!

    06-11-2016

    Lalista vs Humberto FT10



    Homero vs Humberto FT10




    13-11-2016

    Hanzo vs Humberto FT10



    Humberto vs Lalista FT10



    Humberto vs Homero FT10 Set 1 and 2





    ENJOY!

    (BTW there should be a thread about MMPR FE on snes too!)
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,444 ✭✭✭✭✭ OG
    A pair of matches we had at a tourney here. Enjoy:

  • muchachokachomuchachokacho Joined: Posts: 26
    I'be been trying to read up on stuff in this thread but there's a lot of info swirling around on these pages...in short, could somebody please tell me if there's a way to play this online, and if yes, what I need to download to do so?
    Games: MKX (Kitana, Shinnok, Reptile), SFV (Sim, Karin), SFIV (Sim, Bison), Tekken 5 (Julia, Anna, Paul)



  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,444 ✭✭✭✭✭ OG
    I'be been trying to read up on stuff in this thread but there's a lot of info swirling around on these pages...in short, could somebody please tell me if there's a way to play this online, and if yes, what I need to download to do so?

    There you go friend, courtesy of Veserius.

    http://forums.shoryuken.com/discussion/comment/7234535#Comment_7234535

  • EnigamiEnigami Joined: Posts: 18
    edited December 2016
    1.02b patch is here! New features: Default handicap is fixed (3 instead of 0), and ABXY all select the player's character (note: B will be for deselection/going back to the title screen in the future).

    https://www.dropbox.com/s/ihemzsv7mmm6fu9/TMNT Tournament Fighters - 1.02b Patch.7z?dl=0

    I was trying to get a couple more features completed before Christmas and release it as 1.03, but unfortunately I didn't have enough time to get them done. Ah well, it'll be done soon enough. Other things ended up grabbing my free time since my last post, but recently I've got back into the swing of things, including making a program designed to aid me in maintaining rom hack projects. As a side note, I may in the future work on other SNES fighting games as well, particularly adding MSU-1 support (adds CD-quality audio, works with byuu's emulators and the SD2SNES flashcart) to games that could REALLY use it (example: porting Godzilla Battle Legends music to Godzilla Kaijuu Daikessen), and maybe try my hand at translating some of the Japan-only fighters. So more fun stuff to look forward to in the future.

    As for upcoming features, they're gonna be split up a bit. 1.03 will contain the Pause changes (hold for a few frames to pause preventing accidental pausing, L+R+Start while paused to exit the match), Single Player Alternate Color (as far as I can tell the single player game simply isn't coded to load the alternate palette, gotta change it so it does) and remaining menu improvements (B to deselect character, B to go back to the previous menu, Up/Down moving across character rows, Left/Right moving across the main menu options). 1.04 should have atleast some of the remaining planned features (Group Battle, VS CPU, Studio 6 Wall Break, Practice Battle, Character Profiles, Stun options).

    @Hanzo_Hasashi Love the videos, they're fun to watch and it really adds to my motivation to continue work on this.
  • AceKombatAceKombat (́◕◞౪◟◕‵) ”WINNERS DON’T USE ALMIGHTY.” Joined: Posts: 2,102
    edited December 2016
    Enigami wrote: »
    1.02b patch is here! New features: Default handicap is fixed (3 instead of 0), and ABXY all select the player's character (note: B will be for deselection/going back to the title screen in the future).

    https://www.dropbox.com/s/ihemzsv7mmm6fu9/TMNT Tournament Fighters - 1.02b Patch.7z?dl=0

    I was trying to get a couple more features completed before Christmas and release it as 1.03, but unfortunately I didn't have enough time to get them done. Ah well, it'll be done soon enough. Other things ended up grabbing my free time since my last post, but recently I've got back into the swing of things, including making a program designed to aid me in maintaining rom hack projects. As a side note, I may in the future work on other SNES fighting games as well, particularly adding MSU-1 support (adds CD-quality audio, works with byuu's emulators and the SD2SNES flashcart) to games that could REALLY use it (example: porting Godzilla Battle Legends music to Godzilla Kaijuu Daikessen), and maybe try my hand at translating some of the Japan-only fighters. So more fun stuff to look forward to in the future.

    As for upcoming features, they're gonna be split up a bit. 1.03 will contain the Pause changes (hold for a few frames to pause preventing accidental pausing, L+R+Start while paused to exit the match), Single Player Alternate Color (as far as I can tell the single player game simply isn't coded to load the alternate palette, gotta change it so it does) and remaining menu improvements (B to deselect character, B to go back to the previous menu, Up/Down moving across character rows, Left/Right moving across the main menu options). 1.04 should have atleast some of the remaining planned features (Group Battle, VS CPU, Studio 6 Wall Break, Practice Battle, Character Profiles, Stun options).

    @Hanzo_Hasashi Love the videos, they're fun to watch and it really adds to my motivation to continue work on this.

    You think it might be possible for the game to have multiple character color palettes since you made it where ABXY can select characters? I would be pretty hyped up to play as a purple clone palette'd turtle (like the clone turtles in the Genesis version).

    Great stuff that you're still making progress for this!
    With all the hope combined... there can be a chance in SFV that Ken can, one day, walk again. #TeamWheelchair
    If interested in SFEX2+ matchmaking: http://steamcommunity.com/groups/SFEX2P
    CFN: AceKombat Steam: xAceKombatx
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,499
    I'be been trying to read up on stuff in this thread but there's a lot of info swirling around on these pages...in short, could somebody please tell me if there's a way to play this online, and if yes, what I need to download to do so?

    There you go friend, courtesy of Veserius.

    http://forums.shoryuken.com/discussion/comment/7234535#Comment_7234535

    I've been hearing great things about retroarch netplay, but they seem to break it every other patch/update, and sometimes it just doesn't work. If you can get that to work it's a better option.

    There are some other good options as well, but zsnes works fine enough if you're used to sf4 level netplay as it's a smidge better.
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,444 ✭✭✭✭✭ OG
    edited December 2016
    Enigami wrote: »
    1.02b patch is here! New features: Default handicap is fixed (3 instead of 0), and ABXY all select the player's character (note: B will be for deselection/going back to the title screen in the future).

    https://www.dropbox.com/s/ihemzsv7mmm6fu9/TMNT Tournament Fighters - 1.02b Patch.7z?dl=0

    I was trying to get a couple more features completed before Christmas and release it as 1.03, but unfortunately I didn't have enough time to get them done. Ah well, it'll be done soon enough. Other things ended up grabbing my free time since my last post, but recently I've got back into the swing of things, including making a program designed to aid me in maintaining rom hack projects. As a side note, I may in the future work on other SNES fighting games as well, particularly adding MSU-1 support (adds CD-quality audio, works with byuu's emulators and the SD2SNES flashcart) to games that could REALLY use it (example: porting Godzilla Battle Legends music to Godzilla Kaijuu Daikessen), and maybe try my hand at translating some of the Japan-only fighters. So more fun stuff to look forward to in the future.

    As for upcoming features, they're gonna be split up a bit. 1.03 will contain the Pause changes (hold for a few frames to pause preventing accidental pausing, L+R+Start while paused to exit the match), Single Player Alternate Color (as far as I can tell the single player game simply isn't coded to load the alternate palette, gotta change it so it does) and remaining menu improvements (B to deselect character, B to go back to the previous menu, Up/Down moving across character rows, Left/Right moving across the main menu options). 1.04 should have atleast some of the remaining planned features (Group Battle, VS CPU, Studio 6 Wall Break, Practice Battle, Character Profiles, Stun options).

    @Hanzo_Hasashi Love the videos, they're fun to watch and it really adds to my motivation to continue work on this.

    Oh God, what a Xmas gift! If I could like this post more, I would haha.

    Thanks a lot for your time Enigami and I am testing the features ASAP!

    EDIT: About the char select. Could be technically possible to add as a 3rd color the Clone Turtle palette? Just for the sake of having it. (And again, in a fantasy world, IDK, maybe have it as a 5th turtle hha with one special from each of the other 4 or anything else!)
  • AceKombatAceKombat (́◕◞౪◟◕‵) ”WINNERS DON’T USE ALMIGHTY.” Joined: Posts: 2,102
    edited December 2016
    Enigami wrote: »
    1.02b patch is here! New features: Default handicap is fixed (3 instead of 0), and ABXY all select the player's character (note: B will be for deselection/going back to the title screen in the future).

    https://www.dropbox.com/s/ihemzsv7mmm6fu9/TMNT Tournament Fighters - 1.02b Patch.7z?dl=0

    I was trying to get a couple more features completed before Christmas and release it as 1.03, but unfortunately I didn't have enough time to get them done. Ah well, it'll be done soon enough. Other things ended up grabbing my free time since my last post, but recently I've got back into the swing of things, including making a program designed to aid me in maintaining rom hack projects. As a side note, I may in the future work on other SNES fighting games as well, particularly adding MSU-1 support (adds CD-quality audio, works with byuu's emulators and the SD2SNES flashcart) to games that could REALLY use it (example: porting Godzilla Battle Legends music to Godzilla Kaijuu Daikessen), and maybe try my hand at translating some of the Japan-only fighters. So more fun stuff to look forward to in the future.

    As for upcoming features, they're gonna be split up a bit. 1.03 will contain the Pause changes (hold for a few frames to pause preventing accidental pausing, L+R+Start while paused to exit the match), Single Player Alternate Color (as far as I can tell the single player game simply isn't coded to load the alternate palette, gotta change it so it does) and remaining menu improvements (B to deselect character, B to go back to the previous menu, Up/Down moving across character rows, Left/Right moving across the main menu options). 1.04 should have atleast some of the remaining planned features (Group Battle, VS CPU, Studio 6 Wall Break, Practice Battle, Character Profiles, Stun options).

    @Hanzo_Hasashi Love the videos, they're fun to watch and it really adds to my motivation to continue work on this.

    Oh God, what a Xmas gift! If I could like this post more, I would haha.

    Thanks a lot for your time Enigami and I am testing the features ASAP!

    EDIT: About the char select. Could be technically possible to add as a 3rd color the Clone Turtle palette? Just for the sake of having it. (And again, in a fantasy world, IDK, maybe have it as a 5th turtle hha with one special from each of the other 4 or anything else!)



    The memories of wanting to play the clone turtles in the Genesis, but couldn't happen unless it was PvP and you were player 2... and you didn't get the cool voice replacement like at 11:44 of the video =(. Sucks that the Genesis gameplay was trash, but the artistic/sound design seemed good (the visuals in-game for the Genesis seem to closely match the cover arts given for the TMNT Tournament Fighter series per console, but maybe that's just me).
    With all the hope combined... there can be a chance in SFV that Ken can, one day, walk again. #TeamWheelchair
    If interested in SFEX2+ matchmaking: http://steamcommunity.com/groups/SFEX2P
    CFN: AceKombat Steam: xAceKombatx
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