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Capcom: Where is my Street Fighter for the DS?

El Papa said:
So how bad is the PS2 version of SF3 in SFAC boned compared to the DC version?



How bad? The PS2 version is much better than the DC version.

+ better soundtrack (has the option of original arcade tunes)
+ better gameplay (lag has been taken out)
+ better graphics (has all the animation, unlike the DC port, plus accurate sprite size and better color)
 
i'd be really impressed if the DS could pull off Third Strike without a loss in animation.

DS could easily do any do any CPS2 or NeoGeo fighters though. well, maybe not Garou, but you know.

Capcom seriously should get started on the ports. recording breaking leading portable platform still not having any Capcom fighters?

talk about dropping the ball.
 
jarrod said:
DS has more ram than Saturn (4MB vs 2MB of main ram), and is getting it's own 4MB expansion. Saturn also never had a 6MB ram expansion. Solid state media also allevaites the need to keep so much of the game in ram, as it's already in a memory pool that can be accessed almost instantly at any time... that why the GBA port of SFA3 was able to run more animation frames than the PS1 port, despite having a fraction the ram available.

The characters in the GBA version are much lower resolution than the characters in the PS1 version. If the PS1 game was written to run in the confines of 240x160 resolution in 256 colors, then they could squeeze in as much animation as the GBA version, too.

jarrod said:
DS could do a great 3rd Strike port, probably even keeping full animation intact given a large enough card. Only resolution would really suffer. Vampire Chronicle and SFA3 Max would make good ports too.

Better yet, anyone who truly loves these games and doesn't want to have to suffer with the restrictions imposed by the inferior DS hardware could simply buy a PSP and play awesome arcade-quality conversions of Capcom fighting games right now.
 
Since it was brought up multiple times...

The Capcom D-pad... can you actually buy it anywhere, and does it still fit in a Logitech PGP case when it's closed?
 
Agent X said:
The characters in the GBA version are much lower resolution than the characters in the PS1 version. If the PS1 game was written to run in the confines of 240x160 resolution in 256 colors, then they could squeeze in as much animation as the GBA version, too.



Better yet, anyone who truly loves these games and doesn't want to have to suffer with the restrictions imposed by the inferior DS hardware could simply buy a PSP and play awesome arcade-quality conversions of Capcom fighting games right now.


NOOOOOOOOOOOOOOOOOOOOO!!!!!!!! Every game must be on the DS and nothing else!
 
ShockingAlberto said:
Here's hoping SNK's newfound Nintendo love translates in to something substansial.

Not that I don't like Cardfighter Clash, but give me ****ing Garou.

Now, this is the type of reasoning I could get behind.

If SNK were to develop the likes of portable fighting games for the DS that haven't been seen since the Neo Geo Pocket Color (SNK vs. Capcom: Match of the Millenium is STILL the best 2D fighter for a handheld, in my opinion!), the world would be that much a better place.

But Garou on a handheld? I dunno...that and a hopeful sequel may be best suited for a console like the Wii, where it belongs...!
 
TreIII said:
Now, this is the type of reasoning I could get behind.

If SNK were to develop the likes of portable fighting games for the DS that haven't been seen since the Neo Geo Pocket Color (SNK vs. Capcom: Match of the Millenium is STILL the best 2D fighter for a handheld, in my opinion!), the world would be that much a better place.

But Garou on a handheld? I dunno...that and a hopeful sequel may be best suited for a console like the Wii, where it belongs...!

The SNK fighters on Neo-Geo pocket color rocked.
I still have SNK vs Capcom, King Of Fighters & Gal Fighters, they rocked.
If SNK gives the same treatment to the DS, i would be very pleased.
Cardfighter Clash DS is a step in the right way.
 
Well if somebody has the balls, why not get the license of Karnov's Revenge or Breakers Revenge for the DS? Yes I do have Breakers Revenge on the Neo Geo MVS and it ain't bad for a Street Fighter clone.

Those games play like Street Fighter but different enough that Capcom did not sue either Data East (I mean after Karnov's Revenge) and Visco and it would expose new people to the underapreciated greatness of those games.

Nintendo + SNK Playmore = THE WIN

Seriously Capcom, you should work on either a Hyper Street Fighter Alpha, Rival Schools, or gasp Darkstalkers on the DS if you want DS owners buy other games than Nintendo's.

Is there still a grudge with the 3rd party developers and Nintendo despite Sony being smacktards about the PS3 and lack of PSP penetration?
 
gutter_trash said:
it's all N64's fault,
that was one of the reason why I never bought a N64,,, no Street Fighter on it.
Then forget about Gamecube, the most unfriendly controller for fighters.
Now forget about the Wii of ever having that genre of games on it.

Buy a PSP and get a Capcom D-Pad to stick ontop of your PSP, it's works great

Smash??
 
jarrod said:
CPS3 housed 64MB+ of ram because the entire game was loaded into memory from disc at startup. It wasn't loaded match by match like in all the console ports. DS having 4-8MB of main ram plus a solid state memory pool means there'd be virtually no loss in animation frames for something like 3rd Strike.
That's not quite how CPS3 hardware works. The games are distributed on CDs, but upon the loading of the CD, the game is copied into banks of flash ROM (4x16megabytes) and it stays there from there on, being loaded in the actual RAM from those flash ROMs, the same way the games are loaded from carts on consoles. Now, if I remember correctly, for SF3 3rd Strike, CPS3 machines had to be equipped with 32MB, on top of those 64MB of flash ROM. CPS3 hardware resolution is 512x384, but I don't know for sure if SF3 3rd Strike was made in that exact resolution, I think it actually was made in 384x224.
 
rafman400 said:
but Smash is not a fighting ga--

eject.jpg
 
Marconelly said:
That's not quite how CPS3 hardware works. The games are distributed on CDs, but upon the loading of the CD, the game is copied into banks of flash ROM (4x16megabytes) and it stays there from there on, being loaded in the actual RAM from those flash ROMs, the same way the games are loaded from carts on consoles. Now, if I remember correctly, for SF3 3rd Strike, CPS3 machines had to be equipped with 32MB of RAM, on top of those 64MB of flash ROM. CPS3 hardware resolution is 512x384, but I don't know for sure if SF3 3rd Strike was made in that exact resolution, I think it actually was made in 384x224.
From what I read, the only two games that required 32MB were Warzard and the SF3 games, while Jojo and Jojo2 needed 16?
 
Since, unfortunately, I don't possess the ability to start my own thread (curse you Jr. Member status!), I just thought it'd be best to post this here, where it's at least some what relevant...

http://www.snk-capcom.com/news/archives/00000049.htm

SNK-Capcom.Com recently (and finally) started putting up their E3 stuff. Capcom stuff is now, SNK stuff another time. Most of the Capcom stuff is stuff we already know about. But it's what that's at the bottom of the page is perhaps the most interesting tidbit...

NON-E3 CAPCOM NEWS

t_dcvssf.jpg


Note: Logo Above is NOT Official.

In non-related E3 news, we heard some buzz from Capcom a deal with DC that was close to completion (as of April 2006). In the original agreement, the first planned game was to be none other than DC vs. Street Fighter. At this point though, the licensing hasn't been finalized and we aren't sure whether this it's at a halt or is still in the works. We confirmed this news with both sides, Capcom and DC and discussions between the two was/is in the works. We really, really hope this game comes out, because as much as we love Marvel characters, DC characters are our favorites. Batman, Flash, Green Lantern, Wonder Woman, yeah, this would be awesome.

We reported two years ago that Capcom was planning on a DC vs. Marvel vs. Capcom and as we know today, this won't happen only because of the complexity in the legalities between not two, but three companies. Yes, it all comes down to money and the royalties that Marvel charges now because of it's current high demanded IP's, it's not as profitable as it once was.

In more non-related E3 news, we finally discovered from Marvel reps. the reasoning of why there was no X-Live feature in Marvel vs. Capcom 2 for the Xbox. Marvel at the time wasn't too familiar with how the Xbox Live online service worked and thought that Capcom was going to make residual income off each game played online, hence they wanted royalties based off how many times a gamer would go online for battle. We suspect that there's more to it than this, but this was how the Marvel representative interpreted reasoning of why the deal fell through.

Next up, JAMMA 44th AM Show in September 2006, Tokyo, Japan. In the same month, Tokyo Game Show 2006. We'll be there for both shows and have a full report and hopefully videos also.

Well, this would be rather interesting news, considering that Capcom was supposed to be "out of the fighting game business". Might this be yet another "Namco X Capcom" type of deal, or might we truly be in store for an actual fighter containing the best and brightest from both stables? Only time will tell, of course...

...but you can bet all bets will be off if Batman some how makes it to being top tier...

:lol :lol :lol
 
So who would be making this Capcom vs. DC game? Correct me if I'm wrong, but I heard rumblings of Capcom's 2D fighting division being dead. Isn't it?
 
Fatghost28 said:
How bad? The PS2 version is much better than the DC version.

+ better soundtrack (has the option of original arcade tunes)
+ better gameplay (lag has been taken out)
+ better graphics (has all the animation, unlike the DC port, plus accurate sprite size and better color)

+ a different and the preferred better revision of the game. DC and PS2/Xbox editions were different revisions of Third Strike.

As for DS handling SF3....eh, even the DC had to cut some corners, but I guess an admirable conversion can be made on DS, SF2 series on SNES/Gen and SFA series on PS1 did fine conversions.
 
The Abominable Snowman said:
Part of the reason they were able to fit the amount of frames of animation in the GBA rendition is because they had taken some character info, like voices, out. But yeah, it did load a lot of the animations from the Cart directly.
Extra frames were due entirely to the format, not the ram. RAM only becomes an absolute limiting factor when you have to load from a disc, when you have other instant access memory pools there's plenty of room to work around.


The Abominable Snowman said:
But I still heavily doubt SF3. The character data would probably be quite a bit too much seeing as Flash still isn't quite a real replacement for fast RAM. The Dreamcast had 16 (+8)MBs of fast SDRAM, and it still had frames of animation cut.
Crawfish actually mentioned they could produce a similarly outstanding 3rd Strike GBA conversion using their SFZ3U engine and methodologies. DS could easily handle the game, though it'd admittedly require some level of redrawing sprite work... that's really the only reason I can see as to why Capcom's shyed away from DS fighter ports.

A PSP port would probably be about Dreamcast level, given the comparable ram setups in both platforms (24MB of total ram for game data).


Agent X said:
The characters in the GBA version are much lower resolution than the characters in the PS1 version. If the PS1 game was written to run in the confines of 240x160 resolution in 256 colors, then they could squeeze in as much animation as the GBA version, too.
If GBA had 540MB of data to draw from, it could've included full voices and full animation too. If PS1 was limited to 256k of ram, I wonder how many frames it could squeeze in? My point with the frames though was that it wasn't as limited in the GBA port to ram as it was for PS1, that being one of the benefits of solid state versus optical.


Agent X said:
Better yet, anyone who truly loves these games and doesn't want to have to suffer with the restrictions imposed by the inferior DS hardware could simply buy a PSP and play awesome arcade-quality conversions of Capcom fighting games right now.
That's not really the issue though, the thread starter has a DS and wants to play online Street Fighter on it. Given the platform's gigantic userbase and Nintendo's 3rd party friendly network infastructure, I don't see the inherent problems with the idea of that happening... except for the Sonycore at least. As is though, it's not like PSP offers what he wants either.
 
Marconelly said:
That's not quite how CPS3 hardware works. The games are distributed on CDs, but upon the loading of the CD, the game is copied into banks of flash ROM (4x16megabytes) and it stays there from there on, being loaded in the actual RAM from those flash ROMs, the same way the games are loaded from carts on consoles. Now, if I remember correctly, for SF3 3rd Strike, CPS3 machines had to be equipped with 32MB, on top of those 64MB of flash ROM. CPS3 hardware resolution is 512x384, but I don't know for sure if SF3 3rd Strike was made in that exact resolution, I think it actually was made in 384x224.
Oh, thanks for the clairification Marco. So all of 3rd Strike is only about 64MB of data? Geez, Capcom should've done a N64 port. ;)
 
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