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>> No.10277597 [View]
File: 44 KB, 1920x1440, black bars.png [View same] [iqdb] [saucenao] [google]
10277597

The Dreamcast version of Street Fighter Zero 3 does not support 384x224p video mode.
Some sites list it as having it but I have tried every version of the game and it never worked for me.

The game normally runs in 640x480, either interlaced or progressive. It does not properly fill the screen when played in 480p mode. Most likely due to being line-doubled 224p (448).

However, with emulation it is possible to apply a shader to enable a simulated 240p mode via the CRT-guest-advanced shader and the internal resolution parameter. The screen can also be resized to fit a proper 4:3 space with no black bars on the top and bottom.

>> No.9892917 [View]
File: 44 KB, 1920x1440, Street Fighter Zero 3 - Saikyo-ryu Dojo for Matching Service (Japan).png [View same] [iqdb] [saucenao] [google]
9892917

So I just tested various versions of Street Fighter Zero 3 for input delay.

The results are as follows

Street Fighter Zero 3 CPS2 - 3
Street Fighter Zero 3 Upper - 5
Street Fighter Zero 3 Saikyo Dojo JPN - 4
Street Fighter Alpha 3 Saikyo Dojo USA - 4
Street Fighter Alpha 3 Saikyo Dojo PAL - 4
Street Fighter Zero 3 Saikyo Dojo For Matching Service JPN - 2.5

Few things to note here:
1. I think a lot of players have never even heard of the Matching Service version of SFZ3. It was a later release and isn't even in a lot of Dreamcast ISO collections, I had to hunt it down.
2. The lag is 2.5 for Matching Service because it varies from 2 to 3 frames of lag for each sample I took. Every other version was exactly the same every time.
3. Matching Service version has less lag than the arcade?! More testing needs to be done.
4. I have no idea if the Matching Service version did any additional balance updates beyond what was in the previous versions.

My test methodology.
1. Get to character select screen
2. Pause
3. Hold right
4. Press K to frame advance and count frames until visible change on-screen
5. The frame where I see change is not counted as a lag frame.
6. Used Retroarch + Flycast core (and FBN for CPS2 version), runahead disabled.

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