Final Rage (Updated August 12 *v1.2*)

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Re: Final Rage (Updated August 9 *v1.1*)

Postby J Weavs » Thu Aug 11, 2011 4:25 pm

Just played through with the SNES soundtrack and I found it intriguing that there was a track for part 2 of the Industrial Area/part 2 of Uptown... if I recall this track wasn't used at all in the original SNES version. Was there a soundtrack or something like that released back in the day for the SNES? I'm really curious about this
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Re: Final Rage (Updated August 9 *v1.1*)

Postby DeusX87 » Thu Aug 11, 2011 4:38 pm

That also took me by surprise. I got the soundtrack from snesmusic.org and used that for the SNES music. As I looked through it, I noticed there actually was a version of that song ready for the SNES port. Initially, I thought I would have to replace it since the Industrial Area was removed in that port. But, turns out, they really did go to the trouble of converting the entire soundtrack.
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Re: Final Rage (Updated August 9 *v1.1*)

Postby Don Vecta » Thu Aug 11, 2011 5:17 pm

Ermmmm is it possible to upload only the patch fixes and the palette/name files? I guess by putting only the .smk's and the palette files would be lot easier to download. I don't wanna download the whole mod again cuz it takes forever with my shitty connection. Thanks in advance.
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Re: Final Rage (Updated August 9 *v1.1*)

Postby DeusX87 » Thu Aug 11, 2011 6:26 pm

Palette mod has now been uploaded separately.
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Re: Final Rage (Updated August 9 *v1.1*)

Postby Don Vecta » Thu Aug 11, 2011 9:06 pm

Oh yeah! now with names and colors feels different. I played it once again and gives a better vibe. There's little differences in names and colors in some parts but that's just nitpicking, overall it does feel more like Final Fight with the name and colors. :) Luv it.
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Re: Final Rage (Updated August 9 *v1.1*)

Postby DeusX87 » Fri Aug 12, 2011 1:53 am

Are you playing with the first version I uploaded or the 1.1 version?
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Re: Final Rage (Updated August 9 *v1.1*)

Postby J Weavs » Fri Aug 12, 2011 2:51 am

Found the answer to my question, the song WAS taken out in the original Final Fight, but was restored in the sound test in Final Fight guy (credit goes to http://tcrf.net/Final_Fight for info)
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Re: Final Rage (Updated August 9 *v1.1*)

Postby Don Vecta » Fri Aug 12, 2011 10:08 am

DeusX87 wrote:Are you playing with the first version I uploaded or the 1.1 version?



The first version, cuz it's a hassle to download the whole mod again.

What you can do is to upload the stage .smk's to see the changes inside the fpg's. I mean, with the whole pack of .smk's (there is saved all the info stored inside the SORmaker) we can get the patch with everything without need to get the whole fpg's and music and stuff. :)
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Re: Final Rage (Updated August 9 *v1.1*)

Postby Amarihuanao » Fri Aug 12, 2011 11:06 am

Is it possible to change the palettes and names only for the mod and keep the original palettes and names for all other modes? I don't want to play the main campaign of SORR with all abadedes named andores and such things. :|
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Re: Final Rage (Updated August 9 *v1.1*)

Postby Shin Kazahara » Fri Aug 12, 2011 11:37 am

what' s is a final fight rage ending not enough.....!?
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Re: Final Rage (Updated August 9 *v1.1*)

Postby DeusX87 » Fri Aug 12, 2011 11:55 am

Don Vecta wrote:The first version, cuz it's a hassle to download the whole mod again.

What you can do is to upload the stage .smk's to see the changes inside the fpg's. I mean, with the whole pack of .smk's (there is saved all the info stored inside the SORmaker) we can get the patch with everything without need to get the whole fpg's and music and stuff. :)


I tried that in the Rage in Time mod, but it seemed to have broken it rather than simply patched it. I'll do it anyway since I changed a few other things in the meantime. This might go a little better, but I can't guarantee anything.

Amarihuanao wrote:Is it possible to change the palettes and names only for the mod and keep the original palettes and names for all other modes? I don't want to play the main campaign of SORR with all abadedes named andores and such things. :|


No, it's not possible. When playing the mod, you have to back up your palette folder and save file. When you're done with it, re-load your backup. Please don't ask why, because all I did was make the levels and place the enemies. I have no control over SORR's inner workings.

Shin Kazahara wrote:what' s is a final fight rage ending not enough.....!?


...wut?
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Re: Final Rage (Updated August 12 *v1.2*)

Postby Don Vecta » Fri Aug 12, 2011 1:31 pm

This is my 11th run of the game, now with the patch and yeah, it's lot easier, was easier to finish it in Mania with one credit and 4 lives remaining. Yeah, with the smk's works perfectly and also enemy positioning, naming and colors were exact replicas of the original.

The areas that got toned down a bit were the Roxy/Poison/Hollywood fuckfest in stage 5 (good call on that chicken there), the super gangbang almost in the end of the in stage 6-c with a little camera stop, etc. and the Ashes and Bongos as Andores. Lot more enjoyable, while I wasn't having a problem with the difficult myself, i think it plays more comfortably now.

This became an insta-classic for me. :) With the patch 10/10.
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Re: Final Rage (Updated August 12 *v1.2*)

Postby graylandertagger » Sat Aug 13, 2011 6:12 pm

At the end of the first bonus stage(one with the bikers) the guy in the background said the words "Oh my God" using the sound clip from the arcade version. I know that SORmaker allows you to add a background sound that plays randomly, but I didn't know that you could add sounds based on you entering a part of a stage. Such a feature could be used to make the enemies taunt you. For example:Y.Signal is sitting on the sidewalk. The moment he gets up to fight the game will play a sound file that says "Bring it on!" A textbox will play that say "Y.Signal:Bring it on!" I think that might be an interesting new feature for mods. What do you think?
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Re: Final Rage (Updated August 12 *v1.2*)

Postby Don Vecta » Sat Aug 13, 2011 6:22 pm

graylandertagger wrote:At the end of the first bonus stage(one with the bikers) the guy in the background said the words "Oh my God" using the sound clip from the arcade version. I know that SORmaker allows you to add a background sound that plays randomly, but I didn't know that you could add sounds based on you entering a part of a stage. Such a feature could be used to make the enemies taunt you. For example:Y.Signal is sitting on the sidewalk. The moment he gets up to fight the game will play a sound file that says "Bring it on!" A textbox will play that say "Y.Signal:Bring it on!" I think that might be an interesting new feature for mods. What do you think?



Well, he's using the cue to boss music to put Bred's voice. So what are you proposing it's kinda hard... unless just for the text you want to sacrifice the whole BGM. :P
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Re: Final Rage (Updated August 12 *v1.2*)

Postby Elmo » Mon Aug 22, 2011 9:01 pm

Ok so I'm officially impressed how authentic this mod feels. The stages are beautifully ripped, the palettes feel very "Final Fightish" and if it wasn't for SOR's stage jingle, the music would be perfect too. Actually, I wouldn't have thought this possible. This is easily one of my favorite mods and so I hope it doesn't sound ungrateful if I say that "Final Rage" is true to the original even in things I didn't like about Final Fight: Fighting "El Gados" (now Ninjas) is still annoying like hell and playing the last two stages - despite some beautiful scenery - tend to feel like doing tedious house chores because of too many waves of (at that point) same-old-same enemies. Thus, I have two suggestions for another possible update:

1. Tone down the number of enemies in stages 7 and 8.
2. Bring in some new enemies in stages 7 and 8 - you could easily use SOR1 Noras, SOR 3 Yashas and SOR3 female punks as further "Roxy varieties" there without breaking the FF mood. Maybe with your palettes the use of certain other enemies (maybe bikers on foot?) would also be possible, though I'm not really sure about that. It's just that stages 7 and 8 need some more "freshness" to them to keep the excitement of the first stages.

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