Final Fight 3 Optimized v1.1 (SNES) - Gameplay with Lucia Morgan [Playthrough/LongPlay]

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  • Опубліковано 13 вер 2024
  • Welcome to Edgley Games where there is no commentary, just game-play.
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    Hack Released By MaxwelOlinda ‪@maxwelseven‬
    v1.1 2024
    • Como eu TURBINEI Final...
    This hack optimizes Final Fight 3 so that there are fewer slowdowns during the game. Several optimizations have been made, none of which alter the original gameplay or are explicitly notable. Some of the changes made are:
    The routine that pulls unused sprites off the screen has been completely replaced with a faster one.
    The game originally and unnecessarily updated all 256 colors every frame, now it has been divided into four steps.
    If there is excessive CPU load, CGRAM mirror updating is paused to prevent a lag frame.
    During an interruption routine, the game originally waited until it reached H-Blank. The horizontal starting point of the interrupts has been moved to avoid wait loops.
    The routine for storing the sequence of inputs has been optimized.
    Some loops that used RAM as a scratchpad now use DMA registers as a faster RAM alternative.
    And a few more small things.
    The top black border is 3 lines smaller now, showing background details that weren’t visible before.
    Version 1.1 Update:
    Many more optimizations have been made, including a new lag prevention system. If lag is about to occur, the game will give the CPU a little more time to finish before updating the next frame.
    Fixed a rare sprite glitch from the previous version.
    #FinalFight3Optimized #FinalFight3 #FinalFight #Capcom #LuciaMorgan
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КОМЕНТАРІ • 18

  • @EdgleyGames
    @EdgleyGames  2 місяці тому +1

    🆂🆄🅱🆂🅲🆁🅸🅱🅴 ⭐ Curta, Inscreva-se, Compartilhe e Divirta-se!
    Like, Subscribe, Share & Enjoy!
    🅱Blogger: ua-cam.com/video/77WvOBLCH0U/v-deo.html

  • @PauloRoberto-hh2zi
    @PauloRoberto-hh2zi Місяць тому +1

    Lucia❤

  • @zeventhin2
    @zeventhin2 5 днів тому

    THAT RIGO WHO SELF-BALANCES WITH THE MIRROR RIGHT NOW

  • @user-xm3hh8fv8i
    @user-xm3hh8fv8i 2 місяці тому +1

    Ótimo vídeo gostei muito parabéns meu amigo 😃👍

    • @EdgleyGames
      @EdgleyGames  2 місяці тому +1

      Obrigado 👍

    • @EdgleyGames
      @EdgleyGames  2 місяці тому +1

      Depois vou visitar seu canal

    • @user-xm3hh8fv8i
      @user-xm3hh8fv8i 2 місяці тому

      @@EdgleyGames obrigado meu amigo só tenho agradecer valeu 😃 👍

  • @Hack-rom-Classic-
    @Hack-rom-Classic- 2 місяці тому

    Nice

  • @zeventhin2
    @zeventhin2 5 днів тому

    ESE RIGO QUE SE AUTO-BALACEE CON EL ESPEJO AHORA MISMO

  • @DarkbluesEXE25
    @DarkbluesEXE25 2 місяці тому +2

    Cómo sería Final Fight 3 Easy Special Move

    • @EdgleyGames
      @EdgleyGames  2 місяці тому +1

      Uma ótima ideia! Mas nunca vi uma hack assim

  • @zeventhin2
    @zeventhin2 5 днів тому

    CERN: AGRADECE ESPECIALMENTE A LOS HERMANOS MEXICO
    DIRECTOR DE CINE ISRAEL / PROGRAMADOR DE CINE ANTONIO

  • @zeventhin2
    @zeventhin2 5 днів тому

    CERN: SPECIALLY THANKS THE BROTHERS FROM MEXICO
    ISRAELI FILM DIRECTOR / FILM PROGRAMMER ANTONIO

  • @UwUnossa-vini
    @UwUnossa-vini Місяць тому +1

    Mas como eu coloco na rom original?

    • @EdgleyGames
      @EdgleyGames  Місяць тому

      O jogo está no blog do canal, Fixado nos comentários.

  • @neddyf00
    @neddyf00 2 місяці тому +1

    what have been optimized in this HACK ?

    • @EdgleyGames
      @EdgleyGames  2 місяці тому +1

      This hack optimizes Final Fight 3 so that there are fewer slowdowns during the game. Several optimizations have been made, none of which alter the original gameplay or are explicitly notable. Some of the changes made are:
      The routine that pulls unused sprites off the screen has been completely replaced with a faster one.
      The game originally and unnecessarily updated all 256 colors every frame, now it has been divided into four steps.
      If there is excessive CPU load, CGRAM mirror updating is paused to prevent a lag frame.
      During an interruption routine, the game originally waited until it reached H-Blank. The horizontal starting point of the interrupts has been moved to avoid wait loops.
      The routine for storing the sequence of inputs has been optimized.
      Some loops that used RAM as a scratchpad now use DMA registers as a faster RAM alternative.
      And a few more small things.
      The top black border is 3 lines smaller now, showing background details that weren’t visible before.
      Version 1.1 Update:
      Many more optimizations have been made, including a new lag prevention system. If lag is about to occur, the game will give the CPU a little more time to finish before updating the next frame.
      Fixed a rare sprite glitch from the previous version.