Replying to @3sx_dev
3SX came out of 3s-decomp – a matching decompilation of the PS2 version of 3S from the Anniversary Collection
3SX builds on top of 3s-decomp, porting the game to Windows, macOS and Linux while adding much needed QoL improvements (like better pad support, scale modes, etc.)
Capcom devs came up with a clever trick to render transparent objects on CPS-3, which can't do alpha blending. They made transparent objects flicker on and off, which kinda looks like transparency on CRT screens
This looks really bad in MAME. In 3SX we just do real transparency
These bathing women weren't visible in New Generation because their sprites share priority with their background layer and in such cases background is drawn on top. Adjusting their priority made them visible in 3SX
I wonder if this was an off-by-1 error or intentional
Made a chart of NG and 3S stages
Findings:
- 3S stages are closely clustered, but not uniform, ranging from 860 (Ryu, Elena) to 882 (Chun-Li)
- NG stages can wildly differ in width, from 736 (Elena's bridge area) to 1063 (Ryu's/Ken's inn interior)
github.com/crowded-street/3s…
apstygo retweeted
Fun fact: A decomp, disassembly, recomp, and port are 4 different things. I'm sick of seeing people confuse these terms, so I'll try to explain each of these to the best of my understanding:
(1/5)
Glad that I can say "we did it ourselves" because 3s-decomp happened before LLMs took off
Though nowadays AI helps me deal with all the tedious stuff when developing 3SX
Wrote a short article about Statcheck – a special 3SX build that runs replays to find inaccuracies
TLDR:
1. Discover replays via FC's REST API
2. Download via FC's custom TCP protocol
3. Run through FBNeo to get a RAM archive
4. Run RAM archive in 3SX
github.com/crowded-street/3s…
Outlined the vision and 1.0 roadmap for 3SX in README. Check it out and let me now what you think
github.com/crowded-street/3s…













