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    MVC2 Project Kickoff [Part 2]

    Friday, May 1, 2009, 01:14 PM [Developer Diaries]

    Here's the next batch of developer diaries - a conversation regarding what the feature set for MVC2 should be.  This ends with a discussion of upres filters, which will lead nicely into the next blog update.

    Email chain to be read from bottom-up.  Please note: much more discussion occurs behind the scenes than what appears in this correspondence.  So don't jump to any conclusions about who made what decisions about feature set.  Otherwise, I won't be able to share this stuff to the public!!

     

    -----------------------------------------

    From: Gary Lake | Sent: Tuesday, May 20, 2008 | Subject: RE: Upscaling Discussion (relevant to MvC2)

    Yes, we should consider offering some filtering options.  hq4x is one of several solutions used by the emulation community, but there are others.  Filters can give strange results, so they are not always desired.. And there is a performance impact.  This is something we'll need to discuss with the dev team.

      - Gary

    -----------------------------------------

    From: Christian Svensson | Sent: Tuesday, May 20, 2008 | Subject: Upscaling Discussion (relevant to MvC2)

    While we're shooting for the native 480p, the option of an upscale with a much better filter than was used in SPF would be nice. When SPF came out, loads of our fans pointed us to HQX4 (www.hiend3d.com/hq4x.html) as something we should have employed.

    Is this something we should be considering for MvC2? Obviously, like in most of the newer Sega games we should give users the ability to turn off the effect, but should we provide it as an option if people want to run in 720p?

    This is what triggered my thought process (some of those things look beautiful):

    www.neogaf.com/forum/showthread.php?t=22...

    -----------------------------------------

    From: Gary Lake | Sent: Monday, March 24, 2008 | Subject: RE: MvC2

    I still think we could experiment with changing the camera for widescreen.  In the video, all the user sees is big black borders on the left/right side of the screen.  If this could be in-game background, this would at least look better at 16:9.  Let’s throw this out to Backbone to see if they can reproduce what we did in HD Remix.

    We need to have some kind of auto up-res filter for the sprites.  We can do a lot better than what currently exists.

    > [Christian wrote] If anything, that youtube video calls out a need for replays

    The problem with replays is not the tech behind recording an entire game and allowing users to save it.  The issue is with how the replays are shared.

    [Note: this was before Sony announced YouTube video upload support]

    Microsoft has a mechanism for attaching a “game clip” to the top N Leaderboard entries.  If that is what we want to do, the problem should be a matter of allowing users to click on a Leaderboard entry to download and view the game clip.  There may be some limitations as to when and where a clip can be viewed due to emulation restrictions.

    If we want to allow users to upload and share game clips, then it becomes a bigger deal with the same issues as with map/level sharing in Flock and Plunder.

     - Gary

    -----------------------------------------

    From: Kraig Kujawa | Sent: Monday, March 24, 2008 | Subject: RE: MvC2

    55 Characters is a pretty good value proposition, especially given that they’re Marvel. No rebalance needed.

    Good point about the 16:9 - look at this MvC 2 combo video:

    www.youtube.com/watch?v=zj4aCxN6Qpg

    -----------------------------------------

    From: Christian Svensson | Sent: Monday, March 24, 2008 | Subject: RE: MvC2

    As for Gametap, basically, if we were to use them for a PC version they would take a ROM image and do whatever they do with it (nearly all of our arcade games are already up there working fine in the same manner), but we have contract limitations.

    I suspect 16:9 for MvC2 is going to be out of the question because of simply how much vertical jumping there is in the game, but we could noodle on it a bit to see if it makes sense.

    Should we think about having rebalance? It could up the profile of the game/value proposition to the consumer. That said, it’s 55 characters, not 17… so maybe that is biting off more than we should really think about.

    -Christian

    -----------------------------------------

    From: Adam Boyes | Sent: Monday, March 24, 2008 | Subject: MvC2

    All -

    We’re looking into getting a true quote for an MvC2 port. I would like to get everyone’s feedback on the following planned info… and then we should all have a meeting to discuss.

    Targeted platforms:

    XBLA

    PSN

    x No PC - Christian is this already available on GameTap?

    Targeted Featureset:

    * Online tech - GGPO or HD Remix rewind tech

    * New UI

    * Remaining online feature-set identical to SSF2THD:

        8 Player tournament

        Quarter matches

        Spectator Mode (4 spectators)

        Headset support

    * 16x9 widescreen support (zoom as it functions now)

    * More robust stat tracking

    * Worldwide rankings and leaderboards

    What it WON’T be:

    No new art

    No new sound effects

    No new particle effects

    No rebalancing

    I still worry about the fact that if we start adding new features (even if it is parity with SSF2HD) then it opens up Pandora’s box [long development time] and we don’t want to have that discussion.

    Our goal should be to create an updated version of what many people think is the best 2D fighter without messing with what works.

    Thoughts?

    -----------------------------------------

    From: David Crislip | Sent: Thursday, January 10, 2008 | Subject: Surge of GGPO interest in Japan!

    Hi Christian,

    I guess playing really is believing. After a few rounds of Street Fighter Alpha played internationally via GGPO, a huge surge of interest among the "Game Center.com" crew and [original] MvC2 producer has hit the Tokyo office like a tsunami. The atmosphere has gone from "What the heck is GGPO?" to "Holy crap! This is great! We HAVE to use this!"

    Best,

    David

    -----------------------------------------

    From: Seth Killian | Date: Tuesday, September 04, 2007 | Subject: RE: community ideas

    kotaku.com/gaming/make-it-so/marvel-vp-w...

    Comments are, to say the least… enthused.  The “where is MVC3!?” thread is also SO recurrent on the boards that the new fad is threads about why it will never exist. 

    Best,

    Seth

     

     

    1.9 (1 Ratings)

    MVC2 Project Kickoff [Part 1]

    Wednesday, April 29, 2009, 04:54 PM [Developer Diaries]

    Thought the community might be interested in some historical information about how the MVC2 project was kicked off.  This first part is related to building the game from the Dreamcast source code.  I may add more info depending on community reaction.

    Email chains posted below (read from bottom up).. I've edited only to remove very specific sensitive information:

     

    -----------------------------------------

    From: Gary Lake | Sent: Wednesday, June 18, 2008 | Subject: MVC2 Dreamcast source is here

    I have received the Dreamcast source code - you can grab from [details removed].

    Caveats from Capcom Japan:

    This is the Japanese version of the game.  The network code is based on the DC modem and KDDI matching service.  The game also shipped with a different set of locked characters and a purchase system that required points from playing online and in the arcade in order to unlock items.

    I already looked this up, full details here - includes info on how to hex edit the save game file to unlock all 56 characters, 7 stages, and level.

      - Gary

    -----------------------------------------

    From: Takashi Kubozono | Sent: Tuesday, June 10, 2008 | Subject: FW: Re[2]: Marvel Vs Capcom 2

    Gary-san,

    CJ marketing people understood our situation and said they will help us to make this happen.

    But, another e-mail regarding the source code request for DC(JP) version came from R&D.

    The person who controls all archive is asking specific reason or plan how we utilize DC Japanese source. His questions are;

    - He only have Japanese version source code and wondering is it useful to our developer.

    - DC(JP) version has linked feature that use DC Visual memory to unlock certain characters and is not in PS2 and Xbox version.

    - If developer use the code from DC may cause the issue that certain character could not unlocked.

    - Also network component is designed for Modem and sync logics may be outdated.

    If you have any idea to explain would be helpful.

    Reason such as DC has less bug means more complete game than Xbox version that we plan to use for the base of porting etc.

    I understand that DC version is useful or not can not be determined unless our programmer review the code.

    Thank you for your help.

    Takashi Kubozono

    -----------------------------------------

    From: Gary Lake | Sent: Thursday, June 05, 2008 | Subject: RE: (Marvel vs Capcom2 additional material request)

    > We think that Japanese version data is not needed to port US version since

    > you have US version source code. Please clarify the reason you need the data.

    The PS2 and Xbox versions of the game contain bugs and defects that make these versions not as desirable as the Dreamcast and Naomi versions.

    We would like to directly compare the arcade source code with the PS2/Xbox to identify differences and fix the bugs.

    We would actually prefer the Dreamcast home version of the game - if this is available, arcade source code would not be necessary.

    > We supplied PS2 and Xbox version source backup and porting target is for PS3

    > and Xbox360 download delivery.  Of above situation we think you should utilize

    > PS2 and Xbox source materials, not necessary have Japanese version.

    We plan to base the port on the Xbox version of the source.  However, the arcade version would be very helpful to use as reference, and it would aid bug-fixing. There may be reasons to analyze the original arcade code to determine how online networking was added.

    The arcade code will be used as reference and encryption will not be needed for the port.  If the Dreamcast source was available, this would be better.

      - Gary

    -----------------------------------------

    From: Takashi Kubozono | Sent: Thursday, June 05, 2008 | Subject: FW: (Marvel vs Capcom2 additional material request)

    Hi,

    I'm sending e-mail back and forth with CJ character rights department to get additional backup for Arcade version etc.

    Below is several question came back from CJ and they are saying without additional information, they are not willing to supply Arcade version source backup because of that backup is for Japanese version and they don't have US version backup other than they already supplied.

    Questions from character rights department:

    - We think that Japanese version data is not needed to port US version since you have US version source code.  Please clarify the reason you need the data.

    - We supplied PS2 and Xbox version source backup and porting target is for PS3 and Xbox360 download delivery.

    Of above situation we think you should utilize PS2 and Xbox source materials, not necessary have Japanese version.

    Comments from Software engineering group:

    - We are wondering why you need AC version source code, the project is for consumer platform since the beginning.

    - We also afraid that you are not understand the complexity of the difference between Arcade version and console version.

    - Why asking AC version instead of DC version? (Kubozono: This caused by some miscommunication, I already answered.)

    Addition to above, I mentioned this MVC2 project is important to us and explained we would like to have any available materials regardless the languages.

    Christian-san,

    At this moment, CJ does not want supply Japanese version backup material.

    I can get more backup materials, If CJ satisfied with our answer and plan.

    Thank you

    Takashi Kubozono   

    -----------------------------------------

    From: Gary Lake | Sent: June 03, 2008 | Subject: Naomi arcade port opportunity

    Great, thanks for the quick response.  I can explain that the project is Marvel vs Capcom 2 (www.system16.com/hardware.php?id=800&pag...).

    The contract we have [details removed] stipulates that this will be a direct port to XBLA and PSN, with all graphics and gameplay remaining the same as the Xbox1 home version.  The main exceptions are that we will be supporting online multiplayer, adding stats tracking, and updating the front-end to MS/Sony standards.

    We can provide the source archive for the PS2/Xbox1 version of the game.  This is derived from the original arcade code, but has stubs for some online multiplayer (that was pulled out of the game at the last minute due to support issues).  I have enclosed a specific ‘source review’ NDA, which you’ll need to fill out and send back [details removed]

    For online multiplayer, we would want you to use a middleware library that we have licensed - see GGPO technology (ggpo.net/blog/) for details.  It would be great if the additional stats tracking required could be done through the normal Leaderboards/Ranking scoreboards, but if not, we also have a license for GameSpy available.

    I don’t think the game side port from Xbox1 will give you much trouble.  We will provide a list of bugs that should be fixed in the original, but this should not be too significant.  The bulk of the busy work will be finding and replacing all menus with TRC/TCR compliant versions, adding Achievements, etc.

    I expect the online multiplayer will be the most significant task.  GGPO works very well for hiding latency, but it requires that the game state be known - game responds to joystick input with only 1 frame fixed delay, game state progresses using basic prediction, joystick data is transferred over the net, if there is a mistake in the prediction the game state must be rewound to the last known good frame.

    Based on the scope of work, I am looking for a developer that has the following types of experience

    - Arcade hardware and/or emulation, particularly Dreamcast/Naomi/Atomiswave

    - Reverse engineering skills

    - XBLA and PSN game development with good submission track record

    - Network multiplayer

    I’ll be up front about this - the timeline requires that the game must be on digital store shelves by [details removed] 2009, so I’m cautiously looking for other options.  It would be helpful if you could provide any detail on experience or skills related to the above areas.

    Thank you,

      - Gary

     

     

     

    3.7 (4 Ratings)

    Dreamcast - Marvel vs Capcom 2

    Monday, April 27, 2009, 08:29 PM [General]

     

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                  ;O#########@##@##@###@##@##@##@###O; 
    
    

     

    The founder of GameFAQs, Jeff "CJayC" Veasey, once wrote an excellent FAQ for the Dreamcast version of MVC2:

    www.gamefaqs.com/console/dreamcast/file/...

    The detailed description of the VMS file (save game) memory map reveals some interesting info about how to unlock all 56 characters, hidden stages, etc.  One thing that very few players actually were able to achieve on their own without cheating is the ability to select the same character multiple times - this required a save file at Level 99 with all other options unlocked.

     

    =-------------------=
    =VMS File Memory Map=
    =-------------------=
    (NOTE: This map is in DCI format, not the original VMS format.)
    
    0000-009F: Standard VMU Header
               0064: Standard VMU Checksum
    00A0-029F: Save Icon
    02A0-02AB: UNKNOWN
    02AC-02AD: D Points
    02AE     : % of Current Level
    02AF     : Current Level (Maxes at 99 naturally)
    02B0-02B1: V Points
    02B2-02B3: N Points
    02B4-02BB: Available Characters (Bit setting, all = F8FF FFFF 07FF FFFF)
    02BC-02C3: Available Costumes (Bit setting, all = F8FF FFFF 07FF FFFF)
    02C4-02C6: Time Played
    02C7     : Hidden Stages Available (Maxes at 7 naturally)
    02C8-02D3: UNKNOWN
    02D4-04B3: Arcade Mode High Scores (24 Bytes X 20)
    04B4-0553: UNKNOWN
    0554-0733: Score Attack Mode High Scores (24 Bytes X 20)
    0734-0735: Number of times Versus Mode played
    0736-0737: Number of characters picked in Arcade Mode
    0738-0739: Number of times Training Mode played
    073A-073B: Number of times Score Attack Mode played
    073C-098F: Number of times character selected
               08A0-0917: Number of times selected in Training Mode
    0990-09C3: Game Options
    09C4-09C5: Checksum-16 of 02A0-09C3
    09C6-09C7: Additive Checksum of 02A0-09C3
    09C8-09FF: UNKNOWN, Most Likely Blank Padding

     

    3.7 (4 Ratings)

    Firing up the Sega Dreamcast

    Friday, April 24, 2009, 06:58 PM [General]

    The Sega Dreamcast was one of the best video game systems ever - I know, because I worked at Sega from 1997 - 2001, and helped launch the hardware ;)

    The reason the Dreamcast is important to Capcom is that some of the best versions of our games were released in the arcades on the Naomi platform and later brought home to the Dreamcast in perfect form.  In some cases, even though games have been ported to PS2 or Xbox, they’ve never been as solid as the Dreamcast version.

    For example:  SRK Discussion

     

    3.7 (4 Ratings)

    HD Remix Beta Patch

    Thursday, August 7, 2008, 06:43 PM [Network]

    We're excited to have the patch going up tonight - crossing fingers that the netcode improvements address many of the shortfalls in the previous version.  While waiting for it to go live, I thought I'd share the last bit of info regarding tweaks to the ‘rollback' system.

    As a reminder from previous posts:  The HD Remix latency hiding solution works by allowing players to input moves immediately and deal with network mismatches later.  When conflicts occur, the game is rewound to the last known good state and then corrected moves are played back until the game is re-synchronized.

    In an ideal situation, this process of rewinding and catching up to the correct state would happen as quickly as possible.  The longer it takes, the more likely players are to notice a timing difference.  There is already an inherent visual flaw in the system as moves that were incorrectly issued have to be canceled and rolled back (appears a momentary ‘glitch').  Our goal is to at least try to finish corrected moves at the appropriate time.

    Rather than play entire moves back during the correction phase, we actually attempt to recover faster by skipping frames of animation and blending between them.  The first Beta release had an early version of this method that didn't account well for the relative length of time between frames.  For example, if a character performed a jump and too many frames were skipped in the middle of the animation, the player would appear to be warping in air.

    After some experimentation, Backbone arrived at a better mix of original and blended frames to smooth this out.  There is still some tweaking to be done on this, but the algorithm appears much improved.  One thing to note is that this is purely a cosmetic fix to the renderer - it does not actually involve a change to the network layer.

    If you would like to see the difference between the old and new smoothing, follow Rey's advice on the Beta Patch announcement:

    "Hold the Left Trigger, Right Trigger, RB, LB and while holding down the buttons, hit start.  You should hear an audible tone."

     - Gary

    4.1 (5 Ratings)

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