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GIGA STREET FIGHTER II: The Final Round Deluxe Plus: A Windows PowerPoint Port Of “ULTRA STREET FIGHTER II: The Final Challengers” For PPT 2016+
7 years ago

Voice Packs Are Now A Thing!


The first of more than one voice packs has just been released. You can see how to use them in its package description.

“What on earth is a voice pack?”

Easy! In the case of “GIGA STREET FIGHTER II - The Final Round”, it’s a collection of voice files that can be used to replace the stock fighter sounds. In other words, it’s a great way to customize what your copy of the game sounds like upon the release of the final version!

“Can I use a voice pack yet?”

Not yet. The game is currently formatted under an anti modding policy to help prevent fanatics from stealing trade secrets until the final version comes out.

“When will the final build be released?”

The final rendition of the game is slated for a Holiday Twenty Nineteen release, but that time frame may be subject to change to either sooner or later with little to no prior notice. However, we do promise that we will let you know within a month of this planned launch date if we need more time.

“Well what the heck is taking so long?!”

1. Voice Packs:

For one thing, we plan to launch a whole bunch of voice packs for this game. But to launch them, we first have to make them. And that’s where some of the waiting comes from. We’re waiting as well.

Each voice pack is dubbed by a different voice actor, or sometimes by the same actor whom created a previous voice pack, but in a different style or with a different effect or layer of combined effects placed over her or his vocals.

But remember how it was said that we’re waiting too? Well, we’re not waiting for more voice actors, we’re just waiting for a free moment of theirs during which we can complete their recording session. Each voice pack has at least a hundred and six recordings within it, so depending on how much free time they have per session, a voice pack can take anywhere from a day to a month to record. That being said, we greatly appreciate your patience with us.

“Well why don’t you finish working on the game before you make all the voice packs?!”

Well, as the game is currently structured, due to our prerelease anti modding policy, it is incredibly difficult for even us developers to make any changes to the stock audio. It involves having already exported each and every single combination of story driver, opposing challenger, and stage; as its own separate game engine, changing that engine’s file extension to .zip, creating a copy of the voice bank we want to sub into the game’s audio code, renaming all the voice files in our duplicate library to the exact spelling, casing, and spacing of each specific audio file in the vanilla sound library, replacing the default sounds with whichever ones of our new character vocals would fit best in each situation possible within the game engine, and finally, changing the main game’s file extension back to .ppsx and testing it out to make sure that none of the sound files got put in the wrong places.

Sound like a lot? Don’t worry, it is! But that’s only the mere beginning! Just feel happy that you’re not the one doing it all! Eh?

2. Music:

One of the most important features of any well made video game is a great soundtrack.

I. It’s got to have music!

Besides that it’s the true father of video game history, how many people you know mention Pong? How about more than once or twice? How about on a day to day basis? If your answer was between one or two people and no one, there’s a reason for that: the game lacked any music whatsoever! Some might say that it’s unfair to say that about Pong, given the limitations of the hardware back then, but it could make really short, blip like ping (Pong) noises, so surely, if the developer had thought about it, he could have combined those into a melody, or at least some kind of catchy rhythm, eh? But it’s because he didn’t that we brought it up here.

II. Not only does GSF II need music, but it needs good music!

Please do keep in mind here, we’re trying to preserve the infinitely catchy musical legacy of a, yes, popular, but still, evermore aging arcade title. We’ve got a lot on our hands, and we want this, more than any of our other ProJects, to go off without a hitch! Given that, as well as the complications brought on by the structural complexity of the GSF II engine and our in house anti modding prerelease policy, it’s not going to be anywhere near as easy to swap out the stock midi files for the incredibly awesome HD compositions we’re crafting to take their places. We can probably read your mind right now: “Let me guess, more complications?!” And you’d be right:

A. External Modding Incompatibilities:

If you were patient enough to read about how laborious it is for us to mod the default game audio, you would have been able to infer that replacing the stock sound clips is not done in PowerPoint, but actually in File Explorer. However, as with seemingly everything these days, there is a catch to operating via this method: it only works if both the stock sound and the replacement sample are of the same file type; so you can’t use File Explorer to replace “media1.mid” with “media1.wav”, or you’ll permanently corrupt the entire game engine! Therefore, since we’re replacing .mid sequences with .wav jams, we’ve still got to do that part in PowerPoint itself, which is slow and time consuming, since PowerPoint only lets its users replace a single file at a time.

But that’s not even all we have to worry about here!

B. Transitioning The Game To Finality:

Lastly, (and we know you’re so glad to see that word when it comes to complications regarding this game’s development,) although our anti modding policy stands during the beta days of GSF II, we obviously don’t plan to keep our Jaders under such unfair restrictions as to their creativity. After all of the above hurdles have been thoroughly and properly conquered, we will finally migrate all of the game’s sub engines into its core infrastructure, which should enable the game to run much more quickly and smoothly, and load less often too. It is at this point that the voice packs we offer will finally gain their ideal purpose! We will release updates to each pack that shall properly format them as they will stand in the final game engine, so that all you’ll need to do is to copy and paste them, DIRECTLY! Into the single appropriate folder within the game engine!

And THAT’S! Our plan for the entirity of “GIGA STREET FIGHTER II - The Final Round!

WHEW!

“May we Jaders submit our own voice packs for approval?”

Yes in fact, you may! Just comment with a Dropbox link leading to a .zip (not .rar or any other non windows format) archive containing all of your versions of the samples in the JadeJohnson Voice Pack, being sure NOT to include any vulgarity or inappropriate references whatsoever, and not only might we approve it for use in the game, but if we do, then we will also create an updated, user friendly variant of it for you when the final game launches, completely free of charge!

Thank you so very incredibly much for taking the time to have read all of this text, and until our next post of any kind, “Happy Jading!”



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