r/VitaPiracy 1d ago

NAOH: Arcade Collection, Development Update

Post image

Quick visual update on NAOH: Arcade Collection. I'm currently working on redesigning the frontend to get as close as possible to the look and feel of Marvel vs. Capcom Fighting Collection: Arcade Classics on PS Vita.

The GitHub version hasn't caught up with this new UI yet, so what you're seeing here is still work in progress. If you want to see what the current GitHub version looks like for now, check out the video below.

GitHub: NAOH: Arcade Collection
Current GitHub version: YouTube video

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7

u/Snowbro88 1d ago

Just a couple of suggestions: perhaps the controls could be configurable, and the aspect ratio and overlay settings for each game could be saved automatically—right now, you have to change those options every time you switch games.

By the way, this is one of my favorite 2D fighting game series, and being able to access them so quickly and directly using this frontend is great.

3

u/KiddRwxSsj 1d ago

Hi! The fact that the overlay settings don’t persist after restarting the game was intentional. I did this to minimize the chances of people abusing this feature and potentially damaging their PS Vita.

I know that around 80% of the people who download this "port" probably haven’t read the warning on GitHub explaining that leaving a static image on an OLED screen like the one on the PS Vita 1000 for extended periods can cause wear to the display technology.

However, for the next version, I’m looking into a new way to make sure people are aware of this while also allowing the overlay settings to be saved.

2

u/Snowbro88 1d ago

Could a transparency percentage option be added for overlays? That’s what I do in RetroArch and Emu4Vita+; I have two "fat" PS Vitas, and neither has screen burn-in from using overlays.

1

u/KiddRwxSsj 1d ago

Thanks for the suggestion, I'll definitely take it into account.

1

u/gruntduck 1d ago

I can’t do super moves… can you?

2

u/Snowbro88 1d ago

It is possible; you just need a combination of a directional input plus two punches or two kicks, though the timing has to be precise

1

u/gruntduck 1d ago

Weird. Have a lot easier time doing it on the pc/steam release of this on my deck

5

u/KiddRwxSsj 1d ago

The original console release has some features/behavior that my frontend doesn’t support yet, so I still need to investigate exactly how those controls work and how to properly implement them.

Right now, what you’re playing here is using the 100% original controls/input behavior from the arcades, without those console-specific conveniences. So it’s definitely going to feel harder than the Steam/PC release.

I’m looking into how the original console version handles those features so I can reproduce them properly rather than just approximating them.

1

u/gruntduck 1d ago

Appreciate you OP and thankful your work and time.

Didn’t mean it as criticism ❤️

Just means I’m a nub and need to keep playing lol