3D Fighting School FAQ by Kellogg Copyright 1999, Kellogg Bowles version .01a2 Hi there. Despite the fact that we call this a FAQ it really isn't one. Consider it a translation of some (but growing) translations of 3D Fighting School's menus. .01a1 - initial version released .01a2 - incorporated Erik Dimander's Profile translations (dr.dim@home.se) - added text editor and date editor translations - corrected table of contents (i think) - (some) cleanup (2/24/99 7:08 PM PST) Section 1.0 Introductions Section 2.0 Controls Section 3.0 Translation Section 4.0 FAQs Section 5.0 Secrets Section 6.0 Legal Mumbo Jumbo Section 7.0 Contact Information and Credz Section 1.0 ================================================== Introductions Welcome to the 3D Fighting School FAQ. 3D Fighting School (3DFS) is the 5th "Construction Kit" that ASCII has released on the PlayStation. 3DFS follows "RPG School", "Dezaemon 3D", "Dezaemon Plus" and "Dezaemon Kids" in that each of these tools allowed you to create a game of a particular genre. Here's the list of ASCII construction games for the PlayStation: RPG School 3 - Make 2D RPGs. Very cool software here! Dezaemon Plus - Make 2D shooters. Nice but very difficult work Dezaemon Kids - Make 2D shooters, iconic Dezaemon. No music editor Dezaemon 3D - Make 3D shooters, also very complex 3D Fighting School - Make a 3D fighting game Other construction kit games are listed below. Note: this list is currently very short, help me fill it up :) Carnage Heart - Build and program mechs to fight Zeus:Carnage Heart - Update to Carnage Heart Pandora Project - Build and program mechs Theme Aquarium - Build and operate an aquarium Theme Park - Build and run a theme park Dungeon Creator - Build 3D step/turn dungeons >Section 1.1 Packaging 3DFS comes in the larger format jewel case that many Japanese video games arrive in. On the back of the case we can see that the game is for 1 or 2 players and occupies 1-15 blocks of a standard memory card. Inside is a thick (78 pages) manual, one PlayStation CD and a registration card. Nothing out of the ordinary except for that big manual, then again, RPG School 3's manual rang in at 114 pages. Section 2.0 ======================================================= Controls In Game In Editor (Motion) Triangle - change camera position Circle - OK X - Cancel Square - Hide Menus/Controls Section 3.0 =================================================== Translations A translation of (not) every menu and screen in 3DFS follows. ======== Main Menu ======== CPU Fight VS Battle Game Options - goes to Editor - goes to ======== Game Options ======== CPU Level (Easy, Normal, Hard) Time Limit (15, 30, 60, INF) VS CPU Number of Rounds VS 2P Number of Rounds 1P Life Max (INF, 10-200) 2P Life Max (INF, 10-200) Continue ????????? (Off/On) Hyper Mode (Off/On) Key Config BGM Volume SE Volume BGM Test SE Test Exit ======== Editor Menu ======== Left to right, top to bottom: Top Row: Clear Data Load Save Middle Row: Profile - goes to Model - goes to Motion - goes to Bottom Row: Logic Test Play Option - goes to ======== Profile Screen ======== (thanks to Erik D) First Name (Red) (Goes to ) Last Name (Orange) (Goes to ) Birth Date (Yellow) (Goes to ) ???????? (Green) Blood Type(Light Blue) ???????? (Blue) ??Other Info~Birthplace and so on??(Dark Blue) (Goes to ) ??Other Info??(Purple) (Goes to ) ??Other Info??(Pink) (Goes to ) ======== Text Editor ======== Control: L1 - toggles between: (deactivates Kanji editor) Hiragana (orange) Katakana (yellow) Roman (teal) Symbol (green) R1 - activates Kanji Palette X - activates text field backspaces over entered characters when text field is active O - enters selected character - deactivates text field when text field is active D pad - Position cursor over chacter when entering characters - Position insertion point in text field when text field is active. Start - Exits the text editor Choosing Hiragana or Katakana will display appropriate Kanji in the Kanji palette. ======== Date Editor ======== Control: Up/Down - set number Left/Right - place cursor X - Cancel O - Set Display: Three Numbers: Year, Month, Day (in that order) Year - freely adjustable Month - 1 through 12, wraps Day - Wraps to # of days in month field or 31 if no month yet set - Also adjusts to appropriate number of days in Feb. if year is set ======== Model Select Screen ======== Simple enough, choose which fighter you want to represent your moves. Kind of cool that you can build a set of moves and then watch all the characters use them. Unfortunate that you can't model your own characters. I would have hoped for at least a skin color option but alas, it appears we're stuck with what ASCII give us. Any secrets to unlock more from this screen would be most welcome. ======== Motion Screen ======== This screen has four lists. Press Up/Down on the D-Pad when this screen appears to select a list: Hitting Moves (DAGEKI) - Yellow Grapple Moves (TOUGE) - Red Victory/Defeat Dances (SHOUBOU) - Blue Base Stances (KIHON) - Green Each of these has within it's list: Erase (Blue) Load (Green) Save (Red) Compact (Yellow) When a move is selected a menu appears: Editor - opens the Copy Paste - (dimmed if nothing has been copied) When you've made a change in an editor and you back out of it, a menu appears with 3 choices as follows: Save Don't Save Cancel ======== Motion Editor ======== Across the top of the motion editor screen are three buttons: Motion displays Create enters Set Name opens ======== Motion Step List ======== Six Colums: Position Frame W? ****** Zcm ***** Xcm ***** (Y is set in the position itself) Rdegrees ======== Motion Create Screen ======== Across the top of the motion create screen are two buttons: Command Opens key command input screen Hit Displays ======== Hit Paramter List ======== Frame JIZOKU (Persistence, Continuation) Follow Through? ????????? Damage Impact Area SIZE, Damage Area SIZE Part of body which causes damage X Offset from that part Y Offset from that part Z Offset from that part ????????? ????????? ????????? ????????? ????????? ????????? ????????? ????????? Sound Effect (Hit) SE Count SE Frame Number SE 01 Frame SE 01 SE 02 Frame SE 02 ======== Editor Options ======== Punch Point Visibility Move Display P1 Move Display P2 Toss Height Measurement Logic Display (cool) Facing Indicator ======== Logic Editor ======== Please have patience. The logic editor is somewhat overwhelming for someone who knows only a smattering of kanji... Enter Logic Editor get 4 buttons across top: Load, Save, Editor, Test Editor: Notes: See the word AITE (?) (1st two Kanji) at the beginning of almost all the logics (in the blue list). This means "opponent" The three colored List Control Buttons are: Close Proximity Medium Proximity Far Proximity Top Blue List is list of opponent actions (Ooooh, Hi Res!) 1. Opponent Stands 2. Opponent Stands and Guards 3. Opponent Crouches 4. ... 32. ...still working on this list (yikes) Section 4.0 ============================================================ FAQs Why are there no Frequently Asked Questions? Sorry to confuse you. This document hasn't really reached FAQ status yet. Consider it a translation and other stuff document at this point. Maybe it will answer some questions. If not, send the questions to mcteagle@oz.net and I'll see that they get in here in one way or another (see the Credz section) Section 5.0 ========================================================= Secrets Where we unveil the power and performance of a full 3D Character modeler in 3DFS! Uh, sorry...please someone, find this feature! No secrets (at this time) Section 6.0 =============================================== Legal Mumbo Jumbo Whatever it is, don't do it. No part of this FAQ may be republished or printed, electronic or otherwise without express written consent of the author (Kellogg Bowles). If you want to use it, let me know! Thanks. Section 7.0 =================================== Contact Information and Credz You can find the latest version of this faq at GameFAQs (www.gamefaqs.com) Find this faq's host at mcteagle@oz.net and here are the others who've toiled night and day to make this FAQ more than it would have been if I'd trogged it alone... Erik Dimander's Profile translations (dr.dim@home.se) ok...help me out here people