nah they weren't missing, i just forgot to reset the system.def back to default stuff and yea I just realized I never put the files back into an axx folder lol its been updated & corrected
(I'm not taking requests and don't plan to, so please don't ask.) Thought I'd try my hand at making and uploading palettes. I'm a bit of a novice when it comes to this sort of thing, so feedback is appreciated.
Hisui (Resentone) - Daikokuten I've been getting into Fate/Grand Order recently and thought this particular Servant was funny, so I went ahead and made a set of palettes based on them. Included are a set of 6 palettes; the first 5 are based on the initial appearances of No. 1 - No. 5 and the 6th is based on the group's collective 3rd Ascension form. The first 5 only have minor differences in hair colors while the 6th has more substantial changes.
Requestor: DeathScythe Character/Game: Akuma CvS/CvS2 Evidence of progress: https://mugenguild.com/forum/msg.2556941 Requests: Kongou Kokuretsuzan from SF3 Reference: Original from SF3: CvS conversion (I think PotS made this one):
While this conversion is not bad, it still has some SF3 traits, I feel like a full CvS conversion is very possible. Maybe I don't even need to say this, but if anyone is willing to take a shot, please do so without the effects! Thanks in advance
Resizing the dialogue system from 4:3(640x480) to 16:9(1280x720)
You can ask it to make pixel art. Or of course just downscale the images.
Updated the "Deep Violet Haze" stage with layer separation.
the only thing stupider than generating ai images as a stand-in for art in the first place is asking it to generate "pixel art." under even the tiniest modicum of scrutiny, the product it outputs completely falls apart. not that it didn't already do so for anything else.
I'll wait patiently for your fix! Also I'm migrating to 0.99, thanks for telling. The nightly builds seems to be the latest versions but kinda unstable, correct? You've plans to migrate everything into the future version? I don't know how big the changes would be between versions anyway.
The nightly is less stable but it's also more recent. So it may have a new bug once in a while, but overall it has less bugs.
I will always keep my works up-to-date with the latest Ikemen (until I retire again anyway).
I’m still on Ikemen 98.2, so I haven’t been able to download your update patches. I tried to switch to 99 but a lot of stage edits were broken when I moved over. Also a few characters integrated power bars appeared wonky in the new version, so I’m staying put for the time being.
The 0.98.2 file is not as up-to-date so it's missing some compatibility improvements. Maybe that char already works in the 0.99 version of the code.
Hello there. Thanks for the update! I'm having a lot of fun with your TAG system.
Adding by what BeastwithFriends said, I've encountered a similar problem.
Snowman by The Snowman Team is a character that I can't use in your tag. He's constantly hoping back and forward in your character's current position. I know this is OBVIOUSLY the character problem, but I wonder why that happens. I still didn't check his code on the hop states though, so maybe is a very easy problem to fix. I've a similar problem with a character that hops but after a couple of seconds he goes away.
Now, I know you made this to not being customizable and basically installing it and play with a lot of universal compatibility, which works perfectly for that.
But I had some ideas since after so much playing with it, may be lacking an option for me but I could be wrong (I know you based it on MVC:I style): Assists.
This would require to remake how your tag system works and honestly I'd like to make it myself but I have no clue how this works, but basically my idea is the following:
Button TAG 1 neutral/forward/holdforward: Switching to Character 2 Button TAG 1 back/holdback: Switching to Character 3
Button TAG 2 neutral/forward/holdforward: Calling Assist from Character 2 Button TAG 2 back/holdback: Calling Assist from Character 3
It would make the system a bit more complete by adding assists, and retaining the same effects as switching to one character or another but in only one button with a basic and intuitive input.
Of course this would require to set the Statedef for your dessired asist, and it requires touching each character's code which loses the purpose of your easy install, but I think this would enrich the system by a huge margin. Maybe adding it as a separate version / something optional?
You already implemented the possibility to switch in a character while doing an active move, but after playing a lot I think the best of the best would be to retain this asking for a little of power to not overabuse it (mostly on supers that fires projectiles that lasts extensively long), and adding ONLY ONE assist per character to compensate, so the player needs to think if they want to use the tag options offensively; it would cause some risks as the assists can take damage and the tag-in while casting a move asks for power. Normal switching and Counter Switching would stay the same as I think it is literally perfect.
I know there's another tag system from Orochi Kyo which is customizable but that one is just too complex and requires A LOT of customization; my idea is way more simple: Moving the switching options to only one button and adding only 1 assist per character to the button that is now free.
What do you think? It is possible? I'd really like to work on something like this but honestly I have zero idea about tag coding. I just make some basic edit on chars...
Re: Can't Get any Holn's AI Patches on Onedrive...
Hi! First post here, was reading the forums for a bit but there was some stuff i can't understand and maybe someone can help (user "N." could but i can't send PMs for some reason.. new account maybe?
1 = User N. posted a cheat table for ripping Fatal Fury 1's sounds but i wanted to know 2 things
First, how can i make a similar table but for other Neo Geo sounds and second, what's this "04" code value for...
(Code by N. for Fatal Fury 1) <cheat desc="Sound Mod? +256"> <parameter> <item value="0x00">00</item> <item value="0x18">18</item> </parameter> <script state="change"> <action>maincpu.pb@10763E=param</action> <action>maincpu.pb@1076C3=04</action> <action>maincpu.pb@1076C1=00</action>
2 = Probably people in here know about the Caname emulator and its jukebox... a tool i myself used years ago and it works perfectly. My question is, why Caname's jukebox can be used to play sfx and voices but not UniBios?
Example = Some voice samples in Fatal Fury 1 are stored in the 184C code onward. If i use Caname's jukebox to play them, it works. But if you use the UniBios' jukebox, 184C or anything after it, the sounds won't play even though the sound code is correct. This is a problem that happens in lots of Neo Geo games using multiple addresses if you try to trigger them via the UniBios and i don't know why
Has someone managed to play those addresses via UniBios?
And lastly, back to the Caname emulator's jukebox... is it possible to somehow extract the codes that Caname uses and port them as a XML cheat or i'm out of luck? I'm quite sure that jukebox is using the same memory edit stuff like the one i posted above
If you're wondering why i don't simply use Caname is because i log sounds in VGM and only the normal MAME allows that T_T
If anyone can help (just knowing how to trigger the sounds via UniBios would be enough since i know the sound codes by using Nebula) much appreciated :3 (no idea how to tag users so i can reach N.)
Edit = So i tried ArtMoney's memory view in both the UniBios jukebox and Caname's... the instructions that both sound players send seem to be quite different. Jumping instantly from value 0730 (first playable song in FF1, Richard Meyer's stage) to 184C via editing the address value with ArtMoney won't trigger the sound either using the UniBios. I'm stumped as to what exact addresses the Caname jukebox edits when using the PLAY and STOP command and the sound code selector but it's 100% obvious that both the UniBios and Caname's jukebox do different stuff in the memory :/
I've been trying to have a char to resurrect at the end of each round as long as he has =3000 power. As im pretty much a beginner with this kind of things this is way beyond my knowledge. Ive been looking for resources or guides to have it done -mainly trying to do adapt SF3's Gill own code-, but as of now i havent been able to make anything work as intended-my fault, for sure-, and i think i've already come across each bit of info there is online and im still clueless.
So, I could use some help. Thanks in advance!
Re: Can't Get any Holn's AI Patches on Onedrive...
It's crazy to see you're still supporting us after all this time. I hope everything in your life is well and thank you for everything that you have done for us
Also I forgot to reply to you but I appreciate it.
. Boas novas: consegui falar com ela. Não só recuperei a senha, como também ela me explicou onde eu estava errando com o FTP. Até o próximo problema, estou de volta ao jogo. . E que jogo, meu Deus! Ontem fiz as contas e ano que vem fará 10 anos que comecei esse troço! Preciso seriamente rever minha organização aqui!