The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, older Mugen => Topic started by: Werewood on June 29, 2011, 05:44:23 pm

Title: KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
Post by: Werewood on June 29, 2011, 05:44:23 pm
Yo please don't COTM nominate my KOF XIII Saiki beta; he is far from completion.  Thanks!    :wall:
Admin please ignore my KOF XIII Saiki beta nominations  :wink2:


In my "What kind of MUGEN stuff you will never make even if....." topic   http://mugenguild.com/forumx/index.php?topic=130419.0    , I stated that I will never convert a KOF character.

But!

Bosses are an exception!  So I decided to take a risk and tried to convert a KOF XIII Saiki:

(http://page.freett.com/werewood/saiki_vs_dark_ash.png)
"Stole my power, huh!?"

Sprites:  E+ (65% "rip-able" & useful / 35% "un-rip-able" & not useful)
Accuracy:  D-
Customization:  A.I.

Version beta-7f:

Now BoyBoyz is one of the author of this beta Saiki!  :sugoi:

1. Added a sound to the super counter should it fail to counter anythin, just like the normal counter.
2. removed an incorrect sound from stone throw startup, and added a sound for his hand movement whizzing through the air (the sound of light punch)
3. Corrected the walk and grab's 3 punch hitsound to S1600,1
4. Adjusted air fireball's second stun phase to not hit falling enemies so that when you legsweep the enemy just as the fireball hits, the enemy won't be stunned. True to source.I can't implement this for the forward fireball and handswipe because that stun needs to hold falling enemies in the air.
5. reduced fireball and counter's damage to 30, true to source.
6. Reworked air fireball's helper appear time and appear position again, by removing some image frames in the .air file (to cover the fireball while it's paused) and increasing the pause time before the fireball's velocity activates.
7. Adjusted forward fireball's handswipe sound from animelem 18 to elem 4 (the sound comes from the forward handswipe, not the fireball appearing). Somehow this sound doesn't seem right still; but if it isn't then it hasn't been ripped.
8. Decreased stationary grab startup animation time and extended the duration at the middle (where he folds his arms and pauses) to compensate.
9. adjusted forward fireball's speed to 7.2 from 7.5 (it makes a difference, seriously lol)
10. Changed stone throw's hand sound again to 0,4
11. changed air fireball's handswipe sound to 0,4 (somehow I think this is still not right; maybe it's not been ripped)
12. removed duplicate stone throw sound
13. Added an extra red clsn to animelem 4 of C+D attack. Saiki's elbow hits the enemy too. Modified the hitdef correspondingly. Walk and Grab's C+D and counter's C+D modified too.
14. stationary grab's startup animation quickened again to be more like source.
15. Corrected Standing Strong Punch to only have one hitdef, so it can't perform a 2-hit combo to tall enemies.
16. made forward fireball's sprpriority to negative and readjusted its x axis, so it looks like it comes from within the handswipe
17. Added two more posadds for legsweep, so his forward step looks very natural now. Made the kick come out faster, return slightly slower like in the source.
18. reduced walk and grab's range by a bit. You gotta understand that his arm is quite long. I gauge the range by his arm length.
19. changed counter's black flame sound to 1000,1 from 1300,2, true to source. SUCCESS
20. Changed airfireball and forward fireball's handswipe sounds to 1300,2 from 0,4 and 1000,1 respectively. SUCCESS.
21. Changed legsweep and C+D sounds to 0,3 from 0,4. 0,4 is only for stone throw's handswipe.
22. Changed standing light/strong punch's sound to 0,2. Both are the same, since their voices are the same too.
23. added random chance that all normal moves won't trigger. Also added random 2nd voice (thanks to kenshin and cyanide). True to source. A+B random sound can't be done, because the teleport sound isn't ripped/there.
24. Completely reworked his super darkening fullscreen move: startup sequence time, pauses, screen darkening time, and speed that the red clsn activates. As true to source as possible.
25. Added alternate hitsound for heavy stone throw
26. made saiki's forward fireball speed 7.5 again.
27. added proper sound to super counter
28. removed some standing and counter sprites to make the animation smoother (no bobbing). Adjusted everything according to the minused anims.
29. QCF+lightkick when near makes the sweepkick unblockable, but comes out slower. changed sound and hitsound for it too.
30. added sweepkick's 2nd random sound.
31. added new HITsound  for ligh/strong stone throw. changed the pickup stone sound
32. Revamped all normal move hitsounds. All except C+D were wrong.
33. Changed some anim time for super darkening in the air file; modified pausetimes and screen darkening accordingly
34. hard stone throw hitsound is now 5000,94, hence the need for the sound file in the patch.
35. removed 1 sprite from state 50001, 4000, and 1300 (the counter statedefs) respectively. Head doesn't 'jerk' that much during counter moves already. Nothitby, ctrlset, destroyself, changeanim modified accordingly.
36. Reduced lose-if-time-over sprite to 3 anims only. True to source.
37. Changed C+D's voice to animelem 2. If you didn't get this in the last update, just change it urself (the first statedef 900).
38. Fixed loose dark binding. Consequently, adjusted saiki's jump.neu height back to normal -11.6.
39. Adjusted dark binding's (1099) position
40. changed C+D voice (900,0) to animelem 2. True to source.
41. Updated AI to not use walk and grab for more unthrowable characters.
42. added AI exclusive priorities (like the ability to counter projectiles with reversals, and some nothitbys) while usable version is true to source. Buffed up ai. Try beating it. It has a weakness.
43. Fixed bug with AI's stationary grab and counter moves.
44. Adjusted walk and grab's hit animation to be slightly slower and truer to original.

Version beta-7:

Now BoyBoyz is one of the author of this beta Saiki!  :sugoi:

- readjusted speeds of all projectiles/helpers to 7.5 from 8.
- readjusted downward fireball explod and helper to appear at a later animelem
- adjusted downward fireball's 2nd stun phase to come later at 23 (more like original),
- changed dark binding (1099)'s projanim etc to 10001 instead of 1302.
- added another helper with the same definitions as 1007
- Fixed a bug where the stone would randomly disappear by removing the trigger1 = NumHelper(1601) = 0 in the non-AI helper.
- added the random stone throw in and increased walk and grab speed to +0.5 from +0.4.
- new knockback for fireball handswipe (ground velocity to -6, -4). Readjusted handswipe's clsn and priority, and reduced hit range to animelem 21.
- Adjusted handswipe such that you can only do 2 handswipe combos up close (exceptions like juggernaut etc with huge clsn boxes), before having to move forward to try again due to the pushback and pausetimes (12,12).
- adjusted C+D's ground velocity (-5.5, -4) to push enemy further like in original, and animtype = Hard
- new fireball (for both forward and downward) stun animation with 2 stun phases; fireball now travels faster forwards. New fireball also eats all fireballs including magaki's white orb. No duplicate sounds. Always stuns.
- fixed walk and grab positioning, fixed grab bug, movespeed (adjusted to +0.4), and clsn reach
- added nothitby to counter move, adjusted activation range for C+D, adjusted ctrlset animelem to 33, fixed some bugs, added damage to counter succession but kill=0
- added nothitby to qcb+ x/y (reversal move) to balance out the 'nerf' in counter move (personal preference)
- added nothitbys to fireball p1 starting sequence (to get rid of a bug where if saiki got hit before fireball landed, fireball would disappear or dark web wouldn't appear)
- fixed counter helper staying on screen by adjusting destroyself to animelem = 21. With that, also readjusted all the destroyself and nothitby to 21
- fixed dark web (statedef 1099) being pushed off screen by changing move physics to S
- Made A+B roll time faster (more like original)
- legsweep (strongkick adjusted to reach 30), qcf+a adjusted accordingly
- Fixed inability to block second stun phase (darkweb appearing) by adding a trigger = MoveGuarded to changeanim for statedef 1001. BUT this results in the bug below.
- Since I used beta5 model, the random stone throw thing is gone. Instead, I adjusted the stonethrow to hit enemy into the air, but fall=0 so they'll land on their feet.
- Tweaked jump height (jump.neu = -11.2) and speed (yaccel = 0.55), and adjusted landing/turning speed in .air
- Adjusted fireball's clsn to prevent misses in the air and no darkwebs.
- fixed certain fall/air.fall/forcenofall stuffs for handswipe (statedef 999/1302)
- Adjusted the numhit of some moves to 0, so the combo counter would display accurately
- fixed guardspark bug by adding removeexplod with removetime=20 to both fireballs (1001 and 1002 helpers)
- reworked forward fireball, so that when it hits enemy in the air, state 1888 (freeze) does not happen first; instead, enemy falls to ground, then the second stun activates the freeze. This is exactly like in original. The downward fireball needs more work still though.
- reworked fireballs' groundtype (High then Low vice versa) and ground velocity to make it look more like original.
- removed fireball's juggletime so the combo counter would count infinitely
- Reworked fireball pausetime and groundvelocity so that if handswipe hits, enemy will be stuck in air; but hitting with another fireball allows them to land due to air.velocity = 2 and forenofall = 1
- reworked darkweb (1099)'s air.fall to 1, fall to 0, forcenofall to 0, so that when hit into air by the handswipe, enemy will fall to floor after stun ends, while if just stunned by the fireball, enemy will land on feet after stun ends (does not work for some characters with too small or weird clsn boxes like KOFXII iori)
- Fixed dark web so that when you go behind the stunned enemy and stun him with 2-hitcombo up close, his stunned back will face you still. However, if you make him land with a 1-hit fireball, he will face you.
- Fixed a bug where if enemy was web-binded in the air, another fireball would cause stun to miss
- Reworked standing strong punch to Medium animtype and C+D to hard instead of diagup. Fixed more velocities (ground and air) of handswipe and C+D
- implemented 1302 (counter's helper) for all fireball helpers, so they won't miss (in the air especially) or look awkward (with another fireball coming out)
- Created trigger = command = "Qcf_y" for forward fireball to fade. Until a better solution is found, this will do :D
- Reworked 3 sounds (makeshift commands):
    1. (1300,1) when Saiki's countermove connects into C+D (movetype = H, AnimTime = 0 && p2dist x <= 74)
    2. (1300,0) when saiki's counter fails to hit anything (p2movetype = A && movecontact = 0, animelem = 24)
    3. When Saiki's counter connects successfully (p2movetype = H, animtime = -40). This isn't the correct command. When enemy is stunned, just doing another counter move makes saiki say this voice again, which isn't right.

Version beta-6:

- alternate AIR (kof13saiki_alt.air) deleted no more in need for a boss like Saiki

>> so far this walk&grab move has 2 things to note: first, only the C+D final hit kills; and second, the three punches do normal damage even if the enemy is at veryyy low health.
= Fixed by adding to kill = 0 to the three punches' TargetLifeAdd to ensure these won't kill P2

>> This bug happened where krizalid suddenly jumped out of Saiki's grab, and it was quite funny because saiki was punching the air.
= Not quite a fix but adding a trigger2 = p2movetype != H to make Saiki change to his stance state once P2 for some reason jumps out of his grab.  Please note that Saiki's grab uses a very intrinsic throw HitDef and TargetBind which seems to be permanently binding P2 during the state.

>> Also, with tall enemies like magaki/mukai/orochi/rugal (however it does work fine for some like juggernaut...) or super short enemies like pikachu or metool, the grabbing position is a bit wrong.. saiki looks like he's grabbing magaki's crotch!
= Fixed by using an absolute TargetBind P2 y positioning instead of using P2's size.head.pos.y constant
(http://page.freett.com/werewood/saiki_fix22.png)

>> Beta5saiki's straight fireball handswipe's red clsn stops at 16/54 ticks, but i've observed in the original that it ends at around 29/54 ticks (as long as the black flame was still there around his body), meaning that the enemy can still be hit at 29/54.
= Fixed by BoyBoyz

>> For Saiki's hard version fireball, his hand (not the fireball) sweeping outward can cancel boss priority projectiles.
>> Saiki's fireball needs to have higher priority. Even True Geese's double reppuken is cancelling and going past it
= Increased the hand sweeping fireball from projpriority = 1 to projpriority = 100; it should be able to cancel most other fireballs such as Magaki's pink fireballs and even his fog-like helper-based fireballs!
= Changed the main fireball (the oval-shaped dark stone) from Projectile to Helper and added an extra projectile along with the helper to try to cancel out P2's fireball
= The helper and its projectile now has pausetime = 0,0 which means they no more stun P2 in mid air

>> hard version fireball and counter move need a stronger dark bind..........
= Now Saiki's hard fireball and counter move use Helper instead of Projectile to stun bind P2, hopefully making it bind stronger.........

>> This happened when Igniz reflected Saiki's projectile, but the stun thingy still appeared. Rugal and athena have reflects too.
= Now Saiki's hard fireball is using Helper, so Igniz/Rugal/Athena shall have hard time reflecting it........

>> the stone throw had light and hard versions of it (I've no idea how to activate them in KOFXIII though)
= I added one more version of the move yet it comes out by 50% chance!

>> Saiki's counter move could be spammed VERY fast - he could do another counter move (if the first one missed) right after his hand reached his chest (did not need to wait for the hand to return to his side).
= I added a CtrlSet value = 1 to allow you to gain control of Saiki when his hand reached his chest (animelem = 26)

>> Consider adding AI solutions for opponents like Onslaught, Abyss, Apocalypse, Leopaldon (Guilty Gear Isuka) etc who cannot be grabbed
= Now using the p2name trigger, A.I. will use stone throw move instead of walk&grab move against A.I. Onslaught, Abyss, Apocalypse, Leopaldon, and my Infant Mutant Naughty Baby!!!

Version beta-5:

- increase poweradd for normal moves and special moves

1a. After stunning the enemy with his fireball, beta4saiki should not be able to walk through the enemy. Original Saiki could only walk against the enemy and the black thingy would be moved along with the being-moved opponent
>> added this feature by setting velset State Controller in the black thingy Helper statedef

1b. Major bug! Sometimes the enemy doesn't get stunned by Saiki's fireball even though the black thingy appears. This happens mostly (not confirmed) when the enemy is about to start a move or EX move or jump, and is quite close to saiki (not right next to him though).
>> used different methods to try to prevent this from happening, hopefully

1c. In beta4Saiki's hard version fireball, the first hit with his hand should 'chain' with the fireball. In other words, the enemy should not be able to block the fireball after getting hit by the hand.
>> increased the P2 pause time for the first hit

2a. After being stunned by the fireball, if beta4saiki did a counter move right next to the stunned enemy, he would automatically follow-up with the punch as if the counter succeeded.
>> fixed by using a new variable

2b. Quite lucky to chance upon a very rare and interesting thing: if Beta4Saiki's counter move succeeded but he was accidentally hit out of it, he could perform another counter move which would not do anything (or any other move for that matter), then after that the C+D would automatically still come out! Maybe the whole move should not be bound together or something, and maybe saiki should be made invulnerable once the counter connects.
>> now Saiki is invincible during D,DB,B,a/b special counter move

2c. I only encountered this ONCE. After stunning the enemy with a fireball, I performed a counter move from about 1/4 screen distance away (while the enemy was still stunned). I executed some other move while the counter move was in motion (can't remember what I did exactly). Something happened... and saiki just stood there and kept doing the counter move (without me pressing anything) until the enemy stopped being stunned. I couldn't get the bug to appear again... maybe it's nothing?
>> fixed by tweaking ChangeState State Controller triggers, hopefully

3. Saiki's walk and grab/grab move: when the enemy is at very low health, the first three punches deal no damage.
>> changed to triggerall = p2life >= 10 for the TargetLifeAdd State Controller

4. In addition to the infinite fireballs, after the opponent is stunned by a fireball, original Saiki could still do the counter move also. I've learnt from you to add the ';' in front of the numhelper thingy!
>> cool~

5. There's one more thing that makes the original saiki so powerful. He can cancel his punches or kicks into any of his special moves (fireball, grab, counter) even without the punches/kicks hitting the enemy! However, the order is only from punch/kick to special move, and it ends there. I wonder if this can be enabled in mugen?
>> done!  changed from movecontact to time >= 3

7. If the enemy is hit out of the black thingy before the full stun-time, the black thingy should fade away faster instead of remaining on screen for the full duration.
>> done!  added a ChangeAnim State Controller for the black thingy

8. Not sure but did you give saiki a recovery stance? Like when he is about to fall and touch the ground he can recover by pressing A+B.
>>  done! please press ("z") or ("x" & "a") or ("x" & "y")

Version beta-4:

bug report and fix by Insanius:
>> The sparks need to use additive transparency,
AS256D128 added to super start-up FX, hit, & guard/block sparks anims

bug report and fix by Nameless353:
>> Hitsparks appear even when the enemy isn't hit.
Fixed by changing trigger1 = (enemy, stateno = [5000,5999]) && (timemod = 10, 0) to trigger1 = (enemy, stateno = [5000,5050]) && (timemod = 10, 0)
>> I dunno how, but the A.I. stays on the air floating sometimes.
Fixed by adding in P1 throw and P2 thrown states a posset and posfreeze State Controllers

bug report and fix by BoyBoyz:
>> 1. When the opponent gets stunned by the fireball, he/she can be moved outside of the black thing by just walking into the enemy. The stunned enemy is supposed to be stuck inside the black thingy.
Fixed by adding a playerpush value = 0 State Controller to P2 custom state
>> 2. the hard version of saiki's fireball doesn't do a 2-hit combo when saiki is right next to the enemy; only the hand hits but the fireball doesn't hit. Maybe the CLSN of the fireball can be adjusted a little.
Fixed by making the fireball red clsn box rearly wider
>> 3. After the counter move connects and the enemy is stunned, saiki will use his hand to knock the enemy away. When this happens, the black thingy should not remain on screen anymore.
Fixed
>> 4. The counter move only has a follow-up (where saiki knocks the enemy away with a  CD attack) when saiki counters right  next to the enemy. The followup should rather occur within the CD attack range.
Fixed by increasing p2dist x <= 50 to p2dist x <= 100
>> 5. There's no infinite fireballs : ( When the enemy gets stunned, saiki cannot throw another fireball to follow up immediately. The original saiki could do a straight fireball, an air fireball, then throw a rock at you for a 3-hit combo
Please download the kof13saiki_infinite_fireballs.cmd
>> 6. The walking forward time has been changed to 7, but the walking backwards is still 10.
Fixed by subtracting 3 from 10 for anim 21
>> 7. His legsweep (hard kick) is still wrong. Saiki first steps outwards (hence he moves forward a bit to give the sweep more range) then sweeps the enemy, then returns back to original position. He only moves forward DURING the move, but not after.
Ok, I posadd x = 5 at animelem = 2 and posadd x = -5 at animelem = 14, does it look alright now?
>> 8. Saiki's stone throw move (AI) sometimes has him throw the stone backwards (but the hit is still forwards)
This is a custom move for the A.I.!!!
>> 9. This is kind of minor, but after his counter move ends, saiki's head seems to bob up and down. No idea why. Maybe the sprite rips were out of place?
I don't know why since I ripped Saiki sprites from the Arcade PC dump............maybe wait for Insanius' proper rips......
>> 10. On one occasion while watching Saiki's AI, after winning he said two winquotes at the same time!
I used random trigger to generate 3 different winquotes.  Now I use life to see whether improved or not.......

Version beta-3:

update:
1. normal jump abililty added to human player
(http://page.freett.com/werewood/saiki_normal_jump.png)
2. super start-up FX added
(http://page.freett.com/werewood/saiki_super_fx.png)
3. super P2 get hit palfx added
(http://page.freett.com/werewood/saiki_super_fix.png)
4. D, DF, F, x black smoke position fixed
(http://page.freett.com/werewood/saiki_smoke_fix.png)
5. KOF XIII hit sparks added
(http://page.freett.com/werewood/saiki_hit_spark.png)
6. KOF XIII guard/block sparks added
(http://page.freett.com/werewood/saiki_guard_spark.png)
7. Grab and Punch combo number count added
(http://page.freett.com/werewood/saiki_grab_punch_combo_count.png)
** 8. infinite fireball patch available for separate download *

bug report and fix by BoyBoyz:
- The fireball saiki throws forward has a hit animation with his hand. His hand swiping outward can negate projectiles and hit enemies, and the move will land a 2-hit combo up close.
- He walks much faster and his movements are more fluid and easily cancelable.
- His fireballs travel across the screen slightly faster.
- The 'stun' frames after the fireball hits should be slower
- The standing grab (HCB+Punch) has a much further reach, exactly the same as walk-and-grab.
- His standing Hard Kick moves him forward a bit to foot-swipe enemies
- His fireballs cannot kill, even if the enemy has 1 HP left. Also, his grab move only kills after all the punches land.

bug report and fix by Cybaster:
- During Throw stone, disabled the shadow so we don't see a shadow flying through the sky.

About the 2 bugs MC2 found:
1. Saiki being able to escape from P2's air combo - Now I added triggerall = movetype != H to all of the A.I. changstates!  Hopefully Saiki will no more escape from P2's combo (thanks Cyanide).
2. MB Sion being able to escape from Saiki's grab punch - 9's Sion has code that lets her escape from get hit states (5000-5011).
It is like GGX and FOTS and SBX having this escape-from-get-hits-states feature, which I cannot have control.....so it should not be my Saiki's fault.

Version beta-2:

- fixed the sprpriority of Saiki during the Super Darkening move
Before:  (http://page.freett.com/werewood/saiki_3000_after.png)
After:  (http://page.freett.com/werewood/saiki_3000_before.png)

- fixed the grab-and-punch position binding bug

- added an alternate AIR (kof13saiki_alt.air) in which the red hit box of Walk and Grab move was reduced
(http://page.freett.com/werewood/saiki_alt_air.png)

Version beta-1:

- Taunt:  start button s
- Evade:  z/x+a or hold backward, z/x+a
- Counter:  c/y+b
- Guard Evade:  z/x+a or hold backward, x+a during a guard (requires and consumes 1000/3000 power)
- Guard Counter:  c/y+b during a guard (requires and consumes 1000/3000 power)
- Throw Dark Bind forward:  D, DF, F, y
- Throw Dark Bind downward:  D, DF, F, x
- "Hit me if you dare":  D, DB, B, x/y
- Dark Matter Shield:  D, DB, B, a/b
- Throw stone:  D, DF, F, a
- Walk and Grab:  D, DF, F, b
- Super Darkening:  D, DF, F, D, DF, F, x+y (requires and consumes 1000/3000 power)
- MUGEN 1.0 victory portrait
- MUGEN 1.0 win quotes
- A.I.

* Saiki cannot crouch and jump!!!

To-do's:
- adding missing super start-up FX and hit sparks & guard sparks
- bug fixes

Reference:
- YouTube
http://www.youtube.com/results?search_query=kof+xiii+saiki&aq=f

Big Thanks To:
- CrazyKoopa and sal-azul, for ripping KOF XIII portrait sprites
- Layer, for ripping KOF XIII sounds and voices
- Insanius, for ripping KOF XIII FX effect sprites
- BoyBoyz, for intensive bug testing and fixes
- Elecbyte, for making a dream fighting game engine MUGEN

*****************************************************************
Yeah, I suck at making palettes.........................
******************************************************************

Download Link:  http://page.freett.com/werewood/mugen.html


Enjoy!
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: Werewood on June 29, 2011, 05:46:34 pm
About super start-up FX and guard/hit sparks, I couldn't find a way to rip......so just using KFM's ones....

So, please suggest some similar open source sprites for Saiki:

1. names
2. download locations

Thanks!
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: Insert Account Name on June 29, 2011, 05:48:23 pm
Thanks Werewood.
Yes Saiki on mugen at last.
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: oraora? on June 29, 2011, 06:07:30 pm
Wow  :o the first kofxiii character hit Mugen by great werewood ;D will try him later, a awesome collection to my boss mugen game  ;)
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: Dead or Alive Fan on June 29, 2011, 06:56:23 pm
Damn that was so fucking fast, cant' wait to test him, hope the manager goes out for a couple of hours  :sugoi:
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: KAINE on June 29, 2011, 07:32:25 pm
interesting downloading  :o
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: EnlightendShadow on June 29, 2011, 07:43:44 pm
Really interesting! thank you for releasing this character :D
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: aokmaniac13 on June 29, 2011, 07:49:16 pm
Your rips make me sad that I cannot release mine.
(http://i.imgur.com/Szo7l.png)  (http://i.imgur.com/sBUFn.png)
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: Werewood on June 29, 2011, 08:00:10 pm
Your rips make me sad that I cannot release mine.
(http://i.imgur.com/Szo7l.png)  (http://i.imgur.com/sBUFn.png)

No, please disregard my half-ass version, release your work since your rips are always top-quality!  I want to see your Saiki 斋祀!!!  :D

My Saiki sprites are incomplete and have E+ quality  :(  while yours are professional A+ quality!  :yes:
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: aokmaniac13 on June 29, 2011, 08:25:34 pm
My hands are tied.  I can't release rips until October when the game is out for consoles.
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: jafar on June 29, 2011, 08:35:00 pm
Awesome Werewood!! :sugoi:
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: COLOSSE on June 29, 2011, 09:46:12 pm
Awesome Werewood!! :sugoi:

Seconded!!

PS: you make a little mistake, Saiki can jump... but he hasn't got jumping attack xD

http://www.youtube.com/watch?v=k0URKQETJKg

that's the arcade version that was hacked for playing as the boss lol

EDIT:  check also the 4 hit throw move, the char which is thrown by Saiki is misaligned lol
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: MellyInChains on June 29, 2011, 10:27:46 pm
(http://www.melv.thedailypos.org/mugen039.png)

welp, that explains why he's doing that throw move ALL THE TIME.
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: Juk Ramone on June 30, 2011, 12:28:17 am
I have to say this is awesome! A great work Werewood! Downloaded him and Omni. My mugen will get really heavy now, but it's worth it.
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: joeinsidious on June 30, 2011, 01:43:10 am
Dear sweet Jesus, yes. Testing now.
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: NiO ErZeBeTh on June 30, 2011, 01:44:00 am
nice... those rips could be helpful for a spriter to do a classic Saiki too, so it's a win win situation
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: Jesuszilla on June 30, 2011, 02:40:20 am
... despite the fact Insanius just showed that there are ways to get better rips.


.... I think I just had an aneurysm. You people are stupid.
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: Duos.act on June 30, 2011, 03:12:28 am
For all of you talking this up, I have a video for you all.  You'll see soon.
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: CF7 on June 30, 2011, 03:27:28 am
In my "What kind of MUGEN stuff you will never make even if..." topic (http://mugenguild.com/forumx/index.php?topic=130419.0), I stated that I will never convert a KOF character.

But!

Bosses are an exception! So I decided to take a risk and tried to convert a KOF XIII Saiki
My hands are tied.  I can't release rips until October when the game is out for consoles.
Saiki is a character who, by storyline, won't return to KoF...so, for a "rare" character like this, early "Mugenization" (or any "Mugenizaton" for that matter) is not a curse...it is a blessing! I really think you guys should "Tag Team" for this project.
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: Titiln on June 30, 2011, 03:46:34 am
why would he work with a guy that won't release rips until october. that doesn't sound productive at all
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: XCB on June 30, 2011, 03:48:30 am
Saiki is a character who, by storyline, won't return to KoF...so, for a "rare" character like this, early "Mugenization" (or any "Mugenizaton" for that matter) is not a curse...it is a blessing! I really think you guys should "Tag Team" for this project.

That is, by far, the most bullshit excuse to get a MUGEN character made that I have ever seen in my life.

And trust me, I'VE SEEN LOTS.
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: CF7 on June 30, 2011, 04:11:35 am
@Titiln: I was trying to convince JaySeeVeeDee of helping Werewood;
@Kneesocks: lol
I was considering Saiki's design when I said that ;P
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: Cybaster on June 30, 2011, 05:18:12 am
It still doesn't make sense ...

And releasing a character before the release of the actual game ? Bleh, whatever ...

PS : @XCB, thanks for the idea and code from Blair's Trial mode, I used it as an inspiration for Goku's Challenge mode. :)
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: TTTTTsd on June 30, 2011, 05:25:06 am
Cybaster. KOFXIII has been dumped and released for arcades already : P.
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: Cybaster on June 30, 2011, 05:40:54 am
You mean it has been hacked and leaked to PC. ::)
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: Werewood on June 30, 2011, 06:33:47 am
People, please read my first and second topics!

People, if you understand simple English (my native language isn't English), please read my first and second topics!


People, if your eyes are working and you understand simple English (my native language isn't English), please read my first and second topics!


I guess no more such release rule for any choice of game source already from long time ago (not in effect)?????????  :???:


BTW, why no complaint against those KOF XIII stages/screenpacks/lifebars/HUD sprites/sounds rips???  D@mn it! :???:


By the way, I just want useful feedback to improve Saiki.  I am tired of certain ghosts keeping to haunt me  life in my MUGEN path............... --;

@MelvanaInChains:
>> welp, that explains why he's doing that throw move ALL THE TIME.
Oh the hardest mode Saiki usually does that in the source game!  Well, I might reduce the red box size for a non-boss version  ;D

@COLOSSE:
>> you make a little mistake, Saiki can jump... but he hasn't got jumping attack xD
Saiki's jump is no use, actually I added a custom jump super move for the A.I.  :o
>>check also the 4 hit throw move, the char which is thrown by Saiki is misaligned lol
Oh I tried it with some other characters and didn't show that before releasing!  Would you please tell me which characters were thrown?  A screenshot at best heh  ;)

Oh I still need nice folks to suggest some open source hit/guard sparks for Saiki.........
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: Keku on June 30, 2011, 07:19:24 am
You mean it has been hacked and leaked to PC. ::)
The dump itself is not a leak if people can openly buy the game. That would make ROMs by definition "leaks."
The loader and config files, however, are questionable, but China would've been able to deal with it in no time. :V

By the way Werewood, mind explaining the random slowdowns Saiki can cause? I don't remember how I did it, but it was after his counter/command grab/shadow grope thingie that the fight just... slowed down. It was strange.
This was tested on himself, KFM and a few others with the same results, but it rarely ever happens.
Still, please look into that.
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: COLOSSE on June 30, 2011, 09:27:35 am
Quote
Oh I tried it with some other characters and didn't show that before releasing!  Would you please tell me which characters were thrown?  A screenshot at best heh  ;)

check this:

(http://img684.imageshack.us/img684/6233/mugen1q.png)

(http://img13.imageshack.us/img13/5325/mugen3z.png)

(http://img19.imageshack.us/img19/2484/mugen5k.png)

It make this with all my roster lol (I use winmugen not 1.0 btw)
Title: Re: KOF XIII Saiki beta1 (2011-06-29)
Post by: Werewood on June 30, 2011, 10:11:05 am
@Shin Anigans:
>> random slowdowns Saiki can cause
Were you talking about the A.I.?  If so then I tell you I added 2 custom super moves for A.I.:
1. slow-mo-jo super (power >= 1000 && life <= 200) - Saiki can control time so he can slow down the time and P2 but his projectiles and walking are not effected only faster.  This super lasts for 1000 ticks.  Notice the background turning to greyscale gradually during the super move???  ;)
2. jump-up-and-down-hit super (power >= 1000 && life > 200) - I used Saiki's not-so-useful jumping animation for this move.  He jumps up fast then lands and hits P2 fast.  This is a unguardable/unblockable super move  >:D

@COLOSSE:
I know what you mean now!  My bad, I used sprites 5012_0,10,20 and 5062_0 for P2 custom animation but in AIR I set y axis to -300!  I shouldn't have done that and should have used const(size.head.pos.y) in P1 targetbind and posset y = 0 in P2 custom state!  Quick fix coming soon............. :o
Title: Re: KOF XIII Saiki beta2 (2011-06-30)
Post by: Werewood on June 30, 2011, 10:45:19 am
KOF XIII Saiki beta2 (2011-06-30) update!

Version beta-2:

- fixed the sprpriority of Saiki during the Super Darkening move
Before:  (http://page.freett.com/werewood/saiki_3000_after.png)
After:  (http://page.freett.com/werewood/saiki_3000_before.png)

- fixed the grab-and-punch position binding bug

- added an alternate AIR (kof13saiki_alt.air) in which the red hit box of Walk and Grab move was reduced
(http://page.freett.com/werewood/saiki_alt_air.png)
Title: Re: KOF XIII Saiki beta2 (2011-06-30)
Post by: COLOSSE on June 30, 2011, 11:25:35 am
U're fast  ;D downloading now...

u could think on making crouch & jump attack with sprite editing, just for making combo in order to vary his attacks & escape to spaming throw, even if we know that in the game he spams a few this move (that's only a suggestion :P )

also should we expect a dark ash with the same sprite style? ;)
Title: Re: KOF XIII Saiki beta2 (2011-06-30)
Post by: BoyBoyz on June 30, 2011, 12:00:00 pm
hey I've got a few stuffs to add, so the creator can make an even better saiki for mugen:
1. The fireball saiki throws forward has a hit animation with his hand. His hand swiping outward can negate projectiles and hit enemies, and the move will land a 2-hit combo up close.
2. He has a second super (powered up version of counter)
3. His counter move can negate all projectiles with the black flame rising from the ground too.
4. He walks much faster and his movements are more fluid and easily cancelable. It's like he is in permanent hyper drive mode.
5. His fireballs can be chained one after another infinitely, and they travel across the screen slightly faster.
6. The 'stun' frames after the fireball hits should be slower
7. The standing grab (HCB+Punch) has a much further reach, exactly the same as walk-and-grab.

edit: 8. His standing Hard Kick moves him forward a bit to foot-swipe enemies
         9. After being 'stunned' by his fireballs, if saiki is close to the enemy, performing the rock throw move (QCF+light kick) will cause him to leg sweep the enemy instead of throwing a rock.
        10. His fireballs cannot kill, even if the enemy has 1 HP left. Also, his grab move only kills after all the punches land.
Title: Re: KOF XIII Saiki beta2 (2011-06-30)
Post by: COLOSSE on June 30, 2011, 01:08:36 pm
Quote
2. He has a second super (powered up version of counter)

? never seen this lol
Title: Re: KOF XIII Saiki beta2 (2011-06-30)
Post by: BoyBoyz on June 30, 2011, 05:37:06 pm
here's the vid where he does the second super. I've encountered it once as well, but that's all. 2 times I've seen it only.
http://www.youtube.com/watch?v=kjQHF7o0Nqw
Title: Re: KOF XIII Saiki beta2 (2011-06-30)
Post by: Cybaster on June 30, 2011, 11:47:06 pm
hey I've got a few stuffs to add, so u guys can make the best saiki for mugen:
But this is already the best Saiki for Mugen! Oh wait, it's the only one. :P ANd "you guys" ? Werewood is only one person dude.

Back to topic :
- During Throw stone, why does the stone go through the ground instead of bouncing and fading off. Or at least disable the shadow so we don't see a shadow flying through the sky.
- Insanius just released a set of common sparks from KOF13, you may find something you like inside, but yeah, change the hitsparks please.
Title: Re: KOF XIII Saiki beta2 (2011-06-30)
Post by: Nameless353 on July 01, 2011, 01:18:41 am
I used Saiki's not-so-useful jumping animation for this move.  He jumps up fast then lands and hits P2 fast.  This is a unguardable/unblockable super move  >:D
Err... a jump is always useful. You should make Saiki jump, and then, disable the jump on the AI.
And why the grab move doesn't counts hits?
By the way, on XIII Saiki can jump, heavily, but he can.
Title: Re: KOF XIII Saiki beta2 (2011-06-30)
Post by: Keku on July 01, 2011, 01:25:14 am
Err... a jump is always useful.
Not when it's not safe. I don't think Saiki even has an airblock anim. Could be wrong, though.
Title: Re: KOF XIII Saiki beta2 (2011-06-30)
Post by: MugenJaderMugen on July 01, 2011, 03:48:54 am
Very nice Saiki Werewood!
Awesome!
Title: Re: KOF XIII Saiki beta2 (2011-06-30)
Post by: Revanto on July 01, 2011, 07:16:37 am
Hi, not planning to download this but, dumb question, is this a hi-res char?

I ask this because the message icon doesn't say 'Hi-Res'

If it's hires then the icon should be changed.
Title: Re: KOF XIII Saiki beta2 (2011-06-30)
Post by: Keku on July 01, 2011, 07:54:31 am
Did you not look at the screenshots?
Title: Re: KOF XIII Saiki beta2 (2011-06-30)
Post by: COLOSSE on July 01, 2011, 10:01:55 am
here's the vid where he does the second super. I've encountered it once as well, but that's all. 2 times I've seen it only.
http://www.youtube.com/watch?v=kjQHF7o0Nqw

Ok, but... even if it's a super, that's another throw  :-\

I think SNK was very lazy on making Saiki, cuz the char spam a few the throw move (so even in super mode), the main super move is inspired from Mukai, the char can't crouch, the block pose is the winpose, the char can jump but doesnt have any jump attack.... that's really too bad. but well...
Title: Re: KOF XIII Saiki beta2 (2011-06-30)
Post by: Werewood on July 01, 2011, 10:31:10 am
@COLOSSE:
>> u could think on making crouch & jump attack with sprite editing
I am no spriter so it is impossible.  Just leave it to those Pros  ;P
>> also should we expect a dark ash with the same sprite style?
No, not from me at least.  Saiki is my first and last KOF attempt.  To me, KOF chars. mugenization is out of this world.  I did Saiki all because he is a boss, and I just love to have/make all bosses for MUGEN!  And I took a risk to do Saiki too  :ninja:

@BoyBoyz:
>> 1. The fireball saiki throws forward has a hit animation with his hand. His hand swiping outward can negate projectiles and hit enemies, and the move will land a 2-hit combo up close.
Oh I didn't notice that in the first place!  I think I can add this feature back....
>> 2. He has a second super (powered up version of counter)
Can you tell me how to perform this super move?  I need to do so in order to get the sprites.
>> 3. His counter move can negate all projectiles with the black flame rising from the ground too.
I guess this feature is already there for d,db,b a/b
>> 4. He walks much faster and his movements are more fluid and easily cancelable. It's like he is in permanent hyper drive mode.
His walking animation has 10 sprites and I gave each one 10 ticks long.  What would you suggest to change?
>> 5. His fireballs can be chained one after another infinitely, and they travel across the screen slightly faster.
This is a no-no.  Infinite things are not welcomed in MUGEN, ask those MUGEN Pros.  :P
Yet, I can make the fireball travel faster........ :o
>> 6. The 'stun' frames after the fireball hits should be slower
If not long enough then I can make it longer.......... :o
>> 7. The standing grab (HCB+Punch) has a much further reach, exactly the same as walk-and-grab.
I used d,db,b x/y instead of HCB x/y.  Actually when Saiki is performing standing grab he will change instantly to walk-and-grab when he is close to P2.  Well, the standing grab itself doesn't have red hit box as big as that of walk-and-grab.  I can increase the box size according!
>> 8. His standing Hard Kick moves him forward a bit to foot-swipe enemies
Oh I didn't notice that in the first place!  I think I can add a posadd to it.......
>> 9. After being 'stunned' by his fireballs, if saiki is close to the enemy, performing the rock throw move (QCF+light kick) will cause him to leg sweep the enemy instead of throwing a rock.
Yes, this time I knew about this one in the first place and this was already included!
>> 10. His fireballs cannot kill, even if the enemy has 1 HP left. Also, his grab move only kills after all the punches land.
Oh I didn't notice these in the first place!  I think I can use kill = 0 for the mentioned moves' HitDefs........

@Cybaster:
>> During Throw stone, why does the stone go through the ground instead of bouncing and fading off. Or at least disable the shadow so we don't see a shadow flying through the sky.
I think this is how the stone behaves in the source game.  (A thrown stone can really fade off???)
And about the stone shadow, how can I disable it when the stone is off screen?
Code:
[State 1600, stone]
type = Helper
triggerall = var(59) = 0
trigger1 = NumHelper(1601) = 0
trigger1 = animelem = 20
helpertype = normal
name = "stone"
ID = 1601
stateno = 1601
postype = p1
pos = 50, -90
facing = 1
ownpal = 1
size.xscale =0.40
size.yscale =0.40
persistent = 0
ignorehitpause = 1

................

[Statedef 1601]
type     = S
movetype = A
physics  = S
anim     = 1688
ctrl     = 0
;velset = 8, 1.5
sprpriority = 7

[State 3010, 4]
type = velset
triggerall = root,var(34) = 0
trigger1 = time = 0
x = 8
y = 1.5

[State 3010, 4]
type = velset
triggerall = root,var(34) = 1
trigger1 = time = 0
x = 24
y = 4.5

[State 3010, 4]
type = veladd
triggerall = root,var(34) = 0
trigger1 = vel x < 8
x = 8

[State 3010, 4]
type = veladd
triggerall = root,var(34) = 1
trigger1 = vel x < 24
x = 24

[State 1601: ScreenBound]
type = ScreenBound
trigger1 = 1;(BackEdgeBodyDist <= 0) || (FrontEdgeBodyDist <= 0)
trigger1 = random <= 499
movecamera = 0,1
value = 0

[State 1601: PosSet]
type = PosSet
trigger1 = (BackEdgeBodyDist <= -5) || (FrontEdgeBodyDist <= -5)
trigger1 = random <= 499
x = IfElse(BackEdgeBodyDist <= -5,150,-150)*(Facing)
y = Pos Y

[State 1601: VelSet]
type = VelSet
trigger1 = (BackEdgeBodyDist <= -5) || (FrontEdgeBodyDist <= -5)
trigger1 = random <= 499
x = Vel X
y = Vel Y

[State 3010, 4]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 1601

[State 210, 2]
type = HitDef
trigger1 = time >= 0
trigger1 = hitcount < 1                   
trigger1 = moveguarded < 1
attr = S, NA
animtype  = Hard
damage    = 57
guardflag = MA
pausetime = 0,12
priority = 5,Hit
sparkno = 1
sparkxy = -10,-18
hitsound   = S5000,90
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
forcenofall = 1
forcestand = 1
ID = 1601

[State 40, 1]
type = changestate
trigger1 = movecontact
trigger2 = movecontact = 1
value = 1602
ignorehitpause = 1

[State 40, 1]
type = DestroySelf
trigger1 = pos y >= 100
>> Insanius just released a set of common sparks from KOF13, you may find something you like inside, but yeah, change the hitsparks please.
Thanks for your cool tip!  Finally some KOF13 sparks for Saiki!  And thanks Insanius too!  :D

@Nameless353 & Shin Anigans & COLOSSE
I know Saiki can jump when he is controlled by human in the source game.  But the jumping animation only uses a single sprite and when you press x/y/a/b during the jump Saiki will disappear.  I don't want my Saiki behaves like this in MUGEN.
The jump and jump land animation of my Saiki is used in a custom A.I.-only super move:
Jump-up-and-down-hit super (power >= 1000 && life > 200) - I used Saiki's not-so-useful jumping animation for this move.  He jumps up fast then lands and hits P2 fast.  This is a unguardable/unblockable super move  >:D
(http://page.freett.com/werewood/test/saiki_custom_super2.png)

@Revanto:
The biggest Saiki body sprite is 254x350 so not hi-res absolutely hence no hires icon :book2:

And.......

If anyone really wants to help me improve Saiki please visit my new "An A.I. question and a throw question" topic in MFG Development Discussion forum.
This deals with the major bugs shown in this video.

"An A.I. question and a throw question" - http://mugenguild.com/forumx/index.php?topic=131187.0

Thank you in advance.
Title: Re: KOF XIII Saiki beta2 (2011-06-30)
Post by: BoyBoyz on July 01, 2011, 02:23:58 pm
sadly I really wish I knew how to perform the second super as well... maybe it's only a boss exclusive move? and yes I agree that SNK's really lazy for this boss. Perhaps they wanted to give the impression that he didn't need to do anything to crush enemies... just stand there without any ready stance. I love how Werewood took away the jumping animation (or rather, is making it into another move), because I thought it was really lame too, almost like an unfinished business for SNK. Perhaps they would add more sprites in the console release :/

The infinite fireball chaining could be done away with, but the lag time between being able to execute a second fireball after the first is still too big : ( The original saiki could easily outspam magaki. The idea is that he has to be and is stronger than both Mukai and Magaki (not with SNK's lousy AI though, but with us using him), while still being a defeatable boss unlike overdone mugen characters like God Orochi etc. I think the infinites are what make Saiki more accurate like the original, but that's just my opinion, and you can ignore it because it's your character afterall ^_^

Werewood's AI is already very good, being able to defeat Gonzo's Mukai easily. But it still falls to Magaki's ai. Perhaps you could code Saiki to spam his hard version fireball exactly when magaki's fireballs are near him... that way his hand will negate the projectile and his fireball land. Saiki's hand swiping motion negates even boss-level projectiles- it's really over-powered. But other than that Saiki's AI isn't really much of a big issue ^_^

I noticed in Saiki's grab move, after the three punches land, the execution of his (C+D) move that knocks the oponent away happens too quickly; not a big issue though.

Two things I wish SNK could have added:
1. the light version of his fireball could have been an anti-air with his hand being able to hit air-borne enemies as well like the hard version :/ I find the light version rather useless other than as a counter for enemy projectiles (but you will have to get hit) or as a follow up to the hard version; otherwise it is SO EASY TO DODGE. It's like a lousy rip-off of Mukai's anti-air pillar. Perhaps mugen modifiers could change this into something interesting.
2. I wish his counter move could be able to block ANY kind of attack - high, mid, and low (kind of like Shin Shishioh's counter), and the black flame to be able to REFLECT projectiles when pressing the hard kick instead of just absorbing them (like Rugal's shield, or to push it further, make it unblockable like Goodman's shield). I LOVE how Werewood modified this (unintentionally?) so that the enemy would still get stunned if Saiki countered their fireball from a distance away. It's a step toward making Saiki more OP xD

I don't know but Saiki seems to walk slightly faster as compared to Mukai or Magaki (once again the idea that he's better than both of them - more muscular too). I hope all these can contribute to making Saiki more accurate like the original, or at a later stage, become a fantasy boss that SNK could never have accomplished for all the hardcore fighting-boss-fans out there! Sadly I've no idea how to code a mugen character, but I can provide a helping-eye xD.

An unrelated topic: do check out Power instinct 5's boss, Shinjuro Goketsuji. REALLY OP.
Title: Re: KOF XIII Saiki beta2 (2011-06-30)
Post by: COLOSSE on July 01, 2011, 04:48:05 pm
a jump as a super move?  o_O lol, that's ur choice. & honestly a Dark Ash withthe same style of sprites would be cool  8) (dark ash is a boss too you know ;) )


unrelated suggestion: u could think also on Jinpachi or Devil Jin from Tekken 5  :sugoi:

to Boyz:
Quote
(once again the idea that he's better than both of them - more muscular too)

Are u sure Saiki is more muscular than mukai? lol

Title: Re: KOF XIII Saiki beta2 (2011-06-30)
Post by: BoyBoyz on July 01, 2011, 05:40:19 pm
hahaha ok i should change that... his muscles are more defined! Mukai is just huge and bulky like a chunk of stone.
Title: Re: KOF XIII Saiki beta2 (2011-06-30)
Post by: Cybaster on July 02, 2011, 05:55:23 am
Quote
And about the stone shadow, how can I disable it when the stone is off screen?
A noshadow assertspecial when pos Y>0
Title: Re: KOF XIII Saiki beta2 (2011-06-30)
Post by: Baby Bonnie Hood on July 02, 2011, 09:27:52 am
here's the vid where he does the second super. I've encountered it once as well, but that's all. 2 times I've seen it only.
http://www.youtube.com/watch?v=kjQHF7o0Nqw

...I don't see it.

You don't mean the one where there's a super flash and suddenly he's throwing the opponent (yet again)?  If that's it, then it's the lamest super ever.
Title: Re: KOF XIII Saiki beta2 (2011-06-30)
Post by: BoyBoyz on July 02, 2011, 10:40:51 am
Yes that's the second super. I encountered it while fighting against saiki as well... it's really lame and does nothing extra.
Title: Re: KOF XIII Saiki beta2 (2011-06-30)
Post by: OLD_GAMER on July 03, 2011, 10:22:18 pm

KOF XIII Common Effects (sprites) by Aokmaniac
Title: Re: KOF XIII Saiki beta3 (2011-07-04)
Post by: Werewood on July 04, 2011, 04:56:50 pm
Version beta-3:

update:
1. normal jump abililty added to human player
(http://page.freett.com/werewood/saiki_normal_jump.png)
2. super start-up FX added
(http://page.freett.com/werewood/saiki_super_fx.png)
3. super P2 get hit palfx added
(http://page.freett.com/werewood/saiki_super_fix.png)
4. D, DF, F, x black smoke position fixed
(http://page.freett.com/werewood/saiki_smoke_fix.png)
5. KOF XIII hit sparks added
(http://page.freett.com/werewood/saiki_hit_spark.png)
6. KOF XIII guard/block sparks added
(http://page.freett.com/werewood/saiki_guard_spark.png)
7. Grab and Punch combo number count added
(http://page.freett.com/werewood/saiki_grab_punch_combo_count.png)
** 8. infinite fireball patch available for separate download *

bug report and fix by BoyBoyz:
- The fireball saiki throws forward has a hit animation with his hand. His hand swiping outward can negate projectiles and hit enemies, and the move will land a 2-hit combo up close.
- He walks much faster and his movements are more fluid and easily cancelable.
- His fireballs travel across the screen slightly faster.
- The 'stun' frames after the fireball hits should be slower
- The standing grab (HCB+Punch) has a much further reach, exactly the same as walk-and-grab.
- His standing Hard Kick moves him forward a bit to foot-swipe enemies
- His fireballs cannot kill, even if the enemy has 1 HP left. Also, his grab move only kills after all the punches land.

bug report and fix by Cybaster:
- During Throw stone, disabled the shadow so we don't see a shadow flying through the sky.

About the 2 bugs MC2 found:
1. Saiki being able to escape from P2's air combo - Now I added triggerall = movetype != H to all of the A.I. changstates!  Hopefully Saiki will no more escape from P2's combo (thanks Cyanide).
2. MB Sion being able to escape from Saiki's grab punch - 9's Sion has code that lets her escape from get hit states (5000-5011).
It is like GGX and FOTS and SBX having this escape-from-get-hits-states feature, which I cannot have control.....so it should not be my Saiki's fault.

@BoyBoyz:
I temporarily don't add the 2nd super you mentioned because I couldn't find a way to perform that in the source game.....

@OLD_GAMER:
Thanks for your tip!  Super start-up FX and Sparks were just added!

@Cybaster:
>> A noshadow assertspecial when pos Y>0
Thank your for your tip!  :D
Title: Re: KOF XIII Saiki beta3 (2011-07-04)
Post by: aokmaniac13 on July 04, 2011, 05:54:31 pm
The sparks need to use additive transparency, Werewood.
Title: Re: KOF XIII Saiki beta3 (2011-07-04)
Post by: Nameless353 on July 04, 2011, 06:51:44 pm
Hitsparks appear even when the enemy isn't hit.
(http://i.imgur.com/TUHGW.png)

I dunno how, but the A.I. stays on the air floating sometimes. I'm using the infinite projectile CMD.
(http://i.imgur.com/3RSZ2.png)
Title: Re: KOF XIII Saiki beta3 (2011-07-04)
Post by: Werewood on July 04, 2011, 07:06:31 pm
The sparks need to use additive transparency, Werewood.
Oh thanks for your reminder!  Will fix it ASAP!   ;)

@Nameless353:
>> Hitsparks appear even when the enemy isn't hit.
Oh my bad, the spark trigger I used is:
trigger1 = (enemy, stateno = [5000,5999]) && (timemod = 10, 0)
A quick fix:  trigger1 = (enemy, stateno = [5000,5050]) && (timemod = 10, 0)
>> I dunno how, but the A.I. stays on the air floating sometimes. I'm using the infinite projectile CMD.
Damn!  Still this kind of air bug!  Oh this should have nothing to do the infinite projectile CMD because the A.I. has its own way to use the projectiles.
But!  You know in all of my A.I. changestates I already included something like:
triggerall = statetype != A  ;;;;;;;;;;;;; A.I. cannot perform this move in air
Maybe in P1 throw and P2 thrown states I should include a posset or posfreeze:

Code:
[State 825]
type = posset
trigger1 = 1
y = 0

[State 825]
type = PosFreeze
trigger1 = time = 0
value = 1

Fixing.....................stay tuned............... :sugoi:
Title: Re: KOF XIII Saiki beta3 (2011-07-04)
Post by: Garuda on July 04, 2011, 07:47:21 pm
Isn't out there a better small portrait?

I will wait for beta 4!
Title: Re: KOF XIII Saiki beta3 (2011-07-04)
Post by: Werewood on July 04, 2011, 07:51:40 pm
Isn't out there a better small portrait?

I will wait for beta 4!
Sorry with my bad eyes this is the best small portrait I could get..........perhaps someone better can make one for me and I will give credit where applied  ;D
beta-4 will be coming soon~~~~ :o

Yo please don't COTM nominate my KOF XIII Saiki beta; he is far from completion.  Thanks!    :wall:
Admin please ignore my KOF XIII Saiki beta nominations  :wink2:
Title: Re: KOF XIII Saiki beta3 (2011-07-04)
Post by: Garuda on July 04, 2011, 08:02:36 pm
Ask JZ, he is really good at making portraits (and in MUGEN development in general).
Title: Re: KOF XIII Saiki beta3 (2011-07-04)
Post by: Werewood on July 04, 2011, 08:05:06 pm
Ask JZ, he is really good at making portraits (and in MUGEN development in general).

He hates me he wants to kill me I don't know why  :-\  :???:  :knife:

Yo please don't COTM nominate my KOF XIII Saiki beta; he is far from completion.  Thanks!    :wall:
Admin please ignore my KOF XIII Saiki beta nominations  :wink2:
Title: Re: KOF XIII Saiki beta3 (update 2011-07-04)
Post by: rizki29 on July 05, 2011, 04:24:30 pm
cool character i will test it
Title: Re: KOF XIII Saiki beta3 (update 2011-07-04)
Post by: BoyBoyz on July 06, 2011, 02:03:56 am
dude you rock. will test it now

edit:
1. When the opponent gets stunned by the fireball, he/she can be moved outside of the black thing by just walking into the enemy. The stunned enemy is supposed to be stuck inside the black thingy.
2. the hard version of saiki's fireball doesn't do a 2-hit combo when saiki is right next to the enemy; only the hand hits but the fireball doesn't hit. Maybe the CLSN of the fireball can be adjusted a little.
3. After the counter move connects and the enemy is stunned, saiki will use his hand to knock the enemy away. When this happens, the black thingy should not remain on screen anymore.
4. The counter move only has a follow-up (where saiki knocks the enemy away with a  CD attack) when saiki counters right  next to the enemy. The followup should rather occur within the CD attack range.
5. There's no infinite fireballs : ( When the enemy gets stunned, saiki cannot throw another fireball to follow up immediately. The original saiki could do a straight fireball, an air fireball, then throw a rock at you for a 3-hit combo
6. The walking forward time has been changed to 7, but the walking backwards is still 10.
7. His legsweep (hard kick) is still wrong. Saiki first steps outwards (hence he moves forward a bit to give the sweep more range) then sweeps the enemy, then returns back to original position. He only moves forward DURING the move, but not after.
8. Saiki's stone throw move (AI) sometimes has him throw the stone backwards (but the hit is still forwards)
9. This is kind of minor, but after his counter move ends, saiki's head seems to bob up and down. No idea why. Maybe the sprite rips were out of place?
10. On one occasion while watching Saiki's AI, after winning he said two winquotes at the same time!

That's all for now, it's great! Good things are worth the wait!
Title: Re: KOF XIII Saiki beta3 (update 2011-07-04)
Post by: sedas on July 06, 2011, 06:33:03 pm
Very nice, may I ask how you ripped the sprites from the game?
Title: Re: KOF XIII Saiki beta3 (update 2011-07-04)
Post by: Baby Bonnie Hood on July 08, 2011, 06:31:37 am
'94 Rugal could jump and crouch, right?

I have to say, it's sad how SNK has gotten so lazy with their bosses nowadays that they can't even jump anymore, much less crouch.
Title: Re: KOF XIII Saiki beta4 (update 2011-07-10)
Post by: Werewood on July 10, 2011, 10:47:24 am
Version beta-4:

bug report and fix by Insanius:
>> The sparks need to use additive transparency,
AS256D128 added to super start-up FX, hit, & guard/block sparks anims

bug report and fix by Nameless353:
>> Hitsparks appear even when the enemy isn't hit.
Fixed by changing trigger1 = (enemy, stateno = [5000,5999]) && (timemod = 10, 0) to trigger1 = (enemy, stateno = [5000,5050]) && (timemod = 10, 0)
>> I dunno how, but the A.I. stays on the air floating sometimes.
Fixed by adding in P1 throw and P2 thrown states a posset and posfreeze State Controllers

bug report and fix by BoyBoyz:
>> 1. When the opponent gets stunned by the fireball, he/she can be moved outside of the black thing by just walking into the enemy. The stunned enemy is supposed to be stuck inside the black thingy.
Fixed by adding a playerpush value = 0 State Controller to P2 custom state
>> 2. the hard version of saiki's fireball doesn't do a 2-hit combo when saiki is right next to the enemy; only the hand hits but the fireball doesn't hit. Maybe the CLSN of the fireball can be adjusted a little.
Fixed by making the fireball red clsn box rearly wider
>> 3. After the counter move connects and the enemy is stunned, saiki will use his hand to knock the enemy away. When this happens, the black thingy should not remain on screen anymore.
Fixed
>> 4. The counter move only has a follow-up (where saiki knocks the enemy away with a  CD attack) when saiki counters right  next to the enemy. The followup should rather occur within the CD attack range.
Fixed by increasing p2dist x <= 50 to p2dist x <= 100
>> 5. There's no infinite fireballs : ( When the enemy gets stunned, saiki cannot throw another fireball to follow up immediately. The original saiki could do a straight fireball, an air fireball, then throw a rock at you for a 3-hit combo
Please download the kof13saiki_infinite_fireballs.cmd
>> 6. The walking forward time has been changed to 7, but the walking backwards is still 10.
Fixed by subtracting 3 from 10 for anim 21
>> 7. His legsweep (hard kick) is still wrong. Saiki first steps outwards (hence he moves forward a bit to give the sweep more range) then sweeps the enemy, then returns back to original position. He only moves forward DURING the move, but not after.
Ok, I posadd x = 5 at animelem = 2 and posadd x = -5 at animelem = 14, does it look alright now?
>> 8. Saiki's stone throw move (AI) sometimes has him throw the stone backwards (but the hit is still forwards)
This is a custom move for the A.I.!!!
>> 9. This is kind of minor, but after his counter move ends, saiki's head seems to bob up and down. No idea why. Maybe the sprite rips were out of place?
I don't know why since I ripped Saiki sprites from the Arcade PC dump............maybe wait for Insanius' proper rips......
>> 10. On one occasion while watching Saiki's AI, after winning he said two winquotes at the same time!
I used random trigger to generate 3 different winquotes.  Now I use life to see whether improved or not.......

@Yoma Komatsu:
>> 's sad how SNK has gotten so lazy with their bosses nowadays that they can't even jump anymore, much less crouch.
Hope some 2D KOF spriters can add jump and crouch sprites to Saiki...........some days.........well............ :-X

@sedas:
>> Very nice, may I ask how you ripped the sprites from the game?
KOFXIII Arcade PC Dump.............................old traditional hard and stupid make movie take screenshot clean and crop way, a lot of disadvantages............... :-\

@rizki29:
>> cool character i will test it
Thanks!  But:

Yo please don't COTM nominate my KOF XIII Saiki beta; he is far from completion.  Thanks!    :wall:
Admin please ignore my KOF XIII Saiki beta nominations  :wink2:
Title: Re: KOF XIII Saiki beta4 (update 2011-07-10)
Post by: BoyBoyz on July 11, 2011, 06:06:37 am
Woops sorry stupid me forgot to rename the cmd file the last time that's why the infinite fireball didn't work.
I must say sorry to keep pointing out errors and troubling you... this post is unreasonably long, demanding, and perfectionist, so you can ignore it if you like! I'm just a huge fan of saiki and hope to see him done well :(

Bugs:
1a. After stunning the enemy with his fireball, beta4saiki should not be able to walk through the enemy. Original Saiki could only walk against the enemy and the black thingy would be moved along with the being-moved opponent (you could test it out in the game to get a better idea of what I'm talking about).

1b. Major bug! Sometimes the enemy doesn't get stunned by Saiki's fireball even though the black thingy appears. This happens mostly (not confirmed) when the enemy is about to start a move or EX move or jump, and is quite close to saiki (not right next to him though). After testing in KOFXIII, the fireball lands first and the enemy gets 'hit' by it, hence all movement is stopped first, then the black smoke and black thingy appear and 'hold' the enemy in place. You could test it out to see what I mean.

1c. In beta4Saiki's hard version fireball, the first hit with his hand should 'chain' with the fireball. In other words, the enemy should not be able to block the fireball after getting hit by the hand.

2a. After being stunned by the fireball, if beta4saiki did a counter move right next to the stunned enemy, he would automatically follow-up with the punch as if the counter succeeded.

2b. Quite lucky to chance upon a very rare and interesting thing: if Beta4Saiki's counter move succeeded but he was accidentally hit out of it, he could perform another counter move which would not do anything (or any other move for that matter), then after that the C+D would automatically still come out! Maybe the whole move should not be bound together or something, and maybe saiki should be made invulnerable once the counter connects.

2c. I only encountered this ONCE. After stunning the enemy with a fireball, I performed a counter move from about 1/4 screen distance away (while the enemy was still stunned). I executed some other move while the counter move was in motion (can't remember what I did exactly). Something happened... and saiki just stood there and kept doing the counter move (without me pressing anything) until the enemy stopped being stunned. I couldn't get the bug to appear again... maybe it's nothing?

3. Saiki's walk and grab/grab move: when the enemy is at very low health, the first three punches deal no damage.

Minor Improvements:
4. In addition to the infinite fireballs, after the opponent is stunned by a fireball, original Saiki could still do the counter move also. I've learnt from you to add the ';' in front of the numhelper thingy!

5. There's one more thing that makes the original saiki so powerful. He can cancel his punches or kicks into any of his special moves (fireball, grab, counter) even without the punches/kicks hitting the enemy! However, the order is only from punch/kick to special move, and it ends there. I wonder if this can be enabled in mugen?

6a. The voice during his super (when he kneels down) is the wrong one :(

6b. His voice for the QCF + Light Kick (when right next to enemy, hence performing a legsweep instead of rock throw) is the wrong one :( To save you the time of testing it, the voice should be what he says when he starts up his super (yes, lazy SNK).

7. If the enemy is hit out of the black thingy before the full stun-time, the black thingy should fade away faster instead of remaining on screen for the full duration.

8. Not sure but did you give saiki a recovery stance? Like when he is about to fall and touch the ground he can recover by pressing A+B.
Title: Re: KOF XIII Saiki beta5 (update 2011-07-14)
Post by: Werewood on July 14, 2011, 06:33:49 pm
Version beta-5:

- increase poweradd for normal moves and special moves

1a. After stunning the enemy with his fireball, beta4saiki should not be able to walk through the enemy. Original Saiki could only walk against the enemy and the black thingy would be moved along with the being-moved opponent
>> added this feature by setting velset State Controller in the black thingy Helper statedef

1b. Major bug! Sometimes the enemy doesn't get stunned by Saiki's fireball even though the black thingy appears. This happens mostly (not confirmed) when the enemy is about to start a move or EX move or jump, and is quite close to saiki (not right next to him though).
>> used different methods to try to prevent this from happening, hopefully

1c. In beta4Saiki's hard version fireball, the first hit with his hand should 'chain' with the fireball. In other words, the enemy should not be able to block the fireball after getting hit by the hand.
>> increased the P2 pause time for the first hit

2a. After being stunned by the fireball, if beta4saiki did a counter move right next to the stunned enemy, he would automatically follow-up with the punch as if the counter succeeded.
>> fixed by using a new variable

2b. Quite lucky to chance upon a very rare and interesting thing: if Beta4Saiki's counter move succeeded but he was accidentally hit out of it, he could perform another counter move which would not do anything (or any other move for that matter), then after that the C+D would automatically still come out! Maybe the whole move should not be bound together or something, and maybe saiki should be made invulnerable once the counter connects.
>> now Saiki is invincible during D,DB,B,a/b special counter move

2c. I only encountered this ONCE. After stunning the enemy with a fireball, I performed a counter move from about 1/4 screen distance away (while the enemy was still stunned). I executed some other move while the counter move was in motion (can't remember what I did exactly). Something happened... and saiki just stood there and kept doing the counter move (without me pressing anything) until the enemy stopped being stunned. I couldn't get the bug to appear again... maybe it's nothing?
>> fixed by tweaking ChangeState State Controller triggers, hopefully

3. Saiki's walk and grab/grab move: when the enemy is at very low health, the first three punches deal no damage.
>> changed to triggerall = p2life >= 10 for the TargetLifeAdd State Controller

4. In addition to the infinite fireballs, after the opponent is stunned by a fireball, original Saiki could still do the counter move also. I've learnt from you to add the ';' in front of the numhelper thingy!
>> cool~

5. There's one more thing that makes the original saiki so powerful. He can cancel his punches or kicks into any of his special moves (fireball, grab, counter) even without the punches/kicks hitting the enemy! However, the order is only from punch/kick to special move, and it ends there. I wonder if this can be enabled in mugen?
>> done!  changed from movecontact to time >= 3

7. If the enemy is hit out of the black thingy before the full stun-time, the black thingy should fade away faster instead of remaining on screen for the full duration.
>> done!  added a ChangeAnim State Controller for the black thingy

8. Not sure but did you give saiki a recovery stance? Like when he is about to fall and touch the ground he can recover by pressing A+B.
>>  done! please press ("z") or ("x" & "a") or ("x" & "y")

@BoyBoyz:
>> 6a. The voice during his super (when he kneels down) is the wrong one :(
>> 6b. His voice for the QCF + Light Kick (when right next to enemy, hence performing a legsweep instead of rock throw) is the wrong one :( To save you the time of testing it, the voice should be what he says when he starts up his super (yes, lazy SNK).
Please open kof13saiki.snd with MCM or FF and tell me which sound group & number I should change, because in fact I don't hear clearly from the source game, just guessing some voices...............

>> I must say sorry to keep pointing out errors and troubling you... this post is unreasonably long,
No don't say that!  I love your very detailed feedbacks!  You are helping me improve my Saiki beta!  I really appreciate your feedbacks, especially in some cases you even teach me how to fix bugs!  Keep them coming!   :sugoi:

Yo please don't COTM nominate my KOF XIII Saiki beta; he is far from completion.  Thanks!    :wall:
Admin please ignore my KOF XIII Saiki beta nominations  :wink2:
Title: On the road to perfection
Post by: BoyBoyz on July 14, 2011, 09:41:19 pm
Ok here goes... bear with me as I did VERY intensive testing this time round and will list everything at one go to prevent further trouble. The * represents the very important things to note. In case you read an earlier version of this document, the updated one contains 19 points and 2 observations and has just been modified at mugenguild time 06:55:09am

Bugs:

1a. In an AI battle, after saiki walked and grabbed magaki when he was at very low hp, the first punch killed him (this happens frequently but not all the time. Most often in AI watch mode) and he was left hanging in mid air for some time; the grey background also stayed there (it's not because I paused it lol, but he was actually floating there after screaming and after saiki let go of him). So far this move has 2 things to note: first, only the C+D final hit kills; and second, the three punches do normal damage even if the enemy is at veryyy low health.
(http://4.bp.blogspot.com/-zDpqxPKqg9w/Th9NJw4zX-I/AAAAAAAAABI/WBuy3dmAWEc/s1600/saiki.png)

1b. This bug happened where krizalid suddenly jumped out of Saiki's grab, and it was quite funny because saiki was punching the air.
(http://1.bp.blogspot.com/-RNr-OZbj1Ww/Th-hWZHKSjI/AAAAAAAAACI/MoQ7VIkmzCM/s1600/8.png)

*2a. This is important and very hard to explain, and is related to points 5b and 7b. Beta5saiki's straight fireball has this bug as can be seen in the picture. It catches the enemy mid-air and stuns them there also. To prevent this bug, we can refer to kofXIII's frames. First the fireball lands, then the fireball explodes and this explosion triggers a 'hit', causing the opponent to look like he/she was being hit (even when already stunned) and fall to the ground (if in the air) in an upright immobilized manner (therefore the stun position will be correct), then the stun activates. You could check it out if my words are hard to understand :S
(http://1.bp.blogspot.com/-Tu_ahMYnP2g/Th9xX1PU7MI/AAAAAAAAABw/LryVgF6lvyM/s1600/1.png)

*2b. The fireball stun SOMETIMES (most of the time it works) fails for huge opponents like Leopaldon, abyss third form, onslaught, apocalypse, or even for other characters. By fail I mean you can still move the enemy out of the stun thingy or they can still move. The black thingy needs to be 'tighter' xD. Here's a cute example: igniz was 'stunned' before he did that super, but he could still start doing it.
(http://2.bp.blogspot.com/-KsPgfxlqIMY/Th-0K001sJI/AAAAAAAAACQ/UVwnz2WGB98/s1600/9.png)
This happened when Igniz reflected Saiki's projectile, but the stun thingy still appeared. Rugal and athena have reflects too.
(http://2.bp.blogspot.com/-cIpGtELtxtM/Th-4zsDecfI/AAAAAAAAACY/t4s9gwH5RVA/s1600/1-.png)
This happened when saiki countered rugal's QCFx2+kick grab super - the counter was successful but no stun thingy appeared at all; saiki just stood there while rugal whacked him without damage lol. Saiki's counter also failed to stun pikachu (maybe it's just character specific) when it connected. It needs a stronger bind to stop supers.
(http://3.bp.blogspot.com/-rqy3Grc33Bs/Th_IXWm4V_I/AAAAAAAAACg/5gwI4OAdNys/s1600/11.png)

3. Also, with tall enemies like magaki/mukai/orochi/rugal (however it does work fine for some like juggernaut...) or super short enemies like pikachu or metool, the grabbing position is a bit wrong.. saiki looks like he's grabbing magaki's crotch! HAHA.  Even if the character were to have his/her feet below ground level, it'd still look nicer than a crotch grab :3. Maybe there's a command that standardizes the grab to be at the top/head of the clsn box?
(http://4.bp.blogspot.com/-csL62Bb1YC8/Th97AdadeaI/AAAAAAAAAB4/_TRqoumu2rE/s1600/6.png)

4. Only in AI watch mode does Saiki suddenly tend to lag a lot, and I realized this happens mostly when the screen fades to grey (during the grab move). Sometimes the screen remains grey for an extended period of time even after the grab, and sometimes the screen turns grey for no reason (see the pic below, Saiki is not doing anything but screen goes grey)! These only happen in AI mode.
(http://1.bp.blogspot.com/-VEbrUV15Drg/Th-IxhUNsHI/AAAAAAAAACA/yVBtMlh5hfc/s1600/7.png)

Sounds:

5a. for the QCF+kick near enemy, the sound should be 36/57.
      for the super, he says 36/57 only when he folds his arms. The super animation intro needs a slight pause (enough time for him to say the full sound) when he folds his arms.
      for the super, after he kneels down he says EITHER 41/57 OR 42/57. He alternates between these two in the game. You could just choose one, they're almost the same lol.
      Oh and beta5saiki's super should not have the bubbling sound 39/57. That sound belongs to the intro sequence for dark ash xD.

5b. Beta5saiki's counter move needs to be slowed down to accomodate 2 additional voices: if the counter doesn't connect, the disappointed voice (25/57) that beta5saiki currently has is correct; but if the counter connects, saiki should say in a flaunting voice 52/57 at the pause when the move is successfully countered (the pause is the ministun i mentioned in point 2 which immobilizes the enemies if they're in the air and causes them to fall to ground level), then when he does the final C+D hit that flings the enemy away, he'll say in a demeaning voice 26/57. Be careful though, because your counter works slightly differently in that it works even on fireballing/ranged opponents (and I LOVE this feature)! So this will be up to you how you want to add the sounds... maybe you can just add them for physical/close-range counters (for the C+D hit-voice).

5c. 5b was getting too long... so I created a 5c lol. If Saiki's counter didn't connect, the disappointed  voice (25/57) is heard only when he withdraws his hand to his chest (before letting it down). Beta5saiki said 25/57 instantly when the move started.

5d. If we're going with 'infinite' fireballs, then the second follow-up fireball (both straight and air fireballs) should have the hit sound 22/57 too instead of a normal hit sound.

5e. A+B teleport has a sliding sound which is not in the soundlist, and there is another voice 30/57 in addition to the one it already has. It seems saiki has a lot of alternating voices

Improvements:

*6. The legsweep has been improved, but the range is still so short that it becomes not very useful. I measured it in kofxiii: saiki takes a step forward and then sweeps, making the total distance from where he was standing about 3 finger spaces, a.k.a a normal trip move from any character. (If you successfully increase the range, then the QCF+kick-when-near activation range should also be increased accordingly) It is important to note, as can be seen in the pictures, that saiki only moves 3 fingerspaces for the red clsn of his extended (the pic doesn't show his leg extended) leg to hit the enemy, but after that he gradually shifts back to original position as can be seen in picture 4 (not yet original position). Also, the legsweep time should be changed from 3 to 2, because it comes out VERY fast. Check it out in kofXIII ^_^

Here're the images in sequence for a better idea of how he moves from the starting position:
(http://3.bp.blogspot.com/-RFRCIMbDs3E/Th9X-Rn0aqI/AAAAAAAAABQ/sY9syI83rdY/s1600/2.png)
(http://3.bp.blogspot.com/-UtvbvNMe_bA/Th9YEG_dd1I/AAAAAAAAABY/nOxxjzIri3A/s1600/3.png)
(http://3.bp.blogspot.com/-4kM9d3m40As/Th9YJ5pK00I/AAAAAAAAABg/R0HihBUjPL8/s1600/4.png)
(http://2.bp.blogspot.com/-1A5pCAEmk78/Th9YUfNbmQI/AAAAAAAAABo/-AGoTTV2kw8/s1600/5.png)

*7a. For Saiki's hard version fireball, his hand (not the fireball) sweeping outward can cancel boss priority projectiles. For example, in the original kof XIII when u played saiki vs. saiki, the computer would wait for you to launch your fireball, then when your fireball almost reached him, he'd start his own fireball such that his hand would cancel your fireball and his own fireball would hit you. That's why I was asking in another forum page if magaki's fireballs can be negated, with this hand-swiping motion xD. The hand-swipe can practically cancel ANY projectile in KOFXIII lol. Overpowered!

7b. Saiki's fireball needs to have higher priority. Even True Geese's double reppuken is cancelling and going past it xD

7c. Related to point 2: when saiki's air fireball missed and landed on the ground, the explosion could hit the enemy and cause the stun to activate! This led me to think that it's actually the explosion that triggers the black-thingy-stun, not the fireball? That's why if u notice in kofXIII, the stun doesn't activate as fast as your saiki's stun. I think there are two frames to the fireball stun (perhaps this is why the counter-move had a pause also): first it lands and the explosion 'hits' the enemy (doesn't really count as a hit, but the enemy will look as if he/she has been hit), then the stun comes in for a second hit (but it isn't counted as a 2-hit combo). However, your betasaiki's stun is cool also! Up to you!

7d. Beta5saiki's straight fireball handswipe's red clsn stops at 16/54 ticks, but i've observed in the original that it ends at around 29/54 ticks (as long as the black flame was still there around his body), meaning that the enemy can still be hit at 29/54.

7e. Also, the stone throw had light and hard versions of it (I've no idea how to activate them in KOFXIII though... maybe lightly tap the a button or press it hard?) where the light version will come out slower and just hit the enemy, but the hard version will be much faster and knock them off their feet!

*8. Saiki's counter move could be spammed VERY fast - he could do another counter move (if the first one missed) right after his hand reached his chest (did not need to wait for the hand to return to his side).

9. What's left: super needs the correct sprites, sprite refurnishing to stop the bobbing head in counter move and breathing.

Observations (can ignore):

1. Saiki's super can hit between 33-44 times. No idea what to make of this, but it does reveal certain mechanics about the super. I remember seeing sprites of the second super on mugenimperiolatino, but the project has been removed lol.

2. Consider adding AI solutions for opponents like Onslaught, Abyss, Apocalypse, Leopaldon (Guilty Gear Isuka) etc who cannot be grabbed (Maybe telling him to use the walk-and-grab move less often. Is there even such an AI configuration? lol).

That's all for now!! It's one thing that I can give you such detailed reports, but it's also another on your part that you're able to understand and correct your awesome betasaiki to the very word. Very impressive! :D If there are no bugs after these adjustments, your saiki should almost be perfect already! Rock on~
Title: Re: KOF XIII Saiki beta6 (update 2011-08-06)
Post by: Werewood on August 06, 2011, 03:58:41 pm
Version beta-6:

- alternate AIR (kof13saiki_alt.air) deleted no more in need for a boss like Saiki

>> so far this walk&grab move has 2 things to note: first, only the C+D final hit kills; and second, the three punches do normal damage even if the enemy is at veryyy low health.
= Fixed by adding to kill = 0 to the three punches' TargetLifeAdd to ensure these won't kill P2

>> This bug happened where krizalid suddenly jumped out of Saiki's grab, and it was quite funny because saiki was punching the air.
= Not quite a fix but adding a trigger2 = p2movetype != H to make Saiki change to his stance state once P2 for some reason jumps out of his grab.  Please note that Saiki's grab uses a very intrinsic throw HitDef and TargetBind which seems to be permanently binding P2 during the state.

>> Also, with tall enemies like magaki/mukai/orochi/rugal (however it does work fine for some like juggernaut...) or super short enemies like pikachu or metool, the grabbing position is a bit wrong.. saiki looks like he's grabbing magaki's crotch!
= Fixed by using an absolute TargetBind P2 y positioning instead of using P2's size.head.pos.y constant
(http://page.freett.com/werewood/saiki_fix22.png)

>> Beta5saiki's straight fireball handswipe's red clsn stops at 16/54 ticks, but i've observed in the original that it ends at around 29/54 ticks (as long as the black flame was still there around his body), meaning that the enemy can still be hit at 29/54.
= Fixed by BoyBoyz

>> For Saiki's hard version fireball, his hand (not the fireball) sweeping outward can cancel boss priority projectiles.
>> Saiki's fireball needs to have higher priority. Even True Geese's double reppuken is cancelling and going past it
= Increased the hand sweeping fireball from projpriority = 1 to projpriority = 100; it should be able to cancel most other fireballs such as Magaki's pink fireballs and even his fog-like helper-based fireballs!
= Changed the main fireball (the oval-shaped dark stone) from Projectile to Helper and added an extra projectile along with the helper to try to cancel out P2's fireball
= The helper and its projectile now has pausetime = 0,0 which means they no more stun P2 in mid air

>> hard version fireball and counter move need a stronger dark bind..........
= Now Saiki's hard fireball and counter move use Helper instead of Projectile to stun bind P2, hopefully making it bind stronger.........

>> This happened when Igniz reflected Saiki's projectile, but the stun thingy still appeared. Rugal and athena have reflects too.
= Now Saiki's hard fireball is using Helper, so Igniz/Rugal/Athena shall have hard time reflecting it........

>> the stone throw had light and hard versions of it (I've no idea how to activate them in KOFXIII though)
= I added one more version of the move yet it comes out by 50% chance!

>> Saiki's counter move could be spammed VERY fast - he could do another counter move (if the first one missed) right after his hand reached his chest (did not need to wait for the hand to return to his side).
= I added a CtrlSet value = 1 to allow you to gain control of Saiki when his hand reached his chest (animelem = 26)

>> Consider adding AI solutions for opponents like Onslaught, Abyss, Apocalypse, Leopaldon (Guilty Gear Isuka) etc who cannot be grabbed
= Now using the p2name trigger, A.I. will use stone throw move instead of walk&grab move against A.I. Onslaught, Abyss, Apocalypse, Leopaldon, and my Infant Mutant Naughty Baby!!!





@BoyBoyz:
>> 4. Only in AI watch mode does Saiki suddenly tend to lag a lot, and I realized this happens mostly when the screen fades to grey (during the grab move). Sometimes the screen remains grey for an extended period of time even after the grab, and sometimes the screen turns grey for no reason (see the pic below, Saiki is not doing anything but screen goes grey)! These only happen in AI mode.
= About the "lag in AI mode" that is not a buggy lag!  That is intentional - a slow-mo-jo super move for the A.I. only!  During the slow-mo-jo super move, Saiki's walks faster and grab P2 faster and his fireballs travel faster too!  That is why you see the screen turns grey when Saiki is performing this custom super move  ;D

>> 9. What's left: super needs the correct sprites, sprite refurnishing to stop the bobbing head in counter move and breathing.
= Sorry I can do nothing to the sprites!  Please wait for Insanius' proper rips in this October!  :o

>> 1. Saiki's super can hit between 33-44 times. No idea what to make of this, but it does reveal certain mechanics about the super.
= I checked with the KOFXIII PC arcade dump and found Saiki's super does exactly 34 hits, which is the number shown in MUGEN too.............. :???:

BoyBoyz!  Thank you for helping me fix the sounds, sweep kick, counter move invincibility, and CD (yb/c in MUGEN)  hit activation range!!!  I already added you in my readme credit list in beta6!  :2thumbsup:
Please continue to give me more feedback!  ;)


Yo please don't COTM nominate my KOF XIII Saiki beta; he is far from completion.  Thanks!    :wall:
Admin please ignore my KOF XIII Saiki beta nominations  :wink2:
Title: Re: KOF XIII Saiki beta6 (update 2011-08-06)
Post by: BoyBoyz on August 06, 2011, 06:38:39 pm
1. the counter move ctrlset shdn't be so fast, animelem 30 or 31 is just nice.

2. Also the Projectile state for the fireball (statedef 1000) handswipe (with the stateno 1302) doesn't do anything, so it could be replaced with an extra helper I mailed you in order for it to cancel boss-level projectiles.

3. What's left: fireball needs a helper that's similar to the stone throw helper. The stone could cancel magaki's floating sphere (the white transparent one)!

Awesome! perfection!
Title: Re: KOF XIII Saiki beta6 (update 2011-08-06)
Post by: Werewood on August 06, 2011, 07:34:33 pm
1. the counter move ctrlset shdn't be so fast, animelem 30 or 31 is just nice.

2. Also the Projectile state for the fireball (statedef 1000) handswipe (with the stateno 1302) doesn't do anything, so it could be replaced with an extra helper I mailed you in order for it to cancel boss-level projectiles.

3. The sweep kick needs to come out faster. The timing (I think) should be 1, 1, 2, 2, 2, 2, 2, 4, 3, 3, 3 etc. The starting of the sweep is very fast, but saiki slows down when returning to original position.

4. What's left: fireball needs a helper that's similar to the stone throw helper. The stone could cancel magaki's floating sphere (the white transparent one)!

Awesome! perfection!

btw magaki's pink fireballs look like they can be cancelled but they're actually just teleporting around : (

I tried using your stone throw states to create a helper for the black fireball, but I couldn't get the helper to follow properly :(

For #2 and #4:

(http://i2.ytimg.com/vi/5KnefzSgHIg/default.jpg)

http://www.youtube.com/watch?v=5KnefzSgHIg

I have tested it here....................please look at my video  ;D

For #1 and #3, I will do it later.................... ;P

For all people including you BoyBoyz, please re-download beta6 thanks!

Yo please don't COTM nominate my KOF XIII Saiki beta; he is far from completion.  Thanks!    :wall:
Admin please ignore my KOF XIII Saiki beta nominations  :wink2:
Title: Re: KOF XIII Saiki beta6 (update 2011-08-06)
Post by: JFCT555 on August 06, 2011, 08:58:18 pm
Well, I have read your "stuff you will never make even if..."

What kind of MUGEN stuff you will never make even if.....[size=4pt]- M$ Bill Gates hires you to head the new MUGEN department,
- Apple hires you to add this and that MUGEN stuff to iPad,
- Your girlfriend's request if not granted then be ready for a split up,
- Your MUGEN authoring skills suddently level up so high that you can just whatever you like,
- Your boss' son requests you to do one for him then he will ask his dad to promote you to advance,
- McDonald and KFC ask you to make a better Donald and Colonel then they will let you eat their food for free for your entire life,
- Werewood buys you your favorite hotdog and beer?

For me:
1. Hentai MUGEN stuff -- why some H'ers can't go for real p0rn?  I just hate to love H stuff...  :toilet:[/size]
2. KOF chars. -- I clearly understand the terrible, tragic, life-threathening consequence of not being able to make an accurate KOF char.   :behead: :hanged: :knife:
[size=4pt]3. Palettes -- just because I suck at making ACTs.  I don't have a pair of keen colours-sensitive eyes  :stare2:

To put it simple, what kind of MUGEN stuff goes against your principle???  :???:[/size]

And, as you see, you have swallow your own words... And nothing makes the exception if you can't even control some simple helper problems like your saiki's one.

Nice try, nice char, and perfectly named as beta, don't give up and... you will improve your programming.
Title: Re: KOF XIII Saiki beta6 (update 2011-08-06)
Post by: Werewood on August 06, 2011, 09:25:19 pm
@JFCT555:
You are a KOF mugenization expert of course you will feel my first (and last) KOF mugenized char. Saiki plays like a baby level.
I did Saiki all because he is a boss.  If he weren't a boss I wouldn't have risked my life to try to mugenize him.

But!
I take every feedback very seriously and am very willing to improve and fix if I have the ability to.  This way I can learn stuff.  So please as a KOF mugenization expert JFCT555 please give me some useful feedbacks so that I can polish my beta Saiki further yo!

I am obsessed with bosses if you follow my releases!  >:D

And, my beta Saiki is just a bait; to prompt the revealing of the coming proper sprite rip, and more KOF mugenization expert can't wait to convert their Saiki to beat the crap of mine, how cool~

@BoyBoyz:
Good find as always!  Stay tuned for my next update yo!
Title: Re: KOF XIII Saiki beta6 (update 2011-08-06)
Post by: BoyBoyz on August 06, 2011, 10:48:02 pm
Yea werewood is trying his best already! Will have to make do with beta5 for now... beta6 has lots of bugs >_<

Finalized bugs (please read again in case I updated something):

1. First bug is that the explosion and explosion sound when the black thingy appears comes out two or three times only for the forward fireball AND counter move (for the counter move, when it successfully counters magaki's white fireball you can hear 3 explosion sounds, after which the invisible helpers will be left on screen: refer to bug 4). Air fireball not really affected... either that or I can't hear the difference xD

2. MAJOR bug: The stun fails very frequently (beta5 was 95% strong; it just failed for some overpowered edited characters). In order to see this bug, just keep chaining the 2-hit fireball up close, and suddenly the 2 or 3 sounds for the dark binding will become 1 only, and this is when the enemy will not be 'stunned' (I'm guessing the helper missed at close range or something). The enemy also won't be stunned when you do a 3-hit combo like this: Standing hard punch/light punch/light kick (it works for the hard kick though!) followed by closeup fireball (total 3 hit combo). Sometimes the black thingy doesn't even appear: standing at a slight distance away from the enemy (important to find the exact distance) causes the fireball to not stun at all (no black thingy). It still stuns from far though. Only occurs for forward fireball.

3. MAJOR BUG! ONLY when right at the corner of the screen, the black thingy can be PUSHED OFF SCREEN by just walking against it (this was in beta5 too but I failed to spot it :( )!!! The enemy remains stunned there but u can push the black thingy away. There is an important thing to note. The stun seems to have two phases in this new beta, because the enemy's body freezes from one position to another. Only in the first freeze position can the black thingy be pushed out of screen. If you wait a little longer till the second freeze frame, then the black thingy can't be pushed. All moves that concern this dark web (down and forward fireballs, counter) have the same problem - the web can be pushed out of screen.

4. MAJOR bug: sometimes the invisible helper (from the fireball AND counter) seems to stay on screen even after the stun. After everything seems normal, magaki's fireballs still disappear for no reason, or he gets countered and stunned by the invisible counter-move helper. Also, when magaki jumps about, he can get hit by those invisible helpers stuck on the screen even when saiki isn't doing anything. Also present in ver beta5.

5. saiki's counter move now no longer follows up with the C+D move if it connects up close O_O.

6. big bug: after enemy gets stunned by ONLY the forward fireball, and you do the grab (both grabs have problems) move on them, the positioning of the enemy during the grab gets messed up (test it to see what i mean; it looks like saiki is grabbing their feet). There are 2 conditions to activate this bug: First, only the forward fireball must be used; second, the forward fireball must hit from a semi-long distance (and sometimes semi distance has no stun...) and the grab performed after. The 2-hit combo up close or full screen-length fireball stun doesn't seem to have this positioning problem for the grab, no idea why... or maybe it does but the bug didn't appear? Only the .csn will tell!


Minor Improvements :

1. one thing I realised is: the 2 hit combo for the fireball up close is special in that the handswipe has a knockback effect, not a stun. I went to observe this in KOFXIII, and the enemy appears to be hit upward/backward, then he gets caught by the fireball and is stunned back to the ground. It all appears very fluid in the game, but your saiki has a slight pause at the handswipe hit... wonder if that can be corrected. Do make sure that the knock back cancels all movement still, else enemies can block the fireball after the handswipe. If it can't be corrected then the current animation is still great!

2. the forward fireball's clsn AT THE FRONT (behind is ok because it might miss when upclose) needs to be smaller lol, else it looks like the fireball explodes without touching the enemy.

3. I tweaked the sweepkick's (statedef 240) range to x=30, followed by -10, -10, -10, and accordingly tweaked QCF+a's reach (Statedef 1610). I changed the .cmd file's 1610 activation range to x<>85 too. The range is now almost exactly like the original.

5. It appears for Saiki's counter move, removing the clsn from the .air file is not a good idea. Your other character Hattori was able to run through him while he did his counter, and some moves just appear to go through him and not get countered sometimes... I think the nothitby is better still, but could that be adjusted to end earlier?

Suggestions:
1. Perhaps you could add a break-free-from-throw move for saiki (either by pressing A+B, C+D, or forward/back + button when about to be thrown, like the usual fighting games). I'm not sure what the animation is for this though... maybe it's the C+D animation? Or perhaps to make saiki even more overpowered... CAN'T BE THROWN? LOL

2. perhaps in the future you could add a function that enables us to play AS the AI saiki (like press and hold start + any button or something)

Actually beta5's dark web was pretty good already; it just failed for very few characters, and you can't expect to bind every mugen character out there as they're all different xD.

don't give up! keep trying! I'm a huge fan of bosses too!
Title: Re: KOF XIII Saiki beta6 (update 2011-08-06)
Post by: KRIZALID-2 on August 08, 2011, 07:00:50 pm
WOW finaly
it my take you long time to make it huh ?
we thank you for this work
all the best
Title: Re: KOF XIII Saiki beta7 (update 2011-09-05)
Post by: Werewood on September 05, 2011, 12:50:29 pm
Version beta-7:

Now BoyBoyz is one of the author of this beta Saiki!  :sugoi:

- readjusted speeds of all projectiles/helpers to 7.5 from 8.
- readjusted downward fireball explod and helper to appear at a later animelem
- adjusted downward fireball's 2nd stun phase to come later at 23 (more like original),
- changed dark binding (1099)'s projanim etc to 10001 instead of 1302.
- added another helper with the same definitions as 1007
- Fixed a bug where the stone would randomly disappear by removing the trigger1 = NumHelper(1601) = 0 in the non-AI helper.
- added the random stone throw in and increased walk and grab speed to +0.5 from +0.4.
- new knockback for fireball handswipe (ground velocity to -6, -4). Readjusted handswipe's clsn and priority, and reduced hit range to animelem 21.
- Adjusted handswipe such that you can only do 2 handswipe combos up close (exceptions like juggernaut etc with huge clsn boxes), before having to move forward to try again due to the pushback and pausetimes (12,12).
- adjusted C+D's ground velocity (-5.5, -4) to push enemy further like in original, and animtype = Hard
- new fireball (for both forward and downward) stun animation with 2 stun phases; fireball now travels faster forwards. New fireball also eats all fireballs including magaki's white orb. No duplicate sounds. Always stuns.
- fixed walk and grab positioning, fixed grab bug, movespeed (adjusted to +0.4), and clsn reach
- added nothitby to counter move, adjusted activation range for C+D, adjusted ctrlset animelem to 33, fixed some bugs, added damage to counter succession but kill=0
- added nothitby to qcb+ x/y (reversal move) to balance out the 'nerf' in counter move (personal preference)
- added nothitbys to fireball p1 starting sequence (to get rid of a bug where if saiki got hit before fireball landed, fireball would disappear or dark web wouldn't appear)
- fixed counter helper staying on screen by adjusting destroyself to animelem = 21. With that, also readjusted all the destroyself and nothitby to 21
- fixed dark web (statedef 1099) being pushed off screen by changing move physics to S
- Made A+B roll time faster (more like original)
- legsweep (strongkick adjusted to reach 30), qcf+a adjusted accordingly
- Fixed inability to block second stun phase (darkweb appearing) by adding a trigger = MoveGuarded to changeanim for statedef 1001. BUT this results in the bug below.
- Since I used beta5 model, the random stone throw thing is gone. Instead, I adjusted the stonethrow to hit enemy into the air, but fall=0 so they'll land on their feet.
- Tweaked jump height (jump.neu = -11.2) and speed (yaccel = 0.55), and adjusted landing/turning speed in .air
- Adjusted fireball's clsn to prevent misses in the air and no darkwebs.
- fixed certain fall/air.fall/forcenofall stuffs for handswipe (statedef 999/1302)
- Adjusted the numhit of some moves to 0, so the combo counter would display accurately
- fixed guardspark bug by adding removeexplod with removetime=20 to both fireballs (1001 and 1002 helpers)
- reworked forward fireball, so that when it hits enemy in the air, state 1888 (freeze) does not happen first; instead, enemy falls to ground, then the second stun activates the freeze. This is exactly like in original. The downward fireball needs more work still though.
- reworked fireballs' groundtype (High then Low vice versa) and ground velocity to make it look more like original.
- removed fireball's juggletime so the combo counter would count infinitely
- Reworked fireball pausetime and groundvelocity so that if handswipe hits, enemy will be stuck in air; but hitting with another fireball allows them to land due to air.velocity = 2 and forenofall = 1
- reworked darkweb (1099)'s air.fall to 1, fall to 0, forcenofall to 0, so that when hit into air by the handswipe, enemy will fall to floor after stun ends, while if just stunned by the fireball, enemy will land on feet after stun ends (does not work for some characters with too small or weird clsn boxes like KOFXII iori)
- Fixed dark web so that when you go behind the stunned enemy and stun him with 2-hitcombo up close, his stunned back will face you still. However, if you make him land with a 1-hit fireball, he will face you.
- Fixed a bug where if enemy was web-binded in the air, another fireball would cause stun to miss
- Reworked standing strong punch to Medium animtype and C+D to hard instead of diagup. Fixed more velocities (ground and air) of handswipe and C+D
- implemented 1302 (counter's helper) for all fireball helpers, so they won't miss (in the air especially) or look awkward (with another fireball coming out)
- Created trigger = command = "Qcf_y" for forward fireball to fade. Until a better solution is found, this will do :D
- Reworked 3 sounds (makeshift commands):
    1. (1300,1) when Saiki's countermove connects into C+D (movetype = H, AnimTime = 0 && p2dist x <= 74)
    2. (1300,0) when saiki's counter fails to hit anything (p2movetype = A && movecontact = 0, animelem = 24)
    3. When Saiki's counter connects successfully (p2movetype = H, animtime = -40). This isn't the correct command. When enemy is stunned, just doing another counter move makes saiki say this voice again, which isn't right.

And here I officially give a challenge to any MUGEN Pros -- do a better versions of all my current and future MUGEN stuff -- but don't use my materials.  I don't need you to like the mugenization choices I make; I just want you to have the guts to accept my challenge.  This is the only way to make me stop releasing half-assed MUGEN stuff and the only way to make me shut up.  8)

P.S. Oh I think I should post my official MUGEN Pros challenge in other fourms...............let me think think which ones.......

Hey I am not trying to argue; I really want someone can make better versions of my MUGEN stuff because I alone don't have the skill and time to do so.  :yeses:

And, I don't get upset at all by my solid MLM spirit, I am just getting angry because some human beings here are 200% wrong about me.   >:(

And, yes, I need to defend newbies, especially myself.  The more they attack, then more I defend myself.  8)

I don't need credits; I don't need praises; I don't need unhealthy feedbacks; I don't need hit counts; I don't need attentions; I don't need dramas; I don't need shit; I only want to have all characters & stages perfectly done by gods that I want to make and leech.
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: Baby Bonnie Hood on September 06, 2011, 04:42:20 am
And here I officially give a challenge to any MUGEN Pros -- do a better versions of all my current and future MUGEN stuff -- but don't use my materials.  I don't need you to like the mugenization choices I make; I just want you to have the guts to accept my challenge.  This is the only way to make me stop releasing half-assed MUGEN stuff and the only way to make me shut up.  8)

I wonder if anyone will actually bother.  People complain about Warner's stuff, but no one ever does anything about it.
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-07)
Post by: BoyBoyz on September 07, 2011, 09:15:52 am
Saiki beta7c by Werewood and me is here!  (For those who downloaded the earliest release of 7C, you don't really need to waste your time with this small patch. Wait for beta8 or something)

*1. completely reworked counter move to 90% true to source (still missing a few original sprites). Fixed a bug regarding the C+D failing to hit after counter connected. Also reworked it such that if saiki managed to get hit, he would stun the enemy but not do the C+D if it's out of range.

*2. Fixed all darkweb changeanims to disappear on hit!

*3. Balanced counter move to only cancel projectiles but not stun enemy from far. Super counter's command changed, and damage increased, else it isn't a super.

*4. Sounds for counter move are totally accurate, with 3 implemented phases so all 3 sounds can be heard properly.

*5. Fixed air fireball not exploding when it touched ground.

6. adjusted air fireball's initial black cloud to 'on top = 1', so that the fireball will appear to come out from INSIDE the cloud, like the original. Air fireball balanced now, won't home in that fast. It can mostly be used as a followup after forward fireball hits.

7. Reworked air fireball's animation by using time = 35 for helper to appear, and adding the EXplod 1077 INSIDE the helper, so when the black cloud appears the fireball will appear regardless of saiki being hit or not. The helper's position is -205, so if you super jump you might see something weird... but this is tailored for all non-super jump maps to look aesthetically truest to source. Not for too tall characters.

8. adjusted air/forward fireball/handswipe speeds to as close to source as possible (now spammed faster and more fluently, but damage lowered)

9. Fixed some bugs with helpers disappearing wrongly. Increase jump.neu (height) to -12.5

10. Tweaked AI to use less air fireballs, use less slow motion, and use the new super counter move. Very strong AI.

---- 2 more minor fixes:
11. Fixed forward fireball's helper's clsn at the rear to be within the original fireball, so the enemy won't get 'caught' by the helper and not get stunned. (hopefully fixed. This bug occurs very rarely only)

12. Removed an AI command that told Saiki to use super jump move when enemy is/has lying/fallen on the ground, causing it to miss.


what needs to be done for 99% Saiki:

1. Need to reduce damage done per combo stack using attackmul etc.
2. The only solution for the loose dark web (statedef 1099) I found so far is by making his jump height higher -.- (temporary fix only, need a better one!)
3. There's a bug with igniz's QCB+light punch projectile, in that saiki's super counter cannot reverse it. No idea why.
4. full KOFXIII saiki sprites. (the black flame for his counter should be separately ripped from his body too)


Things not true to source (but feels better this way):
1. Stationary grab is a reversal in this version
2. Both stationary grab and walk and grab can catch air enemies in this version.
3. Super counter might not be true to source because I don't know how to perform the move in the original, but at least it's LOOKING the same now.


Please report any bugs!
http://www.mediafire.com/?qxaljic3bq4jyt5

or

http://page.freett.com/werewood/mugen.html     when Werewood uploads it.
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: rizki29 on September 07, 2011, 01:13:23 pm
i have make it mvc 3 sorry not tell you but i make some bugs lost in it
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: BoyBoyz on September 07, 2011, 01:29:07 pm
wow cool! could you share? What bugs are there? I've tested like crazy and currently there're only about 4 known bugs; I'm real keen to find more!!

Werewood and me just want to make the best character possible. We've worked very hard in trying to root out any possible bugs, and have also narrowed down even the smallest of details from KOFXIII, so if you can help in anyway that'd be great!
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: rizki29 on September 07, 2011, 01:53:24 pm
yeah i can but maybe two days again cause there still one more i must do in this character
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: BoyBoyz on September 07, 2011, 02:13:54 pm
Awesomeeee. Are there sprite updates? : DD
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: rizki29 on September 07, 2011, 02:18:39 pm
yeah
-new hitspark
-new supermove
-new "mvc 3 setting"
-new bugs because mvc 3 setting =="
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: BoyBoyz on September 07, 2011, 02:29:39 pm
OOOOH. Ok! maybe you can post it in the edits and addons section : DDD Will keep a lookout for it and give feedback!!
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: BoyBoyz on September 07, 2011, 10:39:25 pm
new patch (35kb file), sorry for the minor screw up.

For those playing in 640x480 resolution, u'll have noticed the air fireball's awkward positioning. It's fixed in this cns file. Just replace it and the .air file over ur original files.

This also properly makes the air fireball explode on ground... I did it wrongly in the previous file, where sometimes it wouldn't explode. The 2 new bugs before mentioned are fixed in this small patch too.

There're some bugs in the AI of saiki, because I'm not good in editing it. Werewood is the original creator of the AI. However, the usable version is perfect.

http://www.mediafire.com/?w714ij1c3d15uwb     -      patch (35kb)
http://www.mediafire.com/?ce2ab3ral1blv82   -      updated 7c (14mb)
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: Werewood on September 08, 2011, 07:56:53 am
new patch (35kb file), sorry for the minor screw up.

For those playing in 640x480 resolution, u'll have noticed the air fireball's awkward positioning. It's fixed in this cns file. Just replace it and the .air file over ur original files.

This also properly makes the air fireball explode on ground... I did it wrongly in the previous file, where sometimes it wouldn't explode. The 2 new bugs before mentioned are fixed in this small patch too.

There're some bugs in the AI of saiki, because I'm not good in editing it. Werewood is the original creator of the AI. However, the usable version is perfect.

http://www.mediafire.com/?w714ij1c3d15uwb     -      patch (35kb)
http://www.mediafire.com/?ce2ab3ral1blv82   -      updated 7c (14mb)


Thanks BoyBoyz for another quick update!   ;D


>> There're some bugs in the AI of saiki,
What bugs did you refer to???
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: BoyBoyz on September 08, 2011, 11:08:48 am
Oh I was referring to how the AI at one time kept spamming the counter move nonstop until the end of the match... and how sometimes the counter move can still stun enemies from far because it reflected the projectile, which it isn't supposed to do.

What I did with the counter is just to make it absorb projectiles like in the source. I've no idea why the long range stun still happens. Perhaps it's the new statedefs I created. The AI still uses 1300 as a reference, but mine has changed a bit to implement the reversaldef.

Well it's not a big issue though! Not really a bug.

I was wondering if a break-free-from-throw could be done for saiki too, with the C+D animation. Not sure how to do that one though.
I noticed something: the stone throw actually has another animation to it. When he throws the heavy stone that knocks down, he does the animation currently. When he does the quicker stone throw, he bends down in a different position.

I duno how to make a character icon! xD Ima noobie.
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: BoyBoyz on September 08, 2011, 03:28:56 pm
Important patch (If you didn't download beta7C beforehand, just go to werewood's site and download that copy and update with this):

1. Added a sound to the super counter should it fail to counter anythin, just like the normal counter.

2. removed an incorrect sound from stone throw startup, and added a sound for his hand movement whizzing through the air (the sound of light punch)

3. Corrected the walk and grab's 3 punch hitsound to S1600,1

4. Adjusted air fireball's second stun phase to not hit falling enemies so that when you legsweep the enemy just as the fireball hits, the enemy won't be stunned. True to source.I can't implement this for the forward fireball and handswipe because that stun needs to hold falling enemies in the air.

5. reduced fireball and counter's damage to 30, true to source.

6. Reworked air fireball's helper appear time and appear position again, by removing some image frames in the .air file (to cover the fireball while it's paused) and increasing the pause time before the fireball's velocity activates.

To be done:
1. Need the teleport sound to be ripped (sounds like whizzing).
2. Need damage dampener for handswipe (statedef 1000) combo
3. Need to fix dark binding so that enemy will not be pushed out of it if you jumpfwd or airjumpfwd against it.
4. More sprites

Things not true to source:
1. Stationary grab is a reversal in this version.
2. Both stationary grab and walk and grab can catch air enemies in this version while in KOF XIII they can't.
3. Fireballs, handswipe, and helpers can hit falling opponents to juggle from legsweep (this can't be changed for other small details to work... too troublesome to explain here)


Werewood's site for the very first Beta7
http://page.freett.com/werewood/mugen.html

My strategy is to constantly deliver small updates to make this character as accurate to the source as possible. Sorry for this, as I do very frequent testing and discover something new each time.
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz latest patch
Post by: BoyBoyz on September 08, 2011, 04:42:39 pm
Sorry, another new important patch here (do not confuse this with the last one... I posted this like within 10min of posting the last one):

7. Adjusted forward fireball's handswipe sound from animelem 18 to elem 4 (the sound comes from the forward handswipe, not the fireball appearing). Somehow this sound doesn't seem right still; but if it isn't then it hasn't been ripped.

8. Decreased stationary grab startup animation time and extended the duration at the middle (where he folds his arms and pauses) to compensate.

9. adjusted forward fireball's speed to 7.2 from 7.5 (it makes a difference, seriously lol)

10. Changed stone throw's hand sound again to 0,4

11. changed air fireball's handswipe sound to 0,4 (somehow I think this is still not right; maybe it's not been ripped)

12. removed duplicate stone throw sound


http://www.mediafire.com/?ljg1gcr1yuh17z1

Werewood's site for the very first Beta7
http://page.freett.com/werewood/mugen.html
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: ecthelionv2 on September 09, 2011, 01:38:28 pm
Makes me still wonder why the fuck is his grab range so big.
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz beta7D link fixed
Post by: BoyBoyz on September 09, 2011, 05:18:54 pm
saiki beta 7D is here! Pros please read the 'to be done' section and see if you can help:

13. Added an extra red clsn to animelem 4 of C+D attack. Saiki's elbow hits the enemy too. Modified the hitdef correspondingly. Walk and Grab's C+D and counter's C+D modified too.

14. stationary grab's startup animation quickened again to be more like source.

15. Corrected Standing Strong Punch to only have one hitdef, so it can't perform a 2-hit combo to tall enemies.

16. made forward fireball's sprpriority to negative and readjusted its x axis, so it looks like it comes from within the handswipe

17. Added two more posadds for legsweep, so his forward step looks very natural now. Made the kick come out faster, return slightly slower like in the source.

18. reduced walk and grab's range by a bit. You gotta understand that his arm is quite long. I gauge the range by his arm length.

19. changed counter's black flame sound to 1000,1 from 1300,2, true to source. SUCCESS

20. Changed airfireball and forward fireball's handswipe sounds to 1300,2 from 0,4 and 1000,1 respectively. SUCCESS.

21. Changed legsweep and C+D sounds to 0,3 from 0,4. 0,4 is only for stone throw's handswipe.

22. Changed standing light/strong punch's sound to 0,2. Both are the same, since their voices are the same too.

23. added random chance that all normal moves won't trigger. Also added random 2nd voice (thanks to kenshin and cyanide). True to source. A+B random sound can't be done, because the teleport sound isn't ripped/there.

24. Completely reworked his super darkening fullscreen move: startup sequence time, pauses, screen darkening time, and speed that the red clsn activates. As true to source as possible.

25. Added alternate hitsound for heavy stone throw

To be done:
1. Need the A+B teleport sound and sweep kick's 2nd random sound to be ripped.
2. The super sprites, even the startup currently, is missing (his body slowly turns black without lines first, then after he's completely black, it fades and the lines appear on his body)
**3. Need damage dampener for handswipe (statedef 1000's hitdef) combo
***4. Need to fix dark binding (statedef 1099) so that enemy will not be pushed out of it if you jumpfwd or airjumpfwd against it.
5. More sprites in october

Things not true to source:
1. Stationary grab is a reversal in this version.
2. Both stationary grab and walk and grab can catch air enemies in this version while in KOF XIII they can't.
3. Fireballs, handswipe, and helpers can hit falling opponents.

http://www.mediafire.com/?ge82yj37h1r58za       ----- 40kb patch (just use this to update over whatever you have)

http://page.freett.com/werewood/mugen.html        ----- 14mb original beta7
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: ecthelionv2 on September 09, 2011, 06:13:50 pm
(http://i52.tinypic.com/dq4y1h.png)

You have got to be kidding me,

Spam the trapping fireballs. Switch up to the falling fireballs. Then in the end, do his command grab...which has XXL range for some reason.
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: BoyBoyz on September 09, 2011, 06:57:20 pm
that's saiki pal, that's why i love this boss : D SNK didn't make him spam them only.
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: BoyBoyz on September 10, 2011, 03:45:52 am
Asking your opinions: Due to Saiki's sprites not being fully ripped, his counter move animations are imperfect (Instead of putting his hand down, he should extend it.) Hence, I've made a new counter animation. Tell me if you guys like this one or the previous one (current one) that you have. Both 40kb patches have these minor fixes, so you don't have to worry:

1. made saiki's forward fireball speed 7.5 again.

2. added proper sound to super counter

3. removed some standing and counter sprites to make the animation smoother (no bobbing). Adjusted everything according to the minused anims.


hang on... another patch comin
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: BoyBoyz on September 10, 2011, 07:39:35 am
Quite a lot of proper sound updates:

*1. QCF+lightkick when near makes the sweepkick unblockable, but comes out slower. changed sound and hitsound for it too.

2. added sweepkick's 2nd random sound.

3. added new HITsound  for ligh/strong stone throw. changed the pickup stone sound

4. Revamped all normal move hitsounds. All except C+D were wrong.

- anyone bother to rip the A+B sound? My speakers are spoilt so Audacity doesn't work for me.

This version contains the new counter animation. I'm not uploading the old one.
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: BoyBoyz on September 10, 2011, 04:59:37 pm
Some fixes:

1. Changed some anim time for super darkening in the air file; modified pausetimes and screen darkening accordingly

2. hard stone throw hitsound is now 5000,94, hence the need for the sound file in the patch.

3. removed 1 sprite from state 50001, 4000, and 1300 (the counter statedefs) respectively. Head doesn't 'jerk' that much during counter moves already. Nothitby, ctrlset, destroyself, changeanim modified accordingly.

4. Reduced lose-if-time-over sprite to 3 anims only. True to source.

5. Changed C+D's voice to animelem 2. If you didn't get this in the last update, just change it urself (the first statedef 900).

These are the files I'm currently using. Probably won't have a patch until Werewood or I get some new sprites or get some help with 3 bmp-to-sprite conversions (I can't add them in... the colours get all messed up).


Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: Luis Alejandro on September 12, 2011, 02:16:36 am
why arent you using aoks kofxiii fx ripps
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: BoyBoyz on September 12, 2011, 03:36:57 am
AOK? where?? If I know where to find em I'll use em!
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: Luis Alejandro on September 12, 2011, 03:48:59 am
http://www.justnopoint.com/lbends/index.php?location=stuff&page=&file=KOFXIII_Effects
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: BoyBoyz on September 12, 2011, 04:00:07 am
oh that is in already! The hitsparks are the kofXIII ones. I'm working on Saiki's AI, will release a real good one soon.
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: BoyBoyz on September 12, 2011, 06:44:15 am
Let's call this beta 7e; basically the AI is buffed up. It spams only 3 moves, and 2 supers (one of which it does only near death), but u'll find out it's even tougher than before (only Igniz-Boss and Psyqhical-Boss have chances of beating him). Good luck and pls report any bugs!:

*1. Fixed loose dark binding. Consequently, adjusted saiki's jump.neu height back to normal -11.6.
2. Adjusted dark binding's (1099) position
3. changed C+D voice (900,0) to animelem 2. True to source.
4. Updated AI to not use walk and grab for more unthrowable characters.
5. added AI exclusive priorities (like the ability to counter projectiles with reversals, and some nothitbys) while usable version is true to source. Buffed up ai. Try beating it. It has a weakness.
6. Fixed bug with AI's stationary grab and counter moves.
7. Adjusted walk and grab's hit animation to be slightly slower and truer to original.

To be done:
1. Need a proper nojump for saiki. He can still jump in ai mode.
1. Need damage dampener for handswipe (statedef 1000's hitdef) combo
2. Need the A+B teleport sound to be ripped
3. super and Counterconnect sprites

http://www.mediafire.com/?1f9555ij7e5k7qb         -   9.5mb patch

http://page.freett.com/werewood/mugen.html       -    original 14mb file
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: BoyBoyz on September 12, 2011, 04:56:01 pm
Also, for those who want to disable saiki's jump completely (and this will solve his 'weak link' in the AI), you can download this common1.cns and place it inside your saiki folder. THat's all that's needed.

http://www.mediafire.com/?64gyhg471fi4pdo
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: Werewood on September 13, 2011, 11:50:31 am
Let's call this beta 7e; basically the AI is buffed up. It spams only 3 moves, and 2 supers (one of which it does only near death), but u'll find out it's even tougher than before (only Igniz-Boss and Psyqhical-Boss have chances of beating him). Good luck and pls report any bugs!:

*1. Fixed loose dark binding. Consequently, adjusted saiki's jump.neu height back to normal -11.6.
2. Adjusted dark binding's (1099) position
3. changed C+D voice (900,0) to animelem 2. True to source.
4. Updated AI to not use walk and grab for more unthrowable characters.
5. added AI exclusive priorities (like the ability to counter projectiles with reversals, and some nothitbys) while usable version is true to source. Buffed up ai. Try beating it. It has a weakness.
6. Fixed bug with AI's stationary grab and counter moves.
7. Adjusted walk and grab's hit animation to be slightly slower and truer to original.

To be done:
1. Need a proper nojump for saiki. He can still jump in ai mode.
1. Need damage dampener for handswipe (statedef 1000's hitdef) combo
2. Need the A+B teleport sound to be ripped
3. super and Counterconnect sprites

http://www.mediafire.com/?1f9555ij7e5k7qb         -   9.5mb patch

http://page.freett.com/werewood/mugen.html       -    original 14mb file

Yo your http://www.mediafire.com/?1f9555ij7e5k7qb         -   9.5mb patch for beta 7e got deleted??

By the way, the 3 saiki sprites you want is here:

(http://page.freett.com/werewood/1300_58.png)
(http://page.freett.com/werewood/1300_59.png)
(http://page.freett.com/werewood/1300_60.png)

PCXs:  http://page.freett.com/werewood/kofxiii_saiki_PCX_1300_58-60_revised.zip
* copy & paste the link to your web browser address bar

I duno how to make a character icon! xD Ima noobie.

By character icon I meant for your forum topic:  (http://page.freett.com/werewood/forum_topic_char_icon.png)
Title: Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
Post by: BoyBoyz on September 14, 2011, 03:25:19 pm
Here, beta 7F. The AI can be very good at one point, but totally suck at another. No idea why. Everything else is good though, with updated counter sprite and fixed bugs. Previous version had some bugs. Will be final big release for some time.

Just take out the common1.cns if you want Saiki to jump normally.

http://page.freett.com/werewood/mugen.html
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (update 2011-09-14)
Post by: Werewood on September 14, 2011, 05:24:53 pm
Version beta-7f (2011-09-14):

Now BoyBoyz is one of the author of this beta Saiki!  :sugoi:

1. Added a sound to the super counter should it fail to counter anythin, just like the normal counter.
2. removed an incorrect sound from stone throw startup, and added a sound for his hand movement whizzing through the air (the sound of light punch)
3. Corrected the walk and grab's 3 punch hitsound to S1600,1
4. Adjusted air fireball's second stun phase to not hit falling enemies so that when you legsweep the enemy just as the fireball hits, the enemy won't be stunned. True to source.I can't implement this for the forward fireball and handswipe because that stun needs to hold falling enemies in the air.
5. reduced fireball and counter's damage to 30, true to source.
6. Reworked air fireball's helper appear time and appear position again, by removing some image frames in the .air file (to cover the fireball while it's paused) and increasing the pause time before the fireball's velocity activates.
7. Adjusted forward fireball's handswipe sound from animelem 18 to elem 4 (the sound comes from the forward handswipe, not the fireball appearing). Somehow this sound doesn't seem right still; but if it isn't then it hasn't been ripped.
8. Decreased stationary grab startup animation time and extended the duration at the middle (where he folds his arms and pauses) to compensate.
9. adjusted forward fireball's speed to 7.2 from 7.5 (it makes a difference, seriously lol)
10. Changed stone throw's hand sound again to 0,4
11. changed air fireball's handswipe sound to 0,4 (somehow I think this is still not right; maybe it's not been ripped)
12. removed duplicate stone throw sound
13. Added an extra red clsn to animelem 4 of C+D attack. Saiki's elbow hits the enemy too. Modified the hitdef correspondingly. Walk and Grab's C+D and counter's C+D modified too.
14. stationary grab's startup animation quickened again to be more like source.
15. Corrected Standing Strong Punch to only have one hitdef, so it can't perform a 2-hit combo to tall enemies.
16. made forward fireball's sprpriority to negative and readjusted its x axis, so it looks like it comes from within the handswipe
17. Added two more posadds for legsweep, so his forward step looks very natural now. Made the kick come out faster, return slightly slower like in the source.
18. reduced walk and grab's range by a bit. You gotta understand that his arm is quite long. I gauge the range by his arm length.
19. changed counter's black flame sound to 1000,1 from 1300,2, true to source. SUCCESS
20. Changed airfireball and forward fireball's handswipe sounds to 1300,2 from 0,4 and 1000,1 respectively. SUCCESS.
21. Changed legsweep and C+D sounds to 0,3 from 0,4. 0,4 is only for stone throw's handswipe.
22. Changed standing light/strong punch's sound to 0,2. Both are the same, since their voices are the same too.
23. added random chance that all normal moves won't trigger. Also added random 2nd voice (thanks to kenshin and cyanide). True to source. A+B random sound can't be done, because the teleport sound isn't ripped/there.
24. Completely reworked his super darkening fullscreen move: startup sequence time, pauses, screen darkening time, and speed that the red clsn activates. As true to source as possible.
25. Added alternate hitsound for heavy stone throw
26. made saiki's forward fireball speed 7.5 again.
27. added proper sound to super counter
28. removed some standing and counter sprites to make the animation smoother (no bobbing). Adjusted everything according to the minused anims.
29. QCF+lightkick when near makes the sweepkick unblockable, but comes out slower. changed sound and hitsound for it too.
30. added sweepkick's 2nd random sound.
31. added new HITsound  for ligh/strong stone throw. changed the pickup stone sound
32. Revamped all normal move hitsounds. All except C+D were wrong.
33. Changed some anim time for super darkening in the air file; modified pausetimes and screen darkening accordingly
34. hard stone throw hitsound is now 5000,94, hence the need for the sound file in the patch.
35. removed 1 sprite from state 50001, 4000, and 1300 (the counter statedefs) respectively. Head doesn't 'jerk' that much during counter moves already. Nothitby, ctrlset, destroyself, changeanim modified accordingly.
36. Reduced lose-if-time-over sprite to 3 anims only. True to source.
37. Changed C+D's voice to animelem 2. If you didn't get this in the last update, just change it urself (the first statedef 900).
38. Fixed loose dark binding. Consequently, adjusted saiki's jump.neu height back to normal -11.6.
39. Adjusted dark binding's (1099) position
40. changed C+D voice (900,0) to animelem 2. True to source.
41. Updated AI to not use walk and grab for more unthrowable characters.
42. added AI exclusive priorities (like the ability to counter projectiles with reversals, and some nothitbys) while usable version is true to source. Buffed up ai. Try beating it. It has a weakness.
43. Fixed bug with AI's stationary grab and counter moves.
44. Adjusted walk and grab's hit animation to be slightly slower and truer to original.
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (update 2011-09-14)
Post by: BoyBoyz on September 14, 2011, 05:29:50 pm
whoa that's fast! Thank you!
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (update 2011-09-14)
Post by: BoyBoyz on September 14, 2011, 07:23:54 pm
Sorry guys, this is the corrected .air file with walk and grab punch speed adjusted to source, and flinching of enemy too.

download original file at Werewood's site and update with this small patch:

http://www.mediafire.com/?2ltekwjxjw63fqq
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (update 2011-09-14)
Post by: david link on September 15, 2011, 04:56:57 pm
well i download lates vercion but before the round 1 i get this and it closes my mugen
(http://i55.tinypic.com/zwv8z.png)
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (update 2011-09-14)
Post by: BoyBoyz on September 15, 2011, 09:02:00 pm
Hi. That's weird. Try using this .cns file that I'm using. It works fine for me on mugen 1.0


http://www.mediafire.com/?4l80817ra39baba
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (update 2011-09-14)
Post by: david link on September 15, 2011, 10:18:53 pm
i was using win-mugen but will download
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (update 2011-09-14)
Post by: BoyBoyz on September 17, 2011, 04:30:41 am
Next update will feature A+B sound and damage dampener hopefully.

1. Revamped walk and grab start/end timings and punch pause times, and adjusted the bgcolour accordingly.

2. Added 2nd sound to end of walk and grab, so that it alternates between the two. Saiki always says either one of the sounds (not like the normal kicks and punches where he sometimes says nothing)

3. Counter's C+D now comes out slightly faster if it connects. Counter will have saiki raise his hand if it connects but C+D is out of range.

4. Sweep kick made to launch enemy further.

5. Added new sound to super counter's first punch

6. removed lose by time over sound. true to source.

7. added channel = 0 for grab sounds, so that they don't overlap, and once enemy is hit, the first sound will end immediately for the second sound to play.

8. removed QCF+ a (sweep kick when close)'s sound (not voice).

9. quickened stationary grab's recover time but nerfed it's attack duration. After his arms start to unfold he wont be able to grab the enemy.

10. AI buffed to use certain moves when power < 999, and other stuffs.


http://www.mediafire.com/?opmf2xr9vd2bteb    -     beta 7F patch

http://page.freett.com/werewood/mugen.html    -     original beta 7F
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (update 2011-09-14)
Post by: COLOSSE on September 17, 2011, 11:22:11 am
still doesnt work on winmugen - got the same error as david link....
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (update 2011-09-14)
Post by: BoyBoyz on September 17, 2011, 12:12:58 pm
it's for mugen 1.0 dudes... just convert already.
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (update 2011-09-14)
Post by: krusser on September 17, 2011, 01:37:16 pm
in this case move this topic to Mugen 1.0

Have you plan to code this char for winmugen?
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (update 2011-09-14)
Post by: krusser on September 17, 2011, 02:21:29 pm
thanks for add the patch for winmugen users

have a nice day
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (update 2011-09-14)
Post by: BoyBoyz on September 17, 2011, 04:04:38 pm
welcome ^_^ His voice during the super gets cut off halfway for winmugen. No idea why. Nothing big though.
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz Beta 8
Post by: BoyBoyz on September 22, 2011, 02:28:06 am
Here's the full Beta8 (14.3mb). There is a very rare bug where forward fireball + handswipe at edge of screen does 14-hits instead of 2 -.- (2/100 chance of seeing it, hence I duno where the problem lies; I'm assuming it's from the helpers but I'm not sure):

*1. Reworked fireball stun state. New states/anims 822 and 823 (instead of 1888) are always activated at y=0 even if p2 is in airfall state. This is true to source, though the source has a fixed position drawn for every character. After anim ends, the player will fall to ground if he was stunned in the air. This way, enemy has no chance to 'block' when his position changes from airfall to standing.
2. changed targetbind to animelem 172 for both walk and grab and super counter grab, so that when he releases enemy the enemy drops to floor
3. changed helper, destroyselfs, and nothitbys for super counter
4. modified some AI commands
5. Made super counter true to source. His super reversal is now only a grab, not a walk and grab. He can't reverse projectiles, but only cancel them out. The animation comes out slower than normal counter, and the screen doesn't darken when it starts up. Super counter in KOFXIII is done by pressing D, F, D, B + any kick.
6. Super darkening now has 2 random voices, with the second one coming out at 30% chance.
7. Made super jump and super slow usable, since the AI doesn't use them anymore. Not advisable to use super slow though, u'll see why. Movelist updated with them.
8. Solved a bug where after air fireball/counter hit just as p2 leaves the ground, dark web appear wouldn't appear.
9. Corrected counter's changestates to reduce the bugs when fighting Psyqhical.
10. changed saiki's super darkening projectile pos to p1, so it always hits everywhere instead of following p2 as he jumps.

As I said, winmugen saiki has 3 bugs where if enemy is already stunned in the air by a forward fireball, an air fireball will cause him to fall to ground immediately instead of continuing to be stunned; and the voice for super darkening cuts off halfway; and super counter has a positioning bug. No idea how to fix them. I've been updating saiki using mugen 1.0 all the while.

http://www.mediafire.com/?eu5n5x2hpswhaza   -    Mugen 1.0
http://www.mediafire.com/?fh8fhzsi5f1kqfj     -    Winmugen

Credits to Werewood
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (update 2011-09-14)
Post by: Werewood on September 22, 2011, 09:22:51 pm
BoyBoyz thanks for your usual cool update!

But!

Why are there two MUGEN versions?  Beta Saiki should work on both MUGEN versions.............anyway, I will take a look and see if I can combine both versions into one.
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (update 2011-09-14)
Post by: Shadow_Dio on September 22, 2011, 09:28:00 pm
I will take a look and see if I can combine both versions into one.

That sounds like the best choice of action here. Also, there should only be one topic about this instead of 2. (Talking about the one in the edits section.)
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (update 2011-09-14)
Post by: BoyBoyz on September 23, 2011, 06:53:02 am
because some codes in mugen 1.0 don't seem to work in winmugen : (
Title: Re: KOF XIII Saiki beta8 by Werewood & BoyBoyz (update 2011-09-14)
Post by: BoyBoyz on September 25, 2011, 12:42:47 am
Small patch:

1. Edited dizzy posture to not loop
2. Added one more animelem to sweepkick. Slowed down QCF+a sweepkick when near, since it's unblockable. corrected slow motion's sweepkick accordingly in .air file
3. fixed autoland (54) bug for usable state (var(59)=0)
4. Refined fireball stun states for all fireballs and counter
5. Made super slow's startup the same as the other supers
6. Made counter's pausetime for enemy slightly higher, so they can't break out.
7. Slightly lowered walk and grab's range
8. Reworked supers' timings slightly and made the super spark bigger (0.5 scale)

Super slow should be taken out because only the AI can use it properly... but no harm leaving it there : )

http://www.mediafire.com/?iy393ic6yd29jrf   -   patch for mugen 1.0
http://www.mediafire.com/?eu5n5x2hpswhaza   -    original beta8 for mugen 1.0
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (update 2011-09-14)
Post by: GF202020 on September 25, 2011, 12:48:21 am
Here's a suggestion:

You said yourself you devivated from the original source at a point when making this boss, however, what if the user wants an experience fighting this boss as the encounter from the source worked, without making him unnecessary harder, i.e. the walk-grab grabs midair.

My suggestion is to make two modes for this character. One of them is an "Arcade" mode, the best to the original source you can make him. The other mode will be an "Arranged" mode, with all the custom edits you would like to add to him.
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (update 2011-09-14)
Post by: BoyBoyz on September 25, 2011, 12:54:44 am
hi, firstly the coding in KOFXIII's saiki is very complicated, so to emulate it as best as we can, the grab moves have to hit air enemies as well.
This is because the fireball's stun state holds the enemy in midair if he/she was hit in air state, so if u try to grab an enemy without an air hitflag, it won't work out. I've no idea how they did this in KOFXIII, because the grabs there weren't able to hit air enemies but could still grab an air-stunned guy
These are the reasons why I haven't been able to make it 100% true to source :/ Unless you're willing to help with the coding

If you want, I can tone down the AI, which is ridiculous I agree.
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (update 2011-09-25)
Post by: BoyBoyz on September 25, 2011, 07:51:54 am
Latest Patch:

1. Basically I opened KOFXIII and mugen windows side by side, and compared all the move times. This latest patch is hardcore accurate in terms of timing. Lots of timings changed, even including walking speeds.
2. A new ctrlset has been added for sweepkick near the end of its animation. This is because a pausetime is introduced  to the animation. You'll see what I mean.
3. The commands for super counter and super slow have been changed.

This patch has the nerfed AI, but contains a file called 'kof13saiki Insane AI'. To use the Insane AI just rename the file to 'kof13saiki.cns' and overwrite the existing one... but make backups though.
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (update 2011-09-14)
Post by: Werewood on September 26, 2011, 08:56:21 pm
Bleh, sorry for the constant updates lol.

This patch fixes the 10hit combo bug and some other stuff.

There's one more issue, where if the enemy's fireball manages, in rare cases, to cancel saiki's fireball, the enemy will still get stunned by the invisible helper. This invisible helper hits FULLSCREEN (to prevent misses), so in simul mode saiki can be abit overpowered... That's all... I'm done with him till the new sprites are here.

http://www.mediafire.com/?30kk0tq3djph5sj       -        mugen 1.0 patch (65kb)

http://www.mediafire.com/?0w787w62bf7pmd4     -      winmugen patch

http://www.mediafire.com/?y1bpsn2mwmalabh        -      beta8A full. Download this if you're lazy to apply patches. Winmugen users still need to patch though.

>> http://www.mediafire.com/?y1bpsn2mwmalabh        -      beta8A full
Invalid or deleted file???

I need beta8A full re-uploaded please because your "http://www.mediafire.com/?eu5n5x2hpswhaza   -    original beta8 for mugen 1.0" also not working............

Thanks, BoyBoyz!  :D
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz - Final update
Post by: BoyBoyz on September 26, 2011, 10:14:31 pm
Hey Werewood!

Sorry for the spoilt link... Now all's fixed with another update. There is no more fireball bug! The helper will disappear if saiki's fireball gets cancelled and he gets hit. No known bugs left until more are found! Hell yeah!

In case I forgot to mention, these are the prominent updates. The rest have to do with sounds and timings and AI bugs that's all:

1. counter's C+D voice changed to animelem 6
2. fireball helpers changed to 1302 instead of fullscreen 10001, and made 1302 clsn larger. Adjusted positions and offsets accordingly (because 1302 is shared by 3 other moves), and made velocity 20 so that it'll disappear from screen fast enough to prevent bugs.
3. Made fireball handswipe's hitdef last till animelem 17 only, to prevent 10hit combo bug.
4. Increased counter's C+D clsn so it can hit enemies that are countered behind saiki.
5. Added some p2facing = 1 to grab moves to prevent saiki grabbing them 'from behind' ;)
6. Fixed counter's pausetime for p2 to 21, to correct a bug with kyo clone 10

Just a reminder to the rest, the QCF+ a is a stone throw move, but when done close, it becomes an unblockable sweep kick. This isn't stated in the movelist.
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (update 2011-09-14)
Post by: BoyBoyz on September 27, 2011, 06:07:00 am
Ok yup, bugs are gone, and some new additions!:

*1. Due to popular demand and being true to source, walk and grab and stationary grab now cannot grab air or falling enemies, but CAN STILL GRAB those stunned in air/falling state! If enemy is in air, saiki will still walk over, but when near the airborne enemy, will stop and changestate into a new animation. Saiki can be hit while this happens. True to source!
*2. Modified .cmd file so that QCF+a sweepkick when near only comes out when enemy is standing. If enemy is in air or falling/lying down, stone throw activates. True to source
3. Made new hitdefs for standing strong/light punch, so that they launch enemy into air if they are in stunned state. true to source.
4. Added new hitdefs for fireball handswipe, so that it cannot hit falling enemies but can hit airstunned/airstunnd-falling enemies. True to source.
5. Added new hitdef for forward fireball, so it can't hit a falling enemy. This and the handswipe modification is to prevent a combo from sweepkick. True to source
6. the air fireball would not trigger the dark web properly especially if the fireball hit when near ground - fixed the offset of helper to -30 and increased velocity y.
7. fireballs would trigger dark web but not stun enemy, because helper did not destroyself when hit by fullscreen attack (tested with kyo clone 10, magaki, evilken) - fixed by adding triggers like movecontact && p2movetype = H or p2movetype != H to destroyself.
8. Forward fireball would not trigger dark web properly when it exploded when zero kof2k2um kicked it - fixed by increasing velocity x.
9. Forward fireball was still missing the second stun frame when the enemy landed right on the edge of the fireball. Hopefully fixed by adjusting offset to -60 for x.

1 issue:
1. A loose helper will hit the enemy and then disappear (without stunning or anything, phew) after forward fireball gets cancelled by evilken's super fireball. Not a big issue though.

Things not true to source:
1. Saiki can perform a standing strong punch combo-ed into another forward fireball on a stunned enemy, while in the source the fireball couldn't hit the enemy after strong punch landed. Maybe I'll fix this sometime
2. In the source, when hit by a fireball in the air, the enemy will straightaway go into a custom state and land on the ground. In this mugen version, the enemy will go into a hit animation, then go into custom animation. I can't solve this without having some other bug appear.
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (update 2011-09-14)
Post by: BoyBoyz on September 27, 2011, 06:18:59 pm
1. Reworked .cmd file by removing var(1), and adding these to every special/super move to enable cancelling into special/super moves from normal move only WITHIN certain animelem span. Also, C+D can be cancelled into from standing lightpunch:
trigger3 = stateno = 200
trigger4 = stateno = 210 && animelemno(0) = [1,5]
trigger5 = stateno = 240 && animelemno(0) = [1,9]
trigger6 = stateno = 900 && animelemno(0) = [1,7]

All timings true to source.

2. Added these commands to forward fireball's handswipe (statedef 1000) hitdef to prevent comboing from standing strong punch WHEN ENEMY IS STUNNED:
triggerall = prevstateno != 200
triggerall = prevstateno != 210
triggerall = prevstateno != 900

3. Added a new hitdef in statedef 1000 to allow comboing WHEN ENEMY IS ON GROUND AND NOT STUNNED

4. Changed selfstate value from 5100 to 5110 (Lie down animation), true to source.


Got no time to figure out the loose helper problem. Will update once I do.

http://www.mediafire.com/?43jjtkp4qt34q30              -    beta8B mugen 1.0 (14mb)

http://www.mediafire.com/?gn6pfbgsar0nabv       -  winmugen patch (65kb)
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (update 2011-09-14)
Post by: Werewood on September 27, 2011, 06:59:30 pm
Oh I am using your Beta8A to  try to look into the 2 different MUGEN versions issue................and now you released Beta8B that fast!

I am not be able to keep up with your awesome pace  ;P

Now I will switch to your Beta8B to continue..........or shall I wait till your updates are done?

Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (update 2011-09-14)
Post by: BoyBoyz on September 27, 2011, 09:31:08 pm
Ok I made a big compromise, but managed to fix the problem, which lies in the many EXTRA helpers. I removed all of them. Now Saiki's fireball cannot 'eat' evilken's (but can eat a lot of other projectiles), and will just disappear. There are no additional helpers floating or travelling around the screen. His handswipe can still cancel all projectiles though.

With this change, animelems for second stun are back to 24, and quite a few adjustments in terms of ground/air velocity and pausetimes have been made to accommodate the delay in second stun. Tested quite a lot with all possible combos and scenarios and it seems fine.

No more bugs, only 3 things not true to source:

1. the forward fireball (state 1000/state 1007) can still hit a landing enemy (but not falling), making saiki able to chain a 2 hit combo with strong punch + fireball on a stunned (states 822/823) enemy. The handswipe won't hit though.
2. Various other minor stuffs like juggling with light punch (state 200) etc are also hard to change, because once u change one thing, you have to change everything also. That's how complicated the coding for saiki is.
3. As I've said before, the custom state that the enemy enters right when fireball hits is unachievable for me, I give up. This is as far as I can go!

Estimate: 96% completion, not counting the lack of sprites.
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (update 2011-09-14)
Post by: BoyBoyz on September 27, 2011, 09:59:46 pm
OMG I forgot to add assertspecial no shadow for air fireball (1002) !!! You can either add that urself for normal and insane AI cnses, or download the new file again LOL. Sorry!

http://www.mediafire.com/?cvg9xajgjakx92k   - mugen 1.0 (14mb)
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
Post by: BoyBoyz on September 29, 2011, 12:34:12 am
1. Added a new hitdef to statedef 200 (light punch), with triggerall = p2stateno = 5000 || p2stateno = 5888 || p2stateno = 5030 || p2stateno = 5035 || p2stateno = 5040 || p2stateno = 5060 || p2stateno = 5061 || p2stateno = 5070 and hitflag = M, to prevent juggling when in the falling state. I tried ifelse for the juggle = , but it didn't work.

2.  Re-enabled jump. Adjusted jump.neu to -10 from -12.5, changed jump time in .air to 4, removed some landing animations (state 47). Adjusted AI/ insane AI accordingly to not jump, but as a result the AI kinda sucks now.

3. Adjusted new common1.cns such that when saiki jump lands opposite opponent, he will not go into landing animation (47) at all, but instead immediately turn to (anim = 5) with the landsound. True to source.

4. Modified walking sounds in the state-3 section to prevent many walking sounds when tapping forward rapidly:
trigger1 = stateno = 20 ;walking forward
trigger1 = timemod = 43, 11

Bugs:
1. Mugen Saiki is NOT compatible for simultaneous mode. Why? If his fireball hits the enemy behind, that enemy will get stunned but the dark web will appear on the front enemy. Will need some time to fix this.

2 issues left
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
Post by: BoyBoyz on September 29, 2011, 06:16:33 pm
fixed some stuff. I'm gona stop updating saiki... As such, I'll list the problems left below, so you guys can solve em if you want:

1. Lack of damage dampener for handswipe + fireball infinite combo
2. simul mode dark web appearing on nearest p2 instead of the hit enemy
3. fireball hitting falling enemy from standing strong punch > fireball combo on a stunned enemy
4. initial stun animation on air enemy not true to source
5. down fireball not stunning when hit near pos y = 0
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
Post by: Nanashi_1337 on September 29, 2011, 06:32:09 pm
Just a question, why don't you solve them before stopping? Don't you know how to do it? You can ask help here in case you got stuck on something.
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
Post by: BoyBoyz on September 29, 2011, 08:35:58 pm
I've tried very hard already... solved a lot of bugs since I started helping Werewood. Now it's like 95% complete, and though I'd hate to give it up, I don't know how to proceed any further, until maybe I get an epiphany on how to solve the bugs.

I've tried asking, but it takes time for ppl to reply too. So let's wait and see.
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
Post by: BoyBoyz on October 01, 2011, 03:15:54 pm
Here's Beta 8C:

1. Damage dampener applied for forward fireball + handswipe (state 1000) combo
2. stun animation made smoother, so that enemy slowly drops to ground instead of instantly. Still only 90% true to source.  The source version has the enemy falling in stunned anim immediately on hit, while mine has a pause. This pause is to enable the enemy to fall to ground later if he's stunned in midair.
3. fixed fireball not hitting when enemy slightly off the ground.

Unsolved:
1. simul mode dark web (state 1099 + 1099 helper in state -2 area) appearing on nearest/random p2 instead of the hit enemy (Sorry Cyanide, I can't make it work) - don't use saiki in simul mode if you don't wanna see bugs.
2. fireball helper (state 1007) hitting falling enemy from standing strong punch (state 210) > fireball combo on a stunned enemy - This can't be solved given the mechanics I've made for Saiki so far. It's not a bug, just not true to source.

I see some youtube videos where people are still using the crappy first edition saiki on winmugen. Use this version on Mugen 1.0 for best effects. Enjoy this last release!

Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
Post by: rizki29 on October 01, 2011, 03:22:41 pm
i will download this one cause one of my mvc saiki bug
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
Post by: BoyBoyz on October 01, 2011, 05:02:18 pm
Sorry I fixed another thing where QCF + a when near couldn't hit crouching enemy.
Or you could simply add triggerall = p2dist x <= 85 && p2statetype != A (instead of p2statetype = S) to value = 1610 area in the .cmd file.
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
Post by: BoyBoyz on October 02, 2011, 02:53:59 am
This .cns patch solves the damage dampener (attackmulset) not returning the damage to normal.
No more updates for at least 2 days I promise : p don't wanna disturb u guys anymore
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz - 04-10-2011
Post by: BoyBoyz on October 04, 2011, 05:57:49 pm
1. stationary grab ends faster, and is nerfed. grab hitdef only in initial few seconds, not during the pause of 15 seconds also. True to source.
2. Added pausetime after standing strong punch and standing light punch. Added ctrlset for standing strong punch so that it can be spammed faster. True to source.
3. light stone throw now has another hitdef, where if enemy is in darkweb, it will hit him off the ground but wont cause a fall.
4. Removed super slow move. Too buggy. The code is still in .cns  though, statedef 3200. For users to mod it if wanted.
5. Fixed some normal AI bugs, since jumping is now re-activated.
6. Toughened up normal AI slightly by enabling his stationary grab, but still has one key weakness that is in KOFXIII, and still has his current fireball spamming weakness. Insane AI patch is still... insane.

2 issues:
1. down fireball not stunning when hit right near ground
2. simul mode dark web hit random p2

Link above.
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
Post by: Toshio Tenma on October 05, 2011, 02:43:20 am
It says that no folder was found?
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
Post by: Shadow_Dio on October 05, 2011, 02:59:47 am
It says that no folder was found?

Yep. nothing in that mediafire folder.
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
Post by: drewski90 on October 05, 2011, 03:03:30 am
It says that no folder was found?

Yep. nothing in that mediafire folder.
yeah, nothing in there either, so the link was removed?
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
Post by: BoyBoyz on October 05, 2011, 03:57:33 pm
http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
Post by: walt on October 06, 2011, 05:09:02 pm
This thread has been somewhat hard to follow, since there have been so many changes.

Can you post an overview of the major stuf missing, like certain specials or animations?
Or does he already have ALL moves, but is still beign polished
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
Post by: BoyBoyz on October 06, 2011, 05:35:42 pm
ok firstly there's an insane AI.cns inside the folder, so you can replace the original with that if you want some challenge.

The latest version 06-10-2011 has all move timings, ctrlsets, voices, and conditions for moves true to source.

AI has been rid of bugs hopefully, and made tougher.

Cool stuff:
1. QCF+a when near = unblockable sweep kick
2. Closeup forward fireball (QCF+y) does 2 hit combo with handswipe and stuns enemy in air. After 243 seconds enemy will fall to ground. Enemy won't fall to ground if fireball lands from far.
3. If another fireball hits while enemy is stunned in air state, enemy will not fall to ground after.
4. All normal moves can be cancelled into special/super moves within a specific time, even without hitting.
5. Walk and grab and stationary grab cannot hit air enemies and will change into another animation if enemy jumps into air while move is in process.
6. QCF+a when near only executes if enemy is standing or crouching; if enemy is falling or in air, stone throw activates
7. stone throw has a light version which knocks back slightly, and a hard version which knocks down. Random occurrence

The only things left are accurate sprites, and 2 issues:

1. fireball can hit falling opponents
2. A bug where in simultaneous mode, where 1 saiki faces 2 enemies, the dark web appears on a random p2 instead of on all hit enemies. Simul mode has bugs for saiki
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
Post by: BoyBoyz on October 07, 2011, 08:43:51 pm
Minor graphics patch: I got irritated with counter/super counter's improper sprite rips resulting in a jittery/bobbing saiki. Removed some sprites to make animation smoother and increased timing, so that overall is still true to source. Ctrl sets, voices, nothitbys adjusted accordingly.

Super counter command made easier: D,DB,B, a+b
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
Post by: BoyBoyz on October 09, 2011, 04:31:43 pm
1. Walk and grab movespeed adjusted to 0.45 from 0.5
2. stone throw's stone helper position adjusted higher to -98 for pos y. Slower speed for heavy stone throw while faster for light stone throw. Stone travels straight with a 0.5 velset arc downwards. Enemies can now crouch out of stone throw, or short  enemies can avoid it altogether
3. Gray screen before super darkening and super jump adjusted to source. Fades when saiki crouches.
4. Super darkening screen change time adjusted slightly.
5. Fixed bug where you could do moves in the air
6. Fixed AI bug. Now AI will still jump occasionally, but cannot use moves in the air.
7. removed fireball's blue clsn to prevent normal attacks from being able to hit it. Fireballs can still collide and cancel it though.

Insane AI file included.
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
Post by: BoyBoyz on October 12, 2011, 02:29:31 pm
Changes:
1. saiki's A+B recovery roll's voice now comes out at random. When he recovery rolls, there will be a sound as he touches the ground
2. Fixed some gethit sounds, but still not all true to source because some sounds are missing.
3. Fixed AI's reaction to unthrowable characters like apocalypse etc. Does not work for winmugen though.

bugs:
down fireball not stunning when hit near ground
simul mode dark web hit random p2

Untrue to source:
gethit voices
forward fireball combo
super darkening hitting falling state

Status: 95% complete

Insane AI file included
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
Post by: GLB on October 13, 2011, 02:26:34 am
Why don't you add all the planned updates into one?

Just a thought. It'd be better than releasing however many updates.
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
Post by: BoyBoyz on October 13, 2011, 06:09:03 am
don't have that much time... and I tend to not like the imperfections I find now and then so I correct them immediately for the public.
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
Post by: BoyBoyz on October 19, 2011, 01:35:29 am
Changes:
1. Fixed forward fireball such that it doesn't need additional helpers to eat ALL fireballs!
2. forward fireball now triggers darkweb destroyself upon hit
3. dark binding now lasts 138 seconds only, and web fades on 195 sec instead of 240
4. adjusted some gethit sounds
5. removed taunt
6. Fixed counter bug
7. Adjusted breathing speed.
8. Removed jumps again. It is of no use... and wasn't a 'legal' saiki move in KOFXIII either.

bugs:
1. down fireball not stunning when hit near pos y = 0
2. simul mode dark web hit random p2

Untrue to source but can't be helped:
not supposed to have forward fireball combo
super darkening not supposed to hit falling state

What's Left:
no matchover = 1 different voice
no lose by guard anim because no sprites (kneeling down position)
sprites suck

Waiting for someone to release proper sprites/ make a better saiki :/
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
Post by: BoyBoyz on October 19, 2011, 07:21:12 pm
Changes:
1. Fixed breathing speed for intro.
2. Added more gethitvar for some gethit sounds. Also added a p2movetype = A for a gethitsound.
3. Added 5080 liedowngethit sound
4. Adjusted down fireball's pausetime to 19 from 17, so the stun looks the same as forward fireball.
5. Made it such that when fireballs cancel other fireballs, there's no hitsound present. Did this by adding another helper but without the red clsn, only blue. This helper does nothing but travel across the screen and absorb the first hitsound.
6. Added lose by matchover different voice. Normal lose voice fixed too.
7. Fixed bug where after you lost, you could still A+B safe roll before 'dying'

bugs:
1. down fireball not stunning when hit near pos y = 0
2. simul mode dark web appear on random p2

untrue to source but can't be helped:
1. not supposed to have forward fireball combo
2. super darkening not supposed to hit falling state

What's left:
1. no lose by guard anim (kneeling down position)
2. Throw sound detector still not strong enough, but this is minor and hard to solve
3. no hyperdrive
4. sprites suck

Insane AI file included
http://www.mediafire.com/?5gsem6412qcw4   -    Important: Even for winmugen users, you need the 14mb file, then apply the small winmugen patch.
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
Post by: TheShadowHunter on April 11, 2012, 01:02:17 am
I found a Bug when you do the super stomp it wents down to the floor

(http://img651.imageshack.us/img651/8739/gotohellr.png)
Title: Re: KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
Post by: BoyBoyz on April 11, 2012, 01:40:53 am
Btw, post in the mugen 1.0 saiki post ^_^ This isn't beta 7f anymore xD

11-4-2012fix2

1. The Shadow Hunter kindly pointed out a bug in super stomp. It was due to me not having -1 as time for the last animelem of the stomping phase before changestate. Hopefully fixed.
2. Command for alternate counter changed to DB,b, while normal counter is DB,a.
3. Added back the disappointed voice when super stomp misses. Due to the fix, the voice no longer activated because I minused one animelem. Also removed the -1.88 pos x so he doesn't slide back (this was not available in 11-4-2012fix)

http://www.mediafire.com/?5gsem6412qcw4