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Tamez

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Messages by Tamez

    

Re: THEMESOONGUuuuurrrsss

 November 23, 2014, 10:55:37 am View in topic context
 Posted by Tamez  in THEMESOONGUuuuurrrsss (Started by Websta November 22, 2014, 06:48:41 pm
 Board: All That's Left



 :cool4:

No, but seriously, this:   
    

Re: Super Smash Bros. for Nintendo 3DS / Wii U

 November 22, 2014, 10:45:55 am View in topic context
 Posted by Tamez  in Super Smash Bros. for Nintendo 3DS / Wii U (Started by Titiln November 19, 2004, 06:28:24 pm
 Board: Fighting Games

I just stumbled upon these custom amiibos and they look sweet
http://i.imgur.com/8Ha8H1v.jpg

Damn, I thought these were official variants (like Skylanders/DI do) until I saw the Villager. 
I was about to get pissed that I ordered a normal Link when I could have had Dark. 

Speaking of which, Toys R Us "ran low on stock" on my free Amiibo, so I'm having to wait for him. 
And the game didn't come today either.   :sad3:
    

Re: Hyrule Warriors (WiiU)

 November 21, 2014, 11:48:56 am View in topic context
 Posted by Tamez  in Hyrule Warriors (WiiU) (Started by DNZRX768 December 18, 2013, 11:52:17 pm
 Board: Gaming

I, for one, am excited for Keyblade Ganondorf!   :smash:
    

Re: SEXBOTS

 November 16, 2014, 11:37:39 am View in topic context
 Posted by Tamez  in SEXBOTS (Started by Websta November 13, 2014, 07:56:51 pm
 Board: All That's Left



That was the first thing I thought of when seeing this thread. 


Spoiler: Also (click to see content)
    

Re: 12 Stages from Clay Fighter: Tournament Edition [SNES]

 November 14, 2014, 10:38:07 am View in topic context
 Posted by Tamez  in 12 Stages from Clay Fighter: Tournament Edition [SNES] (Started by Cenobite 53 November 05, 2014, 11:04:18 pm
 Board: Your Releases, older Mugen

As someone who actually participated in the Blockbuster tournament this game was created for, I appreciate your contribution.   :laugh3:

It sucked though.  I trained for a while to do well in the tournament, but I didn't know custom button configurations weren't going to be allowed, and I couldn't get used to the default settings.   :bigcry:

At least I got a cheap watch out of it.   :P
    

Re: Bayonetta 2 [Wii U]

 October 26, 2014, 12:59:22 am View in topic context
 Posted by Tamez  in Bayonetta 2 [Wii U] (Started by Girard September 13, 2012, 04:39:04 pm
 Board: Gaming

http://www.neogaf.com/forum/showthread.php?t=918517

For anyone who needs more Bayonetta in their life, a cheat code to unlock her easily in The Wonderful 101 was recently revealed. 
Normally you'd have to 100% the game to get her, which is no simple task.  Codes for the other hidden characters are also available. 

I just think it's crazy that the game has been out for a year and no one knew.  Shades of Rogue Squadron indeed. 
    

Re: Changing camera angle with Artmoney on PS1 game?

 October 20, 2014, 06:57:14 am View in topic context
 Posted by Tamez  in Changing camera angle with Artmoney on PS1 game?  (Started by Tamez October 18, 2014, 10:55:25 am
 Board: M.U.G.E.N Development Help

Cool, I'll give it a read and see what I can come up with later.  Thanks. 

In the mean time, I've sorta found a solution in Jun herself, as her LP+LK throw changes the camera angle in a way that'll help me see the floor well, and doesn't badly alter the direction that the characters are facing when they get up. 

I'm sure I'll need to get it down eventually though since I'll be working on other 3D PS1 stages later. 

By the way, I also wanted to say thanks for your font tutorial.  It helped me years ago when I first started messing with making fonts.   :thumbsup:
    

Re: Super Smash Bros. for Nintendo 3DS / Wii U

 October 18, 2014, 11:39:26 am View in topic context
 Posted by Tamez  in Super Smash Bros. for Nintendo 3DS / Wii U (Started by Titiln November 19, 2004, 06:28:24 pm
 Board: Fighting Games

Wii RPG by Mistwalker, Hironobu Sakaguchi's studio, with music by Nobuo Uematsu. 

Yeah, I could totally go for some Invitation to Madness in Smash.  Let's hope. 

I also wouldn't mind a Syrenne trophy.   :wub:
    

Changing camera angle with Artmoney on PS1 game?

 October 18, 2014, 10:55:25 am View in topic context
 Posted by Tamez  in Changing camera angle with Artmoney on PS1 game?  (Started by Tamez October 18, 2014, 10:55:25 am
 Board: M.U.G.E.N Development Help

I'm currently working on finishing my Tekken 2 stage project, but I've hit a bit of a wall on Jun's stage. 
On most other T2 stages I've completed, it's been fairly simple to determine which texture has been used, and if that texture has been rotated. 
But the differences in Jun's textures are more subtle, and I've been trying to get a better look at them so I can accurately place them. 

I tried messing with Artmoney a tiny bit years ago thinking it'd be close to my old PS1 GameShark Pro in how I'd need to find values, but I didn't get the hang of it. 

So I'm looking for advice as to how I should go about beginning to look for the values I'd need to change to make the camera be facing down on the fighters. 
Just changing the angle to that of the continue screen would be perfect even. 




Failing that, Artmoney already has a code for
"Player 2 is Computer Controlled (256)" Address:  800D07F8
I tried changing that to 0, 1,  and other numbers trying to STOP the computer from acting so that I could try to view the stage better in the game's wire frame mode, but that hasn't worked either. 
    

Re: Every stage from Tekken 2... again?

 October 15, 2014, 09:24:17 pm View in topic context
 Posted by Tamez  in Every stage from Tekken 2 and SFEX Plus Alpha news (Started by Tamez October 06, 2014, 07:05:43 am
 Board: Projects

Tamez, is it alright if I steal borrow some of your floor textures?
It's just common courtesy. I do this all every time I steal borrow resources.

I appreciate being asked just so I know to look out for whatever you make with them. 
But I did already say...
Oh another thing about the rips.  Once I'm done, I'll be releasing all the arranged originals in case anyone wants to use them for EF-12.

They'll be in individual textures and the accurate arrangement too. 


I'm actually genuinely surprised here, I never knew that T2's backgrounds were this detailed...
These look much nicer than the Tekken 3 stages -_-

Indeed.  Though T3 did still have some gems.  Paul and Lei's stages were nicely detailed.  And don't forget Xiayu. 


in the port they just made them the same way they were in T2 with just few details added.

In design yes, but not file type.  T3 is ridiculously easier to rip from than T2. 
There's still the matter of assembling the images, but too just get all the images for every stage wouldn't even take an hour. 
    

Re: Every stage from Tekken 2 and SFEX Plus Alpha news

 October 12, 2014, 03:56:25 am View in topic context
 Posted by Tamez  in Every stage from Tekken 2 and SFEX Plus Alpha news (Started by Tamez October 06, 2014, 07:05:43 am
 Board: Projects

Yeah, I forgot to mention that Baek's floor ended up being the same tile size as Kazuya's, which is what I was hoping for. 
Once I do more, I'll find out if they all are, then I'll know if I can just have a template and spriteswap the stages. 
    

Re: Every stage from Tekken 2 and SFEX Plus Alpha news

 October 12, 2014, 03:50:28 am View in topic context
 Posted by Tamez  in Every stage from Tekken 2 and SFEX Plus Alpha news (Started by Tamez October 06, 2014, 07:05:43 am
 Board: Projects

Heh.  Yeah, I was just picking at you about the antsy part. 
I know how it can be when you see a screenshot or a wip thread and are like, "OMG why isn't this out NOW?!" and have to wait. 

And we have an emoticon for Bison, in case you need one after this spoiler. 
Spoiler, click to toggle visibilty

 :bison:
    

Re: Every stage from Tekken 2 and SFEX Plus Alpha news

 October 11, 2014, 02:46:59 pm View in topic context
 Posted by Tamez  in Every stage from Tekken 2 and SFEX Plus Alpha news (Started by Tamez October 06, 2014, 07:05:43 am
 Board: Projects

I now know how to get SFEX Plus Alpha PS1 rips. 

PS1 stage I most wanted to make all these years: 


See that flag? 

Rip from the game is a mess, right?


Works just like Tekken 2, except HARDER since I can't use PSicture and have to find the colors MANUALLY.   :???:


So yeah, SFEX stages, sometime next year.  Maybe. 


Tekken 2 stages still on the schedule for the end of the month. 
    

Re: Every stage from Tekken 2... again?

 October 07, 2014, 06:38:30 pm View in topic context
 Posted by Tamez  in Every stage from Tekken 2 and SFEX Plus Alpha news (Started by Tamez October 06, 2014, 07:05:43 am
 Board: Projects

it's free

I know.  Was just the principle of the thing before. 


Its been the same but the last time I checked I think the something wrong there the soundtrack aren't downloading properly there

Yeah, I'm pretty sure the site got taken over by someone who left the shell up without content so they could get ad revenue from visitors. 


You can use this program called jPSXdec to get the music from Tekken 2.

Been using that to get my music from other games on the PS1 and it works wonders.

Thanks, but I do have the PS1 soundtrack already, it's the arcade version (Namco Game Sound Express Vol.26) that I'm missing. 


Oh another thing about the rips.  Once I'm done, I'll be releasing all the arranged originals in case anyone wants to use them for EF-12. 
    

Re: Every stage from Tekken 2... again?

 October 07, 2014, 12:50:28 pm View in topic context
 Posted by Tamez  in Every stage from Tekken 2 and SFEX Plus Alpha news (Started by Tamez October 06, 2014, 07:05:43 am
 Board: Projects

I forgot about that place. 
Back in the day I just got my stuff from Galbadia since it was easier.  I didn't like the idea of having to make an account for Shadowhaxor. 
    

Re: Show us cool stuff you just bought!

 October 07, 2014, 12:41:14 pm View in topic context
 Posted by Tamez  in Show us cool stuff you just bought! (Started by Vans November 21, 2011, 06:01:10 am
 Board: All That's Left



I saw this at K-Mart and grabbed it up thinking it would be a $2 carbon copy of my excellent Nyko Perfect Shot. 
As it turns out, it doesn't have the same convenient pass-through method for a nunchuk. 

That's OK though because I only really planned to use it for the "John Woo" style control setup on House of the Dead Overkill anyway. 
    

Re: Every stage from Tekken 2... again?

 October 07, 2014, 01:11:27 am View in topic context
 Posted by Tamez  in Every stage from Tekken 2 and SFEX Plus Alpha news (Started by Tamez October 06, 2014, 07:05:43 am
 Board: Projects

Oh that is so nice!
CanĀ“t wait!  :thumbsup:

Thanks.   :thumbsup:


Lol, I'm just j/k'ing with ya man.
Good luck with everything and work faster! :whip:

Heh, I know. 
The floors are between 6-12 images each, with a majority of the stages being 8, and I'm going to try and get the same size image for them all to try and make the parallax code universal, to speed up that part of it.  Well universal for everyone except Lei.  :doom:


You sir have some serious patience.
(Links down for the SNES versions you linked to, btw.)

That's hilarious to me because that link has been working for years despite being sendspace, because people have periodically been downloading it.  Actually I just tried it and it worked for me. 
Anyway, all my previously released work is hosted in the site in my profile: 
http://tamez.smeenet.org/


Actually, I was listening to T2- OST shortly before opening the guild few minutes ago :D!!

The arcade version or the PS1 version? 
I was trying to get a hold of the arcade version so that I could include them in the release to use with WinMugen's random music feature, but I haven't been able to get a set that wasn't ripped from YouTube.   :sad3:


Ah, Monument Valley, my favorite Tekken stage. I hope you do that first!
I remember fighting Armor King in the desert with that theme playing....it still sends chills down my spine....

I prefer Tekken 1's Monument Valley.  Dat sunset.   :o
Same song though! 


Just make sure to include either an option or a second variant with "walls" or bounds for these since they originally scrolled indefinitely. Mugen has some strange issues with characters that feature moves utilizing a corner (like impaling attacks and whatnot).
My Yoshimitsu stats were completely ridiculous with 1,000+ uses and about 30% of total character play.

Lastly, are these going to be released as a pack?? This is merely the excitement asking. ;)

The plan right now is to have low-res WinMugen, hi-res WinMugen plus, 1.1 with zoom and no bounds, and 1.1 with no zoom and bounded versions.  That might change once coding starts. 

I had a 1,000+ use Kazuya in Tekken 2.   :sugoi:
And yeah, all one pack, save for Devil Kazuya/Angel's stage since GLB just did that. 
    

Re: List your Top 5 reasons you don't get your projects done

 October 06, 2014, 10:59:15 am View in topic context
 Posted by Tamez  in List your Top 5 reasons you don't get your projects done (Started by extravagant October 05, 2014, 07:22:32 pm
 Board: M.U.G.E.N Discussion

  • Work.  For a good while I was working 56 hours a week, now I work 50 which is better, but it is all at my home computer, so mugen feels like actual work a lot of the time. 
  • Vindictus, for a long time, but I'm mostly quit (for the third time).  I slipped up back in June/July.   :uhoh:
  • Wifey, but in a good way.  We're currently playing through Hyrule Warriors together.   :sweetheart:
  • My gaming backlog
  • Project "senioritis" I guess is the best word.  I'll get to the end of something and stop working on it.  Often because a new random idea came into my head that is now the best one ever, just like the last one used to be. 
    

Re: M.U.G.E.N Screenshots V3

 October 06, 2014, 07:07:34 am View in topic context
 Posted by Tamez  in M.U.G.E.N Screenshots V3 (Started by Lith May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion

    

Every stage from Tekken 2 and SFEX Plus Alpha news

 October 06, 2014, 07:05:43 am View in topic context
 Posted by Tamez  in Every stage from Tekken 2 and SFEX Plus Alpha news (Started by Tamez October 06, 2014, 07:05:43 am
 Board: Projects

TL;DR version:  For those of you who haven't seen my thread at GLB's new forum, I'm making the rest of the stages from Tekken 2 for PS1, pictures at the bottom. 

So some of you may remember four years ago I released every stage from Tekken 2, which ended up being from the bootleg SNES version of the game. 
After the positive reaction the to that release, I ended up doing a custom version of the PS1 version of Kazuya's stage since many people wanted it (including me after remembering how the only other previously released version was made). 

Kazuya's stage was easy though since it was only really a floor.  I hit a wall with the other stages since their background files were annoyingly setup, and I just didn't end up making them. 

A few weeks ago, GLB mentioned that Toaster was working on ripping stuff from Tekken 1, and I told him that they had already been ripped.  Then GLB said Toaster was working on ripping stuff from Tekken 2.  So later on I told GLB, essentially, "I'll help you make Devil Kazuya's stage if you get Toaster to work on getting me Prototype Jack's stage rips since I love P.Jack long time." 

I was too excited at the prospect of a P.Jack stage, so again I started messing with ripping it myself.  I described the process in GLB's Devil Kazuya stage release:   
Just to give people out there an idea of how tedious this can be, essentially stages can be around 200 images, but not always individual images. 
For example, take a look at this ripped image, noticing the red section I boxed: 



This single image has 32 sections like the one in the red box.  Each section has its own palette.  So you have to rip it 32 times, separating out the parts that don't work from the ones that do.  In the above example ONLY the section in the red box is right. 

Once you get it arranged you come up with the image below...


So this project is currently at a file count of 4,431 files in 173 folders for 816MB. 
I'm still working on the floors, but I wanted to show the progress since DW is getting antsy about the Baek stage.   :P

Hopefully these should be done at the end of the month, if I can pull off Lei's animated parallax by then. 

So here's pics of all the backgrounds in the game.  Note, photobucket shrank the wide ones. 

Spoiler, click to toggle visibilty