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felineki

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Messages by felineki

    

Re: Change constant values of character in game?

 November 10, 2014, 06:18:56 pm View in topic context
 Posted by felineki  in Change constant values of character in game? (Started by Sheng Long November 10, 2014, 01:15:19 am
 Board: M.U.G.E.N Development Help

In SF2 gravity varies a lot depending on what exactly the character's doing. For my SF2 Akuma I set his yaccel constant as 0.28125, which is the standard gravity for midair hit reels (for all characters). So that's the gravity he'll use when he gets hit by an opponent who doesn't have a yaccel parameter set in their hitdef. For everything else I used physics type N and just implemented gravity with VelAdds in each state, the value of which varies from state to state. For example, during a jump it's 0.3125, but during a Shoryuken or the rising/falling part of a Hurricane Kick it's 0.375.

So yeah, I'll sort of echo what Vans has said. Implement your gravity manually for each state instead of using physics type A.
    

Re: Next CPS3 conversion project. Demitri

 October 19, 2014, 01:54:48 am View in topic context
 Posted by felineki  in Next CPS3 conversion project. Demitri (Started by ink August 04, 2014, 03:22:15 pm
 Board: Sprite Projects

Ink, I went ahead and put together an SFF and AIR of all of Demitri's Darkstalkers 1, 2, and 3 sprites, hopefully it can come in handy for reference for you. It also includes all the general effects from Darkstalkers 1, 2, and 3 should you feel like revamping any of those.

I'll probably do an alternate version with the CFJ sprites soon, those having seemingly been resized with square pixels in mind means you don't have to correct them for the proper proportions like the CPS sprites.

If anyone else wants to use these files for anything, feel free to do so. Keep in mind they still lack CLSNs, and you might need to fill out some of the required sprites and animations if you want to make a MUGEN character from them.

EDIT: Just updated the above SFF and AIR with a couple (trivial) things I had missed. If by any chance anyone has downloaded it already, please redownload.
    

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

 October 11, 2014, 05:48:51 am View in topic context
 Posted by felineki  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

Ah yeah, the Crystal Labyrinth from Gradius III. It's been several years now, but I still remember putting a lot of effort into that stage. Not as much as I did for Akuma, but it was still pretty intense, especially since I knew less about Mugen coding back then. But as fun as porting existing material is, I want to try and make something myself one of these days. I did make an attempt at starting to sprite a character not too long ago (Jinx from Super Mario RPG, because he's easy to draw), but it's still in the really early stages. Need to keep working at that.
    

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

 October 11, 2014, 01:07:54 am View in topic context
 Posted by felineki  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

1. Can't draw well
2. Can't animate well
3. Uh....
    

Re: A couple of MAME cheat files for sprite ripping.

 September 15, 2014, 10:25:26 am View in topic context
 Posted by felineki  in A couple of MAME cheat files for sprite ripping. (10/27) (Started by N. March 20, 2014, 01:56:12 am
 Board: Resource Releases

Great work as usual, N.  I'm wondering, have you looked into Super SF2 and Super SF2 Turbo yet? I remember seeing the text for a character test menu in them when looking through the ROM. Of course that's no guarantee that the menu is still functional in there somewhere, but it makes me curious.
    

Re: SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed!

 August 31, 2014, 10:09:12 pm View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +

Update: Projectile reflection issue fixed, and alternate files included for a non-aspect ratio-corrected setup. Sorry it took longer than I had said earlier.

Download Link
    

Re: A couple of MAME cheat files for sprite ripping.

 August 30, 2014, 12:27:52 pm View in topic context
 Posted by felineki  in A couple of MAME cheat files for sprite ripping. (10/27) (Started by N. March 20, 2014, 01:56:12 am
 Board: Resource Releases

Yes, although often without the correct palette.
    

Re: A couple of MAME cheat files for sprite ripping.

 August 30, 2014, 09:30:18 am View in topic context
 Posted by felineki  in A couple of MAME cheat files for sprite ripping. (10/27) (Started by N. March 20, 2014, 01:56:12 am
 Board: Resource Releases

Holy crap you found them for Darkstalkers and Night Warriors! I love you! :D
    

Re: A couple of MAME cheat files for sprite ripping.

 August 29, 2014, 01:08:29 pm View in topic context
 Posted by felineki  in A couple of MAME cheat files for sprite ripping. (10/27) (Started by N. March 20, 2014, 01:56:12 am
 Board: Resource Releases

Great to see more of these character test menus. After I found out about the one in the CPS1 SF2s that was accessible by hardware dipswitches I was wondering if similar ones existed in other games. Thanks a lot for sharing these discoveries!
    

Re: High Quality Classic Street Fighter II Voices

 August 28, 2014, 01:42:38 am View in topic context
 Posted by felineki  in High Quality Classic Street Fighter II Voices (Started by felineki August 27, 2014, 10:51:47 am
 Board: Resource Releases

No, just the voice clips. Most of the sound effects are higher quality in the X68000 version, but they're completely different sound effects from the arcade version so I wasn't very interested in them.
    

Re: SSF2T Akuma by felineki updated 8/23/2014 - Aspect Ratio fixed!

 August 27, 2014, 01:41:01 pm View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +

I didn't even think projectile reflection was possible in Mugen. I'll look into it, I guess.

Edit: Okay, I think I've got it figured out. I'll post an update later tonight.
    

Re: SSF2T Akuma by felineki updated 8/23/2014 - Aspect Ratio fixed!

 August 27, 2014, 12:36:45 pm View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +

Most things are now relative to the xscale and yscale parameters, so changing those back to 1 and 1 will make most things work the way they did before. The things that would need changing manually are the other size parameters (height, width, etc.) and the ground hit velocities. Those have their former values commented out next to the new ones. Maybe in the next update I'll include an alternate non-aspect ratio-corrected setup.
    

High Quality Classic Street Fighter II Voices

 August 27, 2014, 10:51:47 am View in topic context
 Posted by felineki  in High Quality Classic Street Fighter II Voices (Started by felineki August 27, 2014, 10:51:47 am
 Board: Resource Releases

It came to my attention some time ago that the X68000 port of Street Fighter II: Champion Edition had higher quality voice clips than the original CPS1 arcade board. So after finding an X68k emulator and messing around with it for a while, I managed to record all the voice clips. Here they are for your enjoyment. Note that they seem to be a bit higher in pitch than the CPS1 versions, you might want to lower their pitch a bit if you want them to sound deeper like the arcade original.
    

Re: SSF2T Akuma by felineki updated 8/23/2014 - Aspect Ratio fixed!

 August 24, 2014, 03:29:17 am View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +

You should be able to. The Dreamcast SGS follows the typical Capcom rule of allowing multiple button press input moves to cancel any normal, and I coded mine that way. Try cancelling out of the second hit of the close standing hard kick, that seems to be the easiest way to get it to cancel a normal.
    

Re: SSF2T Akuma by felineki updated 8/23/2014 - Aspect Ratio fixed!

 August 24, 2014, 02:51:22 am View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +

Backwards movement on Shoryukens should be fixed now, please redownload. Let me know if you notice anything else funny, because this apparent difference in rounding between 1.0 and 1.1 could have caused more problems that I didn't foresee.
    

Re: SSF2T Akuma by felineki updated 8/23/2014 - Aspect Ratio fixed!

 August 24, 2014, 02:18:14 am View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +

I had that problem with the medium one and fixed it, but never noticed it on the hard one. Then I remembered I'm using Mugen 1.1, so I tried it on Mugen 1.0, and yeah, he does go backwards there. I guess there's some difference in how decimal rounding is handled between the two? I'll see about fixing it.
    

Re: SSF2T Akuma by felineki updated 8/23/2014 - Aspect Ratio fixed!

 August 24, 2014, 01:54:03 am View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +


Update: Akuma lost 35 pounds and grew 5 and a half inches thanks to the Aspect Ratio diet! And you can too! Now his sprites and movements all take into account the CPS systems' funny pixel aspect ratio and are thus more representative of how the game plays when displayed properly.

Also various fixes and tweaks including a polishing of the cornerpush system and the recreation of a glitch with regards to dizzies and juggle limits that I only heard about recently.

Download Link
    

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

 August 22, 2014, 04:17:06 am View in topic context
 Posted by felineki  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

As I fix his aspect ratio I'm changing all of the velocities and positions and such accordingly. So an easy way to test and make sure everything's working relative to the scaling like it should is to make the scaling outrageous like in the last two screenshot's I've posted and see if the movement and such follows suit.
    

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

 August 22, 2014, 04:02:08 am View in topic context
 Posted by felineki  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


It's times like this I wish freqmul still worked.
    

Re: Next CPS3 conversion project.

 August 21, 2014, 05:31:17 am View in topic context
 Posted by felineki  in Next CPS3 conversion project. Demitri (Started by ink August 04, 2014, 03:22:15 pm
 Board: Sprite Projects

They did something sort of like what you're talking about with Pyron's normals in the original games. As the attack animation ends and he returns to his  idle stance the flares his attack produced become an explod that lingers around for a few more frames as it dissipates.