The Mugen Fighters Guild

M.U.G.E.N Central => M.U.G.E.N Discussion => Development => Topic started by: Just No Point on February 19, 2014, 05:59:49 pm

Title: Accuracy Templates for Character Development
Post by: Just No Point on February 19, 2014, 05:59:49 pm
This thread is for linking to the most accurate conversion of a character from different fighters.

Only submit characters, tips, tutorials, etc that are source accurate and/or aid in making source accurate works. A source accurate work can have moves and modes not found in the source. The main draw is making sure the CLSNs, velocities, damage, etc are source accurate.

Spoiler: Street Fighter 2 (click to see content)

Spoiler: Street Fighter 3 (click to see content)

Spoiler: Warzard (click to see content)

Spoiler: Darkstalkers (click to see content)

Spoiler: Capcom VS SNK 2 (click to see content)

Spoiler: King of Fighters (click to see content)

Spoiler: NeoGeo Battle Coliseum (click to see content)

Spoiler: Teenage Mutant Ninja Turtles Tournament Fighters (click to see content)

Spoiler: Akatsuki Blitzkampf (click to see content)

Spoiler: BlazBlue (click to see content)

Spoiler: Breaker's Revenge (click to see content)
Title: Re: Accuracy Templates for Character Development
Post by: Just No Point on February 19, 2014, 06:01:47 pm
I know it has to be missing a ton of KOF characters!
Title: Re: Accuracy Templates for Character Development
Post by: AlexSin on February 19, 2014, 08:15:42 pm
Kamekaze, not Kamakaze. :P

Good topic. :)
Title: Re: Accuracy Templates for Character Development
Post by: Koop on February 19, 2014, 08:24:23 pm
This is cool. I was planning on adding more to that thread. In fact I'll do so right now.
Title: Re: Accuracy Templates for Character Development
Post by: Cybaster on February 19, 2014, 10:51:52 pm
I'm not 100% sure about all of this, so I'll let people confirm.

Akatsuki Blitzkampf :
Kanae by Insanius

BlazBlue :
Nu-13 byu Neat Unsou

Capcom VS SNK 2 :
Chars by Warusaki3, or probably Jesuszilla now.

NeoGeo Battle Coliseum :
Chars by Websta

Street Fighter Zero 3 :
Sagat and Adon by Sepp
Template by N64Mario for mode selection stuff probably.

Warzard :
Characters by Doggiedoo
Title: Re: Accuracy Templates for Character Development
Post by: Just No Point on February 19, 2014, 11:50:26 pm
I'm fairly certain warusaki didn't mine data from the sources. It may have been as accurate as it could get at that time but now Jesuszilla's would probably be much more accurate for a template.

I don't think there was a whole lot to assist in making accurate SFA characters back when Sepp made his either. But I could be wrong on that.

I'll add everything else to the list soon. I need to add artmoney tables to each game as well.
Title: Re: Accuracy Templates for Character Development
Post by: felineki on February 20, 2014, 01:38:01 am
Happy to see my Akuma being used here. Although I've put quite a few comments in his code, I think I might write up a tutorial of sorts for SF2 accuracy eventually, something a bit more concise and digestible.
Title: Re: Accuracy Templates for Character Development
Post by: Jesuszilla on February 20, 2014, 02:06:47 am
There is not a single accurate SFA/SFA2 character out there that I am aware of. They were mostly made in the caveman days.


I can tell you right now that there is no good reference for SFA3.
Title: Re: Accuracy Templates for Character Development
Post by: D00dman on February 20, 2014, 02:08:31 am
Kamekaze's Condor for Breakers Revenge reference?
Title: Re: Accuracy Templates for Character Development
Post by: Jmorphman on February 20, 2014, 03:30:41 am
Something about frameskip in Capcom games would be very useful, as it's a pretty tricky subject. But the threads (http://mugenguild.com/forum/topics/counting-ticks-normal-speed-or-turbo-143883.msg1624605.html#msg1624605) I've found (http://mugenguild.com/forum/topics/ripping-values-frame-skip-turbo-games--68081.0.html) on the subject seem pretty intimidating to a new user, I think. It would be better to have a new thread that explained all the turbo stuff, why it matters, how to correctly rip data from games that use it, etc.

I volunteer... not to do it. Look c'mon I already have an option animation thread I'm neglecting! >:[
Title: Re: Accuracy Templates for Character Development
Post by: Just No Point on February 20, 2014, 04:38:47 am
Updated the 1st post with new characters. Let me know if something is placed there in error.
Still need to add artmoney tables.

I would actually really like to maybe start tearing some games apart for data to give to the community. When I'm able to get on this I'll try to do Darkstalkers, then Street Fighter Alpha if I'm not burned out.
Title: Re: Accuracy Templates for Character Development
Post by: Jesuszilla on February 20, 2014, 06:28:15 am
Something about frameskip in Capcom games would be very useful, as it's a pretty tricky subject. But the threads (http://mugenguild.com/forum/topics/counting-ticks-normal-speed-or-turbo-143883.msg1624605.html#msg1624605) I.html#039;ve found (http://mugenguild.com/forum/topic-68081) on the subject seem pretty intimidating to a new user, I think. It would be better to have a new thread that explained all the turbo stuff, why it matters, how to correctly rip data from games that use it, etc.

I volunteer... not to do it. Look c'mon I already have an option animation thread I'm neglecting! >:[

I stated a while back that I would do this.
Title: Re: Accuracy Templates for Character Development
Post by: Jmorphman on February 20, 2014, 06:28:43 am
I didn't see that or I forgot!!!
Title: Re: Accuracy Templates for Character Development
Post by: Jesuszilla on February 20, 2014, 06:31:47 am
(http://network.mugenguild.com/jmorphman/images/SignAvatar/BraksDad_Newspaper.gif)

*back to reading my turbo notes*
Title: Re: Accuracy Templates for Character Development
Post by: Kamekaze on February 21, 2014, 06:30:10 am
Condor is not a template. Breaker's is one of those games that pretty much was a different story for every char. He's not very newbie friendly either.
Title: Re: Accuracy Templates for Character Development
Post by: Jesuszilla on February 21, 2014, 06:31:07 am
Same thing applies to BlazBlue, actually.
Title: Re: Accuracy Templates for Character Development
Post by: Jmorphman on February 21, 2014, 06:34:55 am
Perhaps they should have a note saying such? Surely there's at least a few things in common that can help someone out.
Title: Re: Accuracy Templates for Character Development
Post by: FrozenDelight on March 20, 2014, 07:10:26 pm
Yuri from King of Fighters '94 by Fervicante is most definitely extremely accurate. If not, perfect.
Title: Re: Accuracy Templates for Character Development
Post by: Erroratu on March 20, 2014, 07:18:24 pm
Mutekis Guilty Gear characters maybe?
I know his Kliff is pretty accurate since i use him both in Mugen and in the game