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Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 04/27/2011 (Read 78705 times)

Started by Lord Mike, May 08, 2010, 08:49:42 pm
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Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 10/08/2010
#121  October 10, 2010, 01:55:03 pm
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If anyone is interested, I modified the def files of the stages, so that they work right on Mugen 1.0. Here they are.

You'll need to fix the music link in the stage since I changed them for my folders; oh, and I removed Zeed from Kenshiro's stage, if you want him back just remove the semicolons from the bg elements.

I've been trying to modify the lifebar with some success, but I can't seem to make the power bars work for the normal characters (i.e. not from Hokuto no Ken). It's as if there's no actual sprite for the power bar. The only problem is that the fonts are a little too small, I guess the font file should be changed to make it work better. Anyway, here's my modified fight.def for the lifebars (it still needs some work though, I haven't touched the simul mode).
Majin Zenki -- Feel the Wrath of the Majin
Last Edit: October 10, 2010, 11:03:31 pm by TheMajinZenki
Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 10/08/2010
#122  October 11, 2010, 12:47:06 pm
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何故諦める必要がある? 何を迷うことがある奪い取れ。今は悪魔が微笑む時代なんだ。
Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 10/08/2010
#123  October 11, 2010, 08:48:02 pm
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I tried this lifebar, now the timer uses big numbers, but the name font is still little and there's no real power bar (the aura gauge is there under the lifebar, but there's no actual bar; maybe it's been modified since the hokuto characters have their own aura bar under the screen?). Is there a way to fix it?
Majin Zenki -- Feel the Wrath of the Majin
Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 10/08/2010
#124  October 11, 2010, 08:55:19 pm
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Yes, there is a way.
Locate this code:

[mcode];-----------------------------------------------------------
[Powerbar]
;1P‘¤‚̃pƒŹ[ƒo[‚Ě•\ަÝ’č

p1.pos    = 160,30
p1.front.anim = 50000
p1.front.scale = .5,.5
p1.range.x = -40,-119
p1.counter.offset = -32,6  ;1P‘¤‚̃Q[ƒWƒŚƒxƒ‹‚Ě•\ަˆĘ’uŽw’č
p1.counter.font = 1,4, 0    ;ƒŚƒxƒ‹—pƒtƒHƒ“ƒg‚ĚŽw’čiƒtƒ@ƒCƒ‹”ÔŤ†,ƒJƒ‰[,ˆĘ’uj

;Player 2
p2.pos    = 160,30
p2.front.anim = 50100
p2.front.facing = -1
p2.front.scale = .5,.5
p2.range.x  = 39,119
p2.counter.offset = 32,6
p2.counter.font = 1,4, 0

; --ƒŚƒxƒ‹ ƒTƒEƒ“ƒh---
level1.snd = 100,0      ;ƒpƒŹ[ƒŚƒxƒ‹‚P‚É’B‚µ‚˝Žž‚̃TƒEƒ“ƒhŽw’č
level2.snd = 100,0      ;‚Q‚̂Ƃ«
level3.snd = 100,0      ;‚R‚̂Ƃ«
level4.snd = 100,0
level5.snd = 100,0
level6.snd = 100,0
level7.snd = 100,0
level8.snd = 100,0
level9.snd = 100,0[/mcode]

And replace 50000 with 500 and 50100 with 501 and there you have it.
Twas my idea to stop the default Aura bar, since i coded an Aura bar in each char under the boost bar, like the original game has. There was no point in using two power bars. :)
何故諦める必要がある? 何を迷うことがある奪い取れ。今は悪魔が微笑む時代なんだ。
Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 10/08/2010
#125  October 12, 2010, 04:45:01 pm
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I found a few unfortunate glitches in your edits, namely in Ken, Souther and possibly Shin

For Ken: When he conncts with the kick that starts off his Fatal KO (Best done with the Print Screen frame by frame feature) you can just about hear one Fatal KO theme beore it goes into another one. What I noticed is that if the HARD RAWK version plays it'll quickly go into the standard one and vice versa.

Souther: If you skip the intro, teh cheeky bugger can fight before the round starts. Although it seems its limited to Specials, Supers, Stun Attack and Banishing Attack.

Shin: When you do his Fatal KO, if you wait a while during the win pose thing, he'll do the poking animations again, and the whole "HAHAHA" and "WIN! SHIN!" voices will play again. Do it in Training mode and the flag will turn into another Shin. Bit of a cloning glitch there.

Other than them, I actually like your edits.
Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 10/08/2010
#126  October 12, 2010, 07:48:33 pm
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I don't know what's wrong with the power bar, even by doing that I can't seem to get it to work; I can only see the little numbers that says how many bars I have, but no actual "bar". Thanks anyway for the help!

By the way, since I like Hokuto Musou too, I changed Kenshiro's sound 7777,7777 to this. I find it more fitting for a final battle intro.
Majin Zenki -- Feel the Wrath of the Majin
Last Edit: October 12, 2010, 09:54:32 pm by TheMajinZenki
Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 10/13/2010
#127  October 12, 2010, 11:06:52 pm
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@MightyKombat Yes, i know about those bugs. Two of them i've posted myself a few posts back as known bugs. The strangest thing happens with Kenshiro's music. The code looks ok and it works ok on everyone else. (value = x + random%2). It's like Saikei's kenshiro actually understands to play both tracks at the same time.
I've been trying to fix Shin and Thouther for a long time, it is really stressing me that i can't fix them...
@TheMajinZenki Nice pick. I think i'm gonna make that track and what i've previously added play random.

And moving right along, i have updated the game altogether once again.

Updated, 10/11/10
-new title screen
-corrected the position of the vital stars gauge for Shin, Thouther and Rei (they were a bit higher than they should have been)
-Toki's lag caused by the ground effects has been fixed (thanks to Evil Homer for that)
-Juda's AI wall stop has been fixed
-a new Shin was added (actually an old one, but much more stable in terms of gameplay)
-bug fixes on Thouther
-and a few other minor modifications

I have also updated the first post.

A new promo video is available: http://www.youtube.com/watch?v=6VnRfpVFAUc
DL: http://cid-c41af243452cc3c6.office.live.com/browse.aspx/Update%2010.11.2010?uc=2
DL full game: http://www.megaupload.com/?d=UHA38BTY
何故諦める必要がある? 何を迷うことがある奪い取れ。今は悪魔が微笑む時代なんだ。
Last Edit: October 13, 2010, 12:11:56 am by lordmike
Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 10/13/2010
#128  October 13, 2010, 06:19:07 am
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final version? heh.
what about Saikei's souther? surely it'll be better then Auhron's

either-way, great seeing this come together so nicely.
could you elaborate more about the "new" shin perhaps?
Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 10/17/2010
#129  October 17, 2010, 08:30:10 pm
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Updated, 10/17/10
http://lordmikehnk.blogspot.com/

Stabilized Mamiya. Made her Fatal KO sign and background display every time as it should.
Fixed Thouther's palfx problem. When using Kotou Kaiten and the Fatal KO attack, the entire BG would glow gold. Now only the char glows.
Stabilized Toki and Juda's Fatal KO attack background, sign and animation.

I thought i didn't had to update anything, but i've managed to improve quite a few things.
I have created that blog specially for this game and i will announce in detail all the changes made there.
何故諦める必要がある? 何を迷うことがある奪い取れ。今は悪魔が微笑む時代なんだ。
Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 10/13/2010
#130  October 17, 2010, 08:35:04 pm
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    • mugen.the-chronicles.org/
I hate to sound like an asshat but shouldn't this be in edit and add-ons section?
You didn't make these characters after all.
Visit the first and the only "web 2.0" warehouse of the internet: MUGEN ARCHIVE
A warehouse by the community, for the community. If we join our efforts, we could preserve MUGEN forever!!

Sept 2013 Stats: 5135 files in 222 categories - 60,167 unique visitors, 292.24GB of bandwidth
And still no ad! :sugoi:

If you have a copy of Fighter Factory 3 Linux, pm me, you will be rewarded, thanks
Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 10/13/2010
#131  October 17, 2010, 08:37:47 pm
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  • 見ろ! これが執念の力だ!
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I actually agree with you. But i'm not a moderator and i can't move it on my own.
I made a mistake when i first posted this back in April. :)
何故諦める必要がある? 何を迷うことがある奪い取れ。今は悪魔が微笑む時代なんだ。
Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 10/13/2010
#132  October 17, 2010, 08:44:06 pm
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  • It's over! We won!
    • mugen.the-chronicles.org/
Ok my bad, then. Don't think it was an attack, I like edits and visit that section whenever I log-in to this forum.

BTW I thought we had the power to move our own thread, ever if we're not moderator, I might be wrong tho. I know I closed my own thread not long ago.
Visit the first and the only "web 2.0" warehouse of the internet: MUGEN ARCHIVE
A warehouse by the community, for the community. If we join our efforts, we could preserve MUGEN forever!!

Sept 2013 Stats: 5135 files in 222 categories - 60,167 unique visitors, 292.24GB of bandwidth
And still no ad! :sugoi:

If you have a copy of Fighter Factory 3 Linux, pm me, you will be rewarded, thanks
Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 10/21/2010
#133  October 21, 2010, 09:13:12 pm
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Updated, 10/21/2010.
I've edited Raoh's AI and lowered his difficulty level. He will no longer combo you for an entire round and you will have a bigger chance at beating him now.
I've polished Shin's C, D and E palettes.
I've coded a missing animation in Toki. When he uses sekkatskuo on p2, a small animation will appear over p2's face icon, just like in the real game.
Download Links here: http://lordmikehnk.blogspot.com/
何故諦める必要がある? 何を迷うことがある奪い取れ。今は悪魔が微笑む時代なんだ。
Last Edit: October 21, 2010, 09:39:20 pm by lordmike
Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 10/17/2010
#134  October 21, 2010, 10:00:17 pm
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Awesome update LordMike. Nice website!

"Learn to fight, not to flail."
Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 10/21/2010
#135  October 29, 2010, 10:39:28 pm
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hello guys it was a very good idea to rehabilitate the game hokuto no ken it was much fun for people who could not enjoy the game on the arcade version or ps2.
However the game is almost the same as the original but not exactly the same because it still lacks some tips to resolve: the effects or the bug with certain characters
but otherwise the game is perfect
is what it would be possible to resolve these bugs and put exactly the same effects as in the original
Personally I could do it and upload it but I know not being created.

thank you in advance
Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 11/07/2010
#136  November 07, 2010, 01:31:37 am
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Updated, 11/07/10

http://lordmikehnk.blogspot.com/2010/11/update-110610.html

New stun effects, new ground effects for all chars, perfected random intros based on teamside.
Besides that, all chars have been adjusted to konpeitou's Shin which is better than ahuron's in every single way. While i was at it, i added the star effects to konpeitou's Shin, along with blood FX at his fatal ko scene, win speeches for Kenshiro and Mamiya, cutscene anims for Jagi.
何故諦める必要がある? 何を迷うことがある奪い取れ。今は悪魔が微笑む時代なんだ。
Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 11/07/2010
#137  November 09, 2010, 12:37:28 pm
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Updated, 11/09/10

JUDA-(NERICYA) updated
One final update for Juda.
*Finally i have solved his name issue. Now it will be displayed next to Dagarl's icon for both p1 and p2 like in the original game.
*I have implemented the original vital stars gauge in him and replaced his old one.
*And i have solved the vanishing stars effect issue
http://lordmikehnk.blogspot.com/2010/11/juda-nericya-updated-110910.html

TOKI-(NERICYA) updated
In today's update i have removed his old vital stars gauge and replaced it with the original gauge.
And i have fixed his vanishing stars effect. It won't show up in the top left corner anymore.
http://lordmikehnk.blogspot.com/2010/11/toki-nericya-updated.html
何故諦める必要がある? 何を迷うことがある奪い取れ。今は悪魔が微笑む時代なんだ。
Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 12/06/2010
#138  December 06, 2010, 12:18:34 pm
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Updated, 12/06/10

What's new:

**all chars have had their background that shows up when performing a Fatal KO attack updated to resemble even more the original Arcade/PS2 version
**added missing sound effects when the announcer says Fatal KO
**the lifebar and the vital stars are now on top of the super_ko background and on top of fatal_ko background
**the number of helpers accepted has been increased, and now there's not going to be a problem with any char
**the number of sound channels in mugen.cfg has been increased
**Shin by konpeitou and Thouther by SAIKEI are now replacing ahuron's Shin and Thouther
**i have added the missing elements to konpeitou's Shin and to ahuron's Rei and to Saikei's Thouther
**i have added custom enemy positions for Shin's Fatal KO technique to resemble the original version
**i have added custom enemy positions for Jagi's Say My Name attack to resemble the original version
**Juda's name under Dagarls icon issue has been fixed
**all random intros have been organized by teamside now: on teamside 1 will play random intro 1, on teamside 2 will play random intro 2; especially usefull for chars that have 2 intros and you want them to be accurate (and not seeing char 1 with random intro 2 playing at char 2 with random intro 1)
**the AI level for Kenshiro and Raoh has been lowered from 5/5 to 2/5 and Toki's from 12/12 to 4/12

Video: http://www.youtube.com/watch?v=M8TNJuPfywc
DL: http://lordmikehnk.blogspot.com/2010/12/updated-120610.html
何故諦める必要がある? 何を迷うことがある奪い取れ。今は悪魔が微笑む時代なんだ。
Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 12/10/2010
#139  December 10, 2010, 09:43:53 pm
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Updated, 12/10/10

Two updates in one day, yay!
After giving it some thought and trying my luck, i found a way to put Zohar's hokuto no ken 9000,77 face pack to good use.
In-game now Juda, Mr. Heart, Raoh, Shin, Thouther and Toki will have their face icon change accordingly to their palette, in addition to Kenshiro, Mamiya and Rei.
The only one left is Jagi, since Ts's color order doesn't match Zohar's face icon.

DL: http://lordmikehnk.blogspot.com/2010/12/update-121010-part-2-face-pack.html
何故諦める必要がある? 何を迷うことがある奪い取れ。今は悪魔が微笑む時代なんだ。
Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 12/10/2010
#140  December 11, 2010, 12:37:50 pm
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Hello Lordmike, I really appreciate the work you have done in this months...
Since I did not really like the way you implemented the blood in Rei's special move, I tried to modify it by myself and I suppose I reached an interesting result...

Preview:



 
 

If you wanna to make it (I would reccomend you to), simply add those animation to the AIR file


[Begin Action 225220]
2110,1, 0,0, 3
2110,2, 0,0, 3
2110,3, 0,0, 3
2110,4, 0,0, 3
2110,5, 0,0, 3
2110,6, 0,0, 3
2110,7, 0,0, 3
2110,7, 0,0, 1,, AS206D56
2110,7, 0,0, 1,, AS156D106
2110,7, 0,0, 1,, AS106D156
2110,7, 0,0, 1,, AS56D206
2110,7, 0,0, 1,, AS0D256


;
[Begin Action 225221]
2111,1, 0,0, 3
2111,2, 0,0, 3
2111,3, 0,0, 3
2111,4, 0,0, 3
2111,5, 0,0, 3
2111,6, 0,0, 3
2111,7, 0,0, 3
2111,7, 0,0, 1,, AS206D56
2111,7, 0,0, 1,, AS156D106
2111,7, 0,0, 1,, AS106D156
2111,7, 0,0, 1,, AS56D206
2111,7, 0,0, 1,, AS0D256


;
[Begin Action 225222]
2112,1, 0,0, 3
2112,2, 0,0, 3
2112,3, 0,0, 3
2112,4, 0,0, 3
2112,5, 0,0, 3
2112,6, 0,0, 3
2112,7, 0,0, 3
2112,7, 0,0, 1,, AS206D56
2112,7, 0,0, 1,, AS156D106
2112,7, 0,0, 1,, AS106D156
2112,7, 0,0, 1,, AS56D206
2112,7, 0,0, 1,, AS0D256


;
[Begin Action 225223]
2111,1, 0,0, 3,V
2111,2, 0,0, 3,V
2111,3, 0,0, 3,V
2111,4, 0,0, 3,V
2111,5, 0,0, 3,V
2111,6, 0,0, 3,V
2111,7, 0,0, 3,V
2111,7, 0,0, 1,V, AS206D56
2111,7, 0,0, 1,V, AS156D106
2111,7, 0,0, 1,V, AS106D156
2111,7, 0,0, 1,V, AS56D206
2111,7, 0,0, 1,V, AS0D256


;
[Begin Action 225224]
2110,1, 0,0, 3,V
2110,2, 0,0, 3,V
2110,3, 0,0, 3,V
2110,4, 0,0, 3,V
2110,5, 0,0, 3,V
2110,6, 0,0, 3,V
2110,7, 0,0, 3,V
2110,7, 0,0, 1,V, AS206D56
2110,7, 0,0, 1,V, AS156D106
2110,7, 0,0, 1,V, AS106D156
2110,7, 0,0, 1,V, AS56D206
2110,7, 0,0, 1,V, AS0D256


then replace the explod 22522 with this


[State explod];oŒŒƒGƒtƒFƒNƒg1
type = Explod
trigger1 = movehit && !NumExplod(22522)
anim = 225220+(random%4)
;(explod n° 225224 is unused in order to make the move not too randomish, if you wanna use also exp 225224 replace random%4 with random%5)
id = 22522
sprpriority = 7
postype = p1
pos = 0,0
ownpal=1
PauseMoveTime = -1
SuperMoveTime = -1
SuperMove = 1
persistent = 0
igNoreHitPause = 1
scale = 0.2+(0.01*(random%30)),0.2+(0.01*(random%30))


Edit:

OT: due lackness of time, months ago I gave up in creating an Amiba based on nericya's toki and an hokuto screenpack (nearly done with also a complete ending scene(strictly similar to the arcade version))...

If you are interested/need material I'll share them...

preview of the screenpack:



images taken from ending scene:






Edit 2:

Soon I'll post some amiba's images...

Things done:


Implemented Geki-shikou move.
Implemented the move which makes Amiba Bigger but makes his hands to explode.

Added yoh son ya kiaku special move (non fatal) based on TS's one (that was only a personal experiment, probably that move would not be shared.)

Added Sen-yoh as Fatality move (Now is a simply danjinken with a differend japanese writing... the idea was to create a move that initially jumps and the dives (like for example rei's move)...)

To do list:

Since Amiba was a disciple of nanto and in order to make something different at least in some parts with toki:

-replace tenshou hyakuretuken with nanto gokuto-ken kick

-replace the aerial counter with a dive similar to  Rei'Nanto Kakuyokujinzan







 
















 
Last Edit: December 11, 2010, 12:57:27 pm by Fleshdoom