YesNoOk
avatar

KOF XIII Boss Saiki - 8-8-2013 mugen 1.1b1 (Read 50055 times)

Started by BoyBoyz, January 01, 2012, 07:04:49 am
Share this topic:
KOF XIII Boss Saiki - 8-8-2013 mugen 1.1b1
New #1  January 01, 2012, 07:04:49 am
  • ***



He has localcoord 260. Best played on the all new mugen 1.1b1 only, with non-zoom stage (zoom stages mess up his supers). If you play him in mugen 1.0, be prepared for lags. His AI is coded to only use his original moves, even though he has tons of other custom moves. I noticed people like to re-code his AI, but that really destroys how he plays because all his original moves are designed to be counters instead of offensive ones. That said, he will have trouble facing huge characters that cannot be put into a countered or frozen state, like abyss or apocalypse for eg. Check out his movelist in the zip file.

Quick note: For mugen 1.1b1, in mugen.cfg, set stage fit mode and system fit mode to = 0.

8/8/13:
1. New move from Omega Rugal 98: F,F,c.
2. Fixed bug with D,DF,F,c and p2 dizzy state (amended a trigger from "changestate" to "selfstate").
3. Fixed F,B,F,b Dark Ash's Super's black hitspark to normal colour.

5/5/13:
1. ONLY for mugen 1.1b1 : Boss Saiki's Dark Ash super (F, B, F, b) can be coded much better as there is more memory on OpenGL
2. Proper background flash during super kills, that doesn't lag due to usage of OpenGL memory.
3. Fixed some bugs with some supers and helpers.

http://www.mediafire.com/?5gsem6412qcw4   for my folder.

http://www.mediafire.com/download/vzilcd4x9bb5rax  mugen 1.1b1 version

http://www.mediafire.com/download/udoukt9d8a7vj0y   for mugen 1.1b1 setup

--------------------------------------------------------------------------------------------------------------------------

What's left:
1. complete black flame animation (boss mode)

bugs:
1. simul/turns mode is buggy! Dark web/hitspark appears on random p2 instead of hit enemy (still not solved yet..)

custom changes:
1. Super counter does more damage
2. Counters can counter all throws and the counter followup hits no matter where p2 is on the screen.
3. enemy cannot struggle out of dark web slightly faster
4. Super darkening starts very slightly earlier (about 1-2 ticks earlier)
5. Cannot jump
6. A few custom nothitby frames
Last Edit: August 19, 2013, 03:36:05 am by BoyBoyz
Re: KOF XIII Boss Saiki fully sprited
#2  January 01, 2012, 02:34:11 pm
  • ***
Minor .cns patch which removes ONE trigger: the varadd for dizzy state for handswipe. His fireball handswipe does not dizzy enemies. You can remove it urself, it's under statedef 1000; or just overwrite the old file with the new one in the mediafire folder.
Re: KOF XIII Boss Saiki fully sprited
#3  January 01, 2012, 02:43:57 pm
  • avatar
  • ****
hey thank you for this release i was waiting for a genuine saiki

-

bug:
when you block sometimes, saiki stays stuck in his blocking stance and you can't control him anymore, he can't be hit but can't move neither. there was a similar bug with Ahuron's Jotaro
Last Edit: January 01, 2012, 03:00:50 pm by jeanbureau
Re: KOF XIII Boss Saiki fully sprited
#4  January 01, 2012, 03:00:43 pm
  • ***
no problem! I wanted one too, so I got down to it xD
Re: KOF XIII Boss Saiki fully sprited
#5  January 01, 2012, 03:04:01 pm
  • *
The only SNK boss i can't beat in MUGEN. I hope he's not cheap like this in KOF 13. :/
"Downward fucking dog!" -Travis Touchdown, No More Heroes 2
Re: KOF XIII Boss Saiki fully sprited
#6  January 01, 2012, 03:10:04 pm
  • ***
lol you need to know how to glitch him :P something to do with the counter move ;) His AI here is very similar to KOFXIII's. Big hint
Re: KOF XIII Boss Saiki fully sprited
#7  January 01, 2012, 03:39:54 pm
  • ***
Updated again with dust near his feet during A+B recovery. The full new file including all updates has "updated2" in the name.

You know what, I'm not gonna finish the boss flame thing.. It's too hard. The sprites don't seem to be properly ripped anyway; either that or some code must be needed to make some shadow or something.

Will keep adding pulse updates till he feels complete

edit: stateno 5070 lose voice added... I swear, I keep forgetting to put that back in.

http://www.mediafire.com/?5gsem6412qcw4
Last Edit: January 01, 2012, 04:08:40 pm by BoyBoyz
Re: KOF XIII Boss Saiki fully sprited
#8  January 01, 2012, 05:20:30 pm
  • *
1.0 Mugen Only?
Re: KOF XIII Boss Saiki fully sprited
#9  January 01, 2012, 05:28:20 pm
  • ***
err, it's having issues with winmugen. I'll see if I can fix it

edit: can't be fixed. The character would be crippled if I minused all the ifelse or other stuff. Use in mugen 1.0!
Last Edit: January 01, 2012, 06:41:27 pm by BoyBoyz
Re: KOF XIII Boss Saiki fully sprited
#10  January 01, 2012, 08:40:34 pm
  • *
  • Quien coño te crees que soy!!!!!!
I can´t download  :o
Re: KOF XIII Boss Saiki fully sprited
#11  January 01, 2012, 08:52:10 pm
  • ***
It's uploading now, there's an update. 5min
Re: KOF XIII Boss Saiki fully sprited
#12  January 01, 2012, 09:04:17 pm
  • ***
Important update as of 2-1-2012 (sorry that u have to download the whole 17mb file... but I guess it's worth the time to get the latest stuff):

1. Fixed a bug where dark web would suddenly reappear after disappearing as long as the animtime hasn't ended. Now this doesn't happen

There is still a funny thing that happens when if u do a hard punch at the same time that the second dark binding stun activates, the game will lag for a short while then resume. I assume it's the pausetimes, but so far I can't find a way to solve it.

http://www.mediafire.com/?5gsem6412qcw4
Re: KOF XIII Boss Saiki fully sprited
#13  January 02, 2012, 04:10:25 am
  • ***
Boss Saiki_2-1-2012_update1:

52. Lowered forward fireball's sprite priority (Statedef 1000) from 2000 to 100, so he will not appear in front of the dark web if he is standing in it
53. Walk and grab (statedef 1400) p2facing = 1 added to the hitdef
54. Added correct fall on ground/bounce off ground sounds
55. corrected sound for jump land (Saiki cannot jump here, but you can trigger his jump land by recovering from throws that launch him into the air)
56. Changed projectile guardsounds to the one all the current KOFXIII mugen characters are using... But this isn't the right one!
57. Added a prelimnary crashing sound before the KO voice, just like in the original KOFXIII
58. Fixed Lose by Cheap KO not activating on certain occasions

edit: There is a typo in the movelist: Super counter can also be performed by D,F,D,B + a/b
Last Edit: January 02, 2012, 04:55:38 am by BoyBoyz
Re: KOF XIII Boss Saiki fully sprited
#14  January 02, 2012, 11:33:14 am
  • *
I'll wait for a winmugen hi-res update   ;D
Re: KOF XIII Boss Saiki fully sprited
#15  January 02, 2012, 03:31:14 pm
  • ***
ok there is a winmugen patch uploaded in the folder... But the winmugen version has bugs and is not as accurate due to minusing some codings. For example, different pausetimes for p1 and p2 is not allowed in reversaldefs...

important:

The kof13saiki.cns is the winmugen patch,
the kof13saiki.air is the mugen1.0 patch adding animation 5090 for getting hit when in lying down state.
Re: KOF XIII Boss Saiki fully sprited
#16  January 02, 2012, 03:35:20 pm
  • ***
this character is awesome but its missing the anims or the flames on his hands and feet will it be possible to add them so it can be as close as it can to the real game
Re: KOF XIII Boss Saiki fully sprited
#17  January 02, 2012, 03:43:44 pm
  • ***
it can't be added because the sprites weren't ripped properly. Press Z to select saiki and u will see some flames in standing position... however that's the best we can go so far...
Re: KOF XIII Boss Saiki fully sprited
#18  January 02, 2012, 07:48:55 pm
  • ***
60. re-enabled combo from lightpunch into fireball handswipe
61. down fireball not activating when hitting at near pos y = 0 solved.
62. Finally managed to disable combo from sweepkick into fireball hit.

But hard punch combo from dark web can't be  disabled yet

mugen 1.0 patch.rar
kof13saiki.cns - winmugen
Last Edit: January 02, 2012, 07:56:49 pm by BoyBoyz
Re: KOF XIII Boss Saiki fully sprited
#19  January 03, 2012, 08:11:50 am
  • ***
Man, the combos are freaking hard to code!! Thankfully, it's still the school holidays, and update as of 3-1-2012 is here:

63. Added landing (not recovery from fall) from jump dust
*64. Hard punch hitting enemy when enemy is not in dark web does not combo into forward fireball handswipe. However, hard punch NOT hitting enemy can cancel into handswipe for a hit
*65. Sweep kick cancel into forward fireball handswipe now hits when enemy isn't hit by sweepkick. When enemy is hit by sweepkick, handswipe doesn't hit
*66. If enemy is stunned in dark web, hard punch cancel into forward fireball ensures that the fireball DOES NOT hit enemy (this might fail sometimes depending on the enemy's gethit state configuration)
*67. C+D cannot cancel into any handswipe or fireball hit
68. when in dark web, light punch cannot cancel into handswipe hit, and fireball does not hit also
69. Adjusted the y-scale for super darkening's explods, so that for 640x480 users, the flames extend all the way to the top of the screen!
70. Fixed some bugs with gethitstates.

edit: Fixed 5061 anim from looping awkwardly

Combos left to correct:
1. light punch needs to be able cancel into forward fireball handswipe when enemy is not in dark web. This is very hard to accomplish since the triggers clash with each other and with other states

http://www.mediafire.com/?5gsem6412qcw4 - I repeat, playing him on winmugen is a waste of his potential.
Last Edit: January 03, 2012, 10:26:52 am by BoyBoyz
Re: KOF XIII Boss Saiki fully sprited
#20  January 04, 2012, 12:13:14 am
  • avatar
  • **
    • Puerto Rico
Nice update Boyboyz and can you possibly fix a problem I'm have with the palette because I made an Oni palette for your Saki but it only shows the paltte just for his walking animation and not the whole animations like getting hit, punches, kicks,etc...