Now that all Warzard characters have been properly made for Mugen, onto the next fantasy game. Been working on the Amazon character. She has two modes. Axe-on and Axe-off. Two modes like Gen, but actually fun to play as.
1) Axe-on is a fighter style gameplay. Big swinging axes, big attacks. projectiles, etc. However, less agile for combos.
2) Axe-off (Ass-on ) is a quick grapper style gameplay. She can bounce you off walls and the ground with more attacks and throws. Pretty dangerous to be close to. She's also incredibly good at zoning with her roll attack distances increased and her fast dive kicks. One more fun fact, she has more lengthy taunts than Shao Kahn thanks to her narration voice. Currently, 17 and counting.
Also, as a side note, I've never fully removed transparencies nor black background from her sprites in rpcs3. I had to manually edit them out of her face and hair or put back in black pixels across her gloves, feather, or boots. Oy vey.
Editing sprites for her has been a pain in the ass. She doesn't have very many to begin with. The sprites are like oil paintings... every pixel has multitudes of colors in them. I'm having to edit the sprites with the cloning tool in Photoshop and actually using brushes with opacity instead of pencil as we're used to with sprites. Some fun times honing my photoshop skills. She currently is missing blocking without weapons and perhaps some better gethit anims. The rest, I think I improvised pretty well.
Something else kind of fun, the source effects were sometimes still frames. Had to manipulate them usung angle and transparency to give them the appearance of animating like the source game.
Here are 2 preview videos. As usual, she is made for Mugen 1.1 only. This unfortunately has to be the case being that angle for explod only exists for Mugen 1.1.
List of codes you can set to null. There are some additional items, but they are not permanent address codes.
Unfortunately, the raw sprites themselves have a semi-transparent edge surrounding them. This makes for edge artifacts while ripping them. In an ideal scenario where the semi-transparent edges could utilize anti-aliasing, the sprites would appear like so:
But this is how they would appear without semi-transparency and ripped with a black bg.
Bumping. Started a cheatengine table. I am a cheatengine noob, but it looks like I'm making some progress. It still seems that some background elements are flickering a little. Unsure how to lock those values so that they don't flicker at all.
Edit: Some more progress. Found the address to disable background layers. I'm just not sure how to change the black background into another color.
Another issue is that the character sprites seem to share a minor transparency border surrounding them. Makes it troublesome to get clean sprites without artifacts. Also, the sprites exceed 256 colors.
Posted: September 22, 2019, 02:30:30 am My cheat engine table is available here for anyone else who wants to toy around with it.