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Re: lua scripts for Bizhawk (02-29-23)

 February 22, 2024, 02:19:57 am View in topic context
avatar  Posted by N.  in lua scripts for Bizhawk (06-29-23) (Started by N. June 21, 2021, 11:06:10 pm
 Board: Resource Releases

Hello again.  I didn't think I'd be adding any more to this thread so soon, but I was able to make some more things with ChatGPT's help.  Much like the cheat menus, you'll need to search for unused memory addresses to get them working.  Since I built them on my MAME styled menu, their behavior is similar (you use O and the arrow keys.  Hold them down for faster movement).


https://www.mediafire.com/file/s0t18rjyaoqjztg/snes_color_test.lua/file
Script 1: 16-bit color tool
It's like GBA color tool and buddmelvin's color converter.  You take a 24-bit color value you got from a screenshot, use this to set the three color channels as close as you can without going over, and try searching for the 16-bit color value it gives you.  This doesn't take into account flipped color channels, or sometimes having to add 0x8000 to the value for PSX games (not always, but it's a thing that happens).  What you could use this for: SNES, GBA, Arcade, PSX, Saturn, etc.  This one's used quite a bit.


https://www.mediafire.com/file/ipbywu80uov193z/genesis-segacd_color_test.lua/file
Script 2: Sega Genesis/CD color tool
This one's kinda weird with how I had to set it up because it only uses 1 1/2 bytes for the 3 color channels.  It'll probably display weird because it's set up for Genesis.


These could someday be usable in Bizhawk, so I made them in case that ever happens.



https://www.mediafire.com/file/p6308k2t7c4mq8i/ms_dos_color_test.lua/file
Script 3: MS-Dos color tool (whatever games I had to load up in Dosbox anyways.  The arcade version of Battletoads uses this)
There was a point in time that this would've been very useful to me.


https://www.mediafire.com/file/agf963n2g19xd57/cps2_color_test.lua/file
Script 4: CPS2 color tool
If Bizhawk ever lets you have access to the colorram/palram for CPS2 games, this might somehow be something resembling useful then.  Might.  This works backwards because of color values repeating at various points (you set the half bytes to a 16-bit value, and it tells you the decimal values to that color channel).  You should probably set white to 0x0F first and go from there. 
When I tried this with SFA, I wasn't able to use MAME's cheat search to find these color values, but when I went to the addresses the colorram's at I found 2 color addresses using the values from the screenshot and eyeballing the value the tool gave me.


Edit: I've changed the orientation of the hex values for the CPS2 tool.  Should've been like that from the start, TBH.  I also fixed the cursor getting cropped because of my trying to avoid using drawbox.
    

Re: lua scripts for Bizhawk (02-13-24)

 February 13, 2024, 10:47:13 pm View in topic context
avatar  Posted by N.  in lua scripts for Bizhawk (06-29-23) (Started by N. June 21, 2021, 11:06:10 pm
 Board: Resource Releases

Hello again.  If you've been following this thread, thanks and I'm sorry for all the updates.  If you haven't, but have seen my earlier post, I've made a lot of progress since then.  Moreso when I asked ChatGPT to help me out with some stuff.  This version's a lot more easier to use and the code's more easier to read (it has to be, since I intended for others to be able to easily repurpose it to make their own cheat lists).  I've tested it with 4 different game systems to see if there's anything that would cause me to struggle with adding cheats. 
You'll still have to use the hex editor to search the RAM for unused memory to get this all working though (if you want to repurpose it.  It should be fine if you use it for ripping sprites in vs mode). 

Things to pay attention to for this version:
(If you're going to completely repurpose this for another game system).
- The memory domain at the top (probably doesn't need to be there, but you never know).
- The names of the controller inputs, so that you can disable then when the menu is active (more on this below).
- The addresses being used, and how you use your menumem globals for values over 1 byte.
- The maximum value of CursorPositions.
- The values for listEntry (1 past the maximum value and the maximum value).
- The maximum value of ICTYPosition.
- How many entries are on a page (which means adding/subtracting an entry from the draw cheat list).

(If you're going to add a new cheat):
- The ListPageNo value (what page of cheats it should be on).
- The ListEntry value (where it'll show up on the list to that page).
- The ICTYPosition (should be the same value as the ListEntry value.  The y position of your interactive text will be affected by what you set this value as.  It's currently a multiple of 0x0B because of the textscale value).  No calculations required.
- Again, your addresses and globals (I should've set it up the way it currently is from the start).

Keylist:
O: Opens/closes the menu
Backtick/Tilde: Prints list of joypad inputs to lua console (commented out)
Up, down, left, right: Interacts with the menu
Enter: Sets/pokes a value for certain cheats
Q, W: Deincrements/increments a value by 10/0x0A for certain cheats
E: Sets a value for certain cheats.
Note: Some of these have a repeat delay applied to them, so holding them down will increment/deincrement the value faster.

I wanna mention some minor issues (besides the ones that I'll inevitably have to fix because I overlooked something):
- These scripts have a code in them intended to disable controller inputs while the menu is active (SNES: Gamepad, PSX: DualShock, Genesis/SegaCD: Six Button).  It's only for one of the multiple controller settings that exist, so if you find you're able to press those buttons while the menu is active, I've added something that will print the names of all your inputs to the lua console (didn't want to get them all only to have the code stop working.  I've had this code break on me because I used it for 2 different things, but I did something wrong to one of them).  Just remove the --[[ and ]] around "-- Have lua console print list of controller inputs.", and it should work when you press the backtick/tilde key.

- At the bottom is something I initially made to make it easier to position the text on the screen.  It's pretty much useless now because of tying most of the stuff to X/Y position mod addresses and simplified the y position code, but if you have something you want to put on the screen and want to use it figure out where it'll show up, it's at the bottom commented out like the code for telling you the names of your controller inputs.  You'll have to tweak it, since it's set up to move by 1x11 pixels though.  It uses I and numpad numbers 2, 4, 6, and 8.

Spoiler: images (click to see content)
https://www.mediafire.com/file/fwfas7c83ycaor5/EternalChampions_MM.lua/file
https://www.mediafire.com/file/dii58c856vurgzz/EternalChampions_2_MM.lua/file
https://www.mediafire.com/file/1dvjmk14fuu2gk2/SamuraiDeeperKyo_MM.lua/file
https://www.mediafire.com/file/2ufwww3j58g9k6c/Weaponlord_MM.lua/file

Edit: Ok, it's fixed now.  Forgot to fix the freeze champions color timer cheat.

Edit: I've just came up with a crazy/dumb idea, asked ChatGPT, and eventually came up with a lua script for going through a memory domain and saving you a list of addresses that have 0x00000000 for the value:
Spoiler, click to toggle visibilty
I think this can be improved by making it check those domains at different points in the game using savestates, and generating a list after it's compared the values of those addresses. Nevermind.  I couldn't get it to work.
    

Re: Using AI to aid in Mugen/Ikemen creations

 December 11, 2023, 08:33:10 am View in topic context
avatar  Posted by N.  in Using AI to aid in Mugen/Ikemen creations (Started by PotS November 27, 2023, 06:10:43 pm
 Board: Development

Spoiler: An attempt was made. (click to see content)

I have mixed feelings (there's probably a better way to do what I did).  The ones past the ones with the castle in it aren't what I had in mind, but I liked how they looked.
These started out as 1024x1024 images in Bing (seemed more efficient because of getting up to 4 images per generation).  I cropped the watermark and ran those through a Stable Diffusion extension I saw suggested for making pixel art to downscale the image with a pixel size of 3, and then applied a 256 color fast octree palette using another extension (I didn't like how it looked when I used it to pixelate the image, but I run out of memory if I'm not careful how I mess with larger images.  Also, after clicking enable (because for some reason I thought I could use the palette part independently) I had to set the pixel size to 1 and have rescale to original size checked.

*One of the comments to a checkpoint on civitai suggested doing something along those lines for a more accurate pixel art look (shrink to 1/8 size, then upscale?).  It probably doesn't apply here.


Extensions for Stable Diffusion (you use these in the extras section):
https://github.com/AUTOMATIC1111/stable-diffusion-webui-pixelization (does pixelization)
https://github.com/mrreplicart/sd-webui-pixelart (does pixelization, reducing colors, and applying palettes to images)
https://github.com/AUTOMATIC1111/stable-diffusion-webui-rembg (I didn't use this, but it's supposed to remove backgrounds)
To use (I should preface this by mentioning that I'm using the Automatic1111 UI, so you may have to do different things if you're not using it):
- Download and put the folder into stable-diffusion-webui\extensions
or
- Click on Extensions, then Install From URL in the UI. Paste the github link in there, click the button, and then restart the UI when you're done.

LoRas for Stable Diffusion:
https://civitai.com/models/152875/capcom-vs-snk-art-style
https://civitai.com/models/91059/marvel-vs-capcom-2-artstyle
https://civitai.com/models/44278/street-fighter-ii-the-animated-movie-art-style
https://civitai.com/models/140896/shinkiro-snkkof-street-fighter-artist-style
https://civitai.com/models/160296/kinu-nishimura-street-fighterkof-artist-style
https://civitai.com/models/189011/capcom-cps2-sprite-style
https://civitai.com/models/243388/snk-neo-geo-sprite-style
I haven't tested any of these, but you use them to force a specific artstyle or to change an image to that artstyle through img2img (IIRC, you have to do it gradually through img2img by setting a low denoise strength, and running what it generates through img2img, and repeating this until you either like it enough to use or scrap it and start over)
To use:
- Put them in stable-diffusion-webui\models\Lora.  If you don't have that folder, create it.
- Make note of the trigger word (ex: Capcom SNK Style) if it has one, because you may need to use it (it could be less accurate if you don't use it).  If it doesn't have one, but you want to improve the accuracy?  Open the safetensors file with a text editor, and you should see some words/descriptions that were used in the training process.  Copy those and try using them as prompts.
- Click on the 3rd button below the Generate button in the Stable Diffusion UI (if you're using Automatic1111.  I don't know for the other ones) to open up additional networks.  Click Lora, and then click the one you want to add.  Some text will appear in the prompt window.  Something like <lora:EMS-51611-EMS:1>, for example.  You could also copy what it says so you don't have to do that, I guess.
- If you see in the lora description mentioning something about setting the weight to a certain value, what it means is to mess with the prompts by doing something like this: If it suggests 0.8 for the weight, Capcom SNK Style becomes Capcom SNK Style:0.8 and <lora:EMS-51611-EMS:1> becomes <lora:EMS-51611-EMS:0.8>.  You're adjusting how much these will affect the image (sometimes you need to use weaker weights because of overtraining).

Spoiler: Odds and ends (click to see content)

And for the hell of it, Ryu making goofy faces.  (IIRC, Ryu from Street Fighter making a trollface was the prompt.):
Spoiler, click to toggle visibilty


I'm not going to be making anything with them.  You can use the images for whatever if you think they're worth using. 
    

Re: lua scripts for Bizhawk (01-31-24)

 October 16, 2023, 07:05:19 am View in topic context
avatar  Posted by N.  in lua scripts for Bizhawk (06-29-23) (Started by N. June 21, 2021, 11:06:10 pm
 Board: Resource Releases


Samurai Deeper Kyo

This weirdness in the form of a lua script is something I came up with while attempting to type up a tutorial.  It uses a lot of conditionals and repurposed memory to attempt to make a cheat menu like the one MAME uses (I went with what I know.  I'm not as proficient at lua as I'd like to be).
You're welcome to try and repurpose it, but you'll have to keep the following in mind:

- This is set up for PSX resolution on a 2x window.  You'll have to do a bit of messing around with with it to get it to look right for anything else.  The drawbox is the resolution minus 1 pixel, and everything is spaced by 11 pixels vertically (in light of recent changes).  The list text and activated/inactive cheat text has different x position values.  Also, it'll probably not look right if you maximize the window (the quirks of guitext and guidrawbox are why I went with luacanvas popups for explaining how to use my cheats).  Sorry about that.
-  You'll have to use the hex editor to find unused memory to repurpose for your cheats.
-  This uses conditionals to keep track of whether you're in the menu, what screen you're on (I did 3 screens of cheats, but it uses a 16-bit value, because why not?), what position the cursor is at on the screen, and what buttons you're pressing.  You'll mainly want to keep an eye on the ListNumber and CheatList.  If you want your cheat to work outside of the menu, you'll have to account for that too (I have conditionals trigger when my menu addresses have a nonzero value). 
One more thing: The MenuMem addresses are not only for the previously mentioned usage outside the menu, but they're also used for switching cheats on/off, so you'll wanna keep track of how you use those too.

Spoiler: my various progress updates (click to see content)
    

Re: Knights of Valor Sprites Resource for DC Comic Characters

 September 28, 2023, 09:36:43 pm View in topic context
avatar  Posted by N.  in Knights of Valor Sprites Resource for DC Comic Characters (Started by desertstorm1909 September 28, 2023, 09:05:02 pm
 Board: Development Resources

I remember this game.  It's got sounds from darkstalkers and kof98(? might've been the later games, but I know Rugal's Vanishing Rush sound is in there) in it for some reason.  Those rips are animated gifs with the effects still in them.  I attempted something for that game that can get you the rips with those separate (not with perfect axis though.  That's an issue I've run into for a lot of PGM games).  Also, there's a hidden enemy test area you can access with a stage mod.


The mame cheats are in this thread (I don't know what version of mame they're using).
https://mugenguild.com/forum/topics/mame-cheats-for-sprite-ripping-thread-v-2-724-175387.0.html
    

Re: How to rip parallax floor sprites?

 March 20, 2023, 11:46:42 pm View in topic context
avatar  Posted by N.  in How to rip parallax floor sprites? (Started by Yuko March 18, 2023, 07:45:04 pm
 Board: Off-Topic Help

Unfortunately, Williams games are kind of a pain in the ass when it comes to finding stuff for them (for me anyways).  It's because of how the memory's set up.  All the addresses are a multiple of 8 (which means don't bother trying to write to 2 or 4 bytes).  If you use Mame-RR to search for cheats, just put the address it gives you into a hex calculator and multiply it by 8. 

Because I didn't wanna feel like I was wasting your time, here's some MAME cheats to help you out with MK3 floors.  Keep the characters in the center of the stage, and you can reposition the floors without parallax being applied.  I didn't fully test the Y position mods, I just know they were right next to the X position ones. Moving it vertically may cause it to get obscured if a BG layer has higher priority over it.  I set up the +1 to move the floor 16 pixels.

Edit: I poked around that area and found X position mods (didn't notice anything being moved vertically) for the other BG layers as well as something to recolor the Black BG (not entirely sure on it).

Spoiler, click to toggle visibilty
    

Re: How to rip parallax floor sprites?

 March 18, 2023, 11:23:01 pm View in topic context
avatar  Posted by N.  in How to rip parallax floor sprites? (Started by Yuko March 18, 2023, 07:45:04 pm
 Board: Off-Topic Help

There's a few different ways depending on how the game handles it.  Camera position modding, floor layer position modding (there was a game where simply repositioning the floor layer further up the screen had the parallax effect no longer be applied), position modding each line that makes up the floor (some games have addresses that affect both or just one of these things).  I've sometimes accidentally found an address that turns the parallax effect off when messing around in the RAM.

What game are you trying to get the floor from?  I didn't notice you answered that. :p
    

Re: lua scripts for Bizhawk (5-12-22)

 December 26, 2022, 11:43:48 pm View in topic context
avatar  Posted by N.  in lua scripts for Bizhawk (06-29-23) (Started by N. June 21, 2021, 11:06:10 pm
 Board: Resource Releases

Ok, Battle Masters and Battle Tycoon are done.  Rushing Beat Ran's going to be.  It could've been done, but I kept trying to get around having to find addresses for the enemies (this is fine for MAME, but notsomuch for Bizhawk).  Cycling through sprites is going to suck because some animations aren't arranged the way you'd think they are.  I don't know about Eternal Champions yet because I was stuck dealing with hiding BG layers (turns out I was wrong about how I thought it was all set up) and trying to find where the colors are in the RAM.  The issue I've run into is seeing if I can find a way to cycle through the sprites like with Eternal Champions 2.  Edit: I haven't found something to cycle through sprites.  I can cycle through frames of an animation and I can sorta get a certain sprite to display.
Don't know about the others yet.

Edit: 2 of those are beat 'em ups, so I may not do them because I either have to find a way to force the enemy to change into the other enemies or find what you'd need for P1 for every possible enemy slot and then figure out how the hell to get it to work in lua.  Revengers of Vengeance I very briefly did, but that was to check color and tile modding.  The game's sorta in a rippable state if I use tilemodding on a certain stage.  Haven't found color mods yet. I hope Genesis and Sega CD use this color format for all of their games because of how stupidly simple it is to get a value to search for from a screenshot (it only took me stumbling into how to recolor the black BG by messing in the 68K RAM).  Battle Monsters I very briefly looked at.  I sorta turned the black BG magenta, but it was by accident and I haven't hidden whatever can't be hidden by disabling layers yet.

olt-EDEN: I'll look at it when I can.

Edit: Rushing Beat Ran's done.

Edit2: I got fed up of dealing with guitext (the text goes away when you release the key, but the box just stays there) and figured out another way to show you the keylist (it involves making a luacanvas window pop up that has the text on it).  All of the luascripts have it now, and all of them will probably use it going forward.
    

Re: lua scripts for Bizhawk (5-12-22)

 December 25, 2022, 12:04:27 am View in topic context
avatar  Posted by N.  in lua scripts for Bizhawk (06-29-23) (Started by N. June 21, 2021, 11:06:10 pm
 Board: Resource Releases

I added something to freeze the timer for his eyes.
    

Re: Need help finding Voice Clips

 December 05, 2022, 12:51:07 am View in topic context
avatar  Posted by N.  in Need help finding Voice Clips (Started by Rabano December 03, 2022, 05:40:24 pm
 Board: M.U.G.E.N Development Help

https://www.sendspace.com/file/ti2oml

I got those from the MAME version.  There's a sound test you can access that just auto plays all of the sounds.  I had an issue loading the ROM normally, but it loads fine if you load it through the command prompt or a .bat file (I don't know if it needs a bios file.  A lot of roms do).  Speaking of which, if you take the line below, put it into a text file and save it in the same folder as your mame.exe with the extension .bat, then it should load the game and constantly record audio when you double-click on it (in case you want to rip other sounds)

@start mame.exe ffreveng -wavwrite WAVNAMEHERE.wav




Edit:  Forgot to add the file extension to the .bat command.  It'd save a .wav file with no extension if you used that (it'll still work, but you'd have to add .wav to it).

No problem
    

Re: A few more stages, I guess. (3)

 December 04, 2022, 09:23:00 am View in topic context
avatar  Posted by N.  in A few more stages, I guess. (3) (Started by N. December 02, 2022, 09:38:12 pm
 Board: Your Releases, 1.0+

Ok, I see what happened.  The BG and the light beams are staying at 1x scale (it's supposed to be 1.25) because scalestart doesn't work in 1.0 (it was added to 1.1).  I'd have to manually rescale those sprites, and nothing good comes from me trying to do that.
    

Re: A few more stages, I guess. (3)

 December 04, 2022, 03:11:20 am View in topic context
avatar  Posted by N.  in A few more stages, I guess. (3) (Started by N. December 02, 2022, 09:38:12 pm
 Board: Your Releases, 1.0+

Thanks for the feedback. 

Huh.  Almost all of my extra large stages and taller Castlevania stages don't have it (Long's stages appear to be an exception).  They should now (I feel like I might've accidentally removed them when I was mass-editing the defs at some point).  I knocked the boundleft/boundright on them down to 160.

For Bloodstorm Eye/Bloodstorm Eye Alt, I made a def with 160 for the bounds and a tiled floor (I was gonna make a flipped floor and put it on the ends, but this appears to work).  What else do you think can be extended?  I'll most likely do it.
For the empty spaces doing that, does having the screen rendering mode set to System cause that?  Because I never saw that until I switched it from OpenGL.  Anyways, I added a tiled black square in the back layer to take care of that.  I noticed the alt version was missing the stage portrait (as were Metal Pirates Room and Axel Gear) and added that too.

For the top of the screen of the Bleach stage, I haven't been able to recreate the issue.  Does it matter that I forgot to put 1.1 for the mugenversion?
The lack of shadows is because they're slightly transparent ovals in the source game, and I sometimes get weird about stuff like that.  I copy/pasted what kung fu man's stage uses and flipped the yscale (maybe it'll be fine).

Edit: I had to add the black square to Bloodstorm Eye again because I accidentally undid my progress.  Sorry about that.
    

A few more stages, I guess. (3)

 December 02, 2022, 09:38:12 pm View in topic context
avatar  Posted by N.  in A few more stages, I guess. (3) (Started by N. December 02, 2022, 09:38:12 pm
 Board: Your Releases, 1.0+

Here's a thing I did recent-ish.  I've hit an impasse with it, so I've decided to release it as-is, because it's still a fairly decent attempt (not sure about the spare engine/flashing timings though).  I used scalestart for the "foreground floor" (it's there because I wanted the scrolling floor), so the ones that don't have 1.0 in the .def name won't look right in 1.0 (it's repositioned so it fills in that area for those).  It's missing enemies because I'd need to get posadd values/timings and find a way to selectively despawn every single thing on the stage to minimize lag (the romhack that fixes this makes me unable to use bizhawk's hex editor and makes my .lua script useless) and figure out how I want them to behave after they move beyond where you'd normally see them and whenever the ship fully descends (they can walk on top of and get trapped under it).
The BG resets every round because there's a point where the ship stops moving and the sky stops flashing.  The 2 bolt laser cannons on top of the last ship were added for consistency, since there's no way for you to ever get access to that area. 
I did 4 defs.  1 has animated cannons/hatches, the other does not, and the other half are 1.0 friendly versions of those.
The loop is intentionally incorrect for the .ogg for a better listening experience.  And because it'd be over 8 minutes long because your reward for listening to it for that long in the sound test is a brief easter egg.
I was tempted to be cheeky and give it the nickname I called it back when I used to play this (The Party Ship.  Because of the music, flashing sky, and everything exploding).  Instead I referenced it's actual name (Gigantic Warship) and the boss name (Prisoner).

Super R-Type - Warship of the Prisoner


Also, here's 2 other stages I made.  I didn't want to bump the other thread, so they're here (which means the above's actually #42, and I'll have to fix it the next time I add stuff to this :p).  I forgot to mention this, but every stage before #36 was done on the old computer (it'd be funny to pretend I'm sitting on an endless amount of old stages despite the created/modified dates on them getting more and more recent).


Spoiler: 40 (click to see content)
Spoiler: 41 (click to see content)

I may add more at some point if I ever get around to making them.
    

Re: Some stages, I guess. (39)

 May 30, 2022, 10:51:39 am View in topic context
avatar  Posted by N.  in Some stages, I guess. (41) (Started by N. April 19, 2022, 08:54:06 pm
 Board: Your Releases, 1.0+

Thanks.  I'm amazed they turned out as decent as they did. :p

I've added some .defs with extended bounds for those stages (they may or may not need further tweaking.  I just changed the bounds to -320/320/-240).  They have an x at the end of the name.


Edit: Updated Bloodstorm Eye Alt, because it turns out I'm an idiot, and not only messed up the posadds, one of the layers had velocity in addition to the posadd (because that's always a great idea).  I may at some point move the last 2 stages into a new thread, since I don't know if anyone noticed them.  It depends on if I ever get around to finishing up this 3rd stage.
    

Re: Some stages, I guess. (39)

 May 28, 2022, 08:48:27 pm View in topic context
avatar  Posted by N.  in Some stages, I guess. (41) (Started by N. April 19, 2022, 08:54:06 pm
 Board: Your Releases, 1.0+

Bumping to let you know I've added 30 stages to the initial 9 (for some reason I was worried about whether or not if I'd hit the data limit for mediafire.  I've since decided to not worry about it.).  If I do/redo any more, they'll probably be in their own thread.
    

Re: Some stages, I guess.

 April 20, 2022, 10:39:52 pm View in topic context
avatar  Posted by N.  in Some stages, I guess. (41) (Started by N. April 19, 2022, 08:54:06 pm
 Board: Your Releases, 1.0+

Vegaz_Parrelli: Thanks.  Heh, it'd probably be easier to list the battle BG's that aren't trippy from that game. 

PotS:  Thanks.  I actually didn't know that.  Wanna hear something funny?  I was originally gonna set the music up like you said, but then I talked myself out of it ("what if the person would rather listen to The Battle of Lil' Slugger instead of Wandering Ghosts?"). 

I went through and fixed everything (the ones with 2 choices for music have one of the choices disabled with a semicolon.  I hope). 

Edit: Except for the transparency thing >_< (Blackjack method).  I'm currently making a solid black version of the sprites to layer underneath, which should hopefully accomplish the same thing (until the character does something to disable the foreground layer). Ok, I did the thing.  Hopefully that takes care of it.

I've added 3 more stages.  There's a bit of lore with these.  I started poking through the RAM to games because of 10.  24 and 27's around when I finally started using Artmoney.
    

Some stages, I guess. (41)

 April 19, 2022, 08:54:06 pm View in topic context
avatar  Posted by N.  in Some stages, I guess. (41) (Started by N. April 19, 2022, 08:54:06 pm
 Board: Your Releases, 1.0+

The hard drive to my ancient computer was visited by bad clusters and finally the click of death.  I was writing up a post in notepad++ and preparing to release most of whatever I was working on in it's current form, but even to the end I drug my feet.
So this is actually a non-release stage release thread and you get nothing.  Goodbye.


Ok, I'm lying about the last part.  I was smart enough to not leave anything important on that hard drive (although I'm limited with what I'd like to do on this computer ATM, since it's a cheap replacement).  So, here's a (mostly) copy/paste that I added some stuff to.  Would've been nice if I didn't end up massively dragging my feet on posting this because I'm no longer racing the clock, but better late then never, I guess.


My computer's currently slowly dying, so I figured it'd be best to do this while I'm able to.  I wanted to do a proper release of these, but who knows when or if that was ever going to happen. 
SNES, NDS, and GBA stages are upscaled through MUGEN (unless otherwise specified).  If there appears to be gaps around pieces of these stages, tweak the numbers ever so slightly until it looks right (blame MUGEN.  Or me.  But it's totally MUGEN's fault).
Most of these are complete.  I did and redid these on and off over the years as I learned how to not suck at doing things as much.  Considering I made them, they will have issues with them.
My stage names are all over the place.  Some follow a theme until they don't, and some have weird filenames because I got bored (the links aren't them).  They also come with .oggs, with most of them edited so they'll loop in MUGEN (support the official release, or something :p).  They may have issues as well.
I tested some of them in IKEMEN GO a while back, and they seemed ok.  I even tried to give them stage thumbnails.


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

 July 24, 2021, 08:57:14 pm View in topic context
avatar  Posted by N.  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion


Spoiler: I wasn't gonna do another one of these, but.... (click to see content)
    

lua scripts for Bizhawk (06-29-23)

 June 21, 2021, 11:06:10 pm View in topic context
avatar  Posted by N.  in lua scripts for Bizhawk (06-29-23) (Started by N. June 21, 2021, 11:06:10 pm
 Board: Resource Releases

Here's some .lua scripts for Bizhawk to attempt to help make it easier to rip character sprites (these won't work with older versions because they renamed the keybinds).  These started off as simple constant/conditional writes because I suck at lua, but then I wanted my "press _ to _" conditionals to stop firing every frame, and that threw me down a rabbit hole.  It resulted in me making it so you can switch various things on and off (repurposing unused RAM for all of this probably isn't the correct way to do this, but it works).
I'm going to copy/paste the key list from the .lua files.  You're welcome to check the comments in the .lua files with a text editor to see if there's any passive effects I didn't mention (going by memory because the .doc I initially typed up got corrupted).

I used A, S, H, Q, W, E, R, T, Y, U, I, O, P, 1-6, and 1-5 + direction keys for the conditional keys (I don't remember if anything's mapped to them by default, since I blanked whatever I didn't think I'd need and set everything else to Shift+_).  Pressing ` will bring up a key list popup (do not hold it, unless you really like closing luacanvas windows).  That's no longer an issue.  I keep forgetting every time I use a new key, I have to add it to the "and not" list for the button press timer so I can use the conditional I made for it.

Use BSNES core for SNES games.  The scripts won't work properly if you don't (anything using snes.setlayer_ won't work, and you'll get error messgages because there's no CGRAM in SNES9X core).

Spoiler: (SNES) Mighty Morphin' Power Rangers: Fighting Edition (click to see content)
Spoiler: (Sega CD) Eternal Champions 2: Challenge From the Dark Side (click to see content)
Spoiler: (PSX) Samurai Deeper Kyo (click to see content)
Spoiler: (SNES) Clayfighter 2: Judgement Clay (click to see content)
Spoiler: (PSX) Tatsunoko Fight (click to see content)
Spoiler: (GBA) Advance Guardian Heroes (click to see content)
Spoiler: (SNES) Battle Master - Kyuukyoku no Senshi-tachi (click to see content)
Spoiler: (SNES) Battle Tycoon Flash Hiders SFX 1.1 (click to see content)
Spoiler: (SNES) Rushing Beat Ran (click to see content)
Spoiler: (Sega CD) Revengers of Vengeance (click to see content)
Spoiler: (Genesis) Eternal Champions (click to see content)

Edit: Updated Clayfighter 2 because the regular characters were locked as a side effect of unlocking the alt characters (there's an address for character slots and a bunch of unlock flag addresses for all of the characters.  My script only had unlock flags for the alt characters because "why would you need to check the regular characters unlock flags?  It's not like this script can force them to somehow be switched off, right?" ).
    

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

 June 09, 2021, 09:31:35 pm View in topic context
avatar  Posted by N.  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion





Spoiler: A little late to be mentioning this, but... (click to see content)