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Scal

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Messages by Scal

    

Re: KoFXIII characters japanese voices

 October 27, 2014, 12:08:27 pm View in topic context
 Posted by Scal  in KoFXIII characters japanese voices (Started by TheJensons October 26, 2014, 06:59:23 am
 Board: Development Resources

    

Re: search functionality appears to be erroneous

 October 04, 2014, 12:55:42 pm View in topic context
 Posted by Scal  in search functionality appears to be erroneous  (Started by Kamekaze October 03, 2014, 03:52:35 pm
 Board: Feedback

Same here.
    

Re: [HR Stage] CFJ Ruins by Cybaster, Dark Saviour & Nono

 August 16, 2014, 07:49:26 pm View in topic context
 Posted by Scal  in [HR Stage] CFJ Ruins by Cybaster, Dark Saviour & Nono (Started by Cybaster August 14, 2014, 08:04:24 pm
 Board: Edits & Addons 1.0+

I have an unfinished HD version somewhere in my WIP folder. I suppose there is no need to keep it. Thanks for sharing :)
    

Re: [Low Res] Super Street Fighter II - The New Challengers --- England Stage

 July 28, 2014, 08:04:15 pm View in topic context
 Posted by Scal  in [Low Res] Super Street Fighter II - The New Challengers --- England Stage (Started by Amy July 28, 2014, 04:36:36 am
 Board: Your Releases, Mugen 1.0 +

    

Re: [Low Res] Super Street Fighter II - The New Challengers --- England Stage

 July 28, 2014, 07:55:40 pm View in topic context
 Posted by Scal  in [Low Res] Super Street Fighter II - The New Challengers --- England Stage (Started by Amy July 28, 2014, 04:36:36 am
 Board: Your Releases, Mugen 1.0 +

Hey Amy,

I am glad to see that you put more and more effort to convert those stages from the SNES version. Recently, I had a lot of interested in those, here are my advices:
- try to add the 3D floor effect (parallax in Mugen), SF2 stages without it looks weird to me and more than everything, it would make it much wider (according to my research, stages width should be 446 for the SNES, the Genesis and the PC Engine version)
- to counter the difference on resolution involving layer not tall enough for a common 320x240 resolution, I would add black borders on the top of my bg elements (but without layerno = 1)... a pretty elegant solution in my opinion, here is a example:


Talking about layers, I ripped most of them. I don't know if it could help you but here they are, feel free to use these rips: Here
    

Re: Samurai Shodown II - China, Xian (Wan-Fu's stage)

 July 28, 2014, 10:03:04 am View in topic context
 Posted by Scal  in Samurai Shodown II - China, Xian (Wan-Fu's stage) (Started by Scal July 27, 2014, 01:56:18 am
 Board: Your Releases, older Mugen

Hey guys, even if I don't release things, I am always around.. silently in background :)

live from Africa my friend? :)
No sir, I am am still in Belgium. And believe me, once there, I won't have the time to convert stuffs, even for a such simple stage like this one :P
    

Samurai Shodown II - China, Xian (Wan-Fu's stage)

 July 27, 2014, 01:56:18 am View in topic context
 Posted by Scal  in Samurai Shodown II - China, Xian (Wan-Fu's stage) (Started by Scal July 27, 2014, 01:56:18 am
 Board: Your Releases, older Mugen

Freshly converted so why not share it :)



Link
    

Re: cvs1dan (edit of warusaki3)

 June 24, 2014, 04:16:25 pm View in topic context
 Posted by Scal  in cvs1dan (edit of warusaki3) (Started by demongorne May 31, 2014, 09:03:16 pm
 Board: Edits & Add-ons

It is funny to see people porting a Warusaki3 char to CvSPro knowing that in the early ages, his characters were initially converted from that game then upgraded to CvS2 later on. I think I even have those old versions somewhere.
    

Re: SF3-New York 1.1

 April 05, 2014, 10:41:02 am View in topic context
 Posted by Scal  in SF3-New York 1.1 (Started by LeoPort91 April 05, 2014, 01:07:47 am
 Board: Your Releases, Mugen 1.0 +

Too bad you haven't put effort to make things correctly:
- You dont' respect the standards (putting strings between quotes) and the structure (missing attributes in Info section)
- I can see portions of WinMugen code that are totally obsolete for Mugen 1.1

And on the top of that, you totally removed the original author's name and information written about the conversion.

    

Re: Scal's WIP thread, Kensou's public beta release available

 March 25, 2014, 10:39:39 am View in topic context
 Posted by Scal  in Scal's WIP thread, Kensou's public beta release available (Started by Scal June 22, 2010, 11:32:58 pm
 Board: Projects

I'm busy as hell, but if you wait for me I can gladly edit those. :)
Hey my friend, I am not really in a hurry after that whole year without any update. So yes, consider that I can wait ;)
Glad to see that your still active. Thanks in advance :)

Heya, holy smokes! (BTW this is Evil Homer from a LONGGG time ago!) You're still kicking I see! Nice to see you back and eager to put Kensou out. Gotta say, this is a pleasant surprise.
Haha, I was still around but in background :P

On my end it feels like version 1.0.0.3 has a much faster detection rate than previous versions. This is based off my tests using KOF 98.
Perfect! It seems that we are almost ready for a public release, just a few more tests left ;)

Does anyone (experienced with FinalBurn rr and the Neogeo debug dipswitches) wants to test the tool or knows  someone that could do it?
    

Re: Scal's WIP thread, Kensou's public beta release available

 March 24, 2014, 11:47:03 am View in topic context
 Posted by Scal  in Scal's WIP thread, Kensou's public beta release available (Started by Scal June 22, 2010, 11:32:58 pm
 Board: Projects

Thank you GLB.

I still have hopes to make an official release for Kensou soon ;)
Talking about Kensou, I am still fighting to edit his XI frames to add him his intro versus Athena. I have to admit that I don't feel comfortable with it because I suck more than ever at sprite edit :P
Is there a good soul that would help me to achieve that?


More recently, I spent hours on ClsnDetector, here is the log:
Quote
1.0.0.0 (February 2009)
Initial Release, based on .NET 2.0

1.0.0.1 (February 2012)
Possibility to used manually defined axis add (idea given by JesusZilla)
Minor issues fixed

1.0.0.2 (February 2014)
Moved to .NET 4.0
Corners detection speed dramatically increased (reading from LockBits)
Detection based on 3 corners instead of 4 added (to counter one the corners hidden by the axis cross)
Profile management added (idea given by Vans)
Issue regarding the detection and the minimum size of the boxes fixed

1.0.0.3 (March 2014)
Code refactored
Axis cross highlighted according to the size defined in the selected profile
Responsiveness improved thanks to multithreading and a limitation for the possible CLSN (hardcoded to 200 for now)
Possibility to cancel the detection process

And here is a screenshot:


ClsnDetector should work with shots taken with:
- Neogeo emulated games (ex: WinKawaks) with hitbox activated via debug dipswitches
- Games that run with FinalBurn rr and the dedicated LUA scripts

Next steps are:
- Beta test it, I might need testers for that
- Fix possible issues
- Write the damn ReadMe :P
- Release it once for all, hoping that it would speed up the accurate conversions process in the Mugen community ;)
    

Re: [1.1 Edits] Super Street Fighter II X (two versions) by Hatabow and Fido

 January 21, 2014, 02:13:57 pm View in topic context

It is not the first time I can see that you "port" old screenpacks to 1.0/1.1 with fonts having corrupted colors... are you blind?  :???:
    

Re: [FRENCH ONLY] Amis francophones bonjour !

 January 09, 2014, 10:47:22 am View in topic context
 Posted by Scal  in [FRENCH ONLY] Amis francophones bonjour ! (Started by [SX] August 27, 2007, 11:41:58 am
 Board: International

François, la sens-tu...
    

Re: Blanka_SSF2_HD

 January 06, 2014, 10:39:49 am View in topic context
 Posted by Scal  in Blanka_SSF2_HD  (Started by Helder Santos January 03, 2014, 03:41:40 am
 Board: Edits & Addons 1.0+

This is not the SSF2 version...
    

Re: [FRENCH ONLY] Amis francophones bonjour !

 October 17, 2013, 10:52:46 am View in topic context
 Posted by Scal  in [FRENCH ONLY] Amis francophones bonjour ! (Started by [SX] August 27, 2007, 11:41:58 am
 Board: International

Ca fait toujours plaisir une barre le matin :)
    

Re: Jamaica by Vegaz

 September 15, 2013, 04:08:36 pm View in topic context
 Posted by Scal  in Jamaica by Vegaz (Started by Vegaz_Parrelli September 14, 2013, 04:37:11 am
 Board: Your Releases, older Mugen

I do not want to sound rude but honestly, you should stop rushing your works because most of the time, I can see tiled sprites or unnatural edits.

In that case, the sky is... quite ugly.

IMO, it is not a good idea:
-  not to give your source
- remove the header from the code written by the original authors
- change the title
    

Re: [FRENCH ONLY] Amis francophones bonjour !

 August 26, 2013, 04:54:05 pm View in topic context
 Posted by Scal  in [FRENCH ONLY] Amis francophones bonjour ! (Started by [SX] August 27, 2007, 11:41:58 am
 Board: International

vieilles de plus de 150 générations sur 1501 ans
Les générations niçoises sont de l'ordre de 100 ans au lieu de 25?  :-X

EDIT: Mauvais calcul, ça fait 10, pas 100 :D
    

Re: Mugen Guild Reopened Database Feedback Thread

 July 21, 2013, 10:56:33 pm View in topic context
 Posted by Scal  in Mugen Guild Reopened Database Feedback Thread (Started by Nunor October 12, 2011, 01:27:39 am
 Board: M.U.G.E.N Discussion

    

Re: Terry's MotW stage, round 1 by Caddie released!

 June 25, 2013, 10:56:39 pm View in topic context
 Posted by Scal  in Terry's MotW stage, round 1 by Caddie released! (Started by Caddie June 23, 2013, 10:05:24 pm
 Board: Your Releases, older Mugen

Glad to see it finished, finally ;)

Nice work, I love it!
    

Re: Does this thing exist?/who is the author?/etc. thread.

 March 10, 2013, 10:12:54 am View in topic context
 Posted by Scal  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests