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Seraphs Ares

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Re: Ares' Project Thread

 March 31, 2018, 12:58:58 am View in topic context
 Posted by Seraphs Ares  in Ares' Project Thread (Started by Seraphs Ares November 28, 2012, 04:46:53 am
 Board: Projects

HUD update
HUD is finished. It doesn't look too bad in 1.0 format.

Reviving this thread since I'm working on a certain character (check first page). Focusing all my time on completing this character before I finish off the BlazBlue resource thread.

Nice to see this thread being revived. Your work is astonishing and i still use Ares to this day.

And oh my god your working on 1 of my favorite characters in BlazBlue :D
I have some spare time to work on Mugen - I needed a break from re-ripping sprites/sounds.

A source-accurate BB character? That definitely has my attention.
I finally have the resources and a good computer to run Mugen the way I want to. Nothing's stopping from making more, except time.
    

Project Thread Revival

 March 27, 2018, 07:02:33 pm View in topic context
 Posted by Seraphs Ares  in Ares' Project Thread (Started by Seraphs Ares November 28, 2012, 04:46:53 am
 Board: Projects

Reviving this thread since I'm working on a certain character (check first page). Focusing all my time on completing this character before I finish off the BlazBlue resource thread.
    

Re: Explod & ModifyExplod (SCTRLs) 1.0 +1.1b

 March 12, 2018, 01:41:18 am View in topic context
 Posted by Seraphs Ares  in Explod & ModifyExplod (SCTRLs) 1.0 +1.1b (Started by Just No Point October 02, 2015, 04:10:58 am
 Board: MUGEN Class

Mugen 1.1 BindID
(Edit 2) Using Statedef -2 is not the best place to use explod tracking. My mistake there - I developed another way have special effects track p2.

The bindID definition value "Special values are -1 (bind to any single player) and -2 (do not bind)." is WRONG. -1 value binds the explod to p1 only. Meaning that explods cannot bind onto p2 at all. Explods will only spawn on p2 position.

The way to have special effects bind to p2 is to use helpers.

Here is the code to spawn explods onto p2.
Code:
[State Helper, 1]
type = Helper
trigger1 = numhelper(9999) = 0
name = "Bind_Effect"
ID = 9999 ;These numbers can be changed
stateno = 9999 ;These numbers can be changed
pos = 0,0
postype = p2
persistent = 0
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

;-------------------------------------------------------------------------------
;Bind Helper
[Statedef 9999]
type = A
ctrl = 0
anim = 9999

[State PosS, 1]
type = PosSet
trigger1 = 1
x = enemynear, pos X
y = enemynear, pos Y

[State DestroyS, 1]
type = DestroySelf
trigger1 = animtime = 0

The image below will be the result of the code above.
    

Re: BlazBlue - Complete Resource Thread

 March 07, 2018, 04:36:54 am View in topic context
 Posted by Seraphs Ares  in BlazBlue - Complete Resource Thread (Started by Seraphs Ares June 16, 2013, 12:27:32 am
 Board: Resource Releases

Go to the first page of this topic, on the Chronophantasma Spoiler you can find it, as a Sound Pack with the Stories inside it...


Unfortunately, I cannot find "Ame no Habakiri - Divine Wrath".
I mean the floting object that look like diamond.

The image look like following link:


http://www.dustloop.com/wiki/images/thumb/6/60/BBCS_Mu_AmeNoHabakiri.png/536px-BBCS_Mu_AmeNoHabakiri.png




That explosion is a 3D effect. So it's not inside the sprite file. You may have to modify the actual game to have a black background and then screenshot those effects.

You have to use Windows Command Line for Python. Start > Search Program and Files > Type in 'cmd' and hit enter. You should get the command line from there. From here once you change the directory to where the .py file is at; you type in
Code:
python file.py
The cmd doesn't recognize the "python" command unfortunately, dunno how to do it :-(. I'm looking for decrypted BB:CSE character files, do you know how I can get them? I want to edit character moves (the Tager rolls are a bit tough on the keyboard).
There's an option to install Python within the PATH. The PATH allows your cmd to use python commands.

And for BB:CSE character files - your best bet is to use the arcade files. I know steam has them encrypted; you will need to use the BB Tools by dantarion to decompress them (which uses python).
    

Lessions (ver. SA) [Mugen 1.1 - Stage]

 February 22, 2018, 06:48:49 am View in topic context
 Posted by Seraphs Ares  in Lessions (ver. SA) [Mugen 1.1 - Stage] (Started by Seraphs Ares February 22, 2018, 06:48:49 am
 Board: Your Releases, 1.0+

[Screenshots]



[Stage Info]
Mugen = 1.1
Resolution = 1280x720
Hi-Jump = Yes

[DL]
Mediafire

Finally got around to making my first stage. I got tired of using the default Hi-Res training stage.

Textures ripped from Continuum Shift and used Photoshop to change color gradient. The stage is much bigger in terms of horizontal space than the original.
    

Re: Alternate methods for Deprecated Parameters (Mugen 1.1)

 August 26, 2017, 12:43:27 am View in topic context
 Posted by Seraphs Ares  in Alternate methods for Deprecated Parameters (Mugen 1.1) (Started by Seraphs Ares August 25, 2017, 11:18:42 pm
 Board: Tips, Tricks, Tutorials

Sure thing!

If I come across anymore I'll post it up on the MUGEN class.
    

Alternate methods for Deprecated Parameters (Mugen 1.1)

 August 25, 2017, 11:18:42 pm View in topic context
 Posted by Seraphs Ares  in Alternate methods for Deprecated Parameters (Mugen 1.1) (Started by Seraphs Ares August 25, 2017, 11:18:42 pm
 Board: Tips, Tricks, Tutorials

While transitioning all my Mugen projects to 1.1, I came across multiple deprecated parameters. I am going to post some alternate methods to get past errors that are in FF3 when it comes to coding for Mugen 1.1.

Explode; postype
In 1.1, the postype parameter in 1.1 is deprecated, although it still works in Mugen but FF3 will highlight it as a deprecated parameter. Within the docs, it says to replace postype = p1 with..
Quote
In 1.1, the equivalent parameters that replace postype are:

postype = p1

Code:
space = stage
pos = Pos X + CameraPos X, Pos Y
facing = facing

It works for any explod that is not binded to your character. Any effects, such as blinking, and needs to be in a fixed area, even if your character is moving this will not work.

This is an example of the code above, if the character is being pushed while the explod spawns, the explod will not move along with your character. To fix this we will need to add:
Code:
bindID = -1
space = stage
pos = Pos X + CameraPos X, Pos Y
facing = facing

This will bind the explod to your character's position. However, this will happen.

The bindID is actually the 'new' postype. The value "-1" will bind it to the character's axis, whereas "-2" does not, which is the default value.
Now to fix this code entirely, we will reset the pos back to 0,0.
Code:
bindID = -1
space = stage
pos = 0.0
facing = facing

And now we have a replacement for any postype = p1.

HitVelSet

Code:
[State VelS, 1]
type = VelSet
trigger1 = time = 0
x = gethitvar(xvel) * facing
y = gethitvar(yvel)
This code is self explanatory. It takes the velocities of both X and Y within the opponent's HitDef and uses it to set the value of your character's velocity.
    

Re: BlazBlue - Complete Resource Thread

 August 15, 2017, 12:18:03 am View in topic context
 Posted by Seraphs Ares  in BlazBlue - Complete Resource Thread (Started by Seraphs Ares June 16, 2013, 12:27:32 am
 Board: Resource Releases

Jin (CT EN/JP), Noel (CT EN/JP), Hakumen (CT EN/JP), Nu-13 (CT EN/JP) released.

A few months back I purchased the BB collection for steam. The files from steam are uncompressed, except for BBCPE. Should be fast releases for the older installments of BB.

I'll clean up the opening thread since I'm re-ripping everything. I'm splitting the resources into Sprites/Sounds. I'm currently releasing sounds for now. Once I get all the character sprites together (this includes all sprites including: Main/SFX/Particles), I'll update the first post entirely.



Edit: Ragna (CT EN/JP), Rachel (CT EN/JP), Taokaka (CT EN/JP), Tager (CT EN/JP), Litchi (CT EN/JP), Arakune (CT EN/JP), Bang (CT EN/JP), Carl (CT EN/JP) and additional sound effects released. Calamity Trigger Sounds complete.

The black icon contains the SFX of CT, it's the common sound effects in the game (jumping, dashing, ect).
    

Re: BlazBlue Susanoo (Melty Blood style) released (14.05.17)

 May 16, 2017, 05:08:53 pm View in topic context

I found a bug that I found while VS. against the AI.
-He walks during roundstate = 1; when both players are standing waiting for the round to begin.

Also, I scaled him 1:1 and added localcoord = 1280, 720, instead of his original xscale = 0.31 | yscale = 0.31. I have to multiply all his velocity values (hitdefs included) by 131% to reflect the 1 to 1 scale change. It's up to you if you want use localcoord within Susanoo.def; but I would recommend it since you can scale the character by localcoord while keeping the same velocity values.

Here is the video showing the round state bug and his velocity staying the same after scaling his x/y scale to 1 with local coord 720. Watch at round 2, he starts walking while the round has not begun yet.
    

Re: Velset/Add bug Extremely wierd

 January 16, 2017, 04:13:25 am View in topic context
 Posted by Seraphs Ares  in Velset/Add bug Extremely wierd  (Started by Odb718 January 07, 2017, 03:47:44 pm
 Board: M.U.G.E.N Development Help

Figured out why display to clipboard does that. The localcoord that Mugen uses is 320,180, which is its base resolution. The base velocity is relative to the localcoord that you put, so in 640 the base velocity before hitting 0 is 2, and 1280 is 4, and so forth.

Looks like I have to find my perfect speed by guessing? Would there be a way to trick mugen into giving me the value anyways?
I wonder what would happen if I set a var to the vel x.
Do you think Vel Y would have a similar problem?
You can always assign an fvar() in the [StateDef -2] so you can always see your char's velocity. Make sure to assign one fvar for vel X and another one for vel Y.
    

Re: Velset/Add bug Extremely wierd

 January 15, 2017, 07:09:22 am View in topic context
 Posted by Seraphs Ares  in Velset/Add bug Extremely wierd  (Started by Odb718 January 07, 2017, 03:47:44 pm
 Board: M.U.G.E.N Development Help

The stand.friction code multiplies with whatever velocity you have on your non-air statedefs.

I did a couple tests, with messing with the stand.friction and threshold, I'm using localcoord = 1280,720 and Mugen displays the velocity 0 on the clipboard if the total velocity is equals or less than +-4. The one thing that fixes it is if the total velocity (velset * stand.friction) is more than +-4; it displays perfectly on my clipboard.

Edit: Clarifying the 4; it has to be less than -4, or greater than +4. Anything in between results into a 0.
    

Re: Velset/Add bug Extremely wierd

 January 14, 2017, 03:14:02 pm View in topic context
 Posted by Seraphs Ares  in Velset/Add bug Extremely wierd  (Started by Odb718 January 07, 2017, 03:47:44 pm
 Board: M.U.G.E.N Development Help

Code:
stand.friction = 1
Change it to 1 and it should work. I also had this problem when I'm testing the velocities on Bullet. It could be a bug on Mugen's side.
    

Re: BlazBlue - Complete Resource Thread

 October 21, 2016, 05:52:53 pm View in topic context
 Posted by Seraphs Ares  in BlazBlue - Complete Resource Thread (Started by Seraphs Ares June 16, 2013, 12:27:32 am
 Board: Resource Releases

The only character we don't have is Lambda-11.

Are any of Lambda's lines and dialogue different from Nu-13? Or are they just "copy & paste" (stock).
To my knowledge her voice pack is the same during regular matches. The only difference would be the VS. character and intros. Lambda reuses the same sprites as Nu, so I just used the same folder for their sounds. I'll update Nu and Lambda.

Will the match effect sounds be uploaded and ripped, like "rebel 1" and "Finish!" as well or have they already been?
The announcer voices? I can include them in the next update.
    

Re: [FILIPINO ONLY] HOY MGA PINOY MUGENITES!!!!

 September 27, 2016, 12:28:14 am View in topic context
 Posted by Seraphs Ares  in [FILIPINO ONLY] HOY MGA PINOY MUGENITES!!!! (Started by Dark Waifu August 27, 2007, 09:49:50 am
 Board: International

Musta na guys?
Nakalimutan ko kami ay nagkaroon ng thread na ito lol
    

Re: BlazBlue - Complete Resource Thread

 September 17, 2016, 10:39:21 pm View in topic context
 Posted by Seraphs Ares  in BlazBlue - Complete Resource Thread (Started by Seraphs Ares June 16, 2013, 12:27:32 am
 Board: Resource Releases

    

Re: BlazBlue - Complete Resource Thread

 September 16, 2016, 10:05:01 pm View in topic context
 Posted by Seraphs Ares  in BlazBlue - Complete Resource Thread (Started by Seraphs Ares June 16, 2013, 12:27:32 am
 Board: Resource Releases

Thank you very much Rock Howard MX, I download utilities, install Python to run the files and this one exah3pac to extract the images but I don´t  know how to decrypt the .pac files using dantarion tools. Sorry but I am not familiar with this type of programs. I tried but I can not open them finally with hipster... Please what can I do to decrypt .pac files? I´m sorry for bothering you...
You have to use Windows Command Line for Python. Start > Search Program and Files > Type in 'cmd' and hit enter. You should get the command line from there. From here once you change the directory to where the .py file is at; you type in
Code:
python file.py

If I'm not mistaken, I don't think the rips include the .dds textures of the 3d effects
His tool unfortunately does not decompress the 3D effect pac files for the PC version.

Going 7000+ files to get to the HUD files is tedious than I thought. At the moment I'm using the PS iso of CPE. Hopefully I can find the 3D texture as I go through these files.

Edit: In BBCP and beyond the 3D effects are now .gfx files not .dds. I'll research out to open .gfx files in the late future.
CPE Lifebars: Here
    

BlazBlue - Complete Resource Thread CS Cast Complete

 August 29, 2016, 05:56:56 pm View in topic context
 Posted by Seraphs Ares  in BlazBlue - Complete Resource Thread (Started by Seraphs Ares June 16, 2013, 12:27:32 am
 Board: Resource Releases

Dat Ass Mu-12
Tsubaki
Hazama
Makoto
Valkenhayn
Platinum
Relius

And with this the cast of CPE is complete! Happy downloading!
I'll update the opening post after I get back.

Please someone knows where to download the BBCPExtend HUD sprites? I would like to turn to mugen, thank you very much!
I'll have to redownload the CPE iso and check where this is at. I'll let you know once I get it.

I'll be back later on to upload the rest of the new characters from BBCPE.
Welcome back, @Seraphs Ares:, I was thinking you were in comma, but I hope you extract all and every character of BBCP:EX, I'll be waiting for that...
WOOOOOOOHOOOOOOOOO!!!!!

HE'S BACK, B&$%#S!!!!! \0/\0/\0/\0/\0/
It's good to be back.

Now to get somewhere in Mugen so I can post in my Project thread.
    

CT cast released

 August 29, 2016, 05:10:53 am View in topic context
 Posted by Seraphs Ares  in BlazBlue - Complete Resource Thread (Started by Seraphs Ares June 16, 2013, 12:27:32 am
 Board: Resource Releases

    

Re: BlazBlue - Complete Resource Thread

 August 28, 2016, 11:38:48 pm View in topic context
 Posted by Seraphs Ares  in BlazBlue - Complete Resource Thread (Started by Seraphs Ares June 16, 2013, 12:27:32 am
 Board: Resource Releases

Palette files

Contains all the characters in CPE, including the ones I haven't posted yet.
    

Re: BlazBlue - Complete Resource Thread

 August 28, 2016, 11:27:43 pm View in topic context
 Posted by Seraphs Ares  in BlazBlue - Complete Resource Thread (Started by Seraphs Ares June 16, 2013, 12:27:32 am
 Board: Resource Releases

Thanks for reminding me on those palette files. I'll go rip them now and update the files.