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Accurate KOF Timings and CLSNs (Lazy Guy Way) (Read 3908 times)

Started by Koop, January 25, 2009, 03:53:19 pm
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Accurate KOF Timings and CLSNs (Lazy Guy Way)
#1  January 25, 2009, 03:53:19 pm
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This is probably common knowledge but since a lot of KOF Chars in mugen have not so great CLSNs

You will need:

Winkawaks (I use 1.59) and a KOF rom (I'll use 2K2, should work with all previous KOF games)
Fighter Factory (or equivalent)
An image converter (I just used paint shop pro)

Optional :
An image viewer (I use faststone image viewer)
Music (to keep your mind from wandering (well it keeps my mind from wandering  :P))

This tutorial assumes you have already made a SFF for your character.

1:

Load up you rom with kawaks, go into training mode (or vs) and select your desired character (I'm using May Lee). Press F5 to save after you watch the characters' intros. Click Game, NeoGeo settings, debug dipswitches. Tick 1-1 and 1-2 boxes (Ie the top-left 2 boxes) and click OK.



What will show up are the characters CLSNs and a miscoloured Kyo (debug object). It won't be miscoloured if your character is Kyo because the debug object uses the palette of Player 1.
To change this, press the "coin" button (I think it defaults as F1), Press and and hold it and then press the "c button" (KOF C not letter C) until the character changes to the one you want.



With the coin button held down, you can cycle through your characters animations with the "a button" (KOF A not letter A) and back with the B button. The glory part is that you can do this frame by frame whilst the game is paused. So pause the game, press and hold shift and tapping the spacebar will move the game forward one frame at a time. So you can cycle to an animation, count how many tick each frame has and use those numbers for your chars' AIR file.  :)

Example:

May Lee first stance frame has 8 ticks, so in fighter factory, put 8 in the "time" box when making your AIR file and voilà! Then repeat for remaining frames.

Now the Lazy mans' way to perfect CLSNs

You remember how you can cycle through frames whilst the game is paused? Unpause the game and hit F7 taking you back to where you saved. Activate the debug dipswitches.
Pause the game and hold shift and whilst tapping spacebar, cycle through the moves. As soon as the character changes from their stance to the first frame of their attack stop and take a filtered screenshot, repeat for the remaining move frames. Convert those images with you image converter from png to pcx (this is where your image viewer will come in handy as you can keep it open on your kawaks capture folder allowing quick access) and add them to your chars sff file, using onion skin to align them properly. Now you can simply trace over the CLSNs.  :sugoi:



Trace over the white with blue and the purple with red. I increase the y axis to prevent the sprite from blocking the view of the CLSN.




Delete the screenshots from the SFF, then repeat until complete,  (The music I suggested will keep you focused).

If you didn't understand something, feel free to mention it.  :)






 
Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Re: Accurate KOF Timings and CLSNs (Lazy Guy Way)
#2  January 25, 2009, 04:47:37 pm
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I go by the eye. It is a lot easier, and the only real difference is just about some pixels.
Re: Accurate KOF Timings and CLSNs (Lazy Guy Way)
#3  January 25, 2009, 05:00:28 pm
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I was going by the eye, but it takes a bit longer for me that way, I think this method could speed it up.
Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Re: Accurate KOF Timings and CLSNs (Lazy Guy Way)
#4  January 29, 2009, 12:26:15 am
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Re: Accurate KOF Timings and CLSNs (Lazy Guy Way)
#5  January 29, 2009, 12:30:43 am
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I go by the eye. It is a lot easier, and the only real difference is just about some pixels.

Please don't do that, if you are going to get CLSN from the game at least do it right. :P

This is the way I draw my CLSN as well, except I skip the PNG => PCX step.
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