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cvs1dan (edit of warusaki3) (Read 6351 times)

Started by demongorne, May 31, 2014, 09:03:16 pm
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cvs1dan (edit of warusaki3)
#1  May 31, 2014, 09:03:16 pm
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Re: cvs1dan (edit of warusaki3)
#2  May 31, 2014, 09:18:37 pm
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Is it 4 buttons?
Re: cvs1dan (edit of warusaki3)
#3  May 31, 2014, 10:10:41 pm
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No, it isn't.
It's CvS2 Dan with changed hitsparks (from CvS1), removed sprites for the other grooves (the grooves are still there though :no:) and CvS1 powerbars.

Screenshots from the other topic (he has to delete them for no reason):


About the last ones, I've already said the "press start button" is useless (because it's not like in the game where the second player could participate in the game) and they are flipped horizontally for Player 1. I'm talking about the character (because yes, the "Press Start Button" and the score system is all coded in the char).
Plus, the score system sprites, if you play 1 vs 1, overlap each other (look at the last screenshot)

Last Edit: May 31, 2014, 10:14:52 pm by Alex Sinigaglia
Re: cvs1dan (edit of warusaki3)
#4  May 31, 2014, 10:27:41 pm
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Yes It's all true. The main problem is the groove states: I have deleted all grooves animations and cns and keeped only the two grooves I needed but mugen still searching for the missing states.
Last Edit: May 31, 2014, 10:32:36 pm by demongorne
Re: cvs1dan (edit of warusaki3)
#5  May 31, 2014, 10:39:48 pm
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Aww.. well if hes cvs pro style you should make his 4 button set up
He had in game.
Re: cvs1dan (edit of warusaki3)
#6  May 31, 2014, 10:44:13 pm
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I think  Warusaki chars are all coding with 6 buttons system
Last Edit: May 31, 2014, 10:51:15 pm by demongorne
Re: cvs1dan (edit of warusaki3)
#7  May 31, 2014, 10:58:42 pm
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Re: cvs1dan (edit of warusaki3)
#8  May 31, 2014, 11:34:24 pm
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CvS1 style with 6 buttons on PSone
Re: cvs1dan (edit of warusaki3)
#9  June 01, 2014, 12:00:29 am
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CvS1 style with 6 buttons on PSone

No they were all 4 button games, 
L1 and R1  were just hard attacks
Square,  triangle = low punch,  hard punch
X, circle = low kick,  hard kick

Cvs 1 and cvs pro were kof styled 4 button.

Last Edit: June 01, 2014, 12:16:09 am by Memo
Re: cvs1dan (edit of warusaki3)
#10  June 01, 2014, 10:14:10 am
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I guess he talking about of the dreamcast version
Re: cvs1dan (edit of warusaki3)
#11  June 01, 2014, 05:50:38 pm
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I guess he talking about of the dreamcast version

No, EVERY version of cvs1 and pro was 4 buttons,
There was no light,  medium, and hard attack.
It was light and hard attacks only.
Do some research on it,  google,  wiki.
It clearly states it was a 4 button fighter like kof.

Look at the pic I posted,  in the middle it shows the controls.
Directional controls and 4 buttons,  2 punch 2 kick.
Re: cvs1dan (edit of warusaki3)
#12  June 01, 2014, 09:02:44 pm
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chun li cvs1?
Re: cvs1dan (edit of warusaki3)
#13  June 01, 2014, 10:24:28 pm
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I'm thinking to make other conversions  maybe the next  could be ryu/evilryu
Re: cvs1dan (edit of warusaki3)
#14  June 01, 2014, 11:20:10 pm
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I'm thinking to make other conversions  maybe the next  could be ryu/evilryu

You gonna fix those problems with the grooves?

Alex said all the cvs2 grooves were still there you just deleted the sprites
Or something.
Re: cvs1dan (edit of warusaki3)
#15  June 02, 2014, 12:15:55 am
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chun li cvs1?
What about it?

I'm thinking to make other conversions  maybe the next  could be ryu/evilryu

Just research info from the game/s before making a conversion, please (if you want to make an accurate character).

Memo said:
Alex said all the cvs2 grooves were still there you just deleted the sprites or something.
In the intro you can choose:
the "Capcom Groove" (I suppose he swapped the "C-Groove" sprite with "Capcom")
the "A-Groove" (sprites do not exist for it)
the "P-Groove" (sprites do not exist for it)
the "SNK Groove" (like for the Capcom Groove I think he swapped the "S-Groove" sprite with "SNK")
the "N-Groove" (sprites do not exist for it)
the "K-Groove" (sprites do not exist for it)
the "EX-Groove" (sprites do not exist for it).

In groove.cns, first thing you can edit is this:
Code:
[State 6000, VarSet]
type = ParentVarSet
trigger1 = prevstateno != 6000
trigger1 = Time = 0
var(20) = 0 ;it was random%7, meaning that it could randomly select between the 7 grooves; now it's 0
so it always starts from "Capcom Groove"; if you put var(20)=3 then it's "SNK".
0=C
3=S
At least we know where to start. And that proves the list of the grooves I made before. Now we only have to make the var(20) go from 0 to 3 to 0 again and not from 0 to 1, to 2, to 3, to 4, to 5, to 6 (to 7, I think that's the EX groove).

Second, we can edit this code this way:
Code:
[State 6000, VarSet]
type = ParentVarSet
trigger1 = Time = 0
trigger1 = root,var(20) = -1
var(20) = 3 ;it was 6 before

[State 6000, VarSet]
type = ParentVarSet
trigger1 = Time = 0
trigger1 = root,var(20) = 4 ;it was 7 before
var(20) = 0
I limited the number of grooves to 4: C(apcom), A, P, S(NK).

In addition there's a shadow floating around when you choose a groove that is not "Capcom" nor "SNK" (there's a helper and that's its shadow). When the groove selection is fixed this bug won't appear.




So, I fixed the groove selection thing.

Instead of this code:
Code:
[State 6000, VarSet]
type = ParentVarAdd
trigger1 = Time = 0
var(20) = root,command = "down"-root,command = "up"

use these:
Code:
[State 6000, VarSet]
type = ParentVarAdd
trigger1 = Time = 0
triggerall = root,command = "down"
var(20) = 3

[State 6000, VarSet]
type = ParentVarAdd
trigger1 = Time = 0
triggerall = root,command = "up"
var(20) = -3

You're welcome.

Last Edit: June 02, 2014, 01:03:16 am by Alex Sinigaglia
Re: cvs1dan (edit of warusaki3)
#16  June 02, 2014, 12:19:28 pm
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I tried to change the code as you said but there are still some problems :
1) if I removing the "random%" to 0 we start always a match with the capcom groove but we need to have a random groove effect
2) the switch arrow keep up to goes empty on the missing grooves

anyway thanks for your collaboration
Re: cvs1dan (edit of warusaki3)
#17  June 02, 2014, 12:24:24 pm
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2) the switch arrow keep up to goes empty on the missing grooves
Did you do everything I said? Because it's working for me.

I put them in order, maybe the reason it doesn't work is you skipped something because the post was too confusing and long.

Edit the codes:
Code:
[State 6000, VarSet]
type = ParentVarSet
trigger1 = Time = 0
trigger1 = root,var(20) = -1
var(20) = 6
[State 6000, VarSet]
type = ParentVarSet
trigger1 = Time = 0
trigger1 = root,var(20) = 7
var(20) = 0

this way:
Code:
[State 6000, VarSet]
type = ParentVarSet
trigger1 = Time = 0
trigger1 = root,var(20) = -1
var(20) = 3 ;it was 6 before
[State 6000, VarSet]
type = ParentVarSet
trigger1 = Time = 0
trigger1 = root,var(20) = 4 ;it was 7 before
var(20) = 0

then delete this code:
Code:
[State 6000, VarSet]
type = ParentVarAdd
trigger1 = Time = 0
var(20) = root,command = "down"-root,command = "up"

and replace it with these two:
Code:
[State 6000, VarSet]
type = ParentVarAdd
trigger1 = Time = 0
triggerall = root,command = "down"
var(20) = 3
[State 6000, VarSet]
type = ParentVarAdd
trigger1 = Time = 0
triggerall = root,command = "up"
var(20) = -3


About the random thing edit that code that had random%7 like this:
Code:
[State 6000, VarSet]
type = ParentVarSet
trigger1 = prevstateno != 6000
trigger1 = Time = 0
var(20) = ifelse(random>500,0,3)
just coded this now, it works fine.

Some message icons are flipped horizontally, you might check that (I think it's an animation problem).

Last Edit: June 02, 2014, 12:35:08 pm by Alex Sinigaglia
Re: cvs1dan (edit of warusaki3)
#18  June 02, 2014, 12:40:34 pm
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I tried again but won't work, please can you post the char with the code modify?
Re: cvs1dan (edit of warusaki3)
#19  June 02, 2014, 01:07:14 pm
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Last Edit: June 03, 2014, 06:40:22 pm by Alex Sinigaglia
Re: cvs1dan (edit of warusaki3)
#20  June 03, 2014, 04:32:33 pm
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Oh great now it work thanks alot man