That's alright.For the others. I've added the SFII arcade hit/guard sparks. Though interestingly enough, the hit sparks look too big for the SNES version. Ironically, the SNES version here is just a scaled down version of the arcade sprites. So I am not sure if I want to rip the actual SNES hit/guard sparks, or see if I can scale down the sparks I have now. Unfortunately the current sparks provided in the hidef does not allow for scaling, as far as I'm aware. XPNess - The Avatar said, October 04, 2012, 11:58:34 pmAre you planning on possibly doing the rest of the SF2 roster?As for the rest of the roster. I don't have any plans to. If anything, I only prefer to do the 4 bosses, since they were impossible to play as in the original.
Done. Added the SNES hit/guard sparks in now. So now both the Arcade and SNES versions should be correct so far.
Yea I don't know why that is. It has to do with the mode having control back to the player, and trying to change its animation during a hit pause. I can limit the control on certain states, maybe that will help. Though it was merely something I was experimenting with. I don't know if I'm going to keep it though.Fixing now. Posted: October 07, 2012, 08:17:11 amUPDATE 10/7/12This is the long awaited AI Update! The new AI system I added is somewhat close to his CPS1 Arcade AI. There may be some noticeable differences, but I tried to get as close as possible. He has the stand guard if the player jumps up while close to him. He also has the crouch punch & slide attacks if player is attacking him close range standing. I also tried to make him use his scissor kick more often.I am unsure how much different the SNES AI is supposed to be. Though I remember a video of the SNES version of someone jumping over him, and he kept activating his Psycho Crusher every time (which does not seem to happen on the arcade version). So for right now he just uses the same AI from the arcade version. So, at least he's a little bit harder than the pre-coded AI already available in Mugen's system.
Why is it all the best updates and characters are released when I don't have Mugen? I recently beat WW on highest difficulty, so I'm curious what his AI will be like. Posted: October 08, 2012, 06:28:38 amI've only one thing for now: he whiffs too many basics from fullscreen. Same with his jump abuse, he keeps jumping back and whiffing jump attacks.
Just doing some experimenting, and a little WIP to go with the character.Trying to re-create the SFII win quote system in Mugen. I think Mugen 1.0's quote system only allows for P1's portrait and quote only. I'm currently trying to see if I can display a defeated 'sprite' for all other characters that don't have an existing defeated portrait like Kung Fu Man. If not Mugen 1.0 users, this will probably eventually work for WinMugen users before the final release. I just need to see if I can down set the character scripts for this to work for WinMugen.
Holy shit, I'm actually starting to get interested in this project. What other cool features are you gonna implement in this Bison? It looks great so far.
I trust this will be compatible with your future SF2:WW bosses if you make the others? Posted: October 09, 2012, 12:25:27 amAlso, will there be an option to disable this for 1.0 users?
from a pic there, it's supposed to be "get lost, you can't compare with my powers" it's supposed to be lost instead of lose
Yup, the typo is intentional because its funny that way. But I'll be happy to change it. Not sure if I can make trigger to detect either winmugen or Mugen 1.0 other than removing the code from the 1.0 version.In any case, more testing. I'm actually torn between which of these two variations that I want to work with. Actually, one is defined as the lose portrait (first one, left) and the other is the alternative (second one, right) if a lose portrait does not exist for the defeated opponent.In any case, all one would need to do is add a couple of lines of the other characters animation (.air) file to be compatible like shown above. Otherwise, it will most likely be a blank spot on the opponents side during this screen.Maybe...... I can see if I can try to deactivate it if neither animations exist for the opponent.
I was asking more along the lines of maybe making an option in a config file to not have that pop up. Because I think it should either be disabled if you don't want it or only pop up against compatible characters. Posted: October 09, 2012, 01:28:18 amAlso, I thought the chaining in the Arcade version was just Light<Medium/Strong? Posted: October 09, 2012, 01:45:28 amHis throw does its damage when the opponent hits the ground in source (or at least the SNES version). I think that should be the case in this version. Also, the enemy can air recover out of his throw. Posted: October 09, 2012, 03:00:34 amThe AI sometimes lands from Head Stomp without doing a follow up.
The opponent only does floor damage if they are still alive if thrown. But if they get thrown with little health left, it's air damage. I don't have any way or knowledge of calculating this in mugen rigth now. But maybe eventually it'll come to me if I think about it.Also, for the quote system, I probably have to get the SNES variant as well sometime. I already ripped the music for both versions. But right now both SNES & Arcade versions use the arcade format graphics. Though the original SNES gfx are smaller, maybe I could reisze the sprite correctly to fit on the screen unlike the previous version I had used on Mugen 1.0's quote system (which was kept as the smaller version? I can't remember). Though I think his current SNES portrait size is 150% of its original size (original being 100%), which almost fits the standard 120x140 for large portraits.I'll see what I can think of.
Here's a suggestion I hope you find interesting. Maybe there could be an option in the hopefully-there (for win screen purposes) to customize what hitsound/sparks can be used with each DEF. For example, I prefer the Arcade DEF's size, but the SNES DEF's hitsounds.
If that's the only case, then you could open mbison-sf2.def and change the X and Y scale to 1, 1. That will give the original arcade scale, but will still give the SNES sparks.
No, it won't. Hit boxes have been the same even when the scale is different. In other words, when I scaled SNES bison to its smaller counterpart, the hitboxes got resized with it. The same .air file is used for both SNES version and the arcade version. The only time different hitboxes matter is if the character is scaled using the wrong methods. But that's not the case.Also, I'm happy to say that the character win quote system also works if you win via time over (Opponent is still alive, but still loses). It used to only work if opponent was actually KO'ed. Keep an eye out for the update soon. EDIT: Done. Updated 10/9/12! I have written a simple document if you want to have other characters compatible with this system. All you need to do is copy, and paste one of the options listed in the document into characters .air file at the bottom.Though if you press a button when the match is over during this state, you don't really see it, since it acts like a regular win state to begin with.
"Yes, yes, I killed your father. I killed my father too!" should be "Yes, yes, I killed your father. What is it with you people, anyway? I killed my father too, and you don't hear me whining about it!" Just saying. Posted: October 10, 2012, 06:30:02 amAlso, I seriously recommend making it simple to turn off the winquote system for those who don't want it.
C.A.N said, October 10, 2012, 06:27:57 am"Yes, yes, I killed your father. I killed my father too!" should be "Yes, yes, I killed your father. What is it with you people, anyway? I killed my father too, and you don't hear me whining about it!" Just saying.Done. Also, update 10/10/12:- You can no longer recover out of his throw.- The music during the win quote screen is a tad louder.- More trigger conditions to check for target to display the quote system.For the win quotes, even if you turn this one off, you still have Mugen 1.0's win quote system. I don't even know how to turn those off to be honest.To be fair, if you don't want to use the built in win quote, don't add any action lines into any of your other characters AIR files. It won't display the win quote against any other characters unless some of the actions exist.Unless you want me to turn off the one against himself.