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Scal's WIP thread, Kensou's public beta release available (Read 24671 times)

Started by Scal, June 22, 2010, 11:32:58 pm
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GLB

Re: Scal's WIP thread, Kensou's public beta release available
#121  March 03, 2013, 08:16:08 pm
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I love it so far. By far the best Kensou in Mugen already, thank you!  :)
Re: Scal's WIP thread, Kensou's public beta release available
#122  March 24, 2014, 11:47:03 am
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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: Scal's WIP thread, Kensou's public beta release available
#123  March 24, 2014, 02:44:37 pm
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I'm busy as hell, but if you wait for me I can gladly edit those. :)
That’s when I thought, “good grief”
Just ain’t my belief
Until I saw the holes
Inside his hand
Re: Scal's WIP thread, Kensou's public beta release available
#124  March 24, 2014, 03:24:14 pm
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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.
Re: Scal's WIP thread, Kensou's public beta release available
#125  March 24, 2014, 03:30:32 pm
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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.
Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Re: Scal's WIP thread, Kensou's public beta release available
#126  March 25, 2014, 10:39:39 am
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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?