I'm currently working on the original SFA Dan. It's only for Mugen 1.0, for right now.He is almost source-accurate. Some air Y velocities might be wrong (I think), but the rest is the same. The animation times are accurate.The only screenshot I have is the one shown on the site.It's an outdated screenshot (as for the small icon shown), but the rest is still pretty much the same. http://gcnmario.free.fr/mugen/dan.htmlA download is available if you wish to try the progress so far. All the basic attacks are done.None of the special attacks or super moves connect yet. However they have been coded, just that I haven't finished adding the correct hitdefs in those yet.The K.O. pause I made when you defeat him is only experimental. I'm not sure if I'm going to keep it or not. If I don't change the way when it should activate. Well anyway, leave comments, etc.Oh yea, with E3 going on this week, I doubt I'll do any more coding until it's over. I'll have to wait and see. But once everything calms back down, I'll probably start work on this again.
I've some stuff I have to test before I get to this character but from what it seems for beta it looks solid.
Yea. I'm trying to make it as solid-accurate as it can. I've always liked this design for Dan. I was never crazy about the later designs for him. That's kind of why I wanted to make this one for Mugen so that I can be able to play with this one over the other versions of him.I only have a few more things to add to him. All that's left to do is to add the hitdefs, recovery rolling, & code the super KO finish BG effects. He really should be completely finished hopefully before July gets here. Yea, he has his Sega Saturn/PSX home port voice clips, which I've always favored over just the Ryu/Guy voices alone. Although, I have considered giving him sound add-ons which would revert back to his old Arcade voice overs. But I'll have to see, at least to a point where I can get him finished first.
Yeah the later designs have never got my interests as well. Personally I think SFA Dan is the best there is as he is my main in the PSX version. I have the Mame version of SFA/SFZ too but I don't play it much because Dan didn't have his PSX sounds. I've always thought they would have the same sounds from the Arcade but I was wrong. I thank you from the bottom of my heart for making this Dan. Not many SFA1 characters are made for Mugen. Also are you making Dan for WinMugen and 1.0?
Hey man I noticed something in your .sff last night while looking over Dan. If you zoom in, but not to close, and change pallete you can see an off dot where the V shaped spriting color is. So his black shirt right on the very very tip where his Gi starts has an off dot.
Dan has been updated today! 6/16/11 Update Notes:- Escape Roll Recovery added.- Stronger normal attacks now do random damages, with exact values, as they did in the game.- Sprite SFF updated to fix colors for big portrait & icon.- Other fixes include minor velocity changes, hitdef stun values for attacks.I guess the only thing left now is to add the hitdef values for the special moves & super moves. Everything else seems pretty much done, unless I have to make a few adjustments to something. Now for the (late) replies:Leonheart said, June 09, 2011, 06:36:41 pmYeah the later designs have never got my interests as well. Personally I think SFA Dan is the best there is as he is my main in the PSX version. I have the Mame version of SFA/SFZ too but I don't play it much because Dan didn't have his PSX sounds. I've always thought they would have the same sounds from the Arcade but I was wrong. I thank you from the bottom of my heart for making this Dan. Not many SFA1 characters are made for Mugen. Also are you making Dan for WinMugen and 1.0?Yup, I agree. I think Capcom should have kept the design from SFA1, just updated his normal attacks (but keep the face design). As for now, Just Mugen 1.0. But if there's enough request, maybe I can try to bring it back to work for Winmugen (since the SFF is still 1.0). But I rather not. I kind of started on this for 1.0, since it's kind of better than WinMugen anyway. LaQuak said, June 09, 2011, 06:56:27 pmHey man I noticed something in your .sff last night while looking over Dan. If you zoom in, but not to close, and change pallete you can see an off dot where the V shaped spriting color is. So his black shirt right on the very very tip where his Gi starts has an off dot.Not sure what you are talking about here. These should be direct rips from the arcade version, with the BG layers disabled. So unless it's something with the portrait or icon, can you point me which one you're referring to?Lost_Avenger said, June 10, 2011, 07:56:28 amGood luck, man. Have you considered updating your other characters to 1.0 when you finish Dan?Personally, I'd rather not, at least not all of them entirely. But if there's something you wish to be converted to Mugen 1.0, I'll see what I can do.
Oh yeah, I love it. SFA1 is maybe not the best episode but it reminds me so many things Do not hesitate to ask if I can help.
(Did you know that not only Dan, but also some Birdie sprites like his stance were changed from SFA1 to SFA2?)
I'll just leave this here. Spoiler, click to toggle visibiltyNotice what I did under his feet. So yay, or nay? This is going to be pretty much accurate strait through.This will be included in the next new update soon.
mh777 Plus Alpha said, June 21, 2011, 07:40:33 amI say have a config.txt file, and allow users to select whether they want round shadows or not.I'd go with this too.
How about instead of a config file, you can change the shadow by pressing start before the match begins?As of now, pressing start once makes the round shadows flash. Pressing start second time removes them. Or, you can hold start at the vs screen until the pre-intros would remove the round shadows completely at the start. It's sort of like the same concept for the -ism selection I did with the previous SFA characters. But if a config file would be better, I suppose I could see what I could do.
Yes, I would agree to have a Config.txt is a great idea since if you have to hold start at each VS screen to toggle shadow could be annoying.
Well, I set it up when you hold start at the very first match, you never have the round circles ever, until you lose & continue, or change character, thanks to no var resets.But I suppose I could reverse it. Just don't load the round shadows at the start, and for those that want to have them, to hold start on the very first match only, where they will remain until you lose & continue.Though I really don't know how config files work on a mugen character. I've never tried, or experienced using those types for characters b4. Are they just ordinary .cns files renamed, or are they actually special for mugen 1.0 characters? I already have an override.cns which takes care of the statedef -2 and statedef -3 parts.
they are just mere .cns files renamed as .txt the best way to do this if you plan to use a config file is to:> release a helper at the start of the round. Lets say his state will be 9995590> make a .cns file with only the state 9995590 on it.> use parentvarsets on that state to change the parent vars, lets say the var(30) will handle how shadows woks and you include a short description of what each value does.> after the variable is set the helper destroys itself. Done! Since the variable will be set forever until the moments where the variable resets (That you just posted) you only need to release the helper on the first round of the character and for a few ticks.
I'll correct myself a bit You dont actually need a helper state and all that, I suggest you to do the same Vans and all the cool guys do Put your statedef 5900 in a separate file (config.txt in this case) and just use varsets on it. The most efficient way is to use the null sctrl type as seen in Vans' Iori:Code: ;Iori Yagami WLS Dipswitch Set;---------------------------------------------------------------------------; Initialize (at the start of the round)[Statedef 5900]type = S[State 190, Dipswitch]type = Nulltrigger1 = (var(20) := 1)||e ; 1 = Afterimages, 0 = No Afterimagestrigger1 = (var(21) := 1)||e ; 1 = Flash, 0 = No Flashtrigger1 = (var(22) := 1)||e ; 1 = Blood, 0 = No Bloodtrigger1 = (var(23) := 1)||e ; 1 = KO BG, 0 = No KO BGpersistent = 1;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;Anything Below Should Be Left Alone. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;