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SFII World Warrior - All 12 Characters Project (Read 3156 times)

Started by Sheng Long, April 23, 2014, 07:34:19 am
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SFII World Warrior - All 12 Characters Project
#1  April 23, 2014, 07:34:19 am
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I have posted a topic about this in Idea Engineering section. But at the time, I didn't have much progress. So now, I have at least something to show for it. I am actually going to try to go through with the project, and see how far I can go with this.


I had an idea for a mugen creation, much like SFII'CE Rainbow hacks, except it would be World Warrior game play & graphics instead. Pressing Start (taunt button) in mugen would change the character.
This MUGEN WIP idea is based on the SFII World Warrior fan game project I've been wanting to make outside of MUGEN's engine, but haven't gone anywhere with it in months. So the only thing I can think of is to see if I can make it work in Mugen.

I already thought about the required sprite limit thing against other characters, and the problems it may cause.
Though what I would do here is include each required sprite for each character, but numbered slightly different These would only be used if the SFIIWW character set was against the same SFIIWW character set. Other times, I imagine they either would not be able to get thrown by KFM, or would just switch in to RYU for a moment when being thrown by KFM. So to fix this against other characters, I would probably use a helper character to display the character in hit/thrown frames, and make the root character invisible.

I have started on this project to work in Mugen 1.0. However, there are no plans to color separate all 12 of them. Save the space for alternate colors needed for the 256 color limit, in case to save/fix Mugen codes for WinMugen users.
Also, there will NOT be an SNES style version like I did with the 4 bosses separated. This is going to be mostly SFII-WW Arcade accurate.


Without further ado, here's screen shots.


- The VS. Screen in your own Mugen screen pack. You'll see why there's no name display in the next screen shots below.



- This is the character select screen, taking place during the Character Intro sequence. This screen has been designed to work with Mugen 1.0 wide screen as well.
- This screen is 100% fully functional in Mugen. There is no time limit until you press a button. Pressing Start here will confirm the selection, then start other opposing characters intro sequences. However, due to the intro skipping in Mugen being hard coded, pressing the other buttons will skip everything. Because of this, if P2 is also using the SFWW character, you can choose a character for P2 side as well, and vice versa. I have no way to fix this if something is hard coded in the Mugen system. So the alternative I've done for is to use Start button to cycle around the characters while in play.



- Chun Li is chosen, with her display portrait, and name display at the corner. The name can change for each character.
Her feet position is correct with the shadows of the stage.



- E.Honda is chosen. However, since the sprites X Y offsets are in correct position when ripped, his feet don't match up with the stage shadows. But his sprite is in correct position with everything else.
I can't decide whether this should be fixed where the sprite should be lowered, or just add SFII style shadows for everyone in the process.


For explanation why some feet don't match the shadows in Mugen, this is what the character's X Y offsets are like in the game while frozen in place.

For the curious what position this is in the game, X is 820, Y is 40.

I've set the conditions so when you win a match, you will continue using the same character until you cycle around again, or lose a match.

I am still planning on an Alternate SFF file to fix portrait graphics of Chun Li, and Dictator.
This is so that I can pick between whether these graphics will stay consistent with the official arcade, or preferred to be fixed for Mugen without having to mess with Variables to solve the problem.


The reason why I wanted to try experimenting with doing 12 characters in one SFF file is so that I can work with a standard .CNS format for all characters without having to update every 12 CNS. I would just manage one CNS, one SFF, one SND for all characters, while saving space/room for character slots in Mugen. But the problem with this is that in your mugen select screen, the portrait will be what you see in the mugen VS screen above. Though when you go into my SFII victory win quote screen for WinMugen, it will eventually display the current characters portrait. Though in the end, I guess it will depend on how it is used in someone elses Mugen. ;)

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dragon punch to stand a chance."

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Re: SFII World Warrior - All 12 Characters Project
#2  April 23, 2014, 06:52:32 pm
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I am excited to see how this turns out!

It's great seeing something creative like this in MUGEN.
Re: SFII World Warrior - All 12 Characters Project
#3  April 23, 2014, 07:06:45 pm
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This is truly ground breaking stuff man, love the idea of a multi-character; and with SF2 none the less!  Outstanding!
Re: SFII World Warrior - All 12 Characters Project
#4  April 24, 2014, 12:34:27 am
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Great N-Mario! Really great that you want to make SFII WW roster!

I really enjoy the SFII WW chars that you created.

Keep it up bro! ;)
Re: SFII World Warrior - All 12 Characters Project
#5  April 26, 2014, 10:09:51 am
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Oh thats a nice idea for a project, but it will be hard work I guess.

I already thought about the required sprite limit thing against other characters, and the problems it may cause.
Though what I would do here is include each required sprite for each character, but numbered slightly different These would only be used if the SFIIWW character set was against the same SFIIWW character set. Other times, I imagine they either would not be able to get thrown by KFM, or would just switch in to RYU for a moment when being thrown by KFM. So to fix this against other characters, I would probably use a helper character to display the character in hit/thrown frames, and make the root character invisible.

That Part is realy interesting, if it works like it is intended, it would give the community a way to create Chars with alternative costumes or Transforming abilities without the need of "armor mode" or make them  for Fullgame only.
Re: SFII World Warrior - All 12 Characters Project
#6  April 26, 2014, 06:41:43 pm
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That Part is realy interesting, if it works like it is intended, it would give the community a way to create Chars with alternative costumes or Transforming abilities without the need of "armor mode" or make them  for Fullgame only.
Agreed.
Hell, if that idea should really function, then I might be even able to MUGENize Ms. Fortune from SG.
Anyway, will definitely look forward to this "char", especially because of all the code that can be borrowed... *drools*
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Re: SFII World Warrior - All 12 Characters Project
#7  April 26, 2014, 06:48:39 pm
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Finally!! Definitive SF2 variants for Mugen!! I'm soooo looking forward to this. Best wishes to this project.
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Re: SFII World Warrior - All 12 Characters Project
#8  May 01, 2014, 05:34:50 am
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"I can't decide whether this should be fixed where the sprite should be lowered, or just add SFII style shadows for everyone in the process."

I'd leave it as-is, or reposition them on the x-axis without adding SF2 shadows (they would look weird against other mugen chars).

This is truly a remarkable work in progress, kind of like a Shang-Tsung for Street Fighter 2! How do you intend to create the palettes? Is any boss mode planned?
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Re: SFII World Warrior - All 12 Characters Project
#9  May 01, 2014, 08:11:15 pm
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Thanks for the support guys. :)

I am actually in the progress of doing some sprite rips with everyone's X and Y position frozen in place. I have already got Ryu's, and Ken's sprites ripped in place. I might have to re-rip the 4 bosses again, but this time without the color separation for the source. Also so I won't be confused some colors with something I had color separated once before when I made them as separated.

I think what I may do is, when Ryu, Ken are coded, I'll add M.Bison (Dictator) in the character compilation. I'll probably do a Beta release with 3 characters coded, available. Then code 3 more characters, and release a new version then when they're done, and so on.

As for the colors, there was enough room for just the 12 characters alone, and have some space for a few more things. But the artwork sprites have to be on their own. The colors are completely organized by character from top to bottom. I have made the 3 palettes (WW, CE, and HF) just in case. Though the WW colors are used for the first 6 color slots.

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Re: SFII World Warrior - All 12 Characters Project
#10  May 02, 2014, 03:45:54 pm
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Hey this is a freak cool idea, keep the good work.
I just wish that Mugen could handle this like openbor does, where you can load up to 14 chars inside one char
Re: SFII World Warrior - All 12 Characters Project
#11  May 05, 2014, 06:32:54 am
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Okay...... Whoever made this patch, I'm actually impressed!
https://www.youtube.com/watch?v=UmVyYwAeYpE Video Removed by User

^ Things like this really motivate me into bringing stuff into Mugen. :D
I actually wanted to have something like this happen for a full game project, but now whoever made this pretty much finished this hack the way I imagined. I'll try to look around more, but this hack would really help me convert, & collect data for the Mugen version of my releases. :)

Still doing a bit of sprite related work. Haven't coded any characters yet. Mostly examining stuff. :)

"You must defeat my flaming
dragon punch to stand a chance."
Last Edit: May 11, 2014, 10:32:31 pm by Sheng Long
Re: SFII World Warrior - All 12 Characters Project
#12  May 05, 2014, 09:01:56 am
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Here's where you can get that latest hack patch. Aside from fixing some color glitches, it also seems to have allowed the bosses to perform cancels properly, and even implemented Chun-Li's DF+K command normals. Apparently those were intended to be in World Warrior but were dummied out at the last minute due to fear of being overpowered. They didn't see official implementation until Champion Edition. One more thing to add to the TCRF page!  ;D

More on topic, very interesting project here. Sounds like a lot of work, but I'm definitely interested in seeing it happen.
Re: SFII World Warrior - All 12 Characters Project
#13  May 05, 2014, 11:28:45 pm
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I think the only MAIN concern with having multiple characters in one SFF is they will all share the same data in terms of MUGEN's character size, such as Head.Pos, Mid.Pos, ground.font/back, air.font/back. Wouldn't the head.pos offset cause a problem for taller characters? Maybe if they were handled by a Variable instead of an absolute number. But last I checked, any data like that can't use variables for such a case.

But everything else, as long as the 12 character set is against the same 12 character set, that can be controlled by p2name conditions, which will be used for when they get thrown around. But if they should get thrown by someone else like KFM, I may have to come up with something for the case that they aren't comtabale with each other.

"You must defeat my flaming
dragon punch to stand a chance."
Re: SFII World Warrior - All 12 Characters Project
#14  May 11, 2014, 03:55:11 pm
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Mhh the Vid was removed by the user, what did it show?

But everything else, as long as the 12 character set is against the same 12 character set, that can be controlled by p2name conditions, which will be used for when they get thrown around. But if they should get thrown by someone else like KFM, I may have to come up with something for the case that they aren't comtabale with each other.

That is still realy interesting for me, I hope you find a way to make this char work not just only against it self, but working against normal mugen chars like KFM too, that would solve so many problems.
Re: SFII World Warrior - All 12 Characters Project
#15  May 11, 2014, 10:56:01 pm
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Yea unfortunately.... Well, he has other videos of the same SF2 Arcade hack, except it's an older patch version with the bosses having sprite color errors on the last 4 stages. But the new hack of the video seems to be a new dump of SF2 World Warrior revision H. When we checked, there isn't an emulator available that can run the new revision. So I'm still waiting to see if either MAME or WinKwaks will ever get a small update to emulate revision H, As I don't think the patch will work on older revisions of SFII.

Progress will be kind of slow for a while, until I can get things organized here and there. Still worried about the [size] head/mid pos offsets being the same for all characters in one SFF. :(

As for a different character being thrown, I have already experimented with this with Vent/Aile biometals in the past. This project is basically going to work something like this.
https://www.youtube.com/watch?v=hiFmtdfOCOQ
- Option 1 shows Vent going back to human form when thrown. So in this WIP case. If player picks M.Bison (Dictator) would revert back to Ryu.
- Option 2 shows Vent human form temporary when using biometals. So, if Blanka is chosen, it would show Ryu temporary until self states are used.
- Option 3 on the video would be the one I would most likely use for this WIP when being thrown by other characters that is NOT part of the 12 SFF Street Fighter 2 roster.

When I have 3 or 4 characters completed on this, I'll do more showing.

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dragon punch to stand a chance."

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Re: SFII World Warrior - All 12 Characters Project
#16  May 11, 2014, 11:27:31 pm
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Still worried about the [size] head/mid pos offsets being the same for all characters in one SFF. :(
I would imagine finding the average between the tallest and shortest character would make the most sense.

Re: SFII World Warrior - All 12 Characters Project
#17  May 24, 2014, 10:31:36 pm
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For anyone curious about the previous video of the SF2 hack being removed from YT, a new version has been uploaded by the same author

https://www.youtube.com/watch?v=Ssjz1dDkxY0


As for the Mugen project itself. Still going slowly until I have everything I need to complete the project.

Aside from the SF2 character select screen being fully functional, I have added a Character VS screen intro against each other.

This will only appear if P1 and P2 (Player or CPU) are using SF2WW character.

The project idea here is to be a fully functional SFII arcade game, but can be added as one single character slot in your MUGEN.

Still working on sprite rips at the moment. I'm a little more half way done with it. I have ripped all 4 bosses, Ryu's sprites, Ken's Sprites, and Guile's Sprites. I have imported all of them into the SFF with correct axis. :)


If everything goes well according to plan, I 'might' consider a SF2'CE version much later. But I want to get this one done first. :)

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dragon punch to stand a chance."
Re: SFII World Warrior - All 12 Characters Project
#18  May 24, 2014, 11:24:21 pm
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Excellent! I am so looking forward to this!

I can't think of anything else that you haven't already thought of.

What an awesome share this is going to be. Thanks in advance.

BTW, do you ever plan on making an actual SF2 Shen-Long?
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Re: SFII World Warrior - All 12 Characters Project
#19  May 25, 2014, 12:05:55 am
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You have all the time you want for doing this AWESOME project bro! Keep it up! :D
Re: SFII World Warrior - All 12 Characters Project
#20  May 25, 2014, 03:55:04 am
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BTW, do you ever plan on making an actual SF2 Shen-Long?

Heh, I wish, but I don't have the patience for that. If I did though, the final would end up looking like my avatar. XD

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dragon punch to stand a chance."