YesNoOk
avatar

Shin Koihime Musou ARCADE EDITION [PC] (Read 9827 times)

Started by Pal, March 01, 2013, 09:02:33 pm
Share this topic:
Re: Shin Koihime Musou ARCADE EDITION [PC]
#21  March 05, 2013, 05:44:25 am
  • ****
  • ♫Ao-Iconoclast♫
    • youtube.com/DemonicKirishima
Ryofu S-tier plz thank you :heart:
Re: Shin Koihime Musou ARCADE EDITION [PC]
#22  March 05, 2013, 08:57:06 pm
  • ******
  • YOMI
    • www.justnopoint.com/lbends
The game was in fact updated a few weeks ago.  Unfortunately they pulled an Examu and the update is an expensive USB drive add-on.
So far the reaction to the update has been positive.

If you want to pick up the arcade board yourself, lol.
http://www.rain.co.jp/order.php
At the very least the specs are more reasonable compared to the price than the Ex-Board ever was.
Last Edit: March 05, 2013, 09:00:40 pm by Uncomfortable Bro Hug
Re: Shin Koihime Musou ARCADE EDITION [PC]
#23  March 06, 2013, 09:21:36 am
  • *****
  • Unity of Hearts
    • Spain
Any information about what the update brings?
Re: Shin Koihime Musou ARCADE EDITION [PC]
#24  May 26, 2013, 12:47:58 pm
  • ****
    • USA
    • neroarchives.webs.com
A trial version for Shin Koihime Musou has been released 2 days ago before the pc version is released on the 31st of this month.
The only character allowed to be played in the trial is (Kanu)
Link: http://koihi.me/pc/index.html
Re: Shin Koihime Musou ARCADE EDITION [PC]
#25  May 27, 2013, 02:15:04 pm
  • ****
  • Hey look! It's Dat Kof Guy!
    • South Africa
    • sinhra.com
Re: Shin Koihime Musou ARCADE EDITION [PC]
#26  May 27, 2013, 08:24:23 pm
  • ******
  • Complicated.cns
  • No, I've never played a Zelda game before, shut up
    • Argentina
I played the demo and it was kinda... awful. I can't judge the entire game with such small (But still freaking big in size) demo but it wasn't appealing at all.

The music was quite forgettable (And annoying during a fight).

The sprites looked awesome in low res 30 FPS videos but in game? Ugh not so much. Is not even SNES quality, it reminds me of those Doujin games with preset models with different wigs, and they're not even that smooth (Why not just using the freaking 3D models instead of rendering them like this is beyond me).
pls
Re: Shin Koihime Musou ARCADE EDITION [PC]
#27  June 13, 2013, 07:24:27 pm
  • ******
  • YOMI
    • www.justnopoint.com/lbends
Re: Shin Koihime Musou ARCADE EDITION [PC]
#28  June 13, 2013, 07:43:17 pm
  • ******
  • [E]
    • Mexico
lol

     Posted: June 13, 2013, 07:44:47 pm
so, there is finally a game for which we don't have an excuse for not getting 100% accuracy ?
Re: Shin Koihime Musou ARCADE EDITION [PC]
#29  June 14, 2013, 07:17:48 pm
  • *****
  • Unity of Hearts
    • Spain
I wasn't expecting them to use a good engine for this fighting game (after all, the game isn't really that great), but using MUGEN as a base... well, I do hope it's legal to do that.
Re: Shin Koihime Musou ARCADE EDITION [PC]
#30  June 14, 2013, 08:14:07 pm
  • *****
  • Put 'er there.
  • y u free doe
    • Canada
    • Skype - shwacgl
Technically the only things MUGEN-related you can see are the .air files which are pretty much nearly in the exact same format. Besides that, none of it looks familiar.
Re: Shin Koihime Musou ARCADE EDITION [PC]
#31  June 14, 2013, 09:51:29 pm
  • ******
  • YOMI
    • www.justnopoint.com/lbends
Technically the only things MUGEN-related you can see are the .air files which are pretty much nearly in the exact same format. Besides that, none of it looks familiar.

Evidence in the state files:
trigger#
triggerall
ctrl
playerpush
movetype
animelem
physics (A/S/C)
guard_dist
pos.x/y
enemy.pos.x < Redirect triggers are the same

Evidence in the AIR file:
Portrait uses sprite 9000,100
Stand is anim 0
Turnarounds are 5 and 6
Crouching, crouch, and standup are 10,11,12
Loads directly into mugen without modification
ETC.

KFM used as a base:
Normal attacks are anims 200+
crouching attacks are 400+
air attacks are 600+
Throw anims are 800+
Mugen required gethit sprites are all present (but not all of the required anims that use them)



Let's examine one of the states on its own, this is at the top of the file COMMON_DAMAGE_GUNSHI.STATE
Code:
[STATEDEFINE 3500]
#SET{
anim = 5051
movetype = H
ctrl = 0
system.ko_mode = 0
push_dv.x = 0.0
push_dv.y = 0.0
dv.x = 0.0
var_player_facing = enemy.mirror
dv.x = 3.0 * var_player_facing
dv.y = dv.y - 44.0
bound = 2
voice = 33
var_flag0 = 1
3500_combo_y = 0.0
}
#LEAVE{
ctrl = 1
}

#TRIGGER{
triggerall var_flag0 == 1
triggerall enemy.ID != 9
triggerall anim == 5051
triggerall enemy.combo > 20
trigger1 pos.x <= 200.0
trigger1 var_player_facing < 0
trigger2 pos.x >= 3000.0
trigger2 var_player_facing > 0
}EXEC{
var_flag0 = 0
3500_combo_y = 0.2 * enemy.combo
dv.y = dv.y + 3500_combo_y
}

#include common_movie_stop_auto.state

#TRIGGER{
trigger1 dv.y >= 0.0
trigger1 anim == 5051
}EXEC{
anim = 5061
}

#TRIGGER{
trigger1 bound <= 1
trigger1 bound_time == 0
trigger2 bound == 0
}EXEC{
state = 5075
return
}
I took the liberty of removing a lot of whitespace and comments.  Look familiar?  Let me rewrite it into a form you recognize.


Code:
[STATEDEF 3500]
anim = 5051
movetype = H //Valid types - H, L, I, K  (gethit, liedown, idle, attack.  Look familiar?)
ctrl = 0
system.ko_mode = 0
push_dv.x = 0.0
push_dv.y = 0.0
velset = 0.0
var_player_facing = enemy.mirror
velset = 3.0 * var_player_facing //System is a bit less robust, velocities must be flipped manually depending on facing
velset = Vel X, Vel Y - 44.0 //Gethit velocities are standardized.
bound = 2
voice = 33
var_flag0 = 1
3500_combo_y = 0.0 //Yes I know velset is in there three times, but that's literally what was written.  In this script you have the ability to set arbitrary variables.

[State 3500, Varset]
type = varset
triggerall var_flag0 == 1
triggerall enemy.ID != 9
triggerall anim == 5051
triggerall enemy.combo > 20
trigger1 pos.x <= 200.0
trigger1 var_player_facing < 0
trigger2 pos.x >= 3000.0
trigger2 var_player_facing > 0
var_flag0 = 0                                    //Arbitrary
3500_combo_y = 0.2 * enemy.combo //Variable
Vel Y = Vel Y + 3500_combo_y          //Setting

[State 3500, Changeanim]
type = changeanim
trigger1 = Vel Y >= 0.0
trigger1 = anim == 5051
value = 5061

[State 3500, End]
type = changestate
trigger1 = Gethitvar(isBound) <= 1 //lolololol redundant code
trigger1 = bound_time == 0 //bind.time in targetbind
trigger2 = Gethitvar(isBound) == 0
value = 5075
ctrl = 1 //The ctrl moved here because it used to be part of the LEAVE block executed by the return command.

Edit: Pure directionals are denoted by $ in front of the input such as $D $U $B $F
Last Edit: June 14, 2013, 10:00:35 pm by Uncomfortable Bro Hug
Re: Shin Koihime Musou ARCADE EDITION [PC]
#32  June 14, 2013, 10:03:59 pm
  • ******
  • ALE ALEJANDRO
So this is an edited mugen from the source code?

Or are all of those custom functions actually able to be added via common files?
"We live in a world of perpetual outrage"
Re: Shin Koihime Musou ARCADE EDITION [PC]
#33  June 14, 2013, 10:15:39 pm
  • ****
  • Greatness awaits
    • USA
    • network.mugenguild.com/kamekaze/
It's IKEMEN, open source clone edited.
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Re: Shin Koihime Musou ARCADE EDITION [PC]
#34  June 14, 2013, 10:31:43 pm
  • *****
  • Put 'er there.
  • y u free doe
    • Canada
    • Skype - shwacgl
Technically the only things MUGEN-related you can see are the .air files which are pretty much nearly in the exact same format. Besides that, none of it looks familiar.
Evidence
I meant at a first glance tho. But even then i was too lazy to check out the state files, just assumed it was what errbody said. :V

That said, iunno if one could get in trouble for commercializing a clone engine.
Re: Shin Koihime Musou ARCADE EDITION [PC]
#35  June 15, 2013, 01:35:36 am
  • *****
they're trying to sell us mugen!
Re: Shin Koihime Musou MUGEN(molebox)/IKEMAN EDITION [PC]
#36  June 15, 2013, 05:30:19 pm
  • *****
  • Sprite Whore
    • USA
    • https://www.facebook.com/lee.tuttle.7
Just got it last night.  Not really liking the game. But those effects and HUD. Dayum.
Re: Shin Koihime Musou ARCADE EDITION [PC]
#37  June 15, 2013, 06:56:37 pm
  • *****
  • Unity of Hearts
    • Spain
I already warned that the game wasn't really great. I mean, I watched some arcade matches and there was nothing impressive worth watching. It's a pity, really. It could have been a good fighting game.
Re: Shin Koihime Musou ARCADE EDITION [PC]
#38  June 27, 2013, 07:35:26 pm
  • *****
  • 癒しの天使
  • 私、どこまでやれるかわかりませんけど、頑張りますっ!
    • twitter.com/c001357
Re: Shin Koihime Musou ARCADE EDITION [PC]
#39  February 18, 2014, 07:17:15 am
  • ****
  • Hey look! It's Dat Kof Guy!
    • South Africa
    • sinhra.com
It's getting a sequel Koihime: Embu

hello tag mode
Re: Shin Koihime Musou ARCADE EDITION [PC]
#40  February 18, 2014, 10:38:07 am
  • ******
  • ゴゴゴゴゴ
And the PS3 port of the first game gets released this week after a billion delays.
This is still a pretty terrible game though.