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SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Read 29242 times)

Started by felineki, February 06, 2014, 12:09:36 am
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Re: SSF2T Akuma by felineki updated 2/7/2014
#41  February 09, 2014, 02:51:12 am
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Ah, I see the difference in the faces now that I look closely. Anyway, the issue with repeated jabs and such during slowdown is probably due to using the "endcmdbuftime" parameter for the Pause used to achieve slowdown. In SSF2T you actually do have a 50% chance of the game eating commands during slowdown, but I figured that was one of the few things not worth replicating accurately. So I wanted to try and make it so that your commands would always be accepted during slowdown. I tried using "movetime = 1" but for some reason that made the pause last 2 frames even though the "time" parameter was 1. So instead I tried using "endcmdbuftime = 1" , but it seems like that might be having weird effects.
Re: SSF2T Akuma by felineki updated 2/7/2014
#42  February 09, 2014, 02:58:55 am
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He's using the normal gethits in yours, when he should be using the Orochi gethits like in Eagle's screenshot.

Wouldn't that happen with every attack that puts the enemy into a custom state anyway? I doubt he should care about that kind of stuff, considering that most characters put the enemy into a custom state for at least one of their attacks.

pls
Re: SSF2T Akuma by felineki updated 2/7/2014
#43  February 09, 2014, 03:05:28 am
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Not necessarily. Throws are a different story since you can't avoid those without special coding.


These are normal gethits and I really don't think they should be put in custom states.
Re: SSF2T Akuma by felineki updated 2/7/2014
#44  February 09, 2014, 03:10:23 am
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Mugen was never transformation-friendly, why is this suddenly an issue? Heck, how many characters even have different gethits for transformations anyway? You care so much about how Iori looks like in that pic (Barely any differences) when even SNK didn't give two shits about Orochi Leona and Orochi Iori's sprites. Many of their sprites still look like their normal counterparts lol.

Again, that was the price to pay for near perfect accuracy. That's how the gethits work like in the source game and Felineki is obviously trying to aim to near perfect accuracy in every field, including gethits. i think it's a nice experiment if anything.
pls
Re: SSF2T Akuma by felineki updated 2/7/2014
#45  February 09, 2014, 03:21:17 am
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Re: SSF2T Akuma by felineki updated 2/7/2014
#46  February 09, 2014, 03:32:16 am
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Ah, that must be because the projectile hit counter only decreases if the thing it hit isn't a helper and is in an "H" movetype (which really isn't needed, it should decrement so long as it hits something... maybe I copied and pasted some code from somewhere else where I did want things to happen only if it wasn't a helper that got hit). Fixing that now, thanks for pointing it out.
Last Edit: February 09, 2014, 03:39:47 am by felineki
Re: SSF2T Akuma by felineki updated 2/11/2014
#47  February 11, 2014, 07:52:16 pm
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Update: More miscellaneous tweaks and fixes, and most of the issues mentioned in the thread should hopefully be fixed. If any more problems are found, please let me know. In the meantime, I'll be working on the Shin mode. Download Link
Re: SSF2T Akuma by felineki updated 2/11/2014
#48  February 13, 2014, 11:36:22 pm
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Finding more and more differences between Normal and Shin Akuma:


If he had been playable like this in arcade ST, he would have been even more broken than he already was.
Last Edit: February 19, 2014, 03:56:56 am by felineki
Re: SSF2T Akuma by felineki updated 2/11/2014
#49  February 19, 2014, 03:57:21 am
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I think I'm finally starting to unravel SF2's mysterious auto-handicap/comeback system that kicks in when a character is behind in rounds won during a match, and am starting to go about implementing it in Akuma here. That means even more fluctuation in damage, yay!

ink

Re: SSF2T Akuma by felineki updated 2/11/2014
#50  February 19, 2014, 04:08:30 am
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Very interesting stuff. I will have to follow this thread more closely!
Re: SSF2T Akuma by felineki updated 2/22/2014 - Shin mode added!
#51  February 22, 2014, 11:09:07 am
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Update: Akuma has been updated with Shin mode! Now you can use the power that was normally reserved for the CPU (unless you had the Dreamcast version, in which he was unlockable).

For those curious, the complete list of differences between Normal and Shin Akuma are as follows:

  • Close standing hard kick has smaller CLSN2 on the first active part. (Normal Akuma's CLSN is clearly glitched in actual SSF2T, the head box is way back behind him. I gave Normal the same one as Ryu, which is how I assume it was supposed to be.)
  • Far standing hard punch has a bigger CLSN1.
  • Crouching hard punch has a smaller CLSN2 on the first active part.
  • All jumping punches, vertical jumping light kick, and vertical jumping medium kick have smaller CLSN2s for their entire durations.
  • Vertical jumping hard kick has smaller CLSN2 everywhere except for the part where his leg is fully extended.
  • Diagonal jumping medium kick and diagonal jumping hard kick have smaller CLSN2s during startup and recovery.
  • Gou Hadoukens have faster startup, 2 frames of startup invincibility, and CLSN2s don't protrude during startup (they stay the same as his idle pose).
  • Shakunetsu Hadoukens have 4 frames of startup invincibility, and CLSN2s don't protrude during startup (they stay the same as his idle pose), and the medium and hard versions do much more damage (over double that of Normal)
  • Zanku Hadouken CLSN2s protrude for a shorter time, two projectiles are fired rather than one, and the medium and hard versions do more damage.
  • Medium and hard Tatsumaki Zanku Kyakus spin more times and travel farther (medium spins 4 times, hard spins 5). They also do more damage during the spinning part.
  • Midair Tatsumaki Zanku Kyakus do less damage. Why? I dunno.
  • Medium and hard Gou Shoryukens do more damage.
  • Ashura Senku is invincible for the entire duration of the move. No vulnerability on recovery.

The aforementioned handicap/comeback system hasn't been implemented yet, that's going to take some more work.

Download Link
Just No Point has kindly provided hosting for me, so from now on any updates should be at this same address.
Re: SSF2T Akuma by felineki updated 2/22/2014 - Shin mode added!
#52  February 22, 2014, 04:03:29 pm
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Nice Update, no Shun Goku Satsu?
~Light and Medium Gou Shoryu should have a pull of -0.25 to make it look right IMO.

"Learn to fight, not to flail."
Last Edit: February 22, 2014, 04:07:18 pm by Leonheart
Re: SSF2T Akuma by felineki updated 2/22/2014 - Shin mode added!
#53  February 22, 2014, 04:07:24 pm
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Don't know if its my internet but its taking ages to download.

Wait it worked fine now. Never mind
Re: SSF2T Akuma by felineki updated 2/22/2014 - Shin mode added!
#54  February 22, 2014, 04:12:05 pm
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Shun Goku Satsu will be in the next update. I need to see about getting data from the Dreamcast version to replicate it accurately.
Re: SSF2T Akuma by felineki updated 2/22/2014 - Shin mode added!
#55  February 22, 2014, 04:44:55 pm
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nice downloading now
Re: SSF2T Akuma by felineki updated 2/22/2014 - Shin mode added!
#56  February 22, 2014, 07:42:05 pm
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  • "Let Us Cling Together."
Shun Goku Satsu will be in the next update. I need to see about getting data from the Dreamcast version to replicate it accurately.
Oh I see, take your time therefore accuracy takes a lot time.

"Learn to fight, not to flail."
Re: SSF2T Akuma by felineki updated 2/22/2014 - Shin mode added!
#57  February 23, 2014, 07:45:44 pm
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Managed to get the Dreamcast version emulating, and am currently working on replicating the Shun Goku Satsu. One amusing thing I noticed is that Shin Akuma as selectable in the Dreamcast version doesn't have the ridiculous damage on his Shakunetsu Hadoukens that CPU Akuma originally had. Maybe they figured that was too much.
Re: SSF2T Akuma by felineki updated 2/22/2014 - Shin mode added!
#58  February 24, 2014, 09:46:43 pm
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Shun Goku Satsu's pretty much finished, just have to implement the super finish effects. Also made a few fixes, one is that I had managed to overlook the fact that each strength of midair Tatsumaki actually has its own specific amount of horizontal velocity boost rather than all 3 having the same. Another being the weird sliding he undergoes when throwing someone in the corner. That had been puzzling me for a long time, and I finally found out it's because I had neglected to make the cornerpush offsets in the throw HitDefs 0.

In addition I want to implement one more nuance of SF2's combo system that I've been putting off, but it shouldn't take too long. I'd say expect the next update within a day or two.
Last Edit: February 25, 2014, 10:55:24 pm by felineki
Re: SSF2T Akuma by felineki updated 2/25/2014 - Ten mode added!
#59  February 25, 2014, 10:55:37 pm
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Update: Ten mode added! Now you can use the dreaded Shun Goku Satsu super combo. Being an exclusive to the Dreamcast port, I didn't have all the fancy tools associated with MAME to ensure accuracy. But I did the best I could. I used ArtMoney to get data for the CLSN1, velocities, and distance traveled, did some guesstimating on the CLSN2s, and recorded video at 60 fps to study timings. Other miscellaneous updates include the implementation of jump cancels.

Yet to be implemented are the aforementioned handicap system, and properly functioning reversal specials. In addition to those, plans for what's next include Custom mode, which will add some moves from the Alpha series. Planned moves include F + MK hop kick, D + MK dive kick, air throw, HK rolling throw, Hyakkishu, forward roll, and I'll probably make his Hadoukens purple just for fun.

Download Link
Last Edit: February 25, 2014, 11:36:59 pm by felineki
Re: SSF2T Akuma by felineki updated 2/25/2014 - Ten mode added!
#60  February 25, 2014, 11:44:10 pm
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Thanks for the update.

In some versions of SSF2 (SSF2TR on GBA, and maybe SSF2THD on xbox, i think), even the normal version of Akuma/Gouki had the SGS super move as well. Maybe have an option to choose between normal Akuma no super,  and normal Akuma with super move?

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