Part 3-2: Artmoney, the heads and tails. Plus clearing up things mentioned in Vans' data tutorial.
Now for the fun part. Using artmoney to get data. Obviously you'll need artmoney for this part. Available from here:
This part of the tutorial is mainly a reiteration of Vans' KOF Data Tutorial found (you'll also need his artmoney tables):
and here: http://mugenguild.com/forum/topics/kof-data-tutorial-90085.msg784274.html#msg784274
Most of the instructions are self explanatory, so I'll just go over some key parts
Click on "Search", and use type "Custom". Uncheck everything but "Integer 2 bytes" and click OK. Click OK again to start the search.
Now move the character a bit to the right and press "filter", "Unknown value", "was increased". Click OK.
Now move the character all the way to the left again and click on "filter", Exact value = "480", click OK.
A few values should be on the list at your left, select one of them and select "P1 Pos X" on the list at the right and press CTRL + A (or right click and apply offset to all). You will know you synced with the correct value when the character no longer moves if you "freeze" the Pos X.
-There's an easier way to do this. Move p2 all the way to the right and move p1 all the way to the left.
-Click on "search" and use type "Integer (standard)" Search as "exact value = "480""
-move p1 all the way to the right so they are right next to a cornered p2
-click on "filter", Exact value = 704", click OK.
-You should get 3 to 4 search results. It's usually the 2nd value if you have 4 results and the 1st if you have 3.
-select "P1 Pos X" on the list at the right and press
CTRL + A Noooo~
-select "P1 Pos X" on the list at the right and press Alt + A
and your kawaks will be synched to artmoney. So let's get some vels.
Still using Kyo 98 as my example, I have him move forwards. Artmoney shows "P1 Vel X Integer" as "3" and "P1 Vel X Float" as "5376." The integer is good as is to add to mugen, but the float needs to be converted to decimal. To get this from a "positive" velocity, divide the float by 65536. In this case we get 0.08203125. So Kyo's walk.fwd in mugen will be 3.08203125, which of course is the total of the Interger + the converted float.
When we have Kyo walk backwards, Artmoney shows "P1 Vel X Integer" as "65532" and "P1 Vel X Float" as "60160." Clearly this isn't right (well it is, but you know what I mean). This is how "negative" values appear. Here's how you convert them. For a negative integer, subtract 65535 from it. In this case we get -3. For a negative float, subtract 65536 (-5376) and then divide a positive version of that result by 65536. This gives us 0.08203125.
Spoiler, click to toggle visibilty
I was gonna go to Y velocites next, but let's cover something a lot more advanced involving x vels (besides you can just use Vans' tutorial for that). You can skip this part and do it the "easy" way as mentioned in Vans' tutorial.
Spoiler: X vels the hard way (click to see content)
Now for Y velocities. Still using kyo, I tap (not hold) up, the pause. Before Kyo even jumps it shows the y integer as 10 and the float as 16896. This means that his jump.neu is 0,-10.2578125 (the 0 is the x vel). Artmoney shows the "P1 Vel Y yaccel" as 40448. After converting that gives us 0.6171875. This is our yaccel in mugen. One tick before Kyo jumps his jump vel drops to 7 int 4992 float or 7.076171875. This is the 1st vel of Kyo's short hop. By tapping up to jump instead of holding, You're able to get both vels at once. But where do you put the short hop vel in mugen? I'll explain that in the next part.
Vans' tutorial mentions all the other basic things you need to know, so I'll just give you a few tips:
-Know when to use posadd and when to use velset
-The max life in 2002 is 102, 103 in 98 and 120 in 2002 UM. I don't know the rest.
-You can get positive x values in artmoney for moves with negative x values, by performing that move when your character is facing left.
Before my browser crashes again, I'm gonna wrap up this section of the tutorial. If you have anything to ask/add, please feel free to do so.