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[1.1] Zangief HDR Stage + SF2 Edit [Updated] (Read 10197 times)

Started by parse, January 11, 2016, 02:36:40 am
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[1.1] Zangief HDR Stage + SF2 Edit [Updated]
#1  January 11, 2016, 02:36:40 am
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Mugen 1.1 only!

It's a Full HD 1920x1080 stage. However you can use any standard (4:3) or widescreen (16:9) resolution.

Due to some heavy compression of sprites, there are color bleeding and compression artifacts which are presented on the original game.

Tried to be faithfull to the original game, so no zoom or super jump.

Thanks a lot to tunglashor for the sprites with alpha channel!

Update 01/12/16: Corrected aspect ratio and SF2 edit has better colors.

Download Here:

http://parsemugen.webnode.com.br/
Last Edit: January 13, 2016, 10:57:20 am by parse
Re: Zangief HDR Stage + SF2 Edit (1.1 only)
#2  January 11, 2016, 02:38:28 am
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Good stuff! :Mr-T:
Re: Zangief HDR Stage + SF2 Edit (1.1 only)
#3  January 11, 2016, 08:17:51 am
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Great work as usual.  I appreciate the old school palette option  :)
Strange though, when I tried the widescreen version it didn't look the same as your screenshot:



To get it to match the screenshot I had to change it as follows:

Code:
[Camera]
boundhigh      = -110      ; was -330
boundlow       = 220       ; was 0
verticalfollow = .775      ; was .65

[StageInfo]
localcoord     = 1920,1080 ; was 1920,1302

I don't know why this might be but I thought I'd mention it.
Re: Zangief HDR Stage + SF2 Edit (1.1 only)
#4  January 11, 2016, 10:22:48 am
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Nice SSF2THD stage always!!
Re: Zangief HDR Stage + SF2 Edit (1.1 only)
#5  January 11, 2016, 04:24:15 pm
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Re: Zangief HDR Stage + SF2 Edit (1.1 only)
#6  January 11, 2016, 05:11:51 pm
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Great work as usual.  I appreciate the old school palette option  :)
Strange though, when I tried the widescreen version it didn't look the same as your screenshot:

To get it to match the screenshot I had to change it as follows:

Code:
[Camera]
boundhigh      = -110      ; was -330
boundlow       = 220       ; was 0
verticalfollow = .775      ; was .65

[StageInfo]
localcoord     = 1920,1080 ; was 1920,1302

I don't know why this might be but I thought I'd mention it.

Thanks for the feedback. No one mentioned it and I would keep going like this.

My mugen.cfg had KeepAspect = 0 , StageFit = 0 and I didn't noticed until now. My mistake.

I'll update all my stages asap.
Last Edit: January 11, 2016, 05:26:43 pm by parse
Re: Zangief HDR Stage + SF2 Edit (1.1 only)
#7  January 12, 2016, 01:17:53 am
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Ah, mystery solved!  I thought it had to be some config issue but I'm not sure I've ever come across those settings before.  Sorry I didn't spot it earlier, I went back and checked and you're right it's the same on the Blanka stage (in my defence that one has no ceiling, which was what I first noticed about this one; apparently I'm not that sensitive to the black bars :XD:)

By the way I've now uploaded all the PS3 stage graphics if you're interested, see here. Thanks again for all the great stages.
Re: Zangief HDR Stage + SF2 Edit (1.1 only)
#8  January 12, 2016, 10:23:43 pm
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Well, i don't know if i'm doing something wrong but these new releases don't work here.

Using widescreen version, whit 1280x720 in mugen.cfg but Mugen crashes:

Error detected.

BG error reading stages/SSF2THDR_Zangief_Stage_SF2.def

Clipboard tail:
Character SSF2HD_Ryu.def loaded OK
New char SSF2HD_Ryu loaded into cache: (1/6 cached) Load time: 1520.000ms
Player SSF2HD_Ryu cache count reduced: 0
Selected char 0 on teamslot 1.0
Char SSF2HD_Ryu.def (0) request pal 0 3 (2) -> reserved 1 (0)
End of charsel loop
Game loop deinit
Gameflow 8
Gameflow 9
Gameflow 10
Entering versus screen.
Unloading match assets
Freeing players
Game loop init
Versus screen init
End of versus screen loop
Game loop deinit
Gameflow 11
Loading match assets...
Loading stage...
  Loading BG...


Someone can help? :???:
Re: Zangief HDR Stage + SF2 Edit (1.1 only)
#9  January 13, 2016, 10:30:04 am
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Blanka, Chun Li, E. Honda, Fei Long and Zangief stages for Mugen 1.1 are updated. Corrected aspect ratio, added more layers, better alpha channel, and more.

Please download again.

@Geginukem, are you using Mugen 1.1?
Last Edit: January 13, 2016, 11:00:26 am by parse
Re: [1.1] Zangief HDR Stage + SF2 Edit [Updated]
#10  January 16, 2016, 12:38:15 am
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Quote
@Geginukem, are you using Mugen 1.1?
Yes, i'm using 1.1 and Mugen crashes whit this:

Error detected.

BG error reading stages/SSF2THDR_Zangief_Stage.def

Clipboard tail:
Character kfm.def loaded OK
New char Kung Fu Man loaded into cache: (1/4 cached) Load time: 140.000ms
Player Kung Fu Man cache count reduced: 0
Selected char 0 on teamslot 1.0
Char kfm.def (0) request pal 4 3F (37) -> reserved 4 (27)
End of charsel loop
Game loop deinit
Gameflow 8
Gameflow 9
Gameflow 10
Entering versus screen.
Unloading match assets
Freeing players
Game loop init
Versus screen init
End of versus screen loop
Game loop deinit
Gameflow 11
Loading match assets...
Loading stage...
  Loading BG...


The full log:

---------------------------------------------------
M.U.G.E.N ver 1.1.0 Beta 1 P1 (2013.08.11) status log
---------------------------------------------------
Parsing command line...
Command line: C:\Fight\mugen-1.1\mugen.exe
Parse command line OK
Initializing...
Allocating game variables
Reading configuration file...Setting language "en".
OK
Initializing timer...performance timer enabled...frequency 2864585...OK
Initializing keyboard...configuring...OK
Initializing input engine...OK
Initializing sound...OK
Initializing BGM...  OK
Initializing graphics...gameCoord 1280x720...render mode 0_17...trying 1280x720x16 mode 0x0...success...OK
Setting callbacks...OK
Initializing font...OK
Initializing game variables...OK
Session RNG seed is 1452900263
Loading system fonts...OK
Loading options...
Initializing pads...failed
Reinitializing input engine...OK
Remapping keys...OK
Reinitializing input engine...OK
Options loaded OK
Loading system...
  Load system file system.def...OK
  Load system spr...OK
  Load system snd...OK
  Load system fonts...OK
  Load system anim...OK
  Load [Title Info]...OK
  Load [Option Info]...OK
  Load [Select Info]...OK
  Load [VS Screen]...OK
  Load [Victory Screen]...OK
  Load [Demo Mode]...OK
  Load [Continue Screen]...OK
  Load [Game Over Screen]...OK
  Load [Win Screen]...OK
  Load [Survival Results Screen]...OK
  Load [Default Ending]...OK
  Load [End Credits]...OK
  Load
  Loading fight data
    Opening fight data file data/mugen1/fight.def...OK
    Reading [Files]...OK
    Loading fonts...OK
    Load fight anim...OK
    Reading [Lifebar]...[Turns Lifebar]...[Simul Lifebar]...[Powerbar]...
    [Face]...[Simul Face]...[Turns Face]...
    [Name]...[Simul Name]...[Turns Name]...
    [Time]...[Combo]...[Round]...[WinIcon]...OK
    Allocating explods...OK
  Fight data loaded OK
Lua initing
Lua init complete
System loaded OK
Initialize OK
Set up graphics...timer...OK

Entering gameflow loop
Gameflow 0
Gameflow 1
Gameflow 2
Initializing character info...OK
Initializing select screen...finding characters...OK
Gameflow 3
Gameflow 4
Entering mode select.
Unloading match assets
Freeing players
Game loop init
Mode select init
End of mode select loop
Game loop deinit
Gameflow 6
Reset persist vars team 0
Reset persist vars team 1
Gameflow 7
Entering character select.
Unloading match assets
Freeing players
Game loop init
Unreserved all palettes
Charsel init
Selected char 0 on teamslot 0.0
Char kfm.def (0) request pal 3 3F (3F) -> reserved 3 (37)
Loading character chars/kfm/kfm.def...
  Loading info...OK
  Loading cmd command set kfm.cmd...OK
  Loading cns kfm.cns...OK
  Loading cmd state entry kfm.cmd...OK
  Loading common states common1.cns...OK
  Loading sff kfm.sff...OK
  Loading anim kfm.air...OK
  Loading snd kfm.snd...OK
  Loading pals...OK
  Loading learned AI kfm.ai...OK
  3012 expressions (979 on trigger lines)
Character kfm.def loaded OK
New char Kung Fu Man loaded into cache: (1/4 cached) Load time: 140.000ms
Player Kung Fu Man cache count reduced: 0
Selected char 0 on teamslot 1.0
Char kfm.def (0) request pal 4 3F (37) -> reserved 4 (27)
End of charsel loop
Game loop deinit
Gameflow 8
Gameflow 9
Gameflow 10
Entering versus screen.
Unloading match assets
Freeing players
Game loop init
Versus screen init
End of versus screen loop
Game loop deinit
Gameflow 11
Loading match assets...
Loading stage...
  Loading BG...
Error detected.

BG error reading stages/SSF2THDR_Zangief_Stage.def

Clipboard tail:
Character kfm.def loaded OK
New char Kung Fu Man loaded into cache: (1/4 cached) Load time: 140.000ms
Player Kung Fu Man cache count reduced: 0
Selected char 0 on teamslot 1.0
Char kfm.def (0) request pal 4 3F (37) -> reserved 4 (27)
End of charsel loop
Game loop deinit
Gameflow 8
Gameflow 9
Gameflow 10
Entering versus screen.
Unloading match assets
Freeing players
Game loop init
Versus screen init
End of versus screen loop
Game loop deinit
Gameflow 11
Loading match assets...
Loading stage...
  Loading BG...Exit with an error.

Log file successfully closed.

Iwas trying to see the sprites too but i don't have any other tools that can open sffv2 than zcharcad9 but it can't handle whit this too.


Just tested Sagat stage (i got this void in Fei long stage too):

Re: [1.1] Zangief HDR Stage + SF2 Edit [Updated]
#11  January 16, 2016, 02:29:49 pm
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Try this:
. Open mugen.cfg on the data folder and check if RenderMode = OpenGL, and SafeMode = 0. If this does not work, then:
. Download mugen 1.1b again with the default values and add a stage. If this does not work, then:
. Download more mugen1.1 only stages from other authors and see if this is happening or with only my stages.
Last Edit: January 16, 2016, 02:51:19 pm by parse
Re: [1.1] Zangief HDR Stage + SF2 Edit [Updated]
#12  January 16, 2016, 02:34:49 pm
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I can replicate the issue by setting the RenderMode to System or DirectX. It is advised to use OpenGL if you want to take benefit from the 24/32 bits encoded sprites

Quote
[Video]
;Screen rendering mode.
 ;OpenGL - Experimental OpenGL renderer (recommended)
 ;System - default SDL rendering mode (e.g. windib in Windows)
 ;DirectX - DirectX 5 renderer
 ;System and DirectX modes do not support advanced features
 ;such as RGB sprites and window resizing.

RenderMode = OpenGL

I take the opportunity of that reply to thank Parse for these conversions and their edits. Being a SF2 fan guy, I really love them  ;)

EDIT: Ooops, it seems that I have been too slow
Re: [1.1] Zangief HDR Stage + SF2 Edit [Updated]
#13  January 16, 2016, 10:03:45 pm
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    • www.mediafire.com/folder/bn6ymdvllj9lf/Mugen_Stages
Quote
. Open mugen.cfg on the data folder and check if RenderMode = OpenGL, and SafeMode = 0. If this does not work, then:
Quote
I can replicate the issue by setting the RenderMode to System or DirectX. It is advised to use OpenGL if you want to take benefit from the 24/32 bits encoded sprites
  Well, i tested stages fom other authors and it run fine. But you two have a good point, since i can't use OpenGL anymore cause Windows10 killed my drives. I'll try to find a solution for this again.

But i'll download all your creations anyway.   Thanks parse and Scal.
 
Last Edit: January 16, 2016, 10:07:32 pm by Reginukem
Re: [1.1] Zangief HDR Stage + SF2 Edit [Updated]
#14  January 16, 2016, 10:39:54 pm
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Re: [1.1] Zangief HDR Stage + SF2 Edit [Updated]
#15  January 16, 2016, 11:52:14 pm
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I'm ok now eletrocaid. Thank you very much my friend :)