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Arcade Accurate MK Chars (Read 41304 times)

Started by SaltAddict, January 26, 2022, 12:10:23 am
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Re: Arcade Accurate MK Chars
#21  April 15, 2023, 12:28:38 am
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just seeing The Pit 2 stage fatality, will you do more? (Pit 1, Deadpool, Kombat Tomb, Subway, Bell Tower, Pit 3, and Scorpion's Lair)
Yeah, the plan is to have all of them eventually

Thanks everyone for the support!
Re: Arcade Accurate MK Chars
#22  April 26, 2023, 11:30:06 pm
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This was an unused fatality that was found in the game's source code a few months ago. Did my best to re-create it with the existing blood effects.

I'm hoping to release a beta sometime next week. It will have full, arcade-accurate MK1, MK2 and UMK3 gameplay modes, all UMK3 finisher types and MK2 stage fatalities. It's still not 100% all features I wanna add but whats missing is just small stuff that can be added later; gameplay wise he is finished.

Re: Arcade Accurate MK Chars
#23  May 01, 2023, 01:15:40 am
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[youtube]https://youtu.be/AJvKOsz72vI[/youtube]

This was an unused fatality that was found in the game's source code a few months ago. Did my best to re-create it with the existing blood effects.

I'm hoping to release a beta sometime next week. It will have full, arcade-accurate MK1, MK2 and UMK3 gameplay modes, all UMK3 finisher types and MK2 stage fatalities. It's still not 100% all features I wanna add but whats missing is just small stuff that can be added later; gameplay wise he is finished.

damn! now that was brutal!
Re: Arcade Accurate MK Chars
#24  May 04, 2023, 06:50:57 pm
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Re: Arcade Accurate MK Chars
#25  May 06, 2023, 04:12:54 pm
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You're making real good progress, dude! I'm curious as to how you'll obtain vels, timings, hitbox data and whatnot from MKT though, since it never saw an official arcade release.

You can get velocities and timings from any emulator with frame advance and screenshot functions. And there are tools to view the hitboxes in MKT, either through in-game options (n64 version) or gameshark codes (ps1). The only game atm without any kind of hitbox viewer is MK1.


Have you ever thought of using CheatEngine or ArtMoney? You can accurately get velocities and timings with this tool.
Re: Arcade Accurate MK Chars
#26  May 06, 2023, 06:05:05 pm
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You're making real good progress, dude! I'm curious as to how you'll obtain vels, timings, hitbox data and whatnot from MKT though, since it never saw an official arcade release.

You can get velocities and timings from any emulator with frame advance and screenshot functions. And there are tools to view the hitboxes in MKT, either through in-game options (n64 version) or gameshark codes (ps1). The only game atm without any kind of hitbox viewer is MK1.


Have you ever thought of using CheatEngine or ArtMoney? You can accurately get velocities and timings with this tool.

Yeah I've tried Artmoney, but all the values in MK2 (and other Williams games from what I've heard) are stored as 8 byte addresses which makes it a little more complicated.
Re: Arcade Accurate MK Chars
#27  May 10, 2023, 04:44:21 am
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Do you have any plans afterwards when Johnny Cage gets released?
Re: Arcade Accurate MK Chars
#28  May 10, 2023, 02:21:47 pm
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Do you have any plans afterwards when Johnny Cage gets released?

MK-wise? There's a few other characters I'd like to convert like Jax, Raiden, Kitana, etc... or maybe adapt some of the 3D-era characters that have sprites available like Fujin and Nitara.

Outside of MK, there's a few characters I've been working on-and-off while procrastinating on Cage. Among other things, I've been working on converting some Streets of Rage characters to a more traditional fighting game format.

There's a few ideas but nothings been decided yet.


Re: Arcade Accurate MK Chars
#29  July 22, 2023, 10:37:30 pm
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New fatality inspired by Shaolin Monks.


MK3 stuff is here!

Also adding MK1/MK3 versions of his fatalities. You can decide which version to use by changing the input slightly. The UI messages can be set to either of the 3 games or to change based on gameplay mode.
Spoiler, click to toggle visibilty

Kombat Tomb stage pack coming soon!
Spoiler, click to toggle visibilty


Re: Arcade Accurate MK Chars
#30  February 16, 2024, 12:27:15 am
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Been working on him on and off these past months, mostly doing IKEMEN GO compatibility which meant re-writing some systems to take things like TAG into account. He should be fully compatible with IKEMEN TAG now and there's also support for blood colours added through maps and stage interaction through attachedchars, plus some stuff that could only be done in IKEMEN like correct corner detection. He won't crash MUGEN in SIMUL anymore either. FINISH HIM also works a lot smoother in IKEMEN since I don't actually need to hit the enemy to place him in a custom state.  Other than that it's just been fixing remaining inaccuracies and glitches.

Some of the fatality stuff shown in the last post was scrapped cause it wasn't turning out as well as I'd like, I think I'll ditch the "versions" and just focus on making them look good. To compensate, I've added an EX mode which I've wanted to try for awhile.


MIMIC Cage based on his MKX Stunt Double variation, was pretty fun to throw together.


Been working a lot on the stage project too. UMK3 transitions in IKEMEN GO, done through AttachedChar. These work with all characters off the bat but code can be added to characters to make them have more control over the transition through maps and such. Will write a tutorial once this is released. One thing I never really noticed in UMK3 is that no matter where you are when the transition is triggered, you'll always come up in the center of the new stage. This gave me a bit of a headache since it meant I couldn't just pan the stage up. The current implementation does very slightly mess up scrolling in the top stage but it fixes itself at the start of the next round.
Re: Arcade Accurate MK Chars
#31  February 19, 2024, 09:18:38 am
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this all looks good, the Ikemen stuff looks cool too ^^

this might be what causes me to jump to Ikemen.
Re: Arcade Accurate MK Chars
#32  February 19, 2024, 01:01:25 pm
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One thing I never really noticed in UMK3 is that no matter where you are when the transition is triggered, you'll always come up in the center of the new stage. This gave me a bit of a headache since it meant I couldn't just pan the stage up. The current implementation does very slightly mess up scrolling in the top stage but it fixes itself at the start of the next round.
That made me pretty curious so I had to advance the video frame by frame. Is it that the top stage starts as an explod to hide the camera resetting itself? Or maybe you offset the entire second stage by the camera position in the first stage. Cool stuff regardless.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Last Edit: February 19, 2024, 01:06:29 pm by PotS
Re: Arcade Accurate MK Chars
#33  February 22, 2024, 12:18:32 pm
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Here's some more stuff showing the stage transitions in simul and stage fatalities. Same deal as the transitions, they work by default with any character and custom triggers can be set for them via maps. I disabled the finish him stuff in simul for now so what you see here is how they work for regular characters.

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Or maybe you offset the entire second stage by the camera position in the first stage.

This one  ;D


Re: Arcade Accurate MK Chars
#34  February 23, 2024, 11:18:31 pm
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Really nice! You doing this via AttachedChars? :D

Welcome to our exclusive club!

I've been working a true stage transition system, not just via ModifyBGCtrl, but the camera still misbehaves after the transitions.
Last Edit: February 24, 2024, 01:15:35 am by Lasombra Demon
Re: Arcade Accurate MK Chars
#35  February 24, 2024, 05:35:21 pm
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Really nice! You doing this via AttachedChars? :D

Welcome to our exclusive club!

I've been working a true stage transition system, not just via ModifyBGCtrl, but the camera still misbehaves after the transitions.

Thanks! Yes, it's all done through AttachedChar.

I actually ran into camera problems like you mention. I think the issue was the floortension parameter acts weird if the lower bound of the camera is not 0. Dunno if that's the same problem you're having but my solution was to move the characters and new background down to the level of the bottom stage after it goes off camera, if that makes sense. So when it's all done the zoffset remains the same.
Re: Arcade Accurate MK Chars
#36  February 24, 2024, 09:56:03 pm
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So you are moving the stage elements around via ModifyBGCtrl?

I did that for all my old MK interactive stages and the MKvsSF stage. It was a hassle because you have to fake the deltas instead of using actual camerawork.

You have a Discord contact?
Re: Arcade Accurate MK Chars
#37  February 25, 2024, 11:42:42 am
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So you are moving the stage elements around via ModifyBGCtrl?

I did that for all my old MK interactive stages and the MKvsSF stage. It was a hassle because you have to fake the deltas instead of using actual camerawork.

You have a Discord contact?

Yeah, I wait until the character passes the new floor level than I offset the stage and characters down by 345 pixels. There should be no problem with y deltas if you time it right, but MK3 stages don't have much vertical scrolling so I haven't tested that extensively or anything.

I think I already have you on Discord from awhile back? I can explain better there if you'd like
Re: Arcade Accurate MK Chars
#38  February 25, 2024, 07:16:13 pm
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Yeah, with stages that don't have much scrolling it's rather simple. I still don't like the fact we're moving the window dressing around instead of just actually using the true stage features (cameras, etc. etc.).

Which name do you use @ Discord?
Re: Arcade Accurate MK Chars
#39  March 24, 2024, 11:35:40 am
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I forgot to put it here but I updated Cage a few days ago: https://mugenguild.com/forum/topics/johnny-cage-mk2-v1-0-199221.0.html

Been working on a few other characters, I think Jax will probably be next since he's got the most work done on him atm
I'mma do this guy a little different than Cage, he'll be a mix of his MK2 and UMK3 selfs, with maybe a separate .sff for his regular arms




Re: Arcade Accurate MK Chars
#40  March 24, 2024, 09:31:08 pm
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ah cool, a mix of MK2 and MK3/UMK3 Jax sounds cool.