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DJMouF Goku & Vegeta 1.0 (Read 22565 times)

Started by DJMouF, February 20, 2020, 01:00:35 pm
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DJMouF Goku & Vegeta 1.0
#1  February 20, 2020, 01:00:35 pm
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Last Edit: March 09, 2020, 12:02:25 pm by DJMouF
Re: DJMouF Goku & Vegeta 1.0
#2  February 20, 2020, 05:39:17 pm
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Thanks bro!!

Edit: I had to remove all the camera zoom code stuff, because they weren't working on 1.0 due to that
Last Edit: February 20, 2020, 08:37:03 pm by IsRageNeko
Re: DJMouF Goku & Vegeta 1.0
#3  February 21, 2020, 12:36:44 am
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Ummm...
Quote
Error message: Not a valid elem type: zoom
Error parsing [State 3000, ZOOM]
Error in [Statedef 3000]
Error in States\Super.st
Character mugenversion is newer than this version of M.U.G.E.N.
Error loading chars/ffs_0/ffs_0.def
Error loading p1
Like IsRageNeko said, Camera-Zoom code needs to be removed as 1.0 doesn't support it. Also, the mugenversion on the def file is still listed as 1.1, so it's not technically a 1.0 character.
I will still do detail and aesthetic feedback for the rest.
Re: DJMouF Goku & Vegeta 1.0
#4  February 21, 2020, 01:09:32 am
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Ummm...
Quote
Error message: Not a valid elem type: zoom
Error parsing [State 3000, ZOOM]
Error in [Statedef 3000]
Error in States\Super.st
Character mugenversion is newer than this version of M.U.G.E.N.
Error loading chars/ffs_0/ffs_0.def
Error loading p1
Like IsRageNeko said, Camera-Zoom code needs to be removed as 1.0 doesn't support it. Also, the mugenversion on the def file is still listed as 1.1, so it's not technically a 1.0 character.

Thanks bro!!

Edit: I had to remove all the camera zoom code stuff, because they weren't working on 1.0 due to that

Thanks bro!!

Edit: I had to remove all the camera zoom code stuff, because they weren't working on 1.0 due to that

Dammit I must've uploaded the wrong chars then because I did do those things y'all mentioned. But ok I'll make sure I upload the right chars when I get home. Probably in about an hour or 2
Re: DJMouF Goku & Vegeta 1.0
#5  February 22, 2020, 06:22:14 am
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Good news, but, you fixed the zoom problem?
Re: DJMouF Goku & Vegeta 1.0
#6  February 22, 2020, 06:52:53 am
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Sorry to sound so impatient, but you are going to re-upload them, right? Even though most of the bugs should have been ironed out with the 1.1 versions, I haven't gotten around testing the 1.0 characters today as they don't work still. Hopefully not many people downloaded them yet as I'm not sure if they know.
I will still do detail and aesthetic feedback for the rest.
Re: DJMouF Goku & Vegeta 1.0
#7  February 22, 2020, 09:40:42 pm
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Truthfully I've fixed all the problems except for one thing I can't seem to fix which I'm currently trying to figure out. The only problem left is the ex flash isn't showing for some reason on the ex attacks
Re: DJMouF Goku & Vegeta 1.0
#8  February 23, 2020, 07:23:02 am
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Truthfully I've fixed all the problems except for one thing I can't seem to fix which I'm currently trying to figure out. The only problem left is the ex flash isn't showing for some reason on the ex attacks
That explains the delay. Is it the EX Move Explod or the yellow glowing during the ex attacks not working? I would try asking DeathScythe, but his name is gone and went missing. I do remember him posting on the 1.1 thread, now it's not there anymore so I hope he didn't get hacked or anything. Might have to ask someone else that's also familiar with PotS coding but works with 1.0 specifically.
I will still do detail and aesthetic feedback for the rest.
Re: DJMouF Goku & Vegeta 1.0
#9  February 23, 2020, 07:34:57 am
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I'll call him.
Re: DJMouF Goku & Vegeta 1.0
#10  February 23, 2020, 10:43:20 pm
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Truthfully I've fixed all the problems except for one thing I can't seem to fix which I'm currently trying to figure out. The only problem left is the ex flash isn't showing for some reason on the ex attacks
That explains the delay. Is it the EX Move Explod or the yellow glowing during the ex attacks not working? I would try asking DeathScythe, but his name is gone and went missing. I do remember him posting on the 1.1 thread, now it's not there anymore so I hope he didn't get hacked or anything. Might have to ask someone else that's also familiar with PotS coding but works with 1.0 specifically.

Is the yellow flash that's not showing. Let me know what you find out

I'll call him.

Yeah bro please let me know something so I can get this over with and get on Gohan
Re: DJMouF Goku & Vegeta 1.0
#11  February 23, 2020, 10:48:21 pm
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That explains the delay. Is it the EX Move Explod or the yellow glowing during the ex attacks not working? I would try asking DeathScythe, but his name is gone and went missing. I do remember him posting on the 1.1 thread, now it's not there anymore so I hope he didn't get hacked or anything. Might have to ask someone else that's also familiar with PotS coding but works with 1.0 specifically.
I'm going to be hopeful and believe it's like when he changed his name to 'who cares' for a few days for some reason.

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Most likely my next full-game
Re: DJMouF Goku & Vegeta 1.0
#12  February 25, 2020, 12:14:02 am
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Not only the EX palfx are not working, all palfx are not working in 1.0. Changing sff version to beta fixed it here, probably should work with 1.0 too.
Re: DJMouF Goku & Vegeta 1.0
#13  February 27, 2020, 05:30:09 pm
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The problem is solved?
Re: DJMouF Goku & Vegeta 1.0
#14  February 27, 2020, 08:29:11 pm
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Just a reminder: as already mentioned, you also need to remove those zoom sctrls, AND, change the version in the def to 1.0.
Re: DJMouF Goku & Vegeta 1.0
#15  February 28, 2020, 01:04:06 am
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So now you have the issue pointed out thanks to DeathScythe, did you finally resolve it yet? I would have also tested this to confirm on my end, but I'm not going to waste my time removing the Camera-Zoom code to see for myself as you have done it already since it's a 1.0 issue. So it would be pointless for me to do so.
I will still do detail and aesthetic feedback for the rest.
Re: DJMouF Goku & Vegeta 1.0
#16  February 28, 2020, 01:09:14 pm
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Issue is not solved. I double checked and I've already gotten rid of the zoom code completely as well as saving the def file as 1.0
Re: DJMouF Goku & Vegeta 1.0
#17  February 28, 2020, 02:26:44 pm
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Ok I found out what the issue is, but it looks like it's something that can't be solved to my knowledge or simply I'm not really sure on what to do. I'll explain more. This code below is located in the system.def file named, "Palette-Initialization" and it's significance is to allow Vegeta and Goku to have the Palette change for clothes and when transforming to Super Saiyan. (more so for Vegeta because his hair doesn't change meanwhile Goku has different sprites but the palette change is so the hair won't change back to black when placed in a custom state from the opponent.) So once I got rid of this code, the EX Flash showed up with no problem... But unfortunately, the color change within hair or clothes, after transforming, was no longer valid or should I say visible (His hair will just remain black). In fact for those who have the previous 1.0 versions you can try it out for yourselves to see what I mean. I thought maybe it could be a variable issue but it's not. I believe it's a 1.0 issue because if I play with the updated 1.0 (with all the fixed issues other than this issue but not released yet) versions in a 1.1 mugen engine while keeping this code, everything works perfectly fine. So this is the only issue in the 1.0 conversion that's left that needs to be solved in order for these guys to be playable in mugen 1.0 engine. If anyone finds a solution please let me know ASAP.


; Palette-Initialization
[Statedef 5900]
type = S

[state 5900, Reset Variables]
type = varrangeset
trigger1 = !roundsexisted && matchno = 1
value = 0
[state 5900, Reset Variables]
type = varrangeset
trigger1 = !roundsexisted && matchno = 1
fvalue = 0

[State 5900, Character Palette 1 (LK)]
type = VarSet
triggerall = !roundsexisted && matchno = 1
trigger1 = PalNo = 1
var(11) = 1   ;CHANGE THIS LINE
[State 5900, Character Palette 2 (MK)]
type = VarSet
triggerall = !roundsexisted && matchno = 1
trigger1 = PalNo = 2
var(11) = 2   ;CHANGE THIS LINE
[State 5900, Character Palette 3 (HK)]
type = VarSet
triggerall = !roundsexisted && matchno = 1
trigger1 = PalNo = 3
var(11) = 3   ;CHANGE THIS LINE
[State 5900, Character Palette 4 (LP)]
type = VarSet
triggerall = !roundsexisted && matchno = 1
trigger1 = PalNo = 4
;var(11) = 1   ;CHANGE THIS LINE
var(11) = 4   ;CHANGE THIS LINE
[State 5900, Character Palette 5 (MP)]
type = VarSet
triggerall = !roundsexisted && matchno = 1
trigger1 = PalNo = 5
var(11) = 5   ;CHANGE THIS LINE
[State 5900, Character Palette 6 (HP)]
type = VarSet
triggerall = !roundsexisted && matchno = 1
trigger1 = PalNo = 6
var(11) = 6   ;CHANGE THIS LINE
[State 5900, Character Palette 7 (start + LK)]
type = VarSet
triggerall = !roundsexisted && matchno = 1
trigger1 = PalNo = 7
var(11) = 7   ;CHANGE THIS LINE
[State 5900, Character Palette 8 (start + MK)]
type = VarSet
triggerall = !roundsexisted && matchno = 1
trigger1 = PalNo = 8
var(11) = 8   ;CHANGE THIS LINE
[State 5900, Character Palette 9 (start + HK)]
type = VarSet
triggerall = !roundsexisted && matchno = 1
trigger1 = PalNo = 9
var(11) = 9   ;CHANGE THIS LINE
[State 5900, Character Palette 10 (start + LP)]
type = VarSet
triggerall = !roundsexisted && matchno = 1
trigger1 = PalNo = 10
var(11) = 10   ;CHANGE THIS LINE
[State 5900, Character Palette 11 (start + MP)]
type = VarSet
triggerall = !roundsexisted && matchno = 1
trigger1 = PalNo = 11
var(11) = 11   ;CHANGE THIS LINE
[State 5900, Character Palette 12 (start + HP)]
type = VarSet
triggerall = !roundsexisted && matchno = 1
trigger1 = PalNo = 12
var(11) = 12   ;CHANGE THIS LINE

[State 0, ChangeState]
type = ChangeState
trigger1 = !time
value = 5901
Re: DJMouF Goku & Vegeta 1.0
#18  February 29, 2020, 09:25:38 am
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Hmmm, so still not fixed then? The only character I can think of that requires palette change for a transformation is Falcon Rapper's Iori Yagami. That's why I had a feeling it can still work for 1.0 without issues as some of his animations changes sprites when transforming to Orochi Iori. Even when doing EX attacks even when transformed, they still flash yellow. Maybe you can try looking at his character's code and see how Falcon implemented it.

Another character that also has different animations when doing EX moves is Sennou-Room's Kirito as he holds Dark Repulser while attacking and probably Trololo's Cody when picking up the knife on the ground. But that doesn't require a transformation for either of them, so I'm not sure if those counts.
I will still do detail and aesthetic feedback for the rest.
Re: DJMouF Goku & Vegeta 1.0
#19  February 29, 2020, 01:45:13 pm
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I'll definitely look into Falcon's Iori because I'll be more familiar with the coding since it'll be similar to what I have. Thanks for pointing that out Solid. I;ll check it out and see what I can do to fix this so I can released these guy for yall.
Re: DJMouF Goku & Vegeta 1.0
#20  March 09, 2020, 12:03:31 pm
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Links updated... Please let me know if there are anymore issues with these chars in 1.0. Thanks.
Re: DJMouF Goku & Vegeta 1.0
#21  March 09, 2020, 07:26:29 pm
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There is some lag when Vegeta shoots his regular fire ball(D,DF,F  P). Only in base form. The EX and SSJ versions work normally,
Re: DJMouF Goku & Vegeta 1.0
#22  March 10, 2020, 11:58:19 am
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Just testing them and they work great on 1.0, but I seem to found some bugs exclusive to it. I tested the 1.1 versions again to make sure if they do and they don't have these specific bugs:

-Goku and Vegeta's fireblast projectiles (Both Base and SSJ) and Vegeta's kick throw blast effect has shadows.
-Goku's trip and lie down animations is on his base form even when transformed to SSJ (Some of Vegeta's EX attacks also made Goku appear on base form such as his SSJ Dash Kick and SSJ Elbow Rush).

Edit: I also noticed Goku's lifebar portrait's palette doesn't change when transforming to SSJ like Vegeta does. Since he uses different sprites, you should still have it anyway so it fixes the issue with the animations that still uses Base form.

And some minor feedback I did miss to fix for both versions:
-Vegeta doesn't have a landing effect when he touches the ground on his EX fireblast.
-The landing effect when Vegeta slowly descends on the ground on one of his intros is bigger than normal (Noticed it's 0.7 for both instead of 0.5).
-On the 1.1 version, Goku doesn't have the explosion sound on his SSJ fireblast (Which you did fix on the 1.0 version).
I will still do detail and aesthetic feedback for the rest.
Last Edit: March 12, 2020, 01:05:32 am by SolidZone 26
Re: DJMouF Goku & Vegeta 1.0
#23  March 11, 2020, 04:53:38 am
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Thanks for your feedback Solid, I founded these bugs too, like the fireblast projectiles you mentioned:



A hava a question: This square behind the dragon are a intentional effect or need fix?



PS: I tested this in a Mugen 1.0 version.
Re: DJMouF Goku & Vegeta 1.0
#24  March 11, 2020, 09:33:32 am
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Ok thanks for pointing them out. I'll make sure I fix those issues and provide a patch link.
Akito I'm not sure it could be a shadow or because of the black bg, the square/rectangle shows up but I'll check it out though.
Much appreciated from you guys.
Re: DJMouF Goku & Vegeta 1.0
#25  March 11, 2020, 09:36:37 am
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Alright. Also, I think I may have found another bug regarding both Goku and Vegeta (Probably both 1.0 and 1.1). Couldn't test this earlier as I tested 1.0 through training mode and couldn't play though Fighter Factory as I don't have a proper 1.1 client set up on it. I just realized the SSJ Transformation only drains 1000 instead of 3000 for a level 3 move. Even though it only drains 1 bar, I can't transform unless the entire meter is full. Is this intentional? This is somewhat misleading as it looks like I could transform without needing full meter, but it's impossible. Nowhere the readme states this and is still unedited from the 1.1 version.

Don't forget the time over animation as well. That still has base form sprites even on the SSJ transformation.
I will still do detail and aesthetic feedback for the rest.
Re: DJMouF Goku & Vegeta 1.0
#26  March 12, 2020, 09:30:48 am
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The transformation is power is intentional.
Re: DJMouF Goku & Vegeta 1.0
#27  March 28, 2020, 02:40:19 am
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Is there a Mugen 1.1 Version of Goku?
Re: DJMouF Goku & Vegeta 1.0
#28  March 28, 2020, 03:08:31 am
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I will still do detail and aesthetic feedback for the rest.