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Yoshin222

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Messages by Yoshin222

    

Re: Actual SFIV Damage Scaling

 March 15, 2023, 08:22:54 AM View in topic context
 Posted by Yoshin222  in Actual SFIV Damage Scaling (Started by Yoshin222 October 09, 2017, 09:46:38 PM
 Board: Code Library

After doing some tinkering, found some weirdness i missed the first time. Refactored it a fair bit, and applied it to KFM and it works ifine. Very confident any bugs are just a matter of implementation now. Check the first post, hope this helped

      Posted: March 15, 2023, 08:26:00 AM
Fuck this is typical, found a bug, gimme a bit

Ok that should do it for real this time
    

Re: Actual SFIV Damage Scaling

 March 11, 2023, 09:08:51 AM View in topic context
 Posted by Yoshin222  in Actual SFIV Damage Scaling (Started by Yoshin222 October 09, 2017, 09:46:38 PM
 Board: Code Library

Nothing about the code references the roundstate at all, either ya implemented it wrong or your State 5900 scuffs it somehow
Make sure no vars are accidentally being mixed, not sure if ya know about SwissArmyKnife but that can also help find blemishes
    

Re: Yoshins Arcade GFX Stitcher

 January 12, 2023, 01:26:08 AM View in topic context
 Posted by Yoshin222  in Yoshins Arcade GFX Stitcher (Started by Yoshin222 September 01, 2022, 08:48:28 PM
 Board: Development Resources

Small update! Adds a little flexibility to importing Program data, and adds support for a couple more games. That makes 65 games so far!

--------11/01/2023: Rev 1.3--------
######################### Improved PRG Interleaving! #########################
   The script has become more flexible by introducing import parameters. They work
   much and such the same as append, only they load the data to the start of the file
   as opposed to slapping it on the end. This allows games like Saturday Night Slam-Masters
   to have all it's program data properly read. Admittedly a bit slap dash but should get the job
   done. Let me know if any bugs spring up
   EXAMPLE:

   #Import this data first before we interleave anything
   prg_import = ["mbe_23e.8f",0x80000]
   import_swapendian = 2 #Swap the endian. 2 Indicates a length of 16-bits, so every 2 bytes

   ######################### NEWLY SUPPORTED GAMES #########################
   ---Graphics Data ----
   ringdest - Ring of Destruction/SlamMasters 2

   ---Program Data ----   
   forgottn - Forgotten Worlds
   
   ---Graphics and Program Data ----
   3countb - 3 Count Bout/Fire Suplex
   aodk - Aggressors of Dark Kombat
   punisher - The Punisher
   slammast - Saturday Night SlamMasters
    

Re: [Theme Thread] Street Fighter 3/CPS3 Sprite thread

 November 30, 2022, 08:24:46 PM View in topic context
 Posted by Yoshin222  in [Theme Thread] Street Fighter 3/CPS3 Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:50:12 PM
 Board: Graphics

    

Re: CPS2-Inspired Stage: Trouble Land (Mugen 1.0+)

 November 30, 2022, 07:36:34 PM View in topic context
 Posted by Yoshin222  in CPS2-Inspired Stage: Trouble Land (Mugen 1.0+) (Started by Yoshin222 October 20, 2022, 10:12:04 PM
 Board: Your Releases, 1.0+

The tile execution is pretty impressive. I just wish you'd made the different layers have more difference in color.

Couple of non-issues:
- You left debugbg on
- Likewise there are 61 unused palettes in the sff
- For the extra flavor you could've used CPS-2 camera parameters

Drat! I had a SFF showing every WIP version to send to the commissioner. Must've forgotten to remove them from the public one. My bad!
Wdym by camera parameters? Stages are definitely not my strong suit so i'm not sure what ya meant here

    

Re: Yoshins Arcade GFX Stitcher

 November 12, 2022, 11:05:35 AM View in topic context
 Posted by Yoshin222  in Yoshins Arcade GFX Stitcher (Started by Yoshin222 September 01, 2022, 08:48:28 PM
 Board: Development Resources

Sorry for the late response, i get sidetracked easily lol
Anyway, most of those games are easy to enough to add yaself. Simply add a resource file with the needed info and ya good. If it's CPS1/2 or Neo-Geo that is
Haven't really delved in to PGM yet, and those other games store GFX in different ways i don't really think i care enough to learn about tbh

In regards to the whole sprite thing, there is no bit. Ya get the raw tiles, you'd have to combine em yourself. Ya could study how games assemble sprites to get that exact data or whatnot but still

Of course it's possible, but most sound files are raw so the stitcher isn't needed for em. That's another field i want to study eventually but not rn
    

Re: CPS2-Inspired Stage: Trouble Land (Mugen 1.0+)

 October 21, 2022, 12:36:59 AM View in topic context
 Posted by Yoshin222  in CPS2-Inspired Stage: Trouble Land (Mugen 1.0+) (Started by Yoshin222 October 20, 2022, 10:12:04 PM
 Board: Your Releases, 1.0+

Ah, my b. Shoulda said in the original post. Cheers!
    

CPS2-Inspired Stage: Trouble Land (Mugen 1.0+)

 October 20, 2022, 10:12:04 PM View in topic context
 Posted by Yoshin222  in CPS2-Inspired Stage: Trouble Land (Mugen 1.0+) (Started by Yoshin222 October 20, 2022, 10:12:04 PM
 Board: Your Releases, 1.0+

Was commissioned a while back to make a fighting game mockup, but because i'm extra for no reason at all, decided to mockup the fighting game in Mugen (Here is the final thing if ya curious)

The idea was to try and replicate a CPS2 stage as faithfully as i could. There are 3 sprites representing the 3 background layers and every sprite is composed of 16x16 tiles, each using one 16 colour pallete (least to the best of my ability as far as i can tell)
Good learning experience if nothing else, hope ya dig it!

Showcase of the thing on YT
    

Re: Yoshins Arcade GFX Stitcher

 October 03, 2022, 03:10:35 PM View in topic context
 Posted by Yoshin222  in Yoshins Arcade GFX Stitcher (Started by Yoshin222 September 01, 2022, 08:48:28 PM
 Board: Development Resources

Yet another update! The Stitcher has undergone some retooling, and can now interleave/append program data! This makes editing code/values much simpler! Alongside that, the script now displays the status of your ROMs files, as well as if you have interleaved GFX/PRG data already, hopefully making it more clear what ya can and can't do at any given time. Lastly, quite a few games have been added, such as Ghouls 'n Ghosts, Caddilacs and Dinosaurs, Alien VS Predator, among others! Check the first post for the Github revision 1.2! Refer to readme.txt and what's new.txt for more info!


    

Re: Yoshins Arcade GFX Stitcher

 September 28, 2022, 02:26:58 PM View in topic context
 Posted by Yoshin222  in Yoshins Arcade GFX Stitcher (Started by Yoshin222 September 01, 2022, 08:48:28 PM
 Board: Development Resources

The edited version is in the latest revision
I'm not sure i understand the other question
    

Re: Yoshins Arcade GFX Stitcher

 September 21, 2022, 08:36:09 AM View in topic context
 Posted by Yoshin222  in Yoshins Arcade GFX Stitcher (Started by Yoshin222 September 01, 2022, 08:48:28 PM
 Board: Development Resources

GOOD NEWS EVERYONE!
After some trial and error, the Stitcher is now compatible with CPS1 titles! Check the first post for the latest revision


What's New
Spoiler, click to toggle visibilty
    

Re: [Theme Thread] Street Fighter 3/CPS3 Sprite thread

 September 17, 2022, 10:57:01 PM View in topic context
 Posted by Yoshin222  in [Theme Thread] Street Fighter 3/CPS3 Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:50:12 PM
 Board: Graphics

As a bit of a test, drew and hacked in Sagat
Mega rusty with SF3 sprites but for the most part i call this a success!
#
    

Re: Yoshins Arcade GFX Stitcher

 September 02, 2022, 12:07:31 AM View in topic context
 Posted by Yoshin222  in Yoshins Arcade GFX Stitcher (Started by Yoshin222 September 01, 2022, 08:48:28 PM
 Board: Development Resources

In truth i mostly use TM as a way or exporting the tiles i wanna edit in a program i like. YY-CHR can technically do the job too but i think showing how ya can mess with the tiles in external programs more comfortable for artists, least i think so

Hope ya find it useful! Lemme know if ya have any issues

      Posted: September 02, 2022, 01:50:55 PM
Slight update: Seems i forgot to properly update magdrop3. Now works properly. While i was at it, added a couple more games
vsav2 - Vampire Saviour 2: The Lord of Vampire
vhunt2 - Vampire Hunter 2
galaxyfg - Galaxy Fight: Universal Warriors
Simply redownload the stitcher. Also updated the bundled Tile Molestor so there shouldn't be any weirdness now
    

Yoshins Arcade GFX Stitcher

 September 01, 2022, 08:48:28 PM View in topic context
 Posted by Yoshin222  in Yoshins Arcade GFX Stitcher (Started by Yoshin222 September 01, 2022, 08:48:28 PM
 Board: Development Resources

After a while of bashing my head in to a wall, finally feel comfortable showing this off properly!
For a long time i've wanted to rip arcade accurate sprites, and even to edit them. To that end, made this script that takes the de-interleaved ROMs of any given Neo-Geo game (pre-99) and any CPS2 game and outputs it as tiles that the game itself would read. Ya can then open this data in Tile Molestor in order to not only rip the exact tiles, but even edit them!

-----DOWNLOAD----------
https://www.mediafire.com/file/h1hpj35rtjlpjis/Yoshins+ARCADE+GFX+Stitcher.zip/file
REV 1.1 - CPS1 Support!
https://github.com/Yoshin2222/Yoshins-Arcade-GFX-Stitcher/tree/REV-1.1
REV 1.2 - Program Data interleaving!
https://github.com/Yoshin2222/Yoshins-Arcade-GFX-Stitcher/tree/REV-1.2
REV 1.3 - Program Data improvement!
https://github.com/Yoshin2222/Yoshins-Arcade-GFX-Stitcher/tree/REV-1.3

SF6 if it was made in 1991


Captain Americas tiles from Marvel Superheroes


Terrys Raw tiles from Garou:Mark of the Wolves (prototype)

-----HOW TO USE----------
Spoiler, click to toggle visibilty

Lemme know if there's anything i can do to help if ya struggling, and please leave ya thoughts on what can be done next! Consult the readme for any initial questions regarding adding new games

--SUPPORTED GAMES: 1.3
Spoiler, click to toggle visibilty

TO-DO:
CPS1 Support?
CPS2 32x32 Tile output
IGS PGM?






    

Re: [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread

 September 01, 2022, 02:38:57 PM View in topic context
 Posted by Yoshin222  in [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:49:06 PM
 Board: Graphics

Went and put SF6 Chun Li in as well, had to learn how SF2 constructs sprites to get it to load properly but hey :p
    

Re: [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread

 August 31, 2022, 01:23:14 AM View in topic context
 Posted by Yoshin222  in [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:49:06 PM
 Board: Graphics

Been doing some CPS2 GFX hacking as of late, so drew this SF6 Ryu sprite as a test




Will probably make a thread or something at some point but in the meantime, hope ya dig it
    

Re: [Theme Thread] Street Fighter 3/CPS3 Sprite thread

 April 16, 2022, 01:39:33 AM View in topic context
 Posted by Yoshin222  in [Theme Thread] Street Fighter 3/CPS3 Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:50:12 PM
 Board: Graphics

"You must defeat ME to stand a chance"



Gave Inks method a wack and after some tidy up, don;t hate how it turned out. Definitely need to figure out a cleaner way of doing it cause god i suck at it lol
    

Re: Marvel Data scrpt

 March 17, 2022, 09:23:17 PM View in topic context
 Posted by Yoshin222  in Marvel Data scrpt (Started by Yoshin222 January 03, 2022, 05:57:02 PM
 Board: Development Resources

Glad ya dig it! The script automatically outputs what the game sees, so i imagine turbo timings would display properly, though i admit i haven't properly looked. As for velocities and the like, they are 1.1 with the source games. The velocity values should work out the box with Mugen since the script automates the calculation of WORDS to Floats
Different script but the fundamental idea is the same


Also, New update! (The images are slightly old but still show the new things) Check first post for the link
REVISION 1.4
- Added a new mode, Address. This displays the raw Unit ID addresses for stuff like Velocity and Anim, hopefully streamlining the usage of Watchpoints and the like via MAME
- The Lua now displays the AnimElem data in real-time. Can swap the Endian by pressing Z, by default it displays the data the game sees, whereas swapping the Endian views the raw data from the program data you would see in any given Hex Editor

Images
Spoiler, click to toggle visibilty
    

Re: Street Fighter 3: Third Strike Romhacking thread (sfiii3n)

 March 01, 2022, 12:58:17 AM View in topic context
 Posted by Yoshin222  in Street Fighter 3: Third Strike Romhacking thread (sfiii3n) (Started by Yoshin222 October 30, 2020, 06:16:18 PM
 Board: Fighting Games

Sure, should be in the struct in the first post if ya do some digging
    

Re: Street Fighter 3: Third Strike Romhacking thread (sfiii3n)

 February 24, 2022, 11:28:19 PM View in topic context
 Posted by Yoshin222  in Street Fighter 3: Third Strike Romhacking thread (sfiii3n) (Started by Yoshin222 October 30, 2020, 06:16:18 PM
 Board: Fighting Games

We live!!!
As a fun test, ported over False Wings from Red Earth in to 3S


Here are the Sample IDs i've been able to find for both games
3S Sample IDs
Spoiler, click to toggle visibilty

Red Earth Sample IDs
Spoiler, click to toggle visibilty