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Yoshin222

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Messages by Yoshin222

    

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 Molester 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
REV 1.4 - Reworked CPS1, added CPS3 PRG Interleaving for SIMM files
https://github.com/Yoshin2222/Yoshins-Arcade-GFX-Stitcher/tree/REV-14
REV 1.5 - True CPS1 Support!
https://github.com/Yoshin2222/Yoshins-Arcade-GFX-Stitcher/tree/REV-1.5

YOSHINS PALETTE FLIPPER
Used in conjunction with the Stitcher and Palmod so you can open palettes right from you CPS1/2 game of choice in TM and have arcade accurate tiles!
https://github.com/Yoshin2222/Yoshins-Palette-Flipper



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: 1.4
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
    

Re: Marvel Data scrpt

 February 18, 2022, 09:17:52 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

YET ANOTHER UPDATE, CHECK FIRST POST!
Mainly for XMCOTA. It handles sprites slightly differently than the other VS Games, as it uses 2 Pointers as opposed to 1. Script now accommodates it, alongside the script running adjusting based on game, and added the name of the current game for fun. These 2 screenshots didn't need the script to be disabled

It SHOULD run smoothly with every VS Game now. Lemme know of anything useful i could add in future!
    

Re: Marvel Data scrpt

 February 13, 2022, 08:47:31 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! Mainly FBNeo/Mame. Though i imagine other Arcade emulators that support LUA would work too
    

Re: Marvel Data scrpt

 January 25, 2022, 12:19:23 am View in topic context
 Posted by Yoshin222  in Marvel Data scrpt (Started by Yoshin222 January 03, 2022, 05:57:02 pm
 Board: Development Resources

BIG UPDATE!!!  Check first post!!
After working on a script for Samsho 3/4, decided to port over some things i learned to this script, and ended up fixing the main issues!
REV1.2
- Can now use the script whenever ya like
- Can target any player, any time
- Added TileDef output
- XCOTAs Character Select timer was wrong, now properly freezes
- A port over from the Samsho script, can display Pos/Vel Data as either converted Floats for Mugen, or Hexadecimal like the Source game
    

Re: Marvel Data scrpt

 January 15, 2022, 08:27:59 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

UPDATE, CHECK FIRST POST
Due to a request by Sir Ghostler, added MSHVSF suppoort. Same rules as MVC. Also added player toggling backwards by pressing O as a quality of life thing, as well as display of FrameTime to help find raw values in the ROM
    

Marvel Data scrpt

 January 03, 2022, 05:57:02 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

------IMPORTANT!!!-----
-Only use mid fight
-"File" refers to the numbered file found in a given games ROM. Can be opened in HxD to get raw data
- Breaks if attempts to read a player who hasn't entered. Only really affects MVC, will try to fix in future
SUPPORTED GAMES
xmcota
xmvsf
mvsc
msh - Character Select timer isn't frozen though


Little bit of backstory. Been trying my hand at Lua for a while, and wanted to rip Red Earth data, but  the values wern't 1-1 with Mugen,. Thought hey, make a script that automates that
A while later, a dude asked for help romhacking X-Men: Children of the Atom, so adapted the script to work with that. Then saw the other Marvel games were handled similarly, so now the script works with them!
The script outputs the current characters position, velocity and acceleration as floats you can directly chuck in to Mugen
Explanation for those who care
Spoiler, click to toggle visibilty
It also outputs some ROM data to make life a little easier. It spits out the current address for the Anim, as well as for the Sprite being used, while also converting that raw value to where it would specifically be in what specific file. You can find these things simply by opening the corresponding numbered ROM file in a hex editor like HxD, and going to the offset specified
Images




Links
Spoiler, click to toggle visibilty


    

Chucking a Helpers target back to root

 December 16, 2021, 07:51:15 am View in topic context
 Posted by Yoshin222  in Chucking a Helpers target back to root (Started by Yoshin222 December 16, 2021, 07:51:15 am
 Board: M.U.G.E.N Development Help

This is a weird question, but tbh i am sincerely at the end of my wits with this, I have tried practically everything and nothing seems to work.
The long and short of the idea is that, using var(12), i can keep track of the current target. Perfectly fine for normal attacks, no bother whatsoever, BUT, when i try to use a Helper in this, that's where things get a lil...fucky
Idk if this is some mega obvious thing i missed somehow but here goes. My initial idea was to track the Target when the Helper made contact with the enemy. No dice. Next idea was to store that info in the Helper upon contact, and shoot it to the root. The maddening thing is IT WORKS, like, it shoots back the correct ID and all that, but corresponding code simply didn't trigger (example of the kinda code in question)

Code:
[State -2, Glass break sound effect];FA kill sound
type = PlaySnd
triggerall = PlayerIdExist(var(12)) ;enemy exists
triggerall = cond(numtarget,!(target,ishelper),0) ;Additional Safety
triggerall      = !(target, alive)
trigger1        = target,time = 1 ;enemy is in custom hit state
trigger1 = target,StateNo = 1323
value = 1323, 0
ignorehitpause = 1

I even tried using the Cond Exploit to shoot back the ID at the point the opponent enters the Target State

Code:
[state 1320, Chuck over target Data]
type = Null
;trigger1 = time <= 0
trigger1 = PlayerIDExist(gethitvar(fall.envshake.ampl)) ;Make sure enemy exists
trigger1 = gethitvar(fall.envshake.freq) != Teamside
trigger1 = PlayerID(gethitvar(fall.envshake.ampl)),cond(1,var(12) := 57,0)
value = 1324
ignorehitpause = 1
These do chuck the correct data back to my character, but the code just doesn't trigger. Am i missing something mega obvious here? Please let me know if i'm just being an idiot somewhere
Vid example: The projectile should always cause the glass break FX and sound to trigger, but it doesn't despite var(12) having the correct ID
https://cdn.discordapp.com/attachments/560287470390870016/920707585160659004/Broly_be_buggin.mp4
    

Re: SSR Goku Black Z2i: Final release 06/07/2019

 November 21, 2021, 01:02:32 am View in topic context
 Posted by Yoshin222  in SSR Goku Black Z2i: Final release 06/07/2019 (Started by Yoshin222 July 07, 2019, 12:02:49 am
 Board: Your Releases, 1.0+

Ok for REAL this time

Fetl compelled to fix some stuff, and that spiralled in to a full 5.0 revision. Mind to download the patch in the description!!!

Changelogs
--------------------------------------------------------------------------------------------------------------------------------------------------------------
CHANGELOG Genocide Patch - 5.0 Revision - 06/12/2020 - 01/09/2021
--------------------------------------------------------------------------------------------------------------------------------------------------------------
NOTE: This main purpose of this patch is to update Black to 5.0 standards. Alongside this, thought i would take
the oppurtunity to add and fix some things while i was at it, including new options, bug fixes, enders, among
other things. Hope ya enjoy, and please report any bugs you find!
WARNING: THIS BICH BIG
Spoiler, click to toggle visibilty

--------------------------------------------------------------------------------------------------------------------------------------------------------------
CHANGELOG Bugfix 1    - 5.01 Revision - 01/09/2021 - 20/11/2021
--------------------------------------------------------------------------------------------------------------------------------------------------------------
- Superior Mode activations buffer is now in line with the rest of the cast
- Ported code from my WIP Broly to fix errors with Pallete selection, mainly invalid pallete mapping and
overlapping with the opponent
- Light Tatsu on the ground had an OTG infinite, seems i forgot to re-apply juggle addition after testing, my b
- Contributions have bumped Blacks palletes from 91 to 98
- Black displayed template colours on select screen. Another WIP aspect i forgot to remedy, he now shows default
    

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

 October 29, 2021, 04:14:27 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

Been a while since stuff was posted! Kind of an offshoot of Romhacking but ABSOLUTELY something interesting
Was making a conversion Lua Script for Red Earth and decided to try and edit it to work with 3S with some bells and whistles, and came to make this


More stuff to be added down the line, but even getting converted Velocities that work, at least as far as i can tell, 1-1 with Mugen makes data collection MUCH easier. First thing to go is probably the position stuff for CPS3 since it's not really useful, and the addresses can be found by just adding UID data to the Player ya want anyway. Lemme know what kinda things would be useful and i'll keep it in mind!
Link
https://pastebin.com/NDPKB2hQ
    

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

 October 09, 2021, 01:05:42 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

Been messing with The Black Heart and decided to fuck with Inks method for fun. Getting closer to having it nailede down but still need practice
    

Re: Broly Z2 Style Starting Drawing Style

 August 19, 2021, 11:06:41 am View in topic context
 Posted by Yoshin222  in Broly Z2 Style Starting Drawing Style (Started by BizarroToro June 19, 2014, 04:17:38 am
 Board: Graphics

Could definitely use tightening uo, and his head is pretty squashed, but a brilliant starting point. Good to see ya back dude!
    

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

 August 17, 2021, 09:42:39 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


Ethan took a second to appreciate Black Cat so i felt compelled to finish this old sprite. Would definitely do things differently nowadays but mostly fine with how it came out
    

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

 July 28, 2021, 08:34:03 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

He didn't win the poll but i couldn't help but make this

After a little test for fun, probably gonna take a break from spriting to focus on traditional drawing. Doing this has made me realise just how rusty i am
Tiny tweaks and some palletes for fun

    

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

 July 28, 2021, 05:19:07 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

Did a poll a while back, and the winner was Batman. Cause of course it was lol

Really humbling experience tbh. Think i might take a break from spriting to hammer in some traditional practice
PS: Cheers Roach, means a lot comin from ya