Credits to HQ & XGargoyle and to all Z2 team for the sprites used and also for the music. Dragon Ball Hyper Dimension background sprites.
EXTRA:
Here are some screenshots of the project I have been working on for more than a year. It is an edit of the original game adapted to widescreen resolution. Something similar to an HD Remaster but respecting all the pixels and animations of the original game. In addition to a new and expanded roster and including a stage selector with thumbnail images of the stages. Many edited characters so that their transformations are included as another independent char, and many new and edited color palettes. The sprites and animations of all the chars They are adapted to the new resolution so that they do not deform with the change of proportions, and included several edited characters such as Raditz, Ginyu, Majin Buu, Bills, Luffy etc. to adapt them to the aesthetics of HDBZ. The name of this edit is Hyper Dragon Ball Z Vision. Soon it will be available for download.
Re: Remove permanent aura from intros and win animations
Great, it worked. Although the aura appears at the exact moment the fight begins. Is there any way it appears in the previous seconds when listening to round 1?
Remove permanent aura from intros and win animations
Hello, I am editing an HDBZ character and I have put a permanent aura animation on it, this appears from the beginning of the fight in the player's position but as this character has several different intros in which it appears from different positions, the aura always appears Go there, I would like to know how to remove it during the intros and that it only appears when the combat begins for real. Also of the victory sequences
Hello, you will see I have this explod of some thunder animations.If I place it in statedef -2, -3 it appears without problems in a loop, but if I put the code inside the statedef of my character's special mode, the animation appears for a second and then disappears. This is the state:
Hi, I need help. Those who know this character from HDBZ Indigo know that he has a power mode and that they have a final mode with a countdown and then it ends and returns to the normal state. I would like to know how to hack the character to start the fight in that final mode and stay that way permanently.
Great I think it worked, and if I wanted to make it disappear after power mode?
[State 1000, flash] type = PalFX type = explod trigger1 = 1 trigger1 = !ishelper add = 70,-50,-50 mul = 256,256,256 time = 99999 Posted: October 06, 2021, 08:10:07 PM I want to add this state so that it changes palette during the super attack
[State 0, RemapPal] type = RemapPal trigger1 = AnimElemTime(6)=0 trigger1 = var(58) source = 1,1 dest = 2,Var(58)
In other characters it works for me but in this one it does not, the 1,1 palette never changes to the 2,1.This is the entire statedef (The remappal state is already inserted). Of course I would also like to know how to remove the remappal after the power mode :
[Statedef 2700] type = S movetype = I physics = S anim = 2700 ctrl = 0 velset = 0,0 sprpriority = 1 poweradd = -2000
[State 0, RemapPal] type = RemapPal trigger1 = AnimElemTime(6)=0 trigger1 = var(58) source = 1,1 dest = 2,Var(58)
I do not know how to do it, I will extend the explanation. The Aura code that I show places it just below the Statedef 2700. so that it will be activated when starting the power mode. The problem is that after finishing the power mode the aura continues and remains permanent in the char. The code that you have given me if I put it in another statedef gives me an error when starting the character. E to add something else to the code? (where it says whatever and 0 for example)
Hello, I put an aura on my char that is activated with its power mode but I don't know how it is removed once the power mode ends, the aura continues in the char. What should I put in the codes so that it is removed once the power mode ends?
Hi i have a problem with a character, many of their motion sprites have separate palettes, although they are essentially the same as palette 1.1 if i select the character with a different palette than the first, those sprites will always appear with their own palette. can I put palette 1.1 by default in those sprites?
Thanks, my problem has been solved. If these codes are the ones that are put to add sounds I would like to know also what are the codes for the punches (when hitting). Is there a list with the different codes?
Hello, I would like to know in which lines I should add the sound effects to my char for jumping and also when falling, since these animations have no sound.
*UPDATE 12/10/22 : To enjoy this stage download Hyper Dragon Ball Z Vision
Hello everyone, this stage is based on "the end of the world", the place where Kamisama's spaceship landed centuries ago, and where Bulma and mr. Popo travel after the battle against the Saiyans in search of an opportunity to travel to Namek.
I am working with a monitor with some small color problems (especially blue and purple) and now looking at the images of the post on the screen of my phone I realize that perhaps there is a slight increase in the purple colors of the stage doing that these stand out a lot, if someone could confirm it, I would appreciate it and update the stage with the problem corrected.
Thanks, although there is a pixel created by me, much of the material is extracted from HDBZ stages (See credits). It's my way of honoring that great team. I'm practicing and will post new stuff in the near future. Greetings and thanks!