UPDATED 7/26 TO FIX ISSUE WITH LEFTBOUND AND RIGHTBOUND VALUES, PLEASE USE SAME DOWNLOAD LINK Download link for batch: Stages - https://caddie.smeenet.org/stages/kofnwbatch.rar Ost BGM - https://caddie.smeenet.org/mp3s/kofnwost.rar Ast BGM - https://caddie.smeenet.org/mp3s/kofnwast.rar Individual download links will come later Preview video for all stages: VIDEO Video has a chapter select if you want to see a preview for an individual stage.About: Been working on these stages on and off for over 15 years. There were a lot of roadblocks; Mugen initially not supporting 640x480 stages, getting emulators to not blur PS2 games, finding out how to change the background color to bright pink to make it easier to rip(you can thank user N. for that), coming up with a method to disable layers, the damn bridge stage and the random cars... Anyway it's all here and the stages really look and feel exactly like they do in the original game. Putting Mugen and a copy of the game side by side is pretty incredible for this. I did fix a bug in Harbor where in the original game, the giant boat will eventually fly up into the sky.Using AST: Spoiler, click to toggle visibilty
In order to use the arranged soundtrack for the game, you have to open up the def file for the stages and find this: bgmusic = sound/[stage]nw.mp3; sound/[stage]nwarranged.mp3 Remove the first mp3 and the ; so it looks like this: bgmusic = sound/[stage]nwarranged.mp3 After that there is also going to be the sound loop you have to fix right below that. I've included loop points for both versions of the soundtrack, but only tested the original. If any of the arranged mp3s don't loop properly let me know.Example: ;Original loop bgmloopstart = 700800 bgmloopend = 4190400 ;Arranged loop ;bgmloopstart = 691200 ;bgmloopend = 4104000 Just put colons in front of the original loop ones and remove the colons from the arranged loop.
About Mugen 1.1 Spoiler, click to toggle visibilty
These stages are made for Mugen 1.0. They are untested for 1.1, and they probably will include a glitch where characters don't have shadows in Mugen 1.1. To fix this, open up the def and find this: [Shadow] ;This controls the darkness of the shadow. Valid values range ;from 0 (lightest) to 256 (darkest). Defaults to 128 if omitted. intensity = 0 and change it to [Shadow] ;This controls the darkness of the shadow. Valid values range ;from 0 (lightest) to 256 (darkest). Defaults to 128 if omitted. intensity = 128 For some reason Elecbyte removed the option to make colored shadows in 1.1, despite several games having them(SFA3 for example). One of the side effects of that is this, sorry!
The damn bridge stage: Spoiler, click to toggle visibilty
The cars that go by is randomly chosen at the start of the round and each time the car finishes a cycle. 0 - Red car 1 - Pick-up 2 - Truck-kun 3 - Blue car It starts at a position of 0 and holds that for a single frame, then is assigned a random velocity between 5-12 with seemingly having a bias against the number 7 since it's rare. Which vehicle it chooses also doesn't seem to effect the speed, any vehicle can be any speed. The vehicle travels from position 0 to position 2148 on the first cycle, and then any value higher than that it resets to position 3 and holds for a frame. This is where it's given a new random car type and velocity. Repeat forever. This is the biggest reason it's taken me so long to finish these. I finally just gave in and let the game run for 9000 frames and used what I got as "random values". IKEMEN would make this incredibly easy and also give true random values, I might actually do an IKEMEN port of specifically this stage.
Preview images: Spoiler, click to toggle visibilty
Bridge
Train Hangar
Harbor
Clock Tower
Green House
Ancient Ring
Plant
Boss Stage