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SF3 Gill by GM - fixed by G.o.D. / Alex Sinigaglia (Read 10014 times)

Started by AlexSin, May 23, 2014, 12:27:59 am
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SF3 Gill by GM - fixed by G.o.D. / Alex Sinigaglia
#1  May 23, 2014, 12:27:59 am
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Resurrection palette remap that works like in the original game
The gif is 3 MB heavy so it will takes some time to load


Link: http://www.mediafire.com/download/vtnpri8hn52w2el/sf3_gill-fixed.rar

I always wanted this boss to look as similar as his Arcade and DreamCast counterpart. So a week or two ago I decided to edit him... better, to fix things that were wrong.

So:
- I fixed the RemapPal; now when he dies (or has to go in the Resurrection state) he has the original palette (he doesn't shine, to put it in simple words; look at the gif above);
- I changed the ground.hittime of the Standing Light Punch to 10 instead of 9 so that the combo s.lp -> c.hp can work (like in the game);
- I translated the system_direction.cns (his config file);
- I edited a bit the CLSNs of the anims 420 and 100420 so that all of GM's SF3 characters (don't count Hugo :( ) just have to low parry once (like in the game) or forward parry twice.

I hope you enjoy.
Check the "G.o.D. changelog.txt" for more detailed info.


Update 24/05/2014
- Pause when he falls (for Resurrection) is now fixed;
- RemapPal code fixed;
- dying voice minor bug fixed.
For the lifebar problem, there's no code able to display them on top. I thought GM used an AssertSpecial but he didn't. So you have to edit the screenpack. Little guide in "G.o.D. changelog.txt".


Update 02/08/2014
- Fixed Gill's Seraphic Wing hitdef attribute (from A, HA to A,HP), thanks to Jmorphman.
Last Edit: August 02, 2014, 10:16:39 pm by Alex Sinigaglia
Re: SF3 Gill by GM - fixed by G.o.D. / Alex Sinigaglia
#2  May 23, 2014, 02:15:26 am
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Great edit Alex! Thanks for share. ;)
Re: SF3 Gill by GM - fixed by G.o.D. / Alex Sinigaglia
#3  May 23, 2014, 10:30:35 am
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You're welcome.
Re: SF3 Gill by GM - fixed by G.o.D. / Alex Sinigaglia
#4  May 23, 2014, 11:54:38 am
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Great, I love accuracy ^^
Re: SF3 Gill by GM - fixed by G.o.D. / Alex Sinigaglia
#5  May 23, 2014, 12:26:59 pm
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awesome :p
Re: SF3 Gill by GM - fixed by G.o.D. / Alex Sinigaglia
#6  May 23, 2014, 01:32:10 pm
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Thanks for the comments.

I noticed that the "dying palette" (can we call it like that?) isn't right. But I don't know the colour values, so this is it for now.
Other things I have to fix are:
- pause/superpause when he falls (for Resurrection);
- in the Arcade the lifebars are visible but in this character they are not, so that's another thing for my list.
- I have to fix the Remap code (just checked the Arcade game), even though I think my version is cooler. :P

I will post later if I fix those things.
Last Edit: May 23, 2014, 02:11:17 pm by Alex Sinigaglia
Re: SF3 Gill by GM - fixed by G.o.D. / Alex Sinigaglia
#7  May 23, 2014, 03:29:21 pm
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Good stuff man. Keep em coming! Good to have a perfectly accurate version of a cool boss ;)
Re: SF3 Gill by GM - fixed by G.o.D. / Alex Sinigaglia
#8  May 24, 2014, 06:03:34 pm
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Update 24/05/2014
- Pause when he falls (for Resurrection) is now fixed;
- RemapPal code fixed;
- dying voice minor bug fixed.
For the lifebar problem, there's no code able to display them on top. I thought GM used an AssertSpecial but he didn't. So you have to edit the screenpack. Little guide in "G.o.D. changelog.txt".

Same link.
Re: SF3 Gill by GM - fixed by G.o.D. / Alex Sinigaglia
#9  August 02, 2014, 10:14:35 pm
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Re: SF3 Gill by GM - fixed by G.o.D. / Alex Sinigaglia
#10  August 03, 2014, 02:05:35 am
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wait so he did have the option to disable the groove thingy before?
Re: SF3 Gill by GM - fixed by G.o.D. / Alex Sinigaglia
#11  August 03, 2014, 02:15:44 am
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What groove thing?

If you mean the powerbar, then you can move them in a place where they are not visible.
From his System Direction cns (that I translated):
Code:
[State SAゲージy軸];数値を小さくするとゲージは上の方へ移動します Move the Super Bars up or down by changing the value.
type = VarSet
trigger1 = 1
var(17) = ceil(gameheight-12)
instead of 12 put a random number like 9999999 and voilà, no more powerbar!
Last Edit: August 03, 2014, 02:26:57 am by Alex Sinigaglia
Re: SF3 Gill by GM - fixed by G.o.D. / Alex Sinigaglia
#12  August 03, 2014, 07:36:26 am
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Good work
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Re: SF3 Gill by GM - fixed by G.o.D. / Alex Sinigaglia
#13  August 03, 2014, 07:45:59 am
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Re: SF3 Gill by GM - fixed by G.o.D. / Alex Sinigaglia
#14  August 03, 2014, 10:59:27 am
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:XD:

Bear in mind that you'll still hear the "L-L-let's go!" voice when he gets a full power bar. But it's no biggie. Actually I prefer it like that.
Re: SF3 Gill by GM - fixed by G.o.D. / Alex Sinigaglia
#15  August 03, 2014, 12:27:32 pm
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:XD:

Bear in mind that you'll still hear the "L-L-let's go!" voice when he gets a full power bar. But it's no biggie. Actually I prefer it like that.

Is hard to notice when 90% of the BGMs you have is hard/fast metal or anime themes with vocals lol
Re: SF3 Gill by GM - fixed by G.o.D. / Alex Sinigaglia
#16  August 03, 2014, 10:49:13 pm
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@excham GM has an actual file that removes the stun bar, and if you go into his sprites and delete the power bar sprites that gets rid of those, and you can delete the sound file for the "lets go" thing. I did that for all of GM's characters.
My stages folder:
https://app.mediafire.com/g5pnpb2im4lqa

Want a screenpack ported to ikemen? DM's open
Want a stage remade with parallax & possible super jump? DM's open
Re: SF3 Gill by GM - fixed by G.o.D. / Alex Sinigaglia
#17  August 04, 2014, 12:23:01 am
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@excham GM has an actual file that removes the stun bar

I translated it. It's the system direction cns.

If you go here:

[State スタンゲージ];スタンゲージのあり・なしを設定します(DoubleRes=4専用) No Stun gauge. He can still be stunned though.
type = VarSet
trigger1 = 1
var(21) = 1   ;   0:OFF  1:ON

you can set it to ON or OFF.

And yes, you can delete the sound (or change its number) if you don't like it.  <- Captain Obvious to the rescue!