YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

***
Yoshin222 is Offline
Contact Yoshin222:

Yoshin222

Contributor

Messages by Yoshin222

    

Re: Yoshins Arcade GFX Stitcher

 March 12, 2024, 06:45:23 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

Finally came back to this, and finished some old business!
The Stitcher is now truly compatible with CPS1 Games! It supports Forgotten Worlds, SF2, King of Dragons, Knights of the Round, Megaman the Power Battle among others!
From what I can tell it works bug free, but please let me know if adding a new game introduces a new headache. In the meantime, enjoy!



    

Re: Barnabus Olmstead (Unofficial Black Heart character)

 November 14, 2023, 02:07:26 am View in topic context
 Posted by Yoshin222  in Barnabus Olmstead (Unofficial Black Heart character) (Started by Yoshin222 October 31, 2023, 06:18:07 pm
 Board: Projects

Sorry for taking a bit to get back to ya! I've addressed every problem listed as far as I can tell
The character loads development things cause he is also meant to be a Black Heart Template of sorts eventually so thought it harmless to leave the notes in for anybody that opens him in Fighter Factory
The FX are more intentional though some of them do need some redraws (the Hell Hound FX spring to mind)
The hitspark thing is funny as that's actually something that occurs with official Black Heart characters, so hey, points for authenticity!
In all seriousness, he was designed in Black Heart specifically, not general Mugen. Seeing as the Ikemen versions seems to be essentially ports of said versions with GOs bells and whistles, I don't plan to make Barnabus perfect for general Mugen and thus am leaving it as is
Maybe once I get around to porting him to Ikemen I'll make a 1.0 offshoot, but for now it is what it is
Thanks a ton for the feedback tho, mega appreciated! Even if it did make me feel a bit silly lol
    

Re: Z2 Inspired stages!

 November 06, 2023, 07:03:30 pm View in topic context
 Posted by Yoshin222  in Z2 Inspired stages! (Started by Daeron December 11, 2012, 05:37:11 pm
 Board: Hyper DBZ

Did this a while back, forgot to share it here! Theme by WhizzyWhipItWonderful
    

Re: Barnabus Olmstead (Unofficial Black Heart character)

 November 01, 2023, 12:19:49 pm View in topic context
 Posted by Yoshin222  in Barnabus Olmstead (Unofficial Black Heart character) (Started by Yoshin222 October 31, 2023, 06:18:07 pm
 Board: Projects

I appreciate that, but considering he doesn't have an AI, not all of The Black Hearts system stuff like stage helpers and the like as well as just a ton of polish befitting an official character, I wouldn't quite call him done. It really is more of a Beta, and this thread is to garner feedback and show subsequent progress
As for GitHub, I find it comfy having separate branches for releases, much more so than Mediafire. The Code/Download ZIP thing is a tad clunky but not overbearingly so I think
    

Barnabus Olmstead (Unofficial Black Heart character)

 October 31, 2023, 06:18:07 pm View in topic context
 Posted by Yoshin222  in Barnabus Olmstead (Unofficial Black Heart character) (Started by Yoshin222 October 31, 2023, 06:18:07 pm
 Board: Projects

Happy Halloween first and foremost! Last year, i started work on my own original character for The Black Heart, and for the past while, i've been really crunching in dev time to get out a Beta for the holiday, so here it is!

Link to the character:
https://github.com/Yoshin2222/Barnabus
BETA PATCH 1 - Address feedback from PotS as well as fixes some small snags
https://github.com/Yoshin2222/Barnabus/tree/20231114---BETA-PATCH-1

His sprites absolutely need some TLC, but for the most part I'm quite happy with how he turned out
For authenticity (or rather because I'm weird like that) Barnabus was made on the WinMugen version of The Black Heart, and the plan is to finalize him there before porting him to Ikemen like official characters were. He's lacking AI as of right now, and he could use more frames to iron him out but he's functionally almost all the way there
Any feedback is more than welcome, my goal is to make him feel as authentic as possible, and while I've tried to the best of my ability, I'm by no means perfect. Anyway, lemme know what ya think, and have fun!
    

Re: Yoshins Arcade GFX Stitcher

 October 22, 2023, 12:15:15 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

Not an update to the Stitcher, but definitely a useful sister script for it
A Palette flipper. Detailed in the CPS2 video, ya need to muck with .act files to get the tiles looking correct in TM. This script simply lets ya enter the name of the palette ya want flipped, and generates a proper version you can use!
Chucking the raw palette in to TM

VS the same palette but flipped by the script

    

Re: Bardock Z2 (Inspired-YOSHIN WIP THREAD)

 August 25, 2023, 02:48:28 pm View in topic context
 Posted by Yoshin222  in Bardock Z2 (Inspired-YOSHIN WIP THREAD) (Started by Yoshin222 December 22, 2017, 01:01:49 am
 Board: Projects

So hey, this guy is not dead!
Been working on him on and off (a lot of off if i'm honest) for a while now, so there's much more done for him now than what's in the thread. He's a fully hittable dummy, he has block sprites, Standing Punches are done and he has a CR_LP and CR_LK. Just today his forward dash was completed! Think i finally have a process i'm comfortable with so can much more confidently say he'll be updated more frequently now in between Broly stuff
https://vxtwitter.com/Yoshin222/status/1695043875822325819?s=20
Still suggest following my Twitter since i'll definitely be more consistent there
    

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