Arcade Accurate MK Chars

Started by SaltAddict, January 26, 2022, 12:10:23 AM

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SaltAddict

BETA 1 released!
https://mugenguild.com/forum/topics/cage-mk2-beta-release-1-197739.0.html

Cage v1.0 released!
https://mugenguild.com/forum/topics/johnny-cage-mk2-v1-0-199221.0.html




https://streamable.com/vke8iv
https://streamable.com/3rzfil
https://streamable.com/hmld2g
https://streamable.com/6pf38i
https://streamable.com/01xx8l
https://streamable.com/dtkoxw
(idk why videos are flipped)

This project originally started as a simple edit of OMEGAPSYCHO's Cage together with some MKP stuff to make it more accurate to the source games. However I feel like I've changed enough stuff by now for it to qualify as its own thing. Re-did the sff, re-worked all the basic movement, special moves, hits, etc... with frame data and speeds directly from the original MK2 game. Hitboxes are also being fully redone with a hitbox-viewer tool. He has blood effects for all his basics but no fatalities and I haven't even touched the snd file yet. The hardest part has been re-creating all the jank in the MK engine.

Hoping this can serve as a template for other creators so that classic MK can have the same level of accuracy SF, KOF, etc... have in MUGEN.

Lasombra Demon

I really like this one. Will follow this closely.
For downloads and questions, go to IKEMEÑ:  https://discord.gg/rweS5ZUek3

For donations go to https://ko-fi.com/lasombrademon

Two-Tone Dearly

ah cool, hope this will lead to accurate conversions of characters from MK2 and from the other MK games (MK1, UMK3, and Trilogy)

xp41

Continue the great work my dude
I'm rootin for ya!

SaltAddict

Project's not dead, my free time is just inconsistent lately.

Took some work, but his fireballs are now 1:1 with the arcade.


Red shadows! Just the kick for now, but I might add a config file with an option to toggle it for his other moves.


He will also have an option to toggle "MK3 Mode". Gives him his combo strings and run from MK Trilogy, and also changes up some of the properties on his basics to match UMK3


And of course, FATALITIES! Still tinkering with how best to implement these, so that it's easy to make other chars compatible.


Unfortunately, I've broken his AI atm, so I wasn't able to record a Cage VS Cage match. Will post a video once that's fixed. Debating whether or not there should be an option to enable MK2's infamous bullshit AI  :S

Two-Tone Dearly

Quote from: SaltAddict on May 20, 2022, 11:36:28 PM
Project's not dead, my free time is just inconsistent lately.

Took some work, but his fireballs are now 1:1 with the arcade.


Red shadows! Just the kick for now, but I might add a config file with an option to toggle it for his other moves.


He will also have an option to toggle "MK3 Mode". Gives him his combo strings and run from MK Trilogy, and also changes up some of the properties on his basics to match UMK3


And of course, FATALITIES! Still tinkering with how best to implement these, so that it's easy to make other chars compatible.


Unfortunately, I've broken his AI atm, so I wasn't able to record a Cage VS Cage match. Will post a video once that's fixed. Debating whether or not there should be an option to enable MK2's infamous bullshit AI  :S

This is looking pretty damn good right now! and yeah that could be a good option to have the BS AI from MK2 as a switchable option.

xp41

You're making real good progress, dude! I'm curious as to how you'll obtain vels, timings, hitbox data and whatnot from MKT though, since it never saw an official arcade release.

QuoteAfter the second round, the CPU does things that no human player can do—like dodging an uppercut or blocking throws and counterattacking with their own.ˢʳᶜ
MKII AI is definitely on a whole other level of bullshit compared to the rest of the releases from the 2D era lol

Spoiler (click to show)
Are you guys aware of this? It seems like a long ways away from being close to a finished product, but nonetheless I think it's an exciting development for fans of old-school MK.


SaltAddict

Quote from: xp41 on May 25, 2022, 06:44:13 PM
You're making real good progress, dude! I'm curious as to how you'll obtain vels, timings, hitbox data and whatnot from MKT though, since it never saw an official arcade release.

You can get velocities and timings from any emulator with frame advance and screenshot functions. And there are tools to view the hitboxes in MKT, either through in-game options (n64 version) or gameshark codes (ps1). The only game atm without any kind of hitbox viewer is MK1.


Quote from: xp41 on May 25, 2022, 06:44:13 PM
Spoiler (click to show)
Are you guys aware of this? It seems like a long ways away from being close to a finished product, but nonetheless I think it's an exciting development for fans of old-school MK.


That looks cool! Reminds me of the MK1 HD remix that was being made by that bleed guy years ago. Wonder if its the same team?

SaltAddict





Some videos. Working on his sound effects atm, those are still not finished so you will hear some missing sfx or old sounds from omegapsycho's version. AI is next so he's more than a punching bag

SaltAddict

Quick implementation of a brutality:


Two-Tone Dearly

Quote from: SaltAddict on August 28, 2022, 10:16:03 PM
Quick implementation of a brutality:



nice Brutality! looks really good!

oscar123

is for mugen niormal o only for mk mugen?

SaltAddict


SaltAddict

Obligatory "project is not dead" although it was hard to find the motivation to work on Cage these past few months. But the MK2 source code leak a few months ago actually revived my interest somewhat.



Rainbow blood! This will be controlled by a config file which you can edit to add names of characters and what blood colours they should have. Currently planning support for five: red, green, black, blue, and gold.



I've also implemented his friendship. It uses the UMK3 style for now (don't block during the match).



MK1 mode! Had to round out the trilogy!

Most of the work done has been "under the hood", so to speak. Rewriting corner push routines, implementing MK1 stuff, fixing pallettes etc etc. I've decided to scale down the scope of the project somewhat, at least until I've got something that I can release. Rest assured, he will still come with full MK1/MK2/UMK3 gameplay, but some customization options will have to wait until later updates.

Two-Tone Dearly

ah, liking the idea of those options for MK1, MK2, and UMK3 modes.

can't wait to try him out when he's ready.

SaltAddict

Finishing up his finishers (eh) atm. Hoping to release a beta soon!


All that needs to be done for compatibility is add the reaction animations to the other character.


If the opponent does not have the required anims, Cage has a set of alternate fatalities.


A sample of the extra "-alities".

SaltAddict

#16


Stage is The Pit 2 by Juano16. You can add this pit fatality to any stage by simply editing Cage's config file. Still missing sound+blood effects atm.

Staubhold

Nice!
The constant screaming while falling do the ground is missing...

Ah, I see... Still missing voice and blood.

Anyway, looks really good.

Two-Tone Dearly

just seeing The Pit 2 stage fatality, will you do more? (Pit 1, Deadpool, Kombat Tomb, Subway, Bell Tower, Pit 3, and Scorpion's Lair)

DJMouF

NGl man I understand how u can lose motivation to work on projects bc i do the same with mine.. But man this is great bro frfr!