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71113 Updates and Fixes

Started by sander, July 05, 2008, 10:08:52 PM

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sander

Finally I have some free time and I have started fixing Kyo/NeoKyo.  Downloaded him from my site and found a number of issues already: Format is - Issue [Status]

- Error with holds2 command when using Kyo.cmd (Hard AI) [Fixed]
- Ending Storyboard files missing [Fixed]
- guard.ctrltime and hittime is set to double the actual value because of a bug in older MUGEN version that is apparently fixed now.  I did this to all my characters so I have to redo all the hitdefs of ALL my characters and fix them... >.< [Almost Done]
- Need to fix / update readme file so that users will better understand and utilize the different modes and grooves available. [Not Started]


If there are other issues that I may have missed out, specially the ones that appeared when WinMugen came out, please let me know as I wasn't around during those times to actually fix everything.  Also if there are bums out there that want to help me fix stuff like guard.ctrltime / hittime changes, reply here and I can assign some characters for you to fix :P, you just have to look for all hitdefs then replace the guard ctrltime/hittime with the right values (normally just half of the one being used).

Another thing I want help with is if someone can compile an SFF file using the same axis, but with the KOF2K3 sprites :D.  Or at least a complete Kyo 2K3 spriteset perhaps? (lazy bum here :P), any missing sprites that need to be editted will be done by good ol' Kaddet.  When I get the 2K3 sprite set: Kyo will have 3 costumes available :ninja: using the same coding as NeoKyo.  Don't care much about KOF2K3 stuff as it is mostly the same as 2K2 at least with Kyo.

Help will be much appreciated,
Sander














Planned

Vans

Awesome!  :sugoi:

Good to see you back.  :)

Thedge

Its great to see you back  :o

See you around... finally  ;D
That's when I thought, "good grief"
Just ain't my belief
Until I saw the holes
Inside his hand

^^

thanks for your awesome kyo fixed :ninja: I am gonna try him :sugoi: Terry have the same guard.ctrltime problem too

sander

Well uploaded the "fixed" Kyo Kusanagi.  Am creating a KOF2003 Kyo SFF as of the moment and will work on Terry and Wolvie next. 

Leon Belmont

Fantastic.

Good luck with your work :).

Cybaster


Shion

#7
Glad to see your characters updated.  Are you going to lower the priorities so your characters will actually trade hits with most other mugen conversions?

Also, I noticed Kyo (Kusanagi.def) in 2k2 groove doesn't run forward or roll.


sander

Ok, gonna check on Kyo's 2K2 groove later today.  Thanks for checking. 

Bastard Mami


[SX]


1time

Welcome back. Your Iori is still the only one I play. How old is your kid now?

Elix

Great news! And thanks for sharing your "good ol' Kaddet" with me :)
P.S. You may as well fix Kyo's Kototsuki You (how he grabs his opponent).

sander

#13
My Kid is 3 now  ;D.  Anyway currently done with the fix for KOF2002 groove, and working on the Kyo 2003 alternative SFF (50% done).  Once I'm done with that I will move on to fixing my other characters - Terry, Wolverine then Iori. 

What about the Kototsuki You?  Updated sprite edits?

Edit:  Uploaded the Fixed Kusanagi file:  Now just missing KOF2K3 sprite edits and he is all set.  Moving on to Terry.

Elix

#14
Quote from: sander on July 09, 2008, 10:05:35 AM
What about the Kototsuki You?  Updated sprite edits?
Kyo grabs his opponents by the middle of their bodies. Should grab by the head.
His liedown time... I think it's too big. And might I assume you left air guard on purpose, to make your characters more MUGEN-like, less KOF-like?

sander

Head?  Will look into it and fix if needed.  Thanks for the feedback.  A new "surprise / secret / zomg FTW  Mode will probably make it on the next release, I just got a funny idea which I want to implement.

K.O.D

#16
Grabs by the head after 98, pre-99 its the stomach.

Any plans to replace 98 Kyo's CLSN's with 98's?

I noticed you made him share the same CLSN's as the 99-2k2 Kyo's.

Elix

#17
Yes, K.O.D. is right, but I think SNK did the right thing to change this move afterwards.
And check cornerpush velocities... Moves which knock down P2 shouldn't cornerpush Kyo (his trip kick included). And you shouldn't be pushed when you hit an airborne opponent.

Leon Belmont

Quote from: K.O.D on July 10, 2008, 12:06:21 PM
Grabs by the head after 98, pre-99 its the stomach.

Any plans to replace 98 Kyo's CLSN's with 98's?

I noticed you made him share the same CLSN's as the 99-2k2 Kyo's.
Actually 71113 Kyo does not have 2k2 CLSNs last I checked. It's '99-2k1 :P.

I second making a separate .air file for '98 Kyo CLSNs here.

Bastard Mami

Quote from: sander on July 10, 2008, 12:01:54 PM
Head?  Will look into it and fix if needed.  Thanks for the feedback.  A new "surprise / secret / zomg FTW  Mode will probably make it on the next release, I just got a funny idea which I want to implement.

Is it the old mode that we planned back then or a new thing ?

Quote from: Elix on July 10, 2008, 12:15:42 PM
Yes, K.O.D. is right, but I think SNK did the right thing to change this move afterwards.
And check cornerpush velocities... Moves which knock down P2 shouldn't cornerpush Kyo (his trip kick included). And you shouldn't be pushed when you hit an airborne opponent.

nah, that's kind of wrong, though I give you that mugen applies corner push rather differently to kof.

Quote from: Elix on July 10, 2008, 11:50:49 AM
Kyo grabs his opponents by the middle of their bodies. Should grab by the head.
His liedown time... I think it's too big. And might I assume you left air guard on purpose, to make your characters more MUGEN-like, less KOF-like?

All mugen chars should have air guard by default regardlessof origin, it's in the attacking hitdefs where you should make your attack unguardable in the air. I think there was a topic in this forum discussing what should be implemented attacker wise and what should be implemented defender wise.