Long time no see, Guild. Howdy do?I took my time to get into creation, but I finally got knee-deep. This is phase 1 of my WIP.Some of us know this screen very well...... but how about THIS! Behold SF2Nes' ugly, dumb and deformed, over-the -top, little brother!Screenpack is complete. Only missing logo/intro and generic ending/credits.Each character now has exclusive gameplay (yeah, Chunfo != Moon, Ranboo != Stalong, etc.).Chunfo & Moon: CNS: 80%SFF: complete (with proper palletizing of effects)AIR: completeACT: completePasta & Rober: CNS: 80%SFF: complete (with proper palletizing of effects)AIR: completeACT: completeGoho Li & Cliff: CNS: 80%SFF: complete (with proper palletizing of effects)AIR: completeACT: completeRanboo (Stalong not started yet)CNS: 70%SFF: complete (with proper palletizing of effects)AIR: completeACT: completeBunny/Tracy & Conbon/Musashi not started yet. Ripped, though.All sounds ripped, have to add many of 'em, and make proper hitsounds.Classic and new stages: 100% (14 stages total) -Songs: 100% (18+ tunes ripped from the original NES game, then rearranged via MIDI and turned to MP3 to guarantee proper replay; still have to convert them to ADX...)I considered 80% on most CNS' (even though they are pretty playable now) because I have to:-Override state 5040 (Recovery) and make the character invincible to anything + remove him control.-Add code to end afterimages when getting hit out of super/super doesn't hit.-Add more priority/invincibility during specials/supers and give them proper block/hitability: low, standing, jump, etc.-Standarize: Fullscreen PalFX, EnvShakes, P1 and P2 cornerpush/delay/vels on hits, Sparks, Hit & Gethit Sounds.-Stop music after win, play KO tune if opponent ain't from SF4Nes.-Fixing the spark displayed when hitting a helper projectile with a normal projectile (just a lil' detail).I still also have to make proper damages, vels, a decent combo system, a parry/counter system, and fix bugs.The gameplay will be with 3 buttons: Punch, Kick and Knockdown attack.Now, for the main reasons for this topic (other than blatant narcissism):Asking you guyz.-Anyone know of a program out there that doesn't lower your tunes' volume when turning them to ADX? When converting, my ADX files sound VERY low.-I've thought of a simple combo system:->Jump in attacks can cancel into standing attacks.->Crouching attacks can cancel into standing attacks.->Punches can cancel into kicks.->Characters will have launchers (using a Knockdown attack instead of a kick to launch) a la MvC for aerial combo's sakes.->Have 2 specials per char cancellable into combos.->To encourage variety, the last combo you perform will be "recorded". If you do a different combo next time, you'll get +30% power bar. Recording your pushes will also be needed, to avoid infinites (sup Crouch K, Stand P, Crouch K...)Whaddaya think?-Now, on to the counter system:I have to choose between a SF3 parry system (with a really increased bonus for parrying), a counter a la SFA (megh), or a counter button a la Last Blade (I'm more inclined towards this last one).Any comments...?