Get it at the site
Near completion aside from some tweaks. Currently being tested but there's no harm in a late stage beta release.
There is an important zoom incompatibility with the bar filler, but that will be fixed with the 100% release.
As usual, readme and changelog below, refer to these before posting any possible issues to see if I've already acknowledged them.
Spoiler: README (click to see content)
Ryuji Yamazaki FOR 1.1 by Bannana
==========================
Real Bout Special Yamazaki moveset and animation timings with KOF98' sprites in the MONSTER system...
:^)
==========================
Config File
--------------------------
Points and Powerbreak on
--------------------------
You might not want these features (that's okay), just turn them off with this setting.
--------------------------
Powerbreak type
--------------------------
1.0 - a simple launcher that allows punishing, there's nothing too special, you can get a nice combo from this one.
1.11b - takes the 1.0 version and adds a second break on hit that has a ton of gravity. Setting up a nice combo is harder here, but there are two separate opportunities to beat up your opponent.
--------------------------
Shift velocities
--------------------------
1.0 - this is a knock back. In this version there is less opening for combos and shift is much more of a counter.
1.11b - this is a knock up. The launch isn't massive, but it allows for comboing otherwise not possible.
======================
Accessing Training Mode
In MONSTER training mode allows you to change shifts at will, even when shifted! I wanted to do the same for the conversion. Not only does it make testing easier, it makes the moves easier to compare.
To access it, play training mode normally, or start the FIRST ROUND with MAX POWER during INTROS (The power gain will set training mode).
This is important: you will not gain power during the fight, and after the first round you will lose your ability to set training mode.
======================
----------------------
Selection commands
----------------------
down - change shift
right - confirm
----------------------
Basics
----------------------
a - attack I
b - attack II
c - attack III
z - shift
forward or backward c - grab
All normals have running and sliding variants
----------------------
Command moves
----------------------
F,DB,F, a - Seven Serpents of Judgement
QCB, b - Snake Handler
HCF, b - Sadomaso
F,B,D,U, a (or HCB,F, a) - Explosion Headbutt
----------------------
Bash combo
----------------------
QCB, c - Silent Simper
----------------------
Monster blow
----------------------
F,DF,D,DB,F, c - Guillotine
----------------------
Absurd
----------------------
HCB,HCB, shift - ...??
==========================
thanks
ShoK (8105 graphics) - MONSTER
SNK - Real Bout Special/KOF98'
Kong - sprites
2OS - number snippet
(9) - damage display procedures based (but not copied!) on his MBAA display
Shwa - testing and input
Spoiler: changelog (click to see content)
=================================
Conversion shortlist for Yamazaki
=================================
11/2/20 - 95%
Tweaked
- dash & hopback cancels
- vans buffer system added
- edits to velocities for enemies hit in air/fall
- necessary airfixes for most moves
- damage display opaque to trans fix
- damage increased 150% across the board
- graphical tweaks
- damage text no longer appearing on grab
- some attempts to fix proration display errors, so far they're a little jumpy, but serviceable
- hitspark positions fixed
- seven:
- freedom whiff dash cancel ;^)
- tranquility airfix
- snake:
- dizzy fix in tranquility snake
- monster is idle on drag, cannot hit air or fall
- freedom dash cancel
- sadomaso:
- freedom now standard sado or optional hop back into punch
- tranquility becomes cheap driller
- monster now has wakeup punish
- headbutt:
- mild edits to tranquility
- absurd added
- bash combo added
Not done/bugs
- juggle system???
- misc effects
- AI (if you fight this character they will use any form of a move regardless of shifts)
- afterimages will loop when in custom state
- incoming tweaks on tranquility snake handler
- Sometimes the bar animation will not properly refresh on next round, but the number will remain correct
- palette bug (I don't really care enough to fix this)
___________________
10/25/20 - 70%
Tweaked
- fixed hypers not refreshing bar drain anim
- if round ends on drain, the next round will drain. If it ends on regen, the next round will regen; moreover, the bar will regen during the intro after the first round. This is more in line with source.
- Fixed helper screen move bug
- damage and percent appear when in grab (still one bug with the tens and percent, but otherwise fine)
- (do this) caught a bug where bar doesn't refill after round 2
Not done/bugs
- juggle system???
- misc effects
- AI (if you fight this character they will use any form of a move regardless of shifts)
- afterimages will loop when in custom state
- Absurd and Monster Combo
- comboing
- damage text appearing on grab
- incoming tweaks on tranquility snake handler
Spoiler: images (click to see content)