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Messages by DeCeballos

    

Help! Kid Goku Z2i hack to Great Ape Kid Goku

 April 20, 2022, 09:13:00 PM View in topic context
 Posted by DeCeballos  in Help! Kid Goku Z2i hack to Great Ape Kid Goku (Started by DeCeballos April 20, 2022, 09:13:00 PM
 Board: M.U.G.E.N Configuration Help

Hello everyone. A few days ago the char Kid Goku HDBZ style was released. This character has in his power mode lv3 a transformation into a great ape that lasts a few moments, then returns to his initial form. I would like to hack the character so that he transforms in great ape during the intro and that he become an independent character Goku great ape. But I am not able to find the way.
This is the .def file part of the transformation of it.

;EMO EXIT - Goku Becomes an Oozaru
[Statedef 4100]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 4100
sprpriority = 6

[State 2700]
type = VarSet
trigger1 = !Time
var(40) = 0
[State 2700]
type = VarSet
trigger1 = !Time
fvar(27) = 0
[State 2700]
type = VarSet
trigger1 = !Time
fvar(28) = 0

[State 3700, VarSet]
type = VarSet
trigger1 = Var(31) <= 0
trigger1 = Time = 0
v = 31
value = cond(var(33)=0,999,600) ; Timer value

[State 3700, VarSet]
type = VarSet
trigger1 = Time = 0
v = 32
value = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = Time> 5
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

;----Common Superpause Effects ------------
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [5,905]
flag = noBG
flag2 = noFG
flag3 = nomusic

[State 1000, shake]
type = EnvShake
triggerall = time >=200
trigger1 = !(time%4)
time = 4
freq = 80
ampl = 1+0.02*time

[State 3000, superpause]
type = superpause
trigger1 = time=0
time = 550
p2defmul = 1
unhittable = 1
anim = -1
;sound = s5,100
darken = 0
movetime = 550

[State 200, Superpause charge sound]
type = PlaySnd
trigger1 = time = 5
value = 2350,0

[State 0, Hyper Charge FX]
type = Explod
trigger1 = time = 25
anim = 24300
id = 24300
pos = -40,-17
postype = p1
supermovetime = 9999
pausemovetime = 9999
supermove = 1
removetime = -2
sprpriority = 5
ownpal = 1
bindtime = -1
scale = 1,1
persistent = 0

[State 3700, Moon]
type = Explod
trigger1 = Time = 0
anim = 4103
sprpriority = -1
bindtime = 1
removetime = -1
pos = 40, -220
;vel = 0,-4
scale = 0.6,0.6
ownpal = 1
id = 4103

[State 3700, Moon]
type = Explod
trigger1 = Time = 350
anim = 4105
sprpriority = 5
bindtime = 1
removetime = -1
pos = 40, -120
;vel = 0,-4
scale = 1,1
ownpal = 1
id = 4104

[State 3700, Bg Moon]
type = Explod
trigger1 = Time = 330
anim = 4102
sprpriority = 3
bindtime = 1
removetime = -1
pos = 0, 0
;vel = 0,-4
scale = 2,2
ownpal = 1
id = 4102

[State 3700, Bg Moon]
type = Explod
trigger1 = Time = 340
anim = 19104
sprpriority = 4
bindtime = 1
removetime = -1
pos = 0, -500
;vel = 0,-4
scale = 2,2
ownpal = 1
id = 19104

[State 200, Oozaru Theme]
type = PlaySnd
trigger1 = time = 300
value = 4100,0
volume = 255
channel = 10

;--------------------------------

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 3700, ArmorHelper]
type = Helper
trigger1 = !NumHelper(44304)
trigger1 = Alive
name = "Armor"
ID = 44304
StateNo = 44304
KeyCtrl = 1
PauseMoveTime = 2147483647
SuperMoveTime = 2147483647

[State 3701, Supper]
type = PlaySnd
trigger1 = Time = 0
value = 2001, 0
channel = 0

[State 8200, 1]
type = PlaySnd
trigger1 = Time = 300
value = 32, 0
channel = 0

[State 8200, 1]
type = PlaySnd
trigger1 = Time = 310
value = 1323, 0
channel = 4

[State 8200, 1]
type = PlaySnd
trigger1 = Time = 270
value = 4100, 1
channel = 1

[State 8200, 1]
type = PlaySnd
trigger1 = Time = 15
value = 3, 269
channel = 9
loop = 1

[State 8200, 1]
type = StopSnd
trigger1 = Time = 400
channel = 9

[State 1100, Width]
type = Width
trigger1 = 1
value = 50,0
time = 1

[State 3700, 2]
type = ChangeAnim
Trigger1 = Time = 330
value = 4104

[State 3700, 2]
type = ChangeAnim
Trigger1 = Time = 346
value = 4101

[State 3700, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
    

Re: ontop in select screen

 February 23, 2022, 05:11:58 PM View in topic context
 Posted by DeCeballos  in ontop in select screen (Started by DeCeballos February 23, 2022, 11:54:53 AM
 Board: M.U.G.E.N Configuration Help

Great! Thanks
    

ontop in select screen

 February 23, 2022, 11:54:53 AM View in topic context
 Posted by DeCeballos  in ontop in select screen (Started by DeCeballos February 23, 2022, 11:54:53 AM
 Board: M.U.G.E.N Configuration Help

Hello, I want to put a sprite in the select screen that is above the cells of the characters. The line ontop seems to have no effect.

[SelectBG 3]
type  = normal
spriteno = 99,0
layerno = 0
start = -213,0
ontop = 1
mask = 1
 
    

Re: Cell Games Z2 Style (includes sunset and night)

 November 19, 2021, 01:25:09 PM View in topic context
 Posted by DeCeballos  in Cell Games Z2 Style (includes sunset and night) (Started by DeCeballos November 19, 2021, 11:36:34 AM
 Board: Hyper DBZ

    

Cell Games Z2 Style (includes sunset and night)

 November 19, 2021, 11:36:34 AM View in topic context
 Posted by DeCeballos  in Cell Games Z2 Style (includes sunset and night) (Started by DeCeballos November 19, 2021, 11:36:34 AM
 Board: Hyper DBZ

 Hello again, this edit stage based on the cell games where the Z warriors face the villain, and including the Sunset and night versions.

 Day
 

 Sunset
 

 Night
 

  Link to folder with my works (It will be updated) https://drive.google.com/drive/folders/1zi9L16ZeMfuNXC9Ma70fbuvjXcjWgo58?usp=sharing

  Credits to HQ & XGargoyle and to all Z2 team for the sprites used and also for the music. Dragon Ball Hyper Dimension background sprites.

 EXTRA:

 Here are some screenshots of the project I have been working on for more than a year. It is an edit of the original game adapted to widescreen resolution. Something similar to an HD Remaster but respecting all the pixels and animations of the original game. In addition to a new and expanded roster and including a stage selector with thumbnail images of the stages. Many edited characters so that their transformations are included as another independent char, and many new and edited color palettes. The sprites and animations of all the chars They are adapted to the new resolution so that they do not deform with the change of proportions, and included several edited characters such as Raditz, Ginyu, Majin Buu, Bills, Luffy etc. to adapt them to the aesthetics of HDBZ. The name of this edit is Hyper Dragon Ball Z Vision. Soon it will be available for download.

 

 

 

 

 

 

    

Re: Remove permanent aura from intros and win animations

 October 22, 2021, 11:50:22 AM View in topic context
 Posted by DeCeballos  in Remove permanent aura from intros and win animations (Started by DeCeballos October 18, 2021, 08:43:14 PM
 Board: M.U.G.E.N Configuration Help

Great, it worked. Although the aura appears at the exact moment the fight begins. Is there any way it appears in the previous seconds when listening to round 1?
    

Remove permanent aura from intros and win animations

 October 18, 2021, 08:43:14 PM View in topic context
 Posted by DeCeballos  in Remove permanent aura from intros and win animations (Started by DeCeballos October 18, 2021, 08:43:14 PM
 Board: M.U.G.E.N Configuration Help

Hello, I am editing an HDBZ character and I have put a permanent aura animation on it, this appears from the beginning of the fight in the player's position but as this character has several different intros in which it appears from different positions, the aura always appears Go there, I would like to know how to remove it during the intros and that it only appears when the combat begins for real. Also of the victory sequences
    

My explod disappears after a second

 October 17, 2021, 12:16:18 PM View in topic context
 Posted by DeCeballos  in My explod disappears after a second (Started by DeCeballos October 17, 2021, 12:16:18 PM
 Board: M.U.G.E.N Configuration Help

Hello, you will see I have this explod of some thunder animations.If I place it in statedef -2, -3 it appears without problems in a loop, but if I put the code inside the statedef of my character's special mode, the animation appears for a second and then disappears. This is the state:

[State 42, lightning aura]
type = explod
trigger1 = animelemtime(23)>=0
trigger1 = gametime%(4) = 0
anim = 9900+(random%12);2805+(random%4)
id = 9900
pos = 38-(random%76),-90+(Random%80);10-5*(random%5),-55
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
facing = IfElse(random%2=0,1,-1)
removetime = -2
scale = 0.5+0.1*(random%4), 0.5+0.1*(random%4)
pausemovetime = 99999
supermovetime = 99999
    

Re: Remove aura in power mode

 October 17, 2021, 12:11:32 PM View in topic context
 Posted by DeCeballos  in Remove aura in power mode (Started by DeCeballos October 03, 2021, 06:49:59 PM
 Board: M.U.G.E.N Configuration Help

Solved, Thanks!
    

Afterimage Help

 October 16, 2021, 01:20:19 PM View in topic context
 Posted by DeCeballos  in Afterimage Help (Started by DeCeballos October 16, 2021, 01:20:19 PM
 Board: M.U.G.E.N Configuration Help

Hi i can't get this to work

[State 41, Train]
type = AfterImage
trigger1 = animtime = 0
time= -1
timegap= 1
framegap= 4
length= 10
palbright= 0,0,0
palcontrast= 0,0,150
palpostbright= 0,0,150
trans= add
    

SSJ Vegeta Z2 evolution mode from start

 October 13, 2021, 09:28:08 AM View in topic context
 Posted by DeCeballos  in SSJ Vegeta Z2 evolution mode from start (Started by DeCeballos October 13, 2021, 09:28:08 AM
 Board: M.U.G.E.N Development Help

Hi, I need help. Those who know this character from HDBZ Indigo know that he has a power mode and that they have a final mode with a countdown and then it ends and returns to the normal state. I would like to know how to hack the character to start the fight in that final mode and stay that way permanently.
    

Re: Remove aura in power mode

 October 05, 2021, 09:47:03 PM View in topic context
 Posted by DeCeballos  in Remove aura in power mode (Started by DeCeballos October 03, 2021, 06:49:59 PM
 Board: M.U.G.E.N Configuration Help

Great I think it worked, and if I wanted to make it disappear after power mode?

 
[State 1000, flash]
type = PalFX
type = explod
trigger1 = 1
trigger1 = !ishelper
add = 70,-50,-50
mul = 256,256,256
time = 99999

     Posted: October 06, 2021, 08:10:07 PM
I want to add this state so that it changes palette during the super attack

[State 0, RemapPal]
type = RemapPal
trigger1 = AnimElemTime(6)=0
trigger1 = var(58)
source = 1,1
dest = 2,Var(58)

In other characters it works for me but in this one it does not, the 1,1 palette never changes to the 2,1.This is the entire statedef (The remappal state is already inserted). Of course I would also like to know how to remove the remappal after the power mode :

[Statedef 2700]
type = S
movetype = I
physics = S
anim = 2700
ctrl = 0
velset = 0,0
sprpriority = 1
poweradd = -2000

[State 0, RemapPal]
type = RemapPal
trigger1 = AnimElemTime(6)=0
trigger1 = var(58)
source = 1,1
dest = 2,Var(58)

[State -3, Aura]
type = explod
trigger1 = 1
trigger1 = !ishelper
trigger1 = numexplod(99999) = 0
anim = 99999
id = 99999
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -3
ontop = 0
ownpal = 1
removeongethit = 0
;pausemovetime = 99999
;supermovetime = 99999

[State 4500, 1];transform SND
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = 188,0
volume = 255
channel = 2

[State 200, BGPalFX]
type = BGPalFX
trigger1 = time=[0,97]
time = 1
add   = -100,-100,-100
mul   = 256,100,100
invertall = 0
color = 256

[State 3000, superpause]
type = superpause
trigger1 = time=0
time = 97
p2defmul = 1
unhittable = 1
anim = -1
sound = s2350,0
darken = 0
movetime = 97

[State 3000, nhb]
type = nothitby
trigger1 = 1
time = 1
value = SCA

[State 13100, shake]
type = envshake
trigger1 = !(time%12)
time = 12
freq = 130
ampl = 5

[State 3000, Buffer var]
type = varset
trigger1 = !time
var(53) = 1000

[State 3000, Flame var]
type = varset
trigger1 = !time
var(58) = 0

[State 200, Goddammit]
type = playsnd
triggerall = var(55)=0      ;Voice=English
triggerall = var(39)>=18   ;Adult version
trigger1 = !time
value = 2700,0
channel = 0
volume = 300

[State 200, time to end, huuaaaa]
type = playsnd
triggerall = var(55)=0      ;Voice=English
triggerall = var(39)<18      ;Child version
trigger1 = !time
value = 2700,10+random%2
channel = 0
volume = 300

[State 200, snd]
type = playsnd
triggerall = var(55)=1      ;Voice=Japan
trigger1 = animelemtime(3)=0
value = 2700,5
channel = 0
volume = 300

[State 200, snd]
type = playsnd
triggerall = var(55)=2      ;Voice=Eng Sabbat
trigger1 = !time
value = 2700,1
channel = 0
volume = 300

[State 3000, end]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1

 
    

Re: Remove aura in power mode

 October 04, 2021, 07:11:05 PM View in topic context
 Posted by DeCeballos  in Remove aura in power mode (Started by DeCeballos October 03, 2021, 06:49:59 PM
 Board: M.U.G.E.N Configuration Help

I do not know how to do it, I will extend the explanation. The Aura code that I show places it just below the Statedef 2700. so that it will be activated when starting the power mode. The problem is that after finishing the power mode the aura continues and remains permanent in the char. The code that you have given me if I put it in another statedef gives me an error when starting the character. E to add something else to the code? (where it says whatever and 0 for example)
    

Re: Remove aura in power mode

 October 04, 2021, 10:56:57 AM View in topic context
 Posted by DeCeballos  in Remove aura in power mode (Started by DeCeballos October 03, 2021, 06:49:59 PM
 Board: M.U.G.E.N Configuration Help

I put this before the end of the statedef of the power mode?
    

Remove aura in power mode

 October 03, 2021, 06:49:59 PM View in topic context
 Posted by DeCeballos  in Remove aura in power mode (Started by DeCeballos October 03, 2021, 06:49:59 PM
 Board: M.U.G.E.N Configuration Help

Hello, I put an aura on my char that is activated with its power mode but I don't know how it is removed once the power mode ends, the aura continues in the char.  What should I put in the codes so that it is removed once the power mode ends?

 This is my aura code

 ; Aura
[State -3, Aura]
type = explod
trigger1 = 1
trigger1 = !ishelper
trigger1 = numexplod(99999) = 0
anim = 99999
id = 99999
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -3
ontop = 0
ownpal = 1
removeongethit = 1
    

Problem sharing palette 1.1 in char sprites

 September 16, 2021, 11:38:08 AM View in topic context
 Posted by DeCeballos  in Problem sharing palette 1.1 in char sprites (Started by DeCeballos September 16, 2021, 11:38:08 AM
 Board: M.U.G.E.N Configuration Help

Hi i have a problem with a character, many of their motion sprites have separate palettes, although they are essentially the same as palette 1.1 if i select the character with a different palette than the first, those sprites will always appear with their own palette. can I put palette 1.1 by default in those sprites?
    

Re: My char has no jump sound

 September 16, 2021, 11:31:52 AM View in topic context
 Posted by DeCeballos  in My char has no jump sound (Started by DeCeballos August 22, 2021, 09:00:54 PM
 Board: M.U.G.E.N Configuration Help

Solved.Thanks!
    

Re: My char has no jump sound

 August 26, 2021, 07:05:37 PM View in topic context
 Posted by DeCeballos  in My char has no jump sound (Started by DeCeballos August 22, 2021, 09:00:54 PM
 Board: M.U.G.E.N Configuration Help

Thanks, my problem has been solved. If these codes are the ones that are put to add sounds I would like to know also what are the codes for the punches (when hitting). Is there a list with the different codes?
    

My char has no jump sound

 August 22, 2021, 09:00:54 PM View in topic context
 Posted by DeCeballos  in My char has no jump sound (Started by DeCeballos August 22, 2021, 09:00:54 PM
 Board: M.U.G.E.N Configuration Help

Hello, I would like to know in which lines I should add the sound effects to my char for jumping and also when falling, since these animations have no sound.
    

Yunzabit heights Z2 style

 August 16, 2021, 09:23:39 PM View in topic context
 Posted by DeCeballos  in Yunzabit heights Z2 style (Started by DeCeballos August 16, 2021, 09:23:39 PM
 Board: Hyper DBZ

 Hello everyone, this stage is based on "the end of the world", the place where Kamisama's spaceship landed centuries ago, and where Bulma and mr. Popo travel after the battle against the Saiyans in search of an opportunity to travel to Namek.

 
 
 

   Link to folder with my works (It will be updated) https://drive.google.com/drive/folders/1zi9L16ZeMfuNXC9Ma70fbuvjXcjWgo58?usp=sharing

 Credits to Daeron,Yoshin and to all Z2 team for the sprites used and also for the music.