Fixed bug where basic attacks couldn't chain into Sonic Boom motions if they're facing left. (Applies to Simon, Dig Dug and Thonolan)
Redid certain attacks involving custom states (mainly hard knockdowns) mainly to fix issues involving FCF character death states.
Mario:
Fixed infinite Air Fake Fireball.
Fixed Link's Boomerang crashing MUGEN if it hits multiple targets in Simul.
Urban Champion:
Fixed Flower Crash crashing MUGEN if it hits multiple targets in Simul.
Samus:
Fixed Samus's Air Wave Beam using up all your power if you chain it off of an air projectile.
Fixed Metroid Trap causing issues with Urban Champion and Star Man.
Fixed an issue where Takamaru couldn't be summoned again after getting hit.
Fixed bug where Kraid Crouching Assist was not doing damage.
Star Man:
Fixed bug where Star Man may attempt to pin the opponent when the opponent is not on screen. (Caused by the opponent going into a death state via helper.)
Star Man EX Shooting Slam will now force opponent to turn the other way if the opponent faces the same as Star Man.
The Amazon will now make the opponent go into their appropriate death states.
Thonolan:
Fixed Sky High Kick causing a crash in Simul if it had multiple targets.
Dig Dug:
Dig Dug's hook will disappear and drop the opponent if it makes contact the same time with the opponent.
Fixed Pac-Man being unable to defeat the opponent.
Fixed Fygar using an incorrect color on the Battle City palette.
Fixed Mappy's Door Wave crashing MUGEN if it hits multiple targets in Simul.
Fixed Pac-Man not disappearing when he chomps a second target in Simul.
Got another minor update for Famicom FIghters: http://mcjimmy.net/famicomfighters.html Standalone characters will receive their update sometime this week with these changes.
Change list: Characters ----------------------
Fixed issue of (Charge) Back, Forward command specials not chaining off basic attacks when facing left. (Applies to Simon, Dig Dug, Thonolan)
Mario:
Fixed infinite Air Fake Fireball
Samus:
Fixed Samus's Air Wave Beam using up all your power if you chain it off of an air projectile.
Fixed Metroid Trap causing issues with Urban Champion and Star Man.
Fixed an issue where Takamaru couldn't be summoned again after getting hit.
Fixed bug where Kraid Crouching Assist was not doing damage.
Star Man:
Fixed bug where Star Man may attempt to pin the opponent when the opponent is not on screen. (Caused by the opponent going into a death state via helper.)
Star Man EX Shooting Slam will now force opponent to turn the other way if the opponent faces the same as Star Man.
The Amazon will now make the opponent go into their appropriate death states.
Mega Man:
Ground Metal Blade + Shadow Blade:
Recovery increased by 10 frames.
The blade comes out slightly higher and further away from Mega Man's center.
Thonolan:
Fixed Sky High Kick causing a crash in Simul if it had multiple targets.
Dig Dug:
Dig Dug's hook will disappear and drop the opponent if it makes contact the same time with the opponent.
Emergency update for Famicom Fighters, the last update managed to break Dig Dug's EX Rock Drop. (This update also fixes the Vacuum Wave portion of Ryu's Furious Blade not acting the super finish screen.) http://mcjimmy.net/famicomfighters.html
Characters that use the Charge Back, Forward motions (as well as similar charge commands ending in forward) can now end the command with a down-forward to activate the move. (Applies to Simon, Thonolan and Dig Dug)
Urban Champion:
Minor fix on Urban Champion's nose in his portrait.
Fixed bug where Urban Champion would freeze on the first frame when he won the match.
Samus:
Fixed issue where Metroid Trap didn't activate the Super Finish screen if the opponent was KO'd due to mines.
Simon:
Fixed bug where the text for Medusa's Wrath didn't show up for the Super Finish.
Characters that use the Charge Back, Forward motions (as well as similar charge commands ending in forward) can now end the command with a down-forward to activate the move.
Urban Champion:
Minor fix on Urban Champion's nose in his portrait.
Samus:
Fixed issue where Metroid Trap didn't activate the Super Finish screen if the opponent was KO'd due to mines.
Simon:
Fixed bug where the text for Medusa's Wrath didn't show up for the Super Finish.
Bomberman:
Removed Bomberman's Air Light Punch's ability to regain control in mid-air.
Fixed bug where Bomberman's Destruction activated on non-target hits.
Dig Dug:
Fixed bug where hitting multiple targets with Rock Drop could cause the game to freeze.
Ryu:
Fixed Standing Strong Punch and Crouching Strong Punch using incorrect colors.
Fixed the super finish screen reappearing at the beginning of a round.
Dig Dug now has a standalone M.U.G.E.N version! He's scaled up (with a file to resize him back) and comes with his own configurable file. He's based on the most recent update of Famicom Fighters.
EX Nova Whip will now grab opponents that are hit and it can be used in the same combo with another regular Nova Whip without the opponent breaking out.
Some of Star Man's alt palettes now use alternate victory music based on palette's origins.
Standalone-specific changes:
Added new config variable: Var(48) for disabling custom victory music.
Dig Dug (Taizo Hori) released, all Famicom Fighters chars updated
Dig Dug now has a standalone M.U.G.E.N version! He's scaled up (with a file to resize him back) and comes with his own configurable file. He's based on the most recent update of Famicom Fighters. All other standalone characters have been updated based on said update as well.
Stages ---------------------- -Mario's stage now uses a new track: Super Mario Warrior by MC Jimmy!
Characters ---------------------- -The buttons for punching and kicking were reversed: A and B now align with the 6-button control scheme. --This also means the default palette is now set to A. -Damage dampener was updated: each attack now scales the player's damage by a certain amount rather than relying on the number of hits. -Attack priority was reworked on all characters and they now rely on hitboxes rather than MUGEN's own priority system. -Mid-position hit sprites were readjusted. -Attacks that cause burn/shocks now don't force the opponent to restand. -All characters now have unique frozen sprites. -Upon defeating the opponent with a super, a "super finish" screen will appear with the super's name. -Certain alternate palettes will use a different victory fanfare from the character's default one. -All characters that had color separation (Mario, Urban Champion, Samus, Simon, Thonolan) have their color separation palettes updated. This was mainly to separate colors for helpers and other objects from the character. --Mario and Simon had their palettes revamped. --Mario's hands are now color separated. -Several characters (Mario, Urban Champion, Star Man, Bomberman, Ryu, Thonolan) have had their horizontal velocities increased for their forwards/backwards jumps.
Mario: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Standing Light Kick, Standing Strong Kick, Crouching Light Punch, Crouching Strong Punch, Crouching Light Kick, Crouching Strong Kick, Jumping Light Punch, Jumping Strong Punch, Jumping Strong Kick, Raccoon Tail (Light, Strong, Air) -High Kick startup decreased by 2 frames. (8F -> 6F) -Standing Hit, Crouching Hit and Popped sprites were redone. -Crouching hitbox was slightly increased height-wise. -Crouching Light Kick startup was increased by 1 frame. (4F -> 5F) -Most of Mario's alt palettes how use alternate victory music based on palette's origins.
Urban Champion: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Standing Light Kick, Standing Strong Kick, Crouching Light Punch, Crouching Strong Punch, Crouching Light Kick, Crouching Strong Kick, Air Light Punch, Air Strong Punch, Air Strong Kick, Low Smash, Face Breaker, Gut Punch, Guard Attack, Quick Dash -> all punches, Fistul Fury, Slide Punch, Fist Fury, Sewer Brawl -Standing Strong Punch startup increased by 2f (6F -> 8F) -Active frames of Low Punch use a consistent hitbox -Standing Light Kick startup increased by 1 frame (4F -> 5F) -Air Strong Punch active frames decreased by 2 (6F -> 4F)
Samus: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Standing Light Kick, Crouching Light Punch, Crouching Strong Punch, Crouching Light Kick, Crouching Strong Kick, Air Light Punch, Air Strong Punch, Air Strong Kick, High Cannon, Low Hook
Star Man: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Kick, Crouching Light Punch, Crouching Strong Punch, Air Strong Kick -EX Nova Whip will now grab opponents that are hit and it can be used in the same combo with another regular Nova Whip without the opponent breaking out.
Mega Man: -These following attacks have had their range increased: --Standing Light Punch, Crouching Light Punch, Crouching Strong Kick, Air Light Punch
Simon: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Crouching Light Punch, Crouching Strong Punch, Air Strong Punch -Back Dash is now slower.
Thonolan: -These following attacks have had their range increased: --Standing Strong Kick, Crouching Strong Kick, Air Light Kick, Air Strong Kick -Thonolan's Standing Light Punch active frames increased by 3F (2 -> 5) -Much of Thonolan's mobility has been adjusted, with a slightly shorter jump and faster walkspeeds.
Bomberman: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Standing Strong Kick, Crouching Light Punch, Crouching Light Kick, Crouching Strong Kick, Air Light Punch, Air Strong Punch, Air Strong Kick -Air Light Kick can now crossup.
Dig Dug (hold onto your pants): -Walk speed decreased slightly -Both dashes are slower. -Basics in general have much more range (only exception is Jumping Light Kick). Priority has been overhauled (which will apply to all characters later on.) --Stand Light Punch: ---Recovery increased by 3F. (6 -> 9) ---Frame adv. changed: 3F (on hit)/1F (on block) (Originally 4F/-2F) --Stand Strong Punch: ---Startup increased by 2F (5F -> 7F). (Granted this doesn't make much of a difference for a chain-only move) ---Recovery increased by 5F (16F -> 21F) ---Frame adv. changed: from 1F/-5F to -2F/-4F --Rocky Fist (Forward + Punch): ---Startup increased by 5F. (13 -> 17) ---Frame adv. changed; from 10F/-8F to 6F/0F ---Dig Dug doesn't slide as far performing the move. (Despite this, the newer Rocky Fist still has slightly more range than the current one) --Toss Up: ---Startup increased by 1. (1 -> 2) ---Recovery increased by 7 (20-> 27) ---Frame disadvantage on block decreased by 1 frame (11 -> 10) ---Damage removed from initial throw but if the opponent is not hit, they take a bit of fall damage upon landing. --Stand Light Kick: ---Recovery increased by 1F. (13 -> 14) ---Frame advantage changed; from 10F/2F to 5F/2F. --Stand Strong Kick: ---Startup increased by 1F. (8 -> 9) ---Active frames decreased by 2F. (7 -> 5) ---Recovery increased by 4F. (19 -> 23) ---Move now knocks down regardless of what state the opponent is in. On the ground, it as a mini-launcher. ---Frame adv. on block mainly increased; from -12F to -10F --Step Kick: ---Dig Dug steps forward a bit further. ---Startup increased by 7F. (6 -> 13). ---Frame advantage changed; from 2F/-2F to 1F/-1F. --Crouch Light Punch: ---Active frames increased by 1F. (3 -> 4) ---Recovery frames increased by 2F. (9 -> 11) ---Frame advantage on hit decreased by 1F. (4 -> 3) --Crouching Strong Punch: ---Drops the head hitbox starting the later startup frames, active frames and the earlier recovery frames. This allows Dig Dug to go under mid-projectiles and certain attacks. ---Is now only super-cancellable. ---Frame advantage mainly increased; from -7F/-10F to -1F/-4F. --Crouching Light Kick: ---Startup decreased by 1F. (5 -> 4) ---Active frames increased by 2F.(3 -> 5) ---Recovery frame decreased by 2F. (12 -> 10) --Crouching Strong Kick: ---Startup increased by 1F. (8 -> 9) ---Active frames decreased by 2F. (5 -> 3) ---Recovery increased by 1F. (19 -> 20) ---Frame disadvantage decreased by 1F. (8 -> 7) --Jump Light Punch: ---Active frames increased by 16F. (2 -> 18) --Jump Strong Punch: ---Startup decreased by 2F. (12 -> 10) ---Active frames increased by 1F. (3 -> 4) --Jump Light Kick: ---Active frames decreased by 6F. (14 -> 8) ---The range on this actually decreased both downwards and to the right. However, he hits a bit deeper behind and directly under him. --Jumping Strong Kick: ---Startup decreased by 1F. (6 to 5) ---Active frames decreased by 1F. (6 to 5) ---Dig Dug goes back to his jumping sprite rather than leave his legs out. -Hook Toss now has a light version with less range and damage but comes out way faster. -Earth Smasher now has a strong version with less range but more damage. -Drill-In's motion was readjusted and the damage was nerfed. -Earthquake now doesn't put Dig Dug in the center. -Super Driller's damage was nerfed but now causes the opponent to be launched up.
Ryu: -These following attacks have had their range increased: --Standing Strong Punch, Crouching Strong Punch
Stages ---------------------- -Mario's stage now uses a new track: Super Mario Warrior by MC Jimmy!
Characters ---------------------- -The buttons for punching and kicking were reversed: A and B now align with the 6-button control scheme. --This also means the default palette is now set to A. -Damage dampener was updated: each attack now scales the player's damage by a certain amount rather than relying on the number of hits. -Attack priority was reworked on all characters and they now rely on hitboxes rather than MUGEN's own priority system. -Mid-position hit sprites were readjusted. -Attacks that cause burn/shocks now don't force the opponent to restand. -All characters now have unique frozen sprites. -Upon defeating the opponent with a super, a "super finish" screen will appear with the super's name. -Certain alternate palettes will use a different victory fanfare from the character's default one. -All characters that had color separation (Mario, Urban Champion, Samus, Simon, Thonolan) have their color separation palettes updated. This was mainly to separate colors for helpers and other objects from the character. --Mario and Simon had their palettes revamped. --Mario's hands are now color separated. -Several characters (Mario, Urban Champion, Star Man, Bomberman, Ryu, Thonolan) have had their horizontal velocities increased for their forwards/backwards jumps.
Mario: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Standing Light Kick, Standing Strong Kick, Crouching Light Punch, Crouching Strong Punch, Crouching Light Kick, Crouching Strong Kick, Jumping Light Punch, Jumping Strong Punch, Jumping Strong Kick, Raccoon Tail (Light, Strong, Air) -High Kick startup decreased by 2 frames. (8F -> 6F) -Standing Hit, Crouching Hit and Popped sprites were redone. -Crouching hitbox was slightly increased height-wise. -Crouching Light Kick startup was increased by 1 frame. (4F -> 5F) -Most of Mario's alt palettes how use alternate victory music based on palette's origins.
Urban Champion: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Standing Light Kick, Standing Strong Kick, Crouching Light Punch, Crouching Strong Punch, Crouching Light Kick, Crouching Strong Kick, Air Light Punch, Air Strong Punch, Air Strong Kick, Low Smash, Face Breaker, Gut Punch, Guard Attack, Quick Dash -> all punches, Fistul Fury, Slide Punch, Fist Fury, Sewer Brawl -Standing Strong Punch startup increased by 2f (6F -> 8F) -Active frames of Low Punch use a consistent hitbox -Standing Light Kick startup increased by 1 frame (4F -> 5F) -Air Strong Punch active frames decreased by 2 (6F -> 4F)
Samus: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Standing Light Kick, Crouching Light Punch, Crouching Strong Punch, Crouching Light Kick, Crouching Strong Kick, Air Light Punch, Air Strong Punch, Air Strong Kick, High Cannon, Low Hook
Star Man: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Kick, Crouching Light Punch, Crouching Strong Punch, Air Strong Kick -EX Nova Whip will now grab opponents that are hit and it can be used in the same combo with another regular Nova Whip without the opponent breaking out.
Mega Man: -These following attacks have had their range increased: --Standing Light Punch, Crouching Light Punch, Crouching Strong Kick, Air Light Punch
Simon: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Crouching Light Punch, Crouching Strong Punch, Air Strong Punch -Back Dash is now slower.
Thonolan: -These following attacks have had their range increased: --Standing Strong Kick, Crouching Strong Kick, Air Light Kick, Air Strong Kick -Thonolan's Standing Light Punch active frames increased by 3F (2 -> 5) -Much of Thonolan's mobility has been adjusted, with a slightly shorter jump and faster walkspeeds.
Bomberman: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Standing Strong Kick, Crouching Light Punch, Crouching Light Kick, Crouching Strong Kick, Air Light Punch, Air Strong Punch, Air Strong Kick -Air Light Kick can now crossup.
Dig Dug (hold onto your pants): -Walk speed decreased slightly -Both dashes are slower. -Basics in general have much more range (only exception is Jumping Light Kick). Priority has been overhauled (which will apply to all characters later on.) --Stand Light Punch: ---Recovery increased by 3F. (6 -> 9) ---Frame adv. changed: 3F (on hit)/1F (on block) (Originally 4F/-2F) --Stand Strong Punch: ---Startup increased by 2F (5F -> 7F). (Granted this doesn't make much of a difference for a chain-only move) ---Recovery increased by 5F (16F -> 21F) ---Frame adv. changed: from 1F/-5F to -2F/-4F --Rocky Fist (Forward + Punch): ---Startup increased by 5F. (13 -> 17) ---Frame adv. changed; from 10F/-8F to 6F/0F ---Dig Dug doesn't slide as far performing the move. (Despite this, the newer Rocky Fist still has slightly more range than the current one) --Toss Up: ---Startup increased by 1. (1 -> 2) ---Recovery increased by 7 (20-> 27) ---Frame disadvantage on block decreased by 1 frame (11 -> 10) ---Damage removed from initial throw but if the opponent is not hit, they take a bit of fall damage upon landing. --Stand Light Kick: ---Recovery increased by 1F. (13 -> 14) ---Frame advantage changed; from 10F/2F to 5F/2F. --Stand Strong Kick: ---Startup increased by 1F. (8 -> 9) ---Active frames decreased by 2F. (7 -> 5) ---Recovery increased by 4F. (19 -> 23) ---Move now knocks down regardless of what state the opponent is in. On the ground, it as a mini-launcher. ---Frame adv. on block mainly increased; from -12F to -10F --Step Kick: ---Dig Dug steps forward a bit further. ---Startup increased by 7F. (6 -> 13). ---Frame advantage changed; from 2F/-2F to 1F/-1F. --Crouch Light Punch: ---Active frames increased by 1F. (3 -> 4) ---Recovery frames increased by 2F. (9 -> 11) ---Frame advantage on hit decreased by 1F. (4 -> 3) --Crouching Strong Punch: ---Drops the head hitbox starting the later startup frames, active frames and the earlier recovery frames. This allows Dig Dug to go under mid-projectiles and certain attacks. ---Is now only super-cancellable. ---Frame advantage mainly increased; from -7F/-10F to -1F/-4F. --Crouching Light Kick: ---Startup decreased by 1F. (5 -> 4) ---Active frames increased by 2F.(3 -> 5) ---Recovery frame decreased by 2F. (12 -> 10) --Crouching Strong Kick: ---Startup increased by 1F. (8 -> 9) ---Active frames decreased by 2F. (5 -> 3) ---Recovery increased by 1F. (19 -> 20) ---Frame disadvantage decreased by 1F. (8 -> 7) --Jump Light Punch: ---Active frames increased by 16F. (2 -> 18) --Jump Strong Punch: ---Startup decreased by 2F. (12 -> 10) ---Active frames increased by 1F. (3 -> 4) --Jump Light Kick: ---Active frames decreased by 6F. (14 -> 8) ---The range on this actually decreased both downwards and to the right. However, he hits a bit deeper behind and directly under him. --Jumping Strong Kick: ---Startup decreased by 1F. (6 to 5) ---Active frames decreased by 1F. (6 to 5) ---Dig Dug goes back to his jumping sprite rather than leave his legs out. -Hook Toss now has a light version with less range and damage but comes out way faster. -Earth Smasher now has a strong version with less range but more damage. -Drill-In's motion was readjusted and the damage was nerfed. -Earthquake now doesn't put Dig Dug in the center. -Super Driller's damage was nerfed but now causes the opponent to be launched up.
Ryu: -These following attacks have had their range increased: --Standing Strong Punch, Crouching Strong Punch
So before I state what's going on with Famicom Fighters, I would like to apologize for not keeping things up-to-date on this forum. I could've done a better job of keeping things posted here and I've admittedly put more focus on Famicom Fighters' Twitter and Youtube accounts than I've done here.
So first off, there's a new update coming out tomorrow! Much of the update consists more of fixing and changing around a bunch of mechanics. Some of this includes a new damage dampener (based on scaling per move type instead of the number of hits), character's having unique frozen sprites, characters not re-standing when they're burnt or shocked and several other under-the-hood coding changes to deal with bugs. A slight heads up though, the punch and kick buttons have finally been swapped to match A and B on the 6-button control scheme. (I wanted to emulate the NES control scheme originally but I've noticed this ended up causing more confusion for people who are trying out the game. This change will also apply to the standalone versions.)
Dig Dug has received a bit of an overhaul in his basic attacks and has gained several other changes in regards to his specials and supers. (https://www.youtube.com/watch?v=5S3lwfFqA1g)
For standalone M.U.G.E.N releases, Dig Dug will be released on the 17th as well as an update for all standalone characters.
For the future, I was originally going to update Ryu for the the update after this one. However, as it's been a while since FCF's last new character I've decided to switch to working on Black Mage and getting him finished up as well. I'm also considering looking into IKEMEN GO and porting Famicom Fighters over to that. Whether or not that will become the main engine for Famicom Fighters is unknown and I'm not sure what to do in regards to the MUGEN version if that does happen. (Admittedly, it does look so tempting to switch over to it.)
In MUGEN 1.0, ParentVarAdd and ParentVarSet with no variables defined will cause MUGEN to crash without error upon selecting the character. Somehow this doesn't apply to VarSet and VarAdd (which will only do it once it loads the character into the fight and then throw a proper error.)