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Yatagarasu Enter the Eastward sprite/sound rips

 August 26, 2024, 11:31:11 pm View in topic context
 Posted by KDT  in Yatagarasu Enter the Eastward sprite/sound rips (Started by KDT August 26, 2024, 11:31:11 pm
 Board: Resource Releases

Not trimmed or aligned, contains (I assume) all sprites from the new game, all sounds, and all set files unpacked
comes with python script used to decode and unpack, does not contain alternate colours (the sprites are paletted, just the actual palettes aren't included)

I imagine most of the sprites for old characters are duplicates so I didn't want to spend too much time on it which is why theres no alignment/trim
And its better to have rips of the new characters that arent aligned than not at all

https://mega.nz/file/pKB2ySbT#uQi9B7s9ODWS2GvHd-zSo9TyWWzdPuC5EQDWXyswYDg
    

R-Mika [WIP]

 September 01, 2021, 04:13:16 am View in topic context
 Posted by KDT  in R-Mika [WIP] (Started by KDT September 01, 2021, 04:13:16 am
 Board: Projects

Rainbow Mika from Street Fighter Under Night in Birth!

This is my first serious attempt at a character meant for humans, so feedback on that front so I can get it to a quality im happy with would be great.
I'm currently fairly happy with the way it works in a controlled enviroment atleast (mirrors), although I can't personally test every character against this one.
I'm probably overlooking something simple that makes it unplayable garbage though, but thats why I'm releasing in WIP and not Releases.

1.1 only due to camera zoom.
The effects have been remade from unist's textures, so they look similar to unists.
Move properties such as hitboxes, hurtboxes, move velocities, damage, hitstun etc are mostly source accurate (iirc, it has been a while since I ripped the data).
Grd/Vorpal removed for compatibility reasons and replaced with a metered roman cancel, and a infinite meter heat-esque mode.
Contains a significant improvement to my previous Tetris AI included with waha+.

Todo:
AI (Currently not really usuable, does basic ground to ground combos but thats about it).
Metergain hasn't been balanced.
Block/Hit properties haven't been thought about, so probably some stuff that should be blockable isn't and vice versa.
General polish, bugtesting and fixing. There may be several bugs just due to the way hitstates work (every one is a custom state).





Character Download:
https://mega.nz/file/BC4TCYKa#NG92gzNjw6J39haaWRF14QDsXgz-Ft_FmtEe3kgBxbA

PS: if you want to take my effects and apply them to a different mika, thats ok.
    

Chaos Code Character Sprites

 June 27, 2017, 04:36:13 pm View in topic context
 Posted by KDT  in Chaos Code Character Sprites (Started by KDT June 27, 2017, 04:36:13 pm
 Board: Resource Releases

    

Re: Nitroplus Blasterz Heroines Infinite Duel sprite rips

 April 19, 2017, 04:18:16 am View in topic context
 Posted by KDT  in Nitroplus Blasterz Heroines Infinite Duel sprite rips (Started by KDT December 27, 2016, 10:54:55 pm
 Board: Resource Releases

Well If is possible select/versus and hyper portraits of this game. Thank you very much for your hard work! See you.

The select/versus portraits have been added to the main post (without colours, so you'll have to colour it in yourself until I rip the palette file from wherever they are)

    

Re: Nitroplus Blasterz Heroines Infinite Duel sprite rips

 April 16, 2017, 12:39:24 pm View in topic context
 Posted by KDT  in Nitroplus Blasterz Heroines Infinite Duel sprite rips (Started by KDT December 27, 2016, 10:54:55 pm
 Board: Resource Releases

Can you rip all the portraits of the game? If it´s possible  .png images with transparency. Thank you very much!

The portraits next to the lifebars?

I should be able to get these out
    

Re: Nitroplus Blasterz Heroines Infinite Duel sprite rips

 April 16, 2017, 12:54:48 am View in topic context
 Posted by KDT  in Nitroplus Blasterz Heroines Infinite Duel sprite rips (Started by KDT December 27, 2016, 10:54:55 pm
 Board: Resource Releases

Those sprites are duplicates of 0944-0004, 0944-0005, 0944-0006, 0944-0007, 0944-0012, 0944-0002, which aren't broken.
    

Re: Nitroplus Blasterz Heroines Infinite Duel sprite rips

 January 17, 2017, 10:10:33 am View in topic context
 Posted by KDT  in Nitroplus Blasterz Heroines Infinite Duel sprite rips (Started by KDT December 27, 2016, 10:54:55 pm
 Board: Resource Releases

Did you plan to rip the Sounds/ Voices aswell?
I will definitely not push you to do it. Just if it isn't too hard to do it. (I have no idea of it, sadly...)
You already achieved something totally awesome I'm very thankful for! m(__)m


Game has individual sliders for bgm, sfx and voice so it can be ripped manually just by recording the sound with only one slider enabled, will get around to it at some point.
    

Re: Nitroplus Blasterz Heroines Infinite Duel sprite rips

 December 28, 2016, 08:32:36 pm View in topic context
 Posted by KDT  in Nitroplus Blasterz Heroines Infinite Duel sprite rips (Started by KDT December 27, 2016, 10:54:55 pm
 Board: Resource Releases

    

Nitroplus Blasterz Heroines Infinite Duel sprite rips

 December 27, 2016, 10:54:55 pm View in topic context
 Posted by KDT  in Nitroplus Blasterz Heroines Infinite Duel sprite rips (Started by KDT December 27, 2016, 10:54:55 pm
 Board: Resource Releases

These were ripped via the games memory, so the sprites are named weirdly when multiple sprites are onscreen and there is no animation data for sub animations like Saber's sword and Al's wings, although in the case of Saber's sword the one that fits in her hand is obviously correct.
i.e.
0000-0001 is the second frame of the 0th animation (idle) i.e. sabers body
0000-1001 is another sprite being displayed on the second frame of the 0th animation i.e. Saber's sword
0000-2001 is yet another sprite being displayed on the second frame of the 0th animation i.e. one of Sonico's cats
etc.
The anim file doesn't know which one of these are correct so it always uses xxxx-0xxx

These all come with anim.air which contains hitboxes and framedata.

No SFX at the moment, I think I can rip these with the ingame rotation (rather than just facing the camera) to make them actually useful. No ETA on that though
Some sprites are glitched in some places but it should still be usable, Sonico's cats, Homura's clothes exploding in intro etc.
Some moves have really large frame times, this is because of a pause that I had to manually advance, so those times don't matter, usually the first few frames of supers, and certain moves that are waiting for a sub animation to finish

Entire Folder: https://mega.nz/#F!AZFGGSxB!5Tk2fC52Mbr8XRCWvQ4VHg (Download as Zip to get all the files at once)

--- INDIVIDUAL FILES ---

AL: https://mega.nz/#!0Q9kBDaY!NYRzLC2nszPI-jsUcUe-OB7gfNlUiOXSCC4TmOOQJDU
ANNA: https://mega.nz/#!UZ0yRDDb!PZkiyAZDAKXdBXrYkiHeH2tYsljm2G72tue9Pp2QxRo
EIN: https://mega.nz/#!kYUC0TLB!wu9qkinP0mYXDWvBYAXHor4LW6NHsicLtjA_8VVjwtU
ETHICA: https://mega.nz/#!xRUnUZ4a!FgjSc88GM3Kc6wpZFLxvesNch2XJKGj81BiLX-OPwoE
HOMURA: https://mega.nz/#!VFUTwSgD!tQ88_Ibs26aCWOcm3mA5wOld7XRDfasTk0hfQT5tCsI (has some glitched sprites)
IGNIS: https://mega.nz/#!AANFEKYa!aA2Dnz08Kefjse--rjhX9ORim6eFSkMMGS_HhniO1pk
MORA: https://mega.nz/#!QIVRBZTS!_pUnfAnjNKfRANllNgc7XkYX8rA10eqxRI1qDz0YFLM
MURAMASA: https://mega.nz/#!BJUzFLrb!XOU0516sXWXM4vwnK_X_S6TGP7MVsvFpIS0cLGwUQZ4
OUKA: https://mega.nz/#!lAd1UCQT!836OflvoWUAhwUz7T6l1pIRWCnydmr55TufVWZNALvE
RUILI: https://mega.nz/#!dAEWlIZD!geiUtUH_EIBGKctFS1iw9bvSjGm6qRos6VRvRSlC9I8
SABER: https://mega.nz/#!wcNBXKbK!P74Ak8EgD95ca4e1DBfLFZd-dlsUDhMWcin9-s82ZMw
SAYA: https://mega.nz/#!gdcFhQIS!dj7GjaG5kPIw6cZt0Zz21t61xlI_pQoMMzsqu4U_UCc (has some glitched sprites)
SONICO: https://mega.nz/#!FNUxnYjR!7M8Pb_dM_TU-k420Pc8SS99OaI3T-kYR3V03s0vix7I (has some glitched sprites)

SWIMSUITS:
HOMURA: https://mega.nz/#!tNkiARaA!MbXLy2OX3MApS3k3RAEqikpdzYjqcGvUAhSn1Kizyls (has some glitched sprites)
HEART: https://mega.nz/#!FIdWjZxK!_N6CN4FxpSLCBuBR_NEXnvT2YCR7D_TFsnAMjXe3xEE
SONICO: https://mega.nz/#!5dsj1CpD!aq-uTkyIGOYfQ8BR6dWRKdP-iDGTP13nJOxvEyUgI-k (has some glitched sprites)

ASSISTS:
https://mega.nz/#!YZ0QUDoJ!6MXvefdP2zQ6o4fRpLaotVfvvbvgc42pQwqCANKUtmE

Assists have a palette but in grayscale, SFX is either additive (black bg), multiplicative (white bg) or partial trans (trans bg), These spritesheets have garbage in between sprites but you have to cut them out anyway.

SELECT PORTRAITS:
https://mega.nz/#!0J9QWBBY!pEeSb7d-do1QTkfL1e86aBetwecBtRWAyejfSre7q9o

Paletted but in grayscale, these are the sprites that show up in character select.

----------------

If you want the SFX in raw format you can rip them with any directx3d ripper, they come out in 2048x2048 dds files however they will have no rotation or scaling and will have to be manually rotated with PS CS6 or Blender / Maya etc.

Below are the tools used to rip these sprites in case you want to improve upon this method.
The cheat table has all the memory offsets for important data relating to the sprites, including velocities, offsets, hitboxes and sprite data
Cheat Table: https://mega.nz/#!JMMEFJRY!xShsotUhBY1VIM1A5TajgiU_ClrzDlNqwBQEAnN1rcU
Source Code: https://mega.nz/#!VckDES6L!8NXudb7wBumJU11IEkDbg7ZLRbrsJDiTksz22f4x6bg

    

Re: Afterimages pissing you off? Well they're broken.

 June 10, 2015, 06:05:18 am View in topic context
 Posted by KDT  in Afterimages pissing you off? Well they're broken. (Started by Vans June 08, 2015, 03:41:26 pm
 Board: Development

This seems to work

Make a helper with a palette with all the red values adjusted -30, i.e 159,44,255 to 129,44,255 and draw the after imge from that
Code:
[State 0, Helper]
type = Helper
trigger1 = time = 1
trigger1 = numhelper(12000) = 0
helpertype = normal
name = "ai"
ID = 12000
stateno = 12000
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

Code:
[Statedef 12000]

[State 0, RemapPal]
type = RemapPal
trigger1 = 1
source = 1,palno
dest = 30,palno

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

[State 0, Turn]
type = Turn
trigger1 = facing != root, facing

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != root, anim
value = root, anim

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = root, pos x
y = root, pos y

[State 810, 1]
type = AfterImage
trigger1 = time = 1
time = 170000
length = 99
framegap = 3
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 256,256,256
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
    

Re: Waha+

 June 09, 2015, 03:41:46 pm View in topic context
 Posted by KDT  in Waha+ (Started by KDT June 09, 2015, 02:58:47 pm
 Board: Edits & Addons 1.0+

Did you really program an AI that plays a tetris bonus game?

That's fucking awesome lol, wow.

Yeah it could be alot better (with a lot of work). Mugen is missing to many features for it to be feasible to add support for holes, flipping pieces to fit into holes at the side, looking for the best move including the next pieces you know. Maybe if one week I feel like writing var(x) := n, 30,000 times
    

Waha+

 June 09, 2015, 02:58:47 pm View in topic context
 Posted by KDT  in Waha+ (Started by KDT June 09, 2015, 02:58:47 pm
 Board: Edits & Addons 1.0+

An edit to waha~ from nijikaku, I've had this lying around for a while but I don't really feel like adding anything else to it right now.
It has L>M>H>Sp>Super chains, its probably very broken if played by a human but its really only designed to play as AI vs AI.

Images: http://imgur.com/a/13EwG#0
Video of tetris AI: http://planetbanhammer.com/characters/tetris2.mp4

pals 1-4: normal
pal 5: bokosuka (coinflip)
pal 6: constantly drains hp and gets healed by damage
pal 7: instantly suicides
pal 8: divekick
pal 9: superarmour
pal 10: superarmour and giant
pal 11: god palette 1
pal 12: god palette 2

Only real reason I imagine anyone would want this character is that it has ai that plays tetris by nns if it gets a perfect set of blocks. (i.e. not starting with Z or S)
It also plays the catwalk minigame too (although it cheats at that, and just replaces all of catwalks code with catwalk code with cheat mode activated)
DL link: https://mega.co.nz/#!sVVgHZQY!ONDn58hmW3h1_rvaPVqiJ7HuefrTf7PJzBH9cizxQ0w
    

Re: French Bread

 February 18, 2015, 11:45:45 am View in topic context
 Posted by KDT  in French Bread (Started by aokmaniac13 December 24, 2014, 07:26:23 pm
 Board: Resource Releases