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Messages by Anzai

    

Re: I'm looking for tips on ripping sprites from DS games.

 October 28, 2008, 02:58:54 AM View in topic context
 Posted by Anzai  in I'm looking for tips on ripping sprites from DS games. (Started by Anzai October 14, 2008, 04:12:17 AM
 Board: Development Resources

(sorry for my lack of pro. detail/words, i dont like to remember complex words)

im good at this kinda thing, i used artmoney to flip through sprites and animations for bleach and naruto games, and also did other stuff for some sprites

my tip is:

download ideas from the nintendo ds section as http://emulator-zone.com
download artmoney from ( i have no idea, http://artmoney.rs or somthin like that, just search for it)
load your game with ideas, set up ideas to your likeing
then get to the point in the game you want to start ripping

now if the game is a fighter or something that the characters are 2d ( dbz super sonic warriors, snk vs capcom, street fighter, bleach, naruto, etc. ) then go to properties, then opengl, then uncheck everything, but texture mapping.
youll notice that the characters now have a bg around them  do what you want to rip the sprites.

If your game is a 3d game, then uncheck all the opengl options, and then play with the lights ( seriously i wouldnt reccomend ripping from 3d games this way, its no real way to get the actual sprites from 3d figures, because of all the angles,zooms,  and animations )


as for artmoney, most of the values for ds games are from 06000000 - 06FFFFFF with different games, and emulator versions, the integers change

search for a value when your character is ready, then do an attack or movement or somethin, then filter the value to have increased, and then when their standing again, then filter it to have decreased Rep.
most games first value for char spr./anim. start with 1, wich is either the first frame for the anim. or the first sprite for that character

(if your playing bleach ds1/2,  the game use sprites for one character, so when the characters stand anim increase 1 time, then filter to have increased by 1, and the characters file will end with an 8, and have 3 other addresses for it)


and if you dont know how to use artmoney, then find a tutorial

(again, sorry for my lack of pro. detail/words)
I tip my imaginary hat to you, good sir, as your provided method has helped a LOT. Sprite ripping and cleaning now take less than 5 minutes per sprite, where it originally took 20 minutes, most of which was spent cleaning it. I really can't thank you enough for those tips, they've really helped =)
    

Re: I'm looking for tips on ripping sprites from DS games.

 October 16, 2008, 12:30:05 AM View in topic context
 Posted by Anzai  in I'm looking for tips on ripping sprites from DS games. (Started by Anzai October 14, 2008, 04:12:17 AM
 Board: Development Resources

I think there is one emulator which can disable layers, iIrc the name of the emulator is Ideas.
I've used iDeaS, and it can disable layers, however the list of supported games don't cover the Bleach games (japanese or english), so I might have to wait a bit until they cover them. =(
    

Re: I'm looking for tips on ripping sprites from DS games.

 October 14, 2008, 04:53:06 AM View in topic context
 Posted by Anzai  in I'm looking for tips on ripping sprites from DS games. (Started by Anzai October 14, 2008, 04:12:17 AM
 Board: Development Resources

I used a DS emulator, using pausing in conjunction with screenshots.
A tad simplistic, but it worked.

I seperated and cleaned up the sprites with MS Paint.
I'm already using an emulator (it's the only way to get easily get the sprites onto a computer :P), I was just wondering if there was a built in feature for disabling layers and such, or if there was a specific program to use that'd make it easier.
    

Re: B-kun presents: MVC Terry, Norimaro and Eddie by DarkRiem + updates

 October 14, 2008, 04:27:43 AM View in topic context
 Posted by Anzai  in B-kun presents: MVC Terry, Norimaro and Eddie by DarkRiem + updates (Started by Dalek Basara October 09, 2008, 05:34:38 PM
 Board: Your Releases, older Mugen

Cyber Akuma, didn't see it in the new MVC creations. Megaman might also have the problem, didn't download the update to verify though. :P
    

I'm looking for tips on ripping sprites from DS games.

 October 14, 2008, 04:12:17 AM View in topic context
 Posted by Anzai  in I'm looking for tips on ripping sprites from DS games. (Started by Anzai October 14, 2008, 04:12:17 AM
 Board: Development Resources

Any help appreciated. Should note that I'm looking for alternate methods, as I can rip using Animget but I don't want to resort to such methods just yet.
    

Re: Does this thing exist?/who is the author?/etc. thread.

 October 14, 2008, 04:10:14 AM View in topic context
 Posted by Anzai  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 PM
 Board: Requests

XP-Niijaku. Comes packed in the Niijaku full game.

Starfire- Scruffydragon. Online on the Marvel vs DC site.
    

Re: B-kun presents: MVC Terry, Norimaro and Eddie by DarkRiem + updates

 October 14, 2008, 04:08:29 AM View in topic context
 Posted by Anzai  in B-kun presents: MVC Terry, Norimaro and Eddie by DarkRiem + updates (Started by Dalek Basara October 09, 2008, 05:34:38 PM
 Board: Your Releases, older Mugen

CLSN's need a massive overhaul. He's got hitboxes in the middle of the air, and attack boxes behind him. And a number of sprites (mostly his falldown sprites) need reallignment.
    

Re: Does this thing exist?/who is the author?/etc. thread.

 October 06, 2008, 09:46:05 AM View in topic context
 Posted by Anzai  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 PM
 Board: Requests

    

Re: Kong releases : MvC2 Cyclops

 October 04, 2008, 10:52:15 PM View in topic context
 Posted by Anzai  in Kong releases : MvC2 Tron Bonne (Started by tetsuo9999 June 23, 2008, 07:20:36 PM
 Board: Found Releases

The code is bugged because Kong makes his characters with a template.
Thanks for clearing that up. Now someone, anyone, please post a specific bug in the code.

Does the Kong char or the opp. suddenly leave the screen and appear elsewhere at any time? Does the char/opp. freeze when they're not supposed to? Do any of them get stuck in certain animations infinitely? Do his chars cause your Mugen to crash?

I would answer that, but I'm not foolish enough to ruin my own roster just to still see if Kong's shit got bugs or whatever to help someone prove some kind of point. When I was a newjack who knew nothing, I played around with [Kong's] Pocket Fighter and Superbot (sp? Fuggit) characters, even his Strider, and actually thought they were cool. Infinites, bad timings and velocities, unfair loads of life being taken while fighting AI, piled on with everything that everyone else has been saying, that was enough specifics for me to grow wiser and know what kind of characters I wanna play with and watch on my roster. If this isn't enough to satisfy the Kong Dominions then I'm sorry;  I'll let someone else take the grenade, cause there's not enough time, energy or need for me to sit around and try to let someone on a forum I don't even know convince  me on why I should keep a Kong character.
    I'm sure Kong might be trying to improve (not for anyone else's benefit, but for his own), but while he's doing that, there's just too many other creators who put quality (not quantity) behind their creations, and not to be an ass, but I'll stick with Splode's Shuma (and the Shuma edit)
did splode made a shuma?  ???
No, but Sludge and Qkrtkf! did.
    

Re: Kong releases : MvC2 Cyclops

 September 25, 2008, 05:46:17 AM View in topic context
 Posted by Anzai  in Kong releases : MvC2 Tron Bonne (Started by tetsuo9999 June 23, 2008, 07:20:36 PM
 Board: Found Releases

I'm sure there will be updates as bugs and other issues get reported.
You're kidding, right?

His Sentinel, Magneto, and god knows how many of his other creations are riddled full of bugs, to the point where you can't beat them because of shoddy coding (Sentinel and Magneto can survive Rare Akuma's SGS and Instant-kill moves, on top of others) creates a clone everytime you hit them. -.-
    

Re: Kong releases : MvC2 Bone Claw Wolverine

 September 03, 2008, 07:52:52 PM View in topic context
 Posted by Anzai  in Kong releases : MvC2 Tron Bonne (Started by tetsuo9999 June 23, 2008, 07:20:36 PM
 Board: Found Releases

ANYWAY. Back to the topic.
Sabretooth updated and Bone Claw Wolverine released.
Haven't tried Bone Claw Wolverine yet, but his regular Wolverine was pretty good. The AI could beat some of his other chars who fly and spam projectiles. I like that. There's only one bug that seems to be consistent, with the recovery roll, but I think he'll fix it soon.

Oh Really?Maybe Kong's getting better at making his characters then.
Doubt it.

Even vyn's (yuck) Wolverine could beat some tough AI, if you can stomach his god-awful palettes.
    

Re: Kong releases : MvC2 Wolverine

 September 03, 2008, 02:11:11 AM View in topic context
 Posted by Anzai  in Kong releases : MvC2 Tron Bonne (Started by tetsuo9999 June 23, 2008, 07:20:36 PM
 Board: Found Releases

you can do berserker barrage to ur heart is content.. either draining all of p2 life, or if they jump of it.. you can do it till forever.

the vels are wrong for it to.. berserker barrage x is way to dam fast, weapon x isnt aligned right, and his meele hyper cmd is wrong and its just a mess..
Vels being wrong are far from the main problem with all Kong creations. The most glaring issue is he can't code and it usually results in buggy characters that spawn clones when hit/thrown, and really god-awful CLSNs.

Him ruining [character] is hardly new, since there's other conversions of whatever he releases. Like Sander's Wolverine, or Eli's Venom.
    

Re: Mr.Karate Released (Beppu)

 June 02, 2008, 11:08:45 PM View in topic context
 Posted by Anzai  in Mr.Karate Released (Beppu) (Started by boba knocks out May 30, 2008, 06:18:17 PM
 Board: Found Releases

I've got a mr karate from Duende Macabro, any other? Beppu's version gets owned by Duende Macabro's version though.
Kurai Naito's is probably the best Karate out, in my opinion. Though it's labeled as "incomplete" on his site, it seems pretty complete.
    

Re: Rugal_E version 1.5

 May 30, 2008, 05:27:02 AM View in topic context
 Posted by Anzai  in Rugal_E version 2 released (Started by EvilSlayerX May 30, 2008, 02:15:35 AM
 Board: Your Releases, older Mugen

-Waaaaay too many NotHitBy codes. I can see Supers and maybe Counters, but the actual Specials? He also has it during his blocking state, which is a big no-no as you can't grab him, a tactic used against turtles.

-Intro for round 2 is unnesscary, to me at least, as he's not activating an anti-cheap mode or gaining anything special. Might be me though.

-Projectile shield's effect looks ugly, at least to me. I like the Reppuken's sprite though, very crisp looking.

-AI is a nice touch, but with the NotHitBy coding in his specials and blocking state, makes it nigh unbeatable as he always cancels out of his dodge into a blocking state.

-Pause time isn't nessecary when he activates his counters, as they always hit the opponent as the fireball tracks the opponent while the throw is unblockable.

-Fireball counter can "errupt" in mid-air, which is very weird looking. Might make it "track" the opponent on just the ground when activated.

-Combo system is nice, but you can deal 1/2 life with a single combo. Might consider a damage dampener.

-Some animations are nice (ground recovery) while some are weird (back-hop). Might work on them a bit more.

Overall, a decent first creation, but could use quite a bit more polish.

Ah, did you get version 1.5 or version .95?  Version .95 is the broken one, I'm not working on that version anymore actually, should I remove that link or not?  I mean the nothitby's on block for states 150-154 to prevent being thrown while in blockstun, I might have done it for states 120-160 instead.

Thats the Dark Barrier recolored actually, and I'm not a very good graphics guy at all, so I might have done a bad done at that.

Never thought of adding anything special for the second mode or a true boss mode actually.

In version 1.5, one of the versions of the Flame Barrier sends a projectile on contact with a projectile or a player, just to let you know. 

He does have a damage dampener actually, but one of the aerial specials deals a ton of damage to aerial foes, which makes the combo that strong.

I'm not a spriter, but what did you have in mind for the back hop?

Polish?  What do you mean by that?

-I got version 1.5, as it's obviously the newest version out. :P
-Yeah I noticed it was just a recolored Dark Barrier with a few tweaks, but the color makes it look ugly, in comparision to the CvS2 version.
-I noticed he has a damage dampener, but comboing the God Press (by the AI) seemed to do a huge amount of damage. Might have been a one-time thing however.
-I think the main thing about backhop is he has after images in his dash, but not in his backhop. You might consider his backflip/ground recover sprites though, as some characters in various games have a "backflip" instead of "backhop"
-What I meant by polish was he was a solid character, lacked a significant amount of balancing. With the right balancing, it'd be a worthy addition to most peoples rosters, but that's just me.
    

Re: Rugal_E version 1.5

 May 30, 2008, 03:58:14 AM View in topic context
 Posted by Anzai  in Rugal_E version 2 released (Started by EvilSlayerX May 30, 2008, 02:15:35 AM
 Board: Your Releases, older Mugen

-Waaaaay too many NotHitBy codes. I can see Supers and maybe Counters, but the actual Specials? He also has it during his blocking state, which is a big no-no as you can't grab him, a tactic used against turtles.

-Intro for round 2 is unnesscary, to me at least, as he's not activating an anti-cheap mode or gaining anything special. Might be me though.

-Projectile shield's effect looks ugly, at least to me. I like the Reppuken's sprite though, very crisp looking.

-AI is a nice touch, but with the NotHitBy coding in his specials and blocking state, makes it nigh unbeatable as he always cancels out of his dodge into a blocking state.

-Pause time isn't nessecary when he activates his counters, as they always hit the opponent as the fireball tracks the opponent while the throw is unblockable.

-Fireball counter can "errupt" in mid-air, which is very weird looking. Might make it "track" the opponent on just the ground when activated.

-Combo system is nice, but you can deal 1/2 life with a single combo. Might consider a damage dampener.

-Some animations are nice (ground recovery) while some are weird (back-hop). Might work on them a bit more.

Overall, a decent first creation, but could use quite a bit more polish.
    

Re: MvC2 Jedah by Kong released

 May 19, 2008, 11:12:37 PM View in topic context
 Posted by Anzai  in MvC2 Jedah by Kong released (Started by DMK May 19, 2008, 09:33:31 PM
 Board: Found Releases

What are you guys talking about? I saw no Read me talking about how Kong using Deuces Jedah and converted him.
DMK probably mistook my post on MI as "fact". I merely said that I had a feeling he "stole" Deuces Jedah, either the base code, the sprites, etc, and DMK assumed I knew what I was talking about. Fact is, I can't download it due to Mediafire not working with Opera (the only reason I'd grab him is to see if I'm right or not).
    

Re: MvC2 Megaman by Kong

 May 17, 2008, 03:57:56 AM View in topic context
 Posted by Anzai  in MvC2 Megaman by Kong (Started by DMK May 15, 2008, 09:56:14 PM
 Board: Found Releases

I have, Kamekaze has, Shinra has, and I think even Cybaster did once. He has not listened to any feedback at all.
I also did it consistently for all IMT creators for 3-4 months, and only Kong's topic was cleaned out within a few hours of my feedback being posted. He can't take feedback, and uses unimaginable logic explaining bug quashing ("If I can't replicate it, then it stays in" is vague, as he can just claim his Sentinel can be SGS'ed by Rarey in his idle stance (he can't, as it produces a helper for Rarey to grab instead) and he can essentially get away with murder because of it). Which is why I stopped giving feedback on IMT in general, him along with vyn refused to fix the problems in their creations, even if I flame-troll them in my feedback.
    

Re: MvC2 Megaman by Kong

 May 15, 2008, 10:28:33 PM View in topic context
 Posted by Anzai  in MvC2 Megaman by Kong (Started by DMK May 15, 2008, 09:56:14 PM
 Board: Found Releases

Kong just pumps out another MvC2 char each week. All messed up and with horrific AIs.

There's an AI patch pack for SOME of his releases, but like 5 of them are left out. it does make some of his stuff somewhat fightable though.
Even if they're "fair" it still doesn't make up for the overall bad coding in all his creations.
    

Re: DCvM Starfire released

 May 01, 2008, 03:55:05 AM View in topic context
 Posted by Anzai  in DCvM Starfire Updated (7/20/11) (Started by AudioVisual April 30, 2008, 05:18:12 PM
 Board: Your Releases, older Mugen

The starfire sprite was based on the sprite of the orginal DC Teen Titan Comic. But it would be nice to see the Teen Titan Cartoon Network version. Their are sprites of her that people have ripped from the online game.
There is a CN version of Starfire. And it's horrid, barely able to jump without tweaking out.
    

Re: MvC2 Bison by Kong

 April 25, 2008, 10:38:08 PM View in topic context
 Posted by Anzai  in MvC2 Bison by Kong (Started by tetsuo9999 April 24, 2008, 06:33:33 PM
 Board: Found Releases

Or the code has been like that for all this time in purpose and he keeps laughing at those not trying to learn and fix, seriously it looks like a trap. --;
Why "fix" them when there's much better versions out? ER's is probably the best Sentinel, while Hseih's Roll, Sunboy/Nobuyuki's Magneto, Splode's Strider, and VK's Bison are the best conversions of those respective characters (for those styles anyways). The only exception (maybe) is Omega Red (because OnslaughtX's counts as a beta), but even he's not worth getting. =/