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Memory Treasures

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Messages by Memory Treasures

    

Re: SF3 Second Impact : Hugo stage

 June 01, 2024, 05:59:18 pm View in topic context
 Posted by Memory Treasures  in SF3 Second Impact : Hugo stage (Started by Phirmost June 01, 2024, 03:40:33 pm
 Board: Your Releases, older Mugen

Great! Thanks for sharing!
    

Re: Bob Wilson KOF Gameplay w/Max Mode & Ex Moves

 May 24, 2024, 11:18:38 pm View in topic context
 Posted by Memory Treasures  in Bob Wilson KOF Gameplay w/Max Mode & Ex Moves (Started by AnimugenZ May 23, 2024, 11:53:36 pm
 Board: Edits & Addons 1.0+

Nice work. Love you char choices.
    

Re: Edi E.'s Office (mugen Stage)

 December 07, 2023, 04:37:18 am View in topic context
 Posted by Memory Treasures  in Edi E.'s Office (mugen Stage) (Started by Rabano December 06, 2023, 06:02:09 pm
 Board: Your Releases, 1.0+

Very good, I like it!
    

Re: Junko Sendo w/MAX MODE and EX-MOVES

 July 16, 2023, 12:50:41 am View in topic context
 Posted by Memory Treasures  in Junko Sendo w/MAX MODE and EX-MOVES (Started by AnimugenZ July 12, 2023, 02:44:43 am
 Board: Edits & Addons 1.0+

Nice to see some of those KOF Kyo conversions.
    

Re: Hallway Fight Stage 1.1 & 1.0

 June 14, 2023, 04:13:09 pm View in topic context
 Posted by Memory Treasures  in Hallway Fight Stage 1.1 & 1.0 (Started by MatreroG June 13, 2023, 04:03:51 pm
 Board: Your Releases, 1.0+

Great work! Your stages are incredible!
    

Dampir Edited stages

 September 03, 2022, 07:32:38 pm View in topic context
 Posted by Memory Treasures  in Dampir Edited stages (Started by Memory Treasures September 03, 2022, 07:32:38 pm
 Board: Requests

    

Re: Columns Stages - Update

 July 09, 2021, 05:21:28 pm View in topic context
 Posted by Memory Treasures  in Columns Stages - Update (Started by Charles_2011 January 10, 2020, 02:23:58 pm
 Board: Your Releases, 1.0+

Hello Charles_2011!!! Is there any way to make this stages look fine in mugen 1.0? I have objects positions issues. Thanks

All stages that are using scalestart you have to manually change the sprites size on sff. You have to adjust the values of the positions on the def too, after the sprites reduced.
    

Re: Created a move, but only the CPU execute it.

 June 02, 2021, 11:49:31 pm View in topic context
 Posted by Memory Treasures  in Created a move, but only the CPU execute it. (Started by Memory Treasures June 02, 2021, 05:25:00 pm
 Board: M.U.G.E.N Development Help

Thanks, @NotAGoodName! Its working now.
    

Re: Created a move, but only the CPU execute it.

 June 02, 2021, 06:09:35 pm View in topic context
 Posted by Memory Treasures  in Created a move, but only the CPU execute it. (Started by Memory Treasures June 02, 2021, 05:25:00 pm
 Board: M.U.G.E.N Development Help

Thanks for the quick reply. Well, I think is not the name, because I changed and it same thing is hapenning.

The code for the move:

;EX beam1
[Statedef 1130]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 1100
sprpriority = 2
poweradd = -500

[State 0, PalFXWiz]
type = PalFX
trigger1 = !(gametime % 2)
time = 1
color = 0
mul = 256, 224, 0
add = 128, 128, 128
ignorehitpause = 1

[State 0, ExFX]
type = explod
trigger1 = !time
anim = 8210
sprpriority = 3
postype = p1
pos = 0, -55
scale = 0.5, 0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,1000
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1130,VarSet]
type = VarSet
trigger1 = 1
var(10) = 1

[State 1130,VarSet]
type = VarSet
trigger1 = Time > 7
var(26) = 0

[State 1130,Explod]
type = Explod
trigger1 = AnimElem = 8
anim = 1101
postype = p1
pos = 0,0
sprpriority = 4
supermove = 1
bindtime = 1
ownpal = 1

[State 1130,Helper]
type = Helper
trigger1 = AnimElem = 8
name = "EXShot1"
id = 1101
pos = 90,-49
postype = p1
stateno = 1102
helpertype = normal
ownpal = 1
keyctrl = 1

[State 1130,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,1

[State 1130,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = s1100,0

[State 1130,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1132]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 1102
spriopriority = 3
ctrl = 0

[State 1132,SprPriority]
type = SprPriority
trigger1 = 1
value = 4

[State 1132,Assertspecial]
type = Assertspecial
trigger1 = Animtime != 0
flag = noshadow

[State 1132,HitOverride]
type = HitOverRide
trigger1 = Time = 0
time = -1
attr = SCA,NP,SP,HP
slot = 0
stateno = 1134
ctrl = 0

[State 1132, muteki]
type = NotHitBy
trigger1 = 1
value = ,NT, ST, HT ,NA, SA, HA
time = 1

[State 1132,VelSet]
type = VelSet
trigger1 = Parent,Stateno = 1130
x = 1

[State 1132,VelAdd]
type = VelAdd
trigger1 = Parent,Stateno != 1130
x = 0.3

[State 1132,HitDef]
type = HitDef
trigger1 = Time = 0 && Var(21) = 0
attr = S,SP
animtype  = Hard
damage = ifelse(P2movetype = A,90,75),10 ;ifelse(P2movetype = A,75,50),5
hitflag = MA
guardflag = MA
pausetime = 0,12
sparkno = 0;S30002
guard.sparkno = S30040
sparkxy = 0,-2
hitsound = s1,5
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime = 15
ground.velocity = -50 ;-10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = -3.5,-7
getpower = 0 ;ifelse(Root,Var(25) = 1,0,140)
air.fall = 1
fall.recovertime = 15
yaccel = .6

[State 1132,ParentVarSet]
type = ParentVarSet
trigger1 = MoveHit
var(13) = 1

[State 1132,ChangeState]
type = ChangeState
trigger1 = MoveContact
value = 1133

[State 1132,DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeDist <= -20

;---------------------------------------------------------------------------
[Statedef 1133]
type    = S
movetype= H
ctrl = 0
velset = 0,0
anim = 8888

[State 1103,DestroySelf]
type = DestroySelf
trigger1 = P2MoveType != H

;---------------------------------------------------------------------------
[Statedef 1134]
type    = S
movetype= H
velset = 0,0
ctrl = 0
anim = 1133

[State 1134,DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

    

Created a move, but only the CPU execute it.

 June 02, 2021, 05:25:00 pm View in topic context
 Posted by Memory Treasures  in Created a move, but only the CPU execute it. (Started by Memory Treasures June 02, 2021, 05:25:00 pm
 Board: M.U.G.E.N Development Help

I'm trying to put EX moves on some of my characters and I managed it in a kind of unexpected way.
I copied the codes of the character's movement, put the command in cmd, the triggers for the operation in cmd too, created a new st.cns to place them and added them in def. Evidently I added sprites, sounds and air too.

Strangely, when I try to run the commands, they don't work. However, if I leave the character in CPU control, the movement is running smoothly. Checking the execution time, it is also within the normal range (30)...

I wanted to make it clear that I'm a novice and I know a little about codes, I managed to do this by reading some tutorials and identifying the parts of the codes and copying them to another place.

The codes on cmd:

[Command]
name = "EX beam1"
command = ~D,DF,F, x+y
time = 30

;Ex move 1
[State -1]
type = ChangeState
value = 1130
triggerall = command = "EX beam1"
triggerall = power >= 500
triggerall = statetype != A
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact

I will avoid to put the states fow now because they are too long.
    

Re: alt SFF for "Shen_Woo" by "ReixSeiryu"

 May 16, 2021, 10:42:43 pm View in topic context
 Posted by Memory Treasures  in alt SFF for "Shen_Woo" by "ReixSeiryu" (Started by dampir May 16, 2021, 09:59:47 pm
 Board: Edits & Addons 1.0+

Nice work as always!
    

Re: BurningSoul's FutureandPast Edits

 May 01, 2021, 12:00:53 am View in topic context
 Posted by Memory Treasures  in BurningSoul's Edited Characters (Started by BurningSoul March 04, 2021, 07:26:12 pm
 Board: Edits & Addons 1.0+

I wish you are feeling better.  Love those style adaptation! If I can suggest, I think a pots Tessa/Tabasa conversion it will be very well accepted.
    

Re: CPS2/VS Style Original/Edit Stages "Wizzy and AVPboy" - "The DSvSF Gallery"

 December 15, 2018, 02:45:06 am View in topic context
 Posted by Memory Treasures  in CPS2/VS Style Original/Edit Stages "Wizzy and AVPboy" - "DSvSF Gallery" (Started by AVPboy December 12, 2018, 10:24:16 pm
 Board: Edits & Addons 1.0+

Thanks for share! That's a beautiful collection!
    

Re: Saikyo Dojo by Vegaz

 November 20, 2018, 10:01:08 pm View in topic context
 Posted by Memory Treasures  in Saikyo Dojo by Vegaz (Started by Vegaz_Parrelli November 20, 2018, 04:59:35 pm
 Board: Your Releases, 1.0+

Nice work!  :lugoi:
    

Re: AI patch for Mr.Karate by Víctorys

 October 24, 2018, 05:38:42 pm View in topic context
 Posted by Memory Treasures  in AI patch for Mr.Karate by Víctorys  (Started by Hades666 June 23, 2014, 01:56:24 am
 Board: Requests

Sorry for bringing this topic alive again, but I'm in search of this A.I. too. Looked in various places and topics and not find.
Someone did this AI already?
    

Re: Hwa Jai KOF 2K2 UM Remake 85% Final

 December 23, 2017, 05:25:06 pm View in topic context
 Posted by Memory Treasures  in Hwa Jai KOF 2K2 UM Remake 85% Final (Started by Layanor December 22, 2017, 10:06:44 pm
 Board: Your Releases, 1.0+

Great work. Thanks for share! I love hose old KOF chars remakes.
    

Re: Lookin for a stage.

 October 21, 2016, 09:05:40 pm View in topic context
 Posted by Memory Treasures  in Lookin for a stage. (Started by PeXXeR October 19, 2016, 02:02:35 am
 Board: Requests

    

Re: Lookin for a stage.

 October 21, 2016, 08:55:54 pm View in topic context
 Posted by Memory Treasures  in Lookin for a stage. (Started by PeXXeR October 19, 2016, 02:02:35 am
 Board: Requests

I have this stage, I think is Metro Dream, the name of it. I upload and pass the link later.
    

Re: Victor (from Darkstalkers) by CNGSOFT, updated by simon99514 (10/11/2016)

 October 14, 2016, 11:41:51 pm View in topic context

738 kb only?
    

Re: Whip Remake Update (20/06/2016) By LunaTuna

 September 02, 2016, 09:27:48 pm View in topic context
 Posted by Memory Treasures  in Whip Remake Update (20/06/2016) By LunaTuna (Started by LunaTuna June 19, 2016, 04:32:04 pm
 Board: Your Releases, older Mugen

There is a way to lower the A.I. of the chars?