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Messages by Trololo


Re: Character of the Month: March 2022 Voting

 May 17, 2022, 03:10:17 PM View in topic context
 Posted by Trololo  in Character of the Month: March 2022 Voting (Started by Basara Starkiller May 02, 2022, 07:02:36 PM
 Board: M.U.G.E.N Discussion

Gouken and Dio. Good luck to all contestants though!

Re: Street Fighter Alpha Series

 May 05, 2022, 04:39:30 PM View in topic context
 Posted by Trololo  in Street Fighter Alpha Series (Started by Trololo September 29, 2018, 04:21:17 AM
 Board: Games Vault

Good to know you're back with this collection ;) you know you can get my help anytime, and also you can use anything of my collection on MFFA, Also, I replaced the Birdie image with the correct colors that was posted before

Thanks. And of course I'll be sing stuff from your collection. I mean, the chars I pointed out for you are exactly those I just took the links from yours collections, and later checked them out here. And sorry, but these aren't exactly the correct colors for Birdie. Trust me, I edited that damned message a lot lately, I would place it there if he would have X-Ism 1 palette, but that's his X-Ism 2 palette. Thanks for concerns though, maybe I just need to finally take myself in hands and boot up photoshop.

At any rate, the irony, while I said I couldn't promise I'll be actually expanding the stage selection I did exactly that. Now each stage has multiple authors to pick from, and each of these stages, for the sake of safety, were saved on my Mediafire too, so if something dies there - write it to me, I'll replace the link.
Finally took some if my time and made the Birdie portrait have proper colors.

Re: [W.I.P.] Street Fighter Alpha Series

 May 04, 2022, 01:51:45 PM View in topic context
 Posted by Trololo  in Street Fighter Alpha Series (Started by Trololo September 29, 2018, 04:21:17 AM
 Board: Games Vault

I'm sorry for bumping the thread, but it seems, that a single message cannot contain too much hyperlinks. So, I'll have to restructurize it and make the Stage Selection a different message, just for the sake of making myself some free links. Besides, I've got the plans to expand the stage selection with multiple versions for each, depending on authors (but I can't promise it'll actually happen though...), so I'll need them here too. Don't worry, my work on keeping this thing alive and expanding it bit-by-bit it still going. Would be neat if you'd check out the Player Select section and helped with any characters marked as "Missing".


  • Full Pack, collected by Tony Redgrave: Download
Spoiler: Stages One-by-One (click to see content)

  • Full Pack, collected by Tony Redgrave: Download
Spoiler: Stages One-by-One (click to see content)

  • Full Pack, collected by Tony Redgrave: Download
Spoiler: Stages One-by-One (click to see content)


Re: Street Fighter All-Stars - Version 1.0

 April 29, 2022, 11:20:41 AM View in topic context
 Posted by Trololo  in Street Fighter All-Stars - Version 1.05 (Started by RagingRowen April 29, 2022, 12:20:54 AM
 Board: Your Releases, 1.0+

Shit, then just merge these Movelist files properly and put a single file in the root folder, on the plain sight. Again, the same Root folder has many sub-folders, so hiding extra folder in them, even if the folder is uniquely named, is exactly that: HIDING. These folders is not just something you look into, you know?
And feel free to hit me up if you'll have problems with fixing anything mentioned. I'll give a hand.

Re: Street Fighter All-Stars - Version 1.0

 April 29, 2022, 07:12:17 AM View in topic context
 Posted by Trololo  in Street Fighter All-Stars - Version 1.05 (Started by RagingRowen April 29, 2022, 12:20:54 AM
 Board: Your Releases, 1.0+

Heh. You finally did it, eh?
Congratulations, pal! I'll try this stuff out.
OK, here is some fair feedback:
-First, and most importantly, it would be neat to have a unified MoveList for all the characters, since you deleted these out of their own folders. Sure, you have a lot of characters we might know moves for, but you also have new moves for some of them, and you have Retsu, at this point literally custom character.
-You could try and make some more difference between SuperPause SF. It might just me be, too used to P-Style and all, but at least LVL1 and LVL2 effects look the same to me.
-A fair warning: IKEMEN does NOT understand 2-Button and 3-Button commands. Maybe there are some workaround to make these work, but I know none I'd like to mess with.
-I'm not sure if Ryu's Rage Move is supposed to be invincible. AFAIK, moves like this are supposed to be tanky. Just asking, was that intended?

-I really like the effects for connected Shin Shoryuken for Ryu, but you could try and make that screen darkening go away fluidly instead of just spoofing out of existence.
-TBH, the animation of Ken's last kick in Shippu Jinrai Kyaku looks a little bit weird. But nothing serious.
-Alex's Boomerang Raid generates lost of Ground Hit sounds and effects. Maybe you need some help fixing that?

-Dan doesn't have alternative palettes. He only has a pink one.

-Also, Dan's Rage Move makes no sense. While most of Rage Moves in your game are fast AF and safe to the boot, Dan's is just a basic taunt, with nothing safe in it. Maybe you'll try to inspire with the way he handled his taunts in SF5?
-If done close enough tot he ground, Dan's EX Airborne Dankyaku just lands instead. With moves that defy gragity it's a good tone to use "animelemtime(x)>=" trigger along with that you already have in ChangeState for Langing, just to make sure character won't start landing before he does his part (aka reaches animelem X).
-Hissho Buraiken has too much positive HitVels, resulting in enemy pushing Dan back. ot that the move loses connection, but it would look better if it wouldn't push him like that.
-The same thing fro Dan's LVL3 as with Ryu's Shin Shoryuken: with more fluid fade-in after it's done it would look better.
-Maybe you better make Sagat's F+LK and F+HK a little bit slower on startup? I remember Tiger Teleport being more comfortable to execute in SF4's, and I did that on PS3 D-Pad too (meaning, it's comfortable enough there to execute with a single finger).
-Add "removeonhit = 1" to scar explode in Sagat's Rage Move. If he'll get hit while starting it, the Explod not disappearing is noticeable.

-Cammy's stage actually has a name: Fraserburgh Castle.
-Is this an intended hitbox for Spin Knuckle?

-Cammy's QCBx2+2k triggers Burn effects on the enemy. Again, is that intended?

-----Now, let me just show you my utmost respect for adding Retsu in your project. SF1 for Life, bahbee!-----
-Retsu's LPs don't have a Whoosh sound. Like, literally all of them.
-Retsu's QCF+P super doesn't have AfterImages.
-Retsu has Deadly Rave type of move... Talking about lack of Movelist again.
Overall your project feels really good. Once again, big congratulations on release, pal!

Re: Ryu by Trololo - Remade and Released

 April 25, 2022, 09:07:28 AM View in topic context
 Posted by Trololo  in Ryu by Trololo - Remade and Released (Started by Trololo April 01, 2022, 03:19:19 PM
 Board: Your Releases, 1.0+

OK, made a micro-update for this guy.
-Reviewed the Close HP's timings.
-To correspond this, slightly tweaked timings of Joudan Sokutou Geri.
-Decided to lower the HitVels of Close MP to allow it connect with Shoryuken. I doubt it's the best decision though, but as long as it works, I guess.
-Now this one is more serious: I just noticed I screwed up and Ryu gained the bar with some of his specials when Custom Combo was active (kinda shows how much I care about this feature, LOL). That is fixed.

Re: Increase velocity properly

 April 24, 2022, 05:42:51 AM View in topic context
 Posted by Trololo  in Increase velocity properly (Started by Charles_2011 April 24, 2022, 03:41:39 AM
 Board: M.U.G.E.N Configuration Help

Your codes here are these:
walk.fwd  = 2.67     
walk.back = -2   
You just change these values undil you'll be satisfied. As you can see for walk.fwd, it understands floats, meaning you can try adding .1, .15. .2, and gets, picking it up until you'll be good with your walking speed

Re: TEST RUN - Spritesheet Expansion Thread Addendum - Request thread

 April 21, 2022, 10:12:56 AM View in topic context
 Posted by Trololo  in TEST RUN - Spritesheet Expansion Thread Addendum - Request thread (Started by Graphicus August 09, 2013, 11:41:11 AM
 Board: Sprite Projects

Requestor: Trololo
Character/Game: Ryu, Street Fighter Alpha
Evidence of progress: funny thing is, it's a post-release thing already, I'm just pushing my luck here.
Requests: Ryusokyaku (Evil Ryu's axe kick).

As I said, I'm just pushing my luck here. My sloppy headswap of CvS animation still works, but if someone IS willing to make a more proper SFA thing outta this, then please, do so. If no one wants though - no problem.

Re: Strange helper during Custom Combo (POTS-Infinite)

 April 19, 2022, 04:30:50 PM View in topic context
 Posted by Trololo  in Strange helper during Custom Combo (POTS-Infinite) (Started by Momotaro April 19, 2022, 04:21:44 PM
 Board: M.U.G.E.N Development Help

Well, my best bet if for you to look into State 8400 (aka Helper's State). I'm sure mistake might be hiding there.

Re: Akuma idea thread

 April 18, 2022, 04:32:56 PM View in topic context
 Posted by Trololo  in Akuma idea thread (Started by RedDragonCats17 April 16, 2022, 10:24:36 PM
 Board: Idea Engineering

Dude, Akuma, like Ryu and Evil Ryu, are staples of SF. You can't really bring any new ideas to them. What you described right here is what would anyone do, really.
My only suggestion is for Shin Akuma: you could try and go for SFxTK styled Misogi for his Rage Move.

Re: Sheng Long idea thread

 April 16, 2022, 04:05:01 AM View in topic context
 Posted by Trololo  in Sheng Long idea thread (Started by RedDragonCats17 April 16, 2022, 12:54:01 AM
 Board: Idea Engineering

Well, THIS legendary piece gives us some ideas to consider. I'm not sure about what kind of system do you plan, but here are my ideas I got while reading this:

-Cancel Hadoken into Hadoken! Any form is good, you can go standing to crouching, anti-air to anti-air, anything goes. However, it will by definition be an EX Move (meaning, each cycle takes up 500 MP).
-Give him Zankuu Hadoken, make it work like SF4 (aka version decides projectile's trajectory) and give it the same Spam properties too, to recreate mentioned Messatsu Go Zankuu Agyo.
-Denjin Shoryuken. Make it work similarly to Denjin Hadoke in SF3. Aka, always unblockable, but requires charge.
-----Without charge it'll work similarly to LP version, but, obviously, be unblockable and will have shitty damage.
-----MAX Charge: LVL3 tier damage (because you not only need to charge the move to make it dangerous, but be up-close for it to work too), goes  further and higher than HP Shoryuken, multihits (in other words, works like Forbidden Shoryuken/Whiffed Shin Shoryuken). After enemy falls he get stunned too (but ONLY on maximum charge).

I'll looked into SF2 Hoax, and only thing I understood, aside from Mega-Damage and little to no recoveries from moves, is that he can do every special move in SF2. I'll thy to think of a good way to mix that in, but it'll take time.

Re: Ryu by Trololo - Remade and Released

 April 14, 2022, 08:50:23 AM View in topic context
 Posted by Trololo  in Ryu by Trololo - Remade and Released (Started by Trololo April 01, 2022, 03:19:19 PM
 Board: Your Releases, 1.0+

Heh. Nice videos. Thanks, pal! Why didn't you replace the small portrait though? He has the alt for Evil Ryu in the folder (though it's not even remotely perfect, had to use what I could).
Also, they kinda show how much of an ass is AI for this guy. Really needs more work... I just can't understand, I pick the ranges for moves' use perfectly, I measure it up with the help of AppendToClipboard with P2dist X being one of its parameters, and I test it all on KFM, with his thin hitboxes, meaning for characters with wider hitboxes it shall work even better. Why do they all always mash the hits long before the face of opponent for me? Do I miss something? Does it not count the distances between characters' AXIS Points?

Re: 2022 Character Updates (Nash added)

 April 09, 2022, 05:06:23 PM View in topic context
 Posted by Trololo  in 2022 Character Updates (latest May 14th) (Started by PotS January 15, 2022, 10:28:50 AM
 Board: Your Releases, 1.0+

TBH, I did find a thing for that small time of playing around with him I had.
-"FInal Mission" doesn't trigger Super K.O. effect.
I'll try to see him more in-depth later. Keep going!

Re: DeathScythe WIPs: Sakura

 April 09, 2022, 01:06:25 PM View in topic context
 Posted by Trololo  in DeathScythe WIPs: Sakura (Started by Nintendo DS July 05, 2018, 09:06:25 PM
 Board: Projects

I see. Well, that really IS an optimal option here. Keep it like that.
And yeah, I kinda forgot about MvC version.... xD

Re: DeathScythe WIPs: Sakura

 April 09, 2022, 12:33:25 PM View in topic context
 Posted by Trololo  in DeathScythe WIPs: Sakura (Started by Nintendo DS July 05, 2018, 09:06:25 PM
 Board: Projects

So, Dark Sakura doesn't get the EX Moves, eh?
Also, for Haru Ranman: you have a 3k command input for Midare Zakura anyway. So, why not use a proper "QCBx2 + 3K" for Haru Ranman? that I think of it, what would be the difference for Dark Sakura's LVL3 Midare Zakura compared to its normal versions? For us, P-Styled junkies, it's at this point is P-Style's trait to rectrate moves' LVL3 versions as MAX versions of them in our chars. What's your idea there to outdo the MAX version, which is already, supposedly, based on LVL3 version of it in the games?

Re: Ryu by Trololo - Remade and Released

 April 06, 2022, 11:56:17 AM View in topic context
 Posted by Trololo  in Ryu by Trololo - Remade and Released (Started by Trololo April 01, 2022, 03:19:19 PM
 Board: Your Releases, 1.0+

- Shinku Tatsumaki helpers (vacuum helpers) can get hit and spawn a Ryu that disappears. You're missing a NotHitBy in their states.
- You forgot me in the credits for the sprites, like the knee attack (close medium kick) and the dodge. No big deal, just thought I should tell you.
- Speaking of sprites, I'm sure Balthazar made the Joudan Sokuto Geri (Donkey Kick) sprites better than what you're using (I'm guessing Reu's?).
- Any hitsound can be cancelled with another attack, even if it doesn't connect. It's easier to notice with Custom Combo but even just doing two light punches (and whiffing the second) does that.
- If you're quick enough, if you throw the c.MP twice, the second will not connect. Easier to get this problem in Custom Combo, but it's possible without it too.
- He can get power from any special move while in Custom Combo.
- The EX Hadouken, Shakunetsu and the different levels of Shinku Hadouken have shadow when they get parried/when they hit.

Crap, that's some solid feedback right here.
-It seems, I made a mistake there, and instead of NotHitBy I used HitBy. Fixed.
-See, that's exactly what I meant in the same ReadMe. If you're making a character with big breaks in between, like I do, you tend to forget some things when it's time to make a ReadMe. Added you in the credits.
-Well, TBH, I like Reu's version more. While Balthazar's is fairly good too, Reu's is just plain closer to SFA, IMHO. The only thing it kinda lacks is smear frame, but that is not something we can't survive without.
-That's weird, it doesn't happen for me. Tested it both on 1.0 and 1.1, HitSound does not get interrupted for me, whiffing the second jab doesn't cut off the HitSPund of the first one.
-Well, TBH, it was intended, because I wasn't sure if MP was supposed to cancel into MP. But yeah, I didn't think the way I cut this thing off would affect CC. Besides, SF4's trials say that you can CMP into CMP, so, I guess, I'll recton that one.
-Thanks. It seems I forgot about  "* !var(20)" in poweradd part of StateDefs. Fixed.
Ryu is reuploaded with mentioned stuff. Unfortunately, though, no review of timings P.o.T.S. suggested yet, kinda trying to figure out the math here. xD

Re: Character animation repeating

 April 05, 2022, 04:55:00 PM View in topic context
 Posted by Trololo  in Character animation repeating  (Started by Gabomon09 April 05, 2022, 04:49:52 PM
 Board: M.U.G.E.N Development Help

Well, I won't download him just yet, but here is a suggestion: check out StateDef 0 and if you HAVE the animation it refers to (Animation 0 by default).
The stuff like this usually happens if the state character is trying to change into doesn't exist, or the state exists, but the animation it's trying to trigger doesn't. And since it happens after literally any action, as long as you won't do another action, and that's including Intros, that must mean the problem is in the Stance state or animation.
Just downloaded and checked the character out. Indeed, the whole problem is because you made the Idle stance animation 1, while the stance state is trying to refer animation 0. So, change the animation's number to 0, and it shall work.

Re: Ryu by Trololo - Remade and Released

 April 04, 2022, 11:10:57 AM View in topic context
 Posted by Trololo  in Ryu by Trololo - Remade and Released (Started by Trololo April 01, 2022, 03:19:19 PM
 Board: Your Releases, 1.0+

In this particular case, I think the issue is that your animation timings for close hard punch are wrong. This one is 35 frames total in Normal (around 28 in Turbo), while you have it as 32. I can send you the guidebook where I get this from if you want.

Another thing I just noticed is that close medium or hard punch xx Shoryuken doesn't hit.
I see. Well, I'll try to adjust things for MP to connect Shoryuken. HP doesn't do that though.
And yes, a guide would be good. Any info about SFA3 is really appreciated, especially because of lack of thereof.

Fantastic and thank you for the reply I’m looking forward to seeing the tweaks also questioning whether or not you may one day do Akuma himself or even and bison in the style I absolutely cannot express how awesome these are

There are 3 things you never ask:
-You never ask a woman about her age.
-You never ask a man about his salary.
-You never ask Trololo about what he is going to do next. This guy right here never knows what he'll get a whim to do next, and even more he doesn't know if it will even survive to see a release. Ryu was lucky enough, even though I took several breaks on him.
If we're talking hypothetically though, Bison sounds interesting, but I don't really feel it either. My head tells me I finally need to update Charlie (for him not to be such a leach off P.o.T.S.'s version, kek), my heart tells me that a kinda customized version of Enja from SamSho would be great, but it might end up being something entirely else. So, no expectations from me, OK? xD

Re: Ryu by Trololo - Remade and Released

 April 03, 2022, 01:36:55 PM View in topic context
 Posted by Trololo  in Ryu by Trololo - Remade and Released (Started by Trololo April 01, 2022, 03:19:19 PM
 Board: Your Releases, 1.0+

You have 54 frames of total animation, whereas SFA3 uses 57, 58 or 59 (LMH versions) in Normal, which is about 46, 47, 48 in Turbo.
OK, I'll recheck that tomorrow.
We can thank Jesuszilla for that one, but Capcom always does it more or less like that. The hitbox you used is probably from the first frames, which is made wider to ensure the fireball doesn't miss at point blank.
Shit, I actually have it different... I guess, I really changed it because on 1:1 scaling it wasn't too comfortable to use like that. But I DID initially use the similar proportions, why I thought I still use them. Sorry for wasting your time here, I'll fix it, especially since now, with 0.8:1 it actually work stably enough.

In Winkawaks I count 22 frames of hitstun in Normal (18 in Turbo) while you gave it 26.
Hm. Maybe this whole situation is a misunderstanding between us?
You see, I much already explained that I even tried to recreate frame advantages for attacks I could, and funny thing is, despite you mentioning I use very long hitstun, the Training by Stupa tells me, that on hit the Close HP has -1 advantage.

I rechecked that on the emulator, there enemy recovers (aka enters the stance) one frame faster than Ryu, meaning Ryu's Close HP in the game is -1 on hit too. Maybe you can elaborate on what exactly is the hitstun you mention here? Do you mean the "ground.hitTime" parameter here?

Solid stuff. I've been out of the scene for a while, but I remember someone working on a CPS2 Ryu ages ago, framing it as a KOF-style Another Ryu. Was that you?

Also this is kind of a petty fix, but the readme currently has Evil Ryu's Shakunetsu as a QCF instead of a QCB.
Thanks. And no, the only Another Ryu I know it Ryon's. It fits the bill too, because it's SFA sprited. Also, he has a lot of custom sprites, like different Shoryuken, SF EX Tatsumaki, SF3 Tatsumaki and ets. If that rings any bells, then it's Ryon's (at least it says so in the authorname).
And yes, I'll fix that in ReadMe.

Re: Ryu by Trololo - Remade and Released

 April 03, 2022, 10:01:21 AM View in topic context
 Posted by Trololo  in Ryu by Trololo - Remade and Released (Started by Trololo April 01, 2022, 03:19:19 PM
 Board: Your Releases, 1.0+

I don't agree with that way of doing it, but if it's intentional it's cool.
Well, it's not even as intentional, as collateral. I kinda did the same thing with Cody previously, and it did work out, so I didn't see much need to fix it here too.

Sorry but, assuming they came from SFA3 Turbo, I think all those points (except air Hadouken of course) are inaccurate. I'm not trying to be a jerk so I can show it to you if you want.
Yeah, you're right here. I'm referring to Turbo 1 of SFA3 here. I know, it can NOT be entirely accurate because it skips every 7th frame, meaning animations can be different with different moment ot pause and frame skipping used. But, funny, it actually works in out favor here: if I'd refer Normal Speed, all the abovementioned stuff would take even longer. But I'd still like to ask your opinion if referring Normal Speed is actually better than Turbos.

Dust: If Ryu is on P1's side, you can see that the dust is a little to the right compared to Ryu.
Senpu Kyaku xx Tatsumaki: I meant it's weird that he can stay that long in the air. SK XX EX Tatsu works visually, but SK xx Regular Tatsu doesn't IMO
Dust: well, it's funny, because when set on pause it looks fine. I guess, it's looks like that because SFA animation of Tatsumaki isn't as centrical as it is in later games. I still referred here and placed it a bit to his left, I hope the position is good enough.
XX Tatsumaki: you know, thanks for insisting on it being a problem! I just found out that I done goofed with their execution overall: while physics is in the same broken state, I somehow failed to notice it's ALWAYS a 2-hitter, and that only HK version knocks the enemy down, and even there its hitvels are closer to Normal Ryu's Tatsu than by Evil Ryu's/Akuma's. The problem is reviewed.

It's hard to notice in most palettes because of the glove colors, but if you pick Master Ryu you can see some red from the gloves in his hair.
Well, it might look like that because Ryu's hair has the same tones of red as his gloves there. But again, CS palette tells us a whole story. As you can see, in palette with glove colors like THESE they would be easily seen if they would be in the hair.

Well I'm no saint either because I left it unblockable in mine for what, around 17 years? :laugh:
Yes, you sure did. Once again, welcome back aboard. Can't wait to see your next character when the time will come. Any plans on reviving that Ken?
Also, I gave a thought about sounds for Unique Moves and about Metsu Shoryuken stuff. Decided to follow your suggestion about the first one (hope I got the right sound), but I have to refuse for the second one. I KNOW it looks off, but you know, this whole scene not only is a re-state of the fact THAT'S how Ryu put that scar on Sagat, but kinda works like a direct reference to that exact scene from "SF2: the Animated Movie" (and THIS was NOT intended). So, yeah, now that I see it this way I can't bring myself to edit this out... xD

With everything mentioned above; I will say, I've kept your Ken and Ryu respectively in my main roster for quite some time; as thhe "younger variants", what you've done with these updates to me at least, is wonderful so far ... there are those aforementioned bugs and various issues here and there, but overall I'm enjoying this; and I hope to see you continue updating and working on him!  Really cool stuff!

Also, as I did read quite a bit; but not all above ... I will say Evil Ryu's teleports feel ... very fast.

Thanks for kinda words. Good to see some people REALLY use the Alpha versions here. And, well, my work with them will continue for as long as I won't be fine with them (with Ken I'm still not fine, so he will be updated someday, who knows how long will it take with my tempo of work).
And yes, it might be pretty fast. Have to say, here I used the values of DS's Akuma, but after later comparing them to SFA3 Max, I can say they're roughly the same speeds, so, yeah...
At any rate, Ryu is updated again, with small stuff mentioned above.