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Messages by xinyingho

    

Re: Freeza Z2

 November 10, 2014, 10:53:38 pm View in topic context
avatar  Posted by xinyingho  in Freeza Z2 [Project] (Started by Balthazar December 27, 2011, 06:59:29 pm
 Board: Official Z2 Char Dev

I'm joining everybody for cheering the insane work that the Z2 team is delivering. This is just incredibly amazing. I can't wait to get my hands on the final version!
    

Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED

 July 14, 2014, 06:16:38 pm View in topic context
avatar  Posted by xinyingho  in Hyper DRAGONBALL Z EVO 2014 -RELEASED (Started by Iced July 10, 2014, 04:33:17 pm
 Board: Hyper DBZ

It seems there really weren't any ill-meaning in that affair after all. Anyway, I wouldn't understand why anybody would want to give harms to this kind of fan project (besides copyright holders)...

Back to the topic, I've just downloaded the EVO pack and it's quite good to eventually be able to play Gohan and Freeza. I particularly like how Freeza turned out to be, especially when we finally got something else than sayans ;)
The new life bars are also nice, particularly the neat sonar effect on the radar. Now that there are those 'official' life bars, it would be nice to have the home and selection screens from the 1st 'trailer'. Without those, there is really something missing. I'm not a graphist nor an expert at MUGEN coding else I would try to do this myself in order to avoid the core Z2 team spending time on this secondary task. But having those screens implemented will indeed give a feeling of completeness (kinda).

Maybe Balthazar can release the template he used for the trailer to let somebody with free time and the right skills to develop them?
    

Re: Hyper Dragon Ball Z

 May 10, 2014, 01:40:56 pm View in topic context
avatar  Posted by xinyingho  in Hyper Dragon Ball Z: April 2014 initial release thread + discussion (Started by Iced April 05, 2014, 05:48:51 pm
 Board: Hyper DBZ

I've been following the Z2 project for a little while. Nice to know that the concept trailer got a nice reception and all. But aren't you afraid to be taken down by Bandai Namco or Bird Studio representatives because of this advertisement?
I mean I really doubt that it would end up as the SFxMegaman project. Capcom are known to hear what fans want to say, whereas Bandai is the exact opposite, simply milking their trademarks away without taking feedbacks....
    

Re: SSJ Goku Z2, Goku Z2 and Vegeta Z2 updated (19/10/2013)

 October 27, 2013, 07:37:07 pm View in topic context
avatar  Posted by xinyingho  in SSJ Goku Z2, Goku Z2 and Vegeta Z2 updated (19/10/2013) (Started by Cybaster October 19, 2013, 03:19:24 pm
 Board: Releases

Awesome! I've just discovered all those characters. AI is quite hard to beat though, or am I that weak?
Do you think you will give the same treatment to One Piece characters? Just suggesting but it would be awesome to finally get a suitable Street Fighter-like Luffy :p

Anyway, keep up the good work, can't wait to see the final versions of Gohan and other DB characters!
    

Re: Primer to GLSL in Mugen 1.1

 September 02, 2013, 08:47:41 am View in topic context
avatar  Posted by xinyingho  in Primer to GLSL in Mugen 1.1 (Started by aokmaniac13 August 15, 2013, 11:18:47 pm
 Board: Tips, Tricks, Tutorials

It's obvious that shaders will mainly be used to enhance sprite display in higher resolution than the one intended for those sprites.
There are a lot of stages developed to look nice in FHD or HD Ready, but most characters are still developed in very low resolution. So applying a shader would easily enhance them in those higher resolution, as mugen 1.0 doesn't have the graphic filter option of WinMugen anymore (diagonal edge detection, bilinear filtering and horizontal scanlines).
    

Mugen Multiverse - MvDvSvC evolution w/ Victory Screens

 August 27, 2013, 08:55:24 pm View in topic context
avatar  Posted by xinyingho  in Mugen Multiverse - MvDvSvC evolution w/ Victory Screens (Started by xinyingho August 27, 2013, 08:55:24 pm
 Board: Edits & Addons 1.0+

I already put this in the Mugen Multiverse dedicated thread. But I thought it would be better to put it in here.
So here a simple copy--paste of my previous message:

I made a small patch to the screenpack so that victory screens get enabled.
Nothing really fancy, it's based on the custom portrait system.def file, and the accompanying music theme was taken from the screenpack War Zone by NoZ.
So to make it work, you must alter your characters by assigning duracelleur custom portraits to Group=9000/Index=1 and re-assigning big portraits to Group=9000/Index=2, as the new victory screen uses the big portraits.

Download the patch for Mugen Multiverse 1.1 at http://towerofbabel.free.fr/test/MM-CGOF-1.1-VictoryScreenPatch.7z.

If you want to get this to work with the default configuration (i.e. without the custom portraits), simply edit data\mvdvsvc-unlimited-1.1\system.def as following:
1/ search for "p1.spr = 9000,2"
2/ change this line to "p1.spr = 9000,1"
3/ save your mod and launch Mugen
    

Re: Fighter Factory 3.0 Final Release Preview

 August 27, 2013, 09:21:01 am View in topic context
avatar  Posted by xinyingho  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

I'll release the source under GPL later. But it's better to use the built-in Lua scripting system than relying on a custom build. This way we can share Lua scripts so everyone can enjoy the new capabilities added to FF3.
So there's a scripting facility within FF3. Nice to hear that.
But after some thoughts, I realized that a batch mode won't do the job at all as custom portraits and characters don't necessarily share the same filename... I'll probably try to do a drag'n drop plugin for Windows Explorer based on FF3 engine, this way you'll just have to drag your portrait pcx on the character def and after dropping it'll override the character portrait automatically. It'll still be a kinda slow process but less painful than doing the full edit within FF3 ;)
I'll still try to add a batch mode though, it can still be useful.
    

Re: Fighter Factory 3.0 Final Release Preview

 August 26, 2013, 10:05:29 pm View in topic context
avatar  Posted by xinyingho  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

Hi all, I've just discovered this nice tool as I've never tried to create or mod a character before.
But I've discovered that the new trend is to change character portraits to match a screenpack. And for this, I have to directly modify a character .def using Fighter Factory. This can be quite annoying if I have to modify a lot of characters.
So, is there any batch mode to apply new custom portraits to several characters at once? If no, I'll be quite happy to help by adding this mode myself to Fighter Factory. I'm a professional developer proficient in C++ / C# / Java. But in order to do this, I need the source code.
    

Re: Mugen Multiverse - Cross generation of fighters. MvDvSvC evolution.

 August 26, 2013, 09:53:50 pm View in topic context
avatar  Posted by xinyingho  in Mugen Multiverse - Cross generation of fighters. MvDvSvC evolution. (Started by dura7ll3ur November 13, 2012, 11:08:16 pm
 Board: Your Releases, 1.0+

Ok I found out how to use the custom portraits... As it's not clearly stated anywhere, here's the modus operandi:
  • Get the tool called Fighter Factory. the following is the TODO procedure for v3.0
  • Launch the tool
  • Open the .def of the character to which you want to apply the custom portrait
  • Once the character loaded, switch to the Sprites view
  • Navigate through the 1st slider of the Sprites panel until you get to Group=9000 / Index=1 (it can be at the beginning, the middle or the end...)
  • Click on the 2nd button ("Load a new image for the sprite from a file...") of the Sprites panel and select the custom portrait you want to apply
  • When being asked "Do you want to crop the image?", choose No
  • In the following message box, uncheck "Reverse" and choose "Image's palette if not already added"
  • Save your modification
  • When being asked "Do you want to save the palettes of the group 1 based on the definitions?", choose Yes
  • Close Fighter factory and launch Mugen, all's set and ready!

And this must be done for each character. I wonder if there is any batch mode in Fighter Factory...

     Posted: August 27, 2013, 01:07:55 am
I made a small patch to the screenpack so that victory screens get enabled.
Nothing really fancy, it's based on the custom portrait system.def file, and the accompanying music theme was taken from the screenpack War Zone by NoZ.
So to make it work, you must alter your characters by assigning duracelleur custom portraits to Group=9000/Index=1 and re-assigning big portraits to Group=9000/Index=2, as the new victory screen uses the big portraits.

Download the patch for Mugen Multiverse 1.1 at http://towerofbabel.free.fr/test/MM-CGOF-1.1-VictoryScreenPatch.7z.
    

Re: Mugen Multiverse - Cross generation of fighters. MvDvSvC evolution.

 August 26, 2013, 12:16:17 am View in topic context
avatar  Posted by xinyingho  in Mugen Multiverse - Cross generation of fighters. MvDvSvC evolution. (Started by dura7ll3ur November 13, 2012, 11:08:16 pm
 Board: Your Releases, 1.0+

Thanks for the screenpack! It's working nicely here.
But I see we can use those custom portraits. How are we suppose to use them?
If I understand well, I must rename data/mvdvsvc-unlimited-1.1/system-customportraits.def to data/mvdvsvc-unlimited-1.1/system.def.
But then, what I should do with the all.7z archive file or with any of the pcx files?
    

Re: The King of Fighters XIII Screenpack

 June 23, 2011, 01:04:08 am View in topic context
avatar  Posted by xinyingho  in The King of Fighters XIII Screenpack (Started by EnlightendShadow March 30, 2010, 01:46:25 pm
 Board: Your Releases, 1.0+

All those people talking about ripping the original game...it saddens me.
It didn't happen with KOF XII and I do hope it won't happen with KOF XIII too.

I mean in the 90s emulation did make some bad collaterals on SNK business, but it was kinda ok at the time as most ppl couldn't buy the actual hardware to run the original games. But I really don't want to see the same situation happening here (nobody actually buying KOF XIII on Xbox360/PS3) else there won't be any KOF XIV...

Sorry for going off topic.
    

Re: [Theme Thread] KOF XII Sprite thread

 June 07, 2011, 09:02:28 pm View in topic context
avatar  Posted by xinyingho  in [Theme Thread] KOF XII Sprite thread (Started by Formerly Hoshi April 21, 2010, 10:07:34 pm
 Board: Graphics

Hi guys! I've just discovered this thread (been a long time since I last checked anything mugen).
And I must say that the sprites I can see in this thread are really impressive! It's still a long way until having actual complete sprite sheets but it's not the goal of what ppl are doing here ;)

Is there anybody that would do the same rendering for characters from the Streets of Rage series (heroes or enemies)? A good remake of SoR (called v5) has been released not so long ago and it would be cool to see something with HD graphics for it :)
    

Re: BlazBlue/SF2HD content ripper

 April 04, 2010, 07:46:23 pm View in topic context
avatar  Posted by xinyingho  in BlazBlue/SF2HD content ripper (Started by tunglashor February 18, 2010, 07:07:21 am
 Board: Your Releases, 1.0+

Is there any progress on the KoF XII extraction algorithm ? I can help with data as I got the Xbox version, but I don't know how to extract data from the disc as my PC won't read anything but some DVD video files from it...