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Scal

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Messages by Scal

    

Re: [FRENCH ONLY] Amis francophones bonjour !

 September 17, 2023, 05:07:15 pm View in topic context
 Posted by Scal  in [FRENCH ONLY] Amis francophones bonjour ! (Started by [SX] August 27, 2007, 11:41:58 am
 Board: International

Wow, quelle belle brochette juste sur cette dernière page :o

Bonjour tout le monde :)

Je rôde toujours dans le coin même si je ne fais plus vraiment de conversions... mes dernières étant la collection entière des stage de SF - The Movie version console ainsi que le stage Marvel Super Heroes Vs. Street Fighter - Code Red.

La conversion de ce dernier est un peu particulière car j'ai extrait depuis la mémoire les infos de position des différents layers afin de reproduire les mouvements au pixel près via un convertisseur. Ca remonte à une période durant laquelle j'ai commencé à m'intéresser au data mining... et en combinant mes capacités en développement (vu que c'est toujours mon métier) avec les travaux de Vans sur tout ce qui tout KOF et spin-off, je dois dire que je m'amuse bien ces derniers temps avec le dev de KRDM :)


    

Re: Collab Egypt Stage from The King of Fighters 2003 made by Destroyal & OldGamer

 July 11, 2022, 09:19:34 pm View in topic context
 Posted by Scal  in Collab Egypt Stage from The King of Fighters 2003 made by Destroyal & OldGamer (Started by OldGamer July 07, 2022, 07:04:38 am
 Board: Your Releases, 1.0+

but yea the bgvolume is suppose to be 100 but the new FF give us the 255 lmao
This is more subtile than that: the parameter called bgvolume for DOS/WinMugen is now deprecated and replaced by bgmvolume, that parameter takes a floating-point value between 0 and 100, 100 (default value) meaning 100%. That makes the thing more clear in my opinion.

And since we are discussing about code quality, be aware that, even if it is syntaxically right, writing mask = 1 for an animation has absolutely no effect since animated elements are always "masked" by Mugen, whatever the value of that parameter is.

Nice release by the way :)
    

Re: All stages updated to Mugen 1.0

 April 18, 2022, 12:27:19 pm View in topic context
 Posted by Scal  in All stages updated to Mugen 1.0 (Started by PotS April 14, 2022, 06:45:20 pm
 Board: Your Releases, 1.0+

Hey PotS,

Glad to see you back and motivated.

What information about a stage do people need before downloading it?
Now that you ask, I can notice that you slightly update your stages. One example:

The color of the background part where the moon appears in your conversion of Kaibito Road is darker than in the source game.

I think that it could interesting to mention somewhere if your conversion is straight or enhanced in any way.
    

Marvel Super Heroes Vs. Street Fighter - Code Red

 September 09, 2021, 07:21:06 pm View in topic context
 Posted by Scal  in Marvel Super Heroes Vs. Street Fighter - Code Red (Started by Scal September 09, 2021, 07:21:06 pm
 Board: Your Releases, 1.0+

Hey guys,

Years ago, I was amazed by that beautiful stage when I played X-Men vs. Street Fighter / Marvel Vs. Street Fighter for the first time.
My first conversion attempt was back in 2007, I started something decent but never completed it.
My second attempt was in 2013 but... yeah I lost motivation.
This is now my third attempt and this time, I think I did it more than decently!



Spoiler: Video (click to see content)

Notes:
- Like I said, this is my third attempt to convert that stage, the beta released first attempt labelled as early alpha is now deprecated and removed from my site
- Data have been directly taken from Mame RAM and converted to Mugen code with custom tools, that explain why the code is so huge
- Start position of players has been arranged to match with 3:4 resolutions

Link: Here
    

Re: All stages of Street Fighter: The Movie (Console)

 September 08, 2021, 09:58:30 pm View in topic context
 Posted by Scal  in All stages of Street Fighter: The Movie (Console) (Started by Scal August 31, 2021, 12:13:02 pm
 Board: Your Releases, 1.0+

Thanks guys.
    

Re: All stages of Street Fighter: The Movie (Console)

 August 31, 2021, 01:57:17 pm View in topic context
 Posted by Scal  in All stages of Street Fighter: The Movie (Console) (Started by Scal August 31, 2021, 12:13:02 pm
 Board: Your Releases, 1.0+

Thanks for mentioning that! It should be fixed now.
    

All stages of Street Fighter: The Movie (Console)

 August 31, 2021, 12:13:02 pm View in topic context
 Posted by Scal  in All stages of Street Fighter: The Movie (Console) (Started by Scal August 31, 2021, 12:13:02 pm
 Board: Your Releases, 1.0+

Street Fighter: The Movie was the very first game I bought on Playstation. Despite its negative press, I loved this game that I played a lot.

Spoiler: Context (click to see content)

Here are the 15 stages of this game converted for Mugen:


Spoiler: More screenshots (click to see content)

Download link: Here

Enjoy!
    

Re: Aoi Kusanagi MUGEN CHAR

 December 27, 2020, 03:16:49 pm View in topic context
 Posted by Scal  in Aoi Kusanagi MUGEN CHAR (Started by Blue_blood December 25, 2020, 10:50:33 pm
 Board: Your Releases, 1.0+

Very nice release, congratulations to both of you.

Here are the things I have noticed so far:
- HSDM: green background effect interaction with WinKO effect gives a weird effect when opponent got killed by the very first hits. Maybe you should update them by adding the parameter kill = 0
- Run: able to roll / CD while holding down. Command moves / normal moves should be triggered instead
- Constants: head.pos Y slightly off (~ -10 pixels)
- Neutral jumps: do not play the good sound (regular jump) if down is briefly pressed before
- Debug messages flood (already mentioned by KoopaKoot)
- Throw escape: freezes some opponents, it happened against KoopaKoot's Takuma
    

Re: Takuma and Mr.karate xiii full spriteset

 December 20, 2020, 09:01:42 pm View in topic context
 Posted by Scal  in Takuma and Mr.karate xiii full spriteset (Started by demongorne December 20, 2020, 07:03:02 pm
 Board: Requests

    

Re: Jean Stage by Vegaz

 November 07, 2020, 03:56:28 pm View in topic context
 Posted by Scal  in Jean Stage by Vegaz (Started by Vegaz_Parrelli November 05, 2020, 03:31:38 pm
 Board: Your Releases, 1.0+

Thanks again, bro. Just trying to improve a little each day...
I can see that you are active and motivated so may I suggest the following :
- Mention the source of the game (Arcade, SNES, etc.), for some of us it might not be obvious to define it by ourselves. Ideally, mention it in a readme file, somewhere at the top of the code otherwise. Giving that information it in the release thread is a plus. Here: Source is SNES
- Specify when you edit something and maybe for what purpose you did it, some people look for straight conversions. Here: Edited to make the stage taller
- Pay attention to the code: In stage programming, WinMugen and Mugen 1.0+ share 95% of the code. Some sections disapeared while others have been updated. The parser won't throw an error for compatibility sake but porting a stage to 1.1 is more than adjusting size values and adding zoom parameters. Examples:
1) in the Music section, WinMugen bgvolume is now bgmvolume with a different usage
2) Info section adds parameters, these parameters are common because already used in characters since ages (author, version, mugen compatibility), they faciliate the identification of the stage by us and can be reused in characters code
    

Re: [FRENCH ONLY] Amis francophones bonjour !

 August 29, 2020, 07:42:57 pm View in topic context
 Posted by Scal  in [FRENCH ONLY] Amis francophones bonjour ! (Started by [SX] August 27, 2007, 11:41:58 am
 Board: International

Bon, on se le termine ce FMT Billy :D
    

Re: King from KOF 98 released by KoopaKoot

 August 03, 2020, 06:19:39 pm View in topic context
 Posted by Scal  in King from KOF 98 released by KoopaKoot (Started by walt July 27, 2020, 10:57:03 pm
 Board: Your Releases, 1.0+

Hey Koopa, this is so good to play with her, thanks for that bloody perfect King.

The only thing I have noticed is the incorrect landing sound effect when the configuration is set to uses 2002 sounds.
    

Re: Takuma Sakazaki released by KoopaKoot

 June 03, 2020, 11:31:46 pm View in topic context
 Posted by Scal  in Takuma Sakazaki released by KoopaKoot (Started by walt June 01, 2020, 03:34:44 pm
 Board: Your Releases, 1.0+

First Vans came back, now Koopa announced by one of my favorite spriters... you guys make that weird period much better, thanks :)

I love that conversion, nice work as usual!

Here is my feedback:
- Throws are very difficult to perform when holding backwards
- It looks like cheap KO is not implemented but triggered
- Time frames of cancels from normal moves to themselves seem too wide, maybe you should decrease them a bit to make the cancels harder like in the game?
- There is a missing move sound for qcb + punch
- Maybe intentional: no voices at all during qcfx2 + punch?
- Animation of P2 bouncing in the air (first time) looks weird when thrown with kick, like if the axis was not correct

And for those that prefer the older voices, here is SND patch I made. Expect some sounds to be a bit off due to non matching timings coming from differences between the 2 voice sets.
    

Re: Heavy D 94'

 May 17, 2020, 02:55:39 pm View in topic context
 Posted by Scal  in Heavy D 94' & Lucky 94' Update (Started by Nyko May 08, 2020, 04:54:00 pm
 Board: Your Releases, 1.0+

I am glad to see that release, even more when it looks good like this one.

Afert a very fast test, here is what I would  like to mention:
- You are missing the whole group of sprites 5031, which leads to Heavy D  disappearance against grapplers or when he gets thrown
- Vel X should be set to 0 on landings
- Shortcut sfor AB and CD  commands are great but why do you skip the initial commands?
- In the constants, head.pos seems a bit off, perform a Frankensteiner wih one the Clark Still conversions by OrochiKOF97 to check it

Nice work :)
    

Re: Andy WIP by Soy Sauce

 March 02, 2020, 01:43:06 pm View in topic context
 Posted by Scal  in Andy WIP by Soy Sauce (Started by Soy Sauce February 27, 2020, 04:08:12 pm
 Board: Projects

    

Re: Dxwho Sprite Packs Part 2

 February 29, 2020, 02:31:49 pm View in topic context
 Posted by Scal  in Dxwho Sprite Packs Part 2 (Started by dxwho April 05, 2018, 12:20:41 am
 Board: Resource Releases

Thanks :)
    

Re: Dxwho Sprite Packs Part 2

 February 25, 2020, 01:26:08 pm View in topic context
 Posted by Scal  in Dxwho Sprite Packs Part 2 (Started by dxwho April 05, 2018, 12:20:41 am
 Board: Resource Releases

Hey dxwho, sorry to bother with that but the link of the Fightin Spirit pack is dead, would it be possible to reupload it? Thanks for you awesome job!
    

Re: Parallax calculator tool

 March 11, 2019, 02:39:30 pm View in topic context
 Posted by Scal  in Parallax calculator tool (Started by Master Yoda March 09, 2019, 10:57:54 pm
 Board: Your Releases, 1.0+

Hey Master Yoda,

I have not tested your sheet yet but i totally approve that kind of tool! So clear and complete.

I am glad to see that someone wants to help people with the Mugen parallaxes with something else than a tutorial. Nice job!

PS: There is a type in the screenshots, ZOOFSET instead of ZOFFSET.
    

Re: [FRENCH ONLY] Amis francophones bonjour !

 March 02, 2019, 01:16:02 pm View in topic context
 Posted by Scal  in [FRENCH ONLY] Amis francophones bonjour ! (Started by [SX] August 27, 2007, 11:41:58 am
 Board: International

 :)
    

Re: [FRENCH ONLY] Il était une fois, la communauté MUGEN française

 February 09, 2018, 10:28:37 am View in topic context
 Posted by Scal  in [FRENCH ONLY] Il était une fois, la communauté MUGEN française (Started by MarvinLoKi February 05, 2018, 07:46:25 pm
 Board: International

Salut Marvin,

Alors là on fait un bon bien au delà de l'Antiquité, on est carrément dans la préhistoire :D

Pour info, on s'est croisé à plusieurs reprises, j'étais anciennement connu sous le pseudo Dark Saviour, mon histoire de créateur à commencé par ça et à terminé comme ceci.
J'ai participé à quelques sites de manière plus ou moins impliquée: G4B (très brièvement avant que ca capote), Street Mugen (très longtemps et même à son héritier Sweet Mugen), Mugen Powa (mort-né), Fanatic Mugen, RandomSelect, et j'en oublie surement...
Durant toutes ces aventures, j'ai côtoyé pas mal de noms de la scène Mugen francophone: principalement Solo, Oro, Iron, Faye, Silencer, Blackbocs,... et j'en passe ;)

A défaut de renouvellement, j'ai petit à petit lâché la création Mugen et mon implication dans les différents sites et projets, jusqu'à ce que je rencontre la future femme de mes 2 filles. Aujourd'hui, je manque de temps, je me contente de zoner un de temps en temps ici, je télécharge même ce qui m'intéresse en pensant tester le tout un jour sans jamais le faire... côté création, parfois un petit stage tous les 6 mois mais plus de release officielle comme à la grande époque.

* Scal referme a présent son livre de (pré)histoire de Mugen