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jrm1007 - Rin

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Everything posted by jrm1007 - Rin

  1. An edit of Meta Gouki's Inuyasha, by me, jrm1007 (also known as Rin) I didn't aim for any drastic changes, I just wanted to add a few new things, as well as giving more comboability. However I seemed to have stray away from my goal in some ways. This a 2026 Redux of the Edit, featuring a huge number of additions, and tweaks, along with an assist, plus an actual AI by DaMarioMemer. Full credit to VinceJ for Kagome's Sprites, DaMarioMemer for the AI, Laharl for the English Voice Work, Alexei for the Assist Code & Explosion Effects, Dissidia & B_R1997 for Feedback and Assistance. https://www.mediafire.com/file/hu7ysul63e7xzvx/InuyashaGouki-2026REDUX.zip/file More info can be found in the EditReadme.txt
  2. Update - 3,28,2026 - SpriteClub Redux Special It's been 3 long years, and it's time to tackle him again, Laharl requested additions and changes I wanted Inuyasha to be submitted to SpriteClub. Guess I have no choice but to oblige. Special Thanks to DaMarioMemer for the AI, Dissidia & B_R1997 for Assistance, and Laharl for Redoing the English Sound Files Support for WinMUGEN has been dropped in this update. ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Volumescale set to 100 -Lowered Volume of Sound Effects (Laharl) -Unused Sound now used for the Backlash Wave. -Slight buff to defence. (100 -> 105) -Reverted Iron Reaver Soul Stealer's sound use to what Laharl had intended originally. -Added new Kagome Intro, Inuyasha will get himself KO'd by insulting her, making her angry, she responds with the "SIT" Command. -Added the Kagome "SIT" voiceline, the Language is also dependant on what Voicepack is being used. (VinceJ's Kagome only.) -Removed the Health Loss from using Blades of Blood. -Added Guard Health chipping to Supers. -Added Guard Health chipping to Hypers which lacked such. -Increased Guard Health chipping on some Hypers. -Kept Legacy Kagome Intro (for Nexus Gaming's Kagome, who has no support for the new intro.) -Lowered the Damage of the Kenatsu Slash (230 -> 200) -Buffed the Damage to 102 (90 -> 102) -Added Hyper Cut-ins based off of Melty Blood. -Disabled the AssertSpecial States for the Hyper Pauses (though they are only commented out.) -Added Kagome Assist (Special Thanks to DaMarioMemer) (Credit to Alexei for the Assist Code) (Credit to VinceJ for the Sprites) -Added Gauge for Kagome Assist (CREDIT TO Fujiyama) -Fixed PalFX Error for Kongosoha Attacks -Added Unblockable Air Slam Attack -Added Level 3 Hyper that requires Kagome Assist -Added Win State for winning after Level 3 Hyper (Credit to DaMarioMemer) -Standard Grab now changes to Crouch Grab if the opponent is small. (Credit to DaMarioMemer) -Completely changed the Kongosoha Specials to fire Stalagmites instead -New Kongosoha Hyper that is more in line with the Anime/Manga -Kept Original Kongosoha Specials and changed the commands -Kept Original Kongosoha Hyper to it's original damage and put it under a different command -Complete English Soundfile Overhaul. (Laharl) -Downgraded the Kenatsu Attack to a Special -Cleaned up unused code -Fixed Crouching Legacy Kongosoha, and Stalagmite Hitspark Positions -Disabled the Waiting State change for SpriteClub (the Bet Timer) -Removed the "Special Health" States 6500 and up, as they no longer have a purpose -Inuyasha is invincible when using the Iron Reaver Soul Stealer Hyper -Removed a majority of palettes for the sake of cleanup. -Fixed Projectile Hitsparks (done by DaMarioMemer) -Fixed Triggers for the Hypers -Animation and Hitbox Adjustments by DaMarioMemer. -Kongosoha fix by DaMarioMemer. -Actual AI now, making him a challenging fighter, created by DaMarioMemer. https://www.mediafire.com/file/hu7ysul63e7xzvx/InuyashaGouki-2026REDUX.zip/file More can be found in the EditReadme.
  3. Hello. I come to you all with yet another finished planned 2023 April Fools gag, This one is for "Monster Trucks Unleashed" a Flash Game that I also happened to grow up playing quite a lot. Once again was planned yet wasn't made. However I got the motivation and went in. There are only 2 animations, the one for the crowd, and the recreated "Intro" Flash that occurs every time a level begins in the Source Game. No CTRL ID. All Decorations were scaled up, because these are Fighters in the Stage and not Monster Trucks. Most Decor was recreated from the game using MANY layers in Paint.net. Checkpoint and Exit Signs included for "Accuracy" sake. There are 5 Music tracks, 1 from the Candystand Release (on by default), 2 from the Miniclip Release, and then 2 from the special "SP" version All 5 were used for the Stadium Stages. Alt Version with a different Banner is included A Special "SpriteClub" version was also made, which removes the gum branding, on top of also disabling the music https://www.mediafire.com/file/gnfer0f0eqcq1a7/MonsterTrucksUnleashed-Stadium.zip/file Both Banner versions go by "Candystand Stadium" but the SpriteClub version goes by "Unleashed Stadium"
  4. Flash Game: Sonic on Angel Island
  5. Probably best for the Misc. Category as it's a Flash Game recreation for a Stage. https://www.mediafire.com/file/ynzm3n7ebpas95f/SonicInAngelIsland.zip/file
  6. Hello. I come to you all with another finished planned 2023 April Fools gag (quite the mouthfull, I know.) This one is for "Sonic On Angel Island" a Flash Game I grew up playing quite a lot.. even if it was depressingly short.. No matter. I had plans to make it a stage in 2023, but that didn't happen. However last night's upload gave me new motivation, so I decided now to make it happen! I want to make it very clear, only sprites from the Flash Game itself were used to make this thing, I didn't go and download a Sonic 3 Sheet for the Angel Island Tiles, this was all done thanks to Sunnyside, who ripped all the game's assets for me. Animations do exist, featuring Animated Dash panels, and enemies. Motobug, and Buzz Bomber use CtrlID, which allowed me to replicate how they behaved in the game. Don't bother looking for music, it didn't exist in the Source Game, so why should it exist here? Localcoord is 640x480, this is due to the Stage Assets being massive. and it is best played on 4:3 Resolution. That's all byeeeeeeeeeeeeeeeeeeeeeeeee!! https://www.mediafire.com/file/ynzm3n7ebpas95f/SonicInAngelIsland.zip/file
  7. Context: I had an April Fools gag idea in 2023, it was me thinking, what if I made stages based off of Web Games? I had 2 stages done so far, but due to a Real Life Incident, these stages never got finished. Now 3 years later, I've decided to put out the two Stages on my Computer, because they are indeed Finished after all. These will not be the best in quality, obviously. https://www.mediafire.com/file/dnuguhg9s3ux24l/2023-April+Fools+Gag-FinishedStages.zip/file
  8. Eternal War of Action Flick Stars
  9. A Preview for the 2026 Redux Update. For my edit of Meta Gouki's Inuyasha, which got it's last update in 2023. This being meant for SpriteClub.
  10. Here's some stuff I made that got missed. Stages I made for Palmtree Panic, Quartz Quadrant, and Wacky Workbench (Tidal Tempest was never finished) This edit of Supermystery's Sonic 2 Style Sonic, that fixes his balancing errors, and removes his AI, making him no longer a pain to fight against. + Various Sprite fixes, Super Sonic physics fixes, and Animation fixes and then my edit of ABAB's Shadow, the cleans out the more janky aspects, and fixes a majority of the exploits and flaws (like being able to do Infinites in Chaos Control Time Stop) There's also diegosonic81, which I made an edit of their Sonic. Fixes all the major balancing issues, and patches out all of the Infinites he could do
  11. Fixed an Error with the Quartz Quadrant Past Background, please re-download Quartz Quadrant.
  12. Palmtree Panic, the First zone in Sonic CD, Getting the Palette Cycle correct for both Futures was annoying, I'll admit was, anyways. Like Wacky Workbench, and Quartz Quadrant, Palmtree Panic has all the animated bits, from the Palette Cycling Water, to the Future's Trees, and Water Pipes. Sprites ripped by Divine Insect, and Paraemon. Both the US, and JPN Tracks have been included for their respective Time Periods (except Past.) Along with Loop Points. By default, the JPN Tracks are used for all the Time Periods (except Past) Please be cautious and read the top of the Thread Post. https://www.mediafire.com/file/z9ittg6yys1quny/PalmtreePanicTime.zip/file
  13. Quartz Quadrant, the Fourth zone in Sonic CD, Getting the resources for this one wasn't as annoying, though getting the Palette Cycle correctly was, anyways. Like Wacky Workbench, Quartz Quadrant has all the animated bits, from the Palette Cycling Quartz, to the Conveyor Belt, to the Platforms. Quartz Quadrant utilizes the BGCtrlDef Feature (for Past and Present) the Objects on the Conveyor Belt move along with the Conveyor Belt's direction. However in Bad Future, it only goes left, and only goes right in Good Future. Sprites ripped by Divine Insect, and Paraemon. Both the US, and JPN Tracks have been included for their respective Time Periods (except Past.) Along with Loop Points. By default, the JPN Tracks are used for all the Time Periods (except Past) Please be cautious and read the top of the Thread Post. https://www.mediafire.com/file/2a40uufp35gbyhn/QuartzQuadrantTime.zip/file
  14. Updated the Stage to have more proper Animations for the Present Variant, as well as including the remaining Time Periods.
  15. THIS THREAD IS OUTDATED. PLEASE GO HERE FOR A WORKING LINK + PREVIEWS https://mugenfreeforall.com/forum/702-rins-smashing-collection/ SEIZURE WARNING: This Stage Collection emulates CD's Electricity Effects, and Palette Cycling, resulting in Flashing Background Elements, DO NOT DOWNLOAD, OR USE THESE STAGES, IF PRONE TO SEIZURES. So. Sonic CD, I find it to be a rather fun game, sure it's no Sonic 2, or 3 & Knuckles, but it's still pretty fun to play. I see Wacky Workbench never gets any sort of attention here (for probably very obvious reasons) and I decided to give making the Stages a go. Sprites ripped by Divine Insect, PicsAndPixels, Paraemon, TheStoneBanana, and Modern (more will be added as further stages are made) They contain fully animated Decorations, from the Turntable Platforms, Conveyor Belt, rushing water, Work Lights, to the Platform Lighting, to the Flashing Backgrounds from the Electricity (read the top of this post.) Both the US, and JPN Tracks have been included for their respective Time Periods (except Past.) Along with Loop Points. All Tracks are located in the CDTracks Folder, place the CDTracks Folder in the sound folder. Super Jump is supported across all Stages. the First Stage of the Project is Wacky Workbench. Containing fully animated BG Elements for the Platforms, Worklights, and such. SEIZURE WARNING: Flashing Background, and Stage Props (read above). Please be cautious. https://www.mediafire.com/file/6fw222e9ygynkph/WackyWorkbenchTime.zip/file
  16. QUICK PATCH. Right so despite being meant to be final, I ended coming across a pretty.. bad bug, that I didn't know of, that a majority of MUGEN Creations tend to have as well, this bug relates to his Hit States, and was fixed thanks to KarmaCharmeleon's help. Inuyasha's Gravity bug for Hit States patched. Startup Time for Sankon Tetsou decreased (Can now be comboed into after Medium Kick) Hittime for Medium Punch decreased to 16.
  17. Ah yes. Deltarune, I really enjoyed this game, playing it 1 year after Chapter 1's Release was quite the experience. Well... After replaying it for a Refresher, I gave making it's Battle Grid into a Stage, a [[BIG SHOT]] shot. The Grids are here, as well as the music. the Floor was made out of the In-Battle HUD. It has a lot of space, and 0.5 Zoom out. The Grids move here, much like the game, the Lightest grid, has the Velocity of -0.6,-0.6 while the Darkest Grid, has the Velocity of 0.3,0.3 Only Music which had been used for the Grid is here. The Music was taken straight of the game files. The songs in question being. Standard Battle - aka Rude Buster K. Round Boss Battle Berdly (Second) Boss Battle Spamton (First) Boss Battle https://www.mediafire.com/file/lkstg5u8d3d377p/DeltaruneBattleGrid.zip/file
  18. ------------------------------------------------------------------------------------------------------------------------------------------------------- Update - 2,7,2023 - Final Update. It's been two whole years since I had started work, and I feel like I've hit the end. There's no further to go, It's time to end it here. I'll be honest, I got literally nowhere with any sort of CS, I lost motivation for both the Palette Selector, and Color Seperation, and both got canceled. I enjoyed this experience, I've learned a lot from the edits I've made. I think it's time I really tried making something on my own for once. Thank you everyone, for all your support. I couldn't have gotten this far without it. Special Thanks to - Meta Gouki (original character), Kong (Sprite Rips), Gemini0, PeeJay Bonobo, Garfieldfan MUGEN, Shimmering Brony, Laharl, Dissidia ------------------------------------------------------------------------------------------------------------------------------------------------------- -Added more Voice Clips from Inuyasha: Ougi Ranbu -Added Voice Clips from Inuyasha: Juso no Kamen -Pallete 11 now only uses PowerAdd. -Lowered the HZ for all Japanese Voiceclips down to 22050hz, resulting in less space used. -Replaced unused Sounds with better, used clips. -Removed Flamming Tessaiga (I honestly don't think it looked any sort of good anymore, besides it was just a weaker Backlash Wave anyway.) -Inuyasha now has 8 Attack grunts. -Inuyasha now has 8 Hit grunts. -Fixed Error where Inuyasha could spam Kongosoha Projectiles -Fixed Error where Inuyasha could use 2 Projectile types before Opponent collision -Fixed Error where English Inuyasha's Voiceclips were cutting off with Kongosoha attacks -Removed unused effects, they were clogging up the sff and wasting space (and also were part of the original unedited Inuyasha.) ------------------------------------------------------------------------------------------------------------------------------------------------------- https://www.mediafire.com/file/pvb4kb18ih2ix35/InuyashaGoukiFinal.zip/file
  19. I've experienced pretty much all of Dissidia's mentioned issues, but I ended up finding some as well. -Some attacks play the swoosh sound after the HitDef trigger. (It's a common rookie mistake yet very easy to fix) -Her tornado restarts if hit by something, or someone. (This means if it's a continuous hitbox attacking the Tornado, it never ends.) -Inconsistent palettes, and sprite style. Her palettes constantly shift on certain moves, on top of this, her knives (or daggers) look crusty. -Cardboard movements. Her animations are very rough, and she ends up looking absolutely terrible when in motion. -Any attacks using envshake have a big delay. This is because rather than using EnvShake in the HitDef (like how it's supposed to be done.) you had EnvShake be triggered by "movehit" instead. This is not good, and it looks absolutely terrible. There's only a few attacks here, where it was done proper.
  20. Two more videos in the 2000's era style.
  21. Wow... 3 years since the first edit attempts.. crazy to think. This is another Redux Edit. To clean up my mistakes of the past. but enough of the recalling. It's time to list the old and the new actions. ----------------------------------------------------------------------------------------------------------------------------------------------------- REDUX CHANGES - 2023 ----------------------------------------------------------------------------------------------------------------------------------------------------- Removed 90% of the Existing Winposes -The Existing Winposes, which had used Fanmade customs, were removed, leaving behind only the winposes which used Official Sprites. Consistent Shading Style -Most of Ordinary Sonic's S1 Sprites have been re-edited to give him a consistent shading style around his eyes, and his forehead. Invert-styled Shading return -Originally, Ordinary Sonic's Exe Mode, had inverted style shading, where the darkest of the eyes was brighter. this was removed originally because I thought it looked terrible. I warped that decision back, and restored this mentioned shading. Exe Mode Waiting Frames Fix -There was an error for the Exe Waiting Animation triggers. This error made the Animation: 10192 (the Laying down animation for .exe Mode) jump 3 frames forward. This issue has been fixed. Color-Coded Red Rings -the Red Rings, which were originally using the colors of Sonic's Shoes, now use a different set of reds which were seemingly unused. (This ties into the Super Sonic Color-Fix below.) Super Sonic Correct Color Usage Fix -Half of Super Sonic's Sprites were using entirely different reds, this meant palettes would be inconsistent if not all the reds were changed. This has since been fixed. You Can't Run Anim Fix -Ordinary Sonic, wouldn't exit the You Can't Run Teleport Sprite, without any sort of action originally, this has been fixed, and he changes to Animation 0, before ending the state. (The state did end originally, but he wouldn't exit the animation.) Better Lose Sprites -Ordinary Sonic's Proto Sprites (used for lose) were redone to look just a little bit more like the Final Sprites. Draw Game Proper State Support -Ordinary Sonic now properly supports Draw Game, having Special Animations for it. Inconsistent Face Fix -When walking, Sonic's nose would suddenly shift backwards, same for running. These sprites were redone to keep Sonic's face consistent when moving. -This also applied to Super Sonic. Super Sonic Control Fix -Originally, Super Sonic would enter Flight Speed in less than a second, this made him uncontrollable, due to his overpowered acceleration. However, the speed has been dialed back. Making him more controllable as a result. Unused Sprite/Animation Cleaning -Removed a lot of sprites from the SFF file, these were unused, and just took up space -These changes also apply to the AIR file. Palette Error Fixes -Fixed Palette Errors relating to Super Sonic -sonicred, fixed -sonicgrey, fixed -shadow, fixed New Intro Addition -Ordinary Sonic has an intro reaction to encountering other versions of his editing base (who is Sonic 2 Style Sonic). Proper Custom Music Support -the Custom Music Player, now supports himself, and DarkLordXelrick's Other Edits -these edits being, Dark Spawn Sonic | Metal.Sonic.Exe Rearranged Files -Palettes have now been split up into different folders, depending on their overall paletting types. -These Folders are only Normal, and Special. Nerfed Damage -Ordinary Sonic's overall damage has now been nerfed, with the Overall Damage Percentage now down to 80% AI Removal -Ordinary Sonic's AI Coding, was commented out/removed, not only was it glitchy, and make him very difficult to fight, it also made using him in Ikemen GO quite difficult. Replaced Sounds -(Almost) All of the original sounds, were swapped out with higher-quality recordings. New, Palette 10 Exclusive Move. -Homing Attack Dash, this move is exclusive to Palette 10, which uses the Megahack Ultra Palette, based off the SHC2012 Winner. Portrait Change -Swapped out the Beta S2 Title Screen Portrait, with the Final Game Portrait. Proper Post-Super Transform Action -Ordinary Sonic, when going Super, now fall walks before landing, this is what he does after going Super in Sonic 2, and 3. Super Sonic Animation Error Fix -Fixed Super Sonic Animation Error, relating to Spindash. It used the slower spin, while Normal Form used the faster spin. WinMUGEN Support Dropped -This only held him back, and made editing more complicated. With Win Support now removed, it's more lightweight in terms of file count. -This was also done due to the Workaround for Ring Partner causing mass debug flooding. True Sonic.Exe's %n Removal. -The Dropping of WinMUGEN, meant the removal of the unedited coding from Anime2013Freak's %n Edit of Ordinary Sonic. OrdinarySonicData.cns addition. -The data from sonic2.cns, was removed and put in a new .cns file, this makes editing much more streamlined. https://www.mediafire.com/file/hvdzxfff14xsz9x/AnOrdinarySonicEditRedux.7z/file
  22. Wow... 4 years since the first edit attempts.. crazy to think. This is another Redux Edit. To clean up my mistakes of the past. but enough of the recalling. It's time to list the new changes. ----------------------------------------------------------------------------------------------------------------------------------------------------- REDUX CHANGES - 2023 ----------------------------------------------------------------------------------------------------------------------------------------------------- Removed 90% of the Existing Winposes -The Existing Winposes, which had used Fanmade customs, were removed, leaving behind only the winposes which used Official Sprites. Consistent Shading Style -Most of Sonic's S1 Sprites have been re-edited to give him a consistent shading style around his eyes, and his forehead. Better Lose Sprites -Sonic's Proto Sprites (used for lose) were redone to look just a little bit more like the Final Sprites. Draw Game Proper State Support -Sonic now properly supports Draw Game, having Special Animations for it. Inconsistent Face Fix -When walking, Sonic's nose would suddenly shift backwards, same for running. These sprites were redone to keep Sonic's face consistent when moving. -This also applied to Super Sonic. Super Sonic Control Fix -Originally, Super Sonic would enter Flight Speed in less than a second, this made him uncontrollable, due to his overpowered acceleration. However, the speed has been dialed back. making him more controllable as a result. Super Sonic Correct Color Usage Fix -Half of Super Sonic's Sprites were using entirely different reds, this meant palettes would be inconsistent if not all the reds were changed. This has since been fixed. Unused Sprite/Animation Cleaning -Removed a lot of sprites from the SFF file, these were unused, and just took up space -These changes also apply to the AIR file. Palette Error Fixes -Fixed Palette Errors relating to Super Sonic -sonicred, fixed -sonicgrey, fixed -shadow, fixed Redone Intro -Sonic has a different reaction to encountering other versions of himself. Proper Custom Music Support -the Custom Music Player, now supports DarkLordXelrick's Edits -these edits being, An Ordinary Sonic The Hedgehog | Dark Spawn Sonic | Metal.Sonic.Exe Rearranged Files -Palettes have now been split up into different folders, depending on their overall paletting types. -These Folders are only Normal, and Special. -the Files containing Sonic 2 Style Sonic's Original Physics were moved into Coding/OldPhysics.zip -Both soundpacks were put into the Coding Folder. Nerfed Damage -Sonic's overall damage has now been nerfed, with the Overall Damage Percentage now down to 80% AI Removal -Sonic's AI Coding, was commented out/removed, not only was it glitchy, and make him very difficult to fight, it also made using him in Ikemen GO quite difficult. Replaced Sounds -All of the original sounds, were swapped out with higher-quality recordings. New, Palette 10 Exclusive Move. -Homing Attack Dash, this move is exclusive to Palette 10, which uses the Megahack Ultra Palette, based off the SHC2012 Winner. Portrait Change -Swapped out the Beta S2 Title Screen Portrait, with the Final Game Portrait. Proper Post-Super Transform Action -Sonic, when going Super, now fall walks before landing, this is what he does after going Super in Sonic 2, and 3. Super Sonic Animation Error Fix -Fixed Super Sonic Animation Error, relating to Spindash. It used the slower spin, while Normal Form used the faster spin. WinMUGEN Support Dropped -This only held him back, and made editing more complicated. With Win Support now removed, it's more lightweight in terms of file count. -This was also done due to the Workaround for Ring Partner causing mass debug flooding. S2SSonicData.cns addition. -The data from sonic2.cns, was removed and put in a new .cns file, this makes editing much more streamlined. https://www.mediafire.com/file/9k2bxqbm779cc0y/sonicth2Edit.zip/file
  23. An Edit of MGSSJ2's Green Hill Zone Stage, done by DarkLordXelrick, it transforms Green Hill Zone, into it's overall appearance in the "An Ordinary Sonic The Hedgehog" Rom Hack, while using Music from the original Fan Game. It's meant to be a Home Stage, for his An Ordinary Sonic The Hedgehog edit of Sonic 2 Style Sonic. https://www.mediafire.com/file/f0tn103d8c06o3c/greenhillexe.zip/file
  24. An Old release of DarkLordXelrick, a Stage titled "Sonic In Hell" meant to be for Dark Spawn Sonic. This is the original release, untouched. It's a Long stage, and it also seems to be edited, as the sff is filled with leftover sprites from the original unedited stage. Stage Info: boundleft = -126 boundright = 4326 boundhigh = -268 tension = 50 verticalfollow = .75 floortension = 100 overdrawhigh = 120 overdrawlow = 120 https://www.mediafire.com/file/k9192f594dbu69r/Sonic_in_Hell.rar/file
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