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Everything posted by jrm1007 - Rin
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640,480 Localcoord (Originally used X, and Y scaling.) ORIGINAL STAGE BY DJ LUKE This will not work with WinMUGEN, but it will if you remove localcoord and other stuff, and turn on HiRes = 1 but then the stage basically scrolls very slowly. You can find the original Stage here: https://mugenguild.com/forum/topics/madness-mountains-1-1--182421.0.html Madness in Mountains, I liked the overall style, but the visuals weren't there. I ended up swapping out the original floor, and replacing it with the one used in "Mystery of L" which was also made by Dj Luke. and cleaned up the unused junk that remained from his previous works. -Removed most of the Anims in the Def file, unused with no sprites attached -Changed localcoord to 640,480, It originally used X, and Y scaling, which was inefficient. -Replaced the original floor, with a better one from his "Mystery of L" stage. -Added music, ParagonX9's Chaoz Fantasy, it uses bgmloopstart to never end. -Cropped all the sprites, this reduced the filesize of the sff. -Zoom in was changed to 1, meaning it now will zoom out, rather than .5 being the permanent camera distance. https://www.mediafire.com/file/c8m0m140gxvpvnk/Madness+in+Mountains+LukeEdit.zip/file
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Inuyasha - Meta Gouki Edit - 2026 SpriteClub Redux
jrm1007 - Rin replied to jrm1007 - Rin's topic in [ EDITS & ADD-ONS ]
------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 1,6,2023 - New Year, last update for a while. ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Lowered Overall Damage once again, now 90% (Originally was 100%) -Imported a bunch of Ripped Clips from Inuyasha: Ougi Ranbu (known as Feudal Combat in the US). -Retweaked some existing Animations. -Japanese Inuyasha shouts his Backlash Wave start-up line from Ougi Ranbu, when beginning the Hyper. -Basic Attacks now use 6 Different clips now, rather than the original 3. -Reverted the New Hit sounds (for Punch attacks) back to the original Melty Blood sfx. -Standing Grab uses the original Punch SFX, from the original 2006 release. -Crouching, and Air Grab, use Melty Blood sfx. -Rearranged some of the sounds in Group 8. -Replaced unused sounds in Group 8, with the new Attack Grunts. -Imported Inuyasha's hit clips from Ougi Ranbu. -Japanese Inuyasha now uses 5 different hit sounds when attacked now. -Kongosoha attacks have a Proper clip now. -Cleaned up some more sprites -Fixed Turning Animation Sprite positions -English Inuyasha now uses 2 different clips for both intros. -Fixed oversight error, where Backlash Wave was still using the Level 1 Hyper Helper, despite using 2000 Power. -Japanese Inuyasha, now uses a different clip for Backlash Wave (from Ougi Ranbu) ------------------------------------------------------------------------------------------------------------------------------------------------------------ Wow... It's been quite the year hasn't it? Thank goodness it's over, here's to hoping 2023 is a better year! Before I end this off, I just want to mention, there is a CS Project for Inuyasha's sprites going on, behind the scenes. It would.. (hopefully) be finished by the time I start making the next update (which probably won't be for a long while) Thank you all for your support, Thank you Laharl, for your help! Special Thanks goes to Gemini0, and Laharl. Happy new Year!! ------------------------------------------------------------------------------------------------------------------------------------------------------------ https://www.mediafire.com/file/6exlk07b21m75t7/InuyashaGouki.zip/file -
1.0/1.1b 640,480 Localcoord. Burnin' Rubber series made by Xform Music done by FungiFM If you read that Topic Title and have no idea what this game is, I do not blame you. Burnin' Rubber has sort of became niche after Flash's death, but the Standalone Versions exist now, keeping the series somewhat alive. This is the Barrage Dam stage, based right off one of the Game's tracks, it's more or less a test stage, to see how I can do with windowed, tiled objects, which are also moving. It has no stage movement as a result. https://www.mediafire.com/file/axsxdgiar551zlh/BurninRubber5BarrageDam.zip/file
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640,480 Localcoord (originally 800,600). Credit to Eternaga, Seantly, and AVPboy6754 for the Train Floor! This will not work with WinMUGEN, but it will if you remove localcoord and other stuff, and turn on HiRes = 1 but then the stage basically scrolls very slowly. You can find the original Stage here: https://mugenguild.com/forum/topics/train-nowhere-177828.0.html Train to Nowhere, I liked the overall style, but the visuals weren't there. So with a bunch of thinking, I decided to overhaul the visuals, to make it a proper night stage. While also cleaning up the unused junk that remained from his previous works. -Removed most of the Anims in the Def file, unused with no sprites attached -Changed all Anims to Normal, as nothing was really animated, This allowed the city to scroll much better as a result. -Changed localcoord to 640,480, this means now you have a proper camera, and the stage is a more.. proper size. -Removed Zoom features, they weren't working properly for this stage at all, this also means 1.0 is supported as well. -Fixed delta values for various background pieces, they scrolled too fast for how far away they are meant to be -Replaced the original floor, with a much more fitting one. (Credit to Eternaga, Seantly, and AVPboy6754 for the Train Floor!) -Added music, Dreams of an Absolution - Silver The Hedgehog's Theme from Sonic 2006. It actually fits this stage very well now that it's night -Overhauled all the visuals to make a proper night stage -Added more city background elements -fixed tiling error with mountain elements (the closest mountain set, had a cut off.) -lowered all the mountain background elements, allowing the sky to be more present -added a bgmstartloop to the music, this means it never fades out then suddenly restarts https://www.mediafire.com/file/bc4b7dsx43c5kgq/Train+to+nowhere+luke+edit.zip/file
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JoJo's Bizarre Adventure: Heritage for The Future
jrm1007 - Rin replied to Obisen's topic in [ COLLECTIONS ]
Thank you very much man! -
JoJo's Bizarre Adventure: Heritage for The Future
jrm1007 - Rin replied to Obisen's topic in [ COLLECTIONS ]
so it turns out, the guy who uploaded my Ultimate Hol Horse edit, fiddled with the sff, and palettes, ruining it, which has me extremely annoyed. https://www.mediafire.com/file/5z3o2nxuacal0bl/ultimatehol.zip/file Please replace it with this one -
banned from mugen archive for no reasons
jrm1007 - Rin replied to Master Shake's topic in [ MUGEN LOUNGE ]
Let's be real here, 99% of the people who use this site were banned from Archive in some form or fashion, including me. Being there for two and a half years before banned, I can say the place just isn't worth your time. -
What characters are hard for you to beat?
jrm1007 - Rin replied to Super Nicholas's topic in [ MUGEN LOUNGE ]
ShinRyoga's Mario RoySquadRocks' Characters Muteki's Guilty Gear Characters Nep Heart's Characters The_None's Characters DS12's Lord Brevon -
Do people even go to this site anymore? (No offense)
jrm1007 - Rin replied to FireBlazeX7093's topic in [ MUGEN LOUNGE ]
People still use this site, but it tends to be more quieter than other places like Fighters Guild. It's a much cozier place to hang around, as a result in my opinion -
I would say Duke Nukem by T.O.P.S- He's not very good and quite buggy, especially on 1.0 or 1.1b. as well as the Somari Spriteswaps of Supermystery's Sonic 2 Style Sonic.
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Inuyasha, Kagome, Miroku, and Sango, go on adventure of beating the crap out of other people
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Hello all! It's been a while since I made a fully original (for the most part) new stage, and this one was a bit of a pain due to my own mistakes. So, Moon Beach from Streets of Rage 2, I haven't seen anyone try to make this So I decided to give it a shot myself! Sprites ripped by.. nobody, I screenshotted the level, with Layers disabled, allowing for easier, cleaner ripping. All Layers were screenshotted individually, then compiled in MUGEN itself. the Water is fully animated, as well as the Beach waves. the Water is also split into different layers, these layers have gradually lower delta values, so the water scrolls much like how it did in the actual game. the Music is the Moon Beach theme, wav dumped from the game, and then converted to .OGG with the help of Audacity. Properly loops, having a bgmloopstart trigger. https://www.mediafire.com/file/9z5cdu3ieeu5av1/MoonBeach.zip/file
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At one point I tried making like, review videos off existing MUGEN creations, but I ended up stopping 2 videos in, because it just felt over-aggressive. maybe one day I'll continue this format..
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the Streets of Rage 3 Disco Stage, well the only actual one, uses a Cheetahmen 2 Remix..??? It doesn't fit, and is out of place, so here's the Disco song from the actual game https://www.mediafire.com/file/tcmc1dz32dff6fu/Disco.ogg/file
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the Windows 95 Sakura Stage, it's honestly really good and beautiful, having both Day and Night variants. NOTE: Day's music is loud. I've been trying to find the Stage Author's name, but to no avail. https://www.mediafire.com/file/s1ns9xv122go7tp/95sakura.zip/file
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Mediafire does this sometimes, it is a glitch, the download still works. EDIT: I quit, you guys win, please stop bugging me about Mediafire and it's linking glitch, the download was still fully functioning, but with Mediafire's glitches, people keep assuming it's been taken down, and I'm more or less just tired of hearing it, I was being stubborn due to the terrible conditions of my internet, meaning uploading pretty much anything, is a huge hurdle. Here's Google, now please stop bugging me. https://drive.google.com/file/d/13YX0b0uWdg9X30iIbf5-ZkrGaDaF4NWr/view?usp=share_link
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This edit fixes the Framerate and Delta issues of the Original Vocaloid Caramelldancen Stage, by resizing the 1x1 tile to 500x500, the Framerate goes back up to 60. Delta Values were increased, so the stage properly moves along with the camera now, instead of lagging behind. You can get the original stage here: Be warned, it's slow and laggy. https://www.mediafire.com/file/9tcp7cxpw0ku5jc/Vocaloid_Stage_1DeltaandFPSFix.zip/file
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MrVBScript's Vocaloid Caramelldancen. This is the original untouched version of the stage, with improper delta values, and massive framerate dropping. the framerate drops are a result of a 1x1 Tile, being tiled infinitely both Horizontally, and Vertically. If you want to enjoy the stage without framerate drops, I suggest the Framerate edit https://www.mediafire.com/file/gsxlsxcs5jus6ak/Vocaloid+Stage+-+Caramelldancen.zip/file
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Managed to get the Vocaloid Caramelldancen Stage, with some Wayback Machine trickery, here it is hosted on Mediafire now the Box link is offline and Wayback Machine is a pain to use to retrieve it. https://www.mediafire.com/file/gsxlsxcs5jus6ak/Vocaloid+Stage+-+Caramelldancen.zip/file Here's my Fix for it, which fixes the Framedrop issues, as well as the Delta Values https://www.mediafire.com/file/9tcp7cxpw0ku5jc/Vocaloid_Stage_1DeltaandFPSFix.zip/file
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Mass Suicide
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I honestly think Superdragon's Naraku is a sprite swap of RicePigeon's Kikyo as he has the same overall janky behaviors and improper sound triggers