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Everything posted by jrm1007 - Rin
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I remembered there was also this stage I made, it was based off Sonic Limbo, a hack where all but the background is a black void, this stage is old, and was made near christmas, once again, don't expect this to be good, it has a lot of horizontal scolling however. Was originally only on Archive, uploaded here to remove it's exclusivity. like the other old stages, you'll find my old alias in the .def file https://www.mediafire.com/file/hegob1gj8fqak3k/BoringZone.zip/file
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Hi neighbor! Daniel Tiger comes to play in MUGEN!
jrm1007 - Rin replied to GTFoxN6Y's topic in [ RELEASES ]
Honestly it feels like you just threw all the progress you made towards improving into the bin with this release -Multiple Attacks can be turned into infinites -horribly resized pic for the portrait -white pixels all over -the freeze dance lasts for WAY too long, and gives Daniel more than enough time to wipe an opponent with Light Punch spamming -Light Punch does more damage than Medium -Palette mess, why is kfm being used for palettes?? there's several palettes linked to several different sprites of Daniel Tiger. it just feels like you stopped caring at this point. -
Link - The Ultimate Hero of Time V5 by GeneralSteps
jrm1007 - Rin replied to Dissidia's topic in [ EDITS & ADD-ONS ]
This link is reeeeallly bad, use at your own risk -
I'm 100% sure this is the last stage I made before I went on a hiatus from MUGEN to make content for Sonic Boll (as well as be a beta tester for a short while) before coming back to MUGEN in late 2020. This stage is based off of Sad Hill Act 4, from Sonic Sad Hill, a... decent...? Russian Hack, It could be worse, it's the Pre-SHC2019 Version meaning the backgrounds are completely static, there's Horizonal scrolling but not much of it, same for vertical, once again I can't say the stage will be good. As with the other two, this has been put up here so it will no longer be an Archive Exclusive. once more, .def file unedited from 2019, so you will find my old identity in there. https://www.mediafire.com/file/c35daunlcoowdxh/SadHill.zip/file
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for an SHC2013 Entry, there was a zone that was impossible to access by any normal means, only playable with FFFE10:0200 it put you in an unknown zone, with the title still being Marble Zone. it was a very unfinished 2.5d'ish level with only a few bits of solid ground, which is what this stage is based off of it's not good, in fact it has nothing going for it, but it's here to no longer be an Archive Exclusive. as with last time, the .def file was never touched since it's Archive release, so you will see my oldest identity, it was my Xbox 360 Gamertag. https://www.mediafire.com/file/ho8h6dqa61u60lu/UnknownZone.zip/file
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Well..... in 2018, I made a stage based off of the Hack known as Sonic Erazor, by using FFFE10:0301, the Hack put you in an empty Uberhub Zone, and the only flooring was objects you placed using Debug Mode, this stage was directly based off that, and nothing else, the stage wasn't good, had no horizontal scrolling, but huge amounts of vertical scroll, and was pretty much my first ACTUAL stage rather than a crappy tool created one off a pic of my phone. (the .def file has been untouched from 2018, so you will be seeing my old identity.) Don't expect it to be good, only uploaded here so it's status as Archive Exclusive is gone. https://www.mediafire.com/file/wtfs2h63w2sxxdn/uberhub.zip/file
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This Stage is based off of the World 2 Attraction, in Sonic Crackers, the earliest known Prototype of Knuckles Chaotix. This one has quite the backstory. 3 Years ago, when I couldn't make a proper animated stage, I wanted to tackle this, so I made an incredibly barebones stage with only a floor, and the two towers, with no animation to be seen, and the music didn't even match, thankfully the old stage has since been lost after my old Laptop died to the bootloop. Now this very week I decided with my newer "knowledge" to tackle it again. The Stage will work for both WinMUGEN, and 1.0/1.1b. Walkin Prototype Music included. the Stage fully supports Super Jumps all the Level Animations are present the cloud scrolling is an addition. Credit to Παρατηρητής, for ripping the Background Sprites. https://www.mediafire.com/file/103dpbp4l19dds0/World2Day.zip/file
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in Sonic The Hedgehog 2.. a Zone was planned, and had graphics for it, it was called Wood Zone, and was "playable" in the Sonic 2 Prototypes, from Simon Wai to the August Prototype. During the Development, due to time crunch, the Zone in it's entirety would be removed, but the code for it still exists, by using FFFE10:0200 in Sonic 2's Final Build, you enter Wood Zone, well what's left of it, what's left behind is a messy palette and broken collision, with the layout of Emerald Hill Act 1, with no objects to be seen, or badniks. This is a 1 to 1 recreation of the described. The stage comes with a Hidden Palace .ogg, and mp3, the Loop Point is meant for the ogg specifically (as MP3 files add silence to the start and end of the song) it will work with WinMUGEN, but music will no longer loop properly. https://www.mediafire.com/file/h0o3yymxnphiwv5/WoodHill.zip/file
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DABA's Link for Shiori no longer functions
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Update. If you convert Green Sonic to WinMUGEN (Like I did) you end up crossing paths with his actually functioning AI. The AI will constantly spam projectiles, as well as it's Hypers whenever possible, while also spamming the run, making him extremely annoying to deal with if you are not using a fast character.
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There hasn't been much improvement at all since The King -Messy Palettes -Inconsistent style -Invalid Actions for Super Jump/Liedown/Super/Hypers -Spammable attacks -Messing up Fantastic, and Marvelous Announcements -Literal sex -Target being unable to do anything until hit after said sex -PalFX/Explode lasts too long after said sex If you're gonna throw sex in, at least warn us in some fashion. -Crappily recolored still of AOSTH, it looks like you just took a screenshot of Sonic Says, then changed the hue to make him green. -S3 suddenly turns into S2 when Electricuted -No Animations for Frozen/Electrocution despite having the sprites -Horribly recolored Mania sprites, shades for some sprites are still dark blue. It feels really janky overall.
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Chargin' Chuck and Springboob updated (3/29/21)
jrm1007 - Rin replied to Toasted Brains's topic in [ EDITS & ADD-ONS ]
You know, if you are going to toss the WinMUGEN Tag on here, at least check to see if Springboob actually works with the 2002 Beta (which he doesn't) -
Is this a joke or...
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An edit of Meta Gouki's Inuyasha, by me, jrm10071322 (Formerly SumirekoUsami.) 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. ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Inuyasha can now combo between all of his Standing, Crouching, and Air Attacks. -New hit animations implemented, this is for more compatibility for 1.0/1.1 era characters, as some force older chars to use the new hit anims, which they don't have, thus making them invisible. -Midnight Bliss Compatability, using Midnight Bliss on Inuyasha, deforms him to Pure Human, thus rendering him powerless. -Special Kagome Intro, following the Anime, and Manga, Inuyasha promises to protect Kagome at all costs, If you try to have him fight Kagome, he will K.O. himself instead at Round Start. -Helper Debug Fix, the Super/Hyper Anim Helper was missing an anim, this has been fixed. -New Air Attack, Inuyasha will swipe his sword upward in the air, if hit, the opponent will fall to the ground. -Sound Swaps and Addons, Some attacks didn't sound very powerful at all, so their sounds were swapped out. -New Palettes and Icon, the Icon is an edited 25x25 Crop of Inuyasha's Team Select Sprite from the PS1 Source Game - Inuyasha: A Feudal Fairy Tale - in Group 8999, you'll find Older Icons, as well as the one originally used on top of that, he has several new color sets, as well as the default now being more saturated, to be more like the Anime. (original is still present, being named InuyashaPS1.act) -Added Compatability for a few lifebars, such as Melty Blood, Alpha Storm, Miku, Vortex, Touhou 7.5, Touhou 10.5, Touhou 12.3 -the Stats for Life were changed to 1150 -and Stats for Defence were changed to 110 -Almost all Animations now labeled. -Some Hitbox tweaking, some seemed a bit too close. -Grab now uses an Explod to make a Hitspark when Inuyasha punches his target -All Self-KO coding as been moved to statedef-2.cns, as it is a much better method. -When using Palette 12, Inuyasha has a Life, and Power Boost, he's still beatable, but it will take a lot of time up -Disabled HIT_BOUNCE, and HIT_LIEDOWN's PlaySnd, and MakeGameAnim States, this is done to avoid clashing with Inuyasha's custom HIT_BOUNCE/HIT_LIEDOWN's States -Labled all of the Palettes, this is done due to several new palettes being made by me, so I didn't want it to just be inuyashax.act - x being the number -Cleaned up a few sprites -A new Air Light Punch Attack, now giving Inuyasha the ability to combo through 4 Air Attacks, but on a very short time frame. -Added Failsafe Animations for Electricution, Burnt, and Frozen - This is for Characters that might force him into Animations that wouldn't exist, thus turning him invisible. -Recreated Inuyasha's Alt Palette from the PS1 Source Game, it is named InuyashaPS1Alt.act -Inuyasha's Tessaiga Transformation Animations have been added, with the first one being an Explod over the Tessaiga -Added SIT Animations -Added a few Midnight Bliss Sprites -Added tons of Winquotes for 1.0/1.1b - he still works with WinMUGEN -Animation Hitboxes all tweaked to be the same style -Cleaned up the Portrait a bit -Projectile Guard Sparks repositioned forward as they were too far back -New Hyper ------------------------------------------------------------------------------------------------------------------------------------------------------------ Hijin Ketsou Triple - D, B, D, B, y - 1000 Power ------------------------------------------------------------------------------------------------------------------------------------------------------------ -All Files now assorted into seperate folders. -Character Folder is now named "InuyashaGouki", this is to give him a distinct name from all other Inuyashas. ------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 4,1,2021 -Tweaked Hitboxes for Walking -Four Voiceclips Added, meant for Continue Screen -New Sprites added, for a New Lose Animation. -New Lose Animation -New Continue Animation -New Hyper ------------------------------------------------------------------------------------------------------------------------------------------------------------ Sankon Tetsou Max - D, F, D, F, y - 1000 Power ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Dizzy Sprites removed, the Rip used was discovered to be messy, due to this, Dizzy has been removed for cleanup reasons. ------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 4,11,2021 -New Hit Sounds -More Tessaiga Transformation Frames -Improved Lose Game/Draw Game Animations -Improved Guarding Hitboxes -Cleaned up State Naming (all Statedefs now have Proper naming) -Changed PlaySnd Trigger for Attack 320 (Crouch Light Slash) Swoosh now plays at Time 9 -Several New Palettes -Decreased Defence, and Life back to Standard Values -All Basic Tessaiga Attacks have been sped up slightly to better the flow -Tweaked a few hitboxes -New Hyper ------------------------------------------------------------------------------------------------------------------------------------------------------------ Hijin Ketsou Triple (Air) - D, B, D, B, y - 1000 Power ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Can Only be done in the Air (if not obvious enough) ------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 4,21,2021 -Hyper Level 3 Sound Added (Finally) -All Hyper/Superpause Times have been lowered to 96. -Kongosoha has been upgraded to Hyper Level 2, and will now use 2000 Power as a Result. -New Sprites made for the Kenatsu Hyper -New Animations made for the Kenatsu Hyper -New Midnight Bliss Sprite -Animation, and State Numbers for Light, and Medium Air Punch, have been swapped (Light = 400 | Medium = 405) -All Standing Attacks, and Grab have been tweaked to play way smoother. -Landing Sound now plays for Sankon Tetsou -Grab Bind Pos is now: 42, -23 -All three Hyper Helper States, have now been moved to hypers.cns -Cleaned up a bunch of Sprites -Fixed Self-K.O. Loophole - Inuyasha's Control is revoked entirely now. -Repositioned the Tessaiga for Inuyasha's Grab Sprites -Grab now uses Playerpush = 0 -New Hyper ------------------------------------------------------------------------------------------------------------------------------------------------------------ Tessaiga Slash - Kenatsu Hyper - D, F, D, F, x - 1000 Power ------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 5,2,2021 - This one is the smallest. -Added new Grab Sprites -Changed Grab Animation ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 5,15,2021 -Realigned Kaze No Kizu, left foot now stays in the same position. -All clips are now 44100, being freshly recorded from the PS1 Game, and then cropped. -Win State 182 is now using the original line once again! (which was "Is that all you got?!") -Lots of clips are now replaced with higher quality versions -All Unused Clips Removed -Few More Sprites Realigned -More Palettes Added -Four Special Palettes added. ------------------------------------------------------------------------------------------------------------------------------------------------------------ (PS1/Anime)DXModeNoneNS - NS = Normal Skin (PS1/Anime)DXModeNone - Full Recreation of Inuyasha being used in WinMUGEN when the DXmode is set to None. ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Inuyasha now has Special Win clips for his friends. (and enemies) -All SFX related to Inuyasha's Main Attacks are now in Group 9. ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 8,24,2021 ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Added a new palette. -the Supers that deal more damage now take more time to execute, and no longer have the same frametimes -A few new anims for the supers -new Portrait for 9000,999 -fixed winquote error -added swoosh for all Tessaiga Supers/Hypers ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 10,22,2021 ------------------------------------------------------------------------------------------------------------------------------------------------------------ -English Dub voicepack, done by Laharl added, english cns files also created. -English cns files -fixed taunt, I can't believe I never saw it cut off for that long... dang -cleaned up sff -cleaned up grab animation -added air grab -readded the new dizzy animation, clean rip found with the the help of Laharl. -added Parry Animation support for Alexei Roschak's Miroku and Sango -sped up a few animations, as they were a bit slow -changed some of the Lifebar Portraits -added StopSnd state that's hooked to the Hitstates, to cancel out voice clips -fixed a bug leftover from the unedited Inuyasha where the Air Dash would allow Inuyasha to go below ground -fixed all leftover color inconsistency issues with sprites ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 11,8,2021 ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Hijin Kesso Triple, and Sankon Tetsou Hypers can no longer be comboed into, as it did way too much damage. -Damage values for Sankon Tetsou and Kenatsu Hyper swapped, to be more accurate with Manga and Anime. -Added Frozen Sprite, as well as animations -Lowered Damage for Hijin Kesso Triple -Added Air Back Dash (States for it already existed in earlier versions of the edit, but it was broken, now it's functional.) -Replaced Crouch Stab with a Crouch Slash (at the moment is unused, and sprites might get revised later.) -Smoothed out the Hit Animations -Added Electrocution Sprites, as well as the animation (done in Eternal Fighter Zero style, so no skeleton) ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 11,19,2021 ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Smoothed out the Hit Anims a slight bit more -Added missing Jump Land Frames (the Unedited Inuyasha reused crouching sprites.) -Added Idle State if you do nothing for exactly 1,500 seconds. -Redid existing hitboxes for Attacks (the Hitbox for his head was a bit too small) -Added compatability with Eternal Fighter Zero - UNKNOWN's Barrel -Added in missing turn sprite to turn animation ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 11,21,2021 ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Smoothed out Backlash Wave Anim -Backlash Wave state now ends once the opponent is getting up from being knocked down. -Organized the snd file -Intro, and Win, now use multiple clips rather than the same one constantly. ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 12,8,2021 - I wanted to wait till' Character of the Month was over ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Lengethed the Second State for Sankon Tetsou Hyper (meaning he can't do a 2 hit combo right after to deal 330 Damage) -Added in missing frame for Air Jump Anims -Refined a few hitboxes for general anims -Cleaned up a few sprites -Hijin Ketsou Triple now has raised hit time, and now takes more time to exit -Fixed an issue where certain Hypers would give Inuyasha power -A cling now plays out when Wind Scar is used -Wind Scar Projectile is now activated at AnimElem 10, instead of 9, meaning it's activated when Tessaiga hits the ground now -Wind Scar Anims are a tad bit faster to compensate for this change ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 12,30,2021 ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Inuyasha's Jump Height has been raised to -8.9 -Width has been set to his own proportions and not Kung Fu Man's. -Ground Slam sound/explode are now tied to the common1.cns, meaning they won't play again if hit when downed. -Increased Inuyasha's movement speeds. -Special Thanks to Rumiko Takahashi, for making Inuyasha | Viz Media, Sunrise, for the Anime | Bandi/Dimps for Inuyasha's Sprites | Kappei Yamaguchi, for voicing Inuyasha, Richard Cox for dubbing Inuyasha's lines Laharl for making the English Voicepack and cns files and Meta Gouki, for making this.. decent out of the box Inuyasha
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Gotta go fast! The King makes MUGEN eat his s**t!
jrm1007 - Rin replied to GTFoxN6Y's topic in [ RELEASES ]
It's because he still feels rather rushed out the door, due to the existing issues, but keep it up, you are getting better, and that's what I like, here's a little tip, there's a folder in MUGEN called Docs, it has lots of tutorials, I suggest reading those up if you haven't already, keep the work up -
Gotta go fast! The King makes MUGEN eat his s**t!
jrm1007 - Rin replied to GTFoxN6Y's topic in [ RELEASES ]
There is no reason to quit, you are improving, which is good, all I'm saying is please take a little more time on creating. -
Gotta go fast! The King makes MUGEN eat his s**t!
jrm1007 - Rin replied to GTFoxN6Y's topic in [ RELEASES ]
While you did fix a few issues that are pretty much present in every single release, he's still filled with a huge amount of problems. -Invalid Actions for Super Jump - which floods debug -Debug Error with each Super -Debug Flood for Jackpot -Messy SFF - seriously why are there so many sprites in group 50?! -One Winstate - this wouldn't be an issue, but you made a completely new .cns file for just this one state, which makes it absolutely pointless. -Double Play hit clips - If hit in the air by anything, two clips play instead of just one -Reusing Standing attack sprites for air -Literally all crouch kicks use the same animation -Kung Fu Man hitboxes - The King is too big for KFM's Hitboxes, You can draw your own hitboxes, it's not hard -No Landing sound - the effect for it plays and it doesn't play out good at all due to the lack of sound to accompany it It's clear he wasn't ready to be put out yet, but you did so anyways. -
Hack The World (to my knowledge) has been updated by Mapelao, it's date is unknown, but now it has it's own fonts instead of reusing WinMUGEN's Lifebar fonts However it still uses the default Fight sound, and Hitsparks. Most Features are the same, but some got a big change (like the Power Bar for example) https://www.mediafire.com/file/bp9gxy18sb7pp4t/HackTheWorld.zip/file
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You've seen Hol Horse with Hanged Man, Hol Horse with Boingo, now how about with nobody? in the PSX Version of JoJo Heritage For The Future - After beating Super Story Mode, you can go to Journey and fight Shadow Dio as Hol Horse, this takes place after Hanged Man is killed, meaning Hol Horse is alone, and needs to rely on himself for once. This edit is based right off it, removing all traces of Hanged Man, and Boingo in the process. Hol Horse can only do his own stuff, and cannot use Hanged Man, or Boingo for help. https://www.mediafire.com/file/uhbqak86rp5obql/holalone.zip/file
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For context. in WinMUGEN, there is a DXmode setting in WinMUGEN's mugen.cfg by setting DXmode to None, all Reds, and Blues become reversed. This is what happens. I recreated this DXmode None motif, even down to the combo text, and hitsparks It works with literally all MUGENs, using the same localcoord of the 1.0, 1.1b version of the original lifebar, 320x240 the way it works is, you simply leave it down in the same location as the Default Lifebar, as it only has 3 new files, and the rest require the original files themselves. https://www.mediafire.com/file/ntxn7e94wbyv684/DXNoneRecreation.zip/file
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Potentially removing Mugen Archive from our site blacklist?
jrm1007 - Rin replied to RicePigeon's topic in [ STAFF HQ ]
Why lift it if most people here were probably IP Banned from Archive, myself included. Anyone who dares register for a site besides Archive gets IP Banned on the spot, I can confirm these, as well as many others, lifting the ban means they are getting attention they DO NOT deserve. -
Once again, it literally feels like you just deliberately ignore all feedback 1. Missing 5000's sprites, this means he becomes invisible on almost every animation that isn't basic hits 2. Transparency issues everywhere, Fox will go invisible in at least some fashion almost every frame. 3. Messy palettes, what is going on, Fox is using like 30 palettes instead of sticking to one! 4. Debug errors with each attack 5. the icon is once again, just a horribly resized sprite, making it heavily pixelated. 6. Kung Fu Man hitboxes, literally every frame involving Fox is just Kung Fu Man hitbox. 7. the sprites are just unclean, there's floating pixels everywhere, as well as discoloration (for example, Fox's gloves just turn pink on the edges.) 8. Crouch Heavy is way too fast, meaning you can constantly trip your opponent to no end. 9. the hit stun on Heavy Standing Punch is too high, meaning you can just keep kicking to make an infinite. 10. Launcher is waaaaaaay too fast, meaning by the time it ends, the opponent is still in the air, allowing you to Launch again, thus making an infinite. It's the same issue with every release, and you've yet to fix this.
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This is an anime palette I made just for y.y's PSX Jotaro. Simply replace the palette you want out with Animeyy.act http://www.mediafire.com/file/xyw55g51j414cpp/Animeyy.act/file
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So... a Sonic 1 Prototype has been dumped (old news by now, I know.) I decided to make a Labyrinth Zone stage.. but not in the way you think, this stage is very heavily based off the prototype, meaning it's extremely barebones, has no scrolling background, only the very tiles you'd see when playing it's prototype state. comes with functioning Prototype Music Credit to SEGA for making these assets to begin with Hidden Palace for dumping the rom and Buckaroo for being a god, and giving them the prototype You can get it here. http://www.mediafire.com/file/73je2eju45rk18s/labyrinthprotozone.zip/file if that link doesn't work, this this one. https://gamebanana.com/maps/214849
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This stage is based off of Sonic 1 Megamix's Misty Lake, the background is an edited version of the Sonic CD Special Stage 2 Background, which makes it animated. the tiles are made for the Hack itself (although some are recolored from Sonic 1's Labyrinth Zone.) the music is Industrial District, from Columns 3. (Misty Maze Act 1 uses this music) It's not a big stage, it's pretty small, I pretty much made it as a water test. Credit to Team Megamix for the sprites, and edited background. http://www.mediafire.com/file/egfzapjs40nbo5q/mistymaze.zip/file if the Mediafire Link doesn't function, you can grab it here instead. https://gamebanana.com/maps/213262