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NotAGoodName

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  1. Like
    NotAGoodName got a reaction from Emaserranista in Palettes not working?   
    Make sure the characters sprites are using palette 1,1 in the SFF.  If they aren't, then you can do some modifying to make it work.
     
    Add this to a CNS somewhere
     

    ;--------------------------------------------------------------------------- ; Initialize (at the start of the round) [Statedef 5900] type = S [State 5900, 1] ;Clear all int variables type = VarRangeSet trigger1 = roundsexisted = 0 value = 0 [State 5900, 2] ;Clear all float variables type = VarRangeSet trigger1 = roundsexisted = 0 fvalue = 0 [State 5900, 3] ;Change palette type = RemapPal trigger1 = 1 source = 1,1  ;; <--- Change this to the palette that the sprites are using.  It might be 0,0? dest = 1,palno [State 5900, 4] ;Intro for round 1 type = ChangeState trigger1 = roundno = 1 value = 190 [State 5900, 5] ;All other rounds type = ChangeState trigger1 = 1 value = 0  
  2. Like
    NotAGoodName got a reaction from Chabooey in Palettes not working?   
    Make sure the characters sprites are using palette 1,1 in the SFF.  If they aren't, then you can do some modifying to make it work.
     
    Add this to a CNS somewhere
     

    ;--------------------------------------------------------------------------- ; Initialize (at the start of the round) [Statedef 5900] type = S [State 5900, 1] ;Clear all int variables type = VarRangeSet trigger1 = roundsexisted = 0 value = 0 [State 5900, 2] ;Clear all float variables type = VarRangeSet trigger1 = roundsexisted = 0 fvalue = 0 [State 5900, 3] ;Change palette type = RemapPal trigger1 = 1 source = 1,1  ;; <--- Change this to the palette that the sprites are using.  It might be 0,0? dest = 1,palno [State 5900, 4] ;Intro for round 1 type = ChangeState trigger1 = roundno = 1 value = 190 [State 5900, 5] ;All other rounds type = ChangeState trigger1 = 1 value = 0  
  3. Upvote
    NotAGoodName got a reaction from ramon garcia in [Bonus Character] Sf2 World Warrior Oil Drums   
    [Preview]
    http-~~-//www.youtube.com/watch?v=soi4JojZzNE

    [Download]
    Character
    https://sites.google...ildrumbonus.zip

    Background
    https://sites.google.com/site/notaverygoodname/sf2drumbonus.zip

    [Comment]

    Hardly accurate or perfect, but it's not like I'm capable of either, so enjoy this crappy recreation of the SF2 Oil Drum Bonus Stage! It's basically just like the SF2 Bricks for Mugen, but you can get hit by the fire.

    Hopefully, with this template I'll be able to make the hilarious TMNT:TF for NES bonus stage in the near future.
  4. Upvote
    NotAGoodName got a reaction from Big Green in Lucky Glauber from KOF'94 by Orochi N.   
    [Preview]

     
    [Download]
    Direct Link
     
    Forum Post
     
    My edit
     
    [Comment]
    Hey look guys, someone released a real character.  It's regular 4-button, no shortcuts or anything KOF '94 character.
     
    I provided a quick edit which makes him 3000 power compatible (all poweradds fixed for this), gives you dodge and body blow buttons (C and Z), changes charge to C+Z, gives you another DM motion on qcb,hcf+Z, allows him to do his DM without low life, and makes X button select the first pallette.
  5. Upvote
    NotAGoodName got a reaction from lucabel in Problem with Masadas chars   
    The character should come with another DEF file (like sf2'ryu2.def).  Use that one as it disables the pause menu.  Alternatively, if the character is for Mugen 1.x (not winmugen), you can add triggerall != AILevel to the CMD file for whatever state uses the start command.
  6. Upvote
    NotAGoodName got a reaction from Demitri in MUGEN & HDMI   
    Just use the pixel ratio setting on the remote.
  7. Upvote
    NotAGoodName reacted to CozySquirtle in Street Fighter II: Turbo (Beta) (Sega Mega Drive / Genesis) - Ryu Stage   
    I honestly think I may have hit this one right on the nail, it looks pretty accurate (not that I was aiming for it)...
    You guys should know my moto by now...
     

     
    Link: http://www.mediafire.com/download/ic7b0j4aeddgqcp/Street_Fighter_II_-_Turbo_(Beta)_-_Ryu_Stage.rar
  8. Upvote
    NotAGoodName reacted to zangief in mugen engine closed with this code   
    sorry for anyone here I very stupid to think problem in CNS file  ...... the error found in AIR File I put clsn & ClsnDefault ( I mean Blue Clsn and Green Clsn) in same animelem when I removed now it's working without close mugen engine   thank's for anyone here trying help me
  9. Upvote
    NotAGoodName got a reaction from masterfu in yo yo yo, guess who is back to MUGEN!   
    Well, I hope you're prepared to be disappointed when all your buggy old characters are still buggy.
  10. Upvote
    NotAGoodName reacted to RicePigeon in Pitfall of using Remappal to simulate the "Gill Effect" in 1.0   
    You've probably heard of the term "Gill Effect" or something similar before if youve ever played any of the SFIII games; a character with an assymetrical color scheme on their body. In Mugen, attempting to replicate this would require a duplicate of every sprite with the reversed palette, but even then custom states cause a problem. With the ReMapPal controller introduced in Mugen 1.0, this can now be done easily with a simple controller.

    The idea is simple; using the new SFFv2 format, instead of duplicating each sprite, duplicate each palette and then remap the palettes with the new controller depending on the direction the character is facing. While this works in practice, it would seem than executing a ReMapPal controller conflicts with an earlier state controller; PalFx.

    To get an idea of what I'm talking about, here we have the same attack which puts p2 into a custom state that applies a PalFX controller to simulate being frozen. One is the default Kung Fu Man, while the other is my version of Eirin Yagokoro, who continuously applies a ReMapPal controller in her -2 state in order to simulate the Gill effect;



    Purely discovered by accident, I was easily able to find a workaround to this by, rather than continuously applying ReMapPal, instead only apply the controller when it needs to be. This can be done with a variable to act as a flag and compare it to the current direction the character is facing. If they do not match, only then should ReMapPal be applied, with the flag set to that facing value to avoid the controller being executed again until needed. This isn't a perfect workaround, however, as custom states that both apply a PalFX controller and repeatedly changing the opponent's facing direction may still cause the PalFX to end prematurely.

    This is mostly a heads up to anyone attempting to do something similar to this so that they do not make the same error.
  11. Upvote
    NotAGoodName got a reaction from Krypto 'SAM' saiyaN in Reducing the size of Portrait.   
    I think this is correct
     
    320 / 250 = 1.28 (character is 1.28 times larger)
     
    [99,50] / 1.28 = [77,39] ?
  12. Upvote
    NotAGoodName reacted to cultistofvertigo in Alferd Unpacker & Palettes   
    ...by opening it back up? Here, I'll show you:

    That little window on the side there, the colormap thing? That's the palette. This is what happens when you convert an image to be indexed, and then reopen it. The palette is still there. I've used gimp for a hell of a lot of things, including editing paletted sprites, and not once has it "lied" to me, so I'm not really sure what you mean. By contrast, this is what happens when I open up a sprite that was cut up in Alferd from this very image:
     

    aaaaaaaaand it's gone. Fighter Factory verifies both accounts: any indexed image created with gimp will still have its palette if you add it to an sff file. But trying to add the palette of this sprite just got me a pop up telling me this isn't an indexed image. These aren't shadow governments or conspiracy theories here, they're just computer programs, they don't have a secret agenda or anything.
     
    I can't find anything on this "!draw3" program, though. Is there another name it goes by I should be searching for? I think the exclamation point is throwing the search off, but looking for "draw3" didn't return it either, so I'm not sure what's going on there.
  13. Upvote
    NotAGoodName got a reaction from sonikun in Street Fighters by Buti released (03/23/2015)   
    https://www.youtube.com/watch?v=pS8SybZWZns
  14. Upvote
    NotAGoodName got a reaction from gui0007 in Street Fighters by Buti released (03/23/2015)   
    https://www.youtube.com/watch?v=pS8SybZWZns
  15. Upvote
    NotAGoodName got a reaction from Ryon in Weird green thing on stages mugen 1.1   
    Let's clear this up with actual information.
     
    Mugen 1.1's OpenGL mode requires support for OpenGL 2.1 (and appropriate shaders) which was released in 2006.  I've never had the opportunity to test it, but Mugen 1.1 should run on hardware as old as the X1950s.  Maybe X1800.  It does not run on the Intel i945g (and possibly newer Intel GPUs) because it lacks the appropriate shader support.
     
    This "glitch" is a result of older Mugen versions rendering stage sprites improperly.  The mask setting was basically ignored.  Mugen 1.1 no longer renders it improperly, so stages that are coded with mask = 0 will do this.  What you're seeing is the mask color (usually magic pink) being displayed.
  16. Upvote
    NotAGoodName got a reaction from guykazama in Street Fighters by Buti released (03/23/2015)   
    https://www.youtube.com/watch?v=pS8SybZWZns
  17. Upvote
    NotAGoodName got a reaction from Galvatron in Street Fighters by Buti released (03/23/2015)   
    https://www.youtube.com/watch?v=pS8SybZWZns
  18. Upvote
    NotAGoodName got a reaction from BADDINOROX99 in i need help in select screen   
    Well, you're not playing fullscreen so you've got stuff being cutoff.  Also, you might be using the wrong resolution for that screenpack.
  19. Upvote
    NotAGoodName reacted to Gladiacloud in Keel released by Gladiacloud   
    Gladiacloud here.

    I did not think in any way that my Charizard was so wanted XD

    Changing the subject, my new wip is still under spriting, so I expect that it will not be finished before this summer.

    During spriting, however, I decided to create characters at random with sprites and sounds already ripped or rippable, so that I can study well the coding and
    avoid so that my next characters are full of bugs like Charizard.

    This month, for a start, I release the first of these characters:

    KEEL (from Golden Axe the Duel):

    SCREENSHOTS:








    DOWNLOAD LINK:
    https://www.sendspace.com/file/asumvh

    How much time has passed since the last GATD character released? If I remember correctly, the last was Zoma, released by Skiff in January of 2012 (3 years ago, so).

    I hope you like it, although I do not think that it is a character much awaited.

    Thanks due to Borewood, who helped me with his supermove.

    Enjoy!
  20. Upvote
    NotAGoodName reacted to Sampae32 in j   
    Digimon Wow
  21. Upvote
    NotAGoodName got a reaction from Dan in Mugen 1.0 music gone   
    You need to modify your CFG file.  Use another mugen 1.0 cfg for example.  There's a bunch of differences to go over.
  22. Upvote
    NotAGoodName reacted to Hellzone in Making Sprite Sheets With Glueit   
    Have you ever downloaded sprites and wanted to make them into a sprite sheet? Well I've found an awesome tool that would help with that. Within just a few simple Steps you can be making sprite sheets yourself!!! The Reason I found this tool because a buddy of mine had a lot of mortal kombat sprites that he need made into sprite Sheets so i told him I would do it and after the first character with 5 to go still I decided to look for a tool to make my life a little bit easier and after a few hours of searching with different key words I found something, Glueit Sprite Sheet Maker. Now lets Get into how to use this program   Step One. Download Glueit (http://www.varcade.com/blog/glueit-sprite-sheet-maker-download/)   Now once you have downloaded the program and extracted it we can begin the process.   Step Two. Open Glueit    Now let me explain a little bit on how to use this program, Glueit allows you to open as many sprites as you have of the character and it will give you the option to make a sprite sheet   Add - Adds Sprites Delete - Deletes Sprites Clear - Removes All Sprites Move Up - Moves The Sprites Up Move Down - Moves The Sprites Down   Also Glueit has the option to save as a project so you can open everything up a future date so you don't loose your progress.   Step Three - Click The Add Button to add your sprites to the Glueit, Add all of your sprites at the same time. Depending on how many sprites your importing at once it may take a short time or 30 seconds   Now once you have added all of your sprites, you will see a big button where it says "Glueit" and there will be an option below it where it says "Number Of Columns"   The Button Glueit will make your sheet right away but if you don't setup how many columns you want it it will give you an error and wont properly save your sheet when you try to save it   Here is an example what a 5 column sprite sheet would look like   Step Four - Now you want to decided on how many columns "rows" you want, I've personally done up to 20 but 5 or 10 is the best for more optimal output. Once you have clicked "Glueit" it will process and a preview window will pop up to show you a preview of what you have chosen   Step Five - Click The Save button and choose your desired path where you want your sprite sheet to be saved and bam now you have a sprite sheet ready so you can index your sprites and rip them, This is the end result   Also glueit has another awesome feature built into it, you have the ability to preview sprite animations in with the program, so lets say your ripping sprites for a game and you want to see how there stance animation would look you could import the sprites and preview the sprites animation   I hope everyone can find this useful! Thank you for reading.   Over And Out  Hellzone   Itzhellzonemugen http://defconawesome.wix.com/itzhellzonemugen
  23. Upvote
    NotAGoodName reacted to Juaniquillo-Ax in subfolder   
    don't know if you mean something like this but i have my main roster like this
     
    ryu/ryu.def -------> ryu is located in the main "chars" folder where i kept my old win an dos era characters
    charsnew/Captain kiddo/Captain kiddo.def -------->  for some new 1.0 characters also located in the main "chars" folder
    charsnew2/yuka/yuka.def --------> other folder with characters in the main "chars" folder
     
    so is totally possible to do, if is this what you want anyways :D
  24. Upvote
    NotAGoodName reacted to Mister Fael in j   
  25. Upvote
    NotAGoodName got a reaction from Flurry Jo in "Flurry" BETA is up for download   
    So what about him doesn't work in 1.1?  I just tested it and it seemed to work fine.
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