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GohanSSM2

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Everything posted by GohanSSM2

  1. Yup, speed rip. I rip multiple moves/sprites and then I use Paint Shop Pro's Color Replacer to blot out the BG and redo the outlines and such, then palettize, then any little tweaks, then resize 45%, then load 'em in the sff. I'm able to do this if I use the 'room of spirit and time' stage which I usually get when I play against Gotenks. The gray bg color helps a lot because it's a solid color. I had 446 rips from ePSXe and then got all the punches/kicks and such for the normal moves out of the 446 rips. They look a hella lot better now that I figured out the emulator video mode problem I had. Hercule looks the right size and proportions now finally. Still ain't had much time to work on it though. Only had about 5 hours in the last 2 days, but makin' progress nonetheless.
  2. Thanks Ry, but as you know we've all had our moments and setbacks and such. Thanks for the offers and such, but I've always been a 'do-it-yerselfer' and always will be I guess. I've been noticing that the Sega version (Shin Butouden) had more moves and such. That may be another option for me down the road as well. Would love to be able to do a Fat Buu Candy Munch and such in UB22/27/Shin Butouden fashion. Lotsa chars in the series and with my work schedule cuttin' in all the time, gonna take a while for sure on this, roughly ten years now and counting already. I'm not really in that much of a hurry, but with Hercule I know I rushed him out a bit early. Just wanted to see If I could still do it while I'm young (lol) and foolish. But like with the Sega Genesis and SNES Super Butouden 1 stuff, I wanna work it through like I've always done. One piece at a time. Fill in some gaps, another piece, more gaps, and so on. A good part of the Hercule mess is that I'm relearning how I used to 'speed rip' my sprites way back when using Paint Shop Pro and the color replacer and such. It took me about a month of ripping and cleaning for the first release of Hercule, and in about 6 hours today I ripped most of the basics for Hercule plus a couple moves for Goten plus rearranged some of Goten's sounds and such. But I was also at work from 5am to about 1am yesterday and today,
  3. Yeah, a bit rusty, but not as much as I was hoping for to work with on Hercule. Just enough though. Goten is pretty much a standard type character, Hercule has some different style due to the 'human' bit. I did figure out the sprite problem and it was because before I ripped with a regular monitor and now going over to a widescreen I had to adjust the view a bit in the settings for the ePSXe emulator. So will be an update down the road and probably a readjustment on the clsn boxes as well on Hercule. How I figured it out finally is I went back to Goten and loaded in some stuff and it was bloated as well. So I readjusted some settings and now the sprite size seems to be back to normal. Oops, and Ry, I usually release then figure out other stuff then update whatever afterwards. Kinda why my site now has almost all the old releases I did plus all the updates and such. I was never the one that worked miracles overnight. It was the morning after when the miracles came about so to speak. I'm still more fond of Young Goku as a release yet. But I know down the road that Ginyu from UB22/27 will be a wild one. Bound to be more surprises down the road as well.
  4. Good work Ry on this one. And like you said, "probably not how I'd do it." which works well for me. I've done a lot of throw stuff over the years for different reasons. But a throw gives you total control over the opponent if done right. And there are definitely a bunch of things to do to an opponent that can only be done with a 'throw'. The player doesn't really need to know, but the coder should know. And yeah, most of the time I try to use changeanim2 just for the simple fact that it uses the animations from the opponent. Can't always do it that way, but works better for the most part. A good example of "don't work" is Ssonic renumbered the animations in the sff starting with zero and then ending anywhere from 30 to 60 or so. No 5000's in Ssonic's original sff file. So if you play against one of those, it will 'blank out' the opponent pretty much like you stated. Thanks Ry. And the 'hard part' I guess with people on throws is the 'thinking in stereo' part because with a throw you are coding for 2 characters and not just one.
  5. Thanks ZBrock. Much appreciated. And thanks too Excahm. Oh yeah, another part. He's kinda fun and funny because he was designed to be 'human' in a world full of aliens shooting 'ki blasts' and all that kind of stuff, so Hercule is designed to kinda 'cheat' with all these human-like things to combat against all these alienisms. Like in the DBZ show, "It's a trick!!!". Hercule was a lot of fun to make really and a kind of break from all the other characters in the PSX UB22/UB27 game. Thanks again, I found a link problem on the download page where the link was trying to send you to your hard drive instead of the web page to download the file. Much thanks again ZBrock and Excahm.
  6. Yeah, it sucks pretty bad. Anyway, try this link (may only be temporary) http://www.thenewmathbook.com/hsatanv1100.zip
  7. It may be a browser setting but more likely your security setting on your web browser is probably set too high. For some odd reason, someone set netne.net as some kind of 'spam site' a while back and this caused problems. Up until recently (last 3 to 4 months) I couldn't post anything with a netne.net site name on Facebook at all. I'm not sure what happened to cause all this, but I can say that I have never had a virus, or been spammed or any such stuff in my 2 year history now with netne.net - no idea what caused this but it seems to be slowly but surely getting cleared up now. Kind of odd too because I was with Fortunecity for 10 years and they had adds on the sites and all sorts of stuff but that was fine. No adds or nothing on netne.net and they try to get it blocked. Never made much sense to me.
  8. http://gohanssm.netne.net/mugen.html http://gohanssm.netne.net/chars.html Move List: Normal moves: ------------- Punch - a Kick - b Power Up - c (remember, he's only human) Fireball Block - x (with a Baseball Bat no less) Energy Shield - y (remember, he's only human) Fly - z (with help from Baby Gamorrah of course) Grenade - ~F,B,a Special Moves: -------------- Close Punch - x+y Diving Jabs - B,F,y Rolling Attack - ~D,DB,B,y Forward Charge - ~F,DF,D,b Dynamite Kick - ~B,DB,D,b Hero Dance - ~D,DF,F,x Super Moves: ------------ RPEG (Rocket Propelled Energy Grenade) - ~D,DF,F,a Massive Missile - ~F,DF,D,a Mutually Assured Destruction - ~D,DB,B,a, can not be done while flying Champion Dance - ~D,DF,F,y Screenshot on the page listed above.
  9. Never 'hated' anything released in MUGEN, however... Metal Greymon was only one sprite for a whole character and probably the WORST EVER MUGEN release, however, at least the person tried and realized it didn't work out well. I've never much cared for 'creators' with big egos and no abilities to back up the ego. (OK, you got me, I HATED Silent Storm and probably still do, Sunboy/Kong a close second) People trying to say "it can't be done". I don't know how many times I used to hear others say "it can't be done properly" and then they get ticked off when someone does "what can't be done". Can't do a boomerang type projectile (Android 16), can't swap places with the opponent (Ginyu), nave to use a projectile for a beam attack in DBZ (Mega Gohan and all), have to have at least 30 animations for a character (Li'l Gohan), Can't do scaling on a character (Li'l Gohan), MK fatalities (Willoughby Jackson's Scorpion), and on and on... Any idea why I became 'most hated' by most of the 'expert' naysayers way back when? It can't be done I tell ya... But even so, I always enjoy someone who tries. You may succeed or you may not, but you'll never know if you never try. And if at first you don't succeed. fail. fail again... You never know
  10. DB Final Bout is a rough game to work with in MUGEN because of the 3D sprites trying to fit into MUGEN's 2D world. The excitement is probably most of the battle when doing things. After a while it starts becoming almost a routine after you figure things out more. Glad to see so much enthusiasm stopmotiontoys. And hopefully you don't sweat the small stuff. But learning all this stuff and putting it all together is pretty exhilirating even to old timers as you get all kinds of ideas and such and keep looking to try out new things. Best of skill on your project(s) stopmotiontoys. Hope you keep motivated like you are and also hope you remember to keep up on stuff outside MUGEN as well. But nice to see such enthusiasm. Keep up the good work.
  11. Alpha version released. http://gohanssm.netne.net/mugen.html or http://gohanssm.netne.net/chars.html Only the basics right now but enough to kinda get a feel for what is to come. Oops, and gotta get up at 2:30am tomorrow for work. Not released yet, but progress report here... Redid Baby Gamorrah animations (thinner now) Redid sounds for Grenade and 'flying' Cannon move renamed to RPEG (Rocket Propelled Energy Grenade) - D, DF, F, a - done - off screen projectile renamed Failed Massive Missile to Mutual Assured Destruction so, not done yet (but working on it...) Massive Missile - F, DF, D, a - done - off screen projectile Mutual Assured Destruction - D, DB, B, a - done Diving Jabs - B, F, y - done Rolling Attack - D, DB, B, y - done Forward Charge - F, DF, D, b - done Hero Dance - D. DF. F. x - done Dynamite Kick - B, DB, B, b - done - off screen dash Champion Dance - D, DF, F, y - done redo collision boxes and adjust hitsparks and such (always my final step) About 90% done now (February 21, 2013). As usual on fridays, gotta get up at 230 am... Released February 26, 2013...
  12. The black outline is what the outline actually starts out as. In the game, the outline blends in with the background (gray background - gray outline, green background - green outline, etc.), I just redraw the outline to 'near black' (8,8,8 as opposed to 0,0,0). Makes it appear more 'cartoony'. I know, back when people were like "cool, you removed the outline from Gotenks (Hyper Dimension). I don't like the outlines." and that kind of stuff back in 2000. But the original spriters use the 'outline' to draw with (count pixels and all that), so I leave it in. After doing Gotenks way back when the way I did it, I actually still prefer the outlines because it helps kinda 'define the sprite'. Note also, the rips above were just hastily done before I redid the outlines and such. A bit of a difference between what is above and what will be in the alpha and the final version (11.00 or whatever). But for the fun of it, try putting Satan against say like Gotenks, and then use the player 2 controls to put Gotenks into 'fly mode' in the original game and then look at the Satan sprites afterwards while Satan is on the ground and Gotenks is in the air. That's the only way you can get the 'front facing' animations that most sprite rippers miss. In my chars they are the 6 and 7 animation groups in the sff file but I don't actually use the animations in the air file. I use 800x600 display mode. The game itself changes sprite size based on stage zoom, air / ground, and so forth. I have never found a program yet that allows a direct rip from the PSX game animation files. I can rip the movies and such, but not the character / stage animations. Also no program that I know of that removes the background graphics in PSX. ZSNES can run without BG stuff but that emulator is a mess graphics-wise. And ZSNES never displays properly it seems. Always 'scrunched up' graphics in ZSNES, Appreciate the input Ry. Thanks.
  13. Sorry, another long night last night at work. Anyway. About the sprites as best as I can. I use ePSXe in 800x600 OpenGL mode but ripping for Satan has been an odd experience for me. The UB22/27 game has different sizes for sprite display (and I use the F8 key for screen captures). But UB22/27 adjusts sprite size for air / ground states plus also has the 'zoom in' type mechanics in the stage as well (if the characters get far apart, the stage stretches and the sprite size shrinks accordingly). I have always used the formula of 'on ground' - 45%, 'stage farthest apart' - 77%, and 'on ground while opponent in air' - 92%. However it is very odd that Satan's graphics appear to be larger when ripped than they appear to be in the game. May have something to do with the fact that Satan is a 'ground only' character. Not sure. But I am actually using a 40% ratio for Satan only because in the game Satan is not as tall as Fat Buu and about the same height as Android 18 in the stand poses and such. After the initial rip, at 45% Satan was taller than Fat Buu and nearly twice as tall as Android 18 sprite-wise in MUGEN when I used my default 45% which I have used for every character I have done for MUGEN so far except now. But I guess my best answer Ry is that the sprites are actually in 400x300 and at 800x600 the sprites in the game are distorted and doubled. I then roughly halve the size back down to get rid of the doubling effect from the game using 400x300 size sprites on a 800x600 res screen. But it isn't dithering or filtering causing this but the fact that the game itself expands the sprite based on 'in the air' / 'on the ground' / 'stage appearance' type mechanics thus causing distorted sprites to begin with when ripped directly from the game using the F8 key in ePSXe.
  14. Anyway, probably about a week longer for an 'alpha' release. Gotta gut some coding and such plus finish editing some more sprites yet. On a life positive note, my work has been picking up again lately, with a MUGEN negative note of work has been taking up much more of my time. Anyway 2, got the turtle flying stuff worked out so far. took out the forward dash while leaving in the backdash (Satan is such a 'chicken'). gotta bunch of sprites added in but have to finish editing the KO, punch, kick, and such animations yet. Gonna finish gutting out the tired out fireball coding and such and adding in a Street Fighter type of 'dizzy' system instead (stay in GetHit state too long and go into 'dizzy' state). A few other minor details but hopefully work and life will allow me the time to get this through around a week or so. Power meter will be useless as Mr. Satan is 'human' after all and not personally familiar with inner energy (Ki) levels and all that other stuff. Satan is 'cheap' in the real game and I am trying to keep him that way as best as possible in this conversion. I haven't worked on the Supers, Hypers, and Specials yet but I do that after the 'basics' anyway. As usual Mr. Satan will kinda be like the original game with a few tweaks and twists here and there.
  15. The game takes a bit to get used to because of the different perspective (3D models and viewpoints). A couple people have tried Final Bout but it is a tough one to convert over to the 2D world of MUGEN.
  16. Which characters are you planning on? Hopefully the whole set would be nice eventually. I don't use MSN or any instant messaging. I've had too many problems with it over the years. so.. But if you get stuck lemme know.
  17. It's the standing pos I hope. Before I had a plain monitor but now I have a wide screen. Not sure if that may play into this as well. A couple more screens
  18. Yup Ry, ePSXe for the sprites and PSOUND for the sound extractions. And on the KO and get back up animations have to edit out the dust animation stuff, I got my old utilities up and running again too. I used DOSBox and got a copy of Win 3.11 running so I can use the old (and better) Windows Sound Recorder as well as my favorite Cool Edit v1.33 Got the palettes all set up and a nice supply of the basic rips done up already. Editting the outlines and forcing the palette using Paint Shop Pro v6. Anyway, some screens (I hope) default 1 green 2 blue 3 yellow 4 black 5 orange 6 extra - red 7 (kinda too close to the default though) Oh yeah, and can't forget this guy
  19. No english sound packs on my part. Funimation isn't too fond of people using thier voice overs without permission. The voice actors aren't too worried about it themselves but Funimation has been very upset over people using the english voice dubs even in 'fan art' type stuff Edit: but also, mostly just grunts with "Rolling You Attack" and "Dynamite-o Kick" and I am trying to find the Satan chant off the japanese versions for the intro (was chopped out of the english dubs and 'Hercule' was substituted),
  20. Yes, I have gotten way too bored with Goten from UB22 and need something different to get me motivated again. Anyway, Goten just reminds me too much of why I didn't do Street Fighter and such type characters. And really, Goten is a bit too 'Capcomish" for my tastes at the moment (pretty much a punch/kick/dash character). I'll finish up Goten at some point but my efforts lately are with Mr. (Hercule) Satan from UB27. I've got the sounds and basics ripped but still working on cleaning sprites and such yet (got ALL the basics ripped). And if you remember from the shows, I took a liberty with 'Baby Gamorrah' so that this version will fly unlike the original UB27 version. Will probably be at least a week yet before a workable demo, but coming along nicely so far. Sorry, no pic preview yet.
  21. Peace be with you. And if they don't listen, pieces be of them lol. Good luck on your time off Laharl. Yeah, I've been away too much myself methinks,,,
  22. Nothing like a classic translation gone wrong "All your base are belonging to us" Still cracks me up
  23. lol, William X, that's funny. Anyway, you ever had the "didn't sleep for 10 days straight" rush before? Just a thought. But read back through, I was kinda picking on ya William X because your post title was misleading a bit lol . But I was like that when I was younger. Most of those around me that tried to outdo me didn't survive though. Party on dude for as long as it lasts...
  24. Gonna leave this one alone until December 22, 2012. And yes, most of us that don't panic and do something like really, really stupid or have an unforeseeable accident will be around on and after December 21, 2012. But in foresight, remember... The Comforter will come... The Comforter speaks and understands ALL repeat ALL languages,,, The Comforter will live to be 120 years old... The Comforter is NOT Jesus/Jeshua/Yeshua/Sower of Seeds, nor the one that created the Heaven and the Earth/Alpha and Omega, but The Comforter is the Holy Spirit aka son of the Creator/Comforter/Emperor Emanual/Reaper of the Harvest. The 'trinity' is as follows = Creator -> Son of Creator (Holy Spirit) -> Grandson of Creator (Jesus/Jeshua/Yeshua/etc.) -> denotes 'begets' aka Father (ever living), son (2007? - 2127?), grandson (6/4 BCE? - 35 AD?). aka they are NOT repeat NOT the same individuals/beings but are part of a unique family tree. Oh yeah, there's a link to a video above lol ...
  25. Lol, Stardust. If you get a chance look through Electrocaid's select.def and see if you see a certain name over and over again. The stuff was updated for v04.14.2001 MUGEN and not really compatible with WinMUGEN or v1.0 in many cases. But thanks for reminding me of what a HUGE project that was for Electrocaid and me way back when. There was so much stuff but much of it was very incomplete at best. I think it took about 3 or 4 months of updating and emailing between Electrocaid and myself. Also, Electrocaid is from Belgium (speaks french and english) and became a lawyer in 2006 in Belgium. For me for Xmas? Nah, I hope people have as best a day they can have every day but not every day can be a best day for sure. I honestly can't think of anything I would want for xmas really MUGEN or otherwise. I like trying to keep things as simple as I can and work with what I got I guess.
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