Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Vans

Pages: [1] 2 3 ... 76
News / Swiss Army Knife for WinMUGEN (English version).
« on: March 18, 2017, 11:39:13 PM »


This is an English version of Swiss Army Knife for WinMUGEN ver. 1.08 by Anonymous. Translated by myself.

Swiss Army Knife is a debugging tool for WinMUGEN and MUGEN 1.0 that provides a great variety of ways of observing individual player data and variables in real-time.

Within the tool, the Help function provides context, explanations and examples on how to use the advanced debugging features.

This modified version only affects the following:

  • Fully translates the main program into English.
  • Fully translates the Help functions and its examples and explanations.
  • Re-formatted forms and windows to a better fit for English text.

You can get it in the Tools section.

News / Jenet, Chizuru and Athena (KOF2002 UM style) released + updates.
« on: January 24, 2017, 08:00:44 AM »
I also uploaded updated versions of Hotaru, Rugal, Shingo and Xiangfei.

This is a first public release of my latest 3 works. These three are my most technical and innovative works in the last 3 years.


Notes for Jenet:
- The first character to use 100% accurate collision and alignment data from KOFXI.
- Adapted to KOF2002UM style.

Notes for Chizuru:
- Based on KOF98UM.
- HIGHLY technical character, the only accurate Chizuru in MUGEN.
- Uses a new technique for cloning moves that simulates the behavior from the game.
- This is the only Chizuru that accurately shares frame data with its clone.
- Her sprite file was made with a completely new and non-standard technique.
- Allows for compatibility with other characters for the sealing super. Users of a .vns-type buffering system can update to be compatible with an extremely easy copy-paste.

Notes for Athena:
- Alignment and collision data is 100% accurate to KOFXI.
- Gameplay has been adapted to KOF2002UM style.
- Her reflector is the basis for the projectile reflection system.
- Makes use of the new technique for building sprite files.

All of these updated (and released characters) are compatible with a new and revolutionary projectile reflection system. This system, divided into a reflector and a projectile portion, is capable of emulating proper projectile reflection in MUGEN!

These characters are all compatible and provide examples of many of the most basic implementations of reflection. Within the code any and all parts of the reflector code are documented and logically labeled.

This system is now supported by coders such as KoopaKoot, Jesuszilla and Kamekaze, who are in the process of updating projectile code to be compatible.

A more in-depth guide of how to use this system is in the works.

Random Shit Mk II / Re: hey guys
« on: August 22, 2016, 03:19:20 PM »


I release an arranged version of Rugal Bernstein from The King of Fighters 98: Ultimate Match -Final Edition- along with Omega Rugal from The King of Fighters 2002: Unlimited Match.

Notes for Rugal:
- 1.0 Only!!
- Omega Rugal is included as a separate definition (*.def) file in Rugal's package.

Notes for Hotaru:

- Fixed a problem with Haigekishu.
- Corrected an AI problem during scramble mode.

Notes for Xiangfei:

- Corrected an AI problem during scramble mode.

Notes for all three:

- Overall stability has been improved.
- Compatibility with further content has been added.

News / Hotaru Futaba (02UM style) released. Xiangfei updated.
« on: May 27, 2015, 12:56:54 AM »

Notes for Hotaru:

- 1.0 Only!!
- This Hotaru release marks the first anniversary of the command buffering system and it has been tested and used by many coders. The code itself is commented and open source, I invite coders to consider switching to it.
- This release includes a special TECHNICAL DEMO called "scramble mode", enable it in her configuration file along with a compatible character and select them in simul mode to enable REAL tagging between the two!

Notes for Xiangfei:

- Compatibility with Hon-Fu by Tora has been added.
- Scramble was tweaked.

News / KOF98UM and KOF2002UM sprite rips by wuwo are now hosted.
« on: May 15, 2015, 04:30:11 AM »
Please credit wuwo if used.
You can find them in:

Downloads => Open source => Sprites => The King of Fighters 98: Ultimate Match

Downloads => Open source => Sprites => The King of Fighters 2002: Unlimited Match

News / Evil Fei-Long released
« on: April 01, 2015, 06:04:23 AM »

I'm releasing Fei-Long today because I'm not gonna be available tomorrow. He is made up to my current standards and specs.

I hope you enjoy

threeponesMUGEN => Downloads => Vans


News / Xiangfei (beta) released.
« on: October 14, 2014, 08:02:40 PM »

I'm releasing a BETA version of Xiangfei.

A log what is and what isn't done:

- Movelist, movement and KOF2002UM behavior 100% complete.
- Includes (a basic) AI.
- Implementation of the scramble mode is experimental, incomplete and disabled by default.
- Some animations and/or edits are still missing.
- Compatibility with Hon-Fu by TORA is still missing.

I will not provide any further details as to the use, behavior and/or operation of the scramble mode until it is complete and do not make myself responsible if the user chooses to enable it.


Downloads -> Vans

MUGEN WIPs / Re: MVC2 Mewtwo
« on: February 01, 2014, 07:17:13 PM »
Holy shit that looks amazing!

Will you be using an existing MvC2 system or will you code your own?

News / Shingo Yabuki
« on: January 20, 2014, 11:31:42 PM »

This time around I release Shingo from KOF2002UM. :)

Comments in the readme.

Downloads → Vans

Video Games / [3DS] Ace Attorney: Dual Destinies / 逆転裁判 5
« on: May 15, 2013, 05:58:33 AM »
Phoenix Wright - Dual Destinies Announcement trailer


IHOM / Re: 日本語を話す人ようこそ! (JAPANESE ONLY)
« on: April 03, 2013, 08:33:44 PM »



Random Shit Mk II / Re: SPAM Thread II: SPAM HARDER
« on: April 02, 2013, 08:44:46 PM »

IHOM / Re: 日本語を話す人ようこそ! (JAPANESE ONLY)
« on: March 29, 2013, 01:38:39 PM »



Tips, Tricks, and Tutorials. / Re: Kof basic hitdef issues
« on: February 11, 2013, 09:25:55 PM »
Basic move damage is random in KOF2002. Most of the time, it is a difference of 2 units of damage.

The only way to get fixed values is to check KOF2002UM.

Power, these calculations were made during the dark era of not having artmoney, lol. I measured the pixels and divided.

64 pixels / 6 pixel damage difference = 9.2857142857142857142857142857143, * 1000 = 93.75 which scales up to 94.

This is something I forgot to correct afterwards. Also, I do believe the maximum power value in KOF2002 is 66, and not 64 as stated in the table, this needs checking.


There's no reliable way of getting sparkxy that I know of. I usually try to get the y position of the spark relative to P2, and run with that.

Other times, I align it by eye (I am a very lazy person when it comes to this). Keep in mind that the x-parameter depends on P2.

Pausetimes, keep in mind pausetime is the number of ticks the character will be frozen for.

In Iori's example, his standing D lasts for 4-frames. If this attack hits, Iori is frozen in this frame for 16 ticks.

This means that the pausetime is the difference between these two values, 16-4 = 12. 12 ticks of pausetime.

Keep in mind that if the mugenversion is 1.0, these become 11 for the attacker.

Calculating guard pausetimes uses the same principle.

Priority. Impossible, there is no "priority" concept in KOF, everything is decided via CLSN.

The only reason we all keep using these priority parameters is because they were standards set by previous KOF creators (CCIronmugen, OrochiKOF97 among others).

We keep them in order to maintain whatever sense of balance we managed to achieve. But technically, priority should be the same for every single move.


This value starts counting from pausetime onwards. To calculate, hit an opponent. As soon as they enter the blocking animation, start counting down.

For Iori's close HP you can clearly see it lasts for 28 ticks.

Air.velocity. KOF uses exponential friction for several air gethits, it has only been recently that we've started adding these via custom states.

The values you see in Iori_WLS are merely approximations to replicate the same velocity structure using MUGEN's calculations.

The only way around this is making everything a custom state, but by doing that you are violating a fellow author's gameplay standards. This (in my case) should be avoided as much as possible, and due to this, I've decided to use approximations for these values in order to preserve my opponent's states.

Pages: [1] 2 3 ... 76