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Messages - Vans

Pages: 1 [2] 3 4 ... 76
16
Random Shit Mk II / Re: Show us your desktop.
« on: February 08, 2013, 08:14:04 PM »
My wallpaper rotates every few mins.


17
News / Re: [KOF2002 UM] Iori, F-Iori, Marco released. Jhun updated.
« on: February 03, 2013, 10:38:01 AM »
Thanks for the report.

I have fixed the problem with KOD's Kyo.

As for the sounds it's quite the contrary, Kyo is too loud. :P

18
News / [KOF2002 UM] Iori, F-Iori, Marco released. Jhun updated.
« on: February 02, 2013, 03:21:59 PM »
1.0 Only

I'm releasing:
- Iori Yagami from KOF2002 UM.
- Flameless Iori Yagami in KOF2002 UM style.
- Marco Rossi in KOF2002 UM style.

Updating:

- Jhun Hoon.



Downloads → Vans

19
Tips, Tricks, and Tutorials. / Re: Some Constants Issue
« on: February 01, 2013, 10:00:16 PM »
About the head.pos constants. Those are quite troublesome.

You should never use the stance as a base, and there's a reason why:

Head.pos constants are usually used during throws. Most characters' head won't be in the same position during throws so you should be using 5010,0 as a base instead.

One other problem is that there's no way to get them to look accurate.

Every throw in KOF is coded in a per-character basis. This means that Clark's frankensteiner doesn't use a "fixed" value for the head position, you may only use approximations.

It really comes down to using two/three characters and test the head position until it looks OK. There's honestly no better way to go about this.

I believe I changed the head.pos value in the newest version of Iori, but I'm not sure. lol

20
MUGEN WIPs / Re: Marco Rossi (NGBC + KOF2002 UM)
« on: February 01, 2013, 07:08:11 PM »
He's been complete for about... 2? almost 3 weeks.

I just haven't had the time to actually release, lol.

21
MUGEN WIPs / Re: Iori Yagami from King of Fighters 99
« on: January 30, 2013, 07:28:06 PM »
The striker system will be added if I have more experience in coding ;) I plan to add all kof99 characters as the striker, player can change their striker preference from a config file but that will be made after I have created many characters :P

I see.

Back when I was considering making Arcana Heart characters, I had many ideas about how to code expandible arcana. This same principle could be applied to strikers and what not.

Once you feel more comfortable with CNS, we could discuss some of this if you want. It's actually pretty cool. :P

22
MUGEN WIPs / Re: Iori Yagami from King of Fighters 99
« on: January 29, 2013, 07:52:54 PM »
Interesting. What are your plans for the striker system? (Will it be present?)

23
Tips, Tricks, and Tutorials. / Re: Some Constants Issue
« on: January 29, 2013, 07:34:30 PM »
Keep in mind, Iori is moving to the left here.

This means that you are getting a negative velocity. Since this is a 2-bit address negative values are counted from 65536 backwards.

You have two options to get this value: either switch sides (NeoGeo KOF will display the values like they were always positive) or just make up for this difference.

This is how you do it:

Tick 1: 65525,16148; both are negative values, so:

For int: 65535-65525 = 10.
For flt: 65536 -1648 = 49388.

10 49388 = 10.75360107421875.

If you do the hop from the right side you will notice that this is indeed the first bit of data given by armoney.

My recommendation is to just switch sides.

24
MUGEN WIPs / Re: Marco Rossi (NGBC + KOF2002 UM)
« on: January 26, 2013, 10:05:58 AM »
jesus christ:


25
Mugen Releases / Re: KOF True K' Final Release
« on: January 25, 2013, 03:07:08 AM »
invalid or deleted file

26
MUGEN WIPs / Re: Marco Rossi (NGBC + KOF2002 UM)
« on: January 24, 2013, 02:14:10 AM »
Currently I don't feel like making a thread at Guild, sorry. :/

27
MUGEN WIPs / Re: Websta's projects
« on: January 23, 2013, 05:56:23 AM »
Personally, I prefer to just do B.

I don't have enough willpower to do A, I get bored working with the same characters.

28
Mugen Releases / Re: NGBC Mars People + NGBC Akari
« on: January 23, 2013, 12:14:13 AM »
It can't be done, sadly. :/

I use several methods to get the data I need. For timings it's as simple as recording a video (since it does 60 FPS).

For velocities, I set the "Turbo" timings adjust at 5% and activate it to slow the emulator down to a crawl. I then record the artmoney window at 60 FPS to grab the velocity data.

I wish there was a better way.

29
Mugen Releases / Re: NGBC Mars People + NGBC Akari
« on: January 22, 2013, 09:20:04 PM »
Testing Marpi.

At first glance, really impressive coding work!  You are comfortable working with CNS, and it shows. :)

I haven't done this in years, but since this conversion is aiming for accuracy, I will note down every single detail I can find:

- Something seems to set a MUTEKI flag during his liedown states (5100,5110?). I can't hit him with OTG moves during long combos.

- His dashes are completely wrong:

Code: [Select]
[State 750]
type = Velset
trigger1 = AnimElemTime(3) = 0
x = 9
[State 750]
type = Veladd
trigger1 = AnimElemTime(3) > 0
x = -.2

NGBC (like KOF) uses exponential friction for most moves with acceleration, this is what it should look like:

Code: [Select]
[State 105, 1]
type = VelSet
trigger1 = animelemtime(3) >= 0
x = (10.1746063232421875*exp((-0.08250786517518811744897669497371)*(time-4)))

Simplified version:

[State 105, 1]
type = VelSet
trigger1 = animelemtime(3) >= 0
x = (12*exp((-0.0825)*(time-2)))

Calculation method:


- Artmoney delays velocity addition data with a delay of 1 tick. A quote from your jump constants:

Code: [Select]
jump.neu = 0,-10.044921875
yaccel = 0.455078125

Considering that missing tick: 10.044921875+0.455078125 = 10.5. A pretty number. :)

- His y-movement seems wrong.

A quote from State 1300:

Code: [Select]
[State 0]
type = StateTypeSet
trigger1 = Time = 15
statetype = A
physics = A

It's in very, VERY rare cases where SNK uses the gravity constant to handle air movement.

In Marpi's case, this particular move uses two different yaccel values,

4294951296 or 0.244140625
4294901760 or... 1!

As you can see this is entirely different from his gravity constant.

- Projectile velocities are completely guessed.

Data for Mars's shot 1:


Data for Mars's shot B

X vel is correct in yours.

Pieces of y vel data:
3.9375
3.875
3.8125

Adjusting for the missing tick, that is a starting y vel of 4 with a yaccel of 0.0625.
NGBC changes the sign of the y velocity in certain time periods to create the bouncing effect.

Also, this fact is NOT accounted for in the velocity address, the engine stores velocity sign elsewhere but the data is still correct, I don't know why it does this.

This is how I'd do it (this version uses now accurate data):

Code: [Select]
[State 0]
type = VelSet
trigger1 = !time
x = 2.5
y = -4
[State 1011, VelSet]
type = VelSet
trigger1 = time = 10
trigger2 = time = 35
y = -Vel Y
[State 1011, VelAdd]
type = VelAdd
trigger1 = time < 64
y = -0.0625*(Vel Y / abs(Vel Y)) ;return Vel Y's current sign for proper veladds.
[State 1011, VelAdd]
type = VelAdd
trigger1 = time >= 64
y = 0.0625

There's probably a way to optimize this code much more, this is just a quick snippet of how it should work.

I believe there might be moves with the same problems.

So far, very impressive for a second character, I can't wait to see more from you.

I will test combos extensively after the mentioned things have been fixed.

I have also attached a newer version of my NGBC table with this post. This version has special addresses for Marpi's projectiles. :)

This table only works in Kurukuru-1. So keep that in mind. :P

30
MUGEN WIPs / Re: NGBC Mars People + Akari Update
« on: January 21, 2013, 12:44:03 PM »
That was quick. Sounds awesome.

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