4/26/2011

Update 27/04/11

I present you today a brand new update. Following an idea a friend gave to me, this is a "light edition" if one can call it so.
What is new, since the last update, you ask?
Well:
We have 4 new AI's, in addition to the previous AI's. Added AI patches for Shin by konpeitou (monsun), Mamiya by Yu-Toharu (JJ), Jagi by Ts (Ts) and Toki by Ts (karuhumu).
Also, i have coded all of Juda's Nanto Yosohazan effects for all of the hokuto no ken chars, and left untouched the effect for non-hokuto universe effect that saikei coded originaly.
Also, i have added Juda's sprites for his Fatal KO cutscene with Rei, thanks to FleshDoomDBL.
While i was at it, i added Kenoh's intro missing effects.
You will notice that all the chars have now half the size they had on the previous update, that's because i removed all of the un-used sound files and all of the un-used sprites.
So, uhm, yeah, have fun with it. A new update will occour when 31kei will add his AI to JUDA_31 and THOUTHER_31.

*All the chars have been updated to withstand JUDA_31 (saikei's perfect juda) .
















 

4/23/2011

THOUTHER_31

我々ケンシロウでやったのと同様に、いくつかの改善サウザーを行います。このパッチは、不足している二つの要素を追加します。


thouther.air

;
[Begin Action 2516]
2519,1, 0,0, -1, , A



;
[Begin Action 42519]
-1,0, 0,0, 60, , A
2519,0, 0,0, -1, , A



;
[Begin Action 2519]
2519,0, 0,0, 2, , A
2519,0, -10,-2, 2, , A
2519,0, -14,-4, 2, , A
2519,0, -18,-6, 2, , A
2519,0, -22,-8, 2, , A
2519,0, -26,-10, 2, , A
2519,0, -30,-14, 2, , A
2519,0, -34,-18, 2, , A
2519,0, -38,-22, 2, , A
2519,0, -42,-26, 2, , A
2519,0, -46,-30, 2, , A
2519,0, -50,-34, 2, , A
2519,0, -50,-40, 2, , A
2519,0, -50,-46, 2, , A
2519,0, -50,-52, 2, , A
2519,0, -50,-58, 2, , A
2519,0, -50,-64, 2, , A
2519,0, -50,-70, 2, , A
2519,0, -50,-76, 2, , A
2519,0, -50,-82, 2, , A
2519,0, -50,-88, 2, , A



;
[Begin Action 2549]
2519,0, 0,0, 2, , A
2519,0, 10,-2, 2, , A
2519,0, 14,-4, 2, , A
2519,0, 18,-6, 2, , A
2519,0, 22,-8, 2, , A
2519,0, 26,-10, 2, , A
2519,0, 30,-14, 2, , A
2519,0, 34,-18, 2, , A
2519,0, 38,-22, 2, , A
2519,0, 42,-26, 2, , A
2519,0, 46,-30, 2, , A
2519,0, 50,-34, 2, , A
2519,0, 50,-40, 2, , A
2519,0, 50,-46, 2, , A
2519,0, 50,-52, 2, , A
2519,0, 50,-58, 2, , A
2519,0, 50,-64, 2, , A
2519,0, 50,-70, 2, , A
2519,0, 50,-76, 2, , A
2519,0, 50,-82, 2, , A
2519,0, 50,-88, 2, , A
2519,0, 50,-94, 2, , A
2519,0, 50,-100, 2, , A
2519,0, 50,-106, 2, , A



;
[Begin Action 32519]
2519,0, 0,0, 2, , A
2519,0, 0,-2, 2, , A
2519,0, 0,-6, 2, , A
2519,0, 0,-10, 2, , A
2519,0, 0,-14, 2, , A
2519,0, 0,-18, 2, , A
2519,0, 0,-22, 2, , A
2519,0, 0,-26, 2, , A
2519,0, 0,-30, 2, , A
2519,0, 0,-34, 2, , A
2519,0, 0,-38, 2, , A
2519,0, 0,-42, 2, , A
2519,0, 0,-46, 2, , A
2519,0, 0,-50, 2, , A
2519,0, 0,-54, 2, , A
2519,0, 0,-58, 2, , A
2519,0, 0,-62, 2, , A
2519,0, 0,-66, 2, , A
2519,0, 0,-70, 2, , A
2519,0, 0,-74, 2, , A
2519,0, 0,-78, 2, , A
2519,0, 0,-82, 2, , A
2519,0, 0,-86, 2, , A
2519,0, 0,-90, 2, , A



TH-03.cns


;---------------------------------------------------------------------------
; 天翔十字鳳
;---------------------------------------------------------------------------
[statedef 3000]
movetype=a
[state ]
type=changeanim
trigger1=anim!=3000
value=3000
[state ]
type=varset
trigger1=1
fvar(1)=-1
[state ]
type=turn
trigger1=animelem=1
trigger1=(var(1):=var(1)+4*(facing*(enemynear(!enemynear,alive&&numenemy>1&&enemynear(numenemy>1),alive),pos x-pos x)<0))&4
[state ]
type=playsnd
trigger1=animelem=1
value=s3000,1
channel=0
[state ]
type=playsnd
trigger1=animelem=18
value=s3000,2
channel=0
[state lordmike]
type=null;explod
trigger1=animelem=12
anim=2573000
id=2573000
scale=.5,.5
postype=p1
pos=0,0
ownpal=1
ontop=1
supermovetime=99999
pausemovetime=99999
[state ]
type=statetypeset
trigger1=animelem=2,>=0
statetype=a
[state ]
type=varset
trigger1=animelem=1
sysfvar(0)=0
[state ]
type=varset
trigger1=animelem=1
sysfvar(1)=0
[state ]
type=varset
trigger1=animelem=1
sysfvar(2)=0
[state ]
type=varset
trigger1=animelem=1
sysfvar(3)=0
[state ]
type=varset
trigger1=animelem=2,>=0&&animelem=10,<0
sysfvar(0)=-1.5
[state ]
type=varset
trigger1=animelem=10,>=0
sysfvar(0)=0
[state ]
type=varset
trigger1=animelem=2
sysfvar(4)=-12
[state ]
type=varset
trigger1=animelem=10,>=0
sysfvar(4)=0
[state ]
type=varadd
trigger1=animelem=4||animelem=5
trigger1=var(0)<(var(1)&1)
var(1)=-(var(1)&2)
[state ]
type=hitdef
trigger1=var(0)<(var(1)&1)&&!(var(1)&2)
attr=s,ha
hitflag=maf
guardflag=ma
damage=0
getpower=0
givepower=0
animtype=up
priority=6,hit
pausetime=0,9
ground.hittime=10
ground.slidetime=10
guard.hittime=8
ground.velocity=-1.5,-10
air.hittime=0
air.velocity=-1.5,-10
fall=1
yaccel=.25
fall.recover=0
ground.cornerpush.veloff=0
sparkno=-1
hitsound=-1
guard.sparkno=-1
guardsound=-1
kill=0
[state ]
type=targetstate
trigger1=numtarget
trigger1=movehit=1
trigger1=!(var(1)&16384)
value=3020
[state ]
type=superpause
trigger1=animelem=18,>=0
time=2
movetime=2
darken=0
anim=-1
p2defmul=1
;----十字陵
[state ]
type=helper
trigger1=animelem=10
id=3005
stateno=3005
ownpal=1
supermovetime=99999
pausemovetime=99999
;---鳳凰
[state ]
type=explod
trigger1=animelem=20
id=3000
anim=3002
removetime=-1
scale=.5,.5
ownpal=1
sprpriority=-3
supermovetime=99999
pausemovetime=99999
[state ]
type=modifyexplod
trigger1=1
id=3000
trans=addalpha
alpha=(animelemtime(20)*16),256
;---後光
[state ]
type=helper
trigger1=animelem=20
id=3010
stateno=3010
ownpal=1
supermovetime=99999
pausemovetime=99999
;---------------暗転
[state ]
type=playsnd
trigger1=animelem=18
value=s3000,0
volume=255
[state ]
type=explod
trigger1=animelem=18
id=3053
anim=3053
scale=.75,.75
pos=0,-70
removetime=-2
bindtime=-1
ownpal=1
sprpriority=-1
supermovetime=99999
pausemovetime=99999
[state ]
type=explod
trigger1=animelem=19
id=2519
anim=2519
scale=.9,.9;1,1
pos=-40,-95
removetime=-2
bindtime=-1
ownpal=1
ontop=1
supermovetime=99999
pausemovetime=99999
[state ]
type=explod
trigger1=animelem=19
id=32519
anim=32519
scale=.9,.9;1,1
postype=p1
pos=-10,-95
removetime=-2
bindtime=-1
ownpal=1
ontop=1
supermovetime=99999
pausemovetime=99999
[state ]
type=explod
trigger1=animelem=19
id=32519
anim=32519
scale=.9,.9;1,1
postype=p1
pos=10,-95
removetime=-2
bindtime=-1
ownpal=1
ontop=1
supermovetime=99999
pausemovetime=99999
[state ]
type=explod
trigger1=animelem=19
id=2549
anim=2549
scale=.9,.9;1,1
postype=p1
pos=40,-95
removetime=-2
bindtime=-1
ownpal=1
ontop=1
supermovetime=99999
pausemovetime=99999

[state ]
type=helper
trigger1=animelem=18
id=2500
stateno=2500
ownpal=1
supermovetime=99999
pausemovetime=99999

[state ]
type=explod
trigger1=animelem=18,>=0
;trigger1=animelemtime(1)%2
id=10022
anim=10022
removetime=10
scale=.25-(random%5)*.04,1-(random%5)*.1
postype=back
pos=random%320,240
vel=0,-35
ownpal=1
sprpriority=-6
trans=add
supermovetime=99999
pausemovetime=99999
[state ]
type=explod
trigger1=animelem=18
id=10020
anim=10020
removetime=-1
scale=1,1
ownpal=1
postype=back
pos=-320,0
bindtime=-1
sprpriority=-7
supermovetime=99999
pausemovetime=99999
[state ]
type=explod
trigger1=animelem=18
id=10021
anim=10021
removetime=-1
scale=1,1
ownpal=1
postype=back
pos=0,0
bindtime=-1
sprpriority=-7
supermovetime=99999
pausemovetime=99999
[state ]
type=modifyexplod
trigger1=1
id=10020
trans=addalpha
alpha=128-floor(128*sin(gametime*9*pi/180)),256
[state ]
type=modifyexplod
trigger1=1
id=10021
trans=addalpha
alpha=128-floor(128*cos(gametime*9*pi/180)),256
;----------------
[state ]
type=selfstate
trigger1=!animtime
value=3050


;-------------------------------ここで私これらのヘルパーを追加します
;(HELPER)
[Statedef 2519]
type = A
ctrl = 0
velset = 0,0
anim = 2519
movetype = I
physics = N
sprpriority = 300
[state ]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-var(1)/2,256
[State ]
type = AngleDraw
trigger1 = 1
scale = 2+0.002*var(1),2+0.002*var(1)
[state ]
type = destroyself
trigger1 = time >= 10
;(HELPER)
[Statedef 42519]
type = A
ctrl = 0
velset = 0,0
anim = 42519
movetype = I
physics = N
sprpriority = 300
[state lordmike]
type=sprpriority
trigger1=1
value=300
[state ]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-var(1)/2,256
[State ]
type = AngleDraw
trigger1 = 1
scale = 2+0.002*var(1),2+0.002*var(1)
[state ]
type = destroyself
trigger1 = time >= 92

;----------------------------------

TH-CMD.cns

[statedef -1]
[state ]
type=Helper
triggerall=movehit=1
trigger1=anim=3055
id=42519
name="effect"
sprpriority=2
pos=0,-50
postype=p2
stateno=42519
helpertype=normal
pausemovetime=0
keyctrl=0
ownpal=1



私はまた、画像オーラの色を変更
 
結果以下の通りです:

 DOWNLOAD

4/20/2011

KENSHIRO_31

ゲーム31kei条件ではあるが、完璧な作成ケンシロウ、私アーケードとは異なりいくつかの要素がないことに気づいた。だから私この小さなパッチを作成することを決めた。
これらの不足している項目があります:
2000-天破活殺
-七つの星




 Ken.air
;七つの星
[Begin Action 2069];
2069選んだ,プール他の番号ことができる
2069,0, 0,0, 2, , A
-1,0, 0,0, 1, , A 
;
[Begin Action 22522]
22522,0, 0,0, 3,
22522,1, 0,0, 3,
22522,2, 0,0, 3,
22522,3, 0,0, 3,
22522,4, 0,0, 3,
22522,5, 0,0, 3,
22522,6, 0,0, 3, 

;----------------------- 

 Ken03.cns

;------------北斗七星
[statedef 2005]
[state ]
type=changeanim
trigger1=anim!=2005
value=2005
[state ]
type=velset
trigger1=1
x=0
y=0
[state ]
type=posset
trigger1=animelem=1
x=enemynear,pos x+30*facing
y=enemynear,pos y-148
[state ]
type=posset
trigger1=animelem=2
x=enemynear,pos x-18*facing
y=enemynear,pos y-158
[state ]
type=posset
trigger1=animelem=3
x=enemynear,pos x-30*facing
y=enemynear,pos y-118
[state ]
type=posset
trigger1=animelem=4
x=enemynear,pos x+8*facing
y=enemynear,pos y-94
[state ]
type=posset
trigger1=animelem=5
x=enemynear,pos x+6*facing
y=enemynear,pos y-50
[state ]
type=posset
trigger1=animelem=6
x=enemynear,pos x-21*facing
y=enemynear,pos y-26
[state ]
type=posset
trigger1=animelem=7
x=enemynear,pos x-40*facing
y=enemynear,pos y
[state ]
type=helper
trigger1=animelem=1||animelem=2||animelem=3||animelem=4||animelem=5||animelem=6||animelem=7
id=6000
stateno=6000
scale=.5,.5
ownpal=1
supermovetime=99999
pausemovetime=99999
[State effect]
type = Explod
trigger1=animelem=8
anim=2069
ignorehitpause=1
postype=p2
pos=0,-52
ownpal=0
scale=0.25,0.25
sprpriority=5
removetime=22
[State explod]
type = Explod
trigger1=animelem=8
anim=22522
id=22522
sprpriority=5
postype=p2
pos=0,-52
bindtime=1
supermove=0
ignorehitpause=1
removetime=20
under=0
scale=0.5,0.5

[state ]
type=destroyself
trigger1=!animtime 

;--------------------------------
;3100 北斗百裂拳  
-引き裂かれたの効果 (juda_31から借りた)


- 青色オーラ (これらの画像は、元のファイルのSFFで使用されている)


Ken.air 

;
[Begin Action 3310000]
10000,0, 0,0, 30, , A

;
[Begin Action 3310001]
1020,0, 0,0, 2, VH, AS8D256
1020,0, 0,-2, 2, VH, AS16D256
1020,0, 0,-4, 2, VH, AS24D256
1020,0, 0,-6, 2, VH, AS32D256
1020,0, 0,-8, 2, VH, AS40D256
1020,0, 0,-10, 2, VH, AS48D256
1020,0, 0,-12, 2, VH, AS56D256
1020,0, 0,-14, 2, VH, AS64D256
1020,0, 0,-16, 2, VH, AS72D256
1020,0, 0,-18, 2, VH, AS80D256
1020,0, 0,-20, 2, VH, AS88D256
1020,0, 0,-22, 2, VH, AS96D256
1020,0, 0,-24, 2, VH, AS104D256
1020,0, 0,-26, 2, VH, AS112D256
1020,0, 0,-28, 2, VH, AS120D256
1020,0, 0,-30, 2, VH, AS128D256

;
[Begin Action 3056]
3055,0, 0,0, 3, , AS16D256
3055,0, 0,0, 3, , AS48D256
3055,0, 0,0, 3, , AS80D256
3055,0, 0,0, 3, , AS112D256
3055,0, 0,0, 3, , AS144D256
3055,0, 0,0, 3, , AS176D256
3055,0, 0,0, 3, , AS208D256
3055,0, 0,0, 3, , AS240D256
3055,0, 0,0, 3, , AS256D256 

;--------------------------------

Ken03.cns


;-----------------------
[statedef 3100]
sprpriority=2
movetype=a
[state ]
type=changeanim
trigger1=anim!=3100
value=3100
[state ]
type=assertspecial
trigger1=1
flag=nobg
flag2=nofg
[state ]
type=assertspecial
trigger1=1
flag=timerfreeze
[state ]
type=bgpalfx
trigger1=1
time=2
mul=0,0,0
[state lordmike]
type=explod
trigger1=animelem=3
id=3056
anim=3056
scale=.5,.5
pos=0,-100
sprpriority=10
ownpal=1
keyctrl=0
bindtime=-1
removetime=10
supermovetime=99999
pausemovetime=99999
[state lordmike]
type=explod
trigger1=animelem=5
id=3310000
anim=3310000
scale=1,1
pos=0,-100
ownpal=1
sprpriority=0
supermovetime=99999
pausemovetime=99999
[state lordmike]
type=explod
trigger1=animelem=5
id=3310001
anim=3310001
scale=1,1
pos=0,-100
ownpal=1
sprpriority=0
supermovetime=99999
pausemovetime=99999

[state ]
type=explod
trigger1=animelem=10,<0
id=10022
anim=10022
removetime=10
scale=1-(random%5)*.1,.25-(random%5)*.04
postype=back
pos=0,random%240
vel=35,0
ownpal=1
sprpriority=-6
trans=add
supermovetime=99999
pausemovetime=99999
 


-結果!



有用であると思っています。
LINK:  DOWNLOAD

2/25/2011

2月25日2011年 北斗の拳 - 主マイク (サウザー) vs rei (レイ)


5 tough matches between Souther (me) and Rei (AI patch by rei).
Chars used:
Thouther_31 (author: 31kei)
Rei (author ahuron, editor rei)
Stages:
Mamiya's Village (author: TeNe)
Pyramid (author: TeNe)
The 5 basic palettes were used for the 5 matches.

Other notes: i cannot do a wall bounce on the left side of the screen, ever.
Also, i got knocked the fuck out in the first match. Rei is unforgiving.
I was having a very bad day, normally after a wall bounce setup i don't miss a hit, but in these matches i missed most of them.
Anyway, enjoy.

2/06/2011

Update 02/06/11

I decided to go the extra mile since all chars share the same Boost Bar and Aura system as of 1st of February. Now they share the same star effects system and red slash effect system (blood pond on the floor effect included). Which is the same system that the original game uses.
Let's see, what else? Oh yeah, i've corrected some blunders from the previous update (changing the aura system left a few things uncovered: like the AI being able to perform moves when it didn't had the required power), and in the near future i plan on making a "light" version (removing the continue screen sprites, the extra songs and replacing the super background and super ko background with smaller ones, the type that fixxxer is using for shuh) because the normal chars got a little heavier than i originally planned.

And i really must thank again 31kei (SAIKEI) and konpeitou for releasing such wonderful chars. They are a joy to play with, and their coding method was most valuable.


***DOWNLOAD CHARS***
JAGI
JUDA
KENOH
KENSHIRO_31
MAMIYA
MR.HEART
RAOH ATL
REI
SHIN
THOUTHER_31
TOKI_S
Patch for TOKI_S

2/01/2011

Update 02/01/11

This update today promises to be my best work yet. I have removed the old boost bar and aura bar system in all chars and i have implemented  a new system that makes my previous work look like trash.
Both Boost Bar and Aura Bar will now modify as in the original game, and the white animation now follows the purple/blue bars precisely. Also, this system allows the Boost and Aura Bar to be on top of any stage elements.







***Download Chars***
JAGI
JUDA
KENOH
KENSHIRO_31
MAMIYA
MR.HEART
RAOH ATL
REI
SHIN
THOUTHER_31
TOKI_S

Update 02/01/11