A little patch for Kenshiro_31 by Saikei. When using the Zankai Ken attack, the countdown is displayed above the boost bar, but Mamiya has two more gauges above her boost bar, so the countdown must be displayed above those. And by making this small edit, Ken will display the countdown perfect for everyone.
This edit goes in Ken-03.cns
;-------------------------------------------------
;----vs mamiya
[state ]
type=explod
trigger1=enemy,name="mamiya"
trigger1=!numexplod(2293-(floor(root,fvar(8)+399)%4000)/400)
trigger1=teamside=1
id=2293-(floor(root,fvar(8)+399)%4000)/400
anim=2293-(floor(root,fvar(8)+399)%4000)/400
postype=left
pos=225,164;180
scale=.5,.5
sprpriority=7
bindtime=-1
trans=add
removetime=-1
ownpal=1
supermovetime=999999999
pausemovetime=999999999
[state ]
type=explod
trigger1=enemy,name="mamiya"
trigger1=!numexplod(2293-(floor(root,fvar(8)+399)%4000)/400)
trigger1=teamside=2
id=2293-(floor(root,fvar(8)+399)%4000)/400
anim=2293-(floor(root,fvar(8)+399)%4000)/400
postype=left
pos=10,164;180
scale=.5,.5
sprpriority=7
bindtime=-1
trans=add
removetime=-1
ownpal=1
supermovetime=999999999
pausemovetime=999999999
;-------------------------------
[state ]
type=explod
trigger1=enemy,name!="mamiya"
trigger1=!numexplod(2293-(floor(root,fvar(8)+399)%4000)/400)
trigger1=teamside=1
id=2293-(floor(root,fvar(8)+399)%4000)/400
anim=2293-(floor(root,fvar(8)+399)%4000)/400
postype=left
pos=225,180
scale=.5,.5
sprpriority=7
bindtime=-1
trans=add
removetime=-1
ownpal=1
supermovetime=999999999
pausemovetime=999999999
[state ]
type=explod
trigger1=enemy,name!="mamiya"
trigger1=!numexplod(2293-(floor(root,fvar(8)+399)%4000)/400)
trigger1=teamside=2
id=2293-(floor(root,fvar(8)+399)%4000)/400
anim=2293-(floor(root,fvar(8)+399)%4000)/400
postype=left
pos=10,180
scale=.5,.5
sprpriority=7
bindtime=-1
trans=add
removetime=-1
ownpal=1
supermovetime=999999999
pausemovetime=999999999
[state ]
type=removeexplod
trigger1=1
id=2294-(floor(root,fvar(8)+399)%4000)/400
;------vs mamiya
[state ]
type=explod
trigger1=enemy,name="mamiya"
trigger1=!numexplod(2289-(floor(root,fvar(8)+399)%400)/40)
trigger1=teamside=1
id=2289-(floor(root,fvar(8)+399)%400)/40
anim=2289-(floor(root,fvar(8)+399)%400)/40
postype=left
pos=255,170;186
scale=.4,.4
sprpriority=7
bindtime=-1
trans=add
removetime=-1
ownpal=1
supermovetime=999999999
pausemovetime=999999999
[state ]
type=explod
trigger1=enemy,name="mamiya"
trigger1=!numexplod(2289-(floor(root,fvar(8)+399)%400)/40)
trigger1=teamside=2
id=2289-(floor(root,fvar(8)+399)%400)/40
anim=2289-(floor(root,fvar(8)+399)%400)/40
postype=left
pos=40,170;186
scale=.4,.4
sprpriority=7
bindtime=-1
trans=add
removetime=-1
ownpal=1
supermovetime=999999999
pausemovetime=999999999
;-----------0.X0
[state ]
type=explod
trigger1=enemy,name!="mamiya"
trigger1=!numexplod(2289-(floor(root,fvar(8)+399)%400)/40)
trigger1=teamside=1
id=2289-(floor(root,fvar(8)+399)%400)/40
anim=2289-(floor(root,fvar(8)+399)%400)/40
postype=left
pos=255,186
scale=.4,.4
sprpriority=7
bindtime=-1
trans=add
removetime=-1
ownpal=1
supermovetime=999999999
pausemovetime=999999999
[state ]
type=explod
trigger1=enemy,name!="mamiya"
trigger1=!numexplod(2289-(floor(root,fvar(8)+399)%400)/40)
trigger1=teamside=2
id=2289-(floor(root,fvar(8)+399)%400)/40
anim=2289-(floor(root,fvar(8)+399)%400)/40
postype=left
pos=40,186
scale=.4,.4
sprpriority=7
bindtime=-1
trans=add
removetime=-1
ownpal=1
supermovetime=999999999
pausemovetime=999999999
[state ]
type=removeexplod
trigger1=9-(floor(root,fvar(8)+399)%400)/40=[0,8]
id=2290-(floor(root,fvar(8)+399)%400)/40
[state ]
type=removeexplod
trigger1=9-(floor(root,fvar(8)+399)%400)/40=9
id=2280
;-----------vs mamiya
[state ]
type=explod
trigger1=enemy,name="mamiya"
trigger1=!numexplod(2279-(floor(root,fvar(8)+399)%40)/4)
trigger1=teamside=1
id=2279-(floor(root,fvar(8)+399)%40)/4
anim=2289-(floor(root,fvar(8)+399)%40)/4
postype=left
pos=272,170;186
scale=.4,.4
sprpriority=7
bindtime=-1
trans=add
removetime=-1
ownpal=1
supermovetime=999999999
pausemovetime=999999999
[state ]
type=explod
trigger1=enemy,name="mamiya"
trigger1=!numexplod(2279-(floor(root,fvar(8)+399)%40)/4)
trigger1=teamside=2
id=2279-(floor(root,fvar(8)+399)%40)/4
anim=2289-(floor(root,fvar(8)+399)%40)/4
postype=left
pos=57,170;186
scale=.4,.4
sprpriority=7
bindtime=-1
trans=add
removetime=-1
ownpal=1
supermovetime=999999999
pausemovetime=999999999
;-----------0.0X
[state ]
type=explod
trigger1=enemy,name!="mamiya"
trigger1=!numexplod(2279-(floor(root,fvar(8)+399)%40)/4)
trigger1=teamside=1
id=2279-(floor(root,fvar(8)+399)%40)/4
anim=2289-(floor(root,fvar(8)+399)%40)/4
postype=left
pos=272,186
scale=.4,.4
sprpriority=7
bindtime=-1
trans=add
removetime=-1
ownpal=1
supermovetime=999999999
pausemovetime=999999999
[state ]
type=explod
trigger1=enemy,name!="mamiya"
trigger1=!numexplod(2279-(floor(root,fvar(8)+399)%40)/4)
trigger1=teamside=2
id=2279-(floor(root,fvar(8)+399)%40)/4
anim=2289-(floor(root,fvar(8)+399)%40)/4
postype=left
pos=57,186
scale=.4,.4
sprpriority=7
bindtime=-1
trans=add
removetime=-1
ownpal=1
supermovetime=999999999
pausemovetime=999999999
[state ]
type=removeexplod
trigger1=9-(floor(root,fvar(8)+399)%40)/4=[0,8]
id=2280-(floor(root,fvar(8)+399)%40)/4
[state ]
type=removeexplod
trigger1=9-(floor(root,fvar(8)+399)%40)/4=9
id=2270
6/24/2011
6/10/2011
Hokuto no Ken 1.0
Hokuto no Ken has reached the mugen 1.0 version, after 1 year of hard work with winmugen.
Enjoy.
The screenpack is based on fleshdoom's one.
Updated 5/27/11
I've fixed Thouther's stage interaction bug. He will now perform his Fatal KO win pose just like he does in the original game: he will look at his master on his home stage, Pyramid, and he will walk and stomp on his enemy's body on regular stages.
Update 6/10/11
-added the original continue screen
-added the original intro
-added the original game over screen
-added some missing effects for thouther and his pyramid top drop attack
-fixed some minor bugs in Juda and Shin (effects-wise)
Char's authors:
Jagi, Toki by Ts
Kenshiro, Juda and Thouther by 31kei
Raoh by Ataru
Shin by konpeitou
Rei and Mr.Heart by rei
Kenoh by Ataru, FleshDoomDBL and lordmike
Mamiya by Yu-Toharu
SCREENS:
DOWNLOAD
Enjoy.
The screenpack is based on fleshdoom's one.
Updated 5/27/11
I've fixed Thouther's stage interaction bug. He will now perform his Fatal KO win pose just like he does in the original game: he will look at his master on his home stage, Pyramid, and he will walk and stomp on his enemy's body on regular stages.
Update 6/10/11
-added the original continue screen
-added the original intro
-added the original game over screen
-added some missing effects for thouther and his pyramid top drop attack
-fixed some minor bugs in Juda and Shin (effects-wise)
Char's authors:
Jagi, Toki by Ts
Kenshiro, Juda and Thouther by 31kei
Raoh by Ataru
Shin by konpeitou
Rei and Mr.Heart by rei
Kenoh by Ataru, FleshDoomDBL and lordmike
Mamiya by Yu-Toharu
SCREENS:
DOWNLOAD
5/25/2011
5月24日2011年 北斗の拳 - 1 on 1 tournament
QF: Toki vs Shin
Rei vs Jagi
Kenshiro vs Heart
Juda vs Mamiya
;===================================
SF: Shin vs Rei
Kenshiro vs Mamiya
;===================================
F: Shin vs Kenshiro
;===================================
Bonus fight: Kenshiro vs Kenoh (ending included)
5/15/2011
5月15日2011年 北斗の拳 - ケンシロウ 対 シン
Kenshiro (AI Lv5 by Saikei) vs Shin (AI by monmon)
Mugen version, casual matches
twitter: @lormikehnk
5/13/2011
5/12/2011
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) .

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) .

Subscribe to:
Posts (Atom)

































