12/27/2010

Update 12/27/10

I wasn't entirely happy with the ending of the game, so i went the extra mile and made all the bars disappear when the match is over.
And i have made Thouther count the seconds when Kenshiro hits him with Zankai ken.
***Download links***
DATA 
MAIN FOLDER
**CHARS**
JAGI
JUDA-(NERICYA)
KENOH by FleshdoomDBL
KENSHIRO_31
MAMIYA
MR.HEART
REI
SHIN
THOUTHER_31
TOKI_S

12/24/2010

Hokuto No Ken Mugen Version Deluxe Edition

Before stating anything about this update, i must give full credit to my friend, FleshdoomDBL for it. This update is his 100%. Without his brilliant code we wouldn't have the win+perfect sprites, or this awesome screenpack, Juda's death cut-scene with Rei, or KENOH with Super Gosho Ha (aerial+ground), his revival cut-scene and the epic death scene for the game's ending.

Now, about this update:
-i've added the original continue screen to all chars
-i've added the original lifebar
-i've fixed Kenshiro, Thouther's and RAOH/KENOH's problem with WIN text and PERFECT text (they are ontop now)
-i've fixed Shin's suicide ko animation (the enemy will disappear when he jumps to his death)
-i've added the proper effects to Shin after his suicide ko: he gains 3 boost stocks, 2 aura bars, and all stars back the next round
-Kenoh has the same effects: after he recuparates, he gains 3 boost stocks, 2 aura bars, all life back and all stars back + muso tensei
-i've preset the AI for Kenshiro and KENOH at 2/5 and Toki's at 4/11

**Download Links**
PART 1
PART 2
PART 3


**Sample pics**








12/15/2010

Update 12/15/10







Hot stuff in today's update. I have added Juda's missing sprites for his Fatal KO scene with Rei thanks to Fleshdoom who found them and corrected the colors.
I have animated each char's aura bar while it has <1000 power.
I have patched Zohar's Toki to recognize the rest of the HnK roster and the roster to recognize Zohar's Toki.
All chars now have a changeanim to recreate their pose during Saikei's Thouther pyramid top drop attack.
Saikei's Kenshiro now has the original 9000,77 portrait.
I stopped using Nericya's Toki and switched to Zohar's which is superior in every single way: it has no slow downs during attacks or super moves, all the hit sounds are accurate and the AI is stronger. As part of the update, i have included in him: vanishing star effects, ground effects, taunt effect (+1 aura stock and +1 boost stock for the enemy) and other small things.

**Download chars**
JAGI
JUDA-(NERICYA)
KENSHIRO_31
MAMIYA
MR.HEART
RAOH ATL
REI
SHIN
THOUTHER_31
TOKI_S

patch for Thouther

12/12/2010

Update 12/12/10 part 2 - win+name+perfect

Well, here it is. After winning a round, now each char has the sprites WIN+char name and the sprites PERFECT and the announcer just like the original Arcade/PS2 version.

 **DOWNLOAD CHARS**
JAGI
JUDA-(NERICYA)
KENSHIRO_31
MAMIYA
MR.HEART
RAOH ATL
REI
SHIN
THOUTHER_31

Update 12/12/10

A dream of mine has finally come true.
Thanks to my new friend, Fleshdoom, i have gotten my hands on WIN and PERFECT sprites that were missing from all chars. As such, i have implemented them in all HnK chars.
Again, thanks to Fleshdoom, now Jagi and Thouther's 9000,77 portraits change according to the selected palette and the original RAOH-D and RAOH-C palettes were added.
Through some new code i've tried, now Raoh is on top of the lifebar again when gets up on his horse, Koku-Oh.
While i was at it, i added a missing effect to Saikei's Thother at his fatal ko stance. When the nanto phoenix shows up, some cool gold spark effect rises, as the phoenix flips its wings up.
**Sample pictures**







**Download Chars**
JAGI
JUDA-(NERICYA)
KENSHIRO_31 (fixed 9000,77)
MAMIYA
MR. HEART
RAOH ATL
REI
SHIN
THOUTHER_31
TOKI-(NERICYA)

12/10/2010

Update 12/10/10 part 2 - face pack

Two updates in one day, yay!
After giving it some thought and trying my luck, i found a way to put Zohar's hokuto no ken 9000,77 face pack to good use.
In-game now Juda, Mr. Heart, Raoh, Shin, Thouther and Toki will have their face icon change accordingly to their palette, in addition to Kenshiro, Mamiya and Rei.
The only one left is Jagi, since Ts's color order doesn't match Zohar's face icon. drowin's and ahuron's however, work well. It's a darm shame that their Jagi is rather crappy...

**Download chars**
JUDA-(NERICYA)
MR. HEART
RAOH ATL
SHIN
THOUTHER_31
TOKI-(NERICYA)

**Sample pictures**


12/09/2010

Update 12/09/10

Well, it's a half update actually. I used non-standard sprites in gethit states for Shin and Jagi to get the same reaction of the chars like in the original game on my last update. This time i reverted them to how their creators made them and created and added a little code that will use specific animations for HnK chars and standard sprites for non-HnK chars.

**Download chars**
JAGI
JUDA-(NERICYA)
KENSHIRO_31
MAMIYA
MR. HEART
RAOH ATL
REI
SHIN
THOUTHER_31
TOKI-(NERICYA)

**Changing AI levels for Kenshiro, Raoh and Toki
-to increase or decrease the AI level of Kenshiro, simply open Config.txt with notepad, seach for this part:
★AIレベル
trigger1=var(58):=5

-there are 5 levels of AI; 1 being the weakest AI level and 5 being the hardest AI level

-to increase or decrease the AI level of Raoh, simply open RaohAI.txt with notepad, search for this part:
----AIレベル
trigger1=var(58):=  2
-there are 5 levels of AI; 1 being the weakest AI level and 5 being the hardest AI level

-to increase or decrease Toki's AI level, open Toki.cmd with notepad and locate this part:
[State -3];AIフラグセット
Type = VarSet
TriggerAll=!var(59)
TriggerAll=RoundState=2
Trigger1 = Command="AI0"
Trigger2 = Command="AI1"
Trigger3 = Command="AI2"
Trigger4 = Command="AI3"
Trigger5 = Command="AI4"
Trigger6 = Command="AI5"
Trigger7 = Command="AI6"
Trigger8 = Command="AI7"
Trigger9 = Command="AI8"
Trigger10 = Command="AI9"
Trigger11 = Command="AI10"
Trigger12 = Command="AI11"
Trigger13 = Command="AI12"
Trigger14 = Command="AI13"
Trigger15 = Command="AI14"
Trigger16 = Command="AI15"
Trigger17 = Command="AI16"
Trigger18 = Command="AI17"
Trigger19 = Command="AI18"
Trigger20 = Command="AI19"
Trigger21 = Command="AI20"
Trigger22 = Command="AI21"
Trigger23 = Command="AI22"
Trigger24 = Command="AI23"
Trigger25 = Command="AI24"
Trigger26 = Command="AI25"
Trigger27 = Command="AI26"
Trigger28 = Command="AI27"
Trigger29 = Command="AI28"
Trigger30 = Command="AI29"
Trigger31 = Command="AI30"
Trigger32 = Command="AI31"
Trigger33 = Command="AI32"
Trigger34 = Command="AI33"
Trigger35 = Command="AI34"
Trigger36 = Command="AI35"
Trigger37 = Command="AI36"
Trigger38 = Command="AI37"
Trigger39 = Command="AI38"
Trigger40 = Command="AI39"
Trigger41 = Command="AI40"
Trigger42 = Command="AI41"
Trigger43 = Command="AI42"
Trigger44 = Command="AI43"
Trigger45 = Command="AI44"
Trigger46 = Command="AI45"
Trigger47 = Command="AI46"
Trigger48 = Command="AI47"
Trigger49 = Command="AI48"
Trigger50 = Command="AI49"
Trigger51 = Command="AI50"
Trigger52 = NumHelper(10000)
Trigger52 = Helper(10000),var(59)
var(59) = 4
IgNoreHitPause = 1

-change var(59) from 1 to 12. the ai plays somewhat chaotic at level 1 and at it's best at level 12.