Mugen DEV Forum


  Reply to this topicStart new topicStart Poll

> KOF Beatitudes. :P
Sander
Posted: Oct 16 2002, 01:33 AM
Report PostQuote Post


Sleeping Giant Pogi
***

Group: Members
Posts: 130
Member No.: 10
Joined: 14-September 02



DIP 1-1 : Debug Object in Middle <Sprite viewer>
DIP 1-2 : CLSN boxs and Axis
DIP 1-3 : Infinity Strikers, Time Stop, access Throw edit mode, access skill edit tools,DEMO check modes,stage select..maybe more
DIP 1-4 : basic velocity values
DIP 1-5 : unknown(b4 kof2k..it's ASCII codes)
DIP 1-6 : P1,P2 infinity life
DIP 1-7 : unknown...
DIP 1-8 : able to pause in anywhere...then press P2's pause to see game frame by frame

DIP 2-1 : AI/other stuff edit tools <Relative Distance>
DIP 2-2 : AI take control of P1 and P2.. I think
DIP 2-3 : P1 infinity life
DIP 2-4 : Shows Battal Ability, press start to gain energy to MAX
DIP 2-5 : Sound codes <Take note of this!!!>
DIP 2-6 : Sound player I guess
DIP 2-7 : AutoFire ?
DIP 2-8 : unknown

- Some developers don't even know that you can get EXACT sound (hex values and timing) using DIP 2-5 happy.gif;.

- You can get exact velocities using Debug 2-1 (I think.. too lazy to check tongue.gif) because you can get P1 to P2 relative distance.

These are the Debug bios info I got from an old post of Kaku in EZDEV. All KOF character develepors should take note of this. I'll just update this post if I remember anything else. Don't be shy to add anything that will help KOF developers. smile.gif

EDIT: January 10, 2003
I updated my "Tips" page. Check it out, specially made for all the KOF Character developers. It's more like a sermon than a tutorial though, so be warned. tongue.gif




--------------------
Mini ProfilePMUsers Website
Top
JJWE
Posted: Oct 16 2002, 08:28 AM
Report PostQuote Post


0x47 0x41 0x59
****

Group: Members
Posts: 388
Member No.: 766
Joined: 29-September 02



1-3 is also the "boss enable" DIP, although I think they swapped that one around for 2001. It's been so long I don't remember.


--------------------
user posted image          --- JJWE aka. NeoGouki @ http://ngmc.retrogames.com ---
Mini ProfilePMUsers Website
Top
Tziouv
Posted: Oct 16 2002, 10:56 AM
Report PostQuote Post


Enslaving Grace
***

Group: Members
Posts: 196
Member No.: 163
Joined: 14-September 02



Ph34r!

KOF developers may want to add this to their favorites. No KOF2k1 yet though.


--------------------
user posted image

SVART METAL IST KRIEG!!!
Mini ProfilePMICQ
Top
UltraROX
Posted: Oct 16 2002, 02:10 PM
Report PostQuote Post


"Custom Title"
*****

Group: Members
Posts: 662
Member No.: 38
Joined: 14-September 02



Thanks Sander for taking in consideration my PM. smile.gif
Mini ProfilePMUsers WebsiteMSN
Top
Cirio
Posted: Oct 18 2002, 02:30 AM
Report PostQuote Post


Member
**

Group: Members
Posts: 50
Member No.: 328
Joined: 16-September 02



KOF Debug bios rocks. Tutorials are always good use to me. Thanks Sander.


--------------------
CIRIO creations http://www.ciriomugen.com (is back)
Mini ProfilePMUsers Website
Top
Sander
Posted: Jan 10 2003, 12:39 AM
Report PostQuote Post


Sleeping Giant Pogi
***

Group: Members
Posts: 130
Member No.: 10
Joined: 14-September 02



Updated my tips page, for KOF character developers.


--------------------
Mini ProfilePMUsers Website
Top
Posted: Jan 10 2003, 12:57 AM
Report PostQuote Post





Group:
Posts:
Member No.:
Joined: --



Hm, thanks for linking to my tutorial. By the way, I noticed a VERY stupid error in my own CLSN tutorial, so if anyone uses it, wait a bit. I used the wrong notes to make the calculations for the CLSN data conversion. tongue.gif

Also, note that the middle box inside the characters is supposed to be the height in Mugen [I think] - but it's not the same! If you use that data, your character will probably not be able to jump over the character. I think sunboy or Kaku [or was it Gogo4Evr?] mentioned that at the old EZBoard Shank.
Mini ProfilePMEmail Poster
Top
VinnyJ
Posted: Jan 10 2003, 01:07 AM
Report PostQuote Post


Inu-kuro
****

Group: Members
Posts: 258
Member No.: 91
Joined: 14-September 02



[quote]Hm, thanks for linking to my tutorial. By the way, I noticed a VERY stupid error in my own CLSN tutorial, so if anyone uses it, wait a bit. I used the wrong notes to make the calculations for the CLSN data conversion. tongue.gif[/quote]

To quote Homer Simpson:

DOH!

Fix it! Fix it! Fix it! wink.gif

Sander: Good Work, this will surely help churn out Accurate KOF characters.
*runs off to utilize this information*
Mini ProfilePMUsers WebsiteMSN
Top
Sander
Posted: Jan 10 2003, 01:13 AM
Report PostQuote Post


Sleeping Giant Pogi
***

Group: Members
Posts: 130
Member No.: 10
Joined: 14-September 02



Kitsune: The middle box is the width and heigt of the characters. There is a width parameter in Mugen, don't know about height though. You might notice that almost all characters have the same width.


--------------------
Mini ProfilePMUsers Website
Top
Posted: Jan 10 2003, 03:00 AM
Report PostQuote Post





Group:
Posts:
Member No.:
Joined: --



[quote author=Sander link=board=4;threadid=290;start=0#7782 date=1042161223]
Kitsune: The middle box is the width and heigt of the characters. There is a width parameter in Mugen, don't know about height though. You might notice that almost all characters have the same width.
[/quote]

Yes, I knew what the middle box was. tongue.gif And I take it Chang and Choi don't have the same width as everyone else... ^_-

Anyway, yes, the height is customizable in Mugen. In the cns file, there's the following statement:

[Size]
height = 60 ;Height of player (for opponent to jump over)

I'm surprised you didn't know though. O.o
Mini ProfilePMEmail Poster
Top
XGargoyle
Posted: Jan 10 2003, 12:42 PM
Report PostQuote Post


Super Saiyajin Ninja
*****

Group: Admin
Posts: 824
Member No.: 6
Joined: 13-September 02



Sander: Thanks for linking my tutorial wink.gif

[quote]And I take it Chang and Choi don't have the same width as everyone else...[/quote]
Actually they have the same weight wink.gif

About the height issue: Choi has a smaller height box in KOF than other characters. Also notice how your height box is smaller in crouching animations.

[quote]
Also, note that the middle box inside the characters is supposed to be the height in Mugen [I think] - but it's not the same! If you use that data, your character will probably not be able to jump over the character.[/quote]

I'm pretty sure that height box in kof games is the accurate value to put in mugen, however regarding to other characters not being able to jump them, I believe the problem resides in other parameters such as jumping velocities from other characters. If they aren't accurate, the character won't be able to jump enough higher to pass over his oponents. (keep in mind that many characters uses KFM default velocity, which is fine for a smaller character, but not for KOF ones. Not sure about this though.


--------------------
user posted image
XGargoyle: Hoarding mugen creations since 1979
http://xgargoyle.mgbr.net
Mini ProfilePMUsers Website
Top
Sander
Posted: Jan 11 2003, 12:10 AM
Report PostQuote Post


Sleeping Giant Pogi
***

Group: Members
Posts: 130
Member No.: 10
Joined: 14-September 02



Kitsune: I didn't know about height because I just found out that I was using obsolete constants (Old KFM's :/). I'll add it in asap.


--------------------
Mini ProfilePMUsers Website
Top
Sander
Posted: Jan 15 2003, 03:27 PM
Report PostQuote Post


Sleeping Giant Pogi
***

Group: Members
Posts: 130
Member No.: 10
Joined: 14-September 02



I'm thinking of adding template codes to my tips, You think this is Ok. An example of this is the KOF style jump code, rolls etc?


--------------------
Mini ProfilePMUsers Website
Top
Posted: Jan 15 2003, 07:48 PM
Report PostQuote Post





Group:
Posts:
Member No.:
Joined: --



[quote author=Sander link=board=4;threadid=290;start=0#msg8033 date=1042644461]
I'm thinking of adding template codes to my tips, You think this is Ok. An example of this is the KOF style jump code, rolls etc?
[/quote]

Yes, you should. The jump code in particular... it would help those characters that are supposed to be KOF edits especially. smile.gif
Mini ProfilePMEmail Poster
Top
XGargoyle
Posted: Jan 15 2003, 10:02 PM
Report PostQuote Post


Super Saiyajin Ninja
*****

Group: Admin
Posts: 824
Member No.: 6
Joined: 13-September 02



Personally I would add those codes, however you know that they will end as a direct copy-paste to the character.


--------------------
user posted image
XGargoyle: Hoarding mugen creations since 1979
http://xgargoyle.mgbr.net
Mini ProfilePMUsers Website
Top

Topic Options Reply to this topicStart new topicStart Poll

 


- M.U.G.E.N Development Forum - Contact an admin - ELECBYTE - Shin Mugen -