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Logged in as: The Dreamslayer ( Log Out ) | My Controls · 0 New Messages · View New Posts · My Assistant |
Sander |
Posted: Oct 16 2002, 01:33 AM
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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 ;. - You can get exact velocities using Debug 2-1 (I think.. too lazy to check ) 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. 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. -------------------- |
JJWE |
Posted: Oct 16 2002, 08:28 AM
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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.
-------------------- --- JJWE aka. NeoGouki @ http://ngmc.retrogames.com ---
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Tziouv |
Posted: Oct 16 2002, 10:56 AM
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Enslaving Grace Group: Members Posts: 196 Member No.: 163 Joined: 14-September 02 |
-------------------- SVART METAL IST KRIEG!!! |
UltraROX |
Posted: Oct 16 2002, 02:10 PM
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"Custom Title" Group: Members Posts: 662 Member No.: 38 Joined: 14-September 02 |
Thanks Sander for taking in consideration my PM.
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Cirio |
Posted: Oct 18 2002, 02:30 AM
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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)
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Sander |
Posted: Jan 10 2003, 12:39 AM
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Sleeping Giant Pogi Group: Members Posts: 130 Member No.: 10 Joined: 14-September 02 |
Updated my tips page, for KOF character developers.
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Posted: Jan 10 2003, 12:57 AM
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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.
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. |
VinnyJ |
Posted: Jan 10 2003, 01:07 AM
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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. [/quote]
To quote Homer Simpson: DOH! Fix it! Fix it! Fix it! Sander: Good Work, this will surely help churn out Accurate KOF characters. *runs off to utilize this information* |
Sander |
Posted: Jan 10 2003, 01:13 AM
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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.
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Posted: Jan 10 2003, 03:00 AM
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[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. 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 |
XGargoyle |
Posted: Jan 10 2003, 12:42 PM
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Super Saiyajin Ninja Group: Admin Posts: 824 Member No.: 6 Joined: 13-September 02 |
Sander: Thanks for linking my tutorial
[quote]And I take it Chang and Choi don't have the same width as everyone else...[/quote] Actually they have the same weight 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. -------------------- |
Sander |
Posted: Jan 11 2003, 12:10 AM
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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.
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Sander |
Posted: Jan 15 2003, 03:27 PM
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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?
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Posted: Jan 15 2003, 07:48 PM
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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. |
XGargoyle |
Posted: Jan 15 2003, 10:02 PM
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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.
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