Hitstun duration is based on the animation of the hitstun so that data is of course with the animation.
@Romneto Hit stun and dizzy have nothing to do with each other.
Hit stun is how many frames a character is stunned after a hit, so that you can continue the combo. It doesn’t necessarily correlate to the amount of hits needed to dizzy an opponent.
e.g. extending the hit stun of an attack just makes it easier to link moves after it and continue the combo. Doesn’t affect the dizzy.
Thank you for the clarification. I understand the difference now.
Jedpossum - do you have access to your old computer? If not, will you be able to modify elements of the dizzy properties of attacks?
I won’t have access for some time just need a place to hook it up mainly (no room for the HDD to be in the case and no way to make it an external either).
Some of the hitstun flags do cause instant dizzy though.
Edit:
And by Dizzy I mean the stun animation like you used to see in the older games.
Ok.
Do you think there is a formula or algorithm that determines when a character becomes dizzy? If there is, then I presume each attack has a certain value that plugs into the formula. I’ve always thought that the amount of time between each normal attack is also relevant to the dizzy meter.
Dunno, starting to get burnt out on messing with it. Lack of a debugger and the emulator crashing constantly is really starting to annoy me.
I honestly think the edit route is a dead end if any serious rebalance is thought of. ROM hacks get you so far. Extract the sprites and code up the engine from scratch. We know most of the reasons things work.
Yes I know this is just about as difficult. But at the end you are left with something understandable.
Well, you have to under stand the original format in order to do a export even graphics there can be animations that weren’t even used.
Also, the more you know of the original the closer of said redone exe can be and some people like messing with actual hardware as supposed trying to recreate it as a exe. Alot of the players here can tell the slightest changes to a game they’ve been playing for years if it is small as making turbo faster. Trying to copy the feel of the orginal code that is C and 68k ASM has a great chance of making the characters feel like they’re mugen knock offs.
You’re telling the wrong person when it comes to what is possible and understanding in these old engines.
So this is what I have so far as regards CD files converted back to usable files:
Animation
00 01 02 03 04 05 06 07 08 09 0a 0b 0c 0d 0e 0f
?? ?? FC ?? AN CL ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
?? ?? ?? ??
FC = Frame Count
ANCL = Animation Cell
Not much to note on this there is other values haven’t figured them out yet.
Spiral Standing Jab
Start up : 4
Active : 3
Recovery : 6
As regards extracting the VOI files (including the SE* files):
These are DTPK (AM2 sound archives) sound files packing up DSF (Dreamcast Sound Format) sound clips.
You can use the AM2drvext.py python script:
-
http://snesmusic.org/hoot/kingshriek/ssf/
to convert them to miniDSF files, and then you can use the Hypothetical Technologies SSF plugin: -
http://www.neillcorlett.com/etc/htdemo/
to play those in WinAMP and convert them out to whatever.
We already had these files, but this will help with any other Capcom game using DTPK sound clips. You know they’re DTPK since DTPK is the first four characters in the file.
Figuring out some of the Training Menu Background.
It was just 6 squares so it was a little hard to find.
Cheat Engine + Demul Address
0x2CEAD6A8
Applied the settings to the stage background
Leaving this as a link for obvious reasons(Used downscaling to the texture ledgidble)
so jealous of marvel2 players now, this is dope D:
SO could you put backgrounds from previous vs games in mvc2?
Decided to do some testing today.
The pointers at the beginning of the polygon files are pointers to the stationary objects.
As for older stages they’re too small compared to the stages in mvc2 you have to redo them or stretch them for them to work properly.
This is a bit offtopic, but still on the Naomi DC games.
Is it possible to pull the CvS1 stages and pop them into CvS2?
Dunno, I know cvs1 can support 3d backgrounds though as one of the test stages during beta was from Power Stone 1.
That would be ridiculous…
I thought the CvS1 backgrounds were 3D actually, but I guess not. I just remember being disappointed in CvS2’s backgrounds compared to CvS1.
the train and construction Sazaki Dojo stages were so tight.
It could be a bunch of 2d objects in a 3d space I haven’t looked into it yet.