Sailor Moon S - Arcana Heart? We know thee not. The All-Girls Fighter of kings. (Discord in OP)

Finished up the script it allows supers at any time now.
Supers can kill the opponent so if your dummy is at low life then attack till it resets again.

Bizhawk
http://www.mediafire.com/download/8xphbt5x89dvj8d/SailorMoonTraining(Bizhawk).lua

Snes 9x RR 1.43
http://www.mediafire.com/download/tw4m5emt049o2ds/sailormoontraining(snes9x).lua

Myself and Alzarath got netplay working…and it works pretty well!

http://www.z-net.us/

But yeah, let’s play at NEC if anyone is going!

Wish Z-net had spectating like ggpo lol

Finally found the old jp match vids I used to study :smiley:

http://www.nicovideo.jp/mylist/14729084#+sort=1

I’d be willing to stream if it could. Well I can always stream offline play…

How’s lag on Z-Net?

I’ll get in on that when I get back to the States.

@jedpossum though, bringing new life into this game. Awesome, now I have a way to test shit out and know exactly what I’m dealing with.

Any hope for training mode hitboxes? I would really love to see hitboxes on this stuff.

If it’s like Zbattle then you can get some (almost) lagless matches if the connection between you and your opponent is solid.

Awesome. I’ll jump on that, want to sharpen my ish up.

If there was one thing I could change about this game, it would be to have the ability to charge at the start of the round. It’s a unique nuance to this game, but I’m not a fan of it.

Of course, it’s universal, but for characters like Neptune, it assures them that they can start playing the spacing game faster.

Oh wow. For some reason I thought that was just me. Damn, that kind of sucks.

No, if you watch any high level match, no one throws out charge moves at the beginning, and that’s why. SMS does not accept inputs until the round officially starts. One of those weird quirks about their engine.

I also tried on the hard copy version just to make sure it wasn’t something strange with the emulator or the ROM, and it’s the same.

@orochi1017 @Alzarath, which version of ZSNES are you guys using with z-net? I know there’s a couple of versions that simply won’t work with Sailor Moon S.

I believe 1.36 works with some sound glitches, 1.42 has more accurate emulation but I hear that version is worse for online play.

I know that Z-Net’s site says 1.42 has max compatibility, and 1.36 has the best stability. I’ll have to try both out later.

We used 1.36

Confirming 1.36. Didn’t hear anything bad going on with the sound.

Gonna try to play this with some friends this weekend. Bout to make them cry with Saturn again.

Made a few additions to Jed’s lua script for Bizhawk. It now shows player 2’s state*, a combo/damage counter, and informs you when a combo is invalid**.

  • either Neutral, Blockstun, Hitstun (includes Hitstop), or Knockdown.

** more accurately, it informs you when a new combo is started within ten frames of a combo ending. It’s easier to spot than the tiny gaps where the state blinks back to Neutral.

Here’s a link. https://www.mediafire.com/?675s79vc1iib2q5

I didn’t update the SNES9x version because I don’t use that. Sorry.

Some example screenshots:

The invalid combo warning:

The green bits are graphical artifacts from the health regen. The game’s weird about how it animates changing health values, has to go down the entire bar before it’s satisfied.

Oh, and it handles throws oddly, but you can’t combo into those anyway so it’s probably fine.

I didn’t do much in the way of comments, so if anyone wants to go poking around/making changes, here’s the important stuff.

0x0010D7 is Player 2’s hitstop. When a hit lands, it becomes the total amount of hitstop, then ticks down to zero. Once it hits zero, the hit state is determined and the character enters that shake animation.

0x0010D5 is Player 2’s state. 0 for Neutral, 16 for Blockstun, 128 for Hitstun. Strangely enough, on block this becomes 16 even during Hitstop, but won’t become 128 on hit until Hitstop reaches 0.

0x0010C6 becomes 160 when Player 2 is in a Knockdown state or otherwise unable to do anything (hit out of the air, in a grab, etc.), and becomes 0 again once they return to Neutral.

The code is probably a mess, sorry. I’ve actually never used Lua before, but Jed’s code was a big help in figuring stuff out, so shoutouts to him.

That’s really awesome.