This is a general work log for my Fatal Fury Chronicles module project. The goal is to replicate game play elements found within SNK’s Fatal Fury series in a side scrolling Final Fight style environment, while presenting the back story in a more cohesive layout then the original. At the start of this log (11292010) the module is in a playable beta state.
Known Bugs/Issues:
Major
- Andy Bogard’s shadow trails are not palette matched during certain jump frames. This means sprite set as a whole needs re mastering to synchronize palette.
- 11302010 – All palettes are correct. Problem seems to be specific sprites are corrupted:
- 0044
- 0045
- 0046
- 0171
- 0174
- 0176
- 0177
- 0180
- 0181
- 0182
- 0240
- 12022010 – Fixed itself. After a year and numerous failed attempts on my part. Go figure.
- 11302010 – All palettes are correct. Problem seems to be specific sprites are corrupted:
- As of OpenBOR revision 2717 the reactive command has been removed due to bugs. This means music changing item in Sound Beach stage is now consumed on use. Possible solution is to replace with inert obstacle that triggers animation and music change via keyscript and proximity.
- 12292010 – Sound switching now based on keyscript according to proximity to obstacle matching certain parameters. See keyall.c and musi0001() function.
- Andy Bogard’s Bakushin visual flash has incorrect palette and does not disappear if Andy is interrupted during pose.
- 12052010 – Updated palette parameter. Failure to disappear and release defender on interrupt is result of a singular script binding Andy to defender. It is a temporary solution that will be replaced by complete throw system from Golden Axe Hackjob.
- Andy Bogard’s Hishoken caused instant shutdown on hit.
- 12052010 – Caused by removal of superfluous characters and execution of draw0001(). Andy did not have load command for proj0001. When called, projectile was not spawned since its model had not loaded. When draw0001() was subsequently called on non existent model, the use of setdrawmethod() produced error and shutdown. Fixed by verifying entity in draw0001() and adding load command for proj0001() to Andy.
- Missing back dash animation for Terry Bogard is causing shutdown. Obviously needs animation added, but also need to roll in newest ani0009 to module; this will verify a given animation before applying it and avoid unexpected shutdowns.
- 12052010 – Missing animation was actually for “power up”, and added to key script for testing. All known animations intended for game play use have verifying script. Testing line removed.
- Entities are not getting up more quickly when attacked while down.
- 12022010 – Staydown values had been adjusted out of playable bounds for testing. Readjusted.
- Nearly every core script has been updated and/or simplified during Golden Axe Remake project. These scripts need merging to Fatal Fury; will be a difficult undertaking to fundamental differences in modules but ease development in the long run.
- Use of KO Map feature (reduce variables).
- 12192010
- Retrieve and apply default color map without storing it in a variable.
- 12192010
- Verifying any animation before application.
- 12052010
- Debug system.
- 12132010
- Group based random sound effects.
- 12092010 – Some models still need adapting, but scripts are imported and all sound files cataloged.
- Grappling system:
- bind0010().
- 12172010
- Hit while bound.
- 12182010
- Run time grapple editor.
- 12172010
- bind0010().
- Use of KO Map feature (reduce variables).
- Lateral auto zoom not working on playable Ray.
- 12182010 – Playable Ray removed. May be added later using model swapping.
- Parry system is completely broken. Needs re tooling.
- Sound Beach stage needs editing at start; palm trees and house appear cut off.
- 12022010 – Added palm frocks and shorted trunks.
Minor
NA
To Do:
- Add How To Play images.
- Remaster music to .ogg format.
- Random personalities for AI characters.
- Fatalities
- Pit.
- Collapse (normal).
- Sound Beach Stage.
- Mr. T.
- Acid.
- Shock.
- Bleed out.
- Bisect.
- Decapitation.
- Incineration
- Spawn system needs parameters
- Victory animations.
- Taunt animations.
- Others, general.
- Add Block/Parry flash.
- Random names
- Shake effect during grab.
- Character Specific
- Andy Bogard
- Portrait fix.
- Zaneiken causing instant shutdown.
- 12022010 -Energycost script property now includes a {parameter} setting. Adding setting.
- Team attacks
- Zanei’ Reppa Super
- Roll, running roll, and rolling attacks.
- Spider clutch throw needs retuning.
- Instant shutdown when Cho Reppa Dan KOs opponent.
- Swept animation.
- Add dust to CHARGEATTACK animation.
- Bakushin (“facebomb”) throw, with alternate if opponent is in air.
- 12012010 – Using wrong voice effect. Visual flash palette incorrect.
- Ray McDougal
- Spawn Animations
- Land sound
- Covered by land flash
- Voices.
- 12012010 – Voices work, but need adapting to latest sound system.
- Raiden
- Finish move set.
- Terry Bogard
- Finish move set.
- Rising Tackle causes engine shutdown.
- 12022010 -Energycost script property now includes a {parameter} setting. Adding setting.
- Team attacks.
- Andy Bogard
- Need heavy ground impact flash.
- Scripts failing after repetitions. Memory leak?
- Special effects moved to onpain script, need attachment to onfall script as well.
- Stage Specific
- Sound Beach
- Estrada Music item needs longer offscreenkill setting.
- Sinking boat needs initial sound effect.
- Panels killed due to lack of offscreenkill setting.
- Gradual time based sunset should be slower.
- Boats have too many hit points. Needs destruction animation and prize for doing so.
- Sound Beach
- Lasthit x/y/z values are not erased until next real hit. This occasionally messes up throws. Need to add check.
- Special effects (beams, flame, etc.) are not being zoomed by Z axis on spawn.
- Proximity hit system needs completing with addition of normal/low/medium/high override support.
- Add “bounce effect” to screen and obstacles.
- Flash and dust entities occasionally lock in animation. This is an engine bug; add lifespan as a fail-safe.
- Finish Taunting system.
- 12012010 – Complete? Original log is marked finished, but I don’t recall doing so. Need to check.
- Taunting refers to taunting poses, not special effects on opponents. Taunting pose system is in fact completed and only needs the prerequisite animations for playable characters.
- CHARGEATTACK animation is canceled by alternate idle system. Possible solution would be script access to chargetime.
- Some special effects no longer use correct remap after 12062010 update to serial name convention. Palette parameters need updating.
- Create flash spawn function. Currently flash effects during grappling are spawned by generic spawn function. This works, but is somewhat ungainly and does not support custom flash effects certain defenders may use when taking hits.
- 12092010 – Created bind0022() function.
Work Log:
- 12182010 – Moved here.
Notes:
Hit Effects (as of 12012010, new system from GA should be merged)
- Defender’s onpain & onfall scripts evaluate incoming attack type and any self immunity. If effect is needed, effect function is called. Note this is done here instead of in the takedamage script to accommodate animation forced binding. While takedamage is running, the defender has not yet assumed reactive animation, and effect entity would be killed instantly upon spawn.
- Effect function checks BINDHE variable on defender for a previously bound effect entity.
- If an effect entity is found in step 2, and is a different model then what would be spawned in step 5, then it is killed.
- If an effect is found, but is the same as what would be spawned in step 5, nothing is done and the effect function exits immediately. This prevents pointless spawning/killing and also maintains smooth animation of the effect.
- A new effect entity is spawned and bound to caller.
- Effect entity’s onkill script clears the defender’s BINDHE variable.
Projectile handling (from old log and script comments. Probably needs separate article):
Default engine projectiles are extreamly limited. Projectiles are therefore scripted to allow following:
- Single entity acting as different projectiles.
- All types (enemy, NPC, player, etc) sharing the same projectile command/entity.
- Projectiles clash and both are destroyed.
- Projectiles clash and one simply smashes through the other.
- Projectiles clash and one overpowers the other but is weakened.
- Projectile is stopped with normal attack.
- Projectile is hit by normal attack but is not affected.
- Stationary projectiles/blasts (ex: Andy’s Geki Hishoken).
- Any combination of the above.
- Projectile is obstacle type. It can take hits but is immune to damage. This allows the themselves projectiles be hit, and have the result scripted based on particular needs.
- Animation and map is set at spawn. This means a single entity can be used for as many different projectiles as there are maps available.
- Candamage is set at spawn. This allows interchangeability between firing of projectile from player, enemy, npc, etc.
- Projectile attack box is “no reflect”, “no pause”, “no flash”, and “no damage”. This means unless a reaction is scripted, a hit detection will have virtually no effect.
Directly from script comments:
/*
Since the defender is an obstacle with MP, then it must be another projectile. To simulate projectile priority, we’ll use MP as a free variable.
When two projectiles collide, both must have 2 or more MP, else they will both be unaffected. Otherwise the one with lower MP looses 1HP for each point
of difference. If MP is equal, both take the equal MP amount as HP damage.
0 MP = Only true obstacles have 0 MP.
1 MP = Intangible and has no effect/does not affect other projectiles.
2+MP = Compare. If equal, both take the full MP as HP damage. Otherwise, looser
takes the difference.
Some examples of how to apply this system:
1. Flame (I) vs. Knife (II):
I = 1MP, 2HP.
II = 1MP, 1HP.
I & II collide. Both have 1MP, so neither takes any damage from the other.
In Game: A light knife meets a wave of fire, but the fire is immaterial and
so they simply pass through each other.
2. Hadouken (I) vs. Knife (II):
I = 2MP, 2HP.
II = 3MP, 3HP.
I & II collide. II has 1 more MP, so I looses the difference (1HP) and is destroyed. II is unaffected.
In Game: A light knife is no match for the Hadouken and gets
knocked cleanly aside while the Hadouken continues unscathed.
3. Hadouken (I) vs. Hadouken (II):
I = 3MP, 3HP.
II = 3MP, 3HP.
I & II collide. MP is equal, so both loose 3HP and are destroyed.
In Game: Classic projectile war. Hadoukens hit and negate each other.
4. Hadouken (I) vs. Shinku Hadouken (II):
I = 3MP, 3HP.
II = 3MP, 15HP.
I & II collide. MP is equal so both loose 3HP. I is destroyed, II continues
and may withstand 4 more similar collisions.
In Game: Ryu blasts through several enemy projectils with his Shinku Hadouken. It
plows over 4 lesser projectiles and negates head to head with a 5th.
5. Geki Hishoken (I) vs. Hadouken (II):
I = 20MP, 1000HP
II = 3MP, 3HP
I & II collide. I has greater MP by 17, so II looses 17HP and is destroyed. I is unaffected.
In Game: Andy’s short range energy attack is effectivly non negatable and easily stops most normal
projectiles while still hitting anyone nearby.
6. Geki Hishoken (I) vs. Haohshokoken (II):
I = 15MP, 1000HP
II = 20MP, 20HP
I & II collide. II has greater MP by 5, so I looses 5HP. I easily withstands the loss. II is unaffected.
In Game: Ryo’s Haohshoken and Andy’s Geki Hishoken hit each other with almost no effect. Both
continue unhindered; Andy is almost certain to be hit, but Ryo could be hit as well if he was
close enough to Andy.
7. Haohshokoken (I) vs. Haohshokoken (II):
I = 20MP, 20HP
II = 20MP, 20MP
I & II collide. MP is equal, so both loose 20HP. Both are destroyed.
In Game: One Haohshokoken projectile meets another. While both are capable
of overpowering and eliminating most other projectiles, they negate each other.
*/
Attack type handling:
Hit reactions are set using a combination of script and attack type.
- When attack hits but does not kill opponent, the appropriate reaction script (onblock/onpain/onfall) will reset the defender’s reaction based on the Y coordinate of impact (see pain/fall in chart) to visually represent an accurate reaction from hit location (face, gut, feet, etc.).
- Y coordinate can be overridden with a hitflag (see didhitscript) if desired.
- If the attack KOs defender, attack type determines default fatality animation. The resulting fatality may be modified based on Y coordinate, the stage, character and other conditions. See ondeathscript.
- Exceptions are attack 6+. If 6 or 7 cause a fall without killing defender, the defender’s animation is NOT reset. This is because resetting a defender’s fall animation does not change the rise type that will be used, and it would be undesirable to change the actual attack type.
- 8+ are for special purposes and not used under normal conditions.
Type | Pain | Fall | Death | Block | Reset to this type (pain/fall/block) condition: | Notes |
Default: | Normal | Normal | Normal | Normal | None (default). | Bludgeoning (hand to hand, clubs, sword hilts, etc.) |
Attack 2 | Middle | Collapse | Bleed out | Middle | Hit up to 75% of height. | Piercing (daggers, arrows, thrown weapons, etc.) |
Attack 3 | Low | Sweep | Bisect | Low | Hit below 30% of height and standing. | Slashing (swords, claws, saw blades, etc.) |
Attack 4 | High | Normal | Decapitation | High | Hit 75%+ of height and attacker is airborne. | |
Attack 5 | Normal | Flip over end (thrown) | Normal | |||
Attack 6 | Spin or flip | Background fatality | ||||
Attack 7 | Spin or flip | Mr. T fatality | ||||
Attack 8 | Normal | Slammed on head | Normal | |||
Attack 9 | ||||||
Attack 10 | ||||||
Shock | Shocked | Shock | Explode | Normal | ||
Burn | Burned | Immolated | Incinerated | Normal |
Sound List (12012010 – no longer relevant due to numeric based sound system; sounds are in conversion process to new naming convention)
Sound List | |
Generic Sounds | |
Sound001 | Horse Gallop. |
Sound002 | Soft thump (jump landing). |
Sound003 | High beep. |
Sound004 | Electronic “selected” sound. |
Sound005 | Echo slide (Hanzou slide). |
Sound007 | Revenge of Shinobi box break. |
Sound008 | Lighting strike. |
Sound009 | Liquid spray. |
Sound010 | NGBC super move start. |
Sound011 | Blade launch (Hanzou Rekkozan). |
Sound012 | Loud “raspy” whoosh sound. |
Sound013 | Electrocution. |
Sound014 | “Warp/blade”. |
Sound015 | Fire burst. |
Sound016 | WH head butt. |
Sound018 | WH Body Whoosh. |
Sound019 | Multiple wiffs. |
Sound020 | Street Fighter 3 super burst. |
Sound023 | Water splash. |
Sound024 | Heavy metal klunk. |
Sound025 | Hydraulic press/drill. |
soun0001 | Fatal Fury 1 fall land. |
soun0002 | Fatal Fury 1 jump. |
soun0003 | Fatal Fury 1 coin. |
soun0004 | Fatal Fury 1 hit. |
soun0005 | BOR bike. |
soun0006 | Fatal Fury 1 block. |
soun0007 | SOR “gulp” food pick up. |
soun0008 | SOR indirect hit. |
soun0009 | Fatal Fury 1 confirmation. |
soun0010 | World Heroes jump land. |
soun0011 | WH choke. |
soun0012 | Bone snap. |
soun0013 | SF3 Hard ground impact. |
soun0014 | World Heroes’ hard ground impact. |
soun0015 | Real Bout maximum power strike. |
soun0016 | Real Bout multi pitch power up. |
soun0017 | KOF “catch”/hand clasp. |
Assorted Voices | |
Voic001 | DD2 Burnov laugh. |
Voic002 | DD2 evil double laugh. |
Voic003 | Female long alto yell (Kasumi high jump). |
Voic004 | Female short alto yell (Kasumi short jump). |
Voic005 | Canine growl 1. |
Voic006 | Canine growl 2. |
Voic007 | Canine bark 1. |
Voic008 | Canine howl 1. |
Voic009 | Horse neigh1. |
Voic010 | Horse neigh 2. |
Voic011 | Canine howl 2. |
Voic012 | Horse neigh 3. |
Voic013 | Joe Muashi yell with flame burst sound. |
Voic035 | KOF Yamazaki Snake Hand |
Voic036 | DD2 Abore Shoulder attack. |
Voic037 | DD2 Abobo throw. |
Voic038 | DD2 Ohara shoulder attack. |
Voic039 | Unused |
Voic040 | DD1 Abobo throw. |
Voic041 | Canine howl 3. |
Voic042 | Shadow Dancer spell scream. |
Voic043 | Shadow Dancer Jump yell. |
Voic044 | Shinobi3 Joe run attack. |
Voic045 | Shinobi3 Joe death kick. |
Voic046 | Shadow Dancer fire spell chanting with detonation sound. |
Voic047 | Shadow Dancer wind spell chanting. |
Voic048 | Shadow Dancer totem spell chanting. |
Voic049 | Shadow Dancer spell scream with wind and tornado siren sound. |
Voic050 | Shadow Dancer Yamoto poof, bark, and charge sound. |
Voic051 | DD2 Chin jump kick. |
Voic052 | DD2 Chin attack. |
Voic053 | SO2 Shiva jump attack/throw. |
Voic054 | SO2 Ninja throw. |
Voic055 | Dragon roar (Hanzou Ko ryu ha). |
Voic056 | DD2 Unknown attack. |
Voic057 | Female soprano scream. |
Voic058 | Female pain grunt. |
Voic059 | Vendetta male burned. |
Voic060 | Vendetta male burned with incineration sound. |
Voic061 | Male choke. |
Voic062 | Alto female scream. |
Voic063 | SOR2 male death 1. |
Voic064 | SOR2 male death 2. |
Voic065 | SOR2 Axel death. |
Voic066 | SOR2 female death. |
Voic067 | SOR3 male death 1. |
Voic068 | SOR3 male boss death. |
Voic069 | SOR2 Max death. |
Voic070 | Male scream with cut/bisect sound. |
Voic071 | SOR2 Skate death. |
Voic072 | Shadow Dancer boss death. |
Voic073 | Vendetta male falling sound (“owww!!”). |
Voic074 | Vendetta boss death. |
Voic075 | Ninja Spirit PC death. |
Voic076 | Male scream with dog mauling sound. |
Voic077 | DD2 Burnov death. |
Voic078 | DD2 Chin death. |
Voic079 | Male multi-pitch scream. |
Voic095 | Male “Tuhh!!” |
Voic096 | Male “Ha!” |
Voic097 | Male “Humph!” |
Voic098 | Male “Uegh!” |
Voic099 | Male “Ummph!” |
Voic100 | Male “Yeeah!” |
Andy Bogard | |
vand0001 | “Seh!” |
vand0002 | “Huah!” |
vand0003 | Light exhale |
vand0004 | “Gah” pain. |
vand0005 | “Mrah” pain. |
vand0006 | “Mowah” pain. |
vand0007 | “Baby cry” pain. |
vand0008 | Light attack |
vand0009 | “Shoken!” |
vand0010 | “Geki” |
vand0011 | “Shoooooken!!” |
vand0012 | “Ku ha dan!” |
vand0013 | “Shoryudan!” |
vand0014 | “Zaneiken!” |
vand0015 | Super finish scream. |
vand0016 | “Humph” |
vand0017 | “Yoshi!” |
vand0018 | Exhale. |
vand0019 | “Sayaaa!” |
vand0020 | “Cho reppa dan!” |
vand0021 | Super finish scream 2. |
vand0022 | “Shetz!” |
vand0023 | “Namusan” |
vand0024 | “Ienoash” |
vand0025 | Prelude to Tung match. |
vand0026 | “Tung Sensei!” |
vand0027 | “Zengu Ikkyu!” |
vand0028 | “Geese!” |
vand0029 | “Sono tadoka.” |
vand0030 | Short growl. |
vand0031 | “Arryaaah!” |
vand0032 | “Siiiiiiii!” |
vand0033 | Wild Ambition overdrive initial attack. |
vand0034 | “Shrureahh!” ***ERROR** Cannot be exported. |
vand0035 | “Zanei Reppa!” |
vand0036 | “Hutz!” |
vand0037 | “Geki!” |
vand0038 | “Juhn!” |
vand0039 | “Metsu!” |
vand0040 | “Son!” |
vand0041 | “Baaak!” |
vand0042 | “Meeetsu!” |
vand0043 | KO 2 (“uhph.. gomen!”). |
vand0044 | “Oniotaaaah!” |
vand0045 | “Shuryahhh!” |
vand0034 | “Shrureahh!” |
sand0001 | Hishoken |
sand0002 | Geki Hishoken |
sand0003 | Special slash/whoosh |
sand0004 | |
sand0005 | Fire burst |
sand0006 | Long whoosh |
sand0007 | Strong fire burst |
sand0008 | Cho Reppa Dan burst. |
Hanzou (WH) | |
Voic022 | WH Hanzou light attack. |
Voic023 | WH Hanzou med. attack. |
Voic024 | WH Hanzou heavy attack. |
Voic025 | WH Hanzou “Nin!” |
Voic026 | WH Hanzou “Victory.” |
Voic027 | WH Hanzou “Double Rekkozan!” |
Voic028 | WH Hanzou “Koh Ryu Ha!” |
Voic029 | WH Hanzou “Lariat!” |
Voic030 | WH Hanzou “Slash of Shimmering!” |
Voic031 | WH Hanzou ‘Ninpo Korin Kazan!” |
Voic032 | WH Hanzou “Rekkozan!” |
Voic033 | WH Hanzou KO. |
Voic034 | WH Hanzou “Come on!” |
Kasumi (DOA) | |
Voic014 | Attack 1. |
Voic015 | Attack 2. |
Voic016 | Attack 3 (waterwheel kick). |
Voic017 | Attack 4. |
Voic018 | Attack 5 (Hard throw). |
Voic019 | Attack 6. |
Voic020 | “I have no time to spare.” |
Voic021 | “Farewell.” |
Muscle Power | |
Voic080 | WH Muscle Power “Number one!” |
Voic081 | WH Muscle Power quick grunt. |
Voic082 | WH Muscle Power “Dahhh!!” |
Voic083 | WH Muscle Power “Gwaoow!” |
Voic084 | WH Muscle Power “Hungah!” |
Voic085 | WH Muscle Power pain 1. |
Voic086 | WH Muscle Power Jab. |
Voic087 | WH Muscle Power KO. |
Voic088 | WH Muscle Power “Number onnnnne!” |
Voic089 | WH Muscle Power “Hoawwww!” |
Voic090 | WH Muscle Power medium grunt. |
Voic091 | WH Muscle Power pain 2. |
Voic092 | Real American sound clip. |
Raiden (Big Bear) | |
vrai0001 | “I’ll dance on your grave!” |
vrai0002 | “Say your prayers wimp!” |
vrai0003 | “You’re dead meat!” |
vrai0004 | “Come on!” |
vrai0005 | “Hum!” |
vrai0006 | “Hyeee!” |
vrai0007 | “Hey!” |
vrai0008 | “Jurreahh!” |
vrai0009 | “Jeeh!” |
vrai0010 | “Oooowahhhooo!” |
vrai0011 | “Nwaaoo!” |
vrai0012 | “Huaah!” |
vrai0013 | “Bomba! |
vrai0014 | “Ready…” |
vrai0015 | “Go!” |
vrai0016 | “Dropkick!” |
vrai0017 | “G…End!” |
vrai0018 | “I am Raiden!” |
vrai0019 | “Ichimon!” |
vrai0020 | “Heh hahahaha!” |
vrai0021 | “Gwah!” |
vrai0022 | “Gwhaaaa!” |
vrai0023 | KO. |
Rainbow Mika | |
vmik0001 | “Guh!” |
vmik0002 | “Uggh!” |
vmik0003 | “Nuuuh!” |
vmik0004 | “Euuaggh!” |
vmik0005 | KO with echo. |
vmik0006 | KO. |
vmik0007 | “Kuu!” |
vmik0008 | “Huh!” |
vmik0009 | “Uuuah!” |
vmik0010 | “Bombaaah!” |
vmik0011 | “Attack!” |
vmik0012 | “Crush!” |
vmik0013 | “Victory!” |
vmik0014 | “Igamaaah!” |
vmik0015 | “Morataaa!” |
vmik0016 | “Kimatah!” |
vmik0017 | “Uryou!’ |
vmik0018 | “Shaah!” |
vmik0019 | “Oraah!” |
vmik0020 | “Yah!” |
vmik0021 | “Kuu!” |
vmik0022 | “Kona!” |
vmik0023 | “Rainbow!” |
vmik0024 | “Ikuze” |
vmik0025 | Happy bounce. |
vmik0026 | “Doshta.” |
Ray McDougal | |
vray0001 | “DDT!” |
vray0002 | KO. |
vray0003 | “Wheel Kick!” |
vray0004 | “All right!” |
Vray0005 | “Yeah!” |
Retsu | |
Voic093 | SF Retsu Grunt |
Voic094 | SF Retsu Grunt 2 |
Ryo Sakazaki | |
Voic101 | Ryo Sakazaki attack 1 (heavy). |
Voic102 | Ryo Sakazaki “Zanretsuken!” |
Voic103 | Ryo Sakazaki “Hoah Sho Ko Ken!” (low pitched) |
Voic104 | Ryo Sakazaki “Raijinsetsu!” |
Voic105 | Ryo Sakazaki “Hoah Sho Ko Ken!” (normal pitch) |
Voic106 | Ryo Sakazaki attack 2 (light). |
Voic107 | Ryo Sakazaki attack 3 (light). |
Voic108 | Ryo Sakazaki pain 1. |
Voic109 | Ryo Sakazaki “Ko Oh Ken!” |
Voic110 | Ryo Sakazaki attack 4 (Kohou). |
Voic111 | Ryo Sakazaki attack 5 (heavy). |
Voic112 | Ryo Sakazaki “Ora! ora! ora! ora! ora!” |
Voic113 | Ryo Sakazaki “Ichi!” |
Voic114 | Ryo Sakazaki “Hissestu” |
Voic115 | Ryo Sakazaki attack 5 (heavy). |
Voic116 | Ryo Sakazaki “Ora! ora!” |
Voic117 | Ryo Sakazaki “Osu!!” |
Voic118 | Ryo Sakazaki “Hien Shippu kakyu!” |
Voic119 | Ryo Sakazaki charging. |
Voic120 | Ryo Sakazaki KO. |
Sho (Breakers Revenge) | |
vsho0001 | Jab. |
vsho0002 | “Mmpuh!” |
vsho0003 | “Shwop!” |
vsho0004 | “Hah!” |
vsho0005 | “Shoo!” |
vsho0006 | “Eyahh!” |
vsho0007 | “Hup!” |
vsho0008 | “Whuyeah!” |
Vsho0009 | “YEAAHHH!” |
vsho0010 | “Kureaaah!” |
Terry Bogard | |
vter0001 | FF2 KO. |
vter0002 | CVS KO. |
vter0003 | “Uuh!” |
vter0004 | “Owughh!” |
vter0005 | “Hey! Come on, come on!” |
vter0006 | “Geese!” |
vter0007 | “Hey you!” |
vter0008 | “Okaaay!” |
vter0009 | “Burn Knuckle!” |
vter0010 | “Crack shoot!” |
vter0011 | “Rising tackle!” |
vter0012 | “Power wave!” |
vter0013 | “Power dunk!” |
vter0014 | “Power…!” |
vter0015 | “Geyser!” |
vter0016 | “Are you OK?” |
vter0017 | “Buster wolf!” |
vter0018 | “Hah!” |
vter0019 | “Humph!” |
vter0020 | “Heyyy!” |
vter0021 | “Agggh!” |
Tung Fu Rue | |
vtun0001 | Roid rage. |
Generic Female | |
voif0001 | Long KO scream. |
Generic Male | |
voim0001 | High pitched “Ewwluah!” KO. |
voim0002 | Midtone burst KO. |
voim0003 | Vendetta on fire scream. |
voim0004 | SOR3 male KO scream. |
voim0005 | SOR2 male KO scream 1. |
voim0006 | SOR2 male KO scream 2 (from sword of Vermillion). |
voim0007 | Ninja spirit PC death. |
voim0008 | Long large male KO. |
voim0009 | Large male “erroooooo!” |
voim0010 | Quick “Ya!” |
voim0011 | Punisher male KO 1 |
voim0012 | Punisher male KO 2 (high pitched OW!) |
voim0013 | Punisher male KO 3 (“yeaahhhh!”) |
voim0014 | AVP soldier KO 1. |
voim0015 | AVP soldier KO 2. |
voim0016 | Fatal Fury 1 “GO!” |
voim0017 | MK Pain 1. |
voim0018 | MK male long fall 1. |
voim0019 | MK male long fall 2. |
Generic Voice (robot, alien, etc) | |
voig0001 | High pitch alien screech. |
voig0002 | Crowd cheer. |
voig0003 | MK crowd in awe. |
Reserved Maps
Use | Map |
Default | 0 |
Death | 1 |
Burn | 2 |
Shock | 3 |
Freeze | 4 |
Poison | 5 |
Reserved | 6 – 10 |
Color selects | 11+ |
Reserved icons
Icon | ID |
Default | icon0001 |
Death | icon0002 |
Pain | icon0003 |
Acquire | icon0004 |
Weapon | icon0005 |
This is off-topic, but the song you have playing on your blog made me realize how bad the MIDI playback was on my computer. It’s somewhat better now, so thanks for unintentionally helping me fix it!
Uhm, no problem I guess.
On topic, latest revision still fails on load. As you can see from the log, I’m working merging all of my recent work together. As soon as that is done I’ll be able to pare things down and send you a copy to debug with.
DC