KOF XIII Sprites (Aggressors and Victims)

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Zeb2345
Posts: 388
Joined: Sun May 22, 2022 4:27 am

Re: KOF XIII Sprites (Aggressors and Victims)

Post by Zeb2345 »

UmbreonLover wrote: Tue Aug 30, 2022 12:04 am
VinnyBoy wrote: Mon Aug 29, 2022 11:32 pm I have no idea how to code lol
You code with 0 & 1. Once you have a basic understand on how each character work. you can communicate with the PC language.
Yes, I wasted my life just to type this into coding binary

Code: Select all

01010111 01100101 01101100 01100011 01101111 01101101 01100101 00100000 01110100 01101111 00100000 01010101 01101101 01100010 01110010 01100101 01101111 01101110 00100000 01110111 01101111 01110010 01101100 01100100 00100001
Which translate into: Welcome to Umbreon world!

Easy no?
Tetchi wrote: Mon Aug 29, 2022 9:45 pm I understand that the availability of time can be a predominant factor, independently of others that are also important.

But what did you think of sharing the code with the other users, obviously in the understanding that they would arm the movement and everything related to it at their discretion.
I can't really say, because I don't know how those sprites may look like, and the codes that I'm going to be using can be found in this thread that no one really read, or understand it lol

the thread where the code would be implementing for that basic grab

Code: Select all

https://hentaicharmugen-forum.com/viewtopic.php?f=19&t=461
I can add more advance coding than that, but the consuming to do such a thing will take longer lol Surely, MizuLugu can easily do it, but I don't think he's going to be doing it as of now due to his project of C.Umbreon. Commissioning him will do the job quicker, but like I said before. Its really hard to say.
I remember umbreon wrote a guide on how to add moves to an agressor.
I tried following that guide and the video he uploaded on mega.
but it didn't work for me, i tried with several agressors but i was not able to do it.
i am good at making victims but agressors?
it's impossible to understand them.
Zeb2345
Posts: 388
Joined: Sun May 22, 2022 4:27 am

Re: KOF XIII Sprites (Aggressors and Victims)

Post by Zeb2345 »

but if any of you here consider yourself capable of studying that aggressor I have to implement those sprites and possibly revive the aggressors of kof XIII.
I can pass the character and wish them luck XD.
but believe me, those aggressors are worth it, I remember that they were very good.
VinnyBoy
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Re: KOF XIII Sprites (Aggressors and Victims)

Post by VinnyBoy »

Zeb2345 wrote: Tue Aug 30, 2022 1:51 am but if any of you here consider yourself capable of studying that aggressor I have to implement those sprites and possibly revive the aggressors of kof XIII.
I can pass the character and wish them luck XD.
but believe me, those aggressors are worth it, I remember that they were very good.
I tried to talk to the yaoi community, they already made iori and Kim, but they prefer simpler sprite chars, besides that, they prefer when there are both aggressor and victim poses
Char Restorer At Your Service
Zeb2345
Posts: 388
Joined: Sun May 22, 2022 4:27 am

Re: KOF XIII Sprites (Aggressors and Victims)

Post by Zeb2345 »

VinnyBoy wrote: Tue Aug 30, 2022 2:12 am
Zeb2345 wrote: Tue Aug 30, 2022 1:51 am but if any of you here consider yourself capable of studying that aggressor I have to implement those sprites and possibly revive the aggressors of kof XIII.
I can pass the character and wish them luck XD.
but believe me, those aggressors are worth it, I remember that they were very good.
I tried to talk to the yaoi community, they already made iori and Kim, but they prefer simpler sprite chars, besides that, they prefer when there are both aggressor and victim poses
And you don't know if they are interested in making the missing aggressors?
because if they made or rebuilt iori I guess then they are good at coding.
by the way I found a couple of compressed files one called "kof xiii hentai sprites backup" and the other is called "kof xiii sprites version 2".
i think they could serve I guess they don't have them or maybe they do?
UmbreonLover
Posts: 307
Joined: Wed Jan 26, 2022 12:03 am

Re: KOF XIII Sprites (Aggressors and Victims)

Post by UmbreonLover »

Zeb2345 wrote: Tue Aug 30, 2022 1:47 am I remember umbreon wrote a guide on how to add moves to an agressor.
I tried following that guide and the video he uploaded on mega.
but it didn't work for me, i tried with several agressors but i was not able to do it.
i am good at making victims but agressors?
it's impossible to understand them.
Either you did a full copy and paste without changing any numbers, or you made a few typo here and there. The number I set must match the same number of StateDef


Here's the extreme baby grab that would never drop the victim, never kill the victim, but only show one animation.

Yes, I am using the same T bagging method showed on the thread I made, and a copy and paste won't make the thing happen.
You must have available
  1. Animation 11111
  2. Animation 21111
  3. Animation 12111 for the victim
► Show Spoiler
I visit this forum when I remember I exist!
Zeb2345
Posts: 388
Joined: Sun May 22, 2022 4:27 am

Re: KOF XIII Sprites (Aggressors and Victims)

Post by Zeb2345 »

I see,
the truth admit to that at first I copied and page XD.
but that I will try again after it did not work for me and the truth is that something haze mail.
because the grab was running but the animation was not happening, and in debug mode it said something like:
player Bridget (56) in state 6001: changed to invalid state 6001 (from state 6000).
and it just wasn't working.
another thing that is not very clear to me is that in the video it came out that an animation was needed so that after that animation the grip was executed.
something I didn't understand and couldn't get it to work.
Tetchi
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Re: KOF XIII Sprites (Aggressors and Victims)

Post by Tetchi »

@Zeb2345
Check the video of UmbreonLover, that is in the direction of MEGA, there can't be more example, everything is very well detailed, damn if it had been like that more than 12 years ago the information would all be different, well there wasn't much information, but the point is this information is ground gold, download the video and analyze it there is a lot of information that can serve as a basis for more movements.

@UmbreonLover
I understand, not many will be able to understand and that is explained with "santo y seña" (a Mexican expression, to say that the explanation was as easy and detailed as possible so that it can be understood) but a more advanced code is great, but with what you share (which had already been shared) is good to begin with and on that it can be used for more.

Without the binary code we could not communicate, literally everything is 0 and 1.
Image
http://tetchi2015.blog.2nt.com
Zeb2345 wrote: Sun Aug 28, 2022 5:33 pmthe fucking master
UmbreonLover wrote: Sun Aug 28, 2022 1:57 amneeds to be rewards with...
UmbreonLover
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Re: KOF XIII Sprites (Aggressors and Victims)

Post by UmbreonLover »

Zeb2345 wrote: Tue Aug 30, 2022 4:41 am I see,
the truth admit to that at first I copied and page XD.
but that I will try again after it did not work for me and the truth is that something haze mail.
because the grab was running but the animation was not happening, and in debug mode it said something like:
player Bridget (56) in state 6001: changed to invalid state 6001 (from state 6000).
and it just wasn't working.
another thing that is not very clear to me is that in the video it came out that an animation was needed so that after that animation the grip was executed.
something I didn't understand and couldn't get it to work.
invalid state 6001 = it's not found, which equal to, it wasn't created.

About the animation, you need the AIR number known as the animation to perform any action. AIR, 0 = Standing pose , and if there's no 0 in the AIR group, you won't be able to see the character in idle mode. (Standing pose).

Tetchi wrote: Tue Aug 30, 2022 6:18 am I understand, not many will be able to understand and that is explained with "santo y seña" (a Mexican expression, to say that the explanation was as easy and detailed as possible so that it can be understood) but a more advanced code is great, but with what you share (which had already been shared) is good to begin with and on that it can be used for more.

Without the binary code we could not communicate, literally everything is 0 and 1.
01100101 01110011 00100000 01101101 01110101 01111001 00100000 01100110 11100001 01100011 01101001 01101100 00100000 01100101 01110011 01100011 01110010 01101001 01100010 01101001 01110010

Whoops, I got stuck speaking computer language, but it's easy to type it down, and advance coding? Well, I can't really write such a thing like that, because if the very basic was hard enough, image an advance code, calling many things at once while jumping to places. lol

The code that I posted here, is a little different from guideline. Yes, they do used the same move when it comes to grabbing a foe, but I added a little more than the original post that does a simple thing. I like to called it baby step, cause, its extremely basic.
I visit this forum when I remember I exist!
Zeb2345
Posts: 388
Joined: Sun May 22, 2022 4:27 am

Re: KOF XIII Sprites (Aggressors and Victims)

Post by Zeb2345 »

Tetchi wrote: Tue Aug 30, 2022 6:18 am @Zeb2345
Check the video of UmbreonLover, that is in the direction of MEGA, there can't be more example, everything is very well detailed, damn if it had been like that more than 12 years ago the information would all be different, well there wasn't much information, but the point is this information is ground gold, download the video and analyze it there is a lot of information that can serve as a basis for more movements.

@UmbreonLover
I understand, not many will be able to understand and that is explained with "santo y seña" (a Mexican expression, to say that the explanation was as easy and detailed as possible so that it can be understood) but a more advanced code is great, but with what you share (which had already been shared) is good to begin with and on that it can be used for more.

Without the binary code we could not communicate, literally everything is 0 and 1.
If tetchi,
the truth is that finding a perfect guide is difficult if not impossible.
something that I thank umbreon, but as I mentioned earlier I'm doing something wrong for sure. :ugeek:
Zeb2345
Posts: 388
Joined: Sun May 22, 2022 4:27 am

Re: KOF XIII Sprites (Aggressors and Victims)

Post by Zeb2345 »

UmbreonLover wrote: Tue Aug 30, 2022 4:30 pm
Zeb2345 wrote: Tue Aug 30, 2022 4:41 am I see,
the truth admit to that at first I copied and page XD.
but that I will try again after it did not work for me and the truth is that something haze mail.
because the grab was running but the animation was not happening, and in debug mode it said something like:
player Bridget (56) in state 6001: changed to invalid state 6001 (from state 6000).
and it just wasn't working.
another thing that is not very clear to me is that in the video it came out that an animation was needed so that after that animation the grip was executed.
something I didn't understand and couldn't get it to work.
invalid state 6001 = it's not found, which equal to, it wasn't created.

About the animation, you need the AIR number known as the animation to perform any action. AIR, 0 = Standing pose , and if there's no 0 in the AIR group, you won't be able to see the character in idle mode. (Standing pose).

Tetchi wrote: Tue Aug 30, 2022 6:18 am I understand, not many will be able to understand and that is explained with "santo y seña" (a Mexican expression, to say that the explanation was as easy and detailed as possible so that it can be understood) but a more advanced code is great, but with what you share (which had already been shared) is good to begin with and on that it can be used for more.

Without the binary code we could not communicate, literally everything is 0 and 1.
01100101 01110011 00100000 01101101 01110101 01111001 00100000 01100110 11100001 01100011 01101001 01101100 00100000 01100101 01110011 01100011 01110010 01101001 01100010 01101001 01110010

Whoops, I got stuck speaking computer language, but it's easy to type it down, and advance coding? Well, I can't really write such a thing like that, because if the very basic was hard enough, image an advance code, calling many things at once while jumping to places. lol

The code that I posted here, is a little different from guideline. Yes, they do used the same move when it comes to grabbing a foe, but I added a little more than the original post that does a simple thing. I like to called it baby step, cause, its extremely basic.
I see,
the truth does not take into account the ".air" because I didn't know how to implement the movement in that file.
and yes, you are right the character stayed in position 0 and did not execute the animation, rather not at all.
i'll have to try modifying it.and although I'm not sure how I should do it but I'll try XD.
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