ARCHIVES
April 23, 2005Added more Photos. Updated my Journal and Guitar Music page.March 3, 2005Updated my Site again, Added the Photo Galleries Section.
I included the pictures taken on my son's Christian Dedication.
Many thanks to everyone who attended.February 26, 2005Whee, fixed my site a bit out of boredom.
February 12, 2005- To celebrate the birth of my baby... I uploaded the Win Mugen compatible versions of my characters.
Thanks to Winane for the WinMugen patches. Check em out!
September 5, 2004- Whoah!!, It's nice to be back, about time that I update my page.
Sadly there is still no new MUGEN release from me. Good day.
Feb 7, 2004- My goodness, I haven't updated this place for the longest time now.
Sadly there still is no new release from me, I'll just be updating my
site a bit. :(
June 13, 2003- E-TerryX update. You'll need to redownload the zip again.June 9, 2003- I updated my Tips Page.
- Check out the KOF BASIC HITDEF PARAMETERS, that I updated.
- Started work on remaking Chizuru Kagura.
June 7, 2003- E-TerryX is Done.May 31, 2003- Terry is almost done.... TerryX Final Beta (",)May 13, 2003- Whee... new TerryX Beta (",)March 21, 2003- I've been very busy these days, anyway Kaddet has finished the buster wolf DM edits.
I guess this will drive me back to work. (",) TerryX
February 28, 2003- Kyox updated, check out the details in his page.January 8, 2003- I updated my Tips page. Kof Character Development.
- Started work on Kim Kaphwan. ^^
- Wolverine is done. :)
January 7, 2003
- Another idiot named "mohamed elkhole" wrote me an email saying:
"We take the final and whole character in the end not who make it from beginning and who stole from who,and my personnal opinion pier iori is better than iori-x,he has more super motions than yours and I
don't think that you add alot of edits or updates to your ones so go to hell."
- Here's my reply, and please read this in case you happen to feel the same way as this moron do. :)
"You are indeed an idiot. What matters to you is the final character regardless if it's stolen or not, that is because you haven't made anything, Morons like you don't know the effort and time wasted on each project. If you think the stolen Iori is good, you are entitled to your opinion (although your taste is really moronic, I prefer accuracy anyday, and I was starting out when I made that iori), but that doesn't change the fact that it is stolen. Don't worry, you can enjoy this stolen Iori all you want. If you are kind enough, please delete all my works that you downloaded, I don't want morons like you using my works. Thank you very much. :)"
- For the Good News, I started working on Kim Kaphwan. ^^January 3, 2003- Yay... My site is now 2 years old!
- Wolverine is done. :)
December 28, 2002- Wolverine is done... I'll give you guys a day to give feedback and bug reports before final release!.
December 26, 2002- Wolverine is almost done... Need your feedback about his speed up super!.December 24, 2002- Wolverine is almost done... Healing Factor and Fatal Claw added!.December 16, 2002- Thanks to this idiot, I will delay the release of Iorix for at least a year, don't worry my friends will have a copy of him. :).
- Now for some goodies... I'm sure you'd like to see a good Kim Kaphwan (without the cool flame effects from moronic thieves ofcourse :P)? You might just get what you wish for in the near future. :)
December 9, 2002- Another update of wolverine, Berserker Barrage X plus Ai!. :).November 29, 2002- Another update of wolverine, Berserker Barrage!. :).November 23, 2002- Three updates for everyone... Iorix, Kyox & NeokyoX
November 22, 2002- Cvs DM update for Benimaru... SPARK!!!November 13, 2002- Uploaded a playable basics only version of wolverine, check it out. :).September 14, 2002- I've set up a board where you can post feedback and stuff... check it out.
Sander's Rusty ForumAugust 27, 2002- Wolverine's WIP page is here, check it for updates.August 24, 2002- Yep, 1st Beta of Terry. :)August 11, 2002- Finally something new from me. :)July 31, 2002- Uploaded some pics... yep, nothing to do with mugen.. :PJuly 5, 2002- I finally got some time off to work on (Neo)Kyox's A.I., check it out here.June 28, 2002- Sorry for the lack of updates, I've been busy with school and I've gotten a bit bored with M.U.G.E.N. The updates/releases may not come as soon as we expect. Good day.May 28, 2002- NeokyoX and KyoX Beta Update now available.May 7, 2002- Upadated IoriX. A.I. added and some other things.May 4, 2002- New IoriX Beta (Complete KOF2K1 conversion) is up for grabs.April 22, 2002- Deuce's Benimaru version 1.0 is now ready.
- What do you know, NeokyoX got himself an award :PApril 14, 2002- Deuce's Benimaru final beta released .. check it out.April 7, 2002- Deuce's Benimaru progress page now up.
- Shin DIO has recently sent me Ramon's ending. Great work I should say :)
- Looks like Ramon got another award -=Thanks nevermind=-
March 19, 2002
- Deuce's Vanessa released. Check it out :)
March 5, 2002
- Goro Daimon X small bug fix patch released.
- Check out Kaddet's Edits :D
February 28, 2002
- Goro Daimon X version 1.0
February 13, 2002
- Thanks to never mind for this cool flash award :)
February 08, 2002
- I found out that ramon got himself an award, thanks :)
February 05, 2002
- First Beta release... Goro Daimon X
January 29, 2002
- Check out the next X's progress...
Goro Daimon XJanuary 28, 2002
-
RamonX version 1.0January 16, 2002
-
RamonX's Final Beta :)
January 9, 2002
-
Ramon's BETA "X" treatement... Complete KOF2000 conversion.
December 17, 2001
- Neo
kyoXversion 1.0... at last... ^_^
- I've set up a WIP page for RamonX.
- December 10, 2001
NeokyoX ... needs your TESTING SKILLS!!!
- November 30, 2001
NeokyoX ...KOF2001 mode and groove patch available.
- November 23, 2001
NeokyoX Final Beta... yep, this one is final :P
- November 13, 2001
NeokyoX alternative sff beta uploaded... ALL KOF 2000 moves in :)
- October 27, 2001
KyoX updated...
Want to use better Burn Palfx? Check out the Tips page (updated).
- October 19, 2001
KyoX updated again...
- October 10, 2001
KyoX's Counter Mode and more..
- October 06, 2001
KyoX's KOF97 special ending is now ready for download.
- October 04, 2001
KyoX Final Beta is ready. Check it out.
- September 30, 2001
KyoX updated again. Check his page for details.
- September 26, 2001
KyoX update (Armor Mode added).
- September 23, 2001
I have changed my site a bit.
- September 19, 2001
Another KyoX update. Check his page for details.
- September 14, 2001
KyoX update!!! Shingo Active Striker Added.
- September 9, 2001
KyoX update!!! He now has his Kyo - 1 & Kyo- 2 Modes , 99 and 2K Grooves.
- August 30, 2001
KyoX is done!!! At least for now. He now has all his moves from '95 - '98. Groove and Mode Selection now properly implemented.
Thank you guys for this award ^_^.
- August 22, 2001
I'm having PC problems...
So here's what I've done so far: Kyo X update.
Added two more special moves.
The Tips Page has also been updated.
- August 13, 2001
Another Kyo X update. I have added the flame sprites now. Check his page for the details. I have also put up a News Archive Page.
- August 6, 2001
Kyo Kusanagi X Beta has been updated again. He now has some fancy features... I also need mirrors. Hypermart took my acct off because of heavy traffic, Mirrors could lighten that load. Pls email me your site's URL, so I can put up a Mirror links page where people could go download... I think the only Url i could recall is that of Cabbit :P. So to all the others please mail me. Thank you.
- August 6, 2001
Kyo Kusanagi X Beta has been updated again. He now has some fancy features... I also need mirrors. Hypermart took my acct off because of heavy traffic, Mirrors could lighten that load. Pls email me your site's URL, so I can put up a Mirror links page where people could go download... I think the only Url i could recall is that of Cabbit :P. So to all the others please mail me. Thank you.
- August 5, 2001
Kyo Kusanagi X Beta has been uploaded. I am very happy with KyoX's progress ^_^. I have also put up a tips page. You can now use a Kof98 hitvels/hitpause chart. Spare yourself the pain of having to update 4 characters later >.<
- August 1, 2001
Another try at a server... Aacck, finding good free servers is hard. Zabel is the chosen one. I have put up a page dedicated to his progress. I have also put up a Random Thoughts Page, where I get to share stuffs that I like to. All the Downloads should be working properly now.
- July 23, 2001
Anyways, I have started working on Kyo Kusanagi 'X. I'm still thinking of the alternative character I should make, but it looks like Zabel is getting my interest more. I hope this site lasts a bit more. I'll be uploading screenshots soon.
Also I have setup a redirection URL for people to remember my address easily. http://go.to/sander71113
TUTORIALS
HITDEF PARAMETERS: *June 9, 2003
BURN PALFX CONDES: *October 27, 2001
KOF CHARACTER CONVERSION: *June 9, 2003
DIP 1-1 : Debug Object in Middle <Sprite viewer>
DIP 1-2 : CLSN boxes and Axis <Axis and Clsn viewer>
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 Battle 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 : Auto Fire ?
DIP 2-8 : Unknown
PRACTICAL APPLICATIONS OF THE DIP SWITCHES IN KOF CHARACTER DEVELOPMENT:
- Set up you character's palette. For Palette Tutorials: Renzo, XGargoyle.
- After setting up your character's palette, Get the basic standing Axis and Clsns FIRST by using DIP 1-2.
This is very crucial to your work, make sure the axis is placed properly in MCM/MEE, or in whatever sff program you are using.
- Also, use accurate clsns. If you are too lazy, make sure that the the basic animations (ex: standing, walking, jumping, running etc.) have accurate clsns.
But still, it's best to use 100% accurate clsns.
- Get hit animations should share the same clsn as the standing clsn (or whatever basic animation they came from). I noticed even experienced creators do not know about this. Again, I recommend 100% accurate clsns, even for gethit animations.\
- More info about Debug Clsns:
Kitsune's Debug CLSN tutorial.- When ripping, ALWAYS USE THE SPRITE VIEWER (DIP 1-1). This is to maintain axis accuracy. You should use a save state that has DIP 1-1 enabled, to have accurate axis throughout.
Please, no more misaligned sprites for KOF characters.
- Make use of DIP 1-8 (pause and step frame) to get frame by frame animation timings.
- To get accurate velocities, use DIP 2-1. By using the DIST X and DIST Y relative data, as seen in the screenshot. (Note: DIST Z = Dist Y in MUGEN)
I will not teach physics formulas so figure them out for yourself, anyway it's not that hard. I urge all KOF developers to improve velocity data. Most released characters simply uses "guessed" parameters, which is sad, because it is easier to get velocity data in KOF, as compared to other Non-KOF games.
- Make use of DIP 1-8 (pause and step frame) to get frame by frame distance increments.
- More info about Velocities:[E]dgar's Velocity tutorial.
- You can get EXACT sound (hex values and timing) using DIP 2-5. You can easily rip the sounds using programs like NeoJuke..
- Make use of DIP 1-8 (pause and step frame) to get the actual timing of the sounds.
MISCELLANEOUS HINTS
*** Always try to get accurate damage. Here is the formula using simple ratio and proportion, for you lazy bums:
Ratio and Proportion Formula:
Damage in Pixels Damage in M.U.G.E.N.
Full Life Bar in Pixels Full Life in M.U.G.E.N. (i.e. 1000)
Derived Formula:
Damage in M.U.G.E.N. = Damage in Pixels x 1000
Full Life bar in Pixels
*** Always try to get accurate power adds. You can refer to the damage formula, and just change the variables.
*** Always try to get accurate hitdef parameters. Patience comes into play this time. You need to patiently count the hittimes, hitvels, ctrl time etc. Pls don't just guess, or you'll make me cry ;_;. Since KOF mostly uses the same hitdef parameters for basic attacks, you can check my latest works for the actual parameters. Also, don't neglect the guard hitdef parameters.
KOF BASIC HITDEF PARAMETERS with some explanations.
*** Be particular with command cancels. Research and try out cancels and make sure everything works properly. Also you should note that most cancels in KOF are limited in time and does not require contact. Here is a sample cancel trigger from my works:
Trigger1 = stateno = 250 && animelemtime(2) > 0 && animelemtime(4) < 0
In this trigger, the changestate can occur anytime between animelem 2 and animelem 4, so as to avoid unnecessary late cancels.
*** Have a working juggle system. You can again check my latest works to see my juggle system which works pretty nicely. I even have a compatible counter hit system. I will explain more about this on my next update.
PERSONAL NOTES
I hope this will help M.U.G.E.N. KOF developers. So we can enjoy better characters, and so that I can stop wasting my time working on characters. :P