Before plunging into the spoils of discovery, there's accolades to be had, such as VIB for his handy parallax tutorial, Master Yoda for rescuing said edification from the realm of the forgotten, XGargoyle for being the best "go-to" a contributor could ask for, and Jesuszilla for compelling me to divulge my findings. And while we're on the subject of acknowledgment, I'd like to thank everyone (Vegaz_Parrelli, Ziltama, etc) who had, at one time or another, offered suggestive critique concerning the improvement of my stages. With that, we press onward.
Sparing all who'd rather not maintain reliance on the crumbling foundations of guesswork, I've released an instructional document that bullet points the occasionally irksome process for faithfully reproducing delta and velocity values in converted Mugen backgrounds. This method really is the brainchild of the logical simplicity VIB presented in his formula coupled with a light bulb interpretation of XGargoyle's response to
this thread. In a word, the credit is as much in their court as it is my own.
UpdatedIndusten 1-1 from ActRaiser 2Modero 1-1 from ActRaiser 2Industrial Area from Final FightThe Bay Area from Final FightSkyscraper from Rushing BeatSouthern Mt. from Rushing BeatSouthern Port from Rushing BeatJoecal's Lab from Rushing BeatFrom depth and parameter amendment (via the workaround) to low super jump compatibility; you name it, I've applied it to the group pictured above. Not to gloat, but I must say that I cut the music for Industen and Modero to what is considerably inhuman perfection (something I hadn't realized prior to play-testing the pair in Mugen). All bragging asunder, feedback, as always, will be received with open arms and an unbiased mind.
Eternal Anomaly