Infinity MUGEN Team

IMT Main => M.U.G.E.N Releases => Topic started by: Kong on November 18, 2007, 12:12:57 AM

Title: Kong's Mugen Stuff
Post by: Kong on November 18, 2007, 12:12:57 AM
 :w00t:
Title: Re: Kong's Mugen Stuff
Post by: .:K.I.N.G:. on July 24, 2008, 03:15:29 AM
i swear this is like the fastest moving thread ever 8=|
ok from now on this thread will be only for releases and bug reports which means.
1-no more pointless arguments about how good or bad the characters are
2-no more more character requests (suggest a character but don't request it)
3-no more character changing demands
4-no more flaming or bitching
we don't want to clean this every 10 minutes. :-w so please keep it clean <_<|...|
Title: Re: Kong's Mugen Stuff
Post by: Kong on November 19, 2008, 07:31:21 AM
Tron Bonne Release.
Title: Re: Kong's Mugen Stuff
Post by: .:K.I.N.G:. on November 19, 2008, 08:49:56 AM
Tron Bonne Release.
congrats :thumbsup:
well test shortley
Title: Re: Kong's Mugen Stuff
Post by: Captain Cold on November 19, 2008, 11:30:43 AM
thanks kong one of my fav capcom chars lol thanks....some one gotta make you an avi lol   :)
Title: Re: Kong's Mugen Stuff
Post by: ~Hale "R@CE" Caesar~ on November 19, 2008, 01:04:26 PM
Kong go and change what u did in your share folder, instead of the character tronne bone u have just the sprites there, and not the character.... I checked it and all i saw was her sprites and not the character, also in your mvc2 sprites folder it has the same thing for her..... So i guess what happened is that u accidently uploded the same thing to the mvc character folder, so go and change that.....


If i'm wrong then i;mn sorry, but go and doulble check
Title: Re: Kong's Mugen Stuff
Post by: Jedah12 on November 19, 2008, 01:52:22 PM
Thanxs, Kong for the sprites packs, I'm using a few in some chars  :thumbsup:

One Question:
What you use to rip Red Earth? It's because I want to make Kenji stage.

Salutes  ::salute::
Title: Re: Kong's Mugen Stuff
Post by: Kong on November 19, 2008, 02:44:34 PM
ok, the reupload tronbonne.  ;*))

ripping red earth, art money, manual rip, not automate using scripts since it will crash if you enter the wrong

sprite number.
Title: Re: Kong's Mugen Stuff
Post by: pkon on November 19, 2008, 03:34:33 PM
great tron bonne but there is a bug with the giant servbot hyper. the other doesn't get hit or hurt. here is pic to show what i mean:
(http://i38.tinypic.com/2edcd4i.jpg)
Title: Re: Kong's Mugen Stuff
Post by: Kong on November 19, 2008, 04:03:49 PM
ok, fix the above.

Title: Re: Kong's Mugen Stuff
Post by: Captain Cold on November 19, 2008, 08:10:40 PM
ok I got to play her and.....

as a avid tron player the only real problems I see is

-all the supers need to be faster espically the ground dinner serving one  and the giant serve bot one 2  :)

thanks all for now  thanks for tron again  :)
Title: Re: Kong's Mugen Stuff
Post by: Hum_35711 on November 19, 2008, 10:00:15 PM
I like the character a lot, but as pkon said above, the last 2 hammer blows always seem to miss.  :(
Title: Re: Kong's Mugen Stuff
Post by: Jedah12 on November 20, 2008, 01:36:41 AM
ok, the reupload tronbonne.  ;*))

ripping red earth, art money, manual rip, not automate using scripts since it will crash if you enter the wrong

sprite number.

Thanxs  :)
Title: Re: Kong's Mugen Stuff
Post by: Kong on November 20, 2008, 03:50:24 AM
update tronbonne and dr doom, atomicbuster  ;*))
Title: Re: Kong's Mugen Stuff
Post by: Captain Cold on November 20, 2008, 09:12:27 AM
update tronbonne and dr doom, atomicbuster  ;*))

thanks  :)
Title: Re: Kong's Mugen Stuff
Post by: atomicbuster on November 20, 2008, 09:51:13 AM
update tronbonne and dr doom, atomicbuster  ;*))
Now you face DOOM! Muahahahaha!

Thanks man! Nice TronBonne.
Title: Re: Kong's Mugen Stuff
Post by: Retire4ever!!! on November 21, 2008, 04:20:18 AM
and thanks for kof97, 98 and 99 sprite rips  ^:)^ btw will you be ripping kof2003 rips?
Title: Re: Kong's Mugen Stuff
Post by: Kong on November 21, 2008, 09:03:21 AM
i am ripping 2k3 now,

2k3 is not the same as the other one, so i have to rip it by anim number instead of sprite number.

and each chars have about 1000 anims, mostly duplicate anims but you still have to grab all of it and

remove the duplicate.

and running scripts to rip, one chars should take just say 10 seconds per sprite by 5000 sprites.

50000 seconds, about 17 hours per chars.

ripping it from winkawaks, and running multiple vmware, i can only run max  3 virtual machine.

So about 3 chars per 5 hours.



Title: Re: Kong's Mugen Stuff
Post by: Sabaki on November 21, 2008, 09:46:16 AM
 :o
3 characters per 5 hours?!? Man, you are definitely the hardest working guy around!
Title: Re: Kong's Mugen Stuff
Post by: darkmoon766 on November 22, 2008, 09:06:53 PM
He just said he was using scripts. He might be the smartest guy around but his computer is the one working hard in this case.   :P
Title: Re: Kong's Mugen Stuff
Post by: Acey on November 22, 2008, 11:57:09 PM
He just said he was using scripts. He might be the smartest guy around but his computer is the one working hard in this case.   :P

I agree, Kong is probably the smartest guy around.
Title: Re: Kong's Mugen Stuff
Post by: aPoCaLyPsE on November 23, 2008, 12:32:28 AM
:o  Ditto. Kong is my hero.

-"aPoC."
Title: Re: Kong's Mugen Stuff
Post by: Kong on November 23, 2008, 12:34:49 AM
Thanks man.

Is talent equate to hard work.

you can substitute hard work with talent. Repeatingly click the snapshot for a few million times.  >:D
Title: Re: Kong's Mugen Stuff
Post by: .:K.I.N.G:. on November 23, 2008, 01:56:57 AM
Thanks man.

Is talent equate to hard work.

you can substitute hard work with talent. Repeatingly click the snapshot for a few million times.  >:D
seriously when it comes to talent and finding easier ways for complicated things then you sir are a genus.
not to mention the hard work and how fast you do work.

i salute you ::salute::

Title: Re: Kong's Mugen Stuff
Post by: warner on November 23, 2008, 09:29:53 AM
Thanks Kong for all your hard work !  :thumbsup:
I hope to see all your ripped sprites converted in chars for mugen, some day .
Title: Re: Kong's Mugen Stuff
Post by: atomicbuster on November 24, 2008, 01:18:19 AM
Hey kong, thanks for your continued efforts. I'm not a huge KOF fan, but I think 2k3 will come in quite handy.

Continued Marvel report:
DrDoom still has the issue where the Energy Ball hyper stays on screen and keeps the opp blocking until he gets hit by actually another Doom attack.
http://i215.photobucket.com/albums/cc67/atomicbuster/Doomenergyballremains.png (http://i215.photobucket.com/albums/cc67/atomicbuster/Doomenergyballremains.png)
That's the only thing that kinda affects gameplay.

Gambit has a slight problem which is probably easily fixed. When he does the charged card hyper in the air (cajun explosion?), it seems like the number of hits is dependant on the stage boundaries. It's ok in a regular, mid-sized stage, but for long ones like Gamma Base or Ryker's Island, he delivers a really high number of hits.
http://i215.photobucket.com/albums/cc67/atomicbuster/Gambit52hithyper.png (http://i215.photobucket.com/albums/cc67/atomicbuster/Gambit52hithyper.png)
http://i215.photobucket.com/albums/cc67/atomicbuster/Gambit80hithyper.png (http://i215.photobucket.com/albums/cc67/atomicbuster/Gambit80hithyper.png)
(This last pic shows how he took out the master of magnetism with one hyper. NOBODY beats Magneto!).

Thanks again kong.

Edit: Quick questions. I read somewhere that the .sff_bak can be deleted without affecting the character. Is this true? Also, if I delete the _Easy.cmd or _Hard.cmd files, will the character still play properly? I only ask cuz I'm trying to save space. Thanks.
Title: Re: Kong's Mugen Stuff
Post by: KPT25 on November 24, 2008, 04:02:40 PM
well...you should check the def file before you do so...if you see that the file is not listed there,you can delete with no problem...the .bak sff file appears to be uncropped sprites,so you can delete it with no fear  :)
Title: Re: Kong's Mugen Stuff
Post by: Kong on November 25, 2008, 01:22:06 AM
update doom and gambit, atomicbuster. ;*))
Title: Re: Kong's Mugen Stuff
Post by: Kong on November 26, 2008, 01:23:42 AM
sprite pack for samurai shodown 2 release.

the other samsho are similar so, is only a matter of time.
Title: Re: Kong's Mugen Stuff
Post by: spiderclone on November 26, 2008, 08:28:10 AM
KONG IS A PRO  LOVE HIS AI HE MAKE NEW CHARACTERS WITH CLASSIC ONES
Title: Re: Kong's Mugen Stuff
Post by: atomicbuster on November 27, 2008, 02:24:36 PM
sprite pack for samurai shodown 2 release.
^^(PM)^
Thanks kong! I've been waiting for certain chars from that game. Maybe now I can make them myself.
Title: Re: Kong's Mugen Stuff
Post by: Kong on November 27, 2008, 02:42:54 PM
what chars from samsho, i like samsho so that means.  ;*))


ok, sprite pack for Kabuki Klash release, hey ironfist.
Title: Re: Kong's Mugen Stuff
Post by: .:K.I.N.G:. on November 27, 2008, 03:42:43 PM
hey my man ;D
thank you as always :)
Title: Re: Kong's Mugen Stuff
Post by: atomicbuster on November 28, 2008, 12:35:42 PM
what chars from samsho, i like samsho so that means. ;*))
I have not seen Galford from SS2 for mugen, only SS1 and SS3/4. So I think I might make him myself. I like "old-school" looking sprites.

To continue with the Marvel report:
Gambit is nearly complete. After this he's done. Once in a while he goes into an infinite roll in the air. It seems like the issue comes from the Cajun Strike from the air.
http://i215.photobucket.com/albums/cc67/atomicbuster/Gambitinfiniteroll.png (http://i215.photobucket.com/albums/cc67/atomicbuster/Gambitinfiniteroll.png)
I'm sure this will be done quick, so let's move on.

Hulk has the same issue Gambit used to have. On a long stage, this hyper just doesn't stop.
http://i215.photobucket.com/albums/cc67/atomicbuster/Hulklongstagerape.png (http://i215.photobucket.com/albums/cc67/atomicbuster/Hulklongstagerape.png)
http://i215.photobucket.com/albums/cc67/atomicbuster/Hulk50hitlongstage.png (http://i215.photobucket.com/albums/cc67/atomicbuster/Hulk50hitlongstage.png)

Thanks man. You rock.    >:(       
Title: Re: Kong's Mugen Stuff
Post by: Kong on November 28, 2008, 03:35:04 PM
ok updated gambit and hulk. ;*))
Title: Re: Kong's Mugen Stuff
Post by: djgs_15 on November 28, 2008, 04:14:07 PM
thanks you Kong  :) :-??

you are th best creator thanks you  again

when  are you going tu update to spiderman because is one of my favorites chars


i just want to know if you are going to update it
Title: Re: Kong's Mugen Stuff
Post by: gamemasterxtreme on November 28, 2008, 04:36:44 PM
   =D> Like you Jedah,Tron Bonne,and Magneto
Title: Re: Kong's Mugen Stuff
Post by: ♦ßlôödÑinjå♦ on November 29, 2008, 07:58:28 AM
Thank you for the Updates.
Title: Re: Kong's Mugen Stuff
Post by: atomicbuster on December 01, 2008, 12:22:28 AM
Hey Kong, thanks for the updates.
Iceman is nearly perfect. There's just a tiny thing: When you do his grab where he freezes the opp, there seems to be a force that pushes the opp away to the edge of the screen. No problem there. But if you try to dash in to attack, AND it's a long stage, the opp will keep getting pushed away until the ice wears off. It only works if you wait a split second, then dash in. So you can't do this grab and dash forward too quickly unless you're in a "normal" stage.
Normal stage:
http://i215.photobucket.com/albums/cc67/atomicbuster/Icemangrabpush1.png (http://i215.photobucket.com/albums/cc67/atomicbuster/Icemangrabpush1.png)
http://i215.photobucket.com/albums/cc67/atomicbuster/Icemangrabpush2.png (http://i215.photobucket.com/albums/cc67/atomicbuster/Icemangrabpush2.png)
Long stage:
http://i215.photobucket.com/albums/cc67/atomicbuster/Icemangrab.png (http://i215.photobucket.com/albums/cc67/atomicbuster/Icemangrab.png)
http://i215.photobucket.com/albums/cc67/atomicbuster/Icemangrabpush.png (http://i215.photobucket.com/albums/cc67/atomicbuster/Icemangrabpush.png)

I think Ironman was extremely well done. I can't seem to find anything wrong with him.
Title: Re: Kong's Mugen Stuff
Post by: Kong on December 01, 2008, 01:01:40 AM
done update iceman.  ;*))
Title: Re: Kong's Mugen Stuff
Post by: ♦ßlôödÑinjå♦ on December 01, 2008, 01:04:12 AM
Testing him out.
Title: Re: Kong's Mugen Stuff
Post by: Kong on December 02, 2008, 12:31:22 PM
Sprite pack for Savage Reign release.

it has nice Joker Sprite.  ;*))
Title: Re: Kong's Mugen Stuff
Post by: demetrii2 on December 04, 2008, 07:49:57 PM
Hey Kong 1st great work on all ur work. I recently downloaded gambit after the update and notice he still goes in2 the infinite roll but im not sure whats causing it I thought it was the strike but im not sure what going on with that.
Title: Re: Kong's Mugen Stuff
Post by: atomicbuster on December 05, 2008, 01:04:00 AM
Hey Kong 1st great work on all ur work. I recently downloaded gambit after the update and notice he still goes in2 the infinite roll but im not sure whats causing it I thought it was the strike but im not sure what going on with that.
I must not have tested extensively enough. My bad.

Continued Marvel report:
Juggernaut has doesn't have any actual problems that I can see, just some gameplay issues that may be just a matter of personal preference. When he does a standing MK or crouching MP, debris rains down on the opp. This is fine if he's doing the earthquake punch, but it seems a bit much for normal attacks. Granted, the debris doesn't do block damage like the earthquake punch debris, but it can still be heavily spammed. I beat MAGNETO with just 2 attacks, on my keyboard. Maybe you could give it more pause time, or less debris, or make it cover less ground (Hulk has a hyper similar to this and it doesn't cover almost the whole screen like this one does). The second of these issues is with regards to Juggernaut's lack of armor. When he walks the screen shakes a bit, so maybe he could have a bit of resistance to Light/normal attacks to highlight his Unstoppable nature. I know he had this in XMvsSF, but I don't know if he had it in MVC2.

BTW, thanks for Savage Reign sprites.  :thumbsup: 
I think you are using kawaks for emulation, correct? Would you happen to know how to rip from mame?
Title: Re: Kong's Mugen Stuff
Post by: Kong on December 05, 2008, 08:59:10 AM
which game you want to rip from mame.?
Title: Re: Kong's Mugen Stuff
Post by: Acey on December 05, 2008, 09:59:41 AM
which game you want to rip from mame.?

Super Street Fighter II
Title: Re: Kong's Mugen Stuff
Post by: Kong on December 05, 2008, 10:38:22 AM
kawak can run ssf2.

the cps3 games can be rip from mame.
Title: Re: Kong's Mugen Stuff
Post by: atomicbuster on December 05, 2008, 12:04:15 PM
I had a list, but I can't find it. I remember these games:

2D fighters:
X-Men (Konami)
WWF Superstars
WWF WrestleFest
Time Killers
Violence Fight
3 Count Bout

3D fighters:
Tekken (Tag, 4, 5)
Soul Edge/Calibur (I, II, III)
Star Gladiator/Plasma Sword
Final Fight Revenge

Title: Re: Kong's Mugen Stuff
Post by: Jedah12 on December 06, 2008, 11:21:31 AM
Norimaru from Street Figther vs Marvel Super Heroes ;D
Title: Re: Kong's Mugen Stuff
Post by: demetrii2 on December 06, 2008, 05:03:42 PM
Hey kong I just had a question I noticed the all of ur characters that have the ability to fly just stay in the air and shoot projectiles at you once you get their health down pass half I was wonderin if thats the way you wanted them? It's kinda impossible to win the battle with certain characters other than that I have no prob with the A.I it's great to have 2 work for your K.O well besides jedah I can't beat that guy for anything :D
Title: Re: Kong's Mugen Stuff
Post by: MuηkyMØÜf on December 06, 2008, 11:20:56 PM
no disrespect Kong but all that flying wit the MVC2 chars is a pain \-/o
it seems at some point certain chars take to the air and go into a rage of spamming projectiles and hypers.
Title: Re: Kong's Mugen Stuff
Post by: Kong on December 07, 2008, 05:18:16 AM
Sprite pack for Samurai Shodown 3 release. ;*))

and Jojo Jotaro Cps3 version.
Title: Re: Kong's Mugen Stuff
Post by: Retire4ever!!! on December 07, 2008, 07:28:26 AM
I am sure Recruta would be happy if he saw your samurai showdown's rips thanks for the sprite rips kong, you are awesome  :w00t:
Title: Re: Kong's Mugen Stuff
Post by: tremainekr on December 07, 2008, 02:18:26 PM
can u rip some power rangers 1 2 and the movie snes versions not requesting just wondering
Title: Re: Kong's Mugen Stuff
Post by: Uche_of_IMT on December 07, 2008, 11:11:29 PM
Please tell me you know how to rip sprites from Super Street Fighter II Turbo HD Remix?
Title: Re: Kong's Mugen Stuff
Post by: Kong on December 07, 2008, 11:55:20 PM
NO, not for HD Remix, its for PS3 and XBOX 360.

unless you can ask capcom for a pc release for the fans, without the fans capcom will cease to exist. ;*))
Title: Re: Kong's Mugen Stuff
Post by: fer619 on December 08, 2008, 05:43:08 PM
Hey Kong, I was wondering if you plan on ripping sprites from CVS Chaos and/or Neo Geo Battle Colusseum
Title: Re: Kong's Mugen Stuff
Post by: JeagerEX on December 09, 2008, 06:46:13 AM
Maybe a 3DO game of Sailormoon, I'm not requesting just suggesting please.
Title: Re: Kong's Mugen Stuff
Post by: Trasgo7 on December 09, 2008, 11:28:50 AM
Well, as long as we're all throwing out ideas, what about the various incarnations of Mortal Kombat?  We don't have a definitive MK roster for MUGEN available except for the MKProject, but those characters are project-specific and not compatible with regular ol' MUGEN...
Title: Re: Kong's Mugen Stuff
Post by: Captain Cold on December 09, 2008, 01:06:52 PM
Well, as long as we're all throwing out ideas, what about the various incarnations of Mortal Kombat?  We don't have a definitive MK roster for MUGEN available except for the MKProject, but those characters are project-specific and not compatible with regular ol' MUGEN...

 ^^(PM)^ ^^(PM)^ ^^(PM)^   good idea def stage rips for everyone that makes stages with those sprites and there are not very many rips of those  :)
Title: Re: Kong's Mugen Stuff
Post by: ExShadow on December 09, 2008, 01:14:08 PM
hey kong have u ever tried ripping the stage sprites out from mame?
Title: Re: Kong's Mugen Stuff
Post by: DrZaius on December 15, 2008, 12:02:56 AM
I'm sure plenty of people wouldn't mind sprites from the greatest fighting game ever made:  Doomsday Warrior.

(http://www.coolrom.com/screenshots/snes/Doomsday%20Warrior%20(2).gif)

...Yeah, nevermind.
Title: Re: Kong's Mugen Stuff
Post by: atomicbuster on December 17, 2008, 10:07:06 PM
I'm sure plenty of people wouldn't mind sprites from the greatest fighting game ever made:  Doomsday Warrior.

(http://www.coolrom.com/screenshots/snes/Doomsday%20Warrior%20(2).gif)

...Yeah, nevermind.
I can't believe you ruined my surprise for the mugen community. I was working on a few of those guys. Dork.

EDIT: Hey Kong, any news on Juggernaut?
Title: Re: Kong's Mugen Stuff
Post by: tremainekr on December 25, 2008, 06:48:16 PM
yo kong just asking were u ever going to make bb hood
Title: Re: Kong's Mugen Stuff
Post by: Retire4ever!!! on December 26, 2008, 09:17:57 AM
I think he is busy now, he did not online for so long  <_<|...|
Title: Re: Kong's Mugen Stuff
Post by: .:K.I.N.G:. on December 26, 2008, 10:19:05 AM
he is on a mugen vacation .. real life and work comes first.
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