August 19, 2019, 03:17:40 PM

Author Topic: end of the line  (Read 3163 times)

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Offline serio

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end of the line
« on: February 09, 2019, 07:20:13 AM »
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so, as you probably noticed, the site and forum has been inactive for a long time. i can't keep working on it anymore, so it's time i stop hoarding the sources thinking "i'll return to this later". it's been over 2 years since i didn't do much with it, so it's time to let go of it. here are the sources.

http://serio.piiym.net/leech.html

mugen tools:
http://randomselect.piiym.net/tools/

i say sources, but it's just mugen. this is the full game, there's nothing to compile. just set it up and run exe to play as usual, it just means the resources are editable now. everything's set up this time. i included the default mugen documentation and tools too.

if you use a 64 bit system (if you're on windows 10 you likely do, 32 bit systems are dying out fast), a bunch of the tools will no longer work due to being ancient, made for a 16 bit system, and 64 bit windows dropped support for 16 bit programs a long time ago. you can use virtual machine and install a 32 bit windows xp on that to use them, but it's more trouble than it's worth.

this should be all, but if i forgot to upload something, mention it.

the code is stored as plain text, it can be edited with notepad. personally i use notepad++ for coding. it's stored in .def and .st files. files such as .lua, .vert and .frag are a part of mugen 1.1's planned enhanced code, but they don't do much since the mugen engine was abandoned in mid development years ago. editing them will probably not do much except breaking mugen 1.1.

sff and snd files are opened with tools such as MCM 2.0 (mugen character maker, available on the randomselect link above or tools subfolder).
.sne is what i used to assemble sound files manually, but mcm can do it just as well. it doesn't sort the files, so they'll be appended at the very end. i used them to sort the files for easier searching, the tools that did it are command line (sndmaker.exe < .sne file). you'd have to extract all the files and rename them properly for the command line to work though. 32 bit version of sndmaker is in tools subfolder, and in the default mugen tools for mugen 1.0 if you can find that.
all sprites need to be 8 bit palettized with the first color being transparent, and for characters they all need to use a uniform palette, since the act files will swap that palette with themselves. 1.1 also supports 32 bit files, but older mugens won't run it, and the new sff container's format is unreadable by most of the existing tools. you'll need to learn how to code for mugen to deal with this. there's a trick to use 32 bit images in win/1.0 (split image into its core r,g,b components, then display each on top of another with additive blending enabled to dynamically recombine them ingame), but it's slow, memory intensive and only works for static images once ingame. the ui can't use this.

act files are photoshop palettes. i would normally make them with paint shop pro, then convert the palettes, but any other way is also fine. i left a few tools in the tools subfolder archive, a good one is pic2act, it converts a 16x16 picture of a palette into an act file.

CVBLA Credits Maker.exe simply generates a picture for credits from a text file (credits.txt, but it can take any text file), which can then be inserted into credits.sff to update the credits. remember to make a proper palette for it, the magenta background must have index 0 to be invisible.

Xsound.snd has the higher quality music (22 khz 16 bit stereo as opposed to 11 khz 8 bit mono), just replace sound.snd with xsound.snd and modify the config files (SampleRate=11025 to 22050, BufferSize=10 to 11) to use it. highest quality (44 khz 16 bit stereo) is impossible, it requires far too much ram which a 32 bit application like mugen can't run. the 1.0 and 1.1 exes i supplied are modified to be large address aware which means they can use up to 3.5 gb of ram as opposed to the default 2 gb most 32 bit applications have, but highest quality music needs well over 4 gb.
Nsound.snd is for no music, sound effect only mode. do the same as with xsound.snd, rename it to sound.snd to remove music.

i left the debug option active. if you want to remove it, go into data folder and simply rename debug.st into something else and replace it with debugn.st. there's additional debugging available, to enable it open player.st, find
Code: [Select]
[State *];internal debug mode, for testing crap. disable this before releases, it enables a lot of unwanted stuff. and below it comment out
Code: [Select]
triggerall=0 to enable it. ingame it will show a message on top when it's active. it's mainly used to test situational things, make them always happen and such. it spawns a sprite with id 100020003000, and then if detection code for it
Code: [Select]
triggerx=numexplod(100020003000)||enemy,numexplod(100020003000)is present in whatever needs to be tested, it will activate, where triggerx is an unused trigger id. if 1,2,3 are used, then next one, 4 is used for this.

good luck figuring out the mess that is my code. i didn't keep much notes, by now even i forgot how some things worked.

i'm not planning to close this board, so it can still be used if someone decides to take over and maintain/expand this game.
« Last Edit: July 25, 2019, 09:06:04 AM by serio »
Dracula was here

Offline Frikman

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Re: end of the line
« Reply #1 on: February 10, 2019, 01:01:30 AM »
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aw man you gotta be kidding me that the day I decide to check back on this it just died.

Thanks for everything serio, you've delivered the best cv fangame that Konami never gave us. I have really good memories about this project and it's people, and words probably can't describe how happy it has made me over the years.

See you space cowboy

Offline rasgar

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Re: end of the line
« Reply #2 on: February 10, 2019, 10:49:46 PM »
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Sad to see it go, but I'd also like to extend my thanks for bringing us this project!

Whether anyone will pick the project back up after this, I don't know, but I'll be willing to help out.

Offline Lukmendes

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Re: end of the line
« Reply #3 on: February 11, 2019, 06:41:52 PM »
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Well, it's unfortunate that it's ending, but I can understand, so many years working on it, anyone would eventualy drop it, kudos to you for doing it for so long.

This game, honestly, it's special to me, while I don't really play it much nowadays, but back when I started? Pretty much everyday, every week at the very most, there are very few games that I played for more than a year so much, having so many characters who, while they generaly share the same defensive options, they still differ with the offensive ones, and the fun and frenetic boss battles, the small changes that matter in matchups, those things really helped to keep the game interesting, but even more important than that was Serio himself, willing to listen to suggestions to remove flaws around, improve characters, bosses, making everything more engaging, fun, fresh, plus the improvements he did himself which were just as good.

Even if the game doesn't get continued by someone else later on, what made it special will always remain, and for that, I'll always be thankful. Thank you Serio for all of this, and for everyone who were alongside this ride as well.

Offline Omega

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Re: end of the line
« Reply #4 on: February 12, 2019, 12:22:06 PM »
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The end of an age,huh?It was good while it lasted.this game will always have a special place in my heart.

Offline Joshua Stellar

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Re: end of the line
« Reply #5 on: April 05, 2019, 09:54:09 PM »
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It's been a good run. Thanks for all the updates, most of which I hadn't even gotten until recently. Also thanks for fetching me a good grade in my English II class back in high school. I wrote some stupid story and took some screenshots in-game to serve as the images for it. Aside from that, I actually did/do have fun with this game, despite not being that great at it.

Offline Mad_Predator

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Re: end of the line
« Reply #6 on: April 21, 2019, 02:37:17 AM »
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No, this cannot be!
AAAAAAAAAAAAHHHHHHHHHHHHHHHHH
Man this is sad, i remember the very first time when i played this game with my friends a long time ago, its so sad to it to come to its end, but thank you and your team Mr. Serio for such a great game and good memories.
Adios amigo...
In death you will become legend...

Offline Khaladar

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Re: end of the line
« Reply #7 on: May 08, 2019, 08:08:41 PM »
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I haven't been active for a very long time either, so I'll just go ahead and say this.

Thank you for everything, Serio. The time and effort you put into this was, and always will be, appreciated.

Kudos.

                                                       You have my whip.

Offline Vedora-Kingdom

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Re: end of the line
« Reply #8 on: May 19, 2019, 08:20:08 PM »
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You are great. I like you. I never seen any Castlevania fan game which have very good effect, system, play style, sound, like you can take any original thing from any castlevania games and mixed in one game. I really regret that I miss any of your wonderful work since I being busy after become a new head of my business and lost most of my time to work here. I really regret that these happy days of us would end now. I feel sorry for all of my dropped sprites work too. But everyone must move on for their sake of their life. I understand that you would have your time for your life too.

Thank you for everything since then till now. Thank for your best Castlevania fan work.

Offline Zman

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Re: end of the line
« Reply #9 on: June 21, 2019, 01:52:41 AM »
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Hey man, you do you. You made something pretty cool over the years, so I think you more than deserve to hang up your hat and kick your feet up.

Offline D MAS

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Re: end of the line
« Reply #10 on: July 02, 2019, 10:36:35 AM »
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i just signed up so i could say thank you, i remember playing this years ago back when the boss' lifebar was the same as the 2P lifebar, it's given me a lot of fun and has some aspects i wish were in the real vanias, and i also introduced some of my friends to this experience

i've got a few nitpicks but my biggest complaint isn't with anything in the game itself, but rather has more to do with modern windows "protection" i've had to replace the exe files at least FOUR GODDAMN TIMES, which doesn't have anything to do with your work but does put me off a little

Offline Bloodless

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Re: end of the line
« Reply #11 on: July 16, 2019, 10:39:41 AM »
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A good run - I was hoping we would get some Bloodstained characters before it was over, but I suppose it will be up to the new maintainer

 

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