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Datachanging Dennis_S want no shadow

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Post by Izaak January 23rd 2017, 5:34 am

Does anyone know original LF2 and Datachanging

2/4) Shadows on Floor:
id:  18  type: 0  file: sprite\s_dennis\S-Dennis\s-dennis.dat
id: 2000  type: 3  file: sprite\s_dennis\heal.dat
id: 2077  type: 3  file: sprite\s_dennis\davis_ball2.dat
id: 232  type: 3  file: sprite\s_dennis\S-Dennis\s-dennis_wind.dat  
id:  19  type: 0  file: sprite\s_dennis\S-DennisEX\s-dennisEX.dat
id: 2122  type: 3  file: sprite\s_dennis\S-DennisEX\freeze_col_and_freeze_ww.dat
id: 350  type: 3  file: sprite\s_dennis\S-DennisEX\supermove.dat
id: 398  type: 3  file: sprite\s_dennis\S-DennisEX\supermove_1_and_2.dat
id: 503  type: 3  file: sprite\s_dennis\S-DennisEX\Dennis_Reviver_ball.dat #char_ball
id: 997 type: 3  file: sprite\s_dennis\S-DennisEX\Revive.dat
opoint. "oid: 233".
There is no "id: 233 type: 3 file: ..."
"action: 0". Ball ID have "<frame> 0"?
If no, action is wrong.

My Reply:

I'm missing the frames and data lines for this action is that what you mean!

how can I get these

kind - Datachanging Dennis_S want no shadow Ioom4BO
How can I activate this with no shadow this Gif is from S-LF2

kind - Datachanging Dennis_S want no shadow D883tyx
How can I activate this with no shadow this Gif is from S-LF2

kind - Datachanging Dennis_S want no shadow WsnTo6l
How can I activate this with no shadow this Gif is from S-LF2

the freezing problem

kind - Datachanging Dennis_S want no shadow X27LFxA

any feedback is welcome or if you can help me plz PM me
I've been trying to do the datachanging!!

face palm
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Post by The Creator January 26th 2017, 3:41 pm

If you have the data files for those moves mentioned above, which I assume you do, then you have a couple of methods.

First, if Shadow is a big concern, HEX edit the LF2 exe file, and remove all the shadows entirely. Easiest fix, if it's such a problem.

Second, change the attack or object state to 3005. Trouble with this one is, that it if applied on a ball move, it would destroy any other ball or object on contact.

Third, change the oid of the object or ball move to id:223 or id:224. However, the ball would not be capable of moving on a z-axis.
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Post by Izaak January 27th 2017, 2:56 am

I mean like the sprites don't show when I activate specials do you know what I mean

Idk whats Hex edit is and I'm just getting started in learning data changing

I'm trying to understand what you mean on these two

Second, change the attack or object state to 3005. Trouble with this one is, that it if applied on a ball move, it would destroy any other ball or object on contact.

Third, change the oid of the object or ball move to id:223 or id:224. However, the ball would not be capable of moving on a z-axis.

and yeah Idk where to find the ball move as you are saying or anything as you were saying which area?
sorry for being new at this!!
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Post by The Creator January 29th 2017, 12:16 am

Missing the sprites? As in the effect sprites? (Whirlwind, Ice Blocks, etc)

HEX is like data changing, but you don't code a ".DAT" file, you simply tinker with the ".EXE" file. If you want to change the image resources (like the Menu layout, Color schemes, .EXE file icon, etc.), then you can use "Resource Editor" (http://www.resedit.net/) for such. Smile

If you chance a frame state to 3005, then during gameplay, if two balls or objects collide, then the state 3005 ball would destroy the other.

Example: If you DC Julian's "Soul Bomb" ball move by changing the "Soul Bomb"'s FRAME' STATES to 3005, then that ball-move would be indestructible. During gameplay, if say, the MODIFIED "Soul Bomb" collides with a REGULAR "Soul Bomb", then the REGULAR "Soul Bomb" would explode, whilst the MODIFIED "Soul Bomb" would carry on forward unexploded.


If you change a move data line to "id:223" or id:224", then that move would lose it's shadow (which appears at the bottom of every single object during gameplay), but would also loose its ability to move on a Z-axis.

Example: Let us examine the "Eye Laser" move for Bat. Its data line is: "id: 224 type: 3 file: data\bat_ball.dat". It has an "id:224". When you perform the "Eye Laser", Bat would only be limited to shooting Lasers forward. If you hold down UP/DOWN buttons, he will not shoot on a Z-axis, because of the "id:224". The same applies to "id:223", and Firzen's "Cannon" move has a data line of "id: 223 type: 3 file: data\firzen_ball.dat". If you perform Firzen's "Cannon" move, he would only be able to shoot forward. He can not shoot diagonally.

However, changing a data id to "id:223/224" means you would have to DC the character's main .dat file and change that corresponding character's move' "oid" to "223/224".

Example: We will take Dennis "Chasing Blast" as reference. I will highlight the "oid" in the data line and in the "Dennis.dat" file.

"id: 215 type: 3 file: data\dennis_chasing.dat"


<frame> 295 chase_ball
  pic: 181  state: 3  wait: 2  next: 296  dvx: 0  dvy: 0  dvz: 0  centerx: 24  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 100
  wpoint:
     kind: 1  x: 28  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
  bdy:
     kind: 0  x: 12  y: 20  w: 36  h: 60
  bdy_end:
<frame_end>

<frame> 296 chase_ball
  pic: 182  state: 3  wait: 2  next: 297  dvx: 0  dvy: 0  dvz: 0  centerx: 24  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
 sound: data\077.wav
  wpoint:
     kind: 1  x: 26  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
  bdy:
     kind: 0  x: 12  y: 20  w: 36  h: 60
  bdy_end:
<frame_end>

<frame> 297 chase_ball
  pic: 183  state: 3  wait: 2  next: 298  dvx: 0  dvy: 0  dvz: 0  centerx: 24  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  wpoint:
     kind: 1  x: 25  y: 47  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
  bdy:
     kind: 0  x: 12  y: 20  w: 36  h: 60
  bdy_end:
<frame_end>

<frame> 298 chase_ball
  pic: 184  state: 3  wait: 1  next: 299  dvx: 6  dvy: 0  dvz: 0  centerx: 31  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  opoint:
     kind: 1  x: 88  y: 42  action: 0  dvx: 0  dvy: 0  oid: 215  facing: 0
  opoint_end:
  wpoint:
     kind: 1  x: 44  y: 46  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
  bdy:
     kind: 0  x: 12  y: 20  w: 36  h: 60
  bdy_end:
<frame_end>

<frame> 299 chase_ball
  pic: 185  state: 3  wait: 4  next: 300  dvx: 0  dvy: 0  dvz: 0  centerx: 41  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  wpoint:
     kind: 1  x: 49  y: 47  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
  bdy:
     kind: 0  x: 12  y: 20  w: 36  h: 60
  bdy_end:
<frame_end>

<frame> 300 chase_ball
  pic: 186  state: 3  wait: 2  next: 301  dvx: 0  dvy: 0  dvz: 0  centerx: 41  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  wpoint:
     kind: 1  x: 47  y: 47  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
  bdy:
     kind: 0  x: 12  y: 20  w: 36  h: 60
  bdy_end:
<frame_end>

<frame> 301 chase_ball
  pic: 187  state: 3  wait: 2  next: 999  dvx: 3  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  wpoint:
     kind: 1  x: 28  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
  wpoint_end:
  bdy:
     kind: 0  x: 12  y: 20  w: 36  h: 60
  bdy_end:
<frame_end>


The oid part of an opoint references the id-number of the object that is created. Because you changed the id-numbers of the attacks in data.txt, you also must change the "oid"'s in the dat.-files.

I hope it was straight forward. It is a bit difficult to explain. Laughing

Write up if need help. Smile
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Post by Izaak January 29th 2017, 7:26 am

Heres my folder Idk which frame of the data is which for the specials attacks
https://www.sendspace.com/file/gcuhj6

Hope we can make it look like exactly like this

how can I get these

kind - Datachanging Dennis_S want no shadow Ioom4BO
How can I activate this with no shadow this Gif is from S-LF2

kind - Datachanging Dennis_S want no shadow D883tyx
How can I activate this with no shadow this Gif is from S-LF2

kind - Datachanging Dennis_S want no shadow WsnTo6l
How can I activate this with no shadow this Gif is from S-LF2

the freezing problem

kind - Datachanging Dennis_S want no shadow X27LFxA

maybe if you can fix this and show me the problem in post so I can learn more better in data changing

I'm a noob and just getting started
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Post by The Creator January 30th 2017, 7:04 pm

One simple way to know which move represents what in the dat and data files, is to know the button combinations for each move and the their id codes.

There are a few things I want to get straight before I look into it.

Can you tell me what are each moves (the GIFS) called based on their readme.txt names? Just the ones that are in the GIFS above are the ones I'm interested in.

the techniques
are for S-Dennis is

D^A one step to transform it
freezes enemies around you in a
small battle field then
DJA to transform to S-DennisEX
and this after the step D>J
hellmove kicker with jans chase

DvA one kick attack same as
super attack when running

D>A S-Dennis Wind

D^J Teleport to enemie

DvJ Run and grab a enemie

D>J wirlwind kick

DJA Leap attack

------------------------------------

the Techniques for S-DennisEX are

D^A small step to hell move hurricane
then DJA hell move hurricane

D>A Wind attack of some sort

DvA several ball attack

D>J fast wirlwind kick

DJA transform back


I don't really want to go through the hassle of installing him just to know which move is which Razz
I have a rough idea what is what, but I just want to confirm them Very Happy
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Post by Izaak January 31st 2017, 5:56 am

This is what I got so far can't find the right translation

±j¤ÆS-Dennis > I gave him hitting fast technique when grabbing

kind - Datachanging Dennis_S want no shadow WsnTo6l

**¶W¦B¤Ä»L-------------------------------------DJA(A...)

kind - Datachanging Dennis_S want no shadow Ioom4BO

***´H¦Bµ¾ªÅ±þ-------------------------------- D^A+D>J



±j¤ÆS-DennisEX > I gave him a edit like drinking milk move and reviving dead body move which I had help with

kind - Datachanging Dennis_S want no shadow D883tyx

***¦B­·¸U¤b±þ---------------------------------D^A+DJA

Idk if this can help out this is all I have
can this work?
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Post by The Creator January 31st 2017, 3:04 pm

So you need the dat frames for those moves correct? Very Happy

If so, i will look into that tomorrow. Can't do it right now. Only have enough time to type this post. XD
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Post by Izaak February 1st 2017, 12:34 am

Ok thanks for the help I wish to be a experience data changer and also make lf2

Btw how did you get experience to be a data changer?
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Post by The Creator February 1st 2017, 3:56 pm

Many years of experience. Around 14 or so to be exact. XD

ES-DENNIS Moves:

DJA(+A):

D^A+D>J :

ES-DENISSEX Moves:

D^A+DJA:


That should cover those moves up, according to the inputs you have given me. Very Happy

Write up if anything happens or if need help. Smile

Note: Remember, if you are implanting these moves for another character, you will need to change a couple of things such as the #pic, #oid, #next (If you are to change the frame numbers themselves), #X;Y;W;H, #opoints, #itr, #kind, etc.- I am sure you get the picture.
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Post by Izaak February 1st 2017, 11:09 pm

This part here doesn't work D^A + D>J doesn't show sprite idk whats wrong with it kind - Datachanging Dennis_S want no shadow Ioom4BO
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Post by The Creator February 2nd 2017, 2:11 pm

Which sprites?

Dennis? Or the Ice blocks in the air?
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Post by Izaak February 3rd 2017, 3:30 am

This is what I got

kind - Datachanging Dennis_S want no shadow YjZDK6E
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Post by The Creator February 3rd 2017, 2:06 pm

I forgot to mention you something;

You will need to add the following lines
kind - Datachanging Dennis_S want no shadow Jhgjhg10

"file(310-399)" represents what frame numbers that corresponding picture (sprites) refers to.

Sorry. I forgot about that. i was looking at the move lines so much. Forgot about the beginning. Only remembered afterwards. XD

Don't forget about the .BMP picture files as well!
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Post by Izaak February 3rd 2017, 9:44 pm

sorry can you be more clear I think that action is already done
i'm thinking that this sprite here should be a separate file for the character Dennis_S
kind - Datachanging Dennis_S want no shadow MPNsq87 kind - Datachanging Dennis_S want no shadow MH15u88 this jan_chase cause there's only one jan_chase and that is for Jan character.. but this Jan_chase is for Dennis_S sorry for the trouble how can this work I feel like my data for my character is messy..

and we have to make it look like this hope it can look like this!
kind - Datachanging Dennis_S want no shadow Ioom4BO

theres probably unneeded files for my character like id: 2000  type: 3  file: sprite\s_dennis\heal.dat and unneeded sprites

Here's what I did if you would like to check on it
https://www.sendspace.com/file/5tivtd
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Post by The Creator February 5th 2017, 3:47 pm

Well, I have downloaded S-LF2 myself and played with S-Dennis, and checked out the S-Dennis chars you sent me first (not the one you just sent in your last post) in an unmodified LF2.

Results:
Now I don't know if this is supposed to update S-Dennis for S-LF2 or is an add-on char for another LF2 game. But if its the latter, then port for the Dennis' characters did a HORRIBLE job at it. The other .BMP files for the moves are missing. That is why you can't see the ice blocks and whirlwinds and so on, because you are missing the sprite files. If you add the files that you receive, then during loading, you will get a cant create art surface error. Meaning its missing some files. When I copied over the .BMP files from S-LF2, all was well.

Now, my following question to you is;
Do you want Dennis' as stand alone chars for other LF2 games?
If so, and if you want, I can make port him for you.

I have not checked your data (sorry), because the first is a mess as well. Razz

I think the confusion came from the fact that S-LF2 has their .dat files numbered and not named (one of the most idiotic ideas ever conceived in LF2 history), there may have been some confusion.
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Post by Izaak February 5th 2017, 10:28 pm

the reply to this?

Now, my following question to you is;
Do you want Dennis' as stand alone chars for other LF2 games?
If so, and if you want, I can make port him for you.

yeah I do it's to add it for another lf2 game and yeah there seems to be some confusion
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Post by The Creator February 5th 2017, 11:03 pm

Alright. I will port him directly from S-LF2 if that is okay with you. Or do you want those upgraded move-set you first sent me? (The one with the readme text file made by you, as I recall)
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Post by Izaak February 5th 2017, 11:05 pm

I want the upgraded move-set
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Post by The Creator February 7th 2017, 3:14 pm

Got another question regarding to your edited S-Dennis:

What are those two frames for? And what is the "id:269" referring to? I can't find such id in your readme nor in the S-LF2 data text?

FRAME 377-378:

So far, everything is going well. I narrowed down the missing files and incorrect dat files. I just have S-DennisEX left. ;D

So things aren't go so great now as I am trying to remove the immune to ice and fix his D^A+D>J kick attack.
Apparently, the whole dat file is glitched up. I am going to have to resheet him, reorganize his spritesheets, because well, it's just shit. Sorry XD

I have made all other moves work flawlessly, however that D^A+D>J kick attack is still a big mystery to me. No matter what I did, it didn't do squat. There is a way to make it work properly, and you can read that below soon enough.

The frame #'s are all messy. The frame headers at the top are all crap.
I mean, wtf is this  Laughing :

file(0-69): sprite\s_dennis\S-Dennis\s-dennis_0.bmp  w: 79  h: 79  row: 10  col: 7
file(70-139): sprite\s_dennis\S-Dennis\s-dennis_1.bmp  w: 79  h: 79  row: 10  col: 7
file(140-209): sprite\s_dennis\S-Dennis\s-dennis_0.bmp  w: 79  h: 79  row: 10  col: 7   ???
file(210-279): sprite\s_dennis\S-Dennis\s-dennis_1.bmp  w: 79  h: 79  row: 10  col: 7   ???
file(310-378): sprite\s_dennis\S-Dennis\dennis_spr.bmp  w: 79  h: 79  row: 10  col: 7

I know the original is like that as well. I have been comparing endlessly, going through line to line.
In S-LF2, the glitches are present as well, actually.

When you perform the D^A+D>J kick attack, it wont work properly, as you have shown in your gifs. HOWEVER, if you do D^A+DJA transformation first, press DJA to revert back THEN perform the D^A+D>J kick attack, it will work properly.....
I have never faced such trivial man-made mistakes before in LF2 .___.'

So, in a nutshell, I may need more time than initially thought. lol
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Post by Izaak February 8th 2017, 12:44 am

this sounds like it's part of a hellmove or transformation or something idk sound: data\045.wav I look through the 2 frames but I have no idea what it is either

oh i see that looks like it's duplicated
file(140-209): sprite\s_dennis\S-Dennis\s-dennis_0.bmp  w: 79  h: 79  row: 10  col: 7   ???
file(210-279): sprite\s_dennis\S-Dennis\s-dennis_1.bmp  w: 79  h: 79  row: 10  col: 7   ???

maybe its sprite mirroring idk

just concern about the D^A D>J attack that is the only problem hope we can make that work
and having a seperate character folder for S-dennis to make it work would be nice

ok how long will it take for you to finish this up sorry for the nuisance
anyways after this thing is finish

I'd like to discuss with you with something like feedback, tips, and advice
on something i'm working on!!
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Post by The Creator February 8th 2017, 2:39 pm

The repeated frame headers are usually for transformations. Though S-LF2 is an old mod, and there are new, cleaner methods for transformations.

I wish I can give you an exact date, I really do, however I am not always around the computer. I can only go on every second day or so. I can only do some small replies on phone, but I cant dc on it unfortunately. Razz Though, I will dust off the laptop and try to do work on that when I cant go to the pc. Smile

Reorganizing shouldn't take long. It's just the dc-ing that would be the long road. I will also have to look into that D^A+D>J attack as well. Normally, it wont work properly. But if you transform to Dennis-EX, then revert back with DJA, then the move will work flawlessly. My money is on the frame headers which causes it to glitch up. But before I redo S-Dennis, I will do a few quick tests to iron out a few concerns of mine regarding his data.
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Post by Izaak February 12th 2017, 9:25 am

ok I will be waiting although this thread might be inactive with in a month just to let you know

I'll wait

after this thing is finish

I'd like to discuss with you with something like feedback, tips, and advice
on something i'm working on

https://ntsd.forumotion.com/t26447-how-can-i-improve-my-spriting-this-is-all-i-got#768927
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Post by The Creator February 12th 2017, 10:57 am

Well, I'll let you know, that my laptop died beyond repair. Very Happy
So I am limited to every second day on PC from here on out.

Don't worry about this thread. I'll pm you the character when it is done.

Edit: I have got all the moves working correctly. However, with the current method I have used to fix all the moves( which was the picture file orders at the top of the header), the transformation is buggy. After transforming to either character, it starts showing incorrect sprites. I will try to use a different transformation method for him.

The D^A+DJA kick now works correctly. All moves show the correct sprites now. I have removed the ice immune for S-Dennis.

I do have a few questions for you.

Are these pictures supposed to work with a move? Because these sprites have never appeared for me. Or am I missing some move combinations? I haven't seemingly missed any output combinations according the the .dat files.

kind - Datachanging Dennis_S want no shadow Jhgjgh10

kind - Datachanging Dennis_S want no shadow Hghgfh10

kind - Datachanging Dennis_S want no shadow Fgfdg10

kind - Datachanging Dennis_S want no shadow Gdfgdf10

kind - Datachanging Dennis_S want no shadow Hgfh10

kind - Datachanging Dennis_S want no shadow Hgfghf10

kind - Datachanging Dennis_S want no shadow Hfghgf10

This appears when Dennis-EX uses his D>J spinning kick.
kind - Datachanging Dennis_S want no shadow Hfg10

kind - Datachanging Dennis_S want no shadow Zjhjhg10

kind - Datachanging Dennis_S want no shadow Bvbvc10

kind - Datachanging Dennis_S want no shadow Hgfhgf10

kind - Datachanging Dennis_S want no shadow Jhhgj10

I'll take a hazardous guess that this should work in conjunction with the Revival move? Which, mind you, I have not tested yet. I haven't added the lying frames for the other characters.
kind - Datachanging Dennis_S want no shadow Nbnvbn10
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Post by Izaak February 12th 2017, 9:09 pm

Does sprites aren't for the character!!
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