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Kyo

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  1. if that's the case, then what plugins would make epsxe work almost like CVGS.. cause i've tried a lot of plugins but somehow there are still a little bit of minor errors in graphics like for example in FF8 where there appears to be a border line in the character's speech balloon..
  2. been playing Undeground 2, when customizing the car, body kits, hoods, roof scope, trunk, side mirrors and spoilers can be all converted to caron fiber except the remaining part of the roof top. is there a patch to convert the roof top to carbon fiber also or a paint color to match carbon fiber exactly?
  3. ok, i know links are not allowed, so i'll ask for a little hint where i can get it on the net for neoragex.. thanks
  4. does anyone knows a gameshark code for this game like infinite money?
  5. i for one really would want to know what happen to Rock and Kain. but the KOF series is slowly inserting garou characters to the storyline like in KOF 2003 Terry (garou version), the griffon and gato.
  6. the control really really sucks. what a waste of good graphics and a good anime reputation. i really thought it would go the same way as DBZ: budokai series. i guess buying it would be for the sake of collection of YYH items.
  7. ePSX is really a good emulator, however my specs are poor that's why it runs a little bit slow than CVGS. i already tried all the patches in aldotools but still it didn't work. thaiware once have this cvgs that works perfectly wihtout any patches but it suddenly became corrupted. the newest version of CVGS in thai does not work for me. so i'm probably hoping some of you has a working CVGS XP that i can use. anyway, thanks for the help
  8. GGXX #reload was almost a perfect conversion. But KOF now being on atomiswave could use a lot of improvement.
  9. well, you have a point. i mean, Emulators did well in the previous KOF series. But i'm hoping that what happen in MediaKite with GGXX #reload could be repeated (if ever possibile) with the upcoming KOF series.
  10. if that rumor is true, i only wish it's not thru emu. i hope it's the same as what MediaKite did with GGXX..
  11. thanks.. too bad for Neowave. how about the upcomig KOF series (KOF 2004) in atomiswave? will there be PC version or will they just be emulated? As for KOF Maximum Impact- though the movements are not as fluid as Tekken 4, i like the gameplay and the remix. it's just stupid to put a cheap stylish arts in the game but hey, it's their first time in 3D
  12. ok, i'll post mine but take echoman's advice seriously, mugen.cfg is customized by the user and it may not work the same for you. ;-=====================================================- ; Configuration file for mugen.exe ;-=====================================================- ;------------------------------------------------------- ; Game options configurable in M.U.G.E.N's options screen go here. ; Does not include key config. [Options] ; Basic options Difficulty = 2 Life = 100 Time = -1 GameSpeed = 2 WavVolume = 100 MidiVolume = 100 ; Team-only config Team.1VS2Life = 150 Team.LoseOnKO = 0 ; Not accessible in options screen motif = data/system.def ;MP3Volume = 50 ;Not yet implemented ;------------------------------------------------------- [Rules] ;Keep this set at VS. It's the only option supported for now. GameType = VS ;This is the amount of power the attacker gets when an attack successfully ;hits the opponent. It's a multiplier of the damage done. For example, ;for a value of 3, a hit that does 10 damage will give 30 power. Default.Attack.LifeToPowerMul =.7 ;This is like the above, but it's for the person getting hit. ;These two multipliers can be overridden in the Hitdef controller in the ;CNS by using the "getpower" and "givepower" options. Default.GetHit.LifeToPowerMul =.6 ;This controls how much damage a super does when you combo into it. ;It's actually a multiplier for the defensive power of the opponent. ;A large number means the opponent takes less damage. Leave it at ;1 if you want supers to do the normal amount of damage when comboed ;into. ;Note 1: this increase in defence stays effective until the opponent ; gets up from the ground. ;Note 2: the program knows you've done a super when the "superpause" ; controller is executed. That's the instance when this change ; becomes effective. Super.TargetDefenceMul = 1.5 ;------------------------------------------------------- [Config] ;Set the game speed here. The default is 60 frames per second. The ;larger the number, the faster it goes. Don't use a value less than 10. GameSpeed = 60 ;Set to 1 to draw shadows (default). Set to 0 if you have a slow ;machine, and want to improve speed by not drawing shadows. DrawShadows = 1 ;Set to 0 to save some memory by disabling frame effects for helpers. HelperFrameEffects = 1 ;This is 1 the first time you run MUGEN. FirstRun = 0 ;------------------------------------------------------- [Debug] ;Set to 0 to disable starting in debug mode by default. Debug = 0 ;Set to 0 to disallow switching to debug mode by pressing Ctrl-D. ;If Debug = 1, this will be ignored. AllowDebugMode = 1 ;Set to 1 to allow debug keys at all times. Otherwise debug keys ;allowed only in debug mode. AllowDebugKeys = 1 ;Set to 1 to run at maximum speed by default. Speedup = 0 ;Default starting stage for quick versus. StartStage = stages/stage0.def ;------------------------------------------------------- [Video] ;Enter the width and height of the resolution you want to set here. ;The optimal resolution is 320x240, but if your video card has problems ;You may want to try 640x480. Width = 800 Height = 600 ;This is the color depth at which to run MUGEN. You should set it to ;16 bit color unless your video card has problems with it. ;16-fastest, 24,32-slower, 8-slowest/worst Depth = 16 ;Set this parameter to 0 to disable screen stretching, and set it to 1 if ;you want to scale it up to fit the current resolution. Stretch = 0 ;Set this parameter to use a resolution-doubling filter. You will ;need a fast machine to use these filters. You will need to increase ;the screen resolution to at least 640x480 for these modes. ;0 - off ;1 - diagonal edge detection ;2 - bilinear filtering ;3 - horizontal scanlines DoubleRes = 2 ;Choose from "1" for VESA1, "Linear" or "Banked" for VESA2, and "3" for ;VESA3. ;Note: VESA1 is very slow on certain video cards, especially the newer ;ones. "Linear" or "3" is usually the fastest for new cards. ;Default is "Linear". Vesamode = 1 ;Set to 1 to enable vertical retrace synchronization. VRetrace = 0 ;------------------------------------------------------- ; Sound configuration ; Note: WavVolume and MidiVolume here are not the same ; as the ones in [Options], but they all affect the volume. [sound] ;Set the following to 1 to enable sound effects and music. ;Set to 0 to disable. Sound = 1 ;Set the following to 1 to enable stereo effects in-game ;Set to 0 to disable. StereoEffects = 1 ;This is the width of the sound panning field. If you ;Increase this number, the stereo effects will sound ;closer to the middle. Set to a smaller number to get ;more stereo separation on sound effects. ;Only valid if StereoEffects is set to 1. PanningWidth = 240 ;Set the following to 1 to reverse left and right channels ;on your sound card. ReverseStereo = 0 ;Wave device to use. Choose from: ; NONE - No wave device ; AUTO - Autodetect ; SB - SoundBlaster (auto) ; SB10 - SoundBlaster 1.0 ; SB15 - SoundBlaster 1.5 ; SB20 - SoundBlaster 2.0 ; SBPRO - SoundBlaster Pro ; SB16 - SoundBlaster 16 ; GUS - (not yet supported) ; AUDIODRIVE - ESS Audiodrive WavDevice = AUTO ;Voice Channels to use. Values are from 1 to 16. ;If sound quality is poor, try setting a smaller number, such as 8 or 4. WavChannels = 8 ;Maximum number of voices used for MODs. This number reduces the ;number of available WavChannels. ModVoices must be less than ;WavChannels. If equal, then MODs will get all the available ;channels and therefore no sound effects will play. ModVoices = 4 ;Midi device to use. Choose from: ; NONE - No midi device ; AUTO - Autodetect ; ADLIB - ADLIB ; OPL2 - OPL2 ; 2XOPL2 - dual OPL2 ; OPL3 - OPL3 ; SB - SB MIDI ; MPU - MPU-401 ; GUS - (not yet supported) ; DIGMID - Allegro's Digimid driver ; AWE32 - AWE32 (EMU8000) MidiDevice = AUTO ;This is the master volume for all wav sounds (affects mp3 volume). ;Valid values are from from 0 to 255. MasterWavVolume = 255 ;Set the volume of wav, midi, mods and CD audio. ;Note: WavVolume does not affect mp3 or mod volume. ;Valid values are from from 0 to 255. ;For CDAVolume only, using -1 will leave the volume unchanged. WavVolume = 225 MidiVolume = 225 MP3Volume = 225 ModVolume = 225 CDAVolume = -1 ;Set the following to 1 to enable and 0 to disable MIDI, MP3, MOD and CD ;playback. PlayMIDI = 1 PlayMP3 = 1 PlayMOD = 1 PlayCDA = 1 ;Set the drive letter of your CD-ROM (if you have more than one ;drive). eg, To use drive E, put the following: ; CDADevice = E:\ ;Leave blank to use your default CD-ROM drive. CDADevice = ;------------------------------------------------------- [Misc] ;Number of extra players to cache in memory. ;Set to a lower number to decrease memory usage, at cost of ;more frequent loading. PlayerCache = 0 ;Set to 1 to enable large-buffer reads of sprite and sound data. ;Set to 0 (off) to decrease memory usage, at cost of slower ;loading. BufferedRead = 1 ;Set to 1 to free system.def data from memory whenever possible. ;This decreases memory usage, in exchange for loading time ;before system screens. UnloadSystem = 1 ;------------------------------------------------------- [Arcade] ;Set to 0 for computer to choose color 1 if possible. ;Set to 1 for computer to randomly choose a color. AI.RandomColor = 1 ;This option allows the AI to input commands without ;having to actually press any keys (in effect, cheating) ;Set to 1 to enable, 0 to disable. Enabling this option ;can give the illusion of a smarter AI. AI.Cheat = 0 ;------------------------------------------------------- [input] P1.UseKeyboard = 1 P2.UseKeyboard = 1 ;Joystick type: ;0 - Disable ;1 - Autodetect (not reliable under DOS) ;4 - 4 button ;6 - 6 button ;8 - 8 button ;20 - Sidewinder ;21 - SNESKey ;22 - PSX pad ;23 - N64 pad P1.Joystick.type = 0 P2.Joystick.type = 0 ForceFeedback = 0 ;True to enable force feedback ;------------------------------------------------------- ; P1 Key config (configurable from M.U.G.E.N) [P1 Keys] Jump = 200 Crouch = 208 Left = 203 Right = 205 A = 44 B = 45 C = 46 X = 30 Y = 31 Z = 32 Start = 16 Guard = 0;50 ;Debug only Run = 0;54 ;Debug only Turn = 0;157 ;Debug only ;------------------------------------------------------- ; P2 Key config (configurable from M.U.G.E.N) [P2 Keys] Jump = 72 Crouch = 80 Left = 75 Right = 77 A = 74 B = 78 C = 156 X = 69 Y = 181 Z = 55 Start = 81 Guard = 0;76 ;Debug only Run = 0;73 ;Debug only Turn = 0;83 ;Debug only [P1 Joystick] ;Default config Jump = 1 Crouch = 2 Left = 3 Right = 4 A = 5 B = 6 C = 7 X = 8 Y = 9 Z = 10 Start = 11 [P2 Joystick] ;Default config Jump = 33 Crouch = 34 Left = 35 Right = 36 A = 37 B = 38 C = 39 X = 40 Y = 41 Z = 42 Start = 43
  13. since there is still no sight of an emulator for Atomiswave, and since GGX and Guilty Gear XX #Reload have been officially released in PC, i'm just wandering will there be also a PC version of KOF Neowave and probably the rest of the upcoming KOF series.. by the wave.. GGXX #Reload rocks on PC, Guilty Gear madness starts at Level 500 in survival..
  14. does anyone knows a working CVGS for Win XP/p4? try the patches but htey still didn't work, once i have a CVGS thai version that works at the start but somehow got corrupted by itself. thanks..
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