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-SyN-

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Posts posted by -SyN-

  1. ill Answer that for you GC.

     

    1. As far as Jap Releases, Mainly fighters have online play but ps2 conloses are region restricted. However, there is a way around that. (ill bbl with info)

     

    2. Many games comes with the online utility disc embedded within so when you try to get online with your system, if your memory card has no network configuration saved within, the system wil prompt you to create one and take you to the network config settings.

     

    3. Yes, you need to patch the DNAS file found in online compatible ps2 games. EA Games are likely to have two or three DNAS files that needs to be patched with the same codes.

     

    Here is a thread on ps3 news that has a list of all games that works supporting this method,

    NTSC US Games list NTSC Jap Games List PAL European Games List

     

    In the games ID's the first two sets of "xx" can be changed to whatever you like in range from numbers 1-7 and letters A-F, the rest of the numbers must remain the same as is for they are region code numbers that ids the disc.

     

    There are two tools you can use for that to scan a game and its DNS files.

     

    Dics ID Inserter v2.20 here is the thread with its ID source code here if interested. here is another tool for changing DNAS Id's in your backups

     

     

    oh and the info about changing you machines id "region code" can be found here.

    Sorry guys but the above only works with v1-v8 consoles. no V9 and above as of yet.

     

     

    I hope this info help's GC.

  2. Got an up and coming Unreal Tourney III clan site in the works.

     

    We are mainly a clan for the PC version of this game. Right now there are 6 of us, (only 4 has this game now :() and I will get us our ut3 server next friday. I am setting up the site as of now but its open to the public and those that might be interested in joining as well.

     

    Other clan members are welcomed to hang with us as well.

     

    Anyway we will definitely be up and running as an active site with our own unreal 3 server, teamspeak, Ventrilo and possible more games and servers in the future. (Gears of War CoD4 and possibly Crysis, PC ONLY)

     

    With all of that said, here is our link, http://theminoritybrigade.net/index.php

     

    And my handle on there is [‡÷TMB÷‡]Neö-GeNö©yÐE.

     

    Additional info for those who may get this game in the future, Spces requirements for Unreal III.

     

    There you have it and thanks for stopping by! :)

  3.  

    It is Finally here and ready for download!

    Installation and Support for this project can be found here,

    http://www.club-syndicate.net/v3.2/index.php?topic=5082.0

     

    Main Page > Downloads Gallery > Screenpacks

     

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

     

    Basically this is a screenpack that includes a system that makes mugen looks closer to a fullgame but This must be used only with Warusaki3 CVS characters (and Zero by Jesuszilla). I did this because I was bored of my normal mugen, plus, I lost it on a HDD crash and I didn't wan't to start it all over again (I had a 6 months old backup and it sucks...), so I decided to do this which only uses a certain number of characters which can be found in one site (or two with ZERO ;)).

     

    Well, let's take a look at what we get by using this fullgame system:

     

    - An entire original screenpack based on nothing :o.

     

    - Hi-res graphics for the character selection screen (including CVSW portraits).

     

    - Round anims are coded in the game itself, which means they are multy layered, they will identify the first round, the final round (only on 3-round based fights), any kind of survival rounds (including challenge mode rounds, I will explain that later), etc. and they will have random announcers to not to get bored of them ;) (except on certain special rounds).

     

    - A K.O. pause effect which will be active on SUPER COMBO/ SUPER SPECIAL MOVE FINISH situations (pauses are different on CAPCOM AND SNK Grooves).

     

    - An original game over screen.

     

    - Each Groove has it's own Hi res SC/ SSM FINISH background.

     

    - A hurry up system which will trigger a special song (randomly decided between 3 songs) when the time is almost over.

     

    - A final round system which will trigger a special song (randomly decided between 3 songs, again) when you are on the final round.

     

    - First intro of a match has a song (in the boss/ true boss battles the song will be different).

     

    - A stage counter system which will tell you in which stage you are on arcade/ story mode.

     

    - A mode ID system which will tell you in which mode you are (battle mode is a normal battle against A.I. or 2p, training is training mode :P, Challenge mode is after round 10 and you start playing missions and survival is after round 10 when you aren't in challenge mode).

     

    - A story mode which will show cutscenes after certain battles (Only single vs single). It's beta btw, I didn't have enough time and resources to finish it as I would like to.

     

    - Boss and True boss battles have a dramatic touch now, the enemy will start in normal mode and in the second round they will change to their EX mode to make battles harder, which include some special effects in the round 2 intro and in-battle and it will also change the music (only in story mode).

     

    - Lifebars are coded in the character/system so they will have special effects like changing portraits when the character is in EX mode or when they have full or low life (simul mode lacks of those effects).

     

    - An exclusive challenge mode where you must pass 15 missions while you survive with almost the same life and trying to get the life up bonuses. This is only for single mode on 1p (this is to let people play normal survival mode in single style with the 2p if they wan't).

     

    - A winquote system, I guess there's no need to explain this (Names are in US version because the winquotes are in english aswell :P).

     

    - A rank system for survival/ challenge mode which will give you a codename depending on how much people you defeated.

     

    - A cheap bastard finish screen, no need to explain this either :P.

     

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

     

    Well, now I'm gonna explain the challenge mode:

     

    Thw first 10 rounds will be normal battlers as always (that's why BATTLE MODE is displayed) and you will get normal announcers and animations for the start of the round. However, from round 11 to ahead, you will start the challenge mode and you will know on which mission you are by reading the mission name. Each 5 missions you will get all your life back and change to the next mission. There are 15 challenges so far and the official challenge mode ends at round 85 (you will get a message tellying you about it).

    There are certain missions where you will have a fixed announcer, fixed music and/or you will get your life back on each mission, those will be explained on the mission grid here,

    Each mission has it's own round start animation by the way.

    In the final round of each mission you will get a special song no matter in which mission you are, it's the third song assigned to the final round.

     

    MISSIONS:

     

    - ROUND 11 TO 15: SP MISSION

    - PALFX: GOLD - ENEMY

    The enemy will have the double of attack points on all the attacks except proyectiles, helpers, grabs and SGS moves.

     

    - ROUND 16 TO 20: SD MISSION

    - PALFX: BLUE - YOU

    You will have half of your normal attack points on all the attacks except proyectiles, helpers, grabs and SGS moves.

     

    - ROUND 21 TO 25: OFFENSIVE MISSION

    - PALFX: RED - ENEMY

    You won't be able to block any attack. You also can't use Just Defense here.

     

    - ROUND 26 TO 30: CLASSIC MISSION

    - PALFX: PURPLE - YOU

    You won't be able to use any Super Special moves except on K Groove.

     

    - ROUND 31 TO 35: HEALING MISSION:

    - PALFX: LIGHT GREEN - ENEMY

    - ANNOUNCER: MAKE UP MIND

    The enemy will regaing some points of his life back each tick.

     

    - ROUND 36 TO 40: BLIND MISSION

    - PALFX: GREY - YOU

    The screen will fade in and out during the battle to confuse you.

     

    - ROUND 41 TO 45: ZERO MISSION

    - PALFX: ORANGE - ENEMY

    You will gradually lose your power and the enemy will absorb it (no groove loosing or gaining on K Groove).

     

    - ROUND 46 TO 50: QUAKE MISSION

    - PALFX: WHITE - ENEMY

    The screen will shake a lot to confuse you during the battle.

     

    - ROUND 51 TO 55: TIME ATTACK MISSION

    - PALFX: LIGHT BLUE - YOU

    - MUSIC: HURRY UP 1

    You will have nearly 40 seconds to beat the enemy or else you will die (you can temporally avoid death by making a special move but after this overs you will die if you didn't beat the enemy with it). This mission includes a time bar to show how much time you have yet.

     

    - ROUND 56 TO 60: ISUKA MISSION

    - PALFX: YELLOW AND VIOLET - YOU

    - ANNOUNCER: ARE YOU READY?

    Here you won't be able to jump and your character won't be able to turn by itself, to do ut you must make any action first.

     

    - ROUND 61 TO 65: POISON MISSION

    - PALFX: GREEN - YOU

    - MUSIC: HURRY UP 2

    - LIFE BONUS: EACH ROUND

    Here you will gradually loose your life (but you won't by by life draining).

     

    - ROUND 66 TO 70: SHADOW MISSION

    - PALFX: BLACK - ENEMY

    - ANNOUNCER: DARKSIDE

    The enemy will have infinite power (no effect on K Groove).

     

    - ROUND 71 TO 75: OVERDRIVE MISSION

    - PALFX: MULTYCOLOUR - BOTH

    - LIFE BONUS: EACH ROUND

    Both characters will have infinite power, double of attack power and will gradually loose their life (no groove effects on K Groove),

     

    - ROUND 76 TO 80: DEATH MISSION

    - PALFX: DARK RED - BOTH

    The first one to hit wins (attack must not be a proyectile, helper, grab or SGS move).

     

    - ROUND 81 TO 85: ULTIMATE MISSION

    - PALFX: RED AND BLUE - ENEMY

    the enemy will have double of attack points, you will have half of attack points and the enemy will have infinite power (no groove effects on K groove and for the attack modifier points to be active attack must not be a proyectile, helper, grab or SGS move).

     

    After round 85 the challenge mode ends and you will keep battling on ULTIMATE MISSION (just to see how much you survive :P).

  4. http://www.youtube.com/watch?v=OB-I8EUuz5M

     

    First you will need the following tools:

    http://www.teamspooky.com/Random/MBAC%20Music%20tools.zip

     

    This has the tools Extractor and Audacity. Extractor's ini file is set with the settings you will need already.

     

     

    After Downloading and extracting these files,

    MAKE A BACKUP COPY OF THE FILE 10.p in the Melty Blood directory.

     

    This is very important in case you make a mistake, and also because these steps are still in beta form. I don't take responsibility if you break your computer, need to redownload the MB ISO, or whatever.

     

    Alright, after backing up your 10.p,

     

     

    Load up Extractor and choose the topmost 'Select' Icon'

     

    Select1.JPG

     

    Browse to the 10.p file.

     

    Select 'Start'

     

    Select2.JPG

     

     

    To replace a song, select it in the list and hit Functions -> Import file

     

     

    Select3.JPG

     

    Select4.JPG

     

    Choose the song you wish to import, and hit YES to both Prompts.

    Here are the songs in the 10.p file and what they correspond to: (some of these still need to be worked out)

     

    10 00001 Opening Movie

    10 00002 Sion Stage

    10 00003 Akiha Stage

    10 00004 V.Akiha Stage

    10 00005 V.Akiha Stage alternate version ?

    10 00006 Front of Tohno Mansion (Maids Stage)

    10 00007 V.Sion Stage

    10 00008 Warakia Stage

    10 00009 Chaos Stage

    10 00010 Kohaku Stage

    10 00011 Arc Stage

    10 00012 Warc Stage

    10 00013 Ren Stage

    10 00014 Nanaya Stage

    10 00015 Aoko Stage

    10 00016 White Len Stage

    10 00017 Shiki Stage

    10 00018 Ciel Stage

    10 00019 Mech Hisui Stage

    10 00020 Neko Arc Stage

    10 00021 Miyako Stage

    10 00022 Hisui Stage

    10 00023 Kouma Stage

    10 00024 Satsuki Stage

    10 00025 New Stage 1 (Neon Street)

    10 00026 New Stage 2 (Alternate version of Arc/Chaos Stage)

    10 00027 New Stage 3 (alternate version of Kouma Stage aka GUOOOOOOAAAAAAAAA 2.0)

    10 00028 Neco Chaos Stage

    10 00029 Damien Army Stage

    10 00030 Neco666

    10 00031 Story mode conversation

    10 00032 Story mode final conversation (Evil character Version)

    10 00033 Story mode White Len conversation

    10 00034 Story mode final conversation (good character version)

    10 00035 Options Screen

    10 00036 Here comes a new challenger!

    10 00037 Continue?!? (Story Mode)

    10 00038 Game Over

    10 00039 Ending (Good characters)

    10 00040 Ending (Evil Characters)

    10 00041 Next Stage

    10 00042 Fight Intro

    10 00043 Fight End

    10 00044 Character Select

     

    Now you may notice a problem -- all these Files are in OGG format!

     

    To convert your mp3s to ogg format (as well as shrink them down somewhat to make them more manageable) we will use Audacity.

     

    In Audacity all you have to do is load your mp3, Select File -> Export as OGG,

    Select5.JPG

     

     

    Now you have an OGG music file. You can also cut some space on your files (necessary to make the songs fit better into the 10.p file) by lowering the bitrate (bottom left, setting a lower number will create a smaller file) or cutting parts of the song using Audacity's editing tool. for example if your song loops itself, cut the loop out, since the game will loop your song anyway. (this will easily cut your file size in half)

     

    Select6.JPG

     

     

    Good Luck.

     

    http://www.meltybread.com/forums/index.php?topic=1158.0

  5. This was possible for quite some time.

     

    The things you will need are,

     

    1. The game of course. "Ver B"

    2. The latest game patch. click here

    3. The app "MB Caster" which will allow players to directly connect to play. click here

    4. A virtual drive (optional)

     

    .:Step 1:.

     

    Get the game and install it. if you happen to download it, (no I wont tell you where, ask your friend google), use a virtual drive like DAEMON TOOLS to install the game by mounting the image file to the virtual drive.

    After the game is installed lets do a test run to see if it works properly.

     

    When starting the game, a window similar to this will open,

     

    Image1.jpg

     

    For better online play, its best to set the colors to 16bit. IMO there is really no difference ingame between 16bit and 32bit. atleast I dont see it, anyway if you want to play full screen, choose the setting i labled in the image. it will be set to full screen by default. I prefer windowed but thats just me.

     

    To configure your pad, click the pad1 button and set the buttons from there.

     

    After that click ok and your settings will be saved, then the game will load.

     

    Next after the game has loaded and the menu selection appears, hightlight and select option.

     

    Image2.jpg

     

    In the option screen, highlight "StageBGType" and change it to simple.

     

    Image3.jpg

     

    go to exit and close the game.

    With those settings the changes of a desync is very low and the game play will be much smoother.

     

    .:Step 2:.

     

    Ok, now we have the game working properly, we need to patch the game to its latest version. Download the latest game patch from the links above in this post, extract the files to the same directory the game is in.

     

    C:\Program Files\EcoleSoftware\MBACWIN

     

    then click the setup.exe and a window like this should open,

     

    Image4.jpg

     

    if you extracted the files in the same directory as the game itself then there is no need to browse for the directory, click the apply button and the game will be patched to the latest version applying some minor fixes.

     

    Now when you play the game, it should say "MELTY BLOOD Act Cadenza Ver.1.03A on the topp left side of the window. If it doesn't, either you used the wrong patch or obviously flocked up somewhere.

     

    .:Step 3:.

     

    Now we have both the game installed properly with the right settings, and patched to its current version, whats left is to connect and play.

    In the links above at the start of this post, download MB Caster, the latest version from that link.

    Extract the folders into the games directory and remove the files from the folder named exe to the main directory.

     

    Now run mbcaster by clicking on it, you should see a window like this,

     

    Image5.jpg

     

    The person who will act as the host needs to press 1 then enter. then you will see "Now waiting for access..."

    while thats going on , the host needs to give player 2 his/her ip so player 2 can connect to player 1.

    http://whatsmyip.org will come in handy at this point for a quick way to obtain your ip.

     

    Player 2 must press 2 then enter, then they will see " Input Target IP>

    When that is displayed, enter player ones ip and press enter.

     

    If a connection is made, player 1 should see a line asking to set a delay value, always use the recommened value displayed. press the delay number, should be either 3 or 4 then press enter.

     

    The game should start and go right into vs mode to select a your character.

     

    -Optional-

    A third Player can join the game but only as a spectator. To do that, player 1 and 2 must of already made a connection, then player 3 can enter player 1's ip to connect and observe player 1 and 2 fighting.

     

    Other than that, Happy Online Gaming!

  6. well people will mostly laugh code-stealers really, at least if they're part of the community and recognize them. also, developers could learn something from the makers of KoF Zillion and encode their character files differently so the average tard can't access them.

     

     

    One of them released a custom screenpack on my site, He told me how to do such a thing.

  7. nice

     

    will you be adding any sprites of Shin LV2 Akuma flying like Magneto? (like in the SF cartoon)

     

    Nah, I am aiming for the flash version made by proxicide.

     

    Correct me if I'm wrong but didn't Proxicide's Shin Akuma leave an explosion after each hit during that last running part?

     

    I don't think so, I have the actual flash file, I will have to look again.

  8. So what I am seeing is this, Mugenguild is not a warehouse (as some say), its more open to the mugen community than before.

     

    Basically you guys are moving foward while some are still stuck in the past with the common law and such. I can understand that. Anyway like I said, I have a better understanding of the change now. I actually support it.

  9. Alright.

     

    Your responses are starting to make the new policy @MFG more understandable.

     

    MFG hasn't really stooped so low like some say it has, but I see from what we have discussed, you are taking the approach to let majority of things that goes on handle itself without taking drastic actions. I actually like that method and it seems less stressful.

     

    Still some moderation will be needed but you have more than enough staff and many users that will quickly point out the obvious.

     

    Anyway I am glad we had this talk, I better understand how mugenguild operates now. I didn't fully get the picture at first but I think i got the better understanding now.

  10. I see, instead of taking action, you let the thread kill itself without lifting a finger.

     

    Makes sense.

     

    Still on another note, should be some sort of restrictions with this new policy? I mean I am not saying MFG should be as strict as some other places but there is, in my opinion, too much freedom with situations like the one we recently observed, also I know the situation between GwaPao and you when you were asked to remove a file sharing link with his works inside found at your forum.

     

    Dunno if it was removed or not, but anyway its almost to the point where almost anyone can get away with damn near anything as if it was nothing, in terms of mugen related situations.

  11. It is understandable that creators are protective about their stuff, the problem is just that some of them got somewhat carried away with it (sup KFM)

     

    Hahahahahaha!

     

    *Ahem

     

    TDS, you brought back old memories. Seriously though Val, I do understand what MFG is trying to do now that I CAUTIOUSLY re read the two links you posted, but seriously though, with the link I posted, isn't that a bit too much? and going too far?

  12. Never said you did, I just misunderstood the purpose of your thread.

     

    -edit-

     

    Btw I am a member @MFG still, I did quit when the new changes were made but still the parts I dont like about the forum, I avoid them. MFG still serves its purposes and I basically go there for any assistance with coding if I am stuck somewhere in the middle of creating.

     

    @Valodim,

     

    I know you are reading my posts, None of them were meant to be insulting. Just stressing my opinions, but I am just one person at the moment, who cares what I think huh?

     

    -final edit-

    One of the reasons why I dont fully support your new methods.

    http://mugenguild.com/forumx/index.php?topic=73928.0

  13. Let me clear this up before someone jumps the gun.

     

    In response to Valodim's community and how it operates, thats on him. I wasn't insulting him at all.

     

    Many of us have different views on how things in the mugen community should operate and its clear that I might be the only on in this forum who don't fully agree with how MFG is handling things nor support warehouses.

     

    My earlier argument was mainly thinking that 1emulation was in the process of becoming warehouse itself, then towards the end of the argument Axl stated it wasn't and I better understood what he was trying to do.

     

    Still I am not fully supportive of it but I am just glad 1emulation wasn't becoming one.

     

    Anyway thats my stance in this. Not starting a feud or whatever.

  14. I understand all of that and let me say this. Alot of people quit mugenguild because of its current state and another thing, Gamecop wasn't aware of mugenguilds current state until recently.

     

    Anyway Like you said, its up to GC and if warehousing is permitted here, All I ask is to not put my stuff here for download. Not sounding rude but I rather users obtain it from my site since I am the creator and I have a place to host my works. I am not depriving anyone from obtaining my materials to clear things up on that subject.

     

    If anything of mines is requested or whatnot, post a link to my site instead of uploading my things to file sharing links.

  15. Right, because you're smart and we're all a bunch of retards..

     

    You said it! I didn't.

     

    I don't care if you agree with me or not, All I said after Valodim made his post was not to host any of my materials outside of my site if this site turns into a shameless warehouse.

     

    You guys got the wrong idea from that and a bunch of other people comes here and jumps the conclusion, pretty much like you did.

     

    Anyway, do as you will no matter how vile and pathetic it might be.

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