Technology Temerity

Work Log

2010_07_12

  • Start of work log. I cannot recall all of the changes I made today, thus the point.
  • How To Play revamped. I’m not really satisfied due to limitations of the feature and preferably would remove it outright in favor of an in game replacement. Unfortunately the option itself is hard coded into engine’s start menu. Having it do nothing or lead to a blank file would be too unprofessional.
  • Ax’s piledriver damage is now 30% of opponents remaining health + 5 (similar to Mike Haggar in Final Fight). This will make move useful for causing heavy damage to strong enemies without being the end all be all technique of choice.
  • Ax’s powerbomb damaged reduced to 8 from 12.

2010_07_15

  • All remnants of legacy sound players (soun0001(), soun0002()) removed from module and replaced with soun0005.

2010_08_07

2010_09_18

2011_02_13

  • Name based model switching on spawn application in progress. This is to combine NPC, Enemy, and Player versions of a character into a single central model.
  • Work Log separated from Bug & To Do List.

2011_02_20

  • Fixed bflash for Ax Battler.
  • Switched log dates to Big Endian form.

2011_02_21

  • Removed all instances of “loop 0”.
  • Defense pose moved from follow10 to follow51 to comply with standard from my other modules.
  • RUNJUMP and range settings for JUMP added to ax.txt.

2011_02_22

  • Ax’s sidestep is now a roll instead of a jump.
  • Added dust setting to ac_pc staging model.
  • Added extra frame to Ax’s rise animation.

2011_02_23

  • Ax Battler:
    • Removed Lateral High Jump from all models.
    • Added jumpmove 0 1 to all models.
    • Removed “Stats” entry.

2011_03_27

  • ai0002
  • ani0001
  • Longmoan
    • Successfully integrated single model concept. Longmoan is now player type in model sheet and selectable at start screen, but behaves like enemy as a level spawn.
  • common/attack.h rolled into enemy.h
  • Merging of animation scripts to enemy.c (enemy.c is to be moved and renamed).

2011_03_28

  • enemy.h rolled into z_ani.c
  • All slide {x} calls replaced with velo0001 {x} {y} {z}. Slide.h removed.

2011_03_29

  • All remaining scripts from common folder removed. Some functions copied directly to z_ani.c and still need to be given individual files.
  • bgs2 folder renamed to bgs, old bgs removed.
  • scenes2 folder renamed to scenes, old scenes removed.
  • levels folder renamed to levels.
  • Individual constant lists consolidated.

2011_05_16

  • Multiple enemy lifebar and icon display now takes advantage of sprite array feature. This solves issue of integration with conflict with player icons and also allows enemy icons to reflect status. Icons added to individual model sets:
    • Amazon
    • Bitter
    • Henninger
    • Longmoan
    • Skeleton

2011_05_17

  • Removed all instances of entity vars ADBLEND and ADREMAP. They are no longer needed for passing blend and map respectively to draw0001().
  • Upgrade following effect models to Fatal Fury Chroniclesfolder layout.
    • flash

2011_05_20

  • All flash models now moved to ->misc->effects->models->flash->folder layout.
  • Flash models now run spawn0002.c, with spawn0012 eliminated.
  • Flash bugs (wrong size, palette, alpha) fixed and accurate effects added (sword vs. hand vs. blunt, etc.) as part of reorganization.

2011_05_24

  • Fix complete for bind0023; dragon throws now use Defender’s custom flash if it has one.
  • Bad Brother’s flat fall and fall on head added.

2011_05_25

  • Menu text added.
  • Backstep now mapped to Down + Defend (formerly Attack2). This cuts total action keys to four (Attack, Jump, Defend, Magic).
  • Magic fail moved to keyall.c with generic code to work with all characters.

2011_05_27

  • Resolved issue with Ax Battler’s Piledriver and Jump throw knocking himself down. Caused by landframe call being incompatible with engine’s updated landframe array.
  • Added Ax battler’s “Second Strike” general purpose follow up swing to be canceled from several other animations. Still needs motion blur.

2011_05_29

  • Completed Ax Battler’s Second Strike.
    • Motion blur.
    • Cancels.
      • Backattack
      • Riseattack
      • Sidestep
      • Power Swing
  • Replaced all “switch_combo” calls to ani0012.
  • Removed unused functions from z_ani.
    • adjust_ftoss
    • adjust_ftoss2
    • ftoss
    • ftoss2
    • change_slam1
    • change_slam2
    • change_slam3
  • Bone break medium sound (253_0) and model added (bonem).

2011_05_30

2011_05_31

2011_06_02

2011_06_03

  • Resolved issue with draw0001 crashing game on certain stages when an entity touched Z boundary. A simple typo was setting both the fMinZ and fMaxZ to = minimum Z boundary instead of min/max respectively.
  • See Heartland.

2011_06_08

  • Resolved issue with revive on spot system (see bind0017) when player lost lost all lives and continued with different character (thus leaving original character’s corpse behind). If any player later selected the left behind character, script would attempt to warp them to off screen corpse.
  • See Heartland.

2011_06_13

2011_06_14

  • Removed script functions/files:
    • scripts\drain.c
      • Used to gradually remove life when playing skeleton mode in GA Remake. Skeleton will be playable as normal bonus character without drain effect.
    • data\levels\duel\sleep.c
      • Cause crowd to attack by setting “sleep” global var to NULL(). A validation in each individual model’s looping SLEEP animation would then set model’s animation to IDLE and stealth property to 0.
    • data\chars\skeleton\scripts\npc_ani.c
      • Rolled into data\scripts\ z_ani.c
  • Removed global variants.
    • countdown
    • cstring
      • Support for drain.c.
    • levelmaxz
    • levelmaxz
      • Replaced with openborvariant() calls.
    • inscreen
    • sleep
      • See sleep.c above.
  • Removed models.
    • data\chars\gilius\g_npc.txt
    • data\chars\tyris\t_npc.txt
      • All versions (NPC/PC/ENEMY) to be rolled into single model.

2011_06_27

  • Holdblock capable characters no longer use special unless they are actually in pain (see z-spawn and keyall).
  • See Ax Battler.

2011_07_26

  • Several minor script updates and fixes.
  • See Ax Battler.

2011_07_31

  • Added EX1 and EX2 defense poses to several models (will complete during individual model phases) to accommodate Golden Axe’s odd offsets when binding self to target instead of target to self.
  • See Ax Battler.

2011_07_26

  • Several minor script updates and fixes.
  • See Ax Battler.

2011_07_31

2011_08_31

2011_09_01

2011_09_06

2011_09_07

2011_09_19

2011_10_19

  • Fixed wall0001 function.
  • Replaced TLTDN with proper Tilted Down sprite for all characters. Old TLTDN (custom lift pose for Golden Axe) moved to EX3.

2012_01_11

2012_02_07

  • z_hit now calls function function hit0004, made from z_hit’s original code.
  • soun0005 now includes a final entity check. This fixes bug where entity killed with killentity() would still send call to soun0005, which would then result in empty string call, and ultimately a shutdown by string functions.
  • See Tyris Flare.

2012_08_21

  • Chicken now releases opponent in FALL7 (Fall on head) pose.
  • See Ax Battler.
  • All remaining known instances of “openborconstant” in chars folder replaced with preprocessed constants from constans.h.

Author: Damon Caskey

Hello all, Damon Caskey here - the esteemed owner of this little slice of cyberspace. Welcome!

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