Technology Temerity

Notes & Bug List

This is a general work log for my Fatal Fury Chronicles module project. The goal is to replicate game play elements found within SNK’s Fatal Fury series in a side scrolling Final Fight style environment, while presenting the back story in a more cohesive layout then the original. At the start of this log (11292010) the module is in a playable beta state.

Known Bugs/Issues:

Major

  • Andy Bogard’s shadow trails are not palette matched during certain jump frames. This means sprite set as a whole needs re mastering to synchronize palette.
    • 11302010 – All palettes are correct. Problem seems to be specific sprites are corrupted:
      • 0044
      • 0045
      • 0046
      • 0171
      • 0174
      • 0176
      • 0177
      • 0180
      • 0181
      • 0182
      • 0240
    • 12022010 – Fixed itself. After a year and numerous failed attempts on my part. Go figure.
  • As of OpenBOR revision 2717 the reactive command has been removed due to bugs. This means music changing item in Sound Beach stage is now consumed on use. Possible solution is to replace with inert obstacle that triggers animation and music change via keyscript and proximity.

    • 12292010 – Sound switching now based on keyscript according to proximity to obstacle matching certain parameters. See keyall.c and musi0001() function.
  • Andy Bogard’s Bakushin visual flash has incorrect palette and does not disappear if Andy is interrupted during pose.
    • 12052010 – Updated palette parameter. Failure to disappear and release defender on interrupt is result of a singular script binding Andy to defender. It is a temporary solution that will be replaced by complete throw system from Golden Axe Hackjob.
  • Andy Bogard’s Hishoken caused instant shutdown on hit.
    • 12052010 – Caused by removal of superfluous characters and execution of draw0001(). Andy did not have load command for proj0001. When called, projectile was not spawned since its model had not loaded. When draw0001() was subsequently called on non existent model, the use of setdrawmethod() produced error and shutdown. Fixed by verifying entity in draw0001() and adding load command for proj0001() to Andy.
  • Missing back dash animation for Terry Bogard is causing shutdown. Obviously needs animation added, but also need to roll in newest ani0009 to module; this will verify a given animation before applying it and avoid unexpected shutdowns.
    • 12052010 – Missing animation was actually for “power up”, and added to key script for testing. All known animations intended for game play use have verifying script. Testing line removed.
  • Entities are not getting up more quickly when attacked while down.
    • 12022010 – Staydown values had been adjusted out of playable bounds for testing. Readjusted.
  • Nearly every core script has been updated and/or simplified during Golden Axe Remake project. These scripts need merging to Fatal Fury; will be a difficult undertaking to fundamental differences in modules but ease development in the long run.
    • Use of KO Map feature (reduce variables).
      • 12192010
    • Retrieve and apply default color map without storing it in a variable.
      • 12192010
    • Verifying any animation before application.
      • 12052010
    • Debug system.
      • 12132010
    • Group based random sound effects.
      • 12092010 – Some models still need adapting, but scripts are imported and all sound files cataloged.
    • Grappling system:
  • Lateral auto zoom not working on playable Ray.
    • 12182010 – Playable Ray removed. May be added later using model swapping.
  • Parry system is completely broken. Needs re tooling.
  • Sound Beach stage needs editing at start; palm trees and house appear cut off.
    • 12022010 – Added palm frocks and shorted trunks.

Minor

NA

To Do:

  • Add How To Play images.
  • Remaster music to .ogg format.
  • Random personalities for AI characters.
  • Fatalities
    • Pit.
    • Collapse (normal).
    • Sound Beach Stage.
    • Mr. T.
    • Acid.
    • Shock.
    • Bleed out.
    • Bisect.
    • Decapitation.
    • Incineration
  • Spawn system needs parameters
    • Victory animations.
    • Taunt animations.
    • Others, general.
  • Add Block/Parry flash.
  • Random names
  • Shake effect during grab.
  • Character Specific
    • Andy Bogard
      • Portrait fix.
      • Zaneiken causing instant shutdown.
        • 12022010 -Energycost script property now includes a {parameter} setting. Adding setting.
      • Team attacks
      • Zanei’ Reppa Super
      • Roll, running roll, and rolling attacks.
      • Spider clutch throw needs retuning.
      • Instant shutdown when Cho Reppa Dan KOs opponent.
      • Swept animation.
      • Add dust to CHARGEATTACK animation.
      • Bakushin (“facebomb”) throw, with alternate if opponent is in air.
        • 12012010 – Using wrong voice effect. Visual flash palette incorrect.
    • Ray McDougal
      • Spawn Animations
      • Land sound
        • Covered by land flash
      • Voices.
        • 12012010 – Voices work, but need adapting to latest sound system.
    • Raiden
      • Finish move set.
    • Terry Bogard
      • Finish move set.
      • Rising Tackle causes engine shutdown.
        • 12022010 -Energycost script property now includes a {parameter} setting. Adding setting.
      • Team attacks.
  • Need heavy ground impact flash.
  • Scripts failing after repetitions. Memory leak?
  • Special effects moved to onpain script, need attachment to onfall script as well.
  • Stage Specific
    • Sound Beach
      • Estrada Music item needs longer offscreenkill setting.
      • Sinking boat needs initial sound effect.
      • Panels killed due to lack of offscreenkill setting.
      • Gradual time based sunset should be slower.
      • Boats have too many hit points. Needs destruction animation and prize for doing so.
  • Lasthit x/y/z values are not erased until next real hit. This occasionally messes up throws. Need to add check.
  • Special effects (beams, flame, etc.) are not being zoomed by Z axis on spawn.
  • Proximity hit system needs completing with addition of normal/low/medium/high override support.
  • Add “bounce effect” to screen and obstacles.
  • Flash and dust entities occasionally lock in animation. This is an engine bug; add lifespan as a fail-safe.
  • Finish Taunting system.
    • 12012010 – Complete? Original log is marked finished, but I don’t recall doing so. Need to check.
    • Taunting refers to taunting poses, not special effects on opponents. Taunting pose system is in fact completed and only needs the prerequisite animations for playable characters.
  • CHARGEATTACK animation is canceled by alternate idle system. Possible solution would be script access to chargetime.
  • Some special effects no longer use correct remap after 12062010 update to serial name convention. Palette parameters need updating.
  • Create flash spawn function. Currently flash effects during grappling are spawned by generic spawn function. This works, but is somewhat ungainly and does not support custom flash effects certain defenders may use when taking hits.
    • 12092010 – Created bind0022() function.

Work Log:

  • 12182010 – Moved here.

Notes:

Hit Effects (as of 12012010, new system from GA should be merged)

  1. Defender’s onpain & onfall scripts evaluate incoming attack type and any self immunity. If effect is needed, effect function is called. Note this is done here instead of in the takedamage script to accommodate animation forced binding. While takedamage is running, the defender has not yet assumed reactive animation, and effect entity would be killed instantly upon spawn.
  2. Effect function checks BINDHE variable on defender for a previously bound effect entity.
  3. If an effect entity is found in step 2, and is a different model then what would be spawned in step 5, then it is killed.
  4. If an effect is found, but is the same as what would be spawned in step 5, nothing is done and the effect function exits immediately. This prevents pointless spawning/killing and also maintains smooth animation of the effect.
  5. A new effect entity is spawned and bound to caller.
  6. Effect entity’s onkill script clears the defender’s BINDHE variable.

Projectile handling (from old log and script comments. Probably needs separate article):

Default engine projectiles are extreamly limited. Projectiles are therefore scripted to allow following:

  • Single entity acting as different projectiles.
  • All types (enemy, NPC, player, etc) sharing the same projectile command/entity.
  • Projectiles clash and both are destroyed.
  • Projectiles clash and one simply smashes through the other.
  • Projectiles clash and one overpowers the other but is weakened.
  • Projectile is stopped with normal attack.
  • Projectile is hit by normal attack but is not affected.
  • Stationary projectiles/blasts (ex: Andy’s Geki Hishoken).
  • Any combination of the above.
  1. Projectile is obstacle type. It can take hits but is immune to damage. This allows the themselves projectiles be hit, and have the result scripted based on particular needs.
  2. Animation and map is set at spawn. This means a single entity can be used for as many different projectiles as there are maps available.
  3. Candamage is set at spawn. This allows interchangeability between firing of projectile from player, enemy, npc, etc.
  4. Projectile attack box is “no reflect”, “no pause”, “no flash”, and “no damage”. This means unless a reaction is scripted, a hit detection will have virtually no effect.

Directly from script comments:

/*

Since the defender is an obstacle with MP, then it must be another projectile. To simulate projectile priority, we’ll use MP as a free variable.

When two projectiles collide, both must have 2 or more MP, else they will both be unaffected. Otherwise the one with lower MP looses 1HP for each point

of difference. If MP is equal, both take the equal MP amount as HP damage.

0 MP = Only true obstacles have 0 MP.

1 MP = Intangible and has no effect/does not affect other projectiles.

2+MP = Compare. If equal, both take the full MP as HP damage. Otherwise, looser

takes the difference.

Some examples of how to apply this system:

1. Flame (I) vs. Knife (II):

I   = 1MP, 2HP.

II  = 1MP, 1HP.

I & II collide. Both have 1MP, so neither takes any damage from the other.

In Game: A light knife meets a wave of fire, but the fire is immaterial and

so they simply pass through each other.

2. Hadouken (I) vs. Knife (II):

I   = 2MP, 2HP.

II  = 3MP, 3HP.

I & II collide. II has 1 more MP, so I looses the difference (1HP) and is destroyed. II is unaffected.

In Game: A light knife is no match for the Hadouken and gets

knocked cleanly aside while the Hadouken continues unscathed.

3. Hadouken (I) vs. Hadouken (II):

I   = 3MP, 3HP.

II  = 3MP, 3HP.

I & II collide. MP is equal, so both loose 3HP and are destroyed.

In Game: Classic projectile war. Hadoukens hit and negate each other.

4. Hadouken (I) vs. Shinku Hadouken (II):

I   = 3MP, 3HP.

II  = 3MP, 15HP.

I & II collide. MP is equal so both loose 3HP. I is destroyed, II continues

and may withstand 4 more similar collisions.

In Game: Ryu blasts through several enemy projectils with his Shinku Hadouken. It

plows over 4 lesser projectiles and negates head to head with a 5th.

5. Geki Hishoken (I) vs. Hadouken (II):

I   = 20MP, 1000HP

II  = 3MP,  3HP

I & II collide. I has greater MP by 17, so II looses 17HP and is destroyed. I is unaffected.

In Game: Andy’s short range energy attack is effectivly non negatable and easily stops most normal

projectiles while still hitting anyone nearby.

6. Geki Hishoken (I) vs. Haohshokoken (II):

I   = 15MP, 1000HP

II  = 20MP, 20HP

I & II collide. II has greater MP by 5, so I looses 5HP. I easily withstands the loss. II is unaffected.

In Game: Ryo’s Haohshoken and Andy’s Geki Hishoken hit each other with almost no effect. Both

continue unhindered; Andy is almost certain to be hit, but Ryo could be hit as well if he was

close enough to Andy.

7. Haohshokoken (I) vs. Haohshokoken (II):

I   = 20MP, 20HP

II  = 20MP, 20MP

I & II collide. MP is equal, so both loose 20HP. Both are destroyed.

In Game: One Haohshokoken projectile meets another. While both are capable

of overpowering and eliminating most other projectiles, they negate each other.

*/

Attack type handling:

Hit reactions are set using a combination of script and attack type.

  1. When attack hits but does not kill opponent, the appropriate reaction script (onblock/onpain/onfall) will reset the defender’s reaction based on the Y coordinate of impact (see pain/fall in chart) to visually represent an accurate reaction from hit location (face, gut, feet, etc.).
  2. Y coordinate can be overridden with a hitflag (see didhitscript) if desired.
  3. If the attack KOs defender, attack type determines default fatality animation. The resulting fatality may be modified based on Y coordinate, the stage, character and other conditions. See ondeathscript.
  4. Exceptions are attack 6+. If 6 or 7 cause a fall without killing defender, the defender’s animation is NOT reset. This is because resetting a defender’s fall animation does not change the rise type that will be used, and it would be undesirable to change the actual attack type.
  5. 8+ are for special purposes and not used under normal conditions.
Type Pain Fall Death Block Reset to this type (pain/fall/block) condition: Notes
Default: Normal Normal Normal Normal None (default). Bludgeoning (hand to hand, clubs, sword hilts, etc.)
Attack 2 Middle Collapse Bleed out Middle Hit up to 75% of height. Piercing (daggers, arrows, thrown weapons, etc.)
Attack 3 Low Sweep Bisect Low Hit below 30% of height and standing. Slashing (swords, claws, saw blades, etc.)
Attack 4 High Normal Decapitation High Hit 75%+ of height and attacker is airborne.
Attack 5 Normal Flip over end (thrown) Normal
Attack 6 Spin or flip Background fatality
Attack 7 Spin or flip Mr. T fatality
Attack 8 Normal Slammed on head Normal
Attack 9
Attack 10
Shock Shocked Shock Explode Normal
Burn Burned Immolated Incinerated Normal

Sound List (12012010 – no longer relevant due to numeric based sound system; sounds are in conversion process to new naming convention)

Sound List
Generic Sounds
Sound001 Horse Gallop.
Sound002 Soft thump (jump landing).
Sound003 High beep.
Sound004 Electronic “selected” sound.
Sound005 Echo slide (Hanzou slide).
Sound007 Revenge of Shinobi box break.
Sound008 Lighting strike.
Sound009 Liquid spray.
Sound010 NGBC super move start.
Sound011 Blade launch (Hanzou Rekkozan).
Sound012 Loud “raspy” whoosh sound.
Sound013 Electrocution.
Sound014 “Warp/blade”.
Sound015 Fire burst.
Sound016 WH head butt.
Sound018 WH Body Whoosh.
Sound019 Multiple wiffs.
Sound020 Street Fighter 3 super burst.
Sound023 Water splash.
Sound024 Heavy metal klunk.
Sound025 Hydraulic press/drill.
soun0001 Fatal Fury 1 fall land.
soun0002 Fatal Fury 1 jump.
soun0003 Fatal Fury 1 coin.
soun0004 Fatal Fury 1 hit.
soun0005 BOR bike.
soun0006 Fatal Fury 1 block.
soun0007 SOR “gulp” food pick up.
soun0008 SOR indirect hit.
soun0009 Fatal Fury 1 confirmation.
soun0010 World Heroes jump land.
soun0011 WH choke.
soun0012 Bone snap.
soun0013 SF3 Hard ground impact.
soun0014 World Heroes’ hard ground impact.
soun0015 Real Bout maximum power strike.
soun0016 Real Bout multi pitch power up.
soun0017 KOF “catch”/hand clasp.
Assorted Voices
Voic001 DD2 Burnov laugh.
Voic002 DD2 evil double laugh.
Voic003 Female long alto yell (Kasumi high jump).
Voic004 Female short alto yell (Kasumi short jump).
Voic005 Canine growl 1.
Voic006 Canine growl 2.
Voic007 Canine bark 1.
Voic008 Canine howl 1.
Voic009 Horse neigh1.
Voic010 Horse neigh 2.
Voic011 Canine howl 2.
Voic012 Horse neigh 3.
Voic013 Joe Muashi yell with flame burst sound.
Voic035 KOF Yamazaki Snake Hand
Voic036 DD2 Abore Shoulder attack.
Voic037 DD2 Abobo throw.
Voic038 DD2 Ohara shoulder attack.
Voic039 Unused
Voic040 DD1 Abobo throw.
Voic041 Canine howl 3.
Voic042 Shadow Dancer spell scream.
Voic043 Shadow Dancer Jump yell.
Voic044 Shinobi3 Joe run attack.
Voic045 Shinobi3 Joe death kick.
Voic046 Shadow Dancer fire spell chanting with detonation sound.
Voic047 Shadow Dancer wind spell chanting.
Voic048 Shadow Dancer totem spell chanting.
Voic049 Shadow Dancer spell scream with wind and tornado siren sound.
Voic050 Shadow Dancer Yamoto poof, bark, and charge sound.
Voic051 DD2 Chin jump kick.
Voic052 DD2 Chin attack.
Voic053 SO2 Shiva jump attack/throw.
Voic054 SO2 Ninja throw.
Voic055 Dragon roar (Hanzou Ko ryu ha).
Voic056 DD2 Unknown attack.
Voic057 Female soprano scream.
Voic058 Female pain grunt.
Voic059 Vendetta male burned.
Voic060 Vendetta male burned with incineration sound.
Voic061 Male choke.
Voic062 Alto female scream.
Voic063 SOR2 male death 1.
Voic064 SOR2 male death 2.
Voic065 SOR2 Axel death.
Voic066 SOR2 female death.
Voic067 SOR3 male death 1.
Voic068 SOR3 male boss death.
Voic069 SOR2 Max death.
Voic070 Male scream with cut/bisect sound.
Voic071 SOR2 Skate death.
Voic072 Shadow Dancer boss death.
Voic073 Vendetta male falling sound (“owww!!”).
Voic074 Vendetta boss death.
Voic075 Ninja Spirit PC death.
Voic076 Male scream with dog mauling sound.
Voic077 DD2 Burnov death.
Voic078 DD2 Chin death.
Voic079 Male multi-pitch scream.
Voic095 Male “Tuhh!!”
Voic096 Male “Ha!”
Voic097 Male “Humph!”
Voic098 Male “Uegh!”
Voic099 Male “Ummph!”
Voic100 Male “Yeeah!”
Andy Bogard
vand0001 “Seh!”
vand0002 “Huah!”
vand0003 Light exhale
vand0004 “Gah” pain.
vand0005 “Mrah” pain.
vand0006 “Mowah” pain.
vand0007 “Baby cry” pain.
vand0008 Light attack
vand0009 “Shoken!”
vand0010 “Geki”
vand0011 “Shoooooken!!”
vand0012 “Ku ha dan!”
vand0013 “Shoryudan!”
vand0014 “Zaneiken!”
vand0015 Super finish scream.
vand0016 “Humph”
vand0017 “Yoshi!”
vand0018 Exhale.
vand0019 “Sayaaa!”
vand0020 “Cho reppa dan!”
vand0021 Super finish scream 2.
vand0022 “Shetz!”
vand0023 “Namusan”
vand0024 “Ienoash”
vand0025 Prelude to Tung match.
vand0026 “Tung Sensei!”
vand0027 “Zengu Ikkyu!”
vand0028 “Geese!”
vand0029 “Sono tadoka.”
vand0030 Short growl.
vand0031 “Arryaaah!”
vand0032 “Siiiiiiii!”
vand0033 Wild Ambition overdrive initial attack.
vand0034 “Shrureahh!” ***ERROR** Cannot be exported.
vand0035 “Zanei Reppa!”
vand0036 “Hutz!”
vand0037 “Geki!”
vand0038 “Juhn!”
vand0039 “Metsu!”
vand0040 “Son!”
vand0041 “Baaak!”
vand0042 “Meeetsu!”
vand0043 KO 2 (“uhph.. gomen!”).
vand0044 “Oniotaaaah!”
vand0045 “Shuryahhh!”
vand0034 “Shrureahh!”
sand0001 Hishoken
sand0002 Geki Hishoken
sand0003 Special slash/whoosh
sand0004
sand0005 Fire burst
sand0006 Long whoosh
sand0007 Strong fire burst
sand0008 Cho Reppa Dan burst.
Hanzou (WH)
Voic022 WH Hanzou light attack.
Voic023 WH Hanzou med. attack.
Voic024 WH Hanzou heavy attack.
Voic025 WH Hanzou “Nin!”
Voic026 WH Hanzou “Victory.”
Voic027 WH Hanzou “Double Rekkozan!”
Voic028 WH Hanzou “Koh Ryu Ha!”
Voic029 WH Hanzou “Lariat!”
Voic030 WH Hanzou “Slash of Shimmering!”
Voic031 WH Hanzou ‘Ninpo Korin Kazan!”
Voic032 WH Hanzou “Rekkozan!”
Voic033 WH Hanzou KO.
Voic034 WH Hanzou “Come on!”
Kasumi (DOA)
Voic014 Attack 1.
Voic015 Attack 2.
Voic016 Attack 3 (waterwheel kick).
Voic017 Attack 4.
Voic018 Attack 5 (Hard throw).
Voic019 Attack 6.
Voic020 “I have no time to spare.”
Voic021 “Farewell.”
Muscle Power
Voic080 WH Muscle Power “Number one!”
Voic081 WH Muscle Power quick grunt.
Voic082 WH Muscle Power “Dahhh!!”
Voic083 WH Muscle Power “Gwaoow!”
Voic084 WH Muscle Power “Hungah!”
Voic085 WH Muscle Power pain 1.
Voic086 WH Muscle Power Jab.
Voic087 WH Muscle Power KO.
Voic088 WH Muscle Power “Number onnnnne!”
Voic089 WH Muscle Power “Hoawwww!”
Voic090 WH Muscle Power medium grunt.
Voic091 WH Muscle Power pain 2.
Voic092 Real American sound clip.
Raiden (Big Bear)
vrai0001 “I’ll dance on your grave!”
vrai0002 “Say your prayers wimp!”
vrai0003 “You’re dead meat!”
vrai0004 “Come on!”
vrai0005 “Hum!”
vrai0006 “Hyeee!”
vrai0007 “Hey!”
vrai0008 “Jurreahh!”
vrai0009 “Jeeh!”
vrai0010 “Oooowahhhooo!”
vrai0011 “Nwaaoo!”
vrai0012 “Huaah!”
vrai0013 “Bomba!
vrai0014 “Ready…”
vrai0015 “Go!”
vrai0016 “Dropkick!”
vrai0017 “G…End!”
vrai0018 “I am Raiden!”
vrai0019 “Ichimon!”
vrai0020 “Heh hahahaha!”
vrai0021 “Gwah!”
vrai0022 “Gwhaaaa!”
vrai0023 KO.
Rainbow Mika
vmik0001 “Guh!”
vmik0002 “Uggh!”
vmik0003 “Nuuuh!”
vmik0004 “Euuaggh!”
vmik0005 KO with echo.
vmik0006 KO.
vmik0007 “Kuu!”
vmik0008 “Huh!”
vmik0009 “Uuuah!”
vmik0010 “Bombaaah!”
vmik0011 “Attack!”
vmik0012 “Crush!”
vmik0013 “Victory!”
vmik0014 “Igamaaah!”
vmik0015 “Morataaa!”
vmik0016 “Kimatah!”
vmik0017 “Uryou!’
vmik0018 “Shaah!”
vmik0019 “Oraah!”
vmik0020 “Yah!”
vmik0021 “Kuu!”
vmik0022 “Kona!”
vmik0023 “Rainbow!”
vmik0024 “Ikuze”
vmik0025 Happy bounce.
vmik0026 “Doshta.”
Ray McDougal
vray0001 “DDT!”
vray0002 KO.
vray0003 “Wheel Kick!”
vray0004 “All right!”
Vray0005 “Yeah!”
Retsu
Voic093 SF Retsu Grunt
Voic094 SF Retsu Grunt 2
Ryo Sakazaki
Voic101 Ryo Sakazaki attack 1 (heavy).
Voic102 Ryo Sakazaki “Zanretsuken!”
Voic103 Ryo Sakazaki “Hoah Sho Ko Ken!” (low pitched)
Voic104 Ryo Sakazaki “Raijinsetsu!”
Voic105 Ryo Sakazaki “Hoah Sho Ko Ken!” (normal pitch)
Voic106 Ryo Sakazaki attack 2 (light).
Voic107 Ryo Sakazaki attack 3 (light).
Voic108 Ryo Sakazaki pain 1.
Voic109 Ryo Sakazaki “Ko Oh Ken!”
Voic110 Ryo Sakazaki attack 4 (Kohou).
Voic111 Ryo Sakazaki attack 5 (heavy).
Voic112 Ryo Sakazaki “Ora! ora! ora! ora! ora!”
Voic113 Ryo Sakazaki “Ichi!”
Voic114 Ryo Sakazaki “Hissestu”
Voic115 Ryo Sakazaki attack 5 (heavy).
Voic116 Ryo Sakazaki “Ora! ora!”
Voic117 Ryo Sakazaki “Osu!!”
Voic118 Ryo Sakazaki “Hien Shippu kakyu!”
Voic119 Ryo Sakazaki charging.
Voic120 Ryo Sakazaki KO.
Sho (Breakers Revenge)
vsho0001 Jab.
vsho0002 “Mmpuh!”
vsho0003 “Shwop!”
vsho0004 “Hah!”
vsho0005 “Shoo!”
vsho0006 “Eyahh!”
vsho0007 “Hup!”
vsho0008 “Whuyeah!”
Vsho0009 “YEAAHHH!”
vsho0010 “Kureaaah!”
Terry Bogard
vter0001 FF2 KO.
vter0002 CVS KO.
vter0003 “Uuh!”
vter0004 “Owughh!”
vter0005 “Hey! Come on, come on!”
vter0006 “Geese!”
vter0007 “Hey you!”
vter0008 “Okaaay!”
vter0009 “Burn Knuckle!”
vter0010 “Crack shoot!”
vter0011 “Rising tackle!”
vter0012 “Power wave!”
vter0013 “Power dunk!”
vter0014 “Power…!”
vter0015 “Geyser!”
vter0016 “Are you OK?”
vter0017 “Buster wolf!”
vter0018 “Hah!”
vter0019 “Humph!”
vter0020 “Heyyy!”
vter0021 “Agggh!”
Tung Fu Rue
vtun0001 Roid rage.
Generic Female
voif0001 Long KO scream.
Generic Male
voim0001 High pitched “Ewwluah!” KO.
voim0002 Midtone burst KO.
voim0003 Vendetta on fire scream.
voim0004 SOR3 male KO scream.
voim0005 SOR2 male KO scream 1.
voim0006 SOR2 male KO scream 2 (from sword of Vermillion).
voim0007 Ninja spirit PC death.
voim0008 Long large male KO.
voim0009 Large male “erroooooo!”
voim0010 Quick “Ya!”
voim0011 Punisher male KO 1
voim0012 Punisher male KO 2 (high pitched OW!)
voim0013 Punisher male KO 3 (“yeaahhhh!”)
voim0014 AVP soldier KO 1.
voim0015 AVP soldier KO 2.
voim0016 Fatal Fury 1 “GO!”
voim0017 MK Pain 1.
voim0018 MK male long fall 1.
voim0019 MK male long fall 2.
Generic Voice (robot, alien, etc)
voig0001 High pitch alien screech.
voig0002 Crowd cheer.
voig0003 MK crowd in awe.

Reserved Maps

Use Map
Default 0
Death 1
Burn 2
Shock 3
Freeze 4
Poison 5
Reserved 6 – 10
Color selects 11+

Reserved icons

Icon ID
Default icon0001
Death icon0002
Pain icon0003
Acquire icon0004
Weapon icon0005

Author: Damon Caskey

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

2 Comments

  1. This is off-topic, but the song you have playing on your blog made me realize how bad the MIDI playback was on my computer. It’s somewhat better now, so thanks for unintentionally helping me fix it!

  2. Uhm, no problem I guess.

    On topic, latest revision still fails on load. As you can see from the log, I’m working merging all of my recent work together. As soon as that is done I’ll be able to pare things down and send you a copy to debug with.

    DC

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