KOF91 v1.1 beta


you've to DL a file arourd 5Mo (.zip) available in the beta section
then copy everything from the zip to GPMM and after copy the 1.1b over 1.0f

The engine is running fine @ 144MHz w/ 1FS
GOOD WORK
see you ;)

(maybe it could be good to reduce size of characters to allow more on the same SMC...) :D
 
hmm i want to put some other midis into the game..but first i have to convert those to .mod rigth?
how can i do this?

I just had an Great idea i think.. :D
What about making some Gameparks...
with the special charakters in it...
Like Dragonball, change background and everything a bit, then put only DB charakters in it, also backgrounds...
and those for every other fighting game, which has things for Kof91 engine...
what do you think about this?
 
I am also experiencing the inability to run this program. Perhaps like you said before, it may have something to do with gp32's that have had the firmware flashed. I am usind the 0.3 Mr. Spiv Multi firmware. Anyone else have this problem?

Also, the last version of kof for gp32 worked just fine on my unit.
 
hmm i want to put some other midis into the game..but first i have to convert those to .mod rigth?
how can i do this?

I just had an Great idea i think.. :D
What about making some Gameparks...
with the special charakters in it...
Like Dragonball, change background and everything a bit, then put only DB charakters in it, also backgrounds...
and those for every other fighting game, which has things for Kof91 engine...
what do you think about this?
I was thinking about doing this with the game Guilty Gear (for PSX) except that I do not know of any good PSX sprite ripping programs that work for that game, which is a shame since its my fav. fighting game series and would be very easy to make for the KOF91 engine if I had a way to get the sprites.
 
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well, this is the first time I've tried the KOF91 port, and I can't see why people say its slow in any respect other than loading the fight...

At 133, default FS, this thing rawks the pants of any emulated fighter!
 
I second that Tobri!

This rocks and even with some larger chars its playable..... Is there a limit to the ammount of chars im allowed
 
I don't get what I have to do : What do I need apart from the *.fxe and where can I get it/them?

Cheers
 
what i would like to see is a third option in the in game menu,where you can see your charaters special move's via pcx or text file......i would be willing to make some for you to test.....better still...you could press start and the pcx would come up if the pcx is in the charater's folder.....



I was thinking about doing this with the game Guilty Gear (for PSX) except that I do not know of any good PSX sprite ripping programs that work for that game, which is a shame since its my fav. fighting game series and would be very easy to make for the KOF91 engine if I had a way to get the sprites.



is there an arcade version?
also...i'm doing a snk vs capcom chaos screen pack...(it's well ruff and not close to being complete)....just to get me used to ripping sprite's from game's....(i'd like to do charater's as well...but this look's like it may take some time)....
if anyone else is doing stuff like this for this game and can give me some advise....
pls pls pls...e-mail me at shotaway123@aol.com... and we can sort out a place...(chat client)....to help each other out..
 
hmm i want to put some other midis into the game..but first i have to convert those to .mod rigth?
how can i do this?

I just had an Great idea i think.. :D
What about making some Gameparks...
with the special charakters in it...
Like Dragonball, change background and everything a bit, then put only DB charakters in it, also backgrounds...
and those for every other fighting game, which has things for Kof91 engine...
what do you think about this?
To convert midi files with a program called ModPlug Tracker which is available
here. Don`t worry its a freeware program. To convert your midi`s to mod`s just load up your midi via the file menu, Play it to make sure you can hear it. Then go to the file menu again and click save as, Other than renaming the file name extension to .mod (As it saves it as .it) Thats it. You should test the files after the files are converted just to make sure they sound ok, As some of the instruments can sound strange. But i personally think it does an admiral job :) .

Trooper
 
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what i would like to see is a third option in the in game menu,where you can see your charaters special move's via pcx or text file......i would be willing to make some for you to test.....better still...you could press start and the pcx would come up if the pcx is in the charater's folder.....



I was thinking about doing this with the game Guilty Gear (for PSX) except that I do not know of any good PSX sprite ripping programs that work for that game, which is a shame since its my fav. fighting game series and would be very easy to make for the KOF91 engine if I had a way to get the sprites.



is there an arcade version?
also...i'm doing a snk vs capcom chaos screen pack...(it's well ruff and not close to being complete)....just to get me used to ripping sprite's from game's....(i'd like to do charater's as well...but this look's like it may take some time)....
if anyone else is doing stuff like this for this game and can give me some advise....
pls pls pls...e-mail me at shotaway123@aol.com... and we can sort out a place...(chat client)....to help each other out..
Ya arcade's very easy man. I wish there was an arcade version of the GG series emulated (I know GGX and GGXX are on arcade but are def. not even close to being emulated). I just need either a good PSX emu that can disable layers or a good PSX sprite ripping tool.
 
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Any chance of adding ZIP support in a future release? I've got an SPC with 40mb of chars on it, and they're thaking up 76mb! That's a LOT of wasted space - albeit using zlib would fairly massively slow up the loading process, but it would *really* be worth it to keep an extra 35mb of SMC space.

As you can tell, I'm experimenting a bit with this - the whole thing RAWKS (except for char sizes, but that can't relaly be helped - well, except with compression...)
 
Any chance of adding ZIP support in a future release? I've got an SPC with 40mb of chars on it, and they're thaking up 76mb! That's a LOT of wasted space - albeit using zlib would fairly massively slow up the loading process, but it would *really* be worth it to keep an extra 35mb of SMC space.

As you can tell, I'm experimenting a bit with this - the whole thing RAWKS (except for char sizes, but that can't relaly be helped - well, except with compression...)
i was going to ask for zip support...that would rock.....keep it up.
 
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