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Author Topic: Sailormoon  (Read 36590 times)

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Offline Mrgrill247

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Sailormoon
« on: October 24, 2008, 09:45:56 pm »
Hello eveyone.  Its been to long but I have finally started modding Sailormoon Arcade.  I have the basic animation from the original bor and my first edited stage of Neptune.  Needs work but at least here is proof.  So far Sailormoon will be playable ad I am using the edits of Sarakura. I do have his permission.
« Last Edit: July 27, 2012, 09:06:55 pm by Mrgrill247 »
Ninja magic. Ninjitsu-to, the ability to seem invisible to cause fear and paralisis in your enemies.

Offline NickyP

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Re: Sailormoon Arcade
« Reply #1 on: October 24, 2008, 10:08:18 pm »
So do you plan on remaking the arcade game completely? Or are you just using the sprites?

Good luck on your project, feel free to ask us for any help!

Offline Mrgrill247

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Re: Sailormoon Arcade
« Reply #2 on: October 24, 2008, 10:13:12 pm »
For now I'm just using the all of the sprites and the edits from the arcade.  Stages will be new. I have all of the music from the Sailormoon PS1 and sound effects.
The game play will be close to the arcade.
Ninja magic. Ninjitsu-to, the ability to seem invisible to cause fear and paralisis in your enemies.

Offline NickyP

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Re: Sailormoon Arcade
« Reply #3 on: October 24, 2008, 10:14:44 pm »
Neat. When can we expect a demo?

Offline Mrgrill247

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Re: Sailormoon Arcade
« Reply #4 on: October 24, 2008, 10:21:05 pm »
That I don't know.  Mabey a month in a half. But once I have something that is playable I will upload it.  Think of this mod as Sailormoon arcade 1.5.  New places to fight, different music and hopefully edits of Tuxedo Kamen using the male bad guys from the game.
Ninja magic. Ninjitsu-to, the ability to seem invisible to cause fear and paralisis in your enemies.

Offline kbandressen

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Re: Sailormoon Arcade
« Reply #5 on: October 25, 2008, 03:01:39 am »
Cool, the SM arcade game has some really nice graphics!  Hopefully this mod will put them to good use!

Offline Bloodbane

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Re: Sailormoon Arcade
« Reply #6 on: October 26, 2008, 12:15:38 pm »
 Glad to see you again MrGrill!

... hopefully edits of Tuxedo Kamen using the male bad guys from the game.

 Hmm... AFAIK there aren't many males from the game (Cat burglars and Knzait...). Anyways wish you luck on this.
OpenBoR Manual

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"The more often enemies attack, the more open they are to counter attacks"

Offline Mrgrill247

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Re: Sailormoon Arcade
« Reply #7 on: February 09, 2009, 09:01:09 pm »
4:21 PM 2/9/2009
Hello everyone. Saseshibure Mina!
It's been a great while since I have made updates to my mod.
I have decided to use Sailormoon's Sega Genesis game for my stages, bad guys from the Sailormoon Arcade and Ninja Master's Haoh-ninpo-cho.


I have dumped the wharf stage because I kept loosing too much colors.  The Sega Genesis stages does not loose colors at all.  Hopefully I will be able to use it one day.   

This screen shot present Sailormoon using "Moon Tiara Action" with mugen creator's Sakuraka permission.

This project is not dead. I'm getting ready to attend Cal State LA and need to save money.  Its fantastic that we have mods to play for free.

Its unfortunate that I do not have the internet at this time and must upload at the internet cafe.

Just for kick, if any one wants to do a sprite edit of Jigoku Shoujou using Sailormoon arcade style that would be great.

Take care-Mrgrill247
 

 
Ninja magic. Ninjitsu-to, the ability to seem invisible to cause fear and paralisis in your enemies.

Offline Damon Caskey

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Re: Sailormoon Arcade
« Reply #8 on: February 09, 2009, 09:05:22 pm »
Why not just use 16-bit color mode? You'll save huge amounts of time modding and have all the color you could ever want.

DC
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Coming Soon:
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Offline Mrgrill247

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Re: Sailormoon Arcade
« Reply #9 on: February 11, 2009, 04:52:08 pm »
Konbanwa mina!!

I am drinking a warm cup of Banana Kiwi Carma from Teavana and listening to the anime "Ruroni Kenshin" as I am modding.

Did you know that the foe Oniwabandana litteraly translates to devil with bandana. She is also from Episode 43 of Sailormoon. I have having fun in the notepad setting her up. She has the ability to throw knives, uses kunais and has a big sword.

The second stage of the elevator has been ripped as well.  I should get to that sometime this week. I'll continue to update everyone when I have the time.  In the mean time, enjoy these pics.


Damon Caskey,
I'll check out the tutorial on how to use 16-bit color mode.  Never used it before. If any one has any tips I'm all ears.

Take care-Mrgrill247

Ninja magic. Ninjitsu-to, the ability to seem invisible to cause fear and paralisis in your enemies.

Offline Damon Caskey

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Re: Sailormoon Arcade
« Reply #10 on: February 11, 2009, 05:16:38 pm »
In a nut shell, 16 bit mode gives each model its own 256 color palette to work with instead of a single 256 color palette for the whole module.

When you are preparing a model (character), you follow the same basic steps as in 8-bit mode and the individual images are still 8-bit .gif or .png files. But here is the cool part - You only worry about colors for that one model at a time, and forget about the rest. When making Sailor Moon or whoever, you get to devote all 256 colors to her. Then you go and do the same with Sailor whoever else and so on.

So not only do you have far more color capacity then the original sprites came close to using, you save time because you don't have to plan around reserved colors for the stages and other characters.

 ;)

The universal palette isn't gone though. It's still defined by the background image. The difference is that only the engine's default stage objects use it. So just like the models, you now get to devote 255 (256 - the transparent color) to each stage instead of the 128 you probably used before. And if that isn't enough, bring on the panel type entities and you can jump it up to a theoretical 65,000+.

DC
OpenBOR Wiki.

Coming Soon:
Spoiler
Fatal Fury Chronicals


Offline Die_In_Fire

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Re: Sailormoon Arcade
« Reply #11 on: February 11, 2009, 09:47:07 pm »
nice pics McgGrill!!

DC, when modifying an existing mod, how do I know if its set to 16 bit mode? well, I guess almost all modders use it.. or no??

Offline Mrgrill247

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Re: Sailormoon Arcade
« Reply #12 on: February 12, 2009, 04:30:40 pm »
Thanks DC. I am going check it out.
Ninja magic. Ninjitsu-to, the ability to seem invisible to cause fear and paralisis in your enemies.

Offline kungpow12345

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Re: Sailormoon Arcade
« Reply #13 on: February 12, 2009, 04:36:23 pm »
 :( Oh come on Mr.Grill, let me help you...

I know you're capable of soooo much more than this.

You will know if the mod uses 16-bit mode in the video.txt file if it uses that.
« Last Edit: February 12, 2009, 04:38:02 pm by kungpow12345 »

Offline Bloodbane

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Re: Sailormoon Arcade
« Reply #14 on: February 15, 2009, 12:19:12 am »
when modifying an existing mod, how do I know if its set to 16 bit mode?

 Read video.txt and find 'colourdepth'. If it is set to 16bit then the mod is in 16bit.

Quote
well, I guess almost all modders use it.. or no??

 I think not all. I didn't use it in Crime Buster v2.5 but I am using it in my next mod.
OpenBoR Manual

Basic OpenBoR Tutorials

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"The more often enemies attack, the more open they are to counter attacks"

 



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