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Capcom VS SNK REDUX Customised Screenpack all by DoomJoshuaBoy. This is inspired by CAPCOM VS SNK 2 game, all rights reserved.

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Capcom VS SNK REDUX IKEMEN Screenpack

Welcome to This Customised Screenpack all by DoomJoshuaBoy.

This is inspired by CAPCOM VS SNK 2 game, all rights reserved.

Also please considering having at least 3-4 gb of ram as this screenpack is heavy resources

Supporters

2Dee4ever

ArachnoLord

Hollow

ViolinKen

RagingRowen

Bluekuma

POTS

Akito (Huge Helper)

ShinZankuro

Original authors

Raisu

PabloSSB

ProtomanX

-Shin_Hado-

Thanks to

POTS (for Capcom VS SNK 2 Commentator System, Attack Data and Active Tag modules)

Kamekaze (for Round Transition module)

Instructions

Since this Screenpack includes some ZSS or Lua that needs replacement, this section is required.

  1. Download the Nightly And The Screenpack
  2. Extract Nightly to any folder you want then extract the ScreenPack inside ikemen_go/data.
  3. Load IKEMEN_GO first then close it OR Exit, it will give you extras in your "save" Folder.
  4. Open up the folder you should see a "config.ini" File.
  5. Load it up with your favorite Text editor (Recommendation: Visual Studio Code or Notepad++) and replace the first lines.
; Common animations using character's local sprites
Air     = data/common.air
; Common commands
Cmd     = data/common.cmd
; Common constant variables
Const   = data/cvsr/fight/cvscommon.const
; Common states (CNS or ZSS)
States  = data/functions.zss, data/cvsr/fight/ZSS/cvsaction.zss, data/cvsr/fight/ZSS/cvsdizzy.zss, data/cvsr/fight/ZSS/cvsguardbreak.zss, data/score.zss, data/system.zss, data/cvsr/fight/ZSS/cvsactivetag.zss, data/training.zss
; Common packs of graphic and/or sound effects called during the match by using
; a specific prefix before animation and sound numbers (like lifebar fightfx)
Fx      = data/cvsr/cvsfx.def, data/cvsr/fight/commentator_cvs2.def, data\CVSR\fight\cvs_roundtransition.def
; External modules (no need to add modules placed in external/mods directory)
Modules = data/cvsr/lua/fadesnd.lua
; Pure Lua code executed on each frame during match
Lua     = loop()

Theres 2 different types of extra common states, please make sure you use the same screen resolution as the aspect ratio!!! SD:

; Common states (CNS or ZSS)
States0 = data/cvsr/fight/ZSS/cvsko.zss, data/cvsr/fight/ZSS/cvsrounds.zss, data/cvsr/fight/ZSS/roundtransition.zss, data/cvsr/fight/ZSS/cvsconfig.zss, data/cvsr/fight/ZSS/commentator_cvs2.zss, data/cvsr/fight/zss/attackdata.zss

HD:

; Common states (CNS or ZSS)
States0 = data/cvsr/fight/ZSS/cvskohd.zss, data/cvsr/fight/ZSS/cvsrounds.zss, data/cvsr/fight/ZSS/roundtransitionhd.zss, data/cvsr/fight/ZSS/cvsconfig.zss, data/cvsr/fight/ZSS/commentator_cvs2.zss, data/cvsr/fight/zss/attackdata.zss
  1. Go down and change "GameWidth" and "GameHeight" to however you want.

  2. Change "Motif" to either,

There's 4 seperated motifs

HD: Squared:

; Motif to use. Motifs are themes that define the look and feel of Ikemen GO.
Motif               = data/cvsr/systemhd.def

Diamonds:

; Motif to use. Motifs are themes that define the look and feel of Ikemen GO.
Motif               = data/cvsr/systemdhd.def

SD: Squared:

; Motif to use. Motifs are themes that define the look and feel of Ikemen GO.
Motif               = data/cvsr/system.def

Diamonds:

; Motif to use. Motifs are themes that define the look and feel of Ikemen GO.
Motif               = data/cvsr/systemd.def
  1. Lastly load up ikemengo and it should be good to go.

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Capcom VS SNK REDUX Customised Screenpack all by DoomJoshuaBoy. This is inspired by CAPCOM VS SNK 2 game, all rights reserved.

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