 
Fixes & changes for version 1.0 (December 12th 2005)
Final version. No more work on him, I swear it.
All original stuff made optional. Check "User Preferences" in statedef -2 for details.
Added my SUPER FINISH FX template you already know about (if you have any of my other characters).
Reverted back to standard fall animations on most throws.
KOF XI "Special Gatling Attack" DM added.
Crouching strong punch is now cancelable, and standing knockdown is now from KOF XI (faster).
Fixes & changes for version 1.0c (April 4th 2005)
Probably the final update.
Major AI tweaks : looks more human, won't be able to use Heat Mode, improved some stuff here and there.
Clark now uses KOF Neowave Super Cancel Mode by default. Not much different from the previous 2002 groove (check Moves).
Completely remade AIR file. Screw MCM.
Increased damages for throws when Clark is in Heat Mode.
And as usual, probably extra things not worth mentioning.
A special note for those who asked : the damage values on hyper moves
are accurate to KOF, it's just that mugen reduces them using the
Super.TargetDefenceMul in mugen.cfg. Switching the value back to 1
(instead of 1.5) offers you access to the regular values.
Another note, concerning Ralf stuff : as you might have noticed, there
are several Ralf edited frames in Clark's SFF. They were originally
planned for the Ralf Mode, but I have no time for now to complete it.
Maybe in the future ...
Fixes & changes for version 1.0b (January 15th 2005)
2nd update by CDNateur
Added missing command cancels from run state & corrected run command release behaviour.
Tweaked a bit AI, making Clark more balanced.
Removed useless CLSNs on some animations.
Increased Twisted Wrestle DM damage values, it is now worth performing it.
Throws won't succeed if opponent is in his jump start/end state (like KOF).
Corrected again command timings, they are now much easier to perform compared to 1.0a.
Counters can block again Hyper Moves. Not my fault if some characters don't have the right properties.
Added winposes to strikers if opponent dies from V-Slasher or Umanori Galactica Phantom.
KOF 2003, Maximum Impact (USA) & Maximum Impact (Japan) sound files remade available.
Extra things not worth mentioning.
Fixes & changes for version 1.0a (November 10th 2004)
Update by CDNateur
Removed all Ralf Mode stuff, according to Orochi's wishes.
Updated Winane's AI Activation Code to the latest version.
Introduced KOF'98 crouch B -> Crouch A -> SAB combo for hot mind game action.
Fixed Frankensteiner issue where Clark would hit an opponent while he is still bouncing.
Removed all shortcuts to hyper moves & roll/knockdown. Use the regular commands >:P
Corrected command timings.
Updated readme according to the changes.
Added some missing CLSN2 boxes.
Added the recovery time on Shining Wizard miss.
Added missing Counter Attack Evasion Roll cancels.
Updated AI, it now behaves a bit better than before and looks really human now, be careful ;)
Modified followups 4 the counters (they come from the now dead Ralf Mode)
Standing strong Kick (far) & crouching strong kick have now their KOF Neowave properties (faster).
Removed custom power up mode and introduced KOF Neowave Heat Mode.
Corrected close standing strong punch behaviour (this caused numerous
problems, like jump attack, close C, stomping, Mount Tackle to connect
from everywhere where it almost never happens in KOF except in corner
and most of the time using the "same facing" KOF engine corner bug).
Reduced AI-only Counters range and modified properties : Counters
cannot block Hyper Moves anymore (these modifications have been done to
reduce the cheapness of the counters and they fix some issues found
when opponent's hyper move is using a helper, like Kyo's
Orochinagi/Serpent Wave. This will also weaken Clark against regular
hyper moves like Ryu's Tatsumaki Senpuu Kyaku)
Probably more things I forgot to note.
Fixes & changes for version 0.94 (September 5th 2004)
1.0 isn't that far ..... =D
Fixed jumping light kick animation (it displayed the strong kick animation).
Twisted Wrestle SDM finisher is random, cancellable into striker SDMs
(ie. no Super Cancel) & one finisher receives a new sprite.
Added V-Slasher & Umanori Galactica Phantom as striker SDMs.
Corrected Stomping pausetime (caused SAB to link after Close strong punch -> stomping combo).
Redesigned A.I., still using the old code though, Winane !
Improved Running Three SDM final part (gravity typo made Clark land earlier)
Improved Mega Running Spark Pile Driver (missing posadd, it now looks genuine =O).
Updated readme & added the new stuff.
Extra corrections/optimizations I don't remember of.
Fixes & changes for version 0.91a (July 17th 2004)
Bugfix update of the 0.91 version
Fixed jumping vertical light punch hit spark axis
Corrected run sound issue on Mount Tackle miss. Updated the command from QCF to HCF (same as KOF)
Fixed again Death Lake Drive (p2bodydist x & grab miss issue. Clark is not supposed to miss air grab)
Fixed "Clark gets stuck in state 130 when guarding".
Other little fixes I found out and/or were submitted by people ...
Credited people who deserved it
Fixes & changes for version 0.91 (July 15th 2004)
Bugfix update of the 0.90 version
Fixed Mega Running Spark issue where Clark would run forever on wide stages (thanks to Winane)
Fixed Death Lake Drive issue where Clark would fly in the air, added sounds & sparks. Tiny characters are problems >:P
Updated clark_noai.cmd in order to take in account the changes
Fixed run sound issue on Mega Running Spark final part.
Other little fixes I found out and/or were submitted by people ...
Updated French version of the readme =O
I forgot to mention it earlier, but Clark has a MB animation for SvC Demitri's by Bad Darkness.
Make the required changes in order to use it :
1°)
open Demitri CNS file and browse to state 2020.
2°)
You will find a part where there is a list of creators names. What
you have to do now is to add the name of the creator which character
should be MBed in the trigger list. So you will add a line like :
trigger 10 = authorname = "OrochiKOF97" (replace trigger # accordingly).
3°)
Do this each time this list appears (6 times), then you're done.
Fixes & changes for version 0.9 (July 12th 2004)
First beta of the 0.9x series, approaching perfection :P
Tweaked AI a bit in order to become more efficient
Frankensteiner : p2 states redone in order to remove the "no flash
elbow hit connection" & to be compatible with Linux MUGEN
Flash Elbow : conditions updated (following Frankensteiner modifications + KOF'01 specs)
Twisted Wrestle DM : new finisher, named Northern Light Bomb
Twisted Wrestle SDM : now receives 3 finishers. Shining Drop, Horse Mounted Ralf Kick and Reversed Frankensteiner
Added a missing kick sound
Added missing CLSN2 boxes
Generic tweak concerning code
Character compiled to be compatible with DOS, Linux and Windows MUGEN
Added Death Lake Drive air throw
KOF'03 style Shining Wizard (modified sounds & sparks)
Many many other little fixes I don't remember of :P
Fixes & changes
for version 0.82a (April 18th
2004)
Third beta of the 0.8x series
Changed AI activation method, now following Winane's method.
Fixed some command issues.
Fixed Mega Running Spark, Twisted Wrestle DM & SDM camera issues.
Fixed issue where Clark would perform Shining Wizard if opponent gets up from crouch during the first ticks.
Fixed KOF'01 Death Valley Bomb damage (forgot to update it :p).
Fixed run sound issues.
Added an alternate Clark Spark finisher (Ultra Argentina Backbreaker SDM).
Added KOF 2003 voice (not available for download yet) & portraits (featured).
Other little fixes ...
Fixes & changes for version 0.82 (April 15th 2004)
Second beta of the 0.8x series
Removed Exceed. No more references to SvC Chaos. Galactica
Phantom only remains in Ralf Mode.
SFF file is now optimized thanks to Winane - this also fixes
the "ugly small portrait on select screen" issue.
Fixed facing, sprpriority & incorrect binds issues on most grabs.
14 new palettes (2 replaced + an
alternate set of 12 palettes)
Switched to a customized KOF'03 style hitcount.
Modified walk speeds : now using KOF'01
values.
Fixed a nifty pick : shadow offset.
Fixed
basic moves sparks.
New readme
And as usual the bunch of
other little fixes not worth mentioning ..........
Move-specific Fixes
Super
/ Ultra Argentina Backbreaker
Fixed DM / SDM spark issue on Ultra Argentina
Backbreaker success (looked like they were slowed down)
Fixed camera issues for p2 on Super/Ultra Argentina Backbreaker. Be advised that there are problems with ScreenBound in
Simul Mode though.
Added KOF'01 Death Valley Bomb (Clark will now randomly pick
the speed, KOF'01 or KOF'02 version)
Added UAB SDM p2 bounce. Now following KOF.
Frankensteiner
Fixed Frankensteiner invincibility issues. The move
isn't anymore invincible to throws (KOF-like).
Corrected HitDef activation time.
Napalm
Stretch
Mixed A & C version into an unique version (A
version only differs on the landing 1st frame timing : 5 ticks instead
of 7 for the C one. As it is not really noticeable I've set the frame
timing to 6)
Mount Tackle
Added Mount Tackle A version
Added Mount Tackle miss final slide (Clark will not dive if
opponent is too far when he stops running).
Fixed Mount Tackle running part velocity (upgraded from 8.2 to
8.5).
Modified dive timing / distance.
Mount
Tackle - Clark Lift
Reduced a bit p2 velocities. Opponent bounces closer
to Clark.
Mount
Tackle - Rolling Cradle
Increased Rolling Cradle damages.
Mount
Tackle - Super Lift D.D.T
Added the possibility to perform the Flash
Elbow using the inversed command.
Gatling
Fixed Gatling (X version) air juggling issues &
opponent velocity (using same values for both versions).
Fixed Gatling (Y version) pausetimes,
air velocities & juggling. Using KOF'01 values
instead of '99.
Added custom Super Attack Cancel into UAB / Running Three from
Gatling Y version on 1st & 2nd hit.
Shining
Wizard
Fixed Shining Wizard pausetimes.
Fixed guard issue on 1st hit.
Added ground recovery wave
Flash
Elbow
Improved p2 bouncing velocities
Modified p1 / p2 getup timing
Tweaked command detection / performing distance /
corner behaviour
Mega
Running Spark
Increased a lot damages. Not anymore a useless move
(700 points of damage).
BG becomes black if opponent is going to be killed by the HSDM
(KOF'02 like).
Ralf Mode additions & info
Ralf Mode activation command has changed. Check the Extra page.
 Added
Ralf Mode Galactica Phantom SDM (taken from the Exceed | copy - paste
power !)
 Umanori Vulcan Punch frames are ready.
Known Issues
Do not contact me if
you wish to report something listed below because either :
1°) I am already aware of them and there must
be good reasons that I didn't fixed them yet.
2°) They are
being fixed.
3°) They can't
be fixed because they don't depend of Clark himself.
4°) Personal choices.
Flash Elbow won't hit if opponent has a NotHitBy flag
on his standard fall states. I can't do much for that.
Creators shouldn't add this type of
invincibility because well converted (KOF) characters can't juggle much. Well I just wanted
to make you notice this. (does not depend of Clark)
On occasions, Clark will go through
opponent at the end of the Flash Elbow. I tried to fix that by adding
wide CLSN2 to the being hit opponent : well it works well 90 % of the time, but there are still those stupid 10 % ... :/ (to be fixed)
Posadds on last frames of Galactica Phantom aren't properly set
(to be fixed)
p2 has a positive x velocity on Super Lift D.D.T (personal choice)
many more
...
Old Fixes
v0.80 (December 27th 2003)
1. Code Fixes
Basic Moves
- All moves
--> Modified anims that had an incorrect animation time.
--> Checked again HitDefs & modified some of them.
- Added Slamming German & Fisherman Buster normal throws.
--> There might be some binds that don't look correct with some
characters.
- Added CD Counter Evasion ( + during a normal
move in KOF,
+ here).
--> I don't know if it's the right name (I think it
is Guard Cancel Attack Evasion, quite -_-) but you get the idea.
- Added Straight jumping B
--> This one was completely missing and nobody noticed, even me :D
- Added the missing third light kick hit sound
--> Fixes the issue where there you would not hear any sound at
times when hitting an opponent with a light kick move (because of the
VarRandom).
Special Moves
- All throws
--> Added Sorrow Edge's Throw Limiter. No more Jump Attack
to Grab combo.
--> Removed most p2 custom states, using standard fall gethit states.
- Super Argentina Backbreaker
--> Fixed sounds
--> Fixed timings
--> Fixed a sprpriority issue
--> Fixed some of the binds
--> Tweaked a bit p2 custom state when thrown on ground & Flash
Elbow activation.
- Frankensteiner
--> Fixed animation times & BindToTarget useless tick which was
remaining from previous beta.
- Napalm Stretch
--> Fixed landing time on strong version.
- Flash Elbow
--> Fixed Launcher velocity.
--> Fixed Running velocity.
--> Fixed Connections to the concerned moves : SAB, Frankensteiner,
Napalm Stretch & Super Lift.
--> Big Ground Wave now appears at the beginning (when Clark hits),
and not at the end like KOF.
- Mount Tackle
--> Added startup time (and modified the voice timing).
--> Fixed Rolling Cradle
(FINALLY ! :D)
--> Added missing drop sounds on Clark Lift & Super Lift D.D.T
--> Fixed p2 facing issue on Super Lift D.D.T
- Gatling
--> Fixed pausetimes on strong version
- Shining Wizard
--> Fixed hit end pause
Hyper Moves
- Ultra Argentina Backbreaker
--> Applied the fixes from SAB to UAB.
--> UAB SDM : p2 end animation is different from KOF : no bounce
until further notice (in fact I was too lazy to send p2 in his diagup
bounce anim, and there's the problem when the character doesn't have
such animation, it would look weird.)
- Twisted Wrestle
--> Optimized DM code a lot.
--> Modified damages.
--> Fixed SDM bug where opponent would get up 5 or 6 pixels above
the y axis.
- Exceed
--> Added Galactica Phantom Exceed (limited to one attempt per round
for now, I'm too lazy
overwriting statedef 5900 ...)
--> You CANNOT grab it. All grab attempts will be considered as
normal hits thus being blocked
by the autoguard. I guess you're wondering "why can't I grab it ? I can
do so in KOF." and here's
a quick explanation : this move has weak to no defense (don't consider
the autoguard & the
unguardable hitdef here) & has a huge starting time, so most people
will have the idea of jumping
/ dodging / grabbing it. I'm just trying to make this move a bit fair
for Clark by removing
grabbing possibilities on Galactica Phantom, so EVADE EVADE EVADE :P.
I'm sure you will understand what I'm trying to say with my poor
English skills. Anyway if you still wish to make it hit by grabs,
modify the necessary flags in clark_R.cns.
2. Miscellaneous
fixes & additions
- CMD file
--> Replaced all time triggered command cancels by animelemtime
triggered command cancels
- SFF file
--> Added missing sprites (they did not show up in debug but they
did in the game :O
--> Fixed axis of most explods
--> Fixed DM spark (was still using the version extracted from the
outdated SFF file ...)
- SND File
--> Toned down effects sounds by 100 %
- Palettes
--> Added 5 new palettes
--> NeoClark11.act = WTF Shadow Clark
--> NeoClark12.act = Ralf'99
--> NeoClark13.act = Military (KOF'99 Style)
--> NeoClark14.act = Dark Blue
--> NeoClark15.act = Some random country, famous for its MUGEN
"creations"...
- Split Clark92i.cns into Clark_N.cns, Clark_S.cns, Clark_H.cns
& Clark_R.cns
--> Because I wanted to but I was very lazy ... :p
There are also a bunch of little fixes that are not worth mentioning.
Known Issues
Do not bug me at all for those because
1°) Those are being fixed (and prepared for next beta release)
2°) Those ones can't be fixed (mainly because they don't depend of
Clark)
-> Flash Elbow won't hit if opponent has a NotHitBy flag on his
standard fall states. I can't do much for that, creators shouldn't add
this type of invincibility because well converted KOF characters can't
juggle much. Well I just wanted to make you notice this.
-> Sometimes, Clark will go through opponent at the end of the Flash
Elbow. I tried to fix that by adding wide CLSN2 to the being hit
opponent : well it works well 95 % of the time, but there are still
those fucking 5% ... :/
-> Frankensteiner is not supposed to grab an opponent who also tries
to grab Clark. This is a NotHitBy issue that I will try
to fix soon. I noted that when Clark
grabbed IoriX's Kuzukaze (and the fact that you cannot do so in KOF).
Old Change Log
---------------------------------------
July 8th 2003 - 1st "official" beta (v. 0.7)
---------------------------------------
- Guard Crush implemented
- Desert Youth new move is available
- 4 new palettes
- Some tweaking & few fixes
---------------------------------------------
June 30th 2003 - 2nd MUGEN Dev beta (v. 0.6)
---------------------------------------------
- Twisted Wrestle SDM is up ! You've never seen such original move :D !
- Counter Hit System is available.
- New palette : NeoClark6.act (named : "The MRev Nigger who escaped
from some random jail" :P)
- Fixed many things. Check fixes.txt for the list.
--------------------------------------------
June 24th 2003 - 1st MUGEN Dev beta (v. 0.5)
--------------------------------------------
- Twisted Wrestle DM is up. It's a new Mount Tackle followup ;)
- The 4 KOF 2002 palettes are available (Clark + his small portrait) +
1 new.
------------------------------------------
June 22nd 2003 - 1st private release (v.0.4)
------------------------------------------
- Totally remade SFF & palette. No more newbie mistakes in. :D
- Mega Running Spark HSDM is now up. Vels are not accurate to KOF
because I modified them.
- 1st beta-tester release of the Running Three (DM and SDM versions).
Read carefully the comments concerning the SDM version in Clark2002.cns
please.
- Fixed velocities for :
Napalm Stretch (attempt & success)
Gatling
Mount Tackle
Running Three DM
Ultra Argentina Backbreaker SDM
... and still fixing the remaining ones.
- Fixed many p2 anims & p2 vels (in all the get hit states)
- Fixed ALL damages, they are now accurate to KOF 2002 & KOF 2001
(Gatling)
- Fixed close strong punch vels (caused C, -> + B, Super Argentina
Backbreaker to connect, which is strictly impossible in KOF)
- Fixed Mount Tackle Success Negative Vel (caused Clark to slide back
at the end of the anim). Still not accurate vel though.
- Roll is now fully available (removed the PlayerPush & Roll Back
bugs).
- Mount Tackle enabled on light punch.
- Added all the CLSN2 that were missing from previous beta.
- Improved Grab Attempts CLSN1 : closer to the KOF feeling.
- Many other little improvments ... d-_-b
|