How do I create characters for OpenBOR?

marco75

New member
I'm trying to add a player character to Maggga's Double Dragon Reloaded Alternate.pak.

I pakxploded the pak to the .\data\ directory, and put blank.pak into .\Paks\

I then downloaded his sprite sheet from
https://www.spriters-resource.com/arcade/crimefighters/sheet/55455/
This is the unnamed player character from Konami's Crime Fighters. I call him 'vigilante'.

I then load the sheet in Photoshop:
In the mod, each animation cel is a .gif of size 200 x 200. All of the original graphical assets of the Technos ROM have had their pixels doubled, so the default jimmy character is 125 pixels tall (every pixel of original arcade sprites doubled).
I want to convert vigilante to this schema.
He is 53 pixels tall in his own game. So if I scale his sprite sheet by 125 DIV 53 = 2.358491, he will be just the right size to fight alongside the Lee bros.
I use Photoshop color select tool to remove the background from the sprite sheet and convert it to a transparent .PNG, using Image > Mode > Indexed color.
I then selected Image > Image Size > multiplied the width by the scalar above, choose Resample > Nearest neighbour (hard edges).

I then dragged the upscaled .PNG into Alferd Spritesheet Unpacker ver.19.
Options > Export Options > File Format Png, [x] Make Background Transparent
I now have the frames as shown in the picture below.
https://www.dropbox.com/s/8hq7304gssvan25/Ripping%20up%20spritesheets%20for%20OpenBOR%202018-03-22%202.png?dl=0
But how do I make them into cells and code the vigilante.txt. I can imitate the billy.txt, and adapt his code, but how do I position the frames on the cells and how do I figure out all the offset values?

Is there an editor for this, or some batch processing program?

I feel there should be a way to interactively alter offsets and see the effect in the engine. In fact, shouldn't it be possible to have a "dev mod" where you can frame advance through the game animations and adjust offsets and bbox while the game engine is running? I think Caskey did something like this for grapple animations.

I would appreciate someone prod me in the right direction.

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A good tool to setting offsets is to use mugen fighter factory.
First you go to "Sprites > Add" then choose the sprite you want to set the offset.

A menu called "Add sprites" will pop up, with some options, group, axis and palette.
Go to axis and you'll see some blue crosses and some squares. Choose the middle square on the bottom row (It's the standard offset for standing characters), and make note of that offset.

You will use the same offset for all sprites of the same animation.

I too would love to see that grapple editor mod, but... well. You can't have everything, so unfortunately we'll have to live without it.
 
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