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combo.txt
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Text File
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1999-04-13
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253 lines
KBMAME Combo Guide v1.0
-----------------------
Table of Contents
I) Introduction and Basics
II) Programming combos
III) Combo shortcuts
IV) Advanced Combos
V) Sample
VI) Troubleshooting
VII) Contacting the Author
VIII) Important notes
IX) What's new in this version
I) Introduction and Basics
Starting with version 9, KBMAME now supports programmable combos. Combos are
placed in combo files (.CMB) in the combo directory. Each game has its own
combo file, with the same name as the game but with the .cmb extension.
ex :
Kof94 combos -> kof94.cmb
Kof98 combos -> kof98.cmb
The combo file for the game is loaded automatically from the combo directory.
The default combo directory is COMBO, and can be changed in the mame.cfg file.
Up to 8 combos can be placed in the combo file. To use these combos, Buttons 5-8
can be set to Combo 1, Combo 2, ..., Combo 8 in the Dipswitch menu.
ex :
If button 5 is set to Combo 1, pressing it will execute the first combo in
the loaded combo file.
*** VERY IMPORTANT ***
All combos assume that P1 is facing right and P2 is facing left. To switch directions,
P1 must hold left+combo button and P2 must hold right+combo button.
ex :
Combo 1 is set to a fireball motion (quarter circle down to forward).
Button 5 is set to Combo 1.
If P1 faces right and P2 faces left,
P1 presses Button 5, P1 throws a fireball.
P2 presses Button 5, P2 throws a fireball.
If P1 and P2 swap positions (P1 faces left and P2 faces right),
P1 presses left+Button 5, P1 throws a fireball.
P2 presses right+Button 5, P2 throws a fireball.
Why the need for this? Well, KBMAME is first and foremost a keyboard-friendly version of MAME for
Neogeo games. And let's face it, some games' moves are really hard to pull off (KOF94 Athena's
Shining Crystal Bit, KOF94 Joe's Tiger Kick, Condor's 360/720-degree moves in Breakers, etc.).
And it's nice to surprise a friend by pulling off a 21-hit combo on him when he knows you can
barely throw a fireball with any degree of reliability :)
II) Programming combos
The combo file is a simple text file with a .cmb extension. Each combo is on a separate line.
Combos are defined using these symbols : u,d,l,r,uf,df,ub,db to specify directions and A,B,C,D
to specify the four NeoGeo buttons.
n=neutral
u=up
d=down
l=left
r=right
uf=diagonal up and forward
df=diagonal down and forward
ub=diagonal up and back
db=diagonal down and back
Directions AND button presses are entered with plus signs, such as f + A or
b hcb ub + B + C (Athena's Shining Crystal Bit in Kof94) Note the spaces between each
symbol.
Ex 1.
To do a fireball motion with A (quarter circle down to forward) :
1 d df f + A end
The number refers to the speed of the combo in frames (1=fastest). In this case, the number 1 means that each part of the
combo lasts one frame. Some games require slower motions, while some games require faster ones. The speed of the combo
can be changed midway by inserting the appropriate number. The word end marks the
end of the combo.
Ex 2.
To do a dragon punch motion with C (forward,down,diagonal down and forward) :
2 f d df + C end
In this case, the speed is two because most games require a slower motion for the
dragon punch.
*** VERY IMPORTANT ***
Each combo MUST start with the speed.
Each element of the combo MUST be separated with spaces
Combos are CASE-SENSITIVE. Use lowercase for directions and uppercase for buttons.
Each combo MUST finish with the end keyword.
III) Combo shortcuts
Some of the more common moves have corresponding shortcuts as listed below :
qcf = quarter circle forward
qcb = quarter circle backward
hcf = half circle forward
hcb = half circle backward
dp = forward,down,diagonal down/forward
rdp = back,down,diagonal down/back
Ex.
To do Kyo's Serpent Wave DM in KOF 94, the combo file should contain
2 qcb hcf + C end
To do Kyo's Twilight Ride in KOF94, the combo file should contain
2 rdp D end
IV) Advanced Combos
In KOF98, Blue Mary has a combo that goes like this :
Standing C (two hits), forward+A, qcf,hcb+C
This is entered as:
7 C n n n f + A 3 qcf hcb C end
Translation:
Press C for 7 frames.
Neutral for 21 frames (we are waiting for the two hits to finish).
Press forward and A for 7 frames
Set combo speed to 3
Quarter circle forward, Half circle back then C
One of my favorite Terry combos (KOF98) goes like this :
Standing C (two hits),df+C,Power Charge (hcf+D), Rising Tackle (dp+C)
Entered as :
8 C n n 5 df + C n 2 hcf D 12 n 2 dp C end
Translation:
Press C for 8 frames.
Neutral for 16 frames (Wait for second hit to finish)
Diagonal down/forward and C for 5 frames
Neutral for 5 frames (Wait for uppercut to finish)
Set combo speed to 2
Half circle forward+D
Wait 12 frames (Wait till the power charge starts)
Set combo speed to 2
Dragon Punch+C (Cancel into Rising Tackle)
Another of my favorite combos is KOF98 Goro's bug combo :
Down+D,qcb+B (Chou Ukemi),dp+A (Minelayer), hcf+C (Stump Throw)
Entered as:
5 d + D 3 n 2 qcb B 30 n 2 dp A 60 n 2 hcf C end
Translation:
d+D for 5 frames (Trip opponent)
Neutral for 15 frames (Wait a bit before cancelling)
Set combo speed to 2
qcb B (Do Goro's Ukemi/roll)
Neutral for 30 frames (Wait for roll to finish)
dp A (Do the Minelayer)
Neutral for 60 frames (wait for Minelayer to hit and opponent to land)
hcf C (scoop opponent from the ground with Stump Throw)
Don't do this combo too near the opponent or else Goro will roll to the other side
and stuff the combo.
V) Sample
A sample combo file for Breakers Revenge is included in the zip (breakrev.cmb).
This file contains two pre-programmed moves (I'm getting sleepy, OK?):
Combo 1 - Condor's 360-degree throw
Combo 2 - Condor's 720-degree super throw
Usage :
Load up Breakers Revenge and pick Condor as your player.
Set any of buttons 5-8 to Combo 1 and Combo 2 in the dip switch menu.
Go close to the opponent and hit the appropriate button (remember to hold towards the opponent
when you're facing the wrong side).
DO NOT MASH THE BUTTONS! WOLVERINE IS NOT IN ANY NEOGEO GAME! (yet)
VI) Troubleshooting
If your combo doesn't work, use the ff. checklist to pinpoint problems :
1) Timing is everything. Try different combo speeds and delays.
2) Check the spacing of the combo file (remember, spaces between each element!)
3) Remember, directions are lowercase and buttons are uppercase.
4) Timing is everything. Try different combo speeds and delays.
5) The combo MUST begin with a number (combo speed).
6) Timing is everything. Try different combo speeds and delays.
7) The combo file can contain only 8 combos, each on a separate line.
8) Put the combo file in the combo directory.
9) Make sure you're not facing the wrong side (press towards the opponent, then press the button)
Oh, and don't forget that timing is very important :)
VII) Contacting the Author
My homepage is at http://members.xoom.com/Deimos0. You can find my e-mail address there.
Why not just list it here? Because I plan to switch e-mail accounts soon. (Oh, all right,
my current one is deimos0@usa.net, but I don't think I'll be using that for much longer)
DO NOT mail me asking why xxx combo does not work. It's all a question of timing or file format.
DO mail me if you have a particularly devastating combo you'd like to share. If I get enough
submissions, I'll put up a page with the best combos.
DO mail me if you like the programmable-combo feature. I'd like to know if I'm wasting my time :)
If enough people like it, I'll continue to improve it. If not, it will either be removed or
stay unchanged.
DO send in suggestions for improving this feature. (ex. a button to stop the currently executing combo)
VIII) Important notes
Don't rely on the automatic combos too much or your arcade skills will get rusty :)
If any of you guys have a copy of D&D Collection for the Sega Saturn that you're not using,
feel free to send it my way. It's my favorite game of all time, but it's just not available over
here where I can get my hands on it :(
IX) What's new in this version
4/13/99 - Everything!
- Deimos (http://members.xoom.com/Deimos0)