

-=STREET FIGHTER X TEKKEN "GENERAL" FORMATTING NOTES/INSTRUCTIONS=-


This document covers all of the important tidbits you need to know regarding what's included in my release package. All of my
SFxT portraits are made for three different formats, each featuring slightly different settings. Be sure to read up!!

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First and foremost, here are some possible frequently asked questions that might come up for SFxT's sets of art,
so I will answer them immediately!!


"Hey Saikoro... You know, SFxT has a full roster of 50+ characters. So why do we only get 24 portraits?? That's, like, less than
HALF of the original roster's size!!"

Very good question. As with most artwork you will find on the internet, resolutions for a majority of them are of varying quality.
Or in laymens terms, you have lots of portraits with very low resolutions, and a few with high quality resolutions. NoZ got his hands
on 24 very high quality portraits, so that's all I could work with. Sagat and Heihachi were going to also be included, but A: Heihachi
is not currently planned as a WIP. And 2: Sagat's and Heihachi's artwork were at about 60% size and quality while compared to the rest of
what I was working on. They looked too blurry. So to keep consistency, both of them were scrapped. Lastly, every remaining SFxT style of
artwork you can run a search on is not against a clear or white background. Capcom put on those stupid Pandora, blur and water effects all
around characters like Akuma, Bison and Ogre. Editing those would have been a nightmare, but more importantly, editing would have
detracted from overal quality. Hence the 24 you have at your fingertips.


"Why no Lifebar Portraits?? You converted over Marvel VS Capcom II's art style. Why not these??"

I touched upon this a little in the MvC2 document, so I'll be more detailed here. If you look at how MvC2's style was drawn, profiling
for each character is even and proper. SFxT's art is a little more dynamic than that, namely with characters like Asuka, Balrog and
Kazuya. No matter how I tried to work around this hurdle, a unified look could not be made, so the idea was scrapped entirely. KyoKano
already included his own format of lifebar portraits that are very good. Go ahead and use those instead.


"Some of your scaling seems to be a bit off. Guile looks a little too big. Vega looks a tad too small. What gives??"

This comes down to being work effeective and staying sane!! And this goes for every release I make. For SFxT's case, consider the fact that
each template I make BEFORE touching up intended formats take about 8 to 12 hours a piece to clean up after properly indexing an image.
Also, if you look closely at how these images were drawn, each character has a different depth perspective and size to remain dynamic and
eye catching. I decided to leave each image as is. So while Vega may appear smaller than Asuka, and Guile appears bigger than most, their
proportions are correct. Capcom just went with dynamic framing. While this question is more of a nitpicking issue, I wanted to explain my
stance here. So there you have it.

"And Speaking of scaling, Kazyua's hand in Nexus is WAAAAAY too fucking big!! Uh.... yeeeeah...."

This portrait was a bitch to format. So as a side effect, he takes up too much real estate. It's an error, but only because I wanted his
proportions to somewhat match everything else. It will only look really weird when Kazuya battles Kazuya. LOL


"You decided to include SFxT small face portraits at 25 by 25 pixels, but not MvC2?? Or even MvC3 or CvS!! Whaaaaaa!?"

This came down to wanting to finally release this package. Big Boss mentioned that to remove stress and keep my workload more effective,
I should split up my endeavors. So while they are not included as of now, I am going to give my 53 templates the small love they deserve
in a future release as a bonus addition. They will be released within time, but I wont say with what. Count on it though!!

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STANDARD RESOLUTION FORMATTING NOTES

My trademark high quality resolution style that I debuted with is also included within this package for all of you default size portrait
users. In order to make these appear properly on your select and versus screen, go into your Screenpack's system.def file and adjust these
indicated (with arrows) settings:

[Select Info]

fadein.time 	 	= 10
fadeout.time 	 	= 10
rows			= 3
columns		 	= 16
wrapping 		= 1
pos			= 20,318
showemptyboxes 	 	= 0
moveoveremptyboxes 	= 1

cell.size		= 15,15
cell.spacing		= 23
cell.random.spr		= 102,0
cell.random.switchtime 	= 5

p1.cursor.startcell 	= 0,0
p1.cursor.active.anim	= 103
p1.cursor.done.anim 	= 104
p1.cursor.move.snd 	= 1,0
p1.cursor.done.snd 	= 2,0
p1.random.move.snd 	= 100,0

p2.cursor.startcell	= 0,15
p2.cursor.active.anim 	= 105
p2.cursor.done.anim 	= 104
p2.cursor.blink 	= 0
p2.cursor.move.snd 	= 1,0
p2.cursor.done.snd 	= 1,1
p2.random.move.snd 	= 1,0

random.move.snd.cancel 	= 0
stage.move.snd 		= 1,0
stage.done.snd 		= 2,1
cancel.snd 		= 1,2
portrait.offset 	= 0,0
portrait.scale		= .6,.6

title.offset 		= 2,474
title.font 		= 3,0,1

p1.face.offset 		= 8,14
p1.face.scale 		= .5,.5 <----Set this to .5 as it is originally 1.
p1.face.facing 		= 1
p2.face.offset 		= 631,14
p2.face.scale 		= .5,.5 <----Set this to .5 as it is originally 1.
p2.face.facing 		= -1


Also, depending on how your versus screen is comprised, you may also have to adjust scaling in these areas as well.
BrokenMugen's Versus Screen denotations look like this:

[VS Screen]

time 			= 720
fadein.time 		= 15
fadeout.time 		= 30

p1.pos	 		= 8,14
p1.scale 		= .5,.5 <----Also set to .5 instead of 1.
p1.facing 		= 1
p2.pos			= 631,14
p2.scale 		= .5,.5 <----Also set to .5 instead of 1.
p2.facing 		= -1

p1.name.pos 		= 12,292
p1.name.font 		= 2,0,1
p1.name.spacing 	= 0,-25

p2.name.pos 		= 630,292
p2.name.font 		= 2,0,-1
p2.name.spacing 	= 0,-25

Lastly, an example of what BrokeMugen's Victory Screen looks like coding wise:

[Victory Screen]
enabled 		= 1
time 			= 750
fadein.time 		= 8
fadeout.time 		= 15
p1.spr 			= 9000,2
p1.offset 		= 8,14
p1.scale 		= .5,.5 <---- Again, set this to .5 instead of 1.
p1.facing 		= 1

p1.name.offset 		= 12,292
p1.name.font 		= 2,0,1
p1.name.spacing 	= 0,-25

p1.window 		= 0,0, 240,280

p2.spr 			= 9000,2
p2.offset 		= 8,14
p2.scale 		= .5,.5 <---- Again, set this to .5 instead of 1.
p2.facing 		= 1

p2.name.offset 		= 12,292
p2.name.font 		= 2,0,1
p2.name.spacing 	= 0,-25

p2.window 		= 0,0, 240,280

winquote.text 		= I won... was this my final test?!
winquote.offset		= 20,335
winquote.font 		= 2,0,1
winquote.window 	= 0,310, 620,380
winquote.textwrap 	= w


Each screenpack's system.def file is practically laid out in similar fashion, so you should have no problem locating these settings.
Remember, if you do not set your coordinates to .5,.5 you will have blown up resolutions that Mugen won't scale down.

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BIG BOSS NEXUS 1.0 FORMATTING NOTES

Big Boss included some very simple and specific coordinates for his trio of portraits needed to make Nexus shine. You have three
interesting and sharp looking portrait formats, which include:


"Small Face" Portraits, or your 9000,0 portraits.

"Select Screen" Portraits, or your 9000,1 portrait.

**On this "Select Screen" format, after importing your desired portrait set the x Axis to -172 and the y Axis to 118. Voila!!**

"Victory and Versus Screen" Portraits, or your 9000,2 portrait.


As with what was said in my MvC2 document, inserting these portraits is very easy through Fighter Factory. Once again, if your character
does not include these listed portrait values, simply add them in through Fighter Factory's "Sprites/Add" option as it's very
straightforward and quite simple. The menu really needs no explanation either. It's an easy process for those of you who do not know what
to do. And if you're still stuck after reading this, don't hesitate to ask within Guild!!

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KYOKANO'S STREET FIGHTER X TEKKEN FORMATTING NOTES

These portraits fit in exactly like MvC2's style, so adding them in is a sinch. These can all be simply inserted via Fighter Factory with
no issue with default "X" and "Y" values both set to Zero (with the exception of the above listed characters Lifebar Portraits). When
swapping in what you have in mind, please make sure that the "shared pallette" option is not selected. Also, each style of formatting has
their own grouping values, which are:

SMALL 'FACE' PORTRAITS   :9000,0

SELECT SCREEN PORTRAITS  :9000,1

VICTORY/VERSUS PORTRAITS :9000,2

LIFEBAR PORTRAITS        :9000,3

If your character does not include these listed portrait values, simply add them in through Fighter Factory's "Sprites/Add" option as it's
very straightforward and quite simple. The menu really needs no explanation either. It's an easy process for those of you who do not know
what to do. And if you're still stuck after reading this, don't hesitate to ask within Guild!!

To be thorough, I will mention that KyoKano was very straightforward with portrait coordinates. Everything, with the exception of what was
mentioned above for Big Bosses Select Screen Portrait, is set to "0","0" X and Y coordinate wise. I'm sure all of you know this, but it had
to be mentioned.

Yes, I did a lot of copying and pasting here.

And I believe that covers everything for the entire Street Fighter X Tekken side of things.

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END OF DOCUMENT