

-=MARVEL VS CAPCOM II "KYOKANO'S SFxT" FOMRATTING NOTES=-


This document covers all of the important tidbits you need to know regarding what's included in my release package. All of the
MvC2 portraits are made exclusively for Kyokano's Screenpack style.

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First and foremost, here are some possible frequently asked questions that might come up, so I will answer them immediately!!


"So where's Morrigan??"

She only had a smaller, low resolution sized template that would have looked horrible for High Definition, so she was scrapped. You can
find her in a previous MvC2 release of mine in her 240 by 280 portrait size.


"Wheres Magneto and Storm??"

Just like Morrigan, these two MvC2 styles of art had atrocious low resolution offerings, which is a shame, that were hardly
worth any touching up at all. Seriously, you can't find them anywhere. Therefore, they were also excluded from the lineup. Sorry!!
You may also find these two in their MvC3 style in one of my previous releases.


"Compared to everyone else's framing, both variants of Wolverine look a bit off in comparison. I don't like it. Why is that??"

That's your opinion and I'm OK with hearing that. Both Wolverines, I.E. the BoneClaw version and the Adamantuim version, had to be framed
properly. And to me, that means cropping as little as I saw fit. The "ears" of his costume look badass, so I didn't want to remove them
from view. As a side effect, both versions appear much lower than they really should. It's odd at first, but it makes sense in my opinion.


"Hey!! WHERE'S MY MvC3 PORTRAITS FOR MY HIGH DEFINITION FORMATTING!? You did all of this crazy work for SFxT and MvC2, but no MvC3 love??"

Well, yeah. You see, I didn't save my MvC3 portrait work as templates. Looking back, I REALLY wish I did. And NO, I do NOT have any
intention to go back again. Imagine working on another 30 or so Marvel and Capcom templates, once more, that take 8 to 10 hours a piece to
create a governing template, especially if you desire quality. That stretch of time does not include the following touch-ups that are
required for subsequent fomratting. Not gonna happen. I also do not feel like reformatting the same damn characters over again and again.
This is really the next-to-last stretch for MvC2's style (I honestly don't want to turn into Capcom and release the same art/content over
and over and over again). Lastly, not many MvC3 characters have been converted for Mugen.

So in a way, Big Boss got the "exclusive" MvC3 treatment back when, but he deserves that anyway!!

And yes, I think about this stuff before going about a project.


"And uh, wheres those CvS2 Portraits in better resolutions?? You're ripping us off here man!!"

That's a really good question to ask. Truth is, each piece you find online through Google, or whatever, all have varying degrees of
resolutions/clarity. By my standards, it would be utter blasphemy to release incosistent quality artwork. I also DO NOT utilize any type of
filtering with my artwork as it looks just... odd. So no High Definition portraits for them either. Instead, they scale down to 240x480
just fine, so that's why I only made them for that resolution.


"Will you ever release your MvC2 and SFxT templates to all of us so that we can create our own custom content??"

Nope. Absolutely NOT. And I will NOT REPEAT MYSELF either. I will gladly format for something that I consider worthwhile, as I did for this
major release, but these hard earned gems are not going to EVER be released to ANYONE. It's a matter of taking pride in the countless hours
that I have spent making high quality formats for all of Guild's users to enjoy. The bottom line is: If you want to make high quality stuff
and call it your own, you just gotta do it YOURSELF. Taking someone else's well earned Mugen conversions through hard work and spending
only 5 minutes to format it for something you want, and then callng it your own, is utter blasphemy and COMPLETELY unacceptable. And it
defeats the entire purpose of genuinely creating if you ask me.

Want a good example of what I mean here?? Just look at what happens with character releases and subsequent edits where the uninitiated call
that edited work "their own." Amateurs!! ::chuckle::

NOT. GOING. TO. HAPPEN. Do not ask. Do not request. Am I clear enough here?? Thank you.

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SMALL "LIFEBAR" COORDINATES NOTES

Some Lifebar Portraits on Marvel's side included within have different height values outside of 120 pixels vertically, so to be sure
that they all look properly aligned, use these indicated settings ONLY FOR THESE LISTED CHARACTERS: Every other Marvel Portrait has the
standard 120 by 120 resolution, so none of them will have to be outside of "0" for their "X" and "Y" values. The only numbers you have to
concern yourself with here are the "Y" coordinates once you import the .PCX file in through Fighter Factory. Width is just fine and
dandy for these.

Adjust these "Y" coordinates to these values for these following Marvel Characters:

Blackheart   25
Cable        15
Omega Red    15
Shuma Gorath 20
Spiral       05
Wolverine's  20 **Both share the same height value, so this will work for both of what's included.**


For these below listed Capcom style Portraits, adjust these following coordinates to make them appear properly aligned as well.
As mentioned above for Marvel's side, only adjust the "Y" values. Coordinates for "X" are good to go at 0.

Amingo     20
Anakaris   30
Ruby Heart 5

And two exceptions: Adjust ONLY the "X" values for these two. Height is fine here.

Jin    6
Sakura 40


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PORTRAIT COORDINATES NOTES


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 lifebars, is set to "0","0" X and Y coordinate wise. I'm sure all of you know this, but it had to be mentioned.

And I believe that covers everything for the entire Marvel VS Capcom II side of things.

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