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Inazuma the Deer Details »»
Inazuma the Deer
Version: , by Inazuma (likes to assault raccoons) Inazuma is offline
Developer Last Online: Oct 2018

Category: Version: SRB2 Rating: (4 votes - 4.00 average)
Released: 10-03-2018 Last Update: Never Installs: 1
Characters Re-Useable Content

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HAHA. REMEMBER THIS GUY?
I HOPE YOU DON'T BECAUSE I DO AND I WISH I COULD FORGET ABOUT HIM.

Of course I could have easily just gave myself a few concussions and hope that it would erase that memory. Instead I gave myself a different kind of concussion. I redesigned Inazuma.

Inazuma is now back in SRB2 with electrifying new abilities to shock the competition!

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Primary

Inazuma's primary ability is Bolt Stream. Bolt Stream allows Inazuma to dash forward in mid air with incredible speed and precision. Inazuma has up to 5 charges to this ability. Additionally, this ability also lets Inazuma home in onto nearby enemies. Upon a successful attack on an enemy, Inazuma is refunded a charge which can be used again if you so desire!



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Secondary

Inazuma's secondary ability is Electric Barrier. Press spin to summon a barrier of electromagnetic energy around Inazuma to pull in nearby rings and damage enemies! Electric Barrier has a pretty large attack radius which will make sure those pesky robots mind your personal space! Keep in mind that while using this ability, your speed is greatly reduced when on the ground. However when this ability is used in the air, Inazuma's fall speed is greatly reduced instead of his movement speed. In the hands of a master, Electric Barrier is an extremely powerful ability!



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Passives
In addition to all the abilities that Inazuma wields, he also posses a few passive abilities:

1. Inazuma, being the electric controlling deer he is, has complete immunity to any source of electrical damage!

2. Despite the color of his antlers, Inazuma is a member of the Silverhorn family, granting him an inherently ridiculous tenacity. When damaged, press the jump button to hop straight back into action!

3. Due to Electric Barrier taking up the jump spin slot, whirlwind shield's spin ability is unfortunately disabled. When a whirlwind shield is equipped, Inazuma gains a massive boost in his jump height instead!


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Match Abilities

HAHAHA. SILVER THE HEDGEHOG! WELCOME TO YOUR DEMISE!

In Ringslinger Gametypes, rather then using the default weapon ring system, Inazuma gets his own weapons which he can use at any time so long as he has rings.

Lightning Strike
Inazuma summons down a bolt of lightning to strike his opponents. The attack comes out fast and has a small AOE effect. The trick to this ability is to aim at the ground!

Lightning Blast
Inazuma fires a condensed sphere of electricity at his opponent. This ability can be charged! The longer you charge the ability, the bigger the attack becomes! At max charge, this ability can insta-kill any player it hits!

Radial Flash
Inazuma fires out from his body an electromagnetic shockwave that temporarily blinds and greatly reduces the move speed and jump height of his victims. The move has a pretty short range so in order to use it, you will need to get pretty close to your opponent. Due to some issues with how movie mode works in SRB2, I couldn't properly record the ability. I urge you all to see it for yourself in-game!


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Extras

Take teamwork to the next level by playing as Inazuma & Dirk! Stand still and jump when Dirk is nearby to make Dirk jump up and create Ice Platforms for you to stand on! Additionally, Dirk will attempt to protect you by spindashing onto nearby enemies! Did you only add Inazuma into the game? Don't worry, the game will automatically load Dirk.wad (If you have it) once you select Inazuma&Dirk and Dirk was not yet added to the game!

Inazuma also has NiGHTS sprites! Like Silver, you will need to add FSonic in order to turn them on.

Inazuma is full of additional content to explore! Explore all the possibilities with this character and most importantly, have fun!




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Credits

This project was very fun for me. It was great working on this character and improving my skills as I go. However, I couldn't have done this on my own.

Spriters:
Azeon (Prisma)
DirkTheHusky
Inazuma (me lol)
MirageTheBandit (WindTakadiyami)
TelosTurntable (LordPotatosack)
White (PixelGamer64)

Programmers:
Azeon (Prisma)
Lach
Lat'

Sounds/Music:
Lach
MegaBaZ

Shoutout to all those who beta tested this wad! You guys helped out a lot!

Download Now

File Type: rar Inazuma.rar (1.55 MB, 568 views)

Screenshots

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Comments
Old 2 Weeks Ago   #2
HellHawkX
Judge
 
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Welcome to releases! took you look enough.

I like the abilities, the flexibility of his Bolt Stream combined with the slowfall effect from Electric Barrier gives him really high maneuverability.
His match abilities are interesting as well, my personal favorite is Solar Flare Radial Flash.
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Old 2 Weeks Ago   #3
DirkTH
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Oh boy, the thunder deer is finally done and ready to bring out the thunder and speed to the game!

It really was a pleasure helping out to put Inazuma in SRB2. It really improved my spriting and many other things that I would like to improve on! He really is fun to play as in the single player levels to see how much time spent in a zone and he really takes on match battle to a whole new meaning of seriousness with his custom match weapons. Whole new level of chaotic and it would really how those players who uses rail rings that "this means serious business". Also, the bot duo is really fun and shows a new way of teamwork between the controlling character and the bot. Overall, Inazuma is epic and really recommened for players to give him a try once they get used to the game's character speeds.

Again, thank you and really looking forward to see more from you. Keep up the great work man!
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Old 2 Weeks Ago   #4
Potatosack
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Sweet, I can finally post my "oh boy the thing I helped on released" post


I don't play SRB2 as much myself, but I'll say that the insane nature of Ina's speed is really fun, especially if you intend to test the limits of your pain tolerance with speed shoes, kek.


All in all, nice. Good work on this Ina, Dirk, Lach, "Lat'", Pixe-White, Prisma and Mirage!
...and of course, me.


EDIT: oh my god, you added the wrong lat
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Last edited by Potatosack; 2 Weeks Ago at 12:11 AM.
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Old 2 Weeks Ago   #5
Ezehot52
 
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i cant belive the mb is crashing just for a character...
GET HIM!
but yeah, good job on redesining your character!
i got one just is a red sonic with cyan shoes hair, jacket and 2 tailed.
then i changed by a Dog called Spike
is good to try new things.
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Old 1 Week Ago   #6
julian0005
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all i can say for this character is amazing because of the hard for everything the speed the sprite the movement the power you feel its absolutely amazing thank you for this.
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Old 1 Week Ago   #7
SF345
 
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Bro Inazuma is a BEAST!!!
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Old 1 Week Ago   #8
"Lat'"
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inazuma is a great character, but there's still no use.
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Old 1 Week Ago   #9
Biielz
Srb2 nick: Lolour
 
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Ohhhh Boyyyy time to test it!
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Old 6 Days Ago   #10
GreenKnight9000
 
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WOAH!
Even though these occur only once or twice a year, these original character wads always bring something new to the table, and I LOVE IT
They have a character design that look straight out of official Sonic comics!
BRAVO!!
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Old 5 Days Ago   #11
julian0005
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I found an error if you turn super with inazuma and dirk and reset inazuma cant use his magnet
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Old 2 Days Ago   #12
Julie Hikari
 
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I'm sure that this might be a minor problem, but I've noticed mainly when playing Subarashii (along with other characters) that Inazuma tends to break if he's added last in a list of files. I did try with him at the top of the list of added wads directly under Subarashii and he doesnt break (as in his Abilities and such work). As I said this might be a minor problem, I'm just thinking this happens cause something that was added before Inazuma causes him to break. Just thought I'd bring it up if thats okay.

Extra Note: This doesn't happen with Sugoi or Vanilla Srb2

Last edited by Julie Hikari; 2 Days Ago at 05:32 AM.
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Old 2 Days Ago   #13
Ice
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The sprite work and animation is jaw-dropping on this. You (and everyone involved) should seriously give yourselves a pat on the back
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Old 2 Days Ago   #14
Lach
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Quote:
Originally Posted by Julie Hikari View Post
Inazuma tends to break if he's added last in a list of files.
Can you be more specific about what was broken and what files you were using? "Tends to break with an arbitrary list of files" is a pretty vague issue to solve! :P
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Old 2 Days Ago   #15
Julie Hikari
 
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Oh right- I should of included the list of files I was using, sorry about that.

List of Files used:
scr_subarashii_v1-2.wad
cdsonic
Dirk
Flare
FSonic
MetalSonic
Shadow
Silver
tailsCD
Inazuma

I'm sure showing what happens also helps in some regard
Spoiler:

Inazuma darts forward only when trying to use Bolt Stream rather than doing what its normally suppose to do and his secondary ability (being Electric Barrier) fails to work. Hopefully this gives a more detailed explanation than what I previously said.
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Old 2 Days Ago   #16
Steel Titanium
 
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Mind posting your log when this happens, if it's what I think it is, then we found your issue.
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Old 2 Days Ago   #17
Julie Hikari
 
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Sure, I'll share the log as well.

Entire Log Below:
Spoiler:

Compiled for SDL version: 2.0.7
Linked with SDL version: 2.0.3
Setting up SRB2...
Looking for WADs in: SRB2WADDIR,.
Z_Init(): Init zone memory allocation daemon.
System memory: 3976MB - Free: 943MB
I_StartupTimer()...
W_InitMultipleFiles(): Adding IWAD and main PWADs.
Added file Sonic Robo Blast 2\srb2.srb (6214 lumps)
Loading main config from Sonic Robo Blast 2\srb2.srb
Added file zones.dta (962 lumps)
Loading main config from Sonic Robo Blast 2\zones.dta
Added file Sonic Robo Blast 2\player.dta (526 lumps)
Added file Sonic Robo Blast 2\rings.dta (444 lumps)
Added file Sonic Robo Blast 2\patch.dta (94 lumps)
Added file Sonic Robo Blast 2\music.dta (171 lumps)
Added file Sonic Robo Blast 2\scr_subarashii_v1-2.wad (4849 lumps)
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_AX2D
Pardon me while I initialize the Lua scripting interface...
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_SKBX
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_CRMP
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_S3KS
MobjType MT_FLAMESHIELD1 allocated.
MobjType MT_FLAMESHIELD2 allocated.
MobjType MT_FLAMETV allocated.
MobjType MT_BUBBLESHIELD allocated.
MobjType MT_BUBBLETV allocated.
MobjType MT_THUNDERSHIELD allocated.
MobjType MT_ELECTRICTV allocated.
sugoi_shieldswap set to Off
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_CACT
Sprite SPR_CCTV allocated.
Sprite SPR_CSPK allocated.
Sprite SPR_CCPK allocated.
MobjType MT_CACTISPIKE allocated.
MobjType MT_CACTISHIELDMONITOR allocated.
MobjType MT_CACTISHIELDICO allocated.
State S_CACTIICO1 allocated.
State S_CACTIICO2 allocated.
State S_CACTIICO3 allocated.
State S_CACTIICO4 allocated.
State S_CACTIICO5 allocated.
State S_CCTV allocated.
State S_CCTV1 allocated.
State S_CCTV2 allocated.
State S_CACTISHIELD_FRONT1 allocated.
State S_CACTISHIELD_FRONT2 allocated.
State S_CACTISHIELD_FRONT3 allocated.
State S_CACTISHIELD_FRONT4 allocated.
State S_CACTISHIELD_BACK1 allocated.
State S_CACTISHIELD_BACK2 allocated.
State S_CACTISHIELD_BACK3 allocated.
State S_CACTISHIELD_BACK4 allocated.
State S_CACTISHIELD_ORB1 allocated.
State S_CACTISHIELD_ORB2 allocated.
State S_CACTISHIELD_ORB3 allocated.
State S_CACTISHIELD_ORB4 allocated.
State S_CACTISHIELD_FRONT_B1 allocated.
State S_CACTISHIELD_FRONT_B2 allocated.
State S_CACTISHIELD_FRONT_B3 allocated.
State S_CACTISHIELD_FRONT_B4 allocated.
State S_CACTISHIELD_BACK_B1 allocated.
State S_CACTISHIELD_BACK_B2 allocated.
State S_CACTISHIELD_BACK_B3 allocated.
State S_CACTISHIELD_BACK_B4 allocated.
State S_CACTISHIELD_ORB_B1 allocated.
State S_CACTISHIELD_ORB_B2 allocated.
State S_CACTISHIELD_ORB_B3 allocated.
State S_CACTISHIELD_ORB_B4 allocated.
State S_CACTISHIELD_ORB_B5 allocated.
State S_CACTISHIELD_ORB_B6 allocated.
State S_CACTISPIKE allocated.
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_CRYP
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_UGUU
MobjType MT_HUBSPOT allocated.
MobjType MT_DISPLAYCASEITEM allocated.
MobjType MT_DISPLAYEMERALD allocated.
State S_DISPLAYEMERALD allocated.
MobjType MT_DISPLAYSUPER allocated.
State S_DISPLAYSUPER1 allocated.
State S_DISPLAYSUPER2 allocated.
Sprite SPR_SSPB allocated.
MobjType MT_CREDITSSTAR allocated.
State S_CREDITSSTAR allocated.
Sprite SPR_CSTR allocated.
MobjType MT_CREDITSSTARSPAWNER allocated.
MobjType MT_SHOPKEEPER allocated.
State S_SHOPKEEPER allocated.
Sprite SPR_SHPS allocated.
Sprite SPR_SHPE allocated.
MobjType MT_TAGRING allocated.
Sound sfx_ubara1 allocated.
Sound sfx_ubara2 allocated.
Sound sfx_ubara3 allocated.
sugoi_whopicks set to All
sugoi_noshop set to Off
sugoi_nolives set to Off
sugoi_autosave set to On
Added command "sugoi_clearallprogress"
Added command "sugoi_load"
Added command "sugoi_save"
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_LV08
MobjType MT_PPZFOUNTAIN allocated.
State S_PPZFOUNTAIN allocated.
Sprite SPR_MFTN allocated.
MobjType MT_PPZSMALLCORAL allocated.
State S_PPZSMALLCORAL allocated.
MobjType MT_PPZCORAL allocated.
State S_PPZCORAL allocated.
MobjType MT_PPZBIGCORAL allocated.
State S_PPZBIGCORAL allocated.
Sprite SPR_CORL allocated.
MobjType MT_PPZSMALLWEEDSEA allocated.
State S_PPZSMALLWEEDSEA allocated.
MobjType MT_PPZWEEDSEA allocated.
State S_PPZWEEDSEA allocated.
MobjType MT_PPZBIGWEEDSEA allocated.
State S_PPZBIGWEEDSEA allocated.
Sprite SPR_WEDS allocated.
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_LV10
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_LV13
MobjType MT_HYPERRINGBOX allocated.
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_LV21
State S_SSPAWN allocated.
State S_TSPAWN allocated.
State S_KSPAWN allocated.
State S_SSSPAWN allocated.
State S_TSSPAWN allocated.
MobjType MT_SONICMOBJ allocated.
MobjType MT_TAILSMOBJ allocated.
MobjType MT_KNUXMOBJ allocated.
MobjType MT_SHOESMOBJ allocated.
MobjType MT_THOESMOBJ allocated.
Sprite SPR_SOBJ allocated.
Sprite SPR_TOBJ allocated.
Sprite SPR_KOBJ allocated.
Sprite SPR_SHOE allocated.
Sprite SPR_THOE allocated.
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_LV26
Sprite SPR_KPOW allocated.
MobjType MT_BOOM_EXPLODING allocated.
State S_BOOM_EXPLODING allocated.
MobjType MT_BOMBERMAN allocated.
State S_BOMBERMAN_IDLE allocated.
State S_BOMBERMAN_WALK1 allocated.
State S_BOMBERMAN_WALK2 allocated.
State S_BOMBERMAN_WALK3 allocated.
State S_BOMBERMAN_WALK4 allocated.
State S_BOMBERMAN_PREP allocated.
State S_BOMBERMAN_TOSS allocated.
MobjType MT_FLOWFLOW allocated.
State S_FLOWFLOW_I1 allocated.
State S_FLOWFLOW_I2 allocated.
State S_FLOWFLOW_I3 allocated.
State S_FLOWFLOW_I4 allocated.
State S_FLOWFLOW_I5 allocated.
State S_FLOWFLOW_I6 allocated.
State S_FLOWFLOW_I7 allocated.
State S_FLOWFLOW_I8 allocated.
State S_FLOWFLOW_I9 allocated.
State S_FLOWFLOW1 allocated.
State S_FLOWFLOW2 allocated.
State S_FLOWFLOW3 allocated.
State S_FLOWFLOW4 allocated.
State S_FLOWFLOW5 allocated.
State S_FLOWFLOW6 allocated.
State S_FLOWFLOW7 allocated.
Sprite SPR_FLOW allocated.
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_LV31
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_LV32
Sound sfx_rrzr allocated.
Sprite SPR_FPRTA0 allocated.
Sprite SPR_ROST allocated.
Sprite SPR_RRTR allocated.
MobjType MT_RRZTREE1 allocated.
MobjType MT_RRZTREE2 allocated.
MobjType MT_RRZTREE3 allocated.
State S_RRZTREE1 allocated.
State S_RRZTREE2 allocated.
State S_RRZTREE3 allocated.
Sprite SPR_RRCT allocated.
Sprite SPR_SOLA allocated.
Sprite SPR_EGGG allocated.
Sound sfx_beam allocated.
MobjType MT_OVAHAT allocated.
Sprite SPR_KTEH allocated.
State S_OVAHAT_PICKUP allocated.
MobjType MT_NPCSPAWNER allocated.
Sprite SPR_WAAA allocated.
Sprite SPR_SONI allocated.
Sprite SPR_TAIL allocated.
Sprite SPR_KNUX allocated.
MobjType MT_WALUIGISPAWNER allocated.
State S_WALUIGI allocated.
MobjType MT_TACO allocated.
State S_TACO allocated.
Sprite SPR_TACO allocated.
Sound sfx_tacos allocated.
Sound sfx_waaa allocated.
Sprite SPR_FPRT allocated.
MobjType MT_RRZBOSS allocated.
State S_RRZBOSS_1 allocated.
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_LV34
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_LV38
MobjType MT_EGGWORLD allocated.
State S_EGGWORLD_SPAWN allocated.
State S_EGGWORLD_INTRO allocated.
State S_EGGWORLD allocated.
State S_EGGWORLD_ATK_SPIN allocated.
State S_EGGWORLD_ATK_CHARGE allocated.
State S_EGGWORLD_ATK_RAPID allocated.
State S_EGGWORLD_ATK_TELEPORT allocated.
State S_EGGWORLD_ATK_KNIFE allocated.
State S_EGGWORLD_ATK_KNIFEALLPLAYERS allocated.
State S_EGGWORLD_ATK_TELEKNIFE allocated.
State S_EGGWORLD_ATK_SPINWINDUP allocated.
State S_EGGWORLD_ATK_SPIN allocated.
State S_EGGWORLD_STUN allocated.
State S_EGGWORLD_PAIN allocated.
State S_EGGWORLD_RETREAT allocated.
State S_EGGWORLD_DEATH allocated.
State S_EGGWORLD_DEATH2 allocated.
State S_EGGWORLD_DEATH3 allocated.
State S_EGGWORLD_DEATH4 allocated.
State S_EGGWORLD_DEATH5 allocated.
State S_EGGWORLD_DEATH6 allocated.
State S_EGGWORLD_DEATH7 allocated.
State S_EGGWORLD_DEATH8 allocated.
State S_EGGWORLD_DEATH9 allocated.
State S_EGGWORLD_DEATH10 allocated.
State S_EGGWORLD_DEATH11 allocated.
State S_EGGWORLD_DEATH12 allocated.
State S_EGGWORLD_DEATH13 allocated.
State S_EGGWORLD_DEATH14 allocated.
State S_EGGWORLD_DEATH15 allocated.
State S_EGGWORLD_DEATH16 allocated.
State S_EGGWORLD_DEATH17 allocated.
State S_EGGWORLD_DEATH18 allocated.
State S_EGGWORLD_DEATH19 allocated.
State S_EGGWORLD_DEATH20 allocated.
State S_EGGWORLD_DEATH21 allocated.
State S_EGGWORLD_DEATH22 allocated.
State S_EGGWORLD_DEATH23 allocated.
State S_EGGWORLD_DEATH24 allocated.
State S_EGGWORLD_DEATH25 allocated.
State S_EGGWORLD_FLEE allocated.
MobjType MT_EGGWORLD_FIST allocated.
State S_EGGWORLD_FIST allocated.
MobjType MT_EGGWORLD_KNIFE allocated.
State S_EGGWORLD_KNIFE allocated.
MobjType MT_EGGWORLD_FISTBLUR allocated.
State S_EGGWORLD_FISTBLUR allocated.
State S_EGGWORLD_FISTBLUR2 allocated.
MobjType MT_EGGWORLD_FISTBLURWHITE allocated.
State S_EGGWORLD_FISTBLURWHITE allocated.
MobjType MT_EGGWORLD_KNIFEBLUR allocated.
State S_EGGWORLD_KNIFEBLUR allocated.
State S_EGGWORLD_KNIFEBLUR2 allocated.
MobjType MT_EGGWORLD_INTROBEAM allocated.
State S_EGGWORLD_INTROBEAM allocated.
MobjType MT_EGGWORLD_DEATHSHINE allocated.
State S_EGGWORLD_DEATHSHINE allocated.
State S_EGGWORLD_DEATHSHINE2 allocated.
Sprite SPR_EWLD allocated.
Sound sfx_egworp allocated.
Sound sfx_knifes allocated.
Sound sfx_knifed allocated.
MobjType MT_HALFRINGBOX allocated.
MobjType MT_HALFRINGICO allocated.
State S_HALFRINGBOX allocated.
State S_HALFRINGBOX1 allocated.
State S_HALFRINGBOX2 allocated.
State S_HALFRINGBOX3 allocated.
State S_HALFRINGBOX4 allocated.
State S_HALFRINGBOX5 allocated.
State S_HALFRINGBOX6 allocated.
Sprite SPR_HRBX allocated.
MobjType MT_PITYTVALLP allocated.
MobjType MT_PITYSHIELDICOALLP allocated.
State S_PITV1ALLP allocated.
State S_PITV2ALLP allocated.
State S_PITV3ALLP allocated.
State S_PITV4ALLP allocated.
State S_PITV5ALLP allocated.
State S_PITV6ALLP allocated.
State S_PITV7ALLP allocated.
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_L40A
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_L40B
Sprite SPR_DRAC allocated.
Sprite SPR_EGGL allocated.
Sprite SPR_CRID allocated.
Sprite SPR_CTHK allocated.
Sprite SPR_STSP allocated.
Sprite SPR_DRCK allocated.
Sprite SPR_RGHT allocated.
MobjType MT_EXPSTAR allocated.
State S_FLORSIT0 allocated.
Sprite SPR_ANGR allocated.
Sprite SPR_ZZZA allocated.
Sprite SPR_ZZZB allocated.
Sprite SPR_ZZZC allocated.
Sprite SPR_ZZZD allocated.
Sprite SPR_ZZZE allocated.
Sprite SPR_ZZZF allocated.
Sprite SPR_ZZZG allocated.
Sprite SPR_ZZZH allocated.
Sprite SPR_ZZZI allocated.
Sprite SPR_ZZZJ allocated.
Sprite SPR_ZZZK allocated.
Sprite SPR_ZZZL allocated.
Sprite SPR_ZZZM allocated.
Sprite SPR_ZZZN allocated.
Sprite SPR_ZZZO allocated.
Sprite SPR_ZZZP allocated.
Sprite SPR_ZZZQ allocated.
Sprite SPR_ZZZR allocated.
Sprite SPR_ZZZS allocated.
Sprite SPR_ZZZT allocated.
Sprite SPR_ZZZU allocated.
Sprite SPR_ZZZV allocated.
Sprite SPR_ZZZW allocated.
Sprite SPR_ZZZX allocated.
Sprite SPR_ZZZY allocated.
Sprite SPR_ZZZZ allocated.
Sprite SPR_ZZBA allocated.
Sprite SPR_YYYA allocated.
Sprite SPR_YYYB allocated.
Sprite SPR_YYYC allocated.
Sprite SPR_YYYD allocated.
Sprite SPR_YYYE allocated.
Sprite SPR_YYYF allocated.
Sprite SPR_YYYG allocated.
Sprite SPR_YYYH allocated.
Sprite SPR_YYYI allocated.
Sprite SPR_YYYJ allocated.
Sprite SPR_YYYK allocated.
Sprite SPR_YYYL allocated.
Sprite SPR_YYYM allocated.
Sprite SPR_YYYN allocated.
Sprite SPR_YYYO allocated.
Sprite SPR_YYYP allocated.
Sprite SPR_YYYQ allocated.
Sprite SPR_YYYR allocated.
Sprite SPR_YYYS allocated.
Sprite SPR_YYYT allocated.
Sprite SPR_YYYU allocated.
Sprite SPR_YYYV allocated.
Sprite SPR_YYYW allocated.
Sprite SPR_YYYX allocated.
Sprite SPR_YYYY allocated.
Sprite SPR_YYYZ allocated.
MobjType MT_EXPSTAR2 allocated.
State S_EXP_FORM2 allocated.
Sound sfx_pmdpt allocated.
Sound sfx_slomo allocated.
Sound sfx_lasprk allocated.
Sound sfx_utale2 allocated.
Sound sfx_skai2 allocated.
Sound sfx_crak allocated.
Sound sfx_brek allocated.
Sound sfx_hexp allocated.
Sound sfx_lasb8 allocated.
Sound sfx_ris01 allocated.
Sound sfx_ris02 allocated.
Sound sfx_ris03 allocated.
Sound sfx_ris04 allocated.
Sound sfx_rdth1 allocated.
Sound sfx_rdth2 allocated.
Sound sfx_kexpls allocated.
Sound sfx_kexpl allocated.
Sound sfx_khit1 allocated.
Sound sfx_khit3 allocated.
Sound sfx_kexpl2 allocated.
Sound sfx_bmetr allocated.
Sound sfx_sla01 allocated.
Sound sfx_sla02 allocated.
Sound sfx_lunl allocated.
Sound sfx_strprt allocated.
Sound sfx_strfre allocated.
Sound sfx_dmcont allocated.
Sound sfx_dmumk allocated.
Sound sfx_grow allocated.
Sound sfx_wcut allocated.
Sound sfx_las2 allocated.
Sound sfx_lasb allocated.
Sound sfx_lasa allocated.
Sound sfx_v01out allocated.
Sound sfx_v01in allocated.
Sound sfx_dgrow allocated.
Sound sfx_strdth allocated.
Added command "updmain"
MobjType MT_PCAM allocated.
State S_PCAM allocated.
MobjType MT_STARROD_W allocated.
State S_STAR_RODW0 allocated.
Sprite SPR_STRW allocated.
MobjType MT_STAR_RET allocated.
State S_STARRET0 allocated.
Sprite SPR_SRTC allocated.
MobjType MT_STAR_RETBOX allocated.
State S_STARRETBOX0 allocated.
Sprite SPR_SRTB allocated.
MobjType MT_STAR_BULLET allocated.
State S_STAR_BLLT0 allocated.
Sprite SPR_STBU allocated.
MobjType MT_ALTSKYBOX allocated.
State S_ALTSKYBOX0 allocated.
MobjType MT_STARHOLE_BULLET allocated.
State S_STHBULLET0 allocated.
Sprite SPR_STBA allocated.
MobjType MT_STAR_ORB allocated.
State S_STRORB0 allocated.
State S_STRORB1 allocated.
State S_STRORB2 allocated.
Sprite SPR_SPOW allocated.
MobjType MT_YLW_ORB allocated.
State S_YLW_ORB0 allocated.
Sprite SPR_YLOR allocated.
MobjType MT_YLW_CRACKLE allocated.
State S_YLW_CRACK0 allocated.
State S_YLW_CRACK1 allocated.
State S_YLW_CRACK_LP allocated.
Sprite SPR_YCRK allocated.
MobjType MT_KEXPLODE allocated.
Sprite SPR_KEXP allocated.
State S_KEXPLODE0 allocated.
State S_KEXPLODE1 allocated.
State S_KEXPLODE2 allocated.
State S_KEXPLODE3 allocated.
State S_KEXPLODE4 allocated.
State S_KEXPLODE5 allocated.
MobjType MT_BGSUN allocated.
State S_BGSUN_0 allocated.
Sprite SPR_BSUN allocated.
MobjType MT_SCENERY_STARSHOOTER allocated.
State S_STRSHOOT allocated.
MobjType MT_STARHOLE allocated.
State S_HOLES_0 allocated.
State S_STARHOLE_NOSPAWNING allocated.
State S_STARHOLE_ENDSPAWNER allocated.
Sprite SPR_SHLE allocated.
Sprite SPR_SHLT allocated.
Sprite SPR_SHLR allocated.
MobjType MT_STARHOLE_OUTER allocated.
State S_STARHOLEOUTER_0 allocated.
State S_STARHOLEOUTER_1 allocated.
MobjType MT_MINESOARER allocated.
State S_MINESOARER_0 allocated.
State S_MINESOARER_1 allocated.
State S_MINESOARER_DEAD allocated.
Sprite SPR_SREM allocated.
Sprite SPR_SRER allocated.
Sprite SPR_SREB allocated.
MobjType MT_DUSTSPAWNER allocated.
State S_DUSTSPAWN0 allocated.
State S_DUSTSPAWN1 allocated.
State S_DUSTSPAWN2 allocated.
MobjType MT_WAVE_CIRC allocated.
State S_WAVEC0 allocated.
State S_WAVEC1 allocated.
Sprite SPR_WAVC allocated.
MobjType MT_SWEEP_WARNING allocated.
State S_SWEEPWARN0 allocated.
State S_SWEEPWARN1 allocated.
State S_SWEEPWARN2 allocated.
State S_SWEEPWARN3 allocated.
Sprite SPR_WSWP allocated.
MobjType MT_SWEEP_LINE allocated.
State S_SWEEPLINE0 allocated.
State S_SWEEPLINE1 allocated.
State S_SWEEPLINE2 allocated.
State S_SWEEPLINE3 allocated.
Sprite SPR_SWPL allocated.
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_L40C
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_LVS1
MobjType MT_THREEDBLASTFLICKY allocated.
MobjType MT_THREEDBLASTRING allocated.
MobjType MT_FSHADOW allocated.
State S_TDBFLICKY1 allocated.
State S_TDBFLICKY2 allocated.
State S_TDBRING allocated.
State S_FSHADOW allocated.
Sprite SPR_FLKY allocated.
Sprite SPR_WRNG allocated.
Sprite SPR_FSHD allocated.
Sound sfx_fget allocated.
Sound sfx_fhurt1 allocated.
Sound sfx_fhurt2 allocated.
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_LVS2
Sound sfx_tdchrg allocated.
State S_DUMMYEMMY allocated.
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_LVS3
Sound sfx_msbeep allocated.
Sound sfx_msboom allocated.
Sound sfx_mswin allocated.
Added command "ms_newboard"
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_LVS4
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_LVS5
MobjType MT_REPLACEMENTEMERALD allocated.
MobjType MT_GREENGLIDER allocated.
MobjType MT_BOOSTSMOKE allocated.
MobjType MT_TDMINE allocated.
MobjType MT_HSPINMINE allocated.
MobjType MT_VSPINMINE allocated.
MobjType MT_FATMINE allocated.
MobjType MT_MINIMINE allocated.
MobjType MT_RINGRING allocated.
MobjType MT_SPARKLECRYSTALR allocated.
MobjType MT_SPARKLECRYSTALB allocated.
MobjType MT_SPARKLERED allocated.
MobjType MT_SPARKLEBLUE allocated.
State S_SPARKLECRYSTALR allocated.
State S_SPARKLECRYSTALB allocated.
State S_SPARKLYRED allocated.
State S_SPARKLYBLUE allocated.
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_LVS6
Sound sfx_sdash allocated.
Sound sfx_beams allocated.
Sound sfx_bazook allocated.
Sound sfx_scrash allocated.
Sound sfx_ssplod allocated.
Sound sfx_sdead allocated.
Sound sfx_shyper allocated.
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_LVS7
Loading Lua script from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|LUA_LVU2
Loading SOC from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|SOC_XMAS
Loading SOC from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|SOC_S3KS
Loading SOC from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|SOC_UGUU
Loading SOC from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|SOC_LV02
Loading SOC from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|SOC_LV03
Loading SOC from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|SOC_LV07
Loading SOC from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|SOC_LV10
Loading SOC from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|SOC_LV11
Loading SOC from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|SOC_LV13
Loading SOC from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|SOC_LV15
Loading SOC from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|SOC_LV16
Loading SOC from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|SOC_LV18
Loading SOC from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|SOC_LV28
Loading SOC from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|SOC_LV32
Loading SOC from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|SOC_LV33
Loading SOC from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|SOC_LVS1
Loading SOC from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|SOC_LVS4
Loading SOC from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|SOC_LVS5
Loading SOC from Sonic Robo Blast 2\scr_subarashii_v1-2.wad|SOC_LVU2
Added file Sonic Robo Blast 2\cdsonic.wad (442 lumps)
Loading Lua script from Sonic Robo Blast 2\cdsonic.wad|LUA_CDSC
Sprite SPR_CDD0 allocated.
Sprite SPR_CDD1 allocated.
Sprite SPR_CDD2 allocated.
Sprite SPR_CDD3 allocated.
Sprite SPR_CDD4 allocated.
Sprite SPR_CDD5 allocated.
Sprite SPR_CDD6 allocated.
Sprite SPR_CDD7 allocated.
Sprite SPR_CDD8 allocated.
Sprite SPR_CDD9 allocated.
Sprite SPR_CDDA allocated.
Sprite SPR_CDDB allocated.
Sprite SPR_CDDC allocated.
Sprite SPR_CDDD allocated.
Sprite SPR_CDDE allocated.
Sprite SPR_CDDF allocated.
Sound sfx_cdsc1u allocated.
Sound sfx_cdscoh allocated.
Sprite SPR_SCRI allocated.
Sprite SPR_SCFA allocated.
State S_CDRISE1 allocated.
State S_CDRISE2 allocated.
State S_CDRISE3 allocated.
State S_CDRISE4 allocated.
State S_CDRISE5 allocated.
State S_CDFALL1 allocated.
State S_CDFALL2 allocated.
State S_CDFALL3 allocated.
State S_CDFALL4 allocated.
State S_CDFALL5 allocated.
MobjType MT_CDSPRING allocated.
MobjType MT_CDHORIZ allocated.
State S_CDLEAP1 allocated.
State S_CDLEAP2 allocated.
State S_CDUP allocated.
Sprite SPR_CDVC allocated.
State S_CDVC1 allocated.
State S_CDVC2 allocated.
State S_CDVC3 allocated.
State S_CDVC4 allocated.
State S_CDVC5 allocated.
State S_CDVC6 allocated.
Loading Lua script from Sonic Robo Blast 2\cdsonic.wad|LUA_SPIC
State S_SPINDUST1 allocated.
State S_SPINDUST2 allocated.
State S_SPINDUST3 allocated.
State S_SPINDUST4 allocated.
Sprite SPR_DUST allocated.
State S_FIREDUST1 allocated.
State S_FIREDUST2 allocated.
State S_FIREDUST3 allocated.
State S_FIREDUST4 allocated.
Sprite SPR_FPRT allocated.
State S_BUBBLEDUST1 allocated.
State S_BUBBLEDUST2 allocated.
State S_BUBBLEDUST3 allocated.
State S_BUBBLEDUST4 allocated.
Loading Lua script from Sonic Robo Blast 2\cdsonic.wad|LUA_CDTS
Sprite SPR_CDTS allocated.
State S_CDPOWER1 allocated.
State S_CDPOWER2 allocated.
MobjType MT_CDPOWER allocated.
MobjType MT_TIMESTONE allocated.
Sound sfx_cdpowr allocated.
Sound sfx_cdfutr allocated.
Sound sfx_cdpast allocated.
Loading Lua script from Sonic Robo Blast 2\cdsonic.wad|LUA_ANIM
Loading Lua script from Sonic Robo Blast 2\cdsonic.wad|LUA_HSPR
Loading object config from Sonic Robo Blast 2\cdsonic.wad
Loading main config from Sonic Robo Blast 2\cdsonic.wad
Loading SOC from Sonic Robo Blast 2\cdsonic.wad|SOC_CDOS
Added file Sonic Robo Blast 2\Dirk.wad (243 lumps)
Loading Lua script from Sonic Robo Blast 2\Dirk.wad|LUA_SOC
MobjType MT_THROWNICE allocated.
State S_THROWNICE allocated.
Sprite SPR_RNGC allocated.
State S_SPINDUST1 allocated.
State S_SPINDUST2 allocated.
State S_SPINDUST3 allocated.
State S_SPINDUST4 allocated.
State S_FIREDUST1 allocated.
State S_FIREDUST2 allocated.
State S_FIREDUST3 allocated.
State S_FIREDUST4 allocated.
Sprite SPR_FPRT allocated.
State S_BUBBLEDUST1 allocated.
State S_BUBBLEDUST2 allocated.
State S_BUBBLEDUST3 allocated.
State S_BUBBLEDUST4 allocated.
State S_PLAY_ICESURF1 allocated.
State S_PLAY_ICESURF2 allocated.
State S_ICEFLAKE1 allocated.
State S_ICEFLAKE2 allocated.
State S_ICEFLAKE3 allocated.
State S_ICEFLAKE4 allocated.
Sprite SPR_ICEC allocated.
Sprite SPR_ITHK allocated.
MobjType MT_ICEPLATFORM allocated.
MobjType MT_FOOTFREEZE allocated.
State S_FOOTFREEZE allocated.
State S_ICEPLATFORM allocated.
State S_ICETHOK allocated.
MobjType MT_ICETHOK allocated.
Loading Lua script from Sonic Robo Blast 2\Dirk.wad|LUA_GAME
Added command "specialcolor2"
Added command "specialcolor"
Loading Lua script from Sonic Robo Blast 2\Dirk.wad|LUA_ICER
Sound sfx_icebrk allocated.
Sound sfx_icecrk allocated.

/##\
/####\
/##/\##\
/##/ \##\
/##/ \##\
### ###
### ###
### ###
\##\ /##/
\##\ /##/
\##\/##/
\####/
\##/

Dirk the Husky v1.1.1

Loading main config from Sonic Robo Blast 2\Dirk.wad
Loading object config from Sonic Robo Blast 2\Dirk.wad
Added file Sonic Robo Blast 2\Flare.wad (224 lumps)
Loading Lua script from Sonic Robo Blast 2\Flare.wad|LUA_FLRE
Sound sfx_milesb allocated.
MobjType MT_FAKEFIRE allocated.
Loading object config from Sonic Robo Blast 2\Flare.wad
Added file Sonic Robo Blast 2\FSonic.wad (602 lumps)
Loading Lua script from Sonic Robo Blast 2\FSonic.wad|LUA_DASH
Loading Lua script from Sonic Robo Blast 2\FSonic.wad|LUA_SPIN
State S_SPINDUST1 allocated.
State S_SPINDUST2 allocated.
State S_SPINDUST3 allocated.
State S_SPINDUST4 allocated.
Sprite SPR_DUST allocated.
State S_FIREDUST1 allocated.
State S_FIREDUST2 allocated.
State S_FIREDUST3 allocated.
State S_FIREDUST4 allocated.
Sprite SPR_FPRT allocated.
State S_BUBBLEDUST1 allocated.
State S_BUBBLEDUST2 allocated.
State S_BUBBLEDUST3 allocated.
State S_BUBBLEDUST4 allocated.
Loading Lua script from Sonic Robo Blast 2\FSonic.wad|LUA_INST
MobjType MT_INSTASHIELD allocated.
MobjType MT_INSTAHIT allocated.
State S_INSTASHIELD allocated.
State S_INSTASHIELD1 allocated.
State S_INSTASHIELD1B allocated.
State S_INSTASHIELD2 allocated.
State S_INSTASHIELD2B allocated.
State S_INSTASHIELD3 allocated.
State S_INSTASHIELD3B allocated.
State S_INSTASHIELD4 allocated.
State S_INSTASHIELD4B allocated.
State S_INSTASHIELD5 allocated.
State S_INSTASHIELD5B allocated.
State S_INSTASHIELD6 allocated.
State S_INSTASHIELD6B allocated.
State S_INSTAHIT allocated.
State S_INSTAHIT1 allocated.
State S_INSTAHIT2 allocated.
Sprite SPR_TWSP allocated.
Loading Lua script from Sonic Robo Blast 2\FSonic.wad|LUA_SUPR
Sprite SPR_SUPR allocated.
State S_SUPERWALK1 allocated.
State S_SUPERWALK2 allocated.
State S_SUPERWALK3 allocated.
State S_SUPERWALK4 allocated.
State S_SUPERWALK5 allocated.
State S_SUPERWALK6 allocated.
State S_SUPERWALK7 allocated.
State S_SUPERWALK8 allocated.
State S_SUPERSPRING allocated.
State S_SUPERFALL1 allocated.
State S_SUPERFALL2 allocated.
State S_SUPERFLOAT1 allocated.
State S_SUPERFLOAT2 allocated.
State S_SUPERCARRY allocated.
State S_SUPERTEETER1 allocated.
State S_SUPERTEETER2 allocated.
State S_SUPERGASP allocated.
State S_SUPERPAIN allocated.
Loading Lua script from Sonic Robo Blast 2\FSonic.wad|LUA_NDRF
Sprite SPR_NDR0 allocated.
Sprite SPR_NDR1 allocated.
Sprite SPR_NDR2 allocated.
Sprite SPR_NDR3 allocated.
Sprite SPR_NDR4 allocated.
Sprite SPR_NDR5 allocated.
Sprite SPR_NDR6 allocated.
Sprite SPR_NDR7 allocated.
Sprite SPR_NDR8 allocated.
Sprite SPR_NDR9 allocated.
Sprite SPR_NDRA allocated.
Sprite SPR_NDRB allocated.
Sprite SPR_NDRC allocated.
Sprite SPR_NDRD allocated.
Sprite SPR_NDRE allocated.
Loading SOC from Sonic Robo Blast 2\FSonic.wad|SOC_FUCK
Added file Sonic Robo Blast 2\MetalSonic.wad (210 lumps)
Loading Lua script from Sonic Robo Blast 2\MetalSonic.wad|LUA_GAME
Sound sfx_msjet1 allocated.
Sound sfx_msjet2 allocated.
Sound sfx_msjet3 allocated.
Sound sfx_msjet4 allocated.
Sound sfx_mschrg allocated.
Sound sfx_msovdr allocated.
Sound sfx_msovd1 allocated.
Sound sfx_msovd2 allocated.
Sound sfx_msovd3 allocated.
MobjType MT_MSJETFLUME allocated.
MobjType MT_MSOVERDRIVE allocated.
MobjType MT_MSOVERDRIVE_CHARGE allocated.
Loading object config from Sonic Robo Blast 2\MetalSonic.wad
Added file Sonic Robo Blast 2\Shadow.wad (273 lumps)
Loading Lua script from Sonic Robo Blast 2\Shadow.wad|LUA_GAME
MobjType MT_WARPFX allocated.
Sound sfx_shadst allocated.
Loading main config from Sonic Robo Blast 2\Shadow.wad
Loading object config from Sonic Robo Blast 2\Shadow.wad
Added file Sonic Robo Blast 2\Silver.wad (706 lumps)
Loading Lua script from Sonic Robo Blast 2\Silver.wad|LUA_STAT
Sprite SPR_SINR allocated.
State S_SILVRUN_1 allocated.
State S_SILVRUN_2 allocated.
State S_SILVRUN_3 allocated.
State S_SILVRUN_4 allocated.
State S_SILVRUN_5 allocated.
State S_SILVRUN_6 allocated.
Sound sfx_float allocated.
Sound sfx_cancel allocated.
Sprite SPR_SLEV allocated.
State S_SILVFLOAT allocated.
Sprite SPR_LEVL allocated.
Sprite SPR_OVOL allocated.
MobjType MT_PSYCHOCUT allocated.
Sprite SPR_PSCT allocated.
Sound sfx_pscut allocated.
State S_PSYCUT allocated.
State S_PSYCUT2 allocated.
MobjType MT_PSYHITBOX allocated.
State S_SILVTHROW allocated.
Sprite SPR_SSIN allocated.
State S_SUPERSILV_STAND1 allocated.
State S_SUPERSILV_STAND2 allocated.
State S_SUPERSILV_STAND3 allocated.
State S_SUPERSILV_STAND4 allocated.
State S_SUPERSILV_FWALK1 allocated.
State S_SUPERSILV_FWALK2 allocated.
State S_SUPERSILV_FWALK3 allocated.
State S_SUPERSILV_FWALK4 allocated.
State S_SUPERSILV_WALK1 allocated.
State S_SUPERSILV_WALK2 allocated.
State S_SUPERSILV_WALK3 allocated.
State S_SUPERSILV_WALK4 allocated.
State S_SUPERSILV_WALK5 allocated.
State S_SUPERSILV_WALK6 allocated.
State S_SUPERSILV_WALK7 allocated.
State S_SUPERSILV_WALK8 allocated.
State S_SUPERSILV_SPRING allocated.
State S_SUPERSILV_FALL1 allocated.
State S_SUPERSILV_FALL2 allocated.
State S_SUPERSILV_HANG allocated.
State S_SUPERSILV_GASP allocated.
Loading Lua script from Sonic Robo Blast 2\Silver.wad|LUA_SILV
Sound sfx_thrw1 allocated.
Sound sfx_thrw2 allocated.
Sound sfx_thrw3 allocated.
Sound sfx_thrw4 allocated.
Sound sfx_skill1 allocated.
Sound sfx_skill2 allocated.
Sound sfx_skill3 allocated.
Sound sfx_skills allocated.
Sound sfx_silrip allocated.
Loading Lua script from Sonic Robo Blast 2\Silver.wad|LUA_TELK
Loading Lua script from Sonic Robo Blast 2\Silver.wad|LUA_CUT
Loading Lua script from Sonic Robo Blast 2\Silver.wad|LUA_SUPR
Loading Lua script from Sonic Robo Blast 2\Silver.wad|LUA_NITS
Sprite SPR_SIN0 allocated.
Sprite SPR_SIN1 allocated.
Sprite SPR_SIN2 allocated.
Sprite SPR_SIN3 allocated.
Sprite SPR_SIN4 allocated.
Sprite SPR_SIN5 allocated.
Sprite SPR_SIN6 allocated.
Sprite SPR_SIN7 allocated.
Sprite SPR_SIN8 allocated.
Sprite SPR_SIN9 allocated.
Sprite SPR_SINA allocated.
Sprite SPR_SINB allocated.
Sprite SPR_SINC allocated.
Sprite SPR_SIND allocated.
Sprite SPR_SINE allocated.
Loading Lua script from Sonic Robo Blast 2\Silver.wad|LUA_BOT
Loading object config from Sonic Robo Blast 2\Silver.wad
Added file Sonic Robo Blast 2\tailsCD.wad (308 lumps)
Loading Lua script from Sonic Robo Blast 2\tailsCD.wad|LUA_MAIN
MobjType MT_TAILS allocated.
Sprite SPR_TTLS allocated.
State S_TAILS_DUM allocated.
State S_TAILS_1 allocated.
State S_TAILS_2 allocated.
State S_TAILS_3 allocated.
State S_TAILS_4 allocated.
State S_TAILS_5 allocated.
State S_TAILS_6 allocated.
State S_TAILS_7 allocated.
State S_TAILS_8 allocated.
State S_TAILS_9 allocated.
State S_TAILS_10 allocated.
State S_TAILS_COPTER_1 allocated.
State S_TAILS_COPTER_2 allocated.
State S_TAILS_COPTER_3 allocated.
State S_TAILS_COPTER_4 allocated.
State S_TAILS_YAWN1 allocated.
State S_TAILS_YAWN2 allocated.
State S_TAILS_YAWN3 allocated.
State S_TAILS_YAWN_LOOP allocated.
State S_TAILS_DROWN allocated.
State S_TAILSSPINDASH1 allocated.
Sprite SPR_CDSP allocated.
MobjType MT_TAILSSWEAT allocated.
Sprite SPR_SWET allocated.
State S_TAILS_SWEAT1 allocated.
State S_TAILS_SWEAT2 allocated.
Loading Lua script from Sonic Robo Blast 2\tailsCD.wad|LUA_TFLY
Loading Lua script from Sonic Robo Blast 2\tailsCD.wad|LUA_SWIM
State S_TAILS_SWIM_1 allocated.
State S_TAILS_SWIM_2 allocated.
State S_TAILS_SWIM_3 allocated.
State S_TAILS_SWIM_4 allocated.
State S_TAILS_SWIM_5 allocated.
Loading Lua script from Sonic Robo Blast 2\tailsCD.wad|LUA_SPND
Loading Lua script from Sonic Robo Blast 2\tailsCD.wad|LUA_SFLK
MobjType MT_SUPERBIRD allocated.
State S_SUPERBIRD1 allocated.
State S_SUPERBIRD2 allocated.
State S_BIRD1 allocated.
State S_BIRD2 allocated.
Sprite SPR_SBIR allocated.
Loading Lua script from Sonic Robo Blast 2\tailsCD.wad|LUA_MGRB
Loading object config from Sonic Robo Blast 2\tailsCD.wad
Loading main config from Sonic Robo Blast 2\tailsCD.wad
Added file Sonic Robo Blast 2\Inazuma.wad (530 lumps)
Loading Lua script from Sonic Robo Blast 2\Inazuma.wad|LUA_SOC
Sprite SPR_USGT allocated.
Sprite SPR_ELEX allocated.
Sprite SPR_BLEX allocated.
Sprite SPR_SHOK allocated.
Sprite SPR_IZPT allocated.
Sprite SPR_UZPT allocated.
Sprite SPR_UINZ allocated.
Sprite SPR_EBAR allocated.
Sprite SPR_XSGB allocated.
State S_ULTFX1 allocated.
State S_ULTFX2 allocated.
State S_ULTFX3 allocated.
State S_ULTFX4 allocated.
State S_ULTFX5 allocated.
State S_ULTFX6 allocated.
State S_ULTFX7 allocated.
State S_ELEX1 allocated.
State S_ELEX2 allocated.
State S_ELEX3 allocated.
State S_ELEX4 allocated.
State S_ELEX5 allocated.
State S_ELEX6 allocated.
State S_BLEX1 allocated.
State S_BLEX2 allocated.
State S_BLEX3 allocated.
State S_BLEX4 allocated.
State S_BLEX5 allocated.
State S_BLEX6 allocated.
State S_EBARRIER allocated.
State S_IZPT1 allocated.
State S_IZPT2 allocated.
State S_IZPT3 allocated.
State S_IZPT4 allocated.
State S_UZPT1 allocated.
State S_UZPT2 allocated.
State S_UZPT3 allocated.
State S_UZPT4 allocated.
State S_SHOK1 allocated.
State S_SHOK2 allocated.
State S_SHOK3 allocated.
State S_SHOK4 allocated.
State S_SHOK5 allocated.
State S_SHOK6 allocated.
State S_SHOK7 allocated.
State S_SHOK8 allocated.
WARNING: ...Sonic Robo Blast 2\Inazuma.wad|LUA_SOC:78: state 'S_ZUMADASH1' does not exist.

Loading Lua script from Sonic Robo Blast 2\Inazuma.wad|LUA_INAZ
WARNING: ...Sonic Robo Blast 2\Inazuma.wad|LUA_INAZ:106: mobjtype 'MT_ZUMAPLATFORM' does not exist.

Loading Lua script from Sonic Robo Blast 2\Inazuma.wad|LUA_WEPS
WARNING: ...Sonic Robo Blast 2\Inazuma.wad|LUA_WEPS:282: mobjtype 'MT_ZUMALIGHTNING' does not exist.

Loading Lua script from Sonic Robo Blast 2\Inazuma.wad|LUA_DBOT
Loading main config from Sonic Robo Blast 2\Inazuma.wad
WARNING: Line 39: Couldn't find sprite named 'SPR_XSGT'
WARNING: Line 46: Couldn't find sprite named 'SPR_XSGT'
WARNING: Line 53: Couldn't find sprite named 'SPR_XSGT'
WARNING: Line 60: Couldn't find sprite named 'SPR_XSGT'
WARNING: Line 67: Couldn't find sprite named 'SPR_XSGT'
WARNING: Line 74: Couldn't find sprite named 'SPR_XSGT'
WARNING: Line 81: Couldn't find sprite named 'SPR_XSGT'
7 warnings in the SOC lump
Loading object config from Sonic Robo Blast 2\Inazuma.wad
I_StartupGraphics()...
NOTE: Under SDL2, all modes are supported on all platforms.
Under opengl, fullscreen only supports native desktop resolution.
Under software, the mode is stretched up to desktop resolution.
0: 1920x1200
1: 1920x1080
2: 1680x1050
3: 1600x1200
4: 1600x900
5: 1366x768
6: 1440x900
7: 1280x1024
8: 1280x960
9: 1280x800
10: 1280x720
11: 1152x864
12: 1024x768
13: 800x600
14: 640x480
15: 640x400
16: 320x240
17: 320x200
Current Video Mode
320x200 at 16 bit color
Stored in system memory
CPU Info: 486: 1, 586: 1, MMX: 1, 3DNow: 0, MMXExt: 0, SSE2: 1
HU_Init(): Setting up heads up display.
Number of console HUD lines is now 5
executing config.cfg
Default resolution: 800 x 600 (8 bits)
M_Init(): Init miscellaneous info.
R_Init(): Init SRB2 refresh daemon.
R_LoadTextures()...
P_InitPicAnims()...
R_InitSprites()...
srb2.srb added 2975 frames in 234 sprites
player.dta added 163 frames in 1 sprites
rings.dta added 431 frames in 18 sprites
patch.dta added 1 frames in 1 sprites
scr_subarashii_v1-2.wad added 1058 frames in 172 sprites
cdsonic.wad added 224 frames in 30 sprites
Dirk.wad added 38 frames in 8 sprites
FSonic.wad added 428 frames in 24 sprites
MetalSonic.wad added 12 frames in 3 sprites
Shadow.wad added 106 frames in 7 sprites
Silver.wad added 502 frames in 21 sprites
tailsCD.wad added 92 frames in 5 sprites
Inazuma.wad added 328 frames in 9 sprites
Added skin 'tails'
Added skin 'knuckles'
Added skin 'cdsonic'
Added skin 'dirk'
Added skin 'flare'
Added skin 'fsonic'
Added skin 'metal_sonic'
Added skin 'shadow'
Added skin 'silver'
Added skin 'tailscd'
Added skin 'inazuma'
R_InitColormaps()...
Number of Extra Colormaps: 0
S_Init(): Setting up sound.
ST_Init(): Init status bar.
D_CheckNetGame(): Checking network game status.
Entering main game loop...
I_StartupKeyboard()...
================================================== =========================
We hope you enjoy this game as
much as we did making it!
...wait. =P
================================================== =========================
Sonic Robo Blast 2 v2.1.20 (Dec 28 2017 16:05:21 1ab52734)
Starting Server....
Binding to 0.0.0.0:5029
Network system buffer: 8Kb
Network system buffer set to: 64Kb
Contacting the server...
Sending join request...
Join accepted, waiting for complete game state...
sugoi_autosave set to On
sugoi_nolives set to Off
sugoi_noshop set to Off
sugoi_whopicks set to All
sugoi_shieldswap set to Off
Player 1 has joined the game (node 0)
Speeding off to level...
Preparing Axis2D cache...
Map is now "MAP19: ABANDONED AIRBASE ZONE"
Player 1 renamed to Julie Hikari
I_ShutdownGraphics(): shut down
I_ShutdownTcpDriver: shut down
I_ShutdownSystem(): end of logstream.
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Old 1 Day Ago   #18
Steel Titanium
 
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It's just as I thought, no more free state slots for Inazuma, which causes things to break.
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Old 1 Day Ago   #19
Lach
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I can definitely reduce the number of states Inazuma uses, so those changes will be included in a future update. Thanks for making us aware of this!
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