KitzConcept "God of Flame" VF-1S in fighter mode. This is a licensed Robotech Veritech / Macross Valkyrie using a paint scheme inspired by the Transformers Jetfire behind it. #macross #vf1s #robotech #toys #toystagram #kitzconcept #valkyrie #transformers #autobots #jetfire #transformersjetfire #hikaruichijo #rickhunter @kitzconcept https://www.instagram.com/p/Cna1nOsrZ9Q/?igshid=NGJjMDIxMWI=
Just Vanessa, Lewis and his associates that Venessa would know in varying degrees while being under Lewis' guardianship.
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Feat. a younger Vanessa Lewis (VF), Lewis (based on Lewis from Vanessa's backstory), Jeff B. (Beta character from VF1), and Tess Tube (Before the whole working for Robotnik thing.)
Anyway, Happy 30th Annivesary Virtua Fighter (VF1 came out in Dec 1993). If Sega doesn't care about you beyond a Yakuza game, I certainly do. (Also, highest rank in legit Tekken game too).
The mod can be found here: https://tekkenmods.com/mod/2933/vf1-s...
The Modder can be found here (whom you should support more than my dumb shitpost):
https://www.deviantart.com/theressen
hey, if its not too much trouble could you tell me about how you make moonbase covers? im really interested in doing that but tbh i have no idea where to even start. thank you!
ironically, i don't actually keep a copy of moonbase alpha on my PC anymore. i just use the program that uses the same exact TTS engine - DECTalk: https://archive.org/details/dectalk_202010
what i do is a mix of this old guide by the OG herself Oasty: https://youtu.be/Vf1-UFGFK7o and a set of my own fucked up set of guess & check parameters. this guide is GREAT at explaining the basics, and you can probably figure out your own method to use just based off of that.
as a bonus, i also released the raw .TXT files for every piece in the work a while back: https://drive.google.com/file/d/1f7uIJ84oVxveOp5-tZbFBPsqKe5ILBcA/view?usp=drive_link so if you just need to see what the vocals look like before being rendered & processed, this can give you a good idea.
but, if your curious about my own insanely specific methods that will probably not work for you, here's that, as a treat:
i could not use the excel spreadsheet. i just couldnt get behind it, and just manually timed my way through every phoneme, recording a usable file every once in a while to check on my results.
when i was actively working on moonbase baby, i had a list of usable phonemes & audacity open on my 2nd monitor, and dectalk & fl studio on my 1st. id use the phonemes list to figure out how to transcribe the words of the song into something parse-able by DECTalk, guess the length of the notes based on the lengths of the prior syllables (or at the start, just purely guessing), and then figure out what note to use from an already-transcribed set of notes to reference (by me, of course).
i'd play it back & use wasapi to record it back into audacity (although i think somebody has made an actually compiled version of dectalk that can export), then import that wav file into FL studio to check the timing & pitch of the file. now, dectalk exports files slightly out-of-tune, so there's also a -15 cents pitch shift on all audio files, as well as a slight bit of auto-tune on the vocals...but now we're just getting into mixing, which is a whole different topic.
here's a fun screencap of the vocal processing on the main layer of VOX in moonbase baby:
at a certain point, you just sort of develop a brainrotted relationship with the numbers at work, and it becomes a whole lot easier to guess what numbers you need to use & how much you should be modifying them to get stuff closer to the timing you want. even so, you're likely to do a decent chunk of manual timing correction in whatever DAW you use. dectalk is REALLY bad at pausing vocals altogether.
This time I'm working on VF-1S Valkyrie from Macross - #watercolor #wip #vf1s #macross #valkyrie #anime #manga #mecha #robotech #illustration #art #instaart https://www.instagram.com/p/CkRNqQ6Mu0N/?igshid=NGJjMDIxMWI=
it's so fucking cursed that virtua fighter 2 has a genesis version that's just a 2D martial arts fighter. they actually had a full-3d vf1 on the 32x, but it didn't sell because it was on the 32x, an extension to the sega genesis released simultaneously with the console that succeeded it. i'm not much of a virtua fighter person, but i am deeply interested in the concept of making the same game for last-gen hardware. the ways that hardware innately limits the game you can make, but how you can try to overcome that anyway. really cool stuff
Full gameplay, longplay, playthrough, walkthrough, guide and trueplay of Arcade mode from the Sega Saturn version of Virtua Fighter Remix as Akira. After the original port of VF1 misfired, SEGA rushed out an updated graphics version to try regain ground. Sadly remixed didn't offer anything new other than improved graphics and in Europe SEGA decided to stick with the original version rather than release remix on launch.
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