Reorganized project to fit Maven's directory structure.

This commit is contained in:
François Autin
2021-06-24 18:39:34 +02:00
parent c917f8aeb0
commit 1278f39977
231 changed files with 70 additions and 57 deletions

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@ -1,26 +0,0 @@
package engine.loader;
import engine.graphics.Texture;
public class ControllerPromptTextureLoader {
public Texture up;
public Texture down;
public Texture left;
public Texture right;
public Texture X;
public Texture A;
public Texture Y;
public Texture B;
public ControllerPromptTextureLoader(){
up = new Texture("textures/keyboard_pad_glyphs/xbox/XboxOne_Dpad_Up.png", 0);
down = new Texture("textures/keyboard_pad_glyphs/xbox/XboxOne_Dpad_Down.png", 0);
left = new Texture("textures/keyboard_pad_glyphs/xbox/XboxOne_Dpad_Left.png", 0);
right = new Texture("textures/keyboard_pad_glyphs/xbox/XboxOne_Dpad_Right.png", 0);
A = new Texture("textures/keyboard_pad_glyphs/xbox/XboxOne_A.png", 0);
B = new Texture("textures/keyboard_pad_glyphs/xbox/XboxOne_B.png", 0);
X = new Texture("textures/keyboard_pad_glyphs/xbox/XboxOne_X.png", 0);
Y = new Texture("textures/keyboard_pad_glyphs/xbox/XboxOne_Y.png", 0);
}
}

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@ -26,7 +26,7 @@ public class Texture {
private int load(String path) {
int[] pixels = null;
try {
BufferedImage image = ImageIO.read(new FileInputStream(path));
BufferedImage image = ImageIO.read(getClass().getResourceAsStream(path));
width = image.getWidth();
height = image.getHeight();
pixels = new int[width * height];

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@ -0,0 +1,26 @@
package engine.loader;
import engine.graphics.Texture;
public class ControllerPromptTextureLoader {
public Texture up;
public Texture down;
public Texture left;
public Texture right;
public Texture X;
public Texture A;
public Texture Y;
public Texture B;
public ControllerPromptTextureLoader(){
up = new Texture("/textures/keyboard_pad_glyphs/xbox/XboxOne_Dpad_Up.png", 0);
down = new Texture("/textures/keyboard_pad_glyphs/xbox/XboxOne_Dpad_Down.png", 0);
left = new Texture("/textures/keyboard_pad_glyphs/xbox/XboxOne_Dpad_Left.png", 0);
right = new Texture("/textures/keyboard_pad_glyphs/xbox/XboxOne_Dpad_Right.png", 0);
A = new Texture("/textures/keyboard_pad_glyphs/xbox/XboxOne_A.png", 0);
B = new Texture("/textures/keyboard_pad_glyphs/xbox/XboxOne_B.png", 0);
X = new Texture("/textures/keyboard_pad_glyphs/xbox/XboxOne_X.png", 0);
Y = new Texture("/textures/keyboard_pad_glyphs/xbox/XboxOne_Y.png", 0);
}
}

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@ -8,7 +8,7 @@ public class Hitbox extends ObjectGl{
public Hitbox(float z, float w, float h, float size, Vector3f color) {
super(z, w, h, size, null, color);
this.setShader("shaders/ObjectGlColor/vert.glsl", "shaders/StylishShaders/HitboxFrag.glsl");
this.setShader("/shaders/ObjectGlColor/vert.glsl", "/shaders/StylishShaders/HitboxFrag.glsl");
}

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@ -17,7 +17,7 @@ public class HorizontalProgressBar extends ObjectGl {
this.current = current;
this.leftToRight = leftToRight ? 1 : 0;
this.useHeight = false;
this.setShader("shaders/StylishShaders/BasicNoTexVert.glsl", "shaders/StylishShaders/HorizontalProgressBarFrag.glsl");
this.setShader("/shaders/StylishShaders/BasicNoTexVert.glsl", "/shaders/StylishShaders/HorizontalProgressBarFrag.glsl");
}
public void setCurrent(float newCurrent) {

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@ -79,13 +79,13 @@ public class ObjectGl {
// use different shader for each set of option
if (tex == null && color == null){
this.shader = new Shader("shaders/ObjectGl/vert.glsl","shaders/ObjectGl/frag.glsl");
this.shader = new Shader("/shaders/ObjectGl/vert.glsl","/shaders/ObjectGl/frag.glsl");
} else if (tex == null){
this.shader = new Shader("shaders/ObjectGlColor/vert.glsl","shaders/ObjectGlColor/frag.glsl");
this.shader = new Shader("/shaders/ObjectGlColor/vert.glsl","/shaders/ObjectGlColor/frag.glsl");
} else if (color == null){
this.shader = new Shader("shaders/ObjectGlTex/vert.glsl","shaders/ObjectGlTex/frag.glsl");
this.shader = new Shader("/shaders/ObjectGlTex/vert.glsl","/shaders/ObjectGlTex/frag.glsl");
} else {
this.shader = new Shader("shaders/ObjectGlTexColor/vert.glsl","shaders/ObjectGlTexColor/frag.glsl");
this.shader = new Shader("/shaders/ObjectGlTexColor/vert.glsl","/shaders/ObjectGlTexColor/frag.glsl");
}
}

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@ -31,7 +31,7 @@ public class Sprite extends ObjectGl {
* Ajoute une ombre sous le personnage
*/
public void setShadow(){
this.shadow = new ObjectGl(this.zPos, this.width, this.height * 0.3f, this.scalingFactor, "textures/shadow.png", null);
this.shadow = new ObjectGl(this.zPos, this.width, this.height * 0.3f, this.scalingFactor, "/textures/shadow.png", null);
this.shadow.translate(new Vector3f(this.xPos, this.yPos - this.height * 4.3f, -8f)); // 8 ça fait bcp mais y du z-fighting sinon jsp pk
}

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@ -103,8 +103,8 @@ public class Text {
}
private Letter charToObjectGl(char a, int index){
Letter objectGl = new Letter(this.zPos, 1.0f, 1.0f, this.size, "textures/dejavu10x10_gs_tc.png", null, index);
objectGl.setShader("shaders/StylishShaders/BasicVert.glsl","shaders/StylishShaders/TextFrag.glsl");
Letter objectGl = new Letter(this.zPos, 1.0f, 1.0f, this.size, "/textures/dejavu10x10_gs_tc.png", null, index);
objectGl.setShader("/shaders/StylishShaders/BasicVert.glsl","/shaders/StylishShaders/TextFrag.glsl");
ObjectGlSetCharWrap(a, objectGl);
return objectGl;
}

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@ -2,6 +2,8 @@ package engine.utils;
import org.lwjgl.BufferUtils;
import engine.Engine;
import java.io.*;
import java.nio.ByteBuffer;
import java.nio.channels.SeekableByteChannel;
@ -18,7 +20,7 @@ public class FileUtils {
public static String loadAsString(String file){
StringBuilder result = new StringBuilder();
try {
BufferedReader reader = new BufferedReader(new FileReader(file));
BufferedReader reader = new BufferedReader(new InputStreamReader(Engine.class.getResourceAsStream(file)));
String buffer = "";
while ((buffer = reader.readLine()) != null) {
result.append(buffer).append("\n");

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@ -204,10 +204,10 @@ public class match {
String pathToBG = "";
switch (stage) {
case "arena1":
pathToBG = "textures/arena1.png";
pathToBG = "/textures/arena1.png";
break;
default:
pathToBG = "textures/arena1.png";
pathToBG = "/textures/arena1.png";
}
ObjectGl background = new ObjectGl(0f,1f,1f,2.5f, pathToBG, null);
@ -221,22 +221,22 @@ public class match {
switch (character1) {
case "blue":
p1 = CharacterBlue.generateCharBlue();
pathp1 = "textures/Sprite_sans_grille_9comp.png";
pathp1 = "/textures/Sprite_sans_grille_9comp.png";
break;
default:
p1 = CharacterBlue.generateCharBlue();
pathp1 = "textures/Sprite_sans_grille_9comp.png";
pathp1 = "/textures/Sprite_sans_grille_9comp.png";
break;
}
switch (character2) {
case "blue":
p2 = CharacterBlue.generateCharBlue();
pathp2 = "textures/Sprite_sans_grille_9comp.png";
pathp2 = "/textures/Sprite_sans_grille_9comp.png";
break;
default:
p2 = CharacterBlue.generateCharBlue();
pathp2 = "textures/Sprite_sans_grille_9comp.png";
pathp2 = "/textures/Sprite_sans_grille_9comp.png";
break;
}
@ -280,23 +280,23 @@ public class match {
engine.add_uiElement(coordP2);
// Barre de vie
healthBarP1Obj = new HorizontalProgressBar(80f, 8.5f, 0.4f, 100f, p1.getCurrentHP(), p1.getMaxHP(), false);
healthBarP1Obj.setShader("shaders/StylishShaders/BasicNoTexVert.glsl", "shaders/StylishShaders/HorizontalProgressBarGradientSquareFrag.glsl");
healthBarP1Obj.setShader("/shaders/StylishShaders/BasicNoTexVert.glsl", "/shaders/StylishShaders/HorizontalProgressBarGradientSquareFrag.glsl");
healthBarP1Obj.setUseHeight(true);
healthBarP1Obj.useTime = true;
healthBarP1 = new UIElement(healthBarP1Obj, 0.0138f, 0.980f, engine);
healthBarP2Obj = new HorizontalProgressBar(80f, 8.5f, 0.4f, 100f, p2.getCurrentHP(), p2.getMaxHP(), true);
healthBarP2Obj.setShader("shaders/StylishShaders/BasicNoTexVert.glsl", "shaders/StylishShaders/HorizontalProgressBarGradientSquareFrag.glsl");
healthBarP2Obj.setShader("/shaders/StylishShaders/BasicNoTexVert.glsl", "/shaders/StylishShaders/HorizontalProgressBarGradientSquareFrag.glsl");
healthBarP2Obj.setUseHeight(true);
healthBarP2Obj.useTime = true;
healthBarP2 = new UIElement(healthBarP2Obj, 0.563f, 0.980f, engine);
engine.add_uiElement(healthBarP1);
engine.add_uiElement(healthBarP2);
// Habillage barre de vie
ObjectGl healthBarP1Hab = new ObjectGl(81f, 1f, 1f, 1f, "textures/health_bar.png", null);
ObjectGl healthBarP1Hab = new ObjectGl(81f, 1f, 1f, 1f, "/textures/health_bar.png", null);
healthBarP1Hab.setTextureWrap(0,0, 883, 158);
UIElement healthBarP1HabUI = new UIElement(healthBarP1Hab, 0.005f, 0.995f, engine);
engine.add_uiElement(healthBarP1HabUI);
ObjectGl healthBarP2Hab = new ObjectGl(81f, 1f, 1f, 1f, "textures/health_bar.png", null);
ObjectGl healthBarP2Hab = new ObjectGl(81f, 1f, 1f, 1f, "/textures/health_bar.png", null);
healthBarP2Hab.setTextureWrap(0,0, 883, 158);
healthBarP2Hab.flipTextureWrapH();
UIElement healthBarP2HabUI = new UIElement(healthBarP2Hab, 0.555f, 0.995f, engine);

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@ -78,7 +78,7 @@
<children>
<ImageView styleClass="char_img" fitHeight="400" fitWidth="400">
<image>
<Image url="/launcher/default.png"/>
<Image url="/launcher/charfaces/default.png"/>
</image>
</ImageView>
<ChoiceBox styleClass="char_box" onAction="#chp1"/>
@ -88,7 +88,7 @@
<children>
<ImageView styleClass="char_img" fx:id="char_p2" fitHeight="400" fitWidth="400">
<image>
<Image url="/launcher/default.png"/>
<Image url="/launcher/charfaces/default.png"/>
</image>
</ImageView>
<ChoiceBox styleClass="char_box" onAction="#chp2"/>

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@ -0,0 +1,10 @@
#version 330 core
out vec4 FragColor;
uniform float time;
void main()
{
FragColor = vec4(1.0f, 1.0f, 1.0f, 1.0f);
}

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@ -0,0 +1,12 @@
#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 transform;
void main()
{
gl_Position = projection * view * transform * vec4(aPos, 1.0);
}

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@ -0,0 +1,12 @@
#version 330 core
in vec3 color;
out vec4 FragColor;
uniform float time;
void main()
{
FragColor = vec4(color, 1.0f);
}

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@ -0,0 +1,16 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
out vec3 color;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 transform;
void main()
{
gl_Position = projection * view * transform * vec4(aPos, 1.0);
color = aColor;
}

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@ -0,0 +1,13 @@
#version 410 core
out vec4 FragColor;
in vec2 texCoord;
uniform sampler2D texture1;
uniform float time;
void main()
{
FragColor = texture(texture1, texCoord);
}

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@ -0,0 +1,16 @@
#version 410 core
layout (location = 0) in vec3 aPos;
layout (location = 2) in vec2 aTexCoord;
out vec2 texCoord;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 transform;
void main()
{
gl_Position = projection * view * transform * vec4(aPos, 1.0);
texCoord = aTexCoord;
}

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@ -0,0 +1,19 @@
#version 410 core
out vec4 FragColor;
in vec4 color;
in vec2 texCoord;
uniform sampler2D texture1;
uniform float time;
void main()
{
vec4 tex = texture(texture1, texCoord);
if (tex.a == 0.0){
FragColor = tex;
} else{
FragColor = mix(tex, color, 0.5);
}
}

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@ -0,0 +1,19 @@
#version 410 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec2 texCoord;
out vec4 color;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 transform;
void main()
{
gl_Position = projection * view * transform * vec4(aPos, 1.0);
color = vec4(aColor, 1.0f);
texCoord = aTexCoord;
}

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@ -0,0 +1,19 @@
#version 410 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec2 fragCoord;
out vec4 color;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 transform;
void main()
{
gl_Position = projection * view * transform * vec4(aPos, 1.0);
color = vec4(aColor, 1.0f);
fragCoord = aPos.xy;
}

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@ -0,0 +1,21 @@
#version 410 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec2 fragCoord;
out vec2 texCoord;
out vec4 color;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 transform;
void main()
{
gl_Position = projection * view * transform * vec4(aPos, 1.0);
color = vec4(aColor, 1.0f);
texCoord = aTexCoord;
fragCoord = aPos.xy;
}

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@ -0,0 +1,26 @@
#version 410 core
out vec4 FragColor;
in vec4 color;
in vec2 fragCoord;
in vec2 texCoord;
uniform sampler2D texture1;
uniform float time;
void main(){
vec4 flash;
flash = sin(flash + time * 15);
flash = mix(flash, color, 0.5f);
flash.a = 1f;
vec4 tex = texture(texture1, texCoord);
if (tex.a == 0.0 || (flash.x+ flash.y + flash.z)/3 <= (tex.x+ tex.y + tex.z)/3){
FragColor = tex;
} else{
FragColor = mix(tex, flash, 0.3f);
}
}

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@ -0,0 +1,13 @@
#version 410
in vec3 color;
in vec3 fragCoord;
out vec4 FragColor;
uniform float time;
void main()
{
FragColor = vec4(color, 0.4f);
}

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@ -0,0 +1,31 @@
#version 410
in vec4 color;
in vec2 fragCoord;
out vec4 FragColor;
uniform float time;
uniform float fill;
uniform bool leftToRight;
void main()
{
if (leftToRight){
if (fill > fragCoord.x){
FragColor = color;
}
else {
FragColor = vec4(color.xyz, 0f);
}
} else {
if (fill < fragCoord.x){
FragColor = color;
}
else {
FragColor = vec4(color.xyz, 0f);
}
}
}

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@ -0,0 +1,42 @@
#version 410
in vec4 color;
in vec2 fragCoord;
out vec4 FragColor;
uniform float time;
uniform float fill;
uniform bool leftToRight;
uniform float height;
void main()
{ //Rectangle plus large que haut
vec4 colorTemp = color;
float ouverture = 0.8f;
// Effet "tube"
float lum = -pow(fragCoord.y + height/2.0f, 2.0f) * 5.0f /height + ouverture;
colorTemp.xyz *= lum;
// Effet flash sur la surface
float flash = abs(sin(time)) + 0.4f;
colorTemp.xyz *= flash;
if (leftToRight){
if (fill > fragCoord.x){
FragColor = colorTemp;
}
else {
FragColor = vec4(0.0f);
}
} else {
if (fill < fragCoord.x){
FragColor = colorTemp;
}
else {
FragColor = vec4(0.0f);
}
}
}

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@ -0,0 +1,16 @@
#version 410 core
out vec4 FragColor;
in vec4 color;
in vec2 fragCoord;
in vec2 texCoord;
uniform sampler2D texture1;
void main(){
vec3 black = vec3(0.0f, 0.0f , 0.0f);
vec4 tex = texture(texture1, texCoord);
tex.a = (tex.x + tex.y + tex.z) / 3.0f;
FragColor = tex;
}

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@ -0,0 +1,27 @@
#version 410 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec2 fragCoord;
out vec2 texCoord;
out vec4 color;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 transform;
uniform int index;
uniform float time;
void main()
{
float speed = 5f;
float amplitude = 10f;
vec3 newPos = aPos;
newPos.y = newPos.y + (sin((time + index * 10f + newPos.x) * speed) * amplitude);
gl_Position = projection * view * transform * vec4(newPos, 1.0);
color = vec4(aColor, 1.0f);
texCoord = aTexCoord;
fragCoord = aPos.xy;
}

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@ -0,0 +1,147 @@
Hey there!
Hope you make good use of this pack. You can use all these assets in any project you want to (be it commercial or not).All of the assets are in the public domain under Creative Commons 0 (CC0)
In this pack you will find over 500 buttons including:
Xbox 360 Controller
Xbox One Controller + Diagram
Xbox Series X Controller + Diagram
Play Station 3 Controller
Play Station 4 Controller + Diagram
Play Station 5 Controller + Diagram
Play Station Move
PS Vita
Google Stadia Controller
Amazon Luna Controller
Vive Controller
Oculus Controllers & Remote
Wii Controller
Wii U Controller
Nintentdo Switch
Steam Controller (Updated to commercial version)
Ouya
Keyboard and mouse buttons (Both in dark and light variants including blanks)
Directional arrows for thumb sticks and movement keys
Touch Screen Gestures
----------------------------------
I am "Nicolae (Xelu) Berbece", I'm responsible for the development studio "Those Awesome Guys", developers of "Move or Die" and publishers of "Monster Prom".
You can contact me at nick@thoseawesomeguys.com or @xelubest
Feel free to credit me in case you use anything in this pack, but don't worry, I won't mind if you don't. ;)
Please share this pack with other fellow developers in need of such assets! In the spirit of good old chain mail, if you share this pack with 5 fellow devs, your game's steam review score will rise by 7% and a notable twitch streamer will pick it up for their stream.
Keep making awesome things!!!
~Nick
Here is a semi-regularly-updated list of games using these prompts:
----------------------------
Mega Man Legacy
Hunt: Showdown
Outter Wilds
Slay The Spire
A hat in Time
Forager
Wonder Boy the dragon's trap
Postal 2
Postal Redux
RWBY
PikuNiku
Shadow Warrior 2
Tiny Metal
Aztez
Disney Afternoon
Heat Signature
Turbo Dismount
Black Future 88
Fallen Legion
Fru
Blockships
20XX
Furi
Mike Dies
Snake Pass
Danger Scavenger
Roboquest
Rive
Faerie Afterlight
Obduction
Fractal Fall
Guild of Ascension
Avaria VS
Blast Zone! Tournament
100ft Robot Golf
Sockventure
Spellbreak
Zombie Rollerz
B.O.O.M . - You Win
Battle Chef Brigade
De Blob
Phantom Brigade
Wytchwood
Mulaka
Airheart - Tales of broken wings
Redirection
Pull Stay
Death Pedal
Defender's Quest
Akuto "Mad World"
Project Mobius
Whispering Willows
Vostok Inc.
Divine commander
Sbirz
Grashers
Remnants of Naezith
Mothergunship
Roundabout
Hunter of the Disowned
Cosmos Quickstop
West of Dead
Tune Tank
Rain on your Parade
Infinite Adventures
Arena 3D
Chroma Vaders
Hoverloop
Wrestling Revolution 3D
Altero
Super Comboman
Disc Jam
Cooking Simulator
Jelly is Sticky
The Hatching
World to the West
Mayan Death Robots
Sentris
Carto
Unbox
Fort Triumph
Insane Robots
Super Daryl Deluxe
Induction
Pawarumi
The Flock
Binary Trigger
Fractal Space
Deputy dangle
Bubsy: The Woolies Strike Back
Tumblestone
The chronicles of Kyra
Ghost Knight Victis
Solbrain Knight of Darkness
SSMP
Distance
Idarb
Earthlock
Everspace
Pylon Rogue
The Church in the darkness
Sword n' Board

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View File

@ -0,0 +1,45 @@
1-idle
2-walking
3-jump
4-crouch
5-blocking
6-L_punch
7-forward jump
8-m/h punch
9-forward h punch
10-h kick
11-forward h kick
12-jump l m kick
13-crouch L.punch
14-crouch m punch
15-crouch h punch
16-jump h kick
17-crouch hit
18-fjl punch
19-hadouken
20-projectile
21-hit
22-jump l m h puch
23-face hit
24-ko
25-lm kick
26-forward m punch
27-forward l kick
28-crouch L kick
29-shouryuken
30-forward m kick
31-victory 1
32-stunned
33-knockdown/recover
34-tatsumaki senpuu kyaku
35-victory 2
36-crouch m kick
37-crouch h kick
38-forward jump m h kick
39-mugshots
40-shoulder toss (32)
41-backroll
manquant:
time over (40)
alternate palettes(41)

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