DeMille (v1.10.7) by DeluxeGamer705
From: Tomato Adventure
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There are plenty of games I have played that feel underrated. One of them is Tomato Adventure, an RPG developed by AlphaDream, the same developer known for the Mario & Luigi series. I absolutely liked many things in Tomato Adventure, with its main protagonist, DeMille, becoming my favourite character in that game, as well as one of my favourite characters overall, same with Tomato Adventure becoming one of my favourite games. After my plans for DeMille started in November 2022, I finally decided to make this buddy for Mugen.

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1. WHO IS DEMILLE?

DeMille is the main protagonist of the 2002 video game Tomato Adventure. An 8-year-old dropper, he is forced to live in the Spillage in the Ketchup Kingdom due to his dislike of tomatoes, which is where other Droppers are forced to live until they change their attitude towards the food. He lives in a bus without any wheels, and uses gimmicks in-battle, two of which were given by Selemo. DeMille is an optimistic and carefree boy that is easily fooled and has a one-track mind. For his age, he is shown to be brave and does not fear the monsters, which is notable when he and Pasaran enter the Pokypine Wood. He also cares for his friends, notably Pasaran, as he promises to rescue her after King Abira kidnaps her.

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2. CHANGELOG

-v1.10.7 (May 6, 2026)
 *[ADD] Extra palette that is normally unused.
 *[NERF] Ground knockback for aerial normals was increased in an attempt to remove infinites via shorthopping. 
 *[CHANGE] If holding backwards, DeMille's throw will make him turn around.

-v1.10.5 (January 25, 2026)
 *[FIX] Throw could be performed while airborne, resulting in DeMille standing in mid-air.
 *[BUFF] When a parry occurs, a pause appears which gives a chance to use a move before the opponent can recover from the move they're using.

-v1.10.2 (January 2, 2026)
 *[BUFF/FIX] If DeMille chains any move into the ground version of Tail Charge, DeMille will now charge much faster, and the startup will be slightly decreased, preventing the opponent from falling onto the ground before DeMille can reach them. This no longer makes the move whiff that way.

-v1.10.1 (January 1, 2026)
 *[FIX] DeMille had an infinite in his standing C, where its hitsun was long enough to create an infinite via comboing.
 *[BUFF] Kendama now hits OTG.
 *[CHANGE] A.I. should no longer use power charge or any mechanics at wrong moments.

-v1.10 (December 20, 2025)
 *[CHANGE] MANY animations were made more fluid, sporting new frames and different positions of some stuff.
 *[CHANGE] Just like the animations, many sprites were updated, mostly to have a slightly different position of DeMille's arms and the puff ball.
 *[CHANGE] Hitbox adjustments to fit the changed animations.
 *[ADD] Three character-specific intros.
 *[ADD] Two more character-specific victory quotes.
 *[CHANGE] DeMille's eyes are now open in the intro for its entire duration.
 *[CHANGE] A.I. when it comes to zoning and approaching.
 *[BUFF] Diagonal Gear-Yo now has startup invincibility.
 *[CHANGE] Tail Charge's input, to be consistent with Tail Wag's.
 *[BUFF] DeMille now runs backward faster.
 *[ADD] Walking sounds.

-v1.9.5 (November 7, 2025)
 *[CHANGE] A.I. in several ways.
 *[CHANGE] Readme style.
 *[RENAME] Finisher to Ultimate.

-v1.9.1 (August 16, 2025)
 *[FIX] EX Erupter did not require any power to be used.

-v1.9 (August 14, 2025)
 *[ADD] "DANGER!" message.
 *[ADD] Finisher. Needs 300 HP or less and 3000 power to be used.
 *[ADD] Aerial drift; now DeMille can move when airborne, giving him more air control!
 *[CHANGE] DeMille's 6-button layout has been brought back, as I felt like it was quite uncomfortable and messy to use when performing combos.
 *[CHANGE] Plenty of specials and hypers' inputs to fit the returned button layout.
 *[CHANGE] A.I. in some ways.
 *[ADD] DeMille now can perform shorter jumps.
 *[CHANGE] Hyper portrait.
 *[BUFF] DeMille's comboability has been expanded; he can now chain certain specials into other specials for more combos! Note that some specials cannot be chained into certain specials because it could lead to infinites.
 *[ADD] New winpose. It also has a certain twist! :)
 *[CHANGE] Pausetime for stronger normals and specials.
 *[NERF] Due to his very large combo game, DeMille's attack stat was reduced from 100 to 85.

-v1.8 (February 21, 2025)
 *[CHANGE] Revamped gameplay and combo system - DeMille now only uses three buttons for normals, though there's a catch - you can now chain a light normal into another light normal into ANOTHER light normal, which can be also chained into a medium normal into a medium normal and then a strong normal, though this only applies to standing normals. However, you can now chain a strong normal into a crouching normal for comboing as doing so will move DeMille forward a little.
 *[CHANGE] Dodges, power charge and the throw now use their unique buttons, using A for dodges, B for the power charge, and C for the throw.
 *[CHANGE] Couple of specials and hypers' inputs to be consistent with the three-button setup for normals.

-v1.7 (January 25, 2025)
 *[ADD] New mechanics: Air Dash and Parry
 *[ADD] Guard Cancel
 *[ADD] Hyper Combo Finish
 *[CHANGE] New palette selector graphic.
 *[ADD] Not one, not two, but three new moves! These are:
  - One special: Erupter
  - Two hypers: Origami and SneaKar
 *[CHANGE] Chomper and Tail Charge's commands to make space for Origami and SneaKar.
 *[CHANGE] Eye colour in the 12th palette.

-v1.6.5b (December 1, 2024)
 *[FIX] A.I. issues caused by a leftover.

-v1.6.5 (November 30, 2024)
 *[CHANGE] Launcher can no longer be cancelled into DeMille's specials and hypers.
 *[ADD] New character-specific victory quote.

-v1.6 (November 8, 2024)
 *[BUFF] A.I. has been adjusted further, now with better combos!
 *[ADD] New hitsparks.
 *[ADD] Throw. To use it, hold forward in front of the opponent and then press the medium punch or hard punch button.

-v1.5 (August 31, 2024)
 *[ADD] EX specials.
 *[ADD] Palette selector.
 *[ADD] Hyper background.
 *[CHANGE] Animations for forward and backward dodges.
 *[CHANGE] Inputs for hypers to make space for EX specials.
 *[BUFF] Diagonal Gear-Yo now deals more damage.

-v1.4 (July 1, 2024)
 *[CHANGE] Forward and back dodges, now making him dash instead of walk slowly.
 *[ADD] New attacking sounds, as well as a new guard sound.
 *[BUFF] Kendama's aerial version's pausetime was slightly increased.
 *[ADD] Tail Charge can now be performed while airbone.
 *[CHANGE] DeMille now runs backward instead of hopping.
 *[ADD] Dash-dance mechanic. To do this, press back while running in the direction DeMille is facing.
 *[BUFF] DeMille's aerial normals (with the exception of his strong kick) knock the opponent slightly higher, making aerial raves easier to perform.
 *[BUFF] DeMille now runs faster.
 *[BUFF] One of Kendama's aerial version's hitboxes was made bigger for one frame.

-v1.3 (March 21, 2024)
 *[ADD] Dodge, a power charge and a super jump.
 *[CHANGE] DeMille's crouching strong punch now launches the opponent into the air instead of simply hitting the opponent.
  *[BUFF] This allows DeMille to cancel it into his super jump, allowing for aerial raves.
 *[CHANGE] Slightly modifed Readme's style.

-v1.2 (February 4, 2024)
 *[FIX] DeMille lacked hurtboxes on the taunt, causing him to be invincible for its entire duration, as well as in jumping strong punch's ending frame.
 *[FIX] DeMille now can attack while running.
 *[BUFF] It's now possible for DeMille to cancel his weaker punches into stronger kicks (the same applies for his weaker kicks into stronger punches).
 *[BUFF] DeMille now cancel his light and medium normals into specials.
 *[FIX] Tried to remove an ability to infinitely juggle the opponent several times by rapidly cancelling his crouching kicks from light to hard.
 *[NERF] DeMille's normals push the opponents into a farther distance.
  *[BUFF] However, to try to counter this, I've made DeMille's standing stronger normals move him forward a bit.
 *[CHANGE/REMOVE] A-B Glove no longer knocks down the opponent if it hits.
 *[BUFF] Damage dampener, now later hits no longer deal 1 damage.
 *[ADD] Tail Wag and Kendama now can be also performed while airbone.
 *[CHANGE] Speaking of Tail Wag and Kendama, their commands, along with Tail Charge's command, were swapped.
 *[BUFF] The hypers' startup time has been lowered, allowing them to be cancelled from his hard normals.
 *[FIX] The hyper portrait now binds to the screen.
 *[REMOVE] Unused code in his landing sound since he doesn't have any landing sounds.
 *[REMOVE] Kendama now has only one variation instead of three, since its animation is the same, though it still can be perfomed with three attack buttons (in this case, punches).

-v1.1 (January 28, 2024)
 *[BUFF] Chomper's startup time has been lowered, meaning if DeMille cancels the light version of Gear-Yo into Chomper, the latter should easily hit.
 *[CHANGE] A.I. in some ways
 *[FIX] Tail Charge had a weird oversight where it somehow used 2000 Power despite actually requiring 3000 to be used.

-v1.0.5 (January 8, 2024)
 *[FIX] Two small graphical errors, one in DeMille's victory portrait and one in the Chomper hyper.

-v1.0.1 (January 2, 2024)
 *[FIX] There was an oversight where one of the animations for one of P2's custom states that is caused by Kendama lacked hurtboxes on most frames.
 
-v1.0 (January 1, 2024)
 *[FIRST RELEASE]

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3. GAMEPLAY

-MAIN GAMEPLAY-
DeMille is a character that mainly focuses on getting close to the opponent and performing combos when he gets a chance to. While he has zoning tools, they're mainly to make DeMille stay away from the opponent and frustrate them, mainly when playing safely if he has less HP.

-COMBOS-
DeMille's combo system is based on MvC, where he can cancel any weaker normal into hard normals, can cancel his standing hard kick into crouching light punch, and can cancel his crouching hard punch into his super jump, which can allow him to perform aerial raves. He is also able to cancel melee specials into some different ones and can even cancel them into hypers. Overall, just get close to the opponent and have fun comboing them!

-MECHANICS-
DeMille has a few mechanics to go through. One of them is a dodge, performed by pressing X+A, which makes DeMille dodge any attack that is not attributed as a throw (which WILL hit him!). Another one is a power charge, performed with Y+B. Doing this will cause DeMille to gain power if the buttons are held, which will give him faster access to EX specials and hypers, though this comes at a cost of not allowing him to move, so make sure you don't abuse it too much. The third one is parrying, performed when you walk forward just before the opponent's attack makes contact, and this mechanic has an airborne version. When performed, DeMille negates all damage the opponent's attack would do to him, while providing small invincibility to not be hit while parrying. Another one is an air dash, performed by pressing forward twice to do a forward 
one and vice versa. This does not give him any unique properties, but allows him to cancel it into any of his normals, while giving him more air control. He also has a super jump, performed by pressing down and then up. This is mainly used as a combo tool, though he can also use it to approach if the opponent is too high for him to reach with his regular jumps.

-MOVELIST-
SPECIALS:

Gear-Yo: D, DF, F, X/Y/Z
- A longer-ranged move where DeMille swings his Gear-Yo once. The length of the Gear-Yo varies depending on the button pressed. The MP version causes soft knockdown, while the HP version causes hard knockdown.
 - EX version: Hitbox lasts for longer.

A-B Glove: D, DF, F, A/B/C
- DeMille fires the A-B Glove from his arm, with its velocity varying depending on the button pressed. Goes through the opponent, but is overall a good zoning tool.
 - EX version: Higher velocity, causes soft knockdown.

Diagonal Gear-Yo: F, D, DF, F, X/Y/Z
- DeMille goes up with his Gear-Yo diagonally, causing hard knockdown. Cannot be blocked while airbone. Great combo tool and can be used while airbone.
 - EX version: Increased distance.
  - This is also used for the Guard Cancel, performed by pressing Z+C during blockstun at the cost of 1000 power.

Tail Wag: D, DB, B, A/B/C
- DeMille wags a racoon tail twice, causing soft knockdown on the second hit. Good combo tool and can be used while airbone.
 - EX version: Increased horizontal distance, causes hard knockdown on both hits.

Kendama: D, DB, B, X/Y/Z
- DeMille slams the ground with the Kendama, causing a wall bounce if the opponent is near the wall. Can be used while airbone, though the aerial version has a few differences; it is unblockable when crouching and is instead a meteor smash that causes hard knockdown.
 - EX version: Stronger knockback, aerial version causes a ground bounce. Damage output is slightly lower though, but if DeMille has 1500 power or more, he can use it to temporarily juggle the opponent with it.

Erupter: D, D, X/Y/Z
- DeMille crouches as a small volcano erupts some fire rocks that go up then down forward and knock the opponent down. The rocks can also be hit, but they cannot K.O. the opponent.
 - EX version: Fires more rocks.

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HYPERS:

Quadruple Gear-Yo Swing: D, DF, F, D, DF, F, X+Y/Y+Z/X+Z (uses 1000 power)
- A stronger version of Gear-Yo where DeMille swings it 4 times. Great combo tool.

Origami: D, DF, F, D, DF, F, A+B/B+C/A+C (uses 1000 power)
- DeMille claps his hands twice, summoning an origami who creates a magical effect that knocks the opponent away. Can hit from anywhere but only tracks one opponent's position (though other opponents can still be hit by the effect while the other one is being hit). Great combo tool.

Chomper: D, DB, B, D, DB, B, X+Y/Y+Z/X+Z (uses 2000 power)
- DeMille uses a Chomper to bite the opponent twice. Has longer range than Gear-Yo and is a good combo tool.

SneaKar: D, DB, B, D, DB, B, A+B/B+C/A+C (uses 2000 power)
- DeMille goes off-stage, before suddenly charging onto the opponent with his SneaKar, tripping them, before showing up again. Must be blocked mid and gives full invincibility.

Tail Charge: D, DF, F, D, DB, B, A+B/B+C/A+C (uses 3000 power)
- A stronger version of Tail Wag where DeMille wags the tail 14 times instead of twice. 

-ULTIMATE- 
The ultimate is an unblockable move that is performed by crouching thrice and pressing X+Y+Z. The move covers the entire screen, dealing almost enough damage to K.O. the opponent if at full HP, and can only be performed after  the "DANGER!" message appears, while giving them full invincibility during its duration. 

DeMille's ultimate - Pyramet:
A magical pyramid hat appears on DeMille, and it fires an invisible projectile which knocks the opponent away, while also providing an effect when it connects.

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4. PALETTES
DeMille has a total of 12 palettes, all of which can be selected if you press a different button when you're at the character select screen. Note that palettes 7-12 can only be selected if you hold start (which is used for the taunt). However, DeMille comes with a palette selector, which allows the player to select any of the 12 palettes, which can be helpful if they change their mind before the matchcan start. Below are the palettes:

A: DeMille (Default)
B: Alesa
C: Sofubi
X: Relek
Y: Pasaran
Z: Selemo
Start+A: Brikky and Grikky
Start+B: King Abira
Start+C: Tomatrio
Start+X: Phantom Thief Berri
Start+Y: Abiwrath
Start+Z: Mario (fun fact: this palette is a reference to the fact that both the (originally) Mario & Luigi series and Tomato Adventure were developed by AlphaDream. :D)

-EXTRA PALETTE-
The extra palette is an additional palette that is normally unused. It is present in case you'd wanna use it for one reason or another.

THE EXTRA PALETTE: DeMilleInGame - Based on his in-game sprites.

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5. NOTES

-THINGS YOU CAN DO WITH HIM-
 1. Make a match with him.
 2. Share it with your friends/fans in case you would want them to gain a potential interest in Tomato Adventure.
 3. Give him an A.I. patch if you want his A.I. to be stronger. No permission needed, though credit will be still appreciated. :)
 4. Create additional palettes for him, in case you would want more variety or have your own palettes.
 5. Send me feedback if there are any oddities, oopsies, or bugs, especially that can affect his gameplay.

-THINGS YOU CANNOT DO WITH HIM-
 1. Make NSFW/18+ edits (this includes vore edits. I mean he's a kid for crying out loud!).
 2. Bash him (it's a waste of time. There are better ways of using your time rather than bashing. This isn't the 2010s anymore anyways).
 3. Make spriteswaps or paletteswaps of him, because doing them is laziness and is disrespectful.
 4. Giving deconstructive feedback (such as "Your char sucks lol, learn how to make chars dork", or "Lol you can't make chars properly, you're a loser"), as it sounds more like insulting not just the character, but me.

-THINGS THAT REQUIRE PERMISSION-
 1. As I tend to have trust issues with some Mugen content creators, editing him requires permission from me. Note that what can be edited are combos, gameplay, and other stuff, but absolutely no NSFW/18+ edits as mentioned earlier.
 2. Using codes from the character if you're creating a Mugen character yourself. It's better to learn how to code instead of steal, so if you would want to use some of his code, ask me first.
 3. Use of sprites in a different project.

-KNOWN ISSUES-
 1. The A.I. code is not perfect, but I tried.

-OTHER NOTES-
 1. This character was made only for Mugen 1.0 and up. Older versions of Mugen will not load the character.
 2. Tested on Mugen 1.1, but still works on Mugen 1.0.

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6. FAQ
(for more FAQ, head onto my site: https://sites.google.com/view/dxgsmugensite/faq

Q: Why does DeMille have cat ears in one of his winposes?
A: This is something that not many people know about. Many people think that DeMille resembles a hare, but on AlphaDream's site, one artwork showed his hat falling off, revealing his true ears - which are cat-like. In addition, there was some artwork that showed DeMille without a hat, which too showed him having cat ears. So I wanted more people to know it which explains why I threw that winpose in. :)

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7. INSTALLATION

Struggling with adding DeMille to your roster? No worries, here's how to do it:

1. Unpack the character's folder and add it in the chars folder
2. Go to data and open select
3. Paste the following name in the character section: DeMille

And here you go! DeMille should now appear anytime you start Mugen.

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8. CONTACT

Found any bugs or oopsies with DeMille? Then please tell me about them and I'll update him when I have time.

MFG: https://mugenguild.com/forum/profile/DeluxeGamer705-99108
MFFA: https://mugenfreeforall.com/profile/28846-deluxegamer705/
YouTube: https://www.youtube.com/channel/UCGfXpYBe143GxmRUvp8Q7fQ
DeviantArt: DeluxeTheGamer705
Twitter/X: @DeluxeGamer705
Bluesky: DeluxeGamer705
Discord: @deluxegamer705 (note that I do NOT do friend requests with randoms)

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9. SPECIAL THANKS
Nintendo and AlphaDream: For creating DeMille and Tomato Adventure.
Kong: For ripping the hitsparks.
Elecbyte: For creating such a wonderful fighting program.
My fans: For supporting me and enjoying my characters.
Some people on Mugen Fighters Guild: For providing feedback for my characters.
You: For downloading him, of course.

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10. DISCLAIMER

This character was made out of love for the source media the character comes from, and therefore there's no intended copyright infringement. This character was made for free to allow the Tomato Adventure  fans to enjoy playing as DeMille in Mugen and let those that never played to gain a potential interset in the game.

Don't forget to play the fan translation of Tomato Adventure, and if a remake/sequel ever comes out worldwide, then don't forget to buy it to support the creators!

In case you'd wanna find more of my characters, head onto my site: https://sites.google.com/view/dxgsmugensite/main-page
Note that when the "Latest update" is changed, then that means a new version was released of the character.

Thanks for reading and have a nice day! ^^
- Deluxe