--------------------------------Mikey Alpha 1---------------------------------------
--------------------------- BY ALEXZIQ, aa250, and bdc----------------------------------------------
Michaelangelo alpha by ALEXZIQ 


Original author, and sprites cropped by "Pioupiou" Dash attack, dragon uppercut, and wind Special, and hyper
coded Piopiou as well.
Sprites ripped by Belial
Bombardment hyper coded entirely by acey, and IMT. Used with permission from Acey (most of these 4 hypers are 
place holders that will be replaced later on.)

Recovery Roll by Toni
Dashes by Cyanide.






Version 1.4 What fixed and New (Mar 28,2012)
-fixed basic attack animations and timing
-fixed get hits sounds
-fixed poweradds in basic flight mode attacks
-fixed juggles in basic flight mode attacks
-fixed Hyper move
-added triggerall = stateno !=[3000,3999] to damage dampening system to prevent damge scale in supers
-fixed damage in flight mode basic attacks
-fixed hitsparks in flight mode basic attacks
-added missing hitsounds and guardsounds to flight basic attacks
-change varset(0) to varset(59) for Artficial Intelligence
-added triggerall = p2statetype != L to Artficial Intelligence
-removed Selfstate and ctrlset in Statedef -3
-removed ctrlset in statedef 195 taunt state
-added description for codes in statedef -2 and statedef -3
-removed var(37) and var(39) from player indictator
-removed left over Playsnd codes that didn't exist in the snd file
-added missing hyper background close sound
-fixed spamming special one
-fixed small bug in Beat up hyper
-added p2statetype !=A to crouch and standing basic attacks Artificial Intelligence

Version 1.3 what fixed and New (Aug 28,2011)
-removed invalid Helper code in statedef 182
-removed self chain in standing light punch
-change pausetime for basic light attack to 8,8, medium attack to 10,10 strong attack 12,12
-replaced damage scaling system
-fixed After image code in statedef -3
-fixed misaligned landing FX in statedef 77010
-added missing F on hitflag in basic.st standing strong and crouch kick
-improved air combing
-fixed chaining between strong basic attacks both crouching and standing
-change ownpal parameter in Dash Sparks Explod and removewhenget hit from 0 to 1
-added ownpal parameter to player indictators
-added envshake.time and envshake.ampl to all strong basic attacks thanks O.
-replaced Player indictators with new ones. 
-fixed order of the sprites
-cleaned up sprites and air file removed unnessary sprites and animation that weren't being used
-added POTS corner push system
-added grab sounds
-replaced hitsparks, dash sparks, and Hyper background
-added Hyeper dust
-named sprites and animation
-cropped sprites

Version 1.2 What fixed and New (May 4,2011)
-Fixed Damage dampener
-fixed bugs in super jump
-disable guard crush
-fixed no ctrl when landing
-fixed launcher
-fixed no timer in flight mode
-fixed canceling out of hyper into flight mode
-fixed no cancel out of flight mode
-fixed bug in A.I Air Dash
-Made Hyper Background non transparent
-Adjusted pause times on Basic attacks to 8,8
-removed the time > 3 from the command
-reduce juggle point from 4 to 1
-increased damage on basic attack 28,1 for light, 52,1 for medium and 72,1 for Hard
-fixed power add on basic attacks 20 for light, 40 for medium, and 60 for Hard
-fixed player indicators showing up in introductions
-fixed missing State type in A.I command Standing Strong Kick
-fixing no between basic attacks and crouch attacks
-replaced hit sparks and player indicators
-made effects Lavender

What left (May 4, 2011)
-improve the A.I air combing
-fixed any issue or bug that wasn't caught for this update
-improve anything that needs to be improved

Hi, and thank you for checking out CVG United's Character Creation Template tool. This
should help you get into creation. Much work was put into this to have a non buggy,
and fun gameplay (MvC like, but not exactly or accurate) tool for new creators to use.

All you need to do is created a palette file and insert it in the main file and def 
files. Then sprite swap your sprites into the corresponding movement sprites. The template
will do the rest regarding animation for all of your basics. You may however, depending
on your sprites and/or the character you are making, need to align some things or want
to adjust some timing.

However, when it comes to specials, hypers and much of the other stuff that makes a
character fun and who they are, you will have to code those in yourself. To help you
with that, we included a number of help files. Many of you may have them already, but
do to location, might have overlooked them. Therefore, we decided to include them in the
template to help you out. Look for the *Character Creation Help Files* folder.

If you need additional help, please come to CVG United's Help section at:

http://cvgunited.com/index.php/board,9.0.html

We have a very friendly and knowledgable base that can probably answer any question you
may have.

Special Thanks to:
- Trexrell and Yin for additional support
- The Arlequin for the Hyper port concept
- O Illusionta for Hyper Background, Hitsparks,New Dust, Dash Dust, and Dash Sparks
- Volzilla for CVG arrows
- FlowaGirl and Ethan Lives for Hyper Background K.O
- Spooky77 for creating CVG United and being the webmaster
- Elecbye for creating Mugen and credit towards using some of their help files
- Capcom and SNK for creating the bulk of the sprites that are later edited into all
Mugen characters we love
- VirtualTek for creating Fighter Factory. This helps bring those sprites to life
- K.O.D for his awesome clsn tutorial 
-Anyone who wasn't mention or I forgot.
