Kung Fu Man - SF IV edit (Feb 4 update)
Edited by Rolento 
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Alright, this working edit of the character makes use of the SFIV styled
Ultra and EX bar code as well as the Focus Attack code arranged earlier
to show these things in action with a working example other people can reference.

In terms of the bars, there is a known flaw with explods shaking somewhat when Envshake
is active. This is an unfortunate compromise as I am incapable at this time of making
it so that the explods remain aligned with the bar proper at all times; if the affected 
explods were to be generated while the EnvShake was active with a removetime of -1, they
might appear in a state of misalignment that would remain until rendered inactive, 
restarting the round or beginning the next round.

Additionally, I would suggest refraining from using the hit and guard sparks in the same
way I have for now in your own works. The images and animations listed are fine, but the
actual application is still a bit too faulty for my own liking to recommend using at this
time.
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Regarding open source material, all code, sounds, and sprites are considered open source
and thus are free game for usage as long as you credit the appropriate people. (Vans and 
Alchemist for images, Pots for sounds, Bia and myself for code)
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Overall Changes:
-Changed power value to 1000, referenced in later code
-New Ultra examples based on old supers - need at least half of ultra bar full to use
  QCFx2+PP Triple Kung Fu Ultra
  QCBx2+PP Kung Fu Upper Ultra
-EX moves now use 250 power instead of 330
-Added Focus Attack states, starts at statedef 1500
-Added SFIV bar helper and states, starts at statedef 2000
-Run changed to dash forward
-KFM is now working like a 6-button character
-Now bars available in 640x480 format; now set to select version to use based on gameheight.

Recent Changes/Fixes:
-Added some effects related to Focus Attack such as palfx, explods
-Hitdef fixes for Focus attack itself to compensate for SF IV's airhit behaviour
-Expanded on sndfile to include some open source sounds
-Fix for p2 crumble state
-Changed state 100 to dash forward to ensure functionality.
-Changing poweradds overall so power builds more slowly like in SF4
-KFM now uses SF4 hitsparks
-Adjusted ultra bar code to choose appropriate version according to gameheight
-Dash cancelling from focus attack states now made easier

Known bugs:
-Sparks won't appear in cases of trading blows, may still have some troublesome behaviour elsewhere

Things to do:
-Remaining basics: legit versions of S.mk and A.hp
-Reversed shoulder tackle, Kung Fu Palm for use in EX and ultras
-Original Focus Attack animation
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Thanks:
Vans: SF IV pc rips that I broke apart for the bar graphics and feedback.
Bia: Help with bugtesting along the way.
Alchemist: Open-source SF IV hitspark rips.
Pots: Open-souce SF IV sound effects
KoopaKoot, Kamekaze, [e]; Feedback on fixing a things.
