------------------------------------------------------------------------------------------
                   CHANGES TO WARIO MADE BY ROBOTMONKEYHEAD
------------------------------------------------------------------------------------------

___/ 5-13-2015
*Batch filtered and hand cleaned all sprites.
*Deleted extra Ryu sprites from sprite file.
*Added extra frame to standing animation.
*Added a couple extra frames to crouch turn animation.
*Adjusted placements and timing of stand, crouch to stand, 
 stand to crouch, turn and crouch turn.
*Touched up clsns on stand, crouch to stand, 
 stand to crouch, turn and crouch turn.

___/ 5-14-2015
*Realigned walk sprites and tweaked walk and walk back animations.
*Added a turn animation in before walking backwards.
*Repositioned all jump frames.
*Added a jump take off and landing animation.
*Fixed up taunt, by adding turn frames and adjusting positions.
*Duplicated fixed version of taunt for intro. 
*Added truffle shuffle intro.
*Completely overhauled all standing crouching and jumping basics
  Repositioned frames, added / dropped frames, changed clsns / timings
  Reworked a couple hits entirely.
*Repositioned spin throw and 1000 hand witch slap slap so foot position holds
*Labeled animations for s,c,j basics, stand, turn, crouch, walk, dash etc.
*Lowered fireball height

___/ 5-15-2015
*Started labeling states for "cleaning" purposes.
*Renamed a few specials.
*Fixed head.pos and mid.pos
*Organize cmd file a bit
*Added step sounds to dash
*Added landing sound
*Added new motorcycle sound
*Deleted all empty sounds
*Add new big portrait, small portrait and hyper portrait.
*Changed weird super jump flailing animation, and added clsns to it.
*Completed hunter chain combo system (standing, crouching and jumping)
*Added crouching hits canceling into standing equivalents (not visa versa). 
*(trying to make him as combo friendly as possible because of short range)
*Aerial hunter chain can now be done while jumping in as well.
*Added control over the dash.  Let go of directional to stop dashing
*Added turn around animation at end of walk or dash back
*Added start jump backwards animation
*Added land backwards and turn around animation

___/ 5-15-2015
*Added configuration file.
*Added control over jump by holding up or directionals (configurable).
*Created jump turning animation.
*Made super jump easier to do.
*Added in running jump.
*Changed throw command to either both quicks or both mediums.
*Rebuilt throw animation, sounds and code.

___/ 5-16-2015
*Broke code into separate files for states, commons, specials and hypers.
*Re-labeled a lot of stuff to make any future edits easier.
*Added victory quotes into config file.
*Started documenting every anim, state and explod used for cleaning purposes.
*Remade Cannonball animation and added 3 strengths depending on punch. 
*Shortened charge time on cannonball and motorcycle specials by 1/4.
*Added "use custom hit sparks" option to config.
*Implemented custom hit sparks config on basics, cannonball.
 and motorcycle so far.
*Frankensprited new frame into wind up punch and rebuilt all it's animations,
 clsns, started in on the code.

___/ 5-17-2015
*Redid most of the code for wind up punch.
*Remade the Sonic Knuckles animation, clsns, and code.
*Redid sound waves animation and clsns.
*Had an interesting idea... created a hash tag system of notes in the config file,
 with corresponding hash tags in the code.  For example #fireball damage would take
 the user to the line in the code where they could change that if they wanted to.
 A whole new level of customization just opened up for Wario.
*Realigned fireball and fireball impact sprites
*Rotated fireball stuff 45 degrees to get angle fireball and fireball impact sprites
*Redid fireball animation clsns and code.

___/ 5-18-2015
*Added air fireball with variable speeds per punch button, which cancels into 
 quick jumping attacks.  
*Starting untangling code for twister special.  Chopped about 2/3 of it was useless.
*There is a ton of junk code left over from what I'm assuming is the Ryu this character
 was built from.  I've removed all the Ryu sprites, and I'm trying to get rid of his
 code as I find it.  I'll get rid of his sparks and most of the remaining junk once all
 of Wario's stuff has been rebuilt and properly labeled.  Should make Wario's loading time
 quicker, plus future edits much easier. 

___/ 5-19-2015
*Rebuilt Spinning special, renamed to Wustache Twister. Made it cancel into weaker
 versions of itself (no directional required, attack button only) 
 for a 'triple lifter' effect.
*Added list of cancels into moves list.
*Started working out code for in game moves list.
*Removed all var(59) triggers.  It's nowhere in the code.  Leftover Ryu.
*Resized fireball to 80%

___/ 5-20-2015
*Organized cmd file, and states file a bit.
*Added in dash attack stop animation to give some risk to the attack.
*Sped up walk and tweaked a few frames positions. 

___/ 5-26-2015
*overhauled code for dash attack.
*added dark warrio option for start + palettes in config. So far it's purely aesthetic. 
 it causes an electric charge to be around the dash attack and 100 hand slap.
*Redid clsns and most code for 100 hand slap.
*Created animations for high low and air parry.  
*Added code for high parry.
*Removed a ton of unused or half complete code into a file "extra code".

___/ 5-27-2015
*Overhauled commands list.
*Remodeled Wario's parry system loosely after Infinite's Gouken's parry system.
*Guard bug fixed, where stuck in guard state.
*Added in Alpha Counter system.
*Moved 'enemy bouncing off wall' out of wind-up punch and into motorcycle special.
*Turned Wind-Up punch into Focus Attack, a la SF4. 2 mediums to execute, many
 moves will cancel into it, it cancels into dashes, causes opponent to crumple
 on level 1 only if it's a counter attack, level 2 only if it connects, and level
 3 if it is blocked. Unlike sf4, however, if level 3 connects unblocked it sends 
 the opponent flying, and also the attack does not launch automatically after
 holding the buttons for long enough.  In exchange for the increased timing, I
 did not incorporate the "single hit absorb / temporary damage."  If you're hit
 during the charge, your focus will break. 
 
___/ 5-28-2015
*Rearranged a lot of code, changed state numbers, organized.
*Debugged and tweaked parry, alpha counter and focus attack.
*Got throws ready in terms of state numbers and commands. 
*Added strategy guide to moves list.

___/ 5-29-2015
*Revamped spin throw further. 
*Started revamping roll throw.
*Lots of general organizing / labeling.

__/ 5-30-2015
*Created toss throw and slam throw
*Made throws link together in sequence
*Redid jumping animations again.
*Created an air grab animation.
*Started organizing / building the air throws code.

__/ 5-31-2015
*Fixed small portrait
*Added p2 tech escape from ground throws



____________________/  RMH TO DO
*Add processed sprite sheet in case anyone else wants to edit.
*Twister can cancel into air fireball.
*Put backup of configure file in the code folder.
*Put hash tags in the configure file.
*add afterimages to dark wario.
*align hit sparks for basics.
*Fart burst attack to alpha counter.


_/ BUGS
-state 2201 illegal playsnd channel
-sonic clincher: player decible (75) in state 2201: illegal playsnd channel
-Head-Butt Charge: wario (56) ins tate 3901: var index out of range
-medium punch doesn't need to connect to cancel into itself. 
-possible infinite with qp / qk


------------------------------------------------------------------------------------------
                              STATES, ACTIONS, SPARKS
------------------------------------------------------------------------------------------

;------------------------------   Basics   ------------------------------------

    Stand\  Walk\    Crouch\      Turn\  Dash\                 Jump\     S-Jump
Action: 0,  20, 21,  10, 11, 12,  5, 6,  100, 101, 0, 105, 0,  40,41,47  41,7998 
States: 0,  20,      10, 11, 12          100, 102, 0, 105, 0,  40,50,52  7200,7201,7999
Sparks:

        Standing Attacks\             Crouching Attacks\        Jumping Attacks\     
Action: 200,210,215,220,230,240,250,  400,410,420,430,440,450,  610,620,630,640,650,660
States: 200,210,215,220,230,240,250,  400,410,420,430,440,450,  610,620,630,640,650,660
Sparks: 8000, 8001, 8002, 8015, 8010

        Throw1\      EnmCstmThrw\      Taunt\
Action: 804, 800    801, 802
States: 800, 807    804, 802
Sparks: 8620

        Guard High    Guard Low    Guard Air
Action:
States:
Sparks:

;------------------------------   SPECIALS   ------------------------------------

___/ Motorcyle
Hold Back,F,punch
Action: 1800, 47
States: 1800, 52
Sparks: 8001, 8580

__/ Canonball 
Hold Back,F,kick
Action: 2001, 3850, 1403
States: 1404, 1405, 1406, 1407, 1403 -> 47
Sparks: 8001, 8015

___/ Wind Up Punch
D,DB,B,kick                  EnemCustom\
Action: 710, 711, 712, 713   1850, 1852, self anims
States: 710, 711, 712, 713   1850, 1851, 1852, 1853
Sparks: 9996, 8050, 8620, 8000, 8001, 8002

___/ Sonic Knuckles
F,D,DF,punch   HlprWavs\  EnemCstm\
Action: 2200,  2201,      2202, 2203
States: 2200,  2201,      2202, 2203, 2204
Sparks:

___/ Fireball
D,DF,F,punch   Air\
Action: 1700,  1703
States: 1700,  1703
Sparks: 1701, 1702, 1704, 1705, 1706

___/ Mustache Twister
D,DF,F,kick
Action: 2001?, 2005, 71
States: 1221?, 1225, 1306
Sparks: 8003, 8015

___/ Charging Shoulder   
F,F,kick
Action: 1030, 1031 
States: 1200, 1210, 1220, 1240
Sparks: 8003, 8015, 8020, 8110

___/ 100 hand wimp slap
D,DB,B,punch
Action: 1100
States: 1100
Sparks: 8003, 8015, 8100, 8110

;------------------------------   HYPERS   ------------------------------------


___/ Pile Driver  (alignment?)
D,DF,F,x+y
Action: 3015, 2100, 1104, 47 jump land
States: 3050, 3038, 1104, 52

___/ Fire Burst
D,DF,F,a+b
Action: 4400,4401,4402
States: 4400,4402

___/ Head-Charge
D,DB,B,x+y
Action: 3900, 3901, 3910, 3902
States: 3900, 3901, 3910, 3903

___/ Head-Charge (in air)
D,DF,F,a+b
Action: 31350,47
States: 3879?,3881?,51,52

___/ Weird Shake It Thing
D,DB,B,a+b
Action: 3300, 3301, 47
States: 3400, 3401, 72


___/ Ground Pound Hyper
D,DB,B,a+b
Action: 41, 3000, 47
States: 3000, 3001,72




------------------------------------------------------------------------------------------
                                  SOUNDS INDEX
------------------------------------------------------------------------------------------

0,7 AH HA HA HACK  5
0,8 EH HEHEHEHEHE  3
1,0 HUUHHH  5  
1,5 HEY AH WHOOORRE (echo)  5
1,6 WHULWHULA  4 

2,2 ARHG  5
2,8 HUUAAT  5
2,9 HA!  5
2,10 GO!  5

3,0 ERGH!  5
3,1 OOUH  5

4,0 gun  3
4,1 WOOSH  3
4,2 grab  4
4,3 step  4
4,4 crash a  4
4,5 WOOSWISH  4
4,7 magic a  5
4,8 hit w/echo  5
4,10 laser a  5

7,0 OUH  5
7,1 ERH  5
7,2 ARGH  5

10,0 hit L  5 
10,1 hit M  5
10,2 hit H  5 
10,3 hit LM  5
10,4 hit M2  5
10,5 hit H2

11,0 NYYAAARR  5

12,0 whiff L  4 
12,1 whiff M  4
12,2 whiff H  4

13,0 blocked L  4
14,0 electric  4
23,0 swoosh  5
23,1 power down  5
23,2 CLING  5
23,4 PVVVWW  5
50,1 magic b  5
50,2 shot  4
50,6 magic c  5
50,13 magic d  5

75,0 EH YUHT  5
75,1 VWVWVWVWOT  5
75,2 HA!  5
76,0 explosion light
76,1 metal clang  4
76,2 pistol  4
76,5 shotgun  5   
76,6 motorcycle
76,7 magic  5
76,8 explosion  5
100,0 failstart  5
3300,0 ERH  5
3300,1 magic fire  5
7889,0 crinkle  3
8989,9 hit  5



------------------------------------------------------------------------------------------
                                      HASH TAGS
------------------------------------------------------------------------------------------

___/ BASICS DAMAGE (File = WarioRMH/CODE/States.cns)

#Standing Quick Punch Damage
#Standing Medium Punch Damage
#Standing Medium Punch Follow-Up Dmage
#Standing Strong Punch Damage
#Standing Quick Kick Damage
#Standing Medium Kick Damage
#Standing Strong Kick Damage

#Crouching Quick Punch Damage
#Crouching Medium Punch Damage
#Crouching Strong Punch Damage
#Crouching Quick Kick Damage
#Crouching Medium Kick Damage
#Crouching Strong Kick Damage

#Jumping Quick Punch Damage
#Jumping Medium Punch Damage
#Jumping Strong Punch Damage
#Jumping Quick Kick Damage
#Jumping Medium Kick Damage
#Jumping Strong Kick Damage



___/ SPECIALS DAMAGE (File = WarioRMH/CODE/Specials.cns)
#Motorcycle Damage
#Cannonball Damage
#Sound Wave Damage
#Sound Wave Freeze Opponent Time
#Fireball Damage
#Air Fireball Damage
#Wustache Twister Quick Damage
#Wustache Twister Medium Damage
#Wustache Twister Strong Damage
#Dash Attack Quick Damage
#Dash Attack Medium Damage
#Dash Attack Strong Damage
#100 Hand Pimp Slap Damage

___/ unchecked ones?
#Wind-Up Focus Punch Level 1 Damage
#Wind-Up Focus Punch Level 2 Damage
#Wind-Up Focus Punch Level 3 Damage
#Wind-Up Focus Punch Opponent Crumple Time
#Throw Damage


