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	      Rick Norton (aka: Hack) by Mature4evr
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INFO:
Release Date: 9/13/2004
For use with DOS 04.14, Linux, & Windows Mugen

NOTE:
You should've gotten this zip file from the
following URL - http://www.geocities.com/mature4evr/.
If you didn't, email me immediately at mature4evr@yahoo.com.  Thanks. ;)

CONTENT:
1. What is this?
2. Rick Norton's Story/Bio
3. What's Done/What's Left
4. Installation
5. Specific Notes
6. Commands
7. Known Bugs
8. Disclaimer
9. Email Reference
10. Credits
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1. What is this?

This is the character Rick Norton from Rushing Beat (SNES).  The game is
known as Rival Turf in the US.  He was adapted to work with the fighting game
engine called MUGEN.
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2. Rick Norton's Story/Bio

Rick Norton is an officer at the L.A. police department.  He was called on along
with Douglas Bild to quell the gang activity that has turned L.A. into a slum.
Norton's a decent fighter with moderate strength, but nice agility.  He's 6 feet in
height, has brown hair, & wears a redish bomber jacket.
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3. What's Done

-all normal & required animations
-3 basic attacks (2 aerials)
-4 extra attacks
-2 throws
-6 specials
-2 supers (2 levels each)
-Angry Mode
-1 win pose (from RB)
-classic death sequence (from RB)
-special ball buster animation (from RB)
-special animations, like getting burned
-12 palettes (RB, RB Ran, RB Shura, etc.)
-code to disable blocking for Norton
-sounds for almost everything

ADDED/UPDATED (1-4-2005 through 1-6-2005):
-tweaked the ticks for Norton's main hitspark.
-fixed the axis for Norton's jumping forward animation (it now looks almost perfect).
-reworked the collision boxes for all of Norton's aerial, basic attacks.
-applied small tweaks to the targetbind numbers for his quick knee throw.
-tweaked the damage for his suplex throw.
-changed the BGPalFX for Norton's level 2 supers.
-added in a new palette, which replaces his old pal12.

ADDED/UPDATED (2-6-2005):
-removed second win pose (I just could not get used to it).
-added in the display of the main hitspark during Norton's quick knee throw.
-added in an alternate "holding groin" animation, & a trigger to make Mugen
 randomly select from the two of them.
-re-ripped a couple of sounds, plus some missing ones.
-added a section in this readme for combos that are possible to perform.
-tweaked the PowerAdd & damage value for Norton's energy uppercut.
-toned down the AttackMulSet for Norton's angry mode.

3. What's Left

-an intro against Cadavelico's Bild, but don't hold your breathe :P
-besides the above, nothing!
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4. Installation

First, make sure you have all the files listed here:

-norton.def
-norton.sff
-norton.air
-const.cns
-norton.cns
-norton.cmd
-norton.snd
-norton.act
-norton2.act
-norton3.act
-norton4.act
-norton5.act
-norton6.act
-norton7.act
-norton8.act
-norton9.act
-norton10.act
-norton11.act
-norton12.act

When you've confirmed existance of the above files, follow these
two steps for easy installation:

1) Put the above files in your /chars/norton directory.
2) Add norton to your select.def in your data folder.
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5. Specific Notes

-Many animation timings & axis settings were matched as close as possible to 
 Rushing Beat.  If something looks weird, that's probably the way it should be.

-Mugen's hit counter during Norton's Melee Combo super doesn't work exactly
 the way it should.  It's not a huge concern of mine though. 

-When Norton activates his Angry Mode, his power will increase by 1 plus half.  
 He can deal some massive damage during the 11 seconds the mode lasts.
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6. Commands

>Rick Norton utilizes 4 buttons: x, y, a, & b.

BASICS:
- Dash			FF or BB
- Air Recovery (default)	x+y (while falling)
- Double Punch		x
- Dragon Kick		a or b (while jumping forward)
- Vertical Kick		a or b (while jumping straight up)

EXTRA ATTACKS:
- Ball Buster		Hold Back+y
- Uppercut			Hold Back+x
- Energy Uppercut		Hold Back+a (uses 300 power)
- Ground Slide		Hold Down+b

THROWS:
- German Suplex		y (while near opponent)
- Quick Knee		b (while near opponent)

SPECIALS:
-Knife Throw		D, DF, F, x
-Laying Rock Trap		x+y
-Batter Up!		D, DF, F, y
-Spinning Leg Sweep		D, DF, F, b
-Enery Field		rapidly tap D & a
-Rising Knee		D, DB, B, b

SUPERS:
[Each of these moves costs 1 power bar to use, unless otherwise stated]
-Melee Combo		D, DB, B (x2), x
-Melee Combo (2 bars)	D, DB, B (x2), y
-Aerial Cut		D, B, DF, F, a
-Aerial Cut (2 bars)		D, B, DF, F, b
-Angry Mode
(power must be at least 2500)	a+b

POSSIBLE COMBOS:
[Each of these chains below can be performed anywhere unless otherwise noted]
-Dragon Kick, Ground Slide (2 hits)
-Dragon Kick, Rising Knee (2 hits)
-Vertical Kick, Ground Slide (2 hits)
-Quick Knee, Rising Knee (2 hits)
-Quick Knee, Batter Up! (best in corner)(2 hits)
-Double Punch, Ground Slide (best in corner)(3 hits)
-Quick Knee, Ground Slide, Double Punch (best in corner)(4 hits)
-Dragon Kick, Ground Slide, Double Punch, Knife Throw (best in corner)(5 hits)
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7. Known Bugs

-None at the moment. ^_^
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8. Disclaimer

Rick Norton & every likeness in the .sff file are property of Jaleco.  Rushing
Beat, Rushing Beat Ran, Rushing Beat Shura, Rival Turf, & Brawl Brothers are
trademarks of Jaleco.

I claim none of the above in any manner.
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9. Email Reference

These are emails sent to me by NeoGouki (JJWE) after I asked permission to
use some of his code to get Norton's angry mode to work.  These serve as 
proof of my asking him such.  These are in Yahoo email format, not the Guild
Forum PM format:

****First****
You have just been sent a personal message by JJWE on The Mugen 
Fighters Guild Forum.

IMPORTANT: Remember, this is just a notification. Please do not reply 
to this email.

The message they sent you was:

Uh, sure, considering that the code in question is nothing spectacular 
at all. It's merely a variable that counts downwards when it's more 
than 0.

****Second****
You have just been sent a personal message by JJWE on The Mugen 
Fighters Guild Forum.

IMPORTANT: Remember, this is just a notification. Please do not reply 
to this email.

The message they sent you was:

At the top of my head, without actually checking the code itself, I 
have a variable setup to count downwards via a VarAdd as long as it's > 0, 
then a VarSet in the activation state that sets the variable to 
whatever it is it's meant to be set to. That way it'll always count down to 0, 
and stop there. Although, since I have that fancy timer and shit in 
there too, I probably added a few extra variables, but that's pretty much 
the idea behind it.
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10. Credits

Special Thanks:

-Jaleco for creating the Rushing Beat series, a very fun set of games. ;)
-Alucard4ever, GCNMario, Artisto, Junior Chillage, Athena (Chloe), Spiral, 
 Ryouga2002, & N. for being friendly, pleasant guys & gals. ^_^ 
-NeoGouki for allowing me use his code for Norton's angry mode.  Huge thanks to you. :)
-Baby Bonnie Hood for allowing open source to his code.  I used his code to get
 the special, burned animation to work.
-UraBahn for giving suggestions, & beta testing Norton early on.
-Heejun184 for being the coolest brother anyone could ask for.
-Mac, Sf, Ace, PrimeOp, Slack86, Electrocaid, Dracul, Cyber Spawn, Calypso, Hayato,
 Zoda, UraBahn, Deathwish, Shrap, Jackie, Luigi, etc for being my best friends.
-Elecbyte for creating Mugen.
-Ses for providing us with MCM: a great program.
-to you for downloading this char & anyone else I forgot. :P
-to certain individuals in the Mugen community who just keep giving me incentive to
 stick around for as long as it lasts.
-lastly, to me for taking the time to convert this char.

Happy playing to all!

Cya l8er,
~Mature4evr
