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Ikemen GO Plus (Read 77710 times)

Started by K4thos, May 26, 2018, 03:04:27 am
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Re: Ikemen GO Plus
#481  March 26, 2019, 12:28:35 am
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No not a single word from K4thos not even PMs.
He shouldn't have much trouble uploading a few files.
Maybe personal life got in his way.
Re: Ikemen GO Plus
#482  March 26, 2019, 07:17:52 pm
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I kinda wish this version had the Looping Character Select from Ikemen Plus 0.3 because that actually looked kinda neat, depending on the layout.
Re: Ikemen GO Plus
#483  March 26, 2019, 08:04:06 pm
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i believe k4thos ported a bunch of things from the original ikemen 0.3 into his unreleased GO version, which is why its so important to have these files. ikemen 0.3 had quite a load of features, although being worse in compatibility than the GO variant.
Re: Ikemen GO Plus
#484  March 27, 2019, 04:14:47 am
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Re: Ikemen GO Plus
#485  March 27, 2019, 06:35:43 am
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Hello buddies, with the new that I can finally compile the ikemen go

(useful information, please upload the readme.md,so when you instal the go lang from the source, please specify that it must to be used the Go version w32 and not the w86-64 version, even if you want a compile the 64 bit version, it must have the go language instalation of w32 on your coputer or gitbash will not compile)

ok, and now I have another question

number one, in original winmugen and mugen 1.0 in the title screen (you know the screen with arcade,vs,survival,training.options, etc) you can choose the mode with player one or player two, but in ikemen go plus you only can choose the mode with player one only, so, How can I make able to player 2 begin the game


number two, I know that the tokens (credits) only can be added or reduced in options but, Lets say that I want to add a general button for adding credits (you know, left, right, start, a,b,c,x,y,z, pause, but I wanto to push a button like F11 or 3 number for give one credit ) so, here is the question, Which file control the credit usage (main.go,main.lua?) and in which file I can add more buttons to have more functions except of the mugen classical butons (input.go?)?


number three, there is some place of the K4thos have the beta or experimental file of the script Here comes a new challenger code? for implement it myself and help him finish his original job?





something more buddys, I am trying implementing myself the midi with soundfont file playing for ikemen, but the problem is that I only have the library for C code, the Go bindings of fluidsynth is something awful because I only understand the C language because I learn before on arduino programing but the Go lang is a little difficult for me (sorry guys,remember I  am mainly a musician of cps2 originals, not a veteran code progrrammer on golang so it is a big effort for my, but if I can help Gacel and you, I will do it), so here is my last question, how do I manage a c library with their original parameters or there is a way to transalte a C code to golang ? (that weird thing of cgo conffuse me a lot)


Greetings from Mexico
Last Edit: March 27, 2019, 06:43:10 am by Mike77154
Re: Ikemen GO Plus
#486  March 27, 2019, 10:15:25 am
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Last Edit: March 27, 2019, 10:38:01 am by Gacel
Re: Ikemen GO Plus
#487  March 27, 2019, 11:45:47 pm
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@Gacel: Question for you bro, So if I understood what you said about the Menu screen, If I wanted to implement changes to how you control the movement of the fonts ("Arcade" "Versus" etc etc) from Horizontal (Left to right ) to Vertical (up & down) in order to do something like the below old screenshots, So to cut it short the changes would need to be made against the Lua code correct.
This Mugen version I had to make it look like it went horizontal but in reality the controls only allow for vertical movements, sadly mugen limitation.
 
Spoiler, click to toggle visibilty

Re: Ikemen GO Plus
#488  March 28, 2019, 01:03:05 am
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Last Edit: March 28, 2019, 01:20:08 am by Gacel
Re: Ikemen GO Plus
#489  March 28, 2019, 02:18:54 am
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Yeah, if it's anything like IKEMEN Plus, it's simply because all menu controls assume P1 rather than either player. Good to know that's something you've sorted out :)
3DS FC: 0516 - 7483 - 3564
Oh, I want a diagram. I fucking love diagrams.
Re: Ikemen GO Plus
#490  March 28, 2019, 06:59:07 pm
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Fullscreen looks like this on my Windows 10.
Note that this is a mock-up because Print Screen won't catch it.

dan

Re: Ikemen GO Plus
#491  March 28, 2019, 10:26:35 pm
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@Gacel, there are a few things to tweak in the cross-compiler image but is at least working.

I submitted a pull request.
The changes in the get and build scripts shall not change the way you build without docker.
 
It only enables to also build with docker. Therefore, you will need docker to run the docker-build.sh commands
and cross compile the binaries.

Later I will add android dependencies, and optimize the image to reduce its size.
Re: Ikemen GO Plus
#492  March 29, 2019, 02:29:22 am
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@Gacel, there are a few things to tweak in the cross-compiler image but is at least working.

I submitted a pull request.
The changes in the get and build scripts shall not change the way you build without docker.
 
It only enables to also build with docker. Therefore, you will need docker to run the docker-build.sh commands
and cross compile the binaries.

Later I will add android dependencies, and optimize the image to reduce its size.

I already merged the changes.

Fullscreen looks like this on my Windows 10.
Note that this is a mock-up because Print Screen won't catch it.


That's the reason why I said that you need to send a photo.
But I think I see what's the problem...
I could ask what is the resolution of your monitor and what's resolution you set up in Ikemen?
Re: Ikemen GO Plus
#493  March 29, 2019, 08:13:17 am
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1920x1080 Monitor. Game resolution was 960sx720
Re: Ikemen GO Plus
#494  March 29, 2019, 11:04:44 pm
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That explains everything!
Ikemen does't have resolution scale (Like mugen 1.0)
Also doesn't have a true fullscreen mode.
Try to set the resolution to 1440x1080 inside the config.json file.

EDIT

Hey Neat Unsou I was testing the old binaries of Ikemen and
it seems that your changes to the render was the thing that broke PNG lifebars.
I remember that you changed the render order, maybe could be it.

EDIT 2
Remember about cheapie character code, well if found some info and...
Well %f bug code it looks like this:
Code:
pushad                  ;initialization
pushfd                  ;initialization
mov eax,[004b5b4c]      ;get MUGEN's address
mov ebx,[eax+0000b788]  ;get the enemy's address (+0000b784 if teamside = 2)
mov ecx,[ebx+00000be8]  ;get the state code pointer of the enemy
mov [ecx],004b4000      ;move a null address to the state code pointer of the enemy
popfd                   ;finalization
popad                   ;finalization
mov [004b4458],00000000 ;finalization
jmp 00496651            ;return to normal code

It's goddam ASM!
And this is a version that is in readable form is more messy inside the char.

For example this is a supernull in cns form.
Spoiler, click to toggle visibilty

EDIT 3
In this image it shows parts of the default lifebar converted to PNG sprites running in a old build (You can notice the blurry PNG sprites.)
In a new build the PNG sprites does not display.

It also shows Golden-Catastrophe (A Assembly Tier cheapie) killing itself at the intro because supernull does not work. (It's hilarious)
Last Edit: March 30, 2019, 08:02:30 am by Gacel
Re: Ikemen GO Plus
#495  March 30, 2019, 02:45:13 pm
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@Gacel bro...one char loads nicely in mugen and winmugen..but it crashes Ikemen. here's the data got from log:

Code:
.\script\select.lua:678: chars\opirus_element kyo/Element-S.cns:2898:
1
trans: 1が無効な値です
stack traceback:
[G]: in function 'game'
.\script\select.lua:678: in function 'f_selectSimple'
script/main.lua:1627: in function 'f_mainMenu'
script/main.lua:2120: in main chunk
[G]: ?
can you explain what's causing the crash? thanks in advance..
Re: Ikemen GO Plus
#496  March 30, 2019, 02:46:42 pm
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Neatunsou made a cornerpush commit.Gacel maybe Neatunsou can fix the left-right controller bug.Can you contract about it please?
Last Edit: March 30, 2019, 02:58:36 pm by Adnan
Re: Ikemen GO Plus
#497  March 30, 2019, 03:16:54 pm
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How do I scale up the infobox?
I've got everything else up to 640x480 but not this.
Re: Ikemen GO Plus
#498  March 30, 2019, 04:07:01 pm
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New commit also fixes fonts I believe, from neatunsou's. I'm gonna test cornerpush on the 2 characters to see if it's fixed
Re: Ikemen GO Plus
#499  March 30, 2019, 05:40:14 pm
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UPDATE: @Gacel, Yes the new neatunsou commit fixed the cornerpush bug on those chracters, so characters coded that way will not push back, and for regular characters it will push back like normal. basically, corner push is working as it should. So that is fixed now
Re: Ikemen GO Plus
#500  March 31, 2019, 09:03:52 am
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The titlescreen controls and the credits system are inside the lua file.
The thing that K4thos is going to send are the Lua files...
So any change we make to them is going to be replaced/deleted when we merge our code.

If you can't manage to implement fluidsynth I will try to do it when the weekend comes.

Edit

Merged neatunsou's changes:
https://github.com/Windblade-GR01/Ikemen_GO/commit/0de88d8c8be7c1d3977bea4ce1271974b5592b0d


Bro, I want to ask, how was going the fluidsynth implementation?