Sorry for the Necro Edit! I'm putting this project up for grabs for any experienced coder(s) that want to improve this and make this bug free. Hopefully this could lead to a hard code feature for a future version of mugen. IT'S ALL YOURS! Good Luck!XCOSTUME v2.0Download - MediafireFighter Factory 3Official PageHere's a thread with XCOSTUME characters already coded and ready for download.Click HereThere are still some issues with characters who already use (fvar) 36-39. Post those characters as a request in the link above so either I or someone else can code it for you and upload it to that thread.1. You have to change your character's mugen version to Mugenversion = 1.0. You can change it in their .def file.2. Save your character's .sff file as 1.0 or 1.1 in FF3 before you add any sprites! - It needs to convert your old .sff into .sffv2Tutorial Video!=====<Features>=====Spoiler, click to toggle visibilty- Change Palettes In Your First Intro- The amount of palettes you can choose are limitless - 32 bit HD .PNG- 8 Bit .PCX- Static for 32bit. Static for 8bit. - READ the README in the zip file.- Sound Effects- Supports Turns Mode Intros=====<Credit>=====Spoiler, click to toggle visibiltyHumanoid Typhoon - For the most of the code and showing me how to use it.Seravy - For Teaching me how to code properly and teaching me how to interpret mugen coding overall.OdB718 - For pointing out critical stuff about state 190.
I always wanted to try coding something like that but was too lazy to...Great job... with more code, you could add a near limitless amount of selections.
Pretty cool, I might just have to try this out. Would it be possible to have a version where you place the sprites into the fightfx.sff and the sounds into the common.snd? That way, you wouldn't have to put the new sprites and sounds into each and every character, rather just pull it from the aformentioned files.I haven't messed around with this yet, but doing so may eliminate a few steps and save some time. Nice work nonetheless.
wow dude.... pretty awesome tool... also the tutorial was pretty easy to follow... impressive work...
PAVGN said, June 26, 2013, 02:58:26 amI assume the character's .sff has to be .sff version 2 for this to work?Correct. Which FF3 Converts to when you save it as Mugen 1.0 or Mugen 1.1.xXMCGXx said, June 25, 2013, 08:46:32 amwow dude.... pretty awesome tool... also the tutorial was pretty easy to follow... impressive work...Thanks, i'm gonna make another tutorial to fix some issues and to make it even easier + faster to do. This way you can streamline this into all of your characters with little to no problems. Posted: June 25, 2013, 10:22:59 amAstral-kun said, June 23, 2013, 08:40:09 pmyou my friend have been nominated just fucking fantastic thank you flawless thank youLol thanks!If any of you guys have any questions, suggestions or problems let me know here on this thread.Taybear said, June 25, 2013, 07:53:47 amSimply awesome man! Legit all over this.Any problems let me know! BIG BOSS said, June 23, 2013, 09:24:03 pmThis is very cleaver and a needed concept. Downloading the video and all the hook up's, thanks mate.Thanks bro, can't wait for your screenpack. Check out the suggestion I made on that thread!
PAVGN said, June 26, 2013, 02:58:26 amI assume the character's .sff has to be .sff version 2 for this to work?It can work on a regular sff so you can only use 12 pals, but the coding runs mainly off a remapPal, which will only work in mugen1.0 or higher.
Humanoid Typhoon said, June 26, 2013, 06:30:38 pmPAVGN said, June 26, 2013, 02:58:26 amI assume the character's .sff has to be .sff version 2 for this to work?It can work on a regular sff so you can only use 12 pals, but the coding runs mainly off a remapPal, which will only work in mugen1.0 or higher.This ^^^^^^ 100%
One question, should variables not be repeated only in the. Cns where appears life, power and others (Normal cns). Is that some chars have been -2 state in another .Cns file where there if repeated. Nothing happens in that case? Thank you very much!
GaziraAgain said, June 27, 2013, 02:06:38 pmOne question, should variables not be repeated only in the. Cns where appears life, power and others (Normal cns). Is that some chars have been -2 state in another .Cns file where there if repeated. Nothing happens in that case? Thank you very much!You SHOULD NOT use any variable that is in use for anything in any file.Mugen loads variables from all files that are represented in the character's .def file. You have to check ALL of the .st .cns .txt files for variables that aren't in use. - I will show a better way to find them soon.Use the CTRL+F method I show in the video for now.If that answers your question let me know, if not i'll get more into it if you'd like.
Yes thanks! The downside is that there are chars that use all variables, such as the Guilty Gear chars. But good to see if you find any solution, so congratulations for the code, it´s amazing!
I have a problem:When I open the char it says this:Error detected.Error parsing [State 5900, Palette Selector]Error in [statedef 5900]Error in Coding/System.cns:246Character mugenversion is older than this version of M.U.G.E.N.Error loading chars/Skullo/DivineSkullo.defError while precachingError parsing [State 5900, Palette Selector]Error in [statedef 5900]Error in Coding/System.cns:246Character mugenversion is older than this version of M.U.G.E.N.Error loading chars/Skullo/DivineSkullo.defError while precachingError parsing [State 5900, Palette Selector]Error in [statedef 5900]Error in Coding/System.cns:246Character mugenversion is older than this version of M.U.G.E.N.Error loading chars/Skullo/DivineSkullo.defError loading p1Clipboard tail: Loading cmd command set DivineSkullo.cmd...OK Loading cns Coding/System.cns...Freeing player RC Character DivineSkullo.def failed to loadEnd of versus screen loopGame loop deinitGameflow 11Loading match assets...Loading stage...Info: stage cvs2_osaka(Boss)00 loading in pre-1.0 compatible mode Loading BG...OKStage loaded OK Allocating helpers...OKMatch RNG seed: 1144653187Reset persist vars team 0Reset persist vars team 1Loading character chars/Skullo/DivineSkullo.def... Loading info...OK Loading cmd command set DivineSkullo.cmd...OK Loading cns Coding/System.cns...Freeing player RC Character DivineSkullo.def failed to load
Quickfist said, June 27, 2013, 06:53:37 pmSounds like you're trying to use the code on a winmugen character. Winmugen characters can't use code exclusive to 1.0 and above, even if you use them on the newer versions. You'll need to manually change the character's mugenversion in the def file to 1.0 for it to work.
Quickfist I just did skullomania there's a few things you have to mess with i can PM you mine so you don't have to worry about editing everything.
I'm back and I'm going to seek help on getting this working 100% for all characters, but I can't do this alone. If only I had a team to take over and turn this coal into a diamond.
My main problem seems to be mugen's limitations on it's use of (var) It's limited to 59 I believe and some characters use all of the variables to function. If only electbyte could give infinite (var) to characters then I would have a much better canvas for this tool.
Flawless said, December 03, 2013, 08:18:40 pmMy main problem seems to be mugen's limitations on it's use of (var) It's limited to 59 I believe and some characters use all of the variables to function. If only electbyte could give infinite (var) to characters then I would have a much better canvas for this tool.You could try using fvar's.
Thanks to everyone's support and Infinite's tutelage I have completed version 2.0. Have fun everyone!
I just left a comment on the video and I tried out the tutorial and it works great. However, I tried it on Sanders71113 Wolverine and it won't allow me to select any of his other pals besides the current one it starts on. Any thoughts?Update: The pals index digits were out of order in the character and fixed it. Now it works like a charm. Thanks so much for the tutorial! I hope this works on all chars.
UltimateBiosparkJ said, December 08, 2013, 04:30:19 amI just left a comment on the video and I tried out the tutorial and it works great. However, I tried it on Sanders71113 Wolverine and it won't allow me to select any of his other pals besides the current one it starts on. Any thoughts?Update: The pals index digits were out of order in the character and fixed it. Now it works like a charm. Thanks so much for the tutorial! I hope this works on all chars.It will work on any character that doesn't use (fvar) 36-39. I know Balthazar's characters use them and so do Warusaki3's. You can just exchange all of the variables in the code with variables not in use.
Quick question. How does this work for people that enjoy going into watch mode? Would it just stay on the XCostume select or after a time would it auto select a pal?
Da Hat Man said, December 08, 2013, 07:12:44 pmQuick question. How does this work for people that enjoy going into watch mode? Would it just stay on the XCostume select or after a time would it auto select a pal?The CPU use [Remappal]. XCOSTUME isn't coded for CPU, only for Player 1 and Player 2
My friend check the post before you it was posted a year ago and it's called necro posting if you post on a thread that hasn't been posted on for 2 months and more and about you question head on over to mugen configuration help section to create a topic about your question but as far as I know its not possible to use palette selector on the select screen
im having trouble with some chars. mostly the 3 mode chars.i also had a problem with wolvenom, i seem to be able to move my char on pal select.it also affected gameplay as he gets stuck in a state of repetition of same move and freezes till hit.can some one help me and explain what i did wrong.
not sure if your still here Im only have one issue from this, the special/rival intros are not showing just the regular intro and I cut the the 5900 def mentioned in the video and pasted the it into the xcostume.txt file are there any other code I need to take out from the main cns file or do I need to add something sorry still new at this
morbidjoe said, February 11, 2016, 02:26:24 amnot sure if your still here Im only have one issue from this, the special/rival intros are not showing just the regular intro and I cut the the 5900 def mentioned in the video and pasted the it into the xcostume.txt file are there any other code I need to take out from the main cns file or do I need to add something sorry still new at thisThere might be other states for intros inside of your character that are specific to rival interactions. You're going to have to do research and see which states are those. I think you can also move those to the xcostume.txt file as well.deseo15 said, January 17, 2015, 12:58:55 pmim having trouble with some chars. mostly the 3 mode chars.i also had a problem with wolvenom, i seem to be able to move my char on pal select.it also affected gameplay as he gets stuck in a state of repetition of same move and freezes till hit.can some one help me and explain what i did wrong.Wolvenom is probably using variables that I have set to X-Costume. You're going to have to do some research on what exactly is conflicting. Possibly the intro state. But I know it is possible to change palettes and modes. I have seen other people do it on this website.
http://mugenguild.com/forum/topics/xcostume-changing-modes--171759.0.htmlEven I'm not sure what to do with Robert_WLS by Vans........
TotalDramaXtremist said, February 11, 2016, 06:40:38 amhttp://mugenguild.com/forum/topics/xcostume-changing-modes--171759.0.htmlEven I'm not sure what to do with Robert_WLS by Vans........I believe this Gouken made by Inifinite has both a mode selector and a palette selector. Download him and study him to see what you could do to other characters that are having problems with mode / palette conflicts.http://infiniteff.forumotion.com/t326-gouken
hello, is there a way to change the code to obtain something like this:- holdfwd, go forward and switch one by one- holdback, go backward and switch 10 by 10i don't know if i made myself clear.. :/ :/thanks
Library error message: Died parsing root,command="a"||root,command="b"||root,command="c"||root,command="x"||root,command="y"||root,command="z"||root,command="start"||roundstate=2Error detected.Undefined command label: "command".If not misspelling in CNS, check CMDError parsing trigger1, 1Error parsing [State 12345, PlaySnd]Error in [Statedef 12345]Error in xcostume.txt:137Character mugenversion is older than this version of M.U.G.E.N.Error loading chars/ff3_0/ff3_0.defError loading p1Clipboard tail:Gameflow 6Reset persist vars team 0Reset persist vars team 1Gameflow 8Gameflow 9Gameflow 10Gameflow 11Loading match assets...Loading stage... Loading BG...OKStage loaded OK Allocating helpers...OKMatch RNG seed: 198372329Reset persist vars team 0Reset persist vars team 1Loading character chars/ff3_0/ff3_0.def... Loading info...OK Loading cmd command set VAkiha_K.cmd...OK Loading cns VAkiha_K.cns...OK Loading cns xcostume.txt...Character ff3_0.def failed to loadCan anyone help me with this?
M206 said, September 20, 2017, 10:45:22 amhello, is there a way to change the code to obtain something like this:- holdfwd, go forward and switch one by one- holdback, go backward and switch 10 by 10i don't know if i made myself clear.. :/ :/thanksSorry for necroposting, but I felt it could be useful to post a solution for M206. I've done this way:Code: [State 8140]type = VarAddtriggerall = time > 1trigger1 = !fvar(39)trigger1 = root, command = "holdback" || root, command = "holdfwd" ;<- removed holdup and holddownfvar(36) = 1-(root, command = "holdback" && facing = 1 || root, command = "holdfwd" && facing = -1)*2 ;<- removed holdup and holddown[State 8140]type = VarAddtriggerall = time > 1trigger1 = !fvar(39)trigger1 = root, command = "holdup"fvar(36) = 10[State 8140]type = VarAddtriggerall = time > 1trigger1 = !fvar(39)trigger1 = root, command = "holddown"fvar(36) = ifelse(fvar(36) >= 10,-10,??) ;??: subtract -10 from your last paletteBye!
F0b1aZ said, July 18, 2022, 03:03:33 pmM206 said, September 20, 2017, 10:45:22 amhello, is there a way to change the code to obtain something like this:- holdfwd, go forward and switch one by one- holdback, go backward and switch 10 by 10i don't know if i made myself clear.. :/ :/thanksSorry for necroposting, but I felt it could be useful to post a solution for M206. I've done this way:Code: [State 8140]type = VarAddtriggerall = time > 1trigger1 = !fvar(39)trigger1 = root, command = "holdback" || root, command = "holdfwd" ;<- removed holdup and holddownfvar(36) = 1-(root, command = "holdback" && facing = 1 || root, command = "holdfwd" && facing = -1)*2 ;<- removed holdup and holddown[State 8140]type = VarAddtriggerall = time > 1trigger1 = !fvar(39)trigger1 = root, command = "holdup"fvar(36) = 10[State 8140]type = VarAddtriggerall = time > 1trigger1 = !fvar(39)trigger1 = root, command = "holddown"fvar(36) = ifelse(fvar(36) >= 10,-10,??) ;??: subtract -10 from your last paletteBye!Sorry @F0b1aZ:, i didn't notice this post since now! Many thanks, i've solved my issue, now it's easier and faster to choose between more than 380 palettes!