Get it here!Donate to xnaMugen with PayPal. I like money.If you like xnaMugen, please inform MUGEN creators to test their creations with xnaMugen. The more testers I can get, the better xnaMugen becomes.If you are going to give a bug report, PLEASE include a link so I can download the character / stage / screenpack in question. If the bug report is for a character, please state how to do the move to cause the bug, along with the state number of said move. It will save me a lot of time.BETA OF NEXT VERSIONDownload it here!This is a test of a new drawing system I just finished. It should help with the drawing errors xnaMugen has. I can't test it myself because my test computers don't have this problem. Please test & leave feedback.What's New:Bug Fix - 'AnimTime' trigger.Bug Fix - Jumping helpers did not go into landing state.Bug Fix - Character could hit themselves.Bug Fix - Character bind behavior.Bug Fix - Explod movement when postype = "Back" or "Front".Bug Fix - Targets were not added to targetlist when hit by projectiles.Bug Fix - 'ProjContact', 'ProjGuarded' & 'ProjHit' triggers. Bug Fix - Parsing issue with 'ProjContact', 'ProjGuarded' & 'ProjHit' triggers. Bug Fix - 'HitVel' trigger.Bug Fix - 'GetHitVar(VelX)' trigger.Bug Fix - 'GetHitVar(Damage)' trigger.Bug Fix - FightEngine elements were being updated twice a tick.Bug Fix - Character binds lasted for one tick too long.Bug Fix - Air falling.Bug Fix - Stage parsing.Bug Fix - Player constant 'DrawOffset' was not used.Added - State controller option 'FaceP2'.Added - 'Explod' state controller option 'VFacing'.Improvement - Projectile remove behavior.Improvement - Better error message on missing tags in .cns files.Improvement - Round time is reset when cheat is used.Improvement - Better transition to win / lose poses.Improvement - Added xnaMugen.ini tag to control number of sounds that can be played at the same time. (Game Settings -> SoundChannels)For The Next Version:Bug Fix - Crash bug when drawing tiling background.Bug Fix - Explod positioning with 'MakeGameAnim' state controller.Bug Fix - Combo counter.Bug Fix - Bugfix with building expression trees with unary operators.Bug Fix - PalFx timing.Bug Fix - Helpers blocking attacks.Bug Fix - Hitspark facing.Bug Fix - Character bind behavior.Bug Fix - Crash when helper is removed twice with 'DestroySelf' state controller.Added - Assertion 'Unguardable'.Added - Undocumented trigger 'Const(Data.Power)'.Added - ReflectionsAdded - ShadowsImprovement - New drawing system.Improvement - xnaMugen will automatically look in the 'stages/' directory for the stage sprite file.Improvement - Background handling.Improvement - Multiple character no longer can use the same palette.To Do List (Long Term)Pushing behaviorReversalDefJuggle CheckingAfterimagesPalFxCornerpushCNS cleaner/combiner helper program.Sprite/Animation viewer.
Works nicely, as always.I played around some with Iori and got this error message, I have no idea what caused it.Spoiler, click to toggle visibiltySystem.ArgumentException: Entity is not part of collection vid xnaMugen.Combat.EntityCollection.Remove(Entity entity) vid xnaMugen.StateMachine.Controllers.DestroySelf.Run(Character character) vid xnaMugen.StateMachine.StateManager.RunState(State state, Boolean hitpause) vid (Boolean hitpause) vid xnaMugen.StateMachine.StateManager.Run(Boolean hitpause) vid xnaMugen.Combat.Character.UpdateState() vid xnaMugen.Combat.Helper.UpdateState() vid xnaMugen.Combat.EntityCollection.RunEntityUpdates(List`1 entities) vid xnaMugen.Combat.EntityCollection.Update(GameTime time) vid xnaMugen.Combat.FightEngine.Update(GameTime time) vid xnaMugen.Menus.CombatScreen.Update(GameTime gametime) vid xnaMugen.Mugen.Update(GameTime gameTime) vid Microsoft.Xna.Framework.Game.Tick() vid Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e) vid Microsoft.Xna.Framework.GameHost.OnIdle() vid (Object sender, EventArgs e) vid (Int32 grfidlef) vid (Int32 dwComponentID, Int32 reason, Int32 pvLoopData) vid (Int32 reason, ApplicationContext context) vid (Int32 reason, ApplicationContext context) vid System.Windows.Forms.Application.Run(Form mainForm) vid Microsoft.Xna.Framework.WindowsGameHost.Run() vid Microsoft.Xna.Framework.Game.Run() vid xnaMugen.EntryPoint.Main()FrantzX Edit: A helper is being removed twice with DestroySelf. i'll fix it so it doesn't crash the game.FrantzX Edit: FIXED
Getting better, little by little, but some things still remain from last release. Feedback:General- Opponent is still able to use the same palette as P1- Still no friction for moving against another char- Where is the tag that you "added" to the .ini for the sound channels?FrantzX Edit: [Game Settings] -> "SoundChannels"Kim- The Haki Kyaku of the Team Korea super sends the opponent too high. I use yaccel in the hitdef to slow the opponent down, but it seems it's not taking effect. Stateno 3101- Afterimages during the Lv. 2 supers (Hou'ou Hiten Shougeki Kyaku & Hou'ou Hiden Kyaku) are still all black. Stateno's 3000 and 3010, repectively. You're working on this- For some reason goes through the floor lower than normal and the ground wave explod is created below the floor when thrown by Burai's normal throw (F + Y)FrantzX Edit: I just found out why this is happening. 1) Explod positioning is always done with binding. If an Explod is created with bindtime = 0, it is always placed in the top left corner of the screen. The default (undocumented) bindtime is 1. When the explod is bound is when it is moved to the correct position.2) The controller creating the Explod is in state #5100, in the custom common1.cns state file. The explod is being created by the MakeGameAnim controller. Replace that controller with a Explod controller that does the same thing & WinMugen will have the same behavior as xnaMugen. It looks like MakGameAnim & EXplod state controllers are not 100% the same.FrantzX Edit: FIXEDNEW BUGWhen guarding during the backdash or air jump, Kim will drop straight down, and will create a clone of himself when he lands that does not go away. Although it's a bug, it's kinda cool though because the clone will still detect inputs and can still hit the enemy. FrantzX Edit: FIXEDTron- P2 is misaligned when she's holding them over her head during her ground throw. Stateno 810Frantz Edit: FIXEDBarns- Dust afterimages still black (may be a video card problem) Effects.cns You're working on this.Burai- Using QCF+A against the wall still makes the opponent bounce off the wall twice. Strangely, this doesn't happen if the opponent was hit in the air against the wall with the move.That's all for now. Seems some releases fix things, and some break stuff.
Using ViceI use projectiles for my throws. P2stateno is not being recognised and p2 is not going through his custom animationsStates 800, 810, 3002, 3005, 3011, pretty much all of them. Goes through the fall animation instead.FrantzX Edit: It's not that. It's the TargetBinds. The bind is being lost. I'm working on it.FrantzX Edit: FIXED.Headpos and air width are currently incorrect. Quote;MAX mode pallete flicker[State 0, PalFX]type = PalFXtrigger1 = var(5)%2 = 1time = 1add = 138,139,69mul = 256,256,256invertall = 0color = 256ignorehitpause = 1Gives me a permanent yellow rather than a flicker. This is either the time is being applied for an extra tick, or %2 is currently not working.FrantzX Edit: FIXED Cannot chain Mayhem into Mithan's Robe. Can chain Blackend into it however.Quote[state -1, Mithans Robe]type = changestatetriggerall = command = "Mithans Robe"triggerall = var(58) != 1trigger1 = stateno = 1021 && animelemtime(24) >= 2trigger2 = movecontacttrigger2 = stateno = 1011 && animelemtime(7) >= 0 && animelemtime(8) < 0trigger3 = stateno = 1010 && animelemtime(7) >= 0 && animelemtime(8) < 0trigger3 = movecontactvalue = 1030Movecontact needs an operator atm? Like, > 0?Can't see anything else right now that you're not aware of. Everything feels awesome otherwise. Even some of my complex stuff works exactly the same as in normal mugen now.
Err, FrantzX, I just redownloaded the archive, and the sound tag is not there.All that's there is:[Game Settings]PreloadCharacterSprites = trueRoundLength = 99
FeliciaSand Splash FX still look like dust... Check the previous thread for screens.For some reason, she can trip the opponent after she's knocked them down with Delta Kick, which should not happen.In a corner (as close as she can be to the opponent and the opponent as close to the corner as possible), performing Delta Kick should not put her behind the opponent.Her Hellcat appears to be misaligned for the first tick or two on the X-axis.That's all I really noticed this time around... Same bugs as last update pretty much.
QuoteSprite/Animation viewer.Are we talking in game here? I mean, technically we have those in terms of MEE, FF, and MCM, all 3 are capable of showing sprites and animations. You want a version that's XNA everything?It's getting harder to spot stuff that's actually new now. It's mostly previous version bugs still carrying over at this point.
By the way, FrantzX, I just updated my characters with XNA compatibility fixes, nothing too major (except for Kim, he got a lot of changes).You may want to give them a redownload.
With K' http://kod.trinitymugen.net/K'.rar :-Heat Drive (2QCF + P) is supposed to be unguardable if held for long and released automatically, but its guardable here.FrantzX Edit: FIXED-Heaven's Drive (2QCF + K) hits count as hits when guarded by opponent when very close.FrantzX Edit: FIXED-If K' does Minute Spike Weak (QCB + LK) when about quarter-screen close to the opponent and the opponent does light punch, K' won't continue with the move.-Autoguard (ReversalDef) on Minute Spike doesn't work (first frame)FrantzX Edit: ReversalDef does not do anything yet.Tested against KFM.
Tested Cirio's stage and this is what I found:Shadows don't work.Deltas don't work either.And the camera man has a color problem.FrantzX Edit: FIXEDMugen:Get the stage here:http://cirio.piiym.net/stages->kof97->Korea.Thanks for you hard work FrantzX .
Gakyen said, April 05, 2009, 02:50:51 amThis is caused by XNAMugen messing up the last and next to last colors in every sprite's palette. FrantzX, I believe, should be working on this.
After spending a good deal of time on this, it looks like it is a video card issue. The reason I was unable to fix this is because it doesn't happen on my two test computers. I'll most likely have to change the drawing system to fix this.
As far as we know right now, you're the only one with that issue. Most likely, it's your graphics card.
Improvement on my end.I haven't fully tested everything as I should because I didn't reconfigur the keys to my controller again yet, but every one's sprites and portraits are now perfect.