Sorry for the late answer, yesterday I was writing an answer but the forum session died and I lost the writed text. So I'll make it shorter this time.
Cool,Is there any idea to try to implement 32 Bit support fully?
Ikemen Plus with Arcade mode?! Oh man this looks sweet!
I wonder, will this version incorporate mugen 1.1 stuff in the future, as well as better 1.1 compatibility for stages? I ask because I have a stage made that works perfectly in mugen but the torch/animated parallax floor does not show in Ikemen.
I have the same question: ikemen + mugen1.1
.... will it be possible in the future?
I don't know how to implement mugen 1.1 compatibility at the moment, but it's possible.
Ikemen is divided into lua and ssz. Lua is used as a scripting language, you can code whatever you want that happens before and after the battle, and there is a lot of documentation to look at, meanwhile ssz is used as a backend that handles all the fighting logic and chars/stages/etc compatibility. The problem is that ssz language was created by suehiro and there aren't information on internet, and the weird syntaxs and japanese errors make it worse.
So right now I'm mainly working with Lua code and modifying some calls to ssz. I can understand some of the ssz code and modify some small things, but I have no idea how memory/threads/sprites are managed. Maybe I could understand a little more about this in a future when I have more experience with it, so I don't want to rush directly to this particular problem.
Sorry for my english, I hope you could understand what I wrote.
I have one question how to change size of modes in main menu?
Like font size? You can use textImgSetScale function. It takes 3 arguments: text to modify, x scale, y scale.
local menuText = createTextImg(font, 0, 1, 'Some Mode', 0, 0)
textImgSetScale(menuText, 2, 2)
In that case font gonna duplicate its size.