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Ikemen Plus (Read 88885 times)

Started by ShinLucho, November 20, 2017, 12:45:35 am
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Re: Ikemen Plus
#241  February 10, 2018, 06:42:46 pm
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I Fixed it
Re: Ikemen Plus
#242  February 10, 2018, 06:55:08 pm
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Hey k4thos when I try to run the build.bat I get the error seen in the screenshot. I installed the openal sdk. Do you know what causes this issue? The exe is running correctly.
Re: Ikemen Plus
#243  February 10, 2018, 06:58:16 pm
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Last Edit: February 10, 2018, 07:09:54 pm by K4thos
Re: Ikemen Plus
#244  February 10, 2018, 07:01:41 pm
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Can we have Vselect support?
Re: Ikemen Plus
#245  February 10, 2018, 07:05:43 pm
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what is Vselect?
Re: Ikemen Plus
#246  February 10, 2018, 07:06:43 pm
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Re: Ikemen Plus
#247  February 10, 2018, 07:14:57 pm
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I have the google go compiler installed https://golang.org/ as you can see in the screenshot it goes wrong with the openal package used in the code.
Some file in that openal package requires manual edit when compiled on windows but I don't remember which one (ShinLucho found a solution weeks ago, so you can ask him).
Re: Ikemen Plus
#248  February 10, 2018, 07:28:47 pm
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Re: Ikemen Plus
#249  February 10, 2018, 07:42:12 pm
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mete122, Ikemen Plus interprets select.def the same way as mugen (just takes into account additional optional parameters) and uses exact same screenpacks, so I don't see why not. But why you're asking me about it and not vselect author? It's not open source software. If you're asking if I'm going to write the same app from scratch than the answer is no.
Re: Ikemen Plus
#250  February 11, 2018, 04:02:55 pm
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mete122, Ikemen Plus interprets select.def the same way as mugen (just takes into account additional optional parameters) and uses exact same screenpacks, so I don't see why not. But why you're asking me about it and not vselect author? It's not open source software. If you're asking if I'm going to write the same app from scratch than the answer is no.



K4thos I follow your guide on how to install the winmugen version of BrokenMugen for ikemen  go  and give me an error launch

here the debug log error
runtime error: index out of range
goroutine 1 [running, locked to thread]:
github.com/yuin/gopher-lua.(*LState).PCall.func1(0xc0420481e0, 0x85e878, 0xc043699cd8, 0x0, 0x0, 0x0)
   D:/work/Ikemen-GO-Plus/go/src/github.com/yuin/gopher-lua/state.go:1631 +0x7bc
panic(0x7ebc20, 0xa3a300)
   D:/Go/src/runtime/panic.go:491 +0x291
main.(*Sprite).SetPxl.func1()
   D:/work/Ikemen-GO-Plus/src/image.go:502 +0x18d
main.(*System).runMainThreadTask(0xa40ac0)
   D:/work/Ikemen-GO-Plus/src/system.go:287 +0x30
main.(*System).await(0xa40ac0, 0x3c, 0x0)
   D:/work/Ikemen-GO-Plus/src/system.go:297 +0x42
main.(*System).update(0xa40ac0, 0x3)
   D:/work/Ikemen-GO-Plus/src/system.go:337 +0x93
main.systemScriptInit.func44(0xc0420481e0, 0x0)
   D:/work/Ikemen-GO-Plus/src/script.go:600 +0x51
github.com/yuin/gopher-lua.callGFunction(0xc0420481e0, 0x0, 0xc043205601)
   D:/work/Ikemen-GO-Plus/go/src/github.com/yuin/gopher-lua/vm.go:123 +0x47
github.com/yuin/gopher-lua.init.2.func26(0xc0420481e0, 0x7c240201, 0xc042154000, 0x0)
   D:/work/Ikemen-GO-Plus/go/src/github.com/yuin/gopher-lua/vm.go:704 +0x443
github.com/yuin/gopher-lua.mainLoop(0xc0420481e0, 0xc042154000)
   D:/work/Ikemen-GO-Plus/go/src/github.com/yuin/gopher-lua/vm.go:31 +0xe8
github.com/yuin/gopher-lua.(*LState).callR(0xc0420481e0, 0x0, 0xffffffffffffffff, 0x0)
   D:/work/Ikemen-GO-Plus/go/src/github.com/yuin/gopher-lua/state.go:876 +0x27f
github.com/yuin/gopher-lua.(*LState).Call(0xc0420481e0, 0x0, 0xffffffffffffffff)
   D:/work/Ikemen-GO-Plus/go/src/github.com/yuin/gopher-lua/state.go:1610 +0x4f
github.com/yuin/gopher-lua.(*LState).PCall(0xc0420481e0, 0x0, 0xffffffffffffffff, 0x0, 0xa22640, 0xc0422b68c0)
   D:/work/Ikemen-GO-Plus/go/src/github.com/yuin/gopher-lua/state.go:1673 +0x105
github.com/yuin/gopher-lua.(*LState).DoFile(0xc0420481e0, 0xc0420085d0, 0xf, 0xa22c00, 0xc04205c840)
   D:/work/Ikemen-GO-Plus/go/src/github.com/yuin/gopher-lua/auxlib.go:394 +0xd3
main.main()
   D:/work/Ikemen-GO-Plus/src/main.go:177 +0x1028

stack traceback:
   [G]: in function 'refresh'
   script/main.lua:869: in main chunk
   [G]: ?
Last Edit: February 11, 2018, 04:11:51 pm by OldGamer
Re: Ikemen Plus
#251  February 11, 2018, 05:47:50 pm
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OldGamer, let me guess, you either used version of the screenpack not uploaded by myself or changed font4 back to "data/brokenMUGEN/fnt/survival.fnt", is that right? If this is the case than it's unrelated to Ikemen Plus and is some kind of incompatibility issue with that particular font and the engine. For this reason I've commented out that font in the brokenMUGEN version I've uploaded.

btw. I've spent an hour trying to reproduce this issue only because you didn't post exactly what led to the problem or send a link to the problematic content. Bug reports without detailed steps how to reproduce them will be ignored from now on. Please always fallow bug reporting guidance posted many times in this topic.
Re: Ikemen Plus
#252  February 11, 2018, 08:08:26 pm
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OldGamer, let me guess, you either used version of the screenpack not uploaded by myself or changed font4 back to "data/brokenMUGEN/fnt/survival.fnt", is that right? If this is the case than it's unrelated to Ikemen Plus and is some kind of incompatibility issue with that particular font and the engine. For this reason I've commented out that font in the brokenMUGEN version I've uploaded.

btw. I've spent an hour trying to reproduce this issue only because you didn't post exactly what led to the problem or send a link to the problematic content. Bug reports without detailed steps how to reproduce them will be ignored from now on. Please always fallow bug reporting guidance posted many times in this topic.
Well you indicated that other screenpack should work. "Other winmugen screenpacks should work too although I haven't test them." So I followed your guide and tried it with original broken mugen, mugen jets default and several others. That is why I wondered if you seen the error taken from the 'debug\log.txt' and could help figure out what the problem is.

Re: Ikemen Plus
#253  February 11, 2018, 09:19:10 pm
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That is why I wondered if you seen the error taken from the 'debug\log.txt' and could help figure out what the problem is.
this particular error comes directly from engine instead of lua, so unfortunately it isn’t as informative for me (although it could be useful for ikemen author since it refers to lines in source code).

Quote
So I followed your guide and tried it with original broken mugen, mugen jets default and several others.
Link to screenpack (no, "mugen jets" or "several others" is not enough, even brokenMugen has 5 different versions, so links are always needed) + description at which point it crashed (if right at the beginning just link is enough). There may be more problems in the lua code, unrelated to engine compatibility with fonts, so I’m interested in testing each of these screenpacks. The more information about problematic fonts is useful too since maybe we will be able to figure out what exactly in those fonts crashes the engine, especially if it's a widespread issue.

btw. if you see the exact same error again and want to save me some time try to disable fonts one by one and post here which one was problematic.

My previous post didn't mean to discourage bug reports - they are always welcome. Let's just do it in organized way (with links and repro steps).
Last Edit: February 11, 2018, 10:48:38 pm by K4thos
Re: Ikemen Plus
#254  February 12, 2018, 03:21:12 am
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I've analyzed ikemen source code some more and it looks like the problem with that brokenMugen survival font is related to last character in font map which uses negative value for width. During font data creation ikemen converts font map values type int32 to uint16 via this function in common.go:
Code:
func I32ToU16(i32 int32) uint16 {
if i32 < 0 {
return 0
}
if i32 > int32(^uint16(0)) {
return ^uint16(0)
}
return uint16(i32)
}
which makes letter "<" width in that font set to 0. According to this post before the conversion number can't be negative. It's true since when I tested it int32 = -100 has been converted to uint16 = 65436 after removing that "return 0" part. I'm afraid my programming knowledge is not enough to fix the source code myself.

@Ruler any ideas how to deal with it? (other than modifying font since according to OldGamer this is widespread problem in other screenpacks)
Last Edit: February 12, 2018, 03:39:25 am by K4thos
Re: Ikemen Plus
#255  February 12, 2018, 03:45:23 am
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Ah, looks like we're gonna need a global compatibility fix then. I've got an idea, but I have work in 15 minutes. When I get home after work I'll see what I can do!
Re: Ikemen Plus
#256  February 12, 2018, 04:18:26 am
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Ah, looks like we're gonna need a global compatibility fix then. I've got an idea, but I have work in 15 minutes. When I get home after work I'll see what I can do!
:yippi:

----

@OldGamer, even if this problem will be fixed, when it comes to brokenMugen it's still worth to use the version I've uploaded because the original screenpack uses trick to display game mode titles in main menu:
Quote
menu.itemname.arcade       = "A"
menu.itemname.versus       = "V"
menu.itemname.teamarcade    = "T A"
menu.itemname.teamversus    = "T V"
menu.itemname.teamcoop       = "T C"
menu.itemname.survival       = "S"
menu.itemname.survivalcoop    = "S C"
menu.itemname.training       = "R"
menu.itemname.watch       = "W"
menu.itemname.options       = "O"
menu.itemname.exit       = "E"
As you can see it assigns whole words using font file based on a single letter. While it works perfectly fine in Ikemen Plus too for old modes the problematic fact is that we're using more game modes which brokenMugen font doesn't expect. For example new "menu.itemname.netplay" parameter with default value "NETWORK" (default value is used if new parameter is not present in DEF file) will display like this due to letter used:

To fix it I've converted mode.fnt font into normal font with all letters.
Re: Ikemen Plus
#257  February 12, 2018, 11:34:39 am
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Alright boss, haven't QUITE tested this properly since I'm sleep deprived BUT:

Code:
func I32ToU16(i32 int32) uint16 {
if i32 < 0 {
var i int
                i = i32
                u := uint16(i)
                foo(uint16(i))
                return i
}
if i32 > int32(^uint16(0)) {
return ^uint16(0)
}
return uint16(i32)
}

Code formatting on this site is a biiit wonky. Anyway, this function creates a new variable for this just called 'i' that has the value of the font, only activated if value is negative naturally. After converting it to a proper uint16 format, it'll be returned in this case that SHOULDN'T result in any errors? Let me know if this fails, I'll scour for some fnt in that format and run a number through until I find a process that will handle all issues of this type.
Re: Ikemen Plus
#258  February 14, 2018, 05:55:55 am
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Is there any way for it to not be in open gl
Re: Ikemen Plus
#259  February 14, 2018, 06:21:45 am
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Is there any way for it to not be in open gl


Go back a page and you'll find your answer

Quote
Wait, so you're saying that Ikemen GO Plus is OpenGL only!? The link you gave me worked btw, but I'm still getting black screen due to OpenGL.
yes, opengl only. There is no alternative renderer available in Ikemen GO engine like there was in Ikemen S-SIZE.

Re: Ikemen Plus
#260  February 14, 2018, 06:31:08 am
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It seems using P pauses the game. Is this gonna be temporary? It conflicts with my usual key setup. Also, quite a few keys I use didn't seem to work when I set them myself, like Apostrophe and any of the top row of numbers. These did work in Ikemen vanilla.
shall we continue?