Good evening friends
I only have a few questions/requests about ikemen
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First question: can I have support for midi playing
Using soundfonts (fluidsynth plugin)
Example of this
In the stage.def we use this synthax
Bgmusic= sound/liberathos.mid
Bgvolume =255
...}
}
So, for example have somithing like this in
System.def or motif file:
Midiplay = true
MidiuseMicrosoftWavetable = false
Midiuseexternalsoundfont = true
GMSoundfont = data/cps2musicalinstruments.sf2
..}
}
Or
Midiplay = true
MidiuseMicrosoftWavetable = false
Midiuseexternalsoundfont = true
GMSoundfont = data/neogeomusicalinstruments.sf2
..}
}
So this means, that in system.def you can choose
The file of musical sounds/instruments that want
To be used on midi playing (remember point and click adventures and snes particular instrument sounds in each game)
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Second question
I know about the unlocking system
Using ranking, defeats, but I propose to
Expand this to using a custom sequence to
Unlock boss chars, for reference remember
Kof 95 when you unlock rugal and saisyu
With a button sequence (start, down b, up c, left, left, D and after to push that sequence appears rugal on select screen
Pseudo coding this example:
Your select.def have
Rugal95,stages/blacknoah.def, hidden =1, unlockable =1, unlocktype =ranking
...}
}
And i want to:
Rugal95,stages/blacknoah.def, hidden =1, unlockable =1, unlocktype =buttonsequence
...}
}
And paralel to this thing in system.def:
Fight = data/fight.def
Font = font/kof95.def
Titlebgm = sound/funky.mid
Selectbgm = sound/choosealterego.mid
Vsbgm = sound/confrontation.mid
Unlockingseq = data/bosschoose.cmd
..}
}
So, this brings to the bosschoose.cmd file:
[Command]
name = "Rugal"
command = Start, D, D, U, U, D, U
time = 1
}
And this cmd file is loaded simultaneously to the
select.def by the engine, so when you load that custom sequence you can unlock that character with that sequence of buttons
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Other question
Can I allow to p2 push start on select screen when
I am in one player mode, or begin the arcade mode with player 2 and interrupt the game with player 1
Example:
[Arcade]
Selection
P1start = true
P2start = false
Originalplayer = P1
Cpuladder =true; the time when you play with
Player 1 side begin arcade mode
}
}
[Arcade]
Selection
P1start = false
P2start = true
Originalplayer= P2
Cpuladder =true; the time when you begin the game with p2 player
}
}
And
[Arcade]
Selection
P1start = true
P2start = true
Originalplayer = both
Initvsmode =true
Cpuladder = false
}
}
And
[Arcade]
Selection
P1start = true
P2start = fase
Originalplayer = P1
Cpuladder =true
Undefiniedplayer interrupting = true
Gamepause= true
Herecomeschallengerscreen = true
If undefinied player win = true
Do = replaceoriginalplayerwithwinner
If undefiniedplayer win = false
Do = getbacktogame before pause
Restartround = true
}
}
You know about this, the here comes a new challenger
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And last question about continues,
Can I increase the continues
With a button directly in the game when
I lose the round (eg. The continue credit button in original arcade games) and separate each continue in a different side of player
(E.g. P1credit = button 9, p2 credit=button 27)
You know like old school games
Code example
[Main]
P1lives = coins1.lua
P2lives = coins2.lua
}
}
And
[Coins]
Int Gettotalcoins = menu.lua
If PlayerLoseround = true
Continuescreen = true
Get coins=-1
If Gettotalcoins = -1
Do = gameover.lua
}
}
..................................
Forgive me about bad coding explanation of the request, but I am a musician (I am Mike77154, a cps2 style composer and Whizzywhipitwonderful sidekick than a coder
Thanks in advance, greetings from Mexico DF