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Muge crashes as Soon as it starts loading (Read 1031 times)

Started by cabose117, September 02, 2007, 07:18:36 am
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Muge crashes as Soon as it starts loading
#1  September 02, 2007, 07:18:36 am
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    • z11.invisionfree.com/fallofreach
I'm creating a SSBB/SSBM themed screenpack and I'm using Kamek's as a basis to ger me started. I don't know what I changed that is causing it to crash on load. Here's my entire system.DEF code.
; Definitions of system screens
; See readme.txt for details on motifs.

; *2001.11.14 NEW* symbolizes any new functionality added for the 2001.11.14
; version of M.U.G.E.N.

; Notes about fonts:
;   - do not index fonts greater than 9 (crash)
;   - fonts indexed here do not refer to the ones in fight.def

;----------------------------
[Info]
name ="Cabose117's SSBB Screenpack [30 Slots]"
author ="Cabose117"
displayname=""
versiondate=9/01/2007
mugenversion= 06,14,2003
pal.defaults=1,2,3,4,5

;----------------------------
;Directories are checked in this order:
;1. current directory system.def is in
;2. data/
;3. your MUGEN directory
;eg. If you write "spr = system.sff", and this system.def file
;    is in ~/mugen/data/mymotif/, then Mugen will first look
;    for ~/mugen/data/mymotif/system.sff. If it does not find
;    it there, it looks for ~/mugen/data/system.sff (the default).
;    Finally, if that is not found, it will look for
;    ~/mugen/system.sff.

[Files]
spr = system.sff               ;Filename of sprite data
snd = system.snd               ;Filename of sound data
logo.storyboard = loading.def      ;Logo storyboard definition (optional)
intro.storyboard =               ;Intro storyboard definition (optional)
select = select.def               ;Character and stage selection list
fight = fight-top-big-dr.def         ;Fight definition filename
font1 = font/f-4x6.fnt            ;System fonts
font2 = font/f-6x9.fnt            ;System fonts
font3 = font/jg.fnt               ;System fonts
font4 = nes-8.fnt
font5 = font/name1.fnt
font6 = nes-24.fnt
sprite = system.sff
sound = system.snd
anim=
cmd=
cns=
st=
stcommon=
pal1 = system.ACT

;----------------------------
[Music]
;Put a filename for a MOD, MP3 or MIDI here, or just leave it
;blank if you do not want music. If an invalid filename is
;given, then no music will play. To play CD audio, put
;the track number followed by ".da". For example, to play
;track 3 from a music CD at the title screen, use:
;  title.bgm = 3.da
;To play mymusic.mp3 from the sound/ directory, put:
;  title.bgm = sound/mymusic.mp3
;Music will continue to play between screens if the files names
;are the same, and both BGMs are specified to loop.

;Music to play at title screen.
title.bgm = sound/ssbm_menu_1.1.mp3
title.bgm.loop = 1               ;Set to 0 to prevent looping

;Music to play at char select screen.
select.bgm = sound/ssbm_menu_1.1.mp3
select.bgm.loop = 1

;Music to play at versus screen.
vs.bgm = sound/SSBVS.mp3
vs.bgm.loop = 1

;-------------------------------------------------------------------
;Title screen definition
[Title Info]
fadein.time = 10
fadeout.time = 10
menu.pos = 163,158
menu.item.font = 4,1,0
menu.item.active.font = 4,0,0
menu.item.spacing = 0, 12
; Names for each of the items in the menu. Names must be in quotes.
; Use "" to disable an item. If all are disabled, goes straight to demo mode
; (hold Esc to quit demos). *2001.11.14 NEW*
menu.itemname.arcade = "1 PLAYER"
menu.itemname.versus = "VERSUS"
menu.itemname.teamarcade = "1 PLAYER TEAMS"
menu.itemname.teamversus = "VERSUS TEAMS"
menu.itemname.teamcoop = "CO-OP TEAMS"
menu.itemname.survival = "MULTIMAN MELEE"
menu.itemname.survivalcoop = "CO-OP MULTIMAN MELEE"
menu.itemname.training = "TRAINING MODE"
menu.itemname.watch = "CPU BATTLE"
menu.itemname.options = "OPTIONS"
menu.itemname.exit = "QUIT"
; These parameters define the window in which the items are visible
; in.
menu.window.margins.y = 12, 8
menu.window.visibleitems = 4
menu.boxcursor.visible = 1     ;Set to 0 to disable default cursor display
menu.boxcursor.coords = -62,-11,54,1
; These are the sounds for cursor movement
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

;----------------------------
;Title background definition
[TitleBGdef]
bgclearcolor = 0,0,0

[TitleBG Stars]
type = normal
spriteno = 0,0
start = 0,0
tile = 1,1
velocity = 0,0

[TitleBG Main]
type = normal
spriteno = 10,0
start = 0, 90
mask = 1

;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
rows = 3
columns = 10
wrapping = 1                  ;1 to let cursor wrap around
pos = 8,7                     ;Position to draw to
showEmptyBoxes = 0
moveOverEmptyBoxes = 0
cell.size = 25,25               ;x,y size of each cell (in pixels)
cell.spacing = 6,5               ;space between each cell
cell.bg.spr =                   ;Note: Don't use animation for cells
cell.random.spr = 102,0            ;Icon for random select (don't use animation)
cell.random.switchtime = 4         ;Time to wait before changing to another random portrait
cell.random.scale = 1, 1
p1.cursor.startcell = 0,0
p1.cursor.active.spr =
p1.cursor.active.scale = 1, 1
p1.cursor.active.anim = 180
p1.cursor.done.spr = -1, 0
p1.cursor.done.scale = 1, 1
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0
p2.cursor.startcell = 0,9
p2.cursor.active.spr =
p2.cursor.active.scale = 1, 1
p2.cursor.active.anim = 181
p2.cursor.done.spr = -1, 0
p2.cursor.done.scale = 1, 1
p2.cursor.blink = 1               ;1 to blink p2's cursor if overlapping p1's
p2.cursor.move.snd = 100,0
p2.cursor.done.snd = 100,1
p2.random.move.snd = 100,0
random.move.snd.cancel = 0         ;1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,0
stage.done.snd = 100,1
cancel.snd = 100,2
portrait.offset = 0, 0
portrait.scale = 1,1
title.offset =                   ;Position of title (Arcade Mode, etc)
title.font = -1                  ;Font of title (-1 for none)

;Big portraits
p1.face.offset = 0,100            ;Position to put big portrait
p1.face.scale = 1, 1
p1.face.facing = 1
p2.face.offset = 320,100
p2.face.scale = 1, 1
p2.face.facing = -1

;Name
p1.name.offset = 60,216               ;Position to put name
p1.name.font = 4,3,0            ;Set to -1 for no display
p2.name.offset = 260,216
p2.name.font = 4,4,0

;Stage select
stage.pos = 160,230
stage.active.font = 3,0,0
stage.active2.font = 3,2         ;Second font color for blinking
stage.done.font = 3,0

;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 12, 120
p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 1,0, 1
p1.teammenu.selftitle.text = TEAM MODE
p1.teammenu.enemytitle.font = 1,0, 1
p1.teammenu.enemytitle.text = TEAM MODE
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,1
p1.teammenu.item.offset = 0,12
p1.teammenu.item.spacing = 0,12
p1.teammenu.item.font = 1,0, 1
p1.teammenu.item.active.font = 1,0, 1
p1.teammenu.item.active2.font = 1,3, 1            ;Second font color for blinking
;p1.teammenu.item.cursor.offset = -10, 0
;p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 22, -8
p1.teammenu.value.icon.spr = 184,1
p1.teammenu.value.empty.icon.offset = 22, -8
p1.teammenu.value.empty.icon.spr = 184,0
p1.teammenu.value.spacing = 6,0

;p2 team
p2.teammenu.pos = 308, 120
p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 1,0, -1
p2.teammenu.selftitle.text = TEAM MODE
p2.teammenu.enemytitle.font = 1,0, -1
p2.teammenu.enemytitle.text = TEAM MODE
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,1
p2.teammenu.item.offset = 0,12
p2.teammenu.item.spacing = 0,12
p2.teammenu.item.font = 1,0, -1
p2.teammenu.item.active.font = 1,0, -1
p2.teammenu.item.active2.font = 1,3, -1 ;Second font color for blinking
;p2.teammenu.item.cursor.offset = -10, 0
;p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -28, -8
p2.teammenu.value.icon.spr = 184, 1
p2.teammenu.value.empty.icon.offset = -28, -8
p2.teammenu.value.empty.icon.spr = 184, 0
p2.teammenu.value.spacing = -6,0
;Sounds

[Begin Action 180]
180,0, 0,0, 15
180,1, 0,0, 15

[Begin Action 181]
181,0, 0,0, 15
181,1, 0,0, 15

;-----------------------
;Character select screen background
[SelectBGdef]

[SelectBG Stars]
type = normal
spriteno = 0,6
start = 0,0
tile = 1,0
velocity = 0
layerno = 0

[SelectBG Grid]
type = normal
spriteno = 100,0
start = -160,0
mask = 1
layerno = 0

[SelectBG 1PFaceBox]
type = normal
spriteno = 101,0
start = -160,0
mask = 1
layerno = 0


[SelectBG 1PNameBox]
type = normal
spriteno = 101,4
start = -160,0
mask = 1
layerno = 1

[SelectBG 2PFaceBox]
type = normal
spriteno = 101,1
start = -160,0
mask = 1
layerno = 0

;-------------------------------------------------------------------
[VS Screen]
time = 150                ;Time to show screen
fadein.time = 15
fadeout.time = 15
;Big portraits
p1.pos =  0, 5
p1.facing = 1
p1.scale = 1, 1
p2.pos = 315, 95
p2.facing = -1
p2.scale = 1, 1
;Names
p1.name.pos  =  66, 160
p1.name.font =   4,3,0
p2.name.pos  = 262, 90
p2.name.font =   4,3,0

;-----------------------
;VS Match up screen background
[VersusBGdef]

;Starfield
[Begin Action 997]
997,0, 0,0, 1
997,1, 0,0, 1
997,2, 0,0, 1
997,3, 0,0, 1
997,4, 0,0, 1
997,5, 0,0, 1
997,6, 0,0, 1
997,7, 0,0, 1
997,8, 0,0, 1
997,9, 0,0, 1
997,10, 0,0, 1
997,11, 0,0, 1
997,12, 0,0, 1
997,13, 0,0, 1
997,14, 0,0, 1

[VersusBG Stars]
;type = Normal
type = Anim
;spriteno = 0,0
;spriteno = 997, 0
actionno = 997
;start = 0,0
start = -160, 0
;delta = 0.2, 0.4
delta = 0.0, 0.0
trans = none
mask = 0
;velocity = 3, 3
;tile = 1, 1

[VersusBG Versus]
type = normal
spriteno = 200,0
start = -160,0
layerno = 1
mask = 1

;-------------------------------------------------------------------
;Demo mode definition
[Demo Mode]
enabled = 1               ;Set to 1 to enable demo mode, 0 to disable
select.enabled = 0         ;Set to 1 to display select screen, 0 to disable
vsscreen.enabled = 1      ;Set to 1 to display versus screen, 0 to disable
title.waittime = 600      ;Time to wait at title before starting demo mode
fight.endtime = 1500      ;Time to display the fight before returning to title
fight.playbgm = 0         ;Set to 1 to enable in-fight BGM, 0 to disable
fight.bars.display = 0      ;Set to 1 to display lifebar, 0 to disable
intro.waitcycles = 1      ;Cycles to wait before intro cutscene is played again
debuginfo = 0            ;Set to 0 to hide debugging info (debug mode only)

;-------------------------------------------------------------------
;Continue screen definition
[Continue Screen]
enabled = 1               ;Set to 1 to show continue screen, 0 to disable

;-------------------------------------------------------------------
;Game over screen definition
[Game Over Screen]
enabled = 1               ;Set to 1 to show game over screen, 0 to disable
storyboard = gameover.def            ;Game over storyboard filename

;-------------------------------------------------------------------
;Win screen definition
;This is the screen that is shown when you win in arcade mode.
;It will not be displayed if the winning character has an ending.
[Win Screen]
enabled = 1               ;Set to 1 to show win screen, 0 to disable
wintext.text = GAME OVER!
wintext.font = 6,0,0
wintext.offset = 159,70
wintext.displaytime = -1
wintext.layerno = 2
fadein.time = 32
pose.time = 300
fadeout.time = 64

;-------------------------------------------------------------------
;Game ending screen definition
;This screen shows up after the Win Screen.
;It will not be displayed if the winning character has an ending.
[Default Ending]
enabled = 0               ;Set to 1 to show credits, 0 to disable
storyboard =            ;Default ending storyboard filename

;-------------------------------------------------------------------
;Ending credits screen definition
;This screen shows up after the Win Screen and Ending
[End Credits]
enabled = 1               ;Set to 1 to show credits, 0 to disable
storyboard = credits.def            ;Credits storyboard filename

;-------------------------------------------------------------------
;Survival mode results screen definition
;This is the screen that is shown when you win in survival mode.
;It will not be displayed if the winning character has an ending.
;Whole group is *2001.11.14 NEW*
[Survival Results Screen]
enabled = 1
winstext.text = %i rounds survived!      ;Use %i for win counter
winstext.font = 4,3,0
winstext.offset = 159,70
winstext.displaytime = -1
winstext.layerno = 2
fadein.time = 32
show.time = 300
fadeout.time = 64
roundstowin = 8                     ;Number of rounds to get win pose (lose pose otherwise)

;-------------------------------------------------------------------
;Options screen definition
[Option Info]
fadein.time = 10
fadeout.time = 10
title.offset =
title.font = -1
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

;-------------------
;Options screen background
[OptionBGdef]
title.offset =
title.font = -1

[OptionBG 1]
type  = normal
spriteno = 0,7
start = 0,0
tile  = 0,0
velocity = 0, 0
[Arcade]
intro.storyboard=
ending.storyboard=

I have a life....I bought it on eBay.
Re: Muge crashes as Soon as it starts loading
#2  September 02, 2007, 07:28:52 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
You have a huge number of blanks in there

displayname=""

for eg, fill in all the spaces after the = where you haven't got anything and come back.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.