No not a single word from K4thos not even PMs.He shouldn't have much trouble uploading a few files.Maybe personal life got in his way.
I kinda wish this version had the Looping Character Select from Ikemen Plus 0.3 because that actually looked kinda neat, depending on the layout.
i believe k4thos ported a bunch of things from the original ikemen 0.3 into his unreleased GO version, which is why its so important to have these files. ikemen 0.3 had quite a load of features, although being worse in compatibility than the GO variant.
new commits from neatunsou's page, mostly the addition of Gacel's codeneatunsou's commit with Gacel's code: https://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/19e5e9efbed388ec9486b9d8643026f4b47564a9new commit with zoom lag: https://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/7c8f687ee0abe304816eda381bc1a6cc903ad778
Hello buddies, with the new that I can finally compile the ikemen go(useful information, please upload the readme.md,so when you instal the go lang from the source, please specify that it must to be used the Go version w32 and not the w86-64 version, even if you want a compile the 64 bit version, it must have the go language instalation of w32 on your coputer or gitbash will not compile)ok, and now I have another questionnumber one, in original winmugen and mugen 1.0 in the title screen (you know the screen with arcade,vs,survival,training.options, etc) you can choose the mode with player one or player two, but in ikemen go plus you only can choose the mode with player one only, so, How can I make able to player 2 begin the gamenumber two, I know that the tokens (credits) only can be added or reduced in options but, Lets say that I want to add a general button for adding credits (you know, left, right, start, a,b,c,x,y,z, pause, but I wanto to push a button like F11 or 3 number for give one credit ) so, here is the question, Which file control the credit usage (main.go,main.lua?) and in which file I can add more buttons to have more functions except of the mugen classical butons (input.go?)?number three, there is some place of the K4thos have the beta or experimental file of the script Here comes a new challenger code? for implement it myself and help him finish his original job?something more buddys, I am trying implementing myself the midi with soundfont file playing for ikemen, but the problem is that I only have the library for C code, the Go bindings of fluidsynth is something awful because I only understand the C language because I learn before on arduino programing but the Go lang is a little difficult for me (sorry guys,remember I am mainly a musician of cps2 originals, not a veteran code progrrammer on golang so it is a big effort for my, but if I can help Gacel and you, I will do it), so here is my last question, how do I manage a c library with their original parameters or there is a way to transalte a C code to golang ? (that weird thing of cgo conffuse me a lot)Greetings from Mexico
The titlescreen controls and the credits system are inside the lua file.The thing that K4thos is going to send are the Lua files...So any change we make to them is going to be replaced/deleted when we merge our code.If you can't manage to implement fluidsynth I will try to do it when the weekend comes.EditMerged neatunsou's changes:https://github.com/Windblade-GR01/Ikemen_GO/commit/0de88d8c8be7c1d3977bea4ce1271974b5592b0d
@Gacel: Question for you bro, So if I understood what you said about the Menu screen, If I wanted to implement changes to how you control the movement of the fonts ("Arcade" "Versus" etc etc) from Horizontal (Left to right ) to Vertical (up & down) in order to do something like the below old screenshots, So to cut it short the changes would need to be made against the Lua code correct. This Mugen version I had to make it look like it went horizontal but in reality the controls only allow for vertical movements, sadly mugen limitation. Spoiler, click to toggle visibilty
Near line 1399 in main.lua.It usesCode: commandGetState(player, input)You have to modify it so instead of up and down it uses left and right.PS: Now I see why the player 2 doesn't work in the main menu.EDITNow the player 2 can control the main menu.https://github.com/Windblade-GR01/Ikemen_GO/commit/ecc19f2635f828bfd2b8eef9c3f3c11637b7f966To clarify, I did this because it did not require to much code I'm still busy for the week.
Yeah, if it's anything like IKEMEN Plus, it's simply because all menu controls assume P1 rather than either player. Good to know that's something you've sorted out
Fullscreen looks like this on my Windows 10.Note that this is a mock-up because Print Screen won't catch it.
@Gacel, there are a few things to tweak in the cross-compiler image but is at least working.I submitted a pull request. The changes in the get and build scripts shall not change the way you build without docker. It only enables to also build with docker. Therefore, you will need docker to run the docker-build.sh commandsand cross compile the binaries.Later I will add android dependencies, and optimize the image to reduce its size.
dan said, March 28, 2019, 10:26:35 pm@Gacel, there are a few things to tweak in the cross-compiler image but is at least working.I submitted a pull request. The changes in the get and build scripts shall not change the way you build without docker. It only enables to also build with docker. Therefore, you will need docker to run the docker-build.sh commandsand cross compile the binaries.Later I will add android dependencies, and optimize the image to reduce its size.I already merged the changes.RagingRowen said, March 28, 2019, 06:59:07 pmFullscreen looks like this on my Windows 10.Note that this is a mock-up because Print Screen won't catch it.That's the reason why I said that you need to send a photo.But I think I see what's the problem...I could ask what is the resolution of your monitor and what's resolution you set up in Ikemen?
That explains everything!Ikemen does't have resolution scale (Like mugen 1.0)Also doesn't have a true fullscreen mode.Try to set the resolution to 1440x1080 inside the config.json file.EDITHey Neat Unsou I was testing the old binaries of Ikemen andit seems that your changes to the render was the thing that broke PNG lifebars.I remember that you changed the render order, maybe could be it.EDIT 2Remember about cheapie character code, well if found some info and...Well %f bug code it looks like this:Code: pushad ;initializationpushfd ;initializationmov eax,[004b5b4c] ;get MUGEN's addressmov ebx,[eax+0000b788] ;get the enemy's address (+0000b784 if teamside = 2)mov ecx,[ebx+00000be8] ;get the state code pointer of the enemymov [ecx],004b4000 ;move a null address to the state code pointer of the enemypopfd ;finalizationpopad ;finalizationmov [004b4458],00000000 ;finalizationjmp 00496651 ;return to normal codeIt's goddam ASM!And this is a version that is in readable form is more messy inside the char.For example this is a supernull in cns form.Spoiler, click to toggle visibiltyEDIT 3In this image it shows parts of the default lifebar converted to PNG sprites running in a old build (You can notice the blurry PNG sprites.)In a new build the PNG sprites does not display.It also shows Golden-Catastrophe (A Assembly Tier cheapie) killing itself at the intro because supernull does not work. (It's hilarious)
@Gacel bro...one char loads nicely in mugen and winmugen..but it crashes Ikemen. here's the data got from log:Code: .\script\select.lua:678: chars\opirus_element kyo/Element-S.cns:2898:1trans: 1が無効な値ですstack traceback: [G]: in function 'game' .\script\select.lua:678: in function 'f_selectSimple' script/main.lua:1627: in function 'f_mainMenu' script/main.lua:2120: in main chunk [G]: ?can you explain what's causing the crash? thanks in advance..
Neatunsou made a cornerpush commit.Gacel maybe Neatunsou can fix the left-right controller bug.Can you contract about it please?
New commit also fixes fonts I believe, from neatunsou's. I'm gonna test cornerpush on the 2 characters to see if it's fixed
UPDATE: @Gacel, Yes the new neatunsou commit fixed the cornerpush bug on those chracters, so characters coded that way will not push back, and for regular characters it will push back like normal. basically, corner push is working as it should. So that is fixed now
Gacel said, March 27, 2019, 10:15:25 amThe titlescreen controls and the credits system are inside the lua file.The thing that K4thos is going to send are the Lua files...So any change we make to them is going to be replaced/deleted when we merge our code.If you can't manage to implement fluidsynth I will try to do it when the weekend comes.EditMerged neatunsou's changes:https://github.com/Windblade-GR01/Ikemen_GO/commit/0de88d8c8be7c1d3977bea4ce1271974b5592b0dBro, I want to ask, how was going the fluidsynth implementation?