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add004basic (Read 1506891 times)

Started by Shiyo Kakuge, June 18, 2014, 05:46:41 pm
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Re: add004basic
#321  September 28, 2015, 10:39:40 pm
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seems like it to me.
also, 9000,3 also works for character select too, so 9000,0 is for the small portrait boxes, and apparently 9000,1 is used for the victory screen, which means this is gonna be interesting :)
Re: add004basic
#322  September 29, 2015, 12:30:46 am
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I tried to do this:



I extracted the folder into the old MM2 screenpack, because it lacked a Mugen.exe in itself, which was just lying around empty, and then put basically everything from the new MM2 in the data folder, like these:





I checked the fight.def, I checked the systems, but yet I don't have the sprite of the health bar, just the names and a few decals. How do I fix this again?

And now, after trying to goof around with it some more, it gives me this error after selecting a character (Super Mario 64 edit by Stickman14) and won't start up at all:

Library error message: Died parsing root,ailevel)

Error detected.

Trigger not valid for mugenversion of character: ailevel
Error parsing [state 0]
Error in [statedef 90900]
Error in data/add004_bs0/common1.cns:6934
Error loading chars/SuperMario64/SuperMario64.def
Error while precaching
Trigger not valid for mugenversion of character: ailevel
Error parsing [state 0]
Error in [statedef 90900]
Error in data/add004_bs0/common1.cns:6934
Error loading chars/SuperMario64/SuperMario64.def
Error while precaching
Trigger not valid for mugenversion of character: ailevel
Error parsing [state 0]
Error in [statedef 90900]
Error in data/add004_bs0/common1.cns:6934
Error loading chars/SuperMario64/SuperMario64.def
Error while precaching
Trigger not valid for mugenversion of character: ailevel
Error parsing [state 0]
Error in [statedef 90900]
Error in data/add004_bs0/common1.cns:6934
Error loading chars/SuperMario64/SuperMario64.def
Error loading p1

Clipboard tail:
  Loading common states common1.cns...Character SuperMario64.def failed to load
End of versus screen loop
Game loop deinit
Gameflow 11
Loading match assets...
Loading stage...
Info: stage TrainingRoom loading in pre-1.0 compatible mode
  Loading BG...OK
Stage loaded OK
  Allocating helpers...OK
Match RNG seed: 1488014013
Reset persist vars team 0
Reset persist vars team 1
Loading character chars/SuperMario64/SuperMario64.def...
  Loading info...Info: Super Mario 64 loading in pre-1.0 compatible mode
OK
  Loading cmd command set SuperMario64.cmd...OK
  Loading cns add004basic.reb1...OK
  Loading cmd state entry SuperMario64.cmd...OK
  Loading common states common1.cns...Character SuperMario64.def failed to load
Re: add004basic
#323  September 29, 2015, 04:12:45 pm
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This new update has made a lot of characters especially from warusaki incompatible with the errors shown above. The error is caused by the new 'common1' file. Can't point out exactly what though.

Fix:

In your common1.cns replace this:

;;>>@Config.AI>>
;; ai”»’è  v(51) [def:0 / ai:1-8 / hum:-1]
[state 0]
   type=varset
   trigger1=1
   ;;--- vWin
;vWin   var(51)=ifelse((matchno>1&&ishometeam=1), ifelse(matchno+roundno-1<8, matchno+roundno-1, 8), 0)
   ;;--- v1.0
   var(51)=(root,ailevel) ;; (v1.0 / v1.1)

with

;;>>@Config.AI>>
;; ai”»’è  v(51) [def:0 / ai:1-8 / hum:-1]
[state 0]
   type=varset
   trigger1=1
   ;;--- vWin
        ;vWin   
        var(51)=ifelse((matchno>1&&ishometeam=1), ifelse(matchno+roundno-1<8, matchno+roundno-1, 8), 0)
   ;;--- v1.0
   var(51)=(root,ailevel) ;; (v1.0 / v1.1)

Last Edit: September 29, 2015, 04:39:06 pm by YugaCurry
Re: add004basic
#324  September 29, 2015, 09:18:13 pm
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Thanks a lot for that. I tried it, and it didn't really seem to change, so I'll just stick back with the old version that works well, because I don't really feel like adjusting those settings again. The new MM2 seems to use custom ports, and the quotes are in Japanese, too. Cool that it has a winquote screen now.
Re: add004basic
#325  October 03, 2015, 10:39:37 pm
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ADD004 UPDATE: New portrait set! All the portraits you want for add004 Right there and uploaded on tatsu's add4 Onedrive!
Bad news is tatsu's old onedrive, which had add004,add008 etc and his version of Dan is down (I think) ;c.
Re: add004basic
#326  October 03, 2015, 11:21:31 pm
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I have his Dan, if it really is down.
Re: add004basic
#327  October 04, 2015, 02:38:11 pm
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Myself and a small number of few screenpack designers have a unique issue with these bars in that they do not display correctly under true localcoord = 1920,1080p.
When i say TRUE localcoord = 1920,1080, I am not just referring to the system.def and mugen.cfg settings, I am also referring to the fightfx.scale.
As most of you know, the default fightfxscale = 4, which means that lifebars and hitsparks get upscaled, however for localcoord = 1920,1080, if you wnat to use true full hd lifebar sprites and hitsparks (not stretched upscaled 720p sprites) you need to change fxscale to "2". However this is what happens to the positioning when you do so:



I dont care too much about the positioning issue as I am sure common.cns can be manipulated to reposition these and alter lifebar length etc, however to do that, and replace the sprites requires understanding of the add004 common1.cns coding.

I need to contact tatsu/shiyokakuge directly about this as I know the problem is in the common1.cns as I can see there are triggers with alot of ''ifelse' stuff relating to 240p/480p/720p but nothing for 1080p. If anyone else has any info on how to alter the positions of the sprites for lifebar etc etc any help appreciated.
Re: add004basic
#328  October 04, 2015, 07:02:52 pm
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@PhantomD: Guide me in setting up this thing and I'll take a look.

ifelse is pretty straight forward. how i like to think of it is ifelse(condition,true,false)
from the way you describe it, i'm gonna guess Tatsu uses ifelse inside of ifelse, and does this for each element

the issue your having is because hes calling the sprites from the fightfx. changing the scale natively will make that happen (though I'm interested in how the position gets affected so much)
most likely hes also scaling the meters with character coding so range is meaningless. Again though, i'd need to look.
Re: add004basic
#329  October 05, 2015, 06:00:23 am
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@Genesis
PMed you a pre-setup ver link.
Inside the common1.cns, i found this:
Code:
;;>>@Config.LifeBar>>
; init_lifebar
; ライフバー 初期値
[state 0]
type=null
trigger1=!time ;; only once
trigger1=1||var(46):=-52 ;;<- draw_depth ;(描画深度)
trigger1=1||var(57):=ifelse((root,sysvar(4)),(root,var(58)),0) ;;<- get root scores ;(親の点数取得)
trigger1=1||var(29):=100 ;;<- LifeBar_Width ;(バー幅)
trigger1=1||var(31):=floor(ifelse(teamside=1,-18,18)*fvar(0)+var(3)*0.5) ;;<- LifeBar_Pos_X ;(X座標)
trigger1=1||var(32):=floor(17*fvar(0)) ;;<- LifeBar_Pos_Y - Fix ;(Y座標-固定)
;;op; trigger1=1||var(32):=floor(18*fvar(0)) +floor((1-var(3)*9/16.0/var(4))*16*fvar(0)) ;;<- LifeBar_Pos_Y - Relative ;(Y座標-相対)
trigger1=1||fvar(37):=1.0 ;;<- face scale ;(顔サイズ)
;;>>@Config.PowerBar>>
; init_powerbar
; パワーバー 初期値
[state 0]
type=varset
triggerall=!time
trigger1=teamside=1
trigger1=1||var(33):=floor(ifelse(var(22)=2,12,10)*fvar(0)) ;;<- PowerBar_Pos_X ;(X座標)
trigger2=teamside=2
trigger2=1||var(33):=floor(ifelse(var(22)=2,308,310)*fvar(0))
;;op; var(34)=var(4) -floor(ifelse(var(22)=2,14,ifelse(var(22)=3,15,12))*fvar(0)) ;;<- PowerBar_Pos_Y - Fix ;(Y座標-固定)
var(34)=var(4) -floor(ifelse(var(22)=2,13,ifelse(var(22)=3,13,11))*fvar(0)) -floor((1-var(3)*9/16.0/var(4))*22*fvar(0)) ;;<- PowerBar_Pos_Y  - Relative ;(Y座標-相対)

There are 3 motifs available: default, another custom one, and an svc style one. It comes with 2 characters pre-patched inside; a ryu and an evil ryu.
Hopefully this explains all.


 click on the .bat for the motif u wanna play. The Fight.def and common1.cns for each motif is in a sub folder for each of the 3 motifs.
I already changed the fightfx scale etc for all three versions.
HungryWolf is cooking up some mean lifebars that he wants to be compatible with the add004 helpers and he is also working on a 1080p Screenpack so this will help him too i imagine
Last Edit: October 05, 2015, 06:06:10 am by PhantomD
Re: add004basic
#330  October 24, 2015, 09:21:38 am
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Updated on 22/10/2015.
Re: add004basic
#331  October 24, 2015, 02:42:32 pm
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Re: add004basic
#332  October 24, 2015, 02:50:14 pm
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Hey guys. I've got a problem with adding new updated version of add004 to my broken mugen. here's link to broken mugen i use.
http://www.mediafire.com/download/h9e5klal3c6l2px/Broken+mugen+1.0+EDITED.rar
and can somebody help me with this because i learning with add004 today.

PS. I'm using bm1.0 - EDIT

Make sure the ".bat" files, the add004.exe, add004 air cleaner. etc. are in the main mugen folder, i.e. where the m.u.g.e.n icon is. The "add004" and "ikemen" folders go into the data folder.
Re: add004basic
#333  October 24, 2015, 04:11:05 pm
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i've got like you said but still i don't know what i need to do in system folders and all kinds of stuff.
Re: add004basic
#334  October 24, 2015, 05:30:22 pm
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i've got like you said but still i don't know what i need to do in system folders and all kinds of stuff.

From there on it's like adding any lifebar to your screenpack. Make sure your screenpack's system.def file is in the add004 folder and set the paths for the 'system.sff' and 'system.snd' (located in your screenpack folder) in your system.def file. Also make sure the path for the 'fight.def' file is correctly put in the system.def.
Re: add004basic
#335  October 24, 2015, 09:27:05 pm
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i've got like you said but still i don't know what i need to do in system folders and all kinds of stuff.

From there on it's like adding any lifebar to your screenpack. Make sure your screenpack's system.def file is in the add004 folder and set the paths for the 'system.sff' and 'system.snd' (located in your screenpack folder) in your system.def file. Also make sure the path for the 'fight.def' file is correctly put in the system.def.

I still don't know how to do it...i tried a couple of times and still no finish. can you give me some video with help how to do it? or can you make this screenpack with tag system?
Re: add004basic
#336  October 25, 2015, 07:50:37 pm
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Folder with add004



Folder with my Mugen

what i have to do now?
Last Edit: October 25, 2015, 09:50:33 pm by kaczor787
Re: add004basic
#337  October 25, 2015, 08:48:43 pm
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Photos not found.
Re: add004basic
#338  October 25, 2015, 09:51:05 pm
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Re: add004basic
#339  October 26, 2015, 09:13:19 am
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Something important to point out about this latest update.
There are now separate fight.def files for localcoords above 720p (ie 1080p, and even 2160p/4k!?).

However, it is not true 1080p/2160p because all the bars, announcers and hitsparks etc are being upscaled.
In other words, the fightfx scale in the 2160p(which maybe only 0.5% of anyone actually uses) is set to 12 (rather than the usual 4 for 720p) and 1080p is set to 6.
Now the reality is that the correct fightfx scale for a 1080p lifebar/motif pixel for pixel should be 2, not 4 or 6.
However I guess this wont matter to 99% of users that are on either 1280x720 or lower localcoords.
Re: add004basic
#340  October 27, 2015, 06:35:08 pm
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Is there anyway to fix this?

The p3 and p4 ports are too big.



It happens when I made my characters have localcoord = 427,240.
Last Edit: October 27, 2015, 06:40:58 pm by SpazMaster