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Screen Pack Docs? (Read 58564 times)

Started by JustNoPoint, January 27, 2017, 06:25:27 am
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Screen Pack Docs?
#1  January 27, 2017, 06:25:27 am
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So I'm working on a screen pack and I'm noticing there are no actual docs for all the controllers in it. I take it the best(only) docs for this are in the ,def files that come with MUGEN? Maybe combined with some stage controller knowledge?
Re: Screen Pack Docs?
#2  January 27, 2017, 06:27:19 am
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You'd sadly be correct. This led to some many often unused things being discovered by looking into the EXE, such as "death by suicide" icons.
Re: Screen Pack Docs?
#3  January 27, 2017, 06:29:06 am
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Well okay then. Looks like I have some work to do "rolls up sleeves"

17 years of MUGEN and not a thing has been made for this. I tell ya what guys....
Re: Screen Pack Docs?
#4  January 27, 2017, 06:46:09 am
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Screen Pack roll call. Let's get some Motif Makers up in here!

@logansam:
@ShawnD93:
@IkuTronHD:
@ironjw:
@Noz:
@nick.:
@Speedster:
@OldGamer:
@BIG BOSS:
@EnlightendShadow:
@davismaximus:
@hloader:
@Ryon:
@President Devon:
@Spectra:




Guys and/or gals! Report for duty! Did I miss anyone that's active and knows this stuff?

I'm calling you guys here because I'm going to use this thread to educate myself and others about screenpack making!  It's late so this is just a shout out, any of you guys interested in helping out? The info learned here will be fed into MUGEN Class so we can finally document screen pack making and aid others!

Thank you for your time!
Last Edit: January 27, 2017, 04:39:21 pm by Just No Point
Re: Screen Pack Docs?
#5  January 27, 2017, 06:56:20 am
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I'm not on the list but I know my shit haha. I'd be happy to share some knowledge.
Re: Screen Pack Docs?
#6  January 27, 2017, 07:28:32 am
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I'm honored. You should tag Spectra as well because I tried and I have no idea.
Re: Screen Pack Docs?
#7  January 27, 2017, 07:44:43 am
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Re: Screen Pack Docs?
#8  January 27, 2017, 11:28:21 am
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Hah, sorry about missing names. I went down the list of topic starter names in 1.0+ releases. I'll begin putting this together later today :) thanks guys!
Re: Screen Pack Docs?
#9  January 27, 2017, 04:35:03 pm
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Okay I'm not sure where to start so I guess we should start with what comes with elecbyte's motif starting with system.def

Is there anything that can be added to, updated, or corrected in the following blocks? Does anyone reading this have any questions about anything in these blocks?


It is better to first open the def in fighter factory 3 the new one and there is the sff of the Screen Pack automatically. You make the images and the size will depend on which resolution you give you for example if you do with localcoord = 1280,720 you will have to make the base of the image 1280x720 and if you have already the images are placed with this option:
Spoiler, click to toggle visibilty
  I recommend that you first place the image and then the cuts are automatically aligned and you save space.

And you insert the sprites in this way:
Spoiler, click to toggle visibilty


BLOCK 1

Code:
; Definitions of system screens

; Motif: MUGEN1
; Optimal resolution: 1280x720
; Supported languages: en, ja

; Notes about fonts:
;   - up to 10 fonts can be specified in the [Files] section.
;   - fonts indexed here do not refer to the ones in fight.def
;   - fonts are search in directories in the following order:
;     1. system directory
;     2. mugen program directory (not recommended to keep custom fonts here)
;     3. data/ (not recommended to keep custom fonts here)
;     4. font/

;----------------------------
[Info]
name = "MUGEN1"           ;Name of motif
author = "Elecbyte"       ;Motif author name
versiondate = 01,01,2011  ;Version date of motif (MM-DD-YYYY) (new in MUGEN 1.0)
mugenversion = 1.0        ;Version of M.U.G.E.N motif is compatible with (new in MUGEN 1.0)
localcoord = 1280,720     ;Local coordinate space width and height (new in MUGEN 1.0)

;----------------------------
;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 =         ;Logo storyboard definition (optional)
intro.storyboard =        ;Intro storyboard definition (optional)
select = select.def       ;Character and stage selection list
fight = fight.def         ;Fight definition filename
;System fonts
font1 = f-4x6.def
font2 = name14.def
font3 = enter48.def
font4 = arcade.def
font5 = mssansserif-tt36.def
;font5.height = 36         ;Uncomment to override the size of the font (Truetype fonts only)
font6 = infofont.def

; Load alternative victory quote font (font5) if language is "ja".
[ja.Files]
spr = system.sff          ;Filename of sprite data
snd = system.snd          ;Filename of sound data
logo.storyboard =         ;Logo storyboard definition (optional)
intro.storyboard =        ;Intro storyboard definition (optional)
select = select.def       ;Character and stage selection list
fight = fight.def         ;Fight definition filename
;System fonts
font1 = f-4x6.def
font2 = name14.def
font3 = enter48.def
font4 = arcade.def
font5 = msgothic-tt36.def
;font5.height = 36         ;Uncomment to override the size of the font (Truetype fonts only)
font6 = msgothic-tt36.def
font6.height = 13

BLOCK 2

Code:
;----------------------------
[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 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 =
title.bgm.volume = 100    ;volume scaling factor in percent. 100 is default
title.bgm.loop = 1        ;Set to 0 to prevent looping
title.bgm.loopstart =
title.bgm.loopend =
  ;Music to play at char select screen.
select.bgm =
select.bgm.volume =
select.bgm.loop = 1
select.bgm.loopstart =
select.bgm.loopend =
  ;Music to play at versus screen.
vs.bgm =
vs.bgm.volume =
vs.bgm.loop = 0
vs.bgm.loopstart =
vs.bgm.loopend =
  ;Music to play at victory screen.
victory.bgm =
victory.bgm.volume =
victory.bgm.loop = 0
victory.bgm.loopstart =
victory.bgm.loopend =

BLOCK 3

Code:
;-------------------------------------------------------------------
;Title screen definition
[Title Info]
fadein.time = 10
fadeout.time = 10
menu.pos = 640,380
menu.item.font = 4,0,0 ;First value is the font of choice. the second is the color and the third is the alignment.
Alignment: 0 is center, 1 is left and -1 is right. The second font parameter denotes the sprite group of the font's .sff if you're using 1.0's updated font format (.def+.sff instead of .fnt), so while it implies it loads the palette of the sprites in that group, it actually loads the sprites themselves, meaning you can technically get away with using multiple fonts within a single .sff (useful for P1/P2-exclusive fonts).


menu.item.active.font = 4,5,0, 224,240,240
menu.item.spacing = 0, 54
; 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).
menu.itemname.arcade = "ARCADE"
menu.itemname.versus = "VS MODE"
menu.itemname.teamarcade = "TEAM ARCADE"
menu.itemname.teamversus = "TEAM VS"
menu.itemname.teamcoop = "TEAM CO-OP"
menu.itemname.survival = "SURVIVAL"
menu.itemname.survivalcoop = "SURVIVAL CO-OP"
menu.itemname.training = "TRAINING"
menu.itemname.watch = "WATCH"
menu.itemname.options = "OPTIONS"
menu.itemname.exit = "EXIT"
; These parameters define the window in which the items are visible
; in.

menu.window.margins.y = 40, 34 ;This parameter of window handles only the values on y axis.
The first value is for the upper margin, the second is for the lower.


menu.window.visibleitems = 5
menu.boxcursor.visible = 1     ;Set to 0 to disable default cursor display
menu.boxcursor.coords = -298,-35,298,6
; These are the sounds for cursor movement
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

This is where we'll focus now. I'll come back with questions and/or comments myself.

Anyone may feel free to work ahead. Try to stay in this format please.

Keep things bite sized. Explain which file we are working in, etc
Last Edit: January 28, 2017, 01:02:41 am by Just No Point
Re: Screen Pack Docs?
#10  January 27, 2017, 04:46:01 pm
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 To a completely inexperienced user the default system.def is almost worthless.

It doesn't explain how fonts work, it doesn't explain where the coordinate 0,0 is on the screen, it doesn't explain how windows work and it assumes the user already knows the basics about stage creation.
Re: Screen Pack Docs?
#11  January 27, 2017, 05:00:06 pm
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-snip-

It is better to first open the def in fighter factory 3 the new one and there is the sff of the Screen Pack automatically. You make the images and the size will depend on which resolution you give you for example if you do with localcoord = 1280,720 you will have to make the base of the image 1280x720 and if you have already the images are placed with this option:
Spoiler, click to toggle visibilty
  I recommend that you first place the image and then the cuts are automatically aligned and you save space.

And you insert the sprites in this way:
Spoiler, click to toggle visibilty

JNP edit to reduce space
Last Edit: January 28, 2017, 01:01:59 am by Just No Point
Re: Screen Pack Docs?
#12  January 27, 2017, 05:04:36 pm
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To a completely inexperienced user the default system.def is almost worthless.

It doesn't explain how fonts work, it doesn't explain where the coordinate 0,0 is on the screen, it doesn't explain how windows work and it assumes the user already knows the basics about stage creation.
I've never made a stage and my experience with screenpack was back in the dinosaur age around 2000 or 2001 and I just messed with the select screen hah

Do you have any tips on how we could start this? I could be going about it all wrong.

Edit: thanks IkuTronHD! I may want to try and totally rebuild the motif I'm making to follow this thread better. I'm in charge of updating the HDBZ one.
Re: Screen Pack Docs?
#13  January 27, 2017, 05:19:38 pm
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The lifebars by Phantom Blood for my MFJ screenpack in particular may be of good use. It's how I found out about the suicide icon.
Re: Screen Pack Docs?
#14  January 27, 2017, 05:37:51 pm
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Sir, yes, sir!
*continence

The 1st and 2nd blocks are pretty basic, I think there's no need of add any info, except for the loop part, I think, although I've never did handle that parameter.
On the 3rd block, could have some info for the fonts:

menu.item.font = 3,0,0
First value is the font of choice. the second is the color and the third is the alignment.
Alignment: 0 is center, 1 is left and -1 is right.

menu.window.margins.y = 12, 8
This parameter of window handles only the values on y axis.
The first value is for the upper margin, the second is for the lower.

Those blocks are pretty simple, I don't think that something more can be added, but maybe it's just me.
One day someone will rip the Inuyasha stages... Not today nor tomorrow, probably not even in this decade. But you know, someday... :')


Did you play the new
Spoiler, click to toggle visibilty
Re: Screen Pack Docs?
#15  January 27, 2017, 05:57:33 pm
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To add to what you said about the second font parameter, it denotes the sprite group of the font's .sff if you're using 1.0's updated font format (.def+.sff instead of .fnt), so while it implies it loads the palette of the sprites in that group, it actually loads the sprites themselves, meaning you can technically get away with using multiple fonts within a single .sff (useful for P1/P2-exclusive fonts).

Oh, I want a diagram. I fucking love diagrams.
Re: Screen Pack Docs?
#16  January 27, 2017, 06:55:31 pm
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@JMorphMan: I know you're busy actually being out there and fighting for our country because you're damn awesome but when you get a moment can you help coordinate and add to this thread as well? Thank you!

And thanks for the feedback thus far. I'll be adding the info to the 1st post soonish. Note I'll have to work my normal three 12s the next 3 days so as usual I won't be as active then. So don't think I've abandoned this if I don't respond in those days or add to it :)
Re: Screen Pack Docs?
#17  January 27, 2017, 11:48:19 pm
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Open the system.def within data/mugen1 folder.
It contains the most up to date code and documentation. In the blocks you posted you are missing all the new stuff such as the infobox or language localization, because you are opening the system.def from the data folder
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Re: Screen Pack Docs?
#18  January 28, 2017, 01:00:40 am
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Now I just feel Elecbyte is trolling me -_-

Updated and added info from everyone

BLOCK 4

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

[TitleBG Background Top]
type  = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile  = 1,1
velocity = -1, -1
window = 0,0, 1279,334

[TitleBG Background Middle]
type  = normal
spriteno = 100,1
layerno = 0
start = 0,0
tile  = 1,1
velocity = -1, -1
window = 0,335, 1279,631

[TitleBG Background Bottom]
type  = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile  = 1,1
velocity = -1, -1
window = 0,632, 1279,959

[TitleBG 1]
type  = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile  = 1,1
velocity = -1, -1
window = 0,332, 1279,334
trans = add1

[TitleBG 2]
type  = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile  = 1,1
velocity = -1, -1
window = 0,632, 1279,634
trans = add1

[TitleBG Title Logo]
type  = normal
spriteno = 0,0
layerno = 0
start = 0,140
mask = 1


BLOCK 5

Code:
;----------------------------
[Infobox] ;(new in MUGEN 1.0)
text.font = 6,0,1

;----------------------------
[Infobox Text] ;(new in MUGEN 1.0)
Welcome to M.U.G.E.N 1.0!
_
* New to M.U.G.E.N? Read docs/mugen.html to get started.
_
* Meet the M.U.G.E.N community! Visit http://elecbyte.com/forum.
_
* To add a character, extract it into its own directory in chars/ and edit data/select.def.
* To add a stage, extract it into stages/ and edit data/select.def. Put music files inside sound/.
_
* The current motif is "mugen1". To make changes to this motif (including this text), open data/mugen1/system.def with a text editor such as Notepad.
_
* To increase then number of character slots, use the "big" motif. Change the motif line in mugen.cfg to: motif = data/big/system.def
_
* Installation instructions for motifs vary. Some require you to overwrite system files. If you do install a motif that overwrites files, you may need to change the motif line in mugen.cfg to: motif = data/system.def

;----------------------------
[ja.Infobox Text] ;(new in MUGEN 1.0)
M.U.G.E.N 1.0 をご利用いただいてありがとうございます!
_
このメッセージは、data/mugen1/system.defで編集できます。

;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
rows = 4
columns = 3
wrapping = 0              ;1 to let cursor wrap around
pos = 480,128             ;Position to draw to
showemptyboxes = 1        ;1 to show empty boxes
moveoveremptyboxes = 1    ;1 to allow cursor to move over empty boxes
cell.size = 100,100       ;x,y size of each cell (in pixels)
cell.spacing = 10         ;Space between each cell
cell.bg.spr = 150,0       ;Note: Don't use animation for cells
cell.random.spr = 151,0   ;Icon for random select (don't use animation)
cell.random.switchtime = 4;Time to wait before changing to another random portrait
p1.cursor.startcell = 0,0
p1.cursor.active.anim = 160
p1.cursor.done.spr = 161,0
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0
p2.cursor.startcell = 0,0
p2.cursor.active.anim = 170
p2.cursor.done.spr = 171,0
p2.cursor.blink = 0       ;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.spr = 9000,0     ;Do not change from 9000,0
portrait.offset = 0,0
portrait.scale = 1,1
title.offset = 640,38     ;Position of title (Arcade Mode, etc)
title.font = 4,0,0        ;Font of title (-1 for none)
;Big portraits
p1.face.spr = 9000,1      ;Do not change from 9000,1
p1.face.offset = 0,0      ;Position to put big portrait
p1.face.scale = 1,1
p1.face.facing = 1
p1.face.window = 0,0, 739,959
p2.face.spr = 9000,1
p2.face.offset = 1279,0
p2.face.scale = 1,1
p2.face.facing = -1
p2.face.window = 540,0, 1279,959
;Name
p1.name.offset = 50,620   ;Position to put name
p1.name.font = 3,3,1      ;Set to -1 for no display
p1.name.spacing = 15,25   ;Space between each name for players on the same team
p2.name.offset = 1230,620
p2.name.font = 3,1,-1
p2.name.spacing = -15,25
;Stage select
stage.pos = 640,700
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 = 80, 130
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 3,3, 1
p1.teammenu.selftitle.text = "TEAM MODE"
p1.teammenu.enemytitle.font = 3,3, 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 = 0,110
p1.teammenu.item.spacing = 0,60
p1.teammenu.item.font = 3,0, 1
p1.teammenu.item.active.font = 3,3, 1
p1.teammenu.item.active2.font = 3,3, 1, 224,224,240 ;Second font color for blinking
p1.teammenu.item.cursor.offset = -30, 0
p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 210,1
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 210,1
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 30,0
;p2 team
p2.teammenu.pos = 1200, 130
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 3,1, -1
p2.teammenu.selftitle.text = "TEAM MODE"
p2.teammenu.enemytitle.font = 3,1, -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 = 0,110
p2.teammenu.item.spacing = 0,60
p2.teammenu.item.font = 3,0, -1
p2.teammenu.item.active.font = 3,1, -1
p2.teammenu.item.active2.font = 3,1, -1, 224,224,240 ;Second font color for blinking
p2.teammenu.item.cursor.offset = 30, 0
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -210,1
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = -210,1
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -30,0
; Debug screen element (can be used for testing fonts)
;sysexplod0.text =
;sysexplod0.font =

[Begin Action 160] ;P1 active cursor
160,6, 0,0, 1
160,5, 0,0, 1
160,4, 0,0, 1
160,3, 0,0, 1
160,2, 0,0, 1
160,1, 0,0, 1
160,0, 0,0, 1

[Begin Action 170] ;P2 active cursor
170,3, 0,0, 1
170,2, 0,0, 1
170,1, 0,0, 1
170,0, 0,0, 1
170,6, 0,0, 1
170,5, 0,0, 1
170,4, 0,0, 1

[Begin Action 180] ;P1 Team mode cursor
180,0, 0,0, 1
180,0, 3,0, 1
180,0, 6,0, 1
180,0, 9,0, 1
180,0,12,0, 1
180,0,15,0, 1
180,0,18,0, 1
180,0,21,0, 1

[Begin Action 190] ;P2 Team mode cursor
190,0, 0,0, 1
190,0,-3,0, 1
190,0,-6,0, 1
190,0,-8,0, 1
190,0,-12,0, 1
190,0,-15,0, 1
190,0,-18,0, 1
190,0,-21,0, 1

BLOCK 6

Code:
;-----------------------
;Character select screen background
[SelectBGdef]
;spr = graphics/selectbg.sff  ;Filename of sprite data

[SelectBG 0] ;Scrolling background
type  = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile  = 1,1
velocity = -1, -1

[SelectBG 2.A] ;Title background
type  = normal
spriteno = 102,0
layerno = 0
start = 0, 4
delta = 0,0
tile  = 1,3
trans = sub
velocity = -1, 0

[SelectBG 2.B] ;Title background B
type  = normal
spriteno = 102,1
layerno = 0
start = 0, 4
delta = 0,0
tile  = 1,3
trans = add
velocity = -3, 0

[SelectBG 2.C] ;Title background C
type  = normal
spriteno = 102,2
layerno = 0
start = 0, 4
delta = 0,0
tile  = 1,3
trans = add
velocity = -9, 0
Re: Screen Pack Docs?
#19  January 28, 2017, 01:14:08 am
  • ***
    • Spain
    • https://ikutronhd.wixsite.com/ikutronsite/yo
Here you recommend leaving the start at 0. Because the alignment you give is the exact one to mugen.:
Spoiler, click to toggle visibilty

This works with what I said earlier.
Re: Screen Pack Docs?
#20  January 28, 2017, 04:29:44 am
  • ******
  • If you’re gonna reach for a star...
  • reach for the lowest one you can.
    • USA
    • network.mugenguild.com/jmorphman
@JMorphMan: I know you're busy actually being out there and fighting for our country because you're damn awesome but when you get a moment can you help coordinate and add to this thread as well? Thank you!
I'm not quite sure what you need me to do, but I'll try and do all I can!