uhmmmmm well,........that escalated quickly. Lol.And @Gacel that's interesting with cornerpush, I think now I will test the characters in Mugen 1.0, old Mugen and winmugen/old ikemen plus to see if there is a code in their file that might be causing this, thank you for testing
Yeah I was just trying to explain why including that exploit is too dangerous.MUGEN 1.0 removed it for a reason.But everything exploded.I you find what these character made to disable the conerpush inform me.Spoiler, click to toggle visibiltyMike77154 said, March 22, 2019, 05:34:49 amGood evening friendsI only have a few questions/requests about ikemen----------------------------------------------------------------------------------First question: can I have support for midi playingUsing soundfonts (fluidsynth plugin)Example of thisIn the stage.def we use this synthaxBgmusic= sound/liberathos.midBgvolume =255...} }So, for example have somithing like this inSystem.def or motif file:Midiplay = trueMidiuseMicrosoftWavetable = falseMidiuseexternalsoundfont = trueGMSoundfont = data/cps2musicalinstruments.sf2..} } OrMidiplay = trueMidiuseMicrosoftWavetable = falseMidiuseexternalsoundfont = trueGMSoundfont = data/neogeomusicalinstruments.sf2..} }So this means, that in system.def you can chooseThe file of musical sounds/instruments that wantTo be used on midi playing (remember point and click adventures and snes particular instrument sounds in each game)----------------------------------------------------------------------------------Second questionI know about the unlocking systemUsing ranking, defeats, but I propose toExpand this to using a custom sequence toUnlock boss chars, for reference rememberKof 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 screenPseudo coding this example:Your select.def haveRugal95,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.defFont = font/kof95.defTitlebgm = sound/funky.midSelectbgm = sound/choosealterego.midVsbgm = sound/confrontation.midUnlockingseq = data/bosschoose.cmd..} }So, this brings to the bosschoose.cmd file:[Command]name = "Rugal"command = Start, D, D, U, U, D, Utime = 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----------------------------------------------------------------------------------Other questionCan 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 1Example:[Arcade]SelectionP1start = trueP2start = falseOriginalplayer = P1Cpuladder =true; the time when you play withPlayer 1 side begin arcade mode} }[Arcade]SelectionP1start = falseP2start = trueOriginalplayer= P2Cpuladder =true; the time when you begin the game with p2 player} }And[Arcade]SelectionP1start = trueP2start = trueOriginalplayer = bothInitvsmode =trueCpuladder = false} }And[Arcade]SelectionP1start = trueP2start = faseOriginalplayer = P1Cpuladder =trueUndefiniedplayer interrupting = trueGamepause= trueHerecomeschallengerscreen = trueIf undefinied player win = true Do = replaceoriginalplayerwithwinnerIf undefiniedplayer win = false Do = getbacktogame before pause Restartround = true} }You know about this, the here comes a new challenger----------------------------------------------------------------------------------And last question about continues,Can I increase the continuesWith a button directly in the game whenI 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 gamesCode example[Main]P1lives = coins1.luaP2lives = 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 coderThanks in advance, greetings from Mexico DFThat's a lot.Okay time to answer you questions Mike.MIDI soundfound should be posible, I will keep it in mind (Is also a feature that interest me)The Unlock code system could be also be implemented.The "here comes a new challenger" is already done by K4thosHere is the post:Spoiler, click to toggle visibiltyK4thos said, June 30, 2018, 06:30:25 pmSome nice progress when it comes to expanding lifebar DEF functionality. Here is what I've already implemented (none of this is possible in mugen from within lifebar DEF):K4thos - BG, BGDef, BGCtrlDef, BGCtrl support (expanded with triggers)currently supported BGCtrlDef trigger list:Spoiler, click to toggle visibiltyCode: AILevelAliveAnimAnimExistAuthorNameBackEdgeBodyDistBackEdgeDistCameraPosXCameraPosYCtrlDisplayNameDrawGameFacingFinishTypeFrontEdgeBodyDistFrontEdgeDistFVarGameModeGameTimeHitCountHitFallHitOverHitPauseTimeHitShakeOverHitVelXHitVelYInGuardDistLifeLifeMaxLifePercentageLoseLoseKOLoseTimeMatchNoMatchOverMoveContactMoveGuardedMoveHitMoveReversedMoveTypeNameNumEnemyNumPartnerPalNoPosXPosYPowerPowerLevelPowerMaxPowerPercentagePrevStateNoRoundNoRoundsExistedRoundStateScreenPosXScreenPosYSelfAnimExistStateNoStateTypeStageNameStageDisplayNameStageAuthorSysFVarSysVarTagModeTeamModeTimeUniqHitCountVarVelXVelYWinWinKOWinTeamWinTimeWinTypeWinPerfect- optional 8 players support in [Simul Face], [Simul Name]- new [Tag Face], [Tag Name] sections (if not present vanilla Simul sections are used instead)- [Round] section now supports more events: Win by normal / Win by special / Win by hyper / Win by normal throw / Win by cheese / Win by time over / Win by suicide / Opponent beaten by his own teammate / Win by perfect- [Challenger] section ("Here Comes A New Challenger" anim / bg / text, sound and config how soon players should be paused and when to end the match)- [Simul_3P Lifebar], [Simul_4P Lifebar], [Tag Lifebar], [Tag_3P Lifebar], [Tag_4P Lifebar] - new sections for team 3p and 4p team sizes (matches with up to 8 players) for simul and tag mode, so that we can use different lifebar layout depending on team count- [Simul Powerbar], [Simul_3P Powerbar], [Simul_4P Powerbar], [Tag Powerbar] (more than 2 players are used only if "team power share" is disabled in options), [Turns Powerbar]- [Powerbar] levelX.snd now supports 'pX.' prefix in order to optionally differentiate sounds among players (or to disable them for particular player if paramvalue is set to '-1, 0')- lifebar changing color depending on health (pX.front.spr / pX.front.anim now can store additional value in the name e.g. pX.front90.spr, which is used to swap the current front spr / animation to this one if player's life matches the percentage value. There can be multiple frontX spr/anim assignments (no hard limits).Here is an example of a simul 3p vs simul 4p match interrupted by challenger (default lifebar using optional [Simul_3P Lifebar], [Simul_4P Lifebar], [Challenger] sections. Only 2 powerbars and faces because adding more with this lifebar design would look even more silly)There is still some work to make the lifebar DEF file flexible enough to make convoluted explode lifebars workaround obsolete. Next on the schedule are events like "First Attack", "Danger", "Reversal", "Counter", combo text, guard bar, coloring powerbars etc. It's becoming more and more troublesome to implement this stuff using current lifebar due to missing art and sounds, so I'm thinking about porting add004 lifebar (which is coded entierly with common1.cns and fightfx - there are like 2 sprites in fight.sff) to normal fight.def file, so that all new features can be showcased (something that can be used as a reference for those interested in working with ikemen GO Plus). I will contact Shiyo Kakuge if he is ok with this.edit: tagging @GaziraAgain:, since he requested some of these features.But he hasn't uploaded the files that he said he would.K4thos if you are reading this could you show any signal of life? Please...
Speaking of bosses, I wish for this:Force certain team modes in Arcade.This can be useful for bosses or twin opponents (e.g Juli and Juni).The parameter should be: force=[single,team,turns]Also, for the team and turns stuff there should be another parameter which connects characters to each other so they appear on the same team, either Simul or Turns. This could be useful for KOF Fangames.Like this: team=[number]Quick Examples:Abyss, stages/MVC2Abyss.def, order=3, boss=1, force=singleKyo, stages/Japan.def, team=4Benimaru, stages/Japan.def, team=4
That is posible by just editing the lua files.But as I said I'm waiting for K4thos to upload the updated ones.I do not want to implement features in them just to be latter discarded.
Palette Loading Problems.1. If 2+ fighter are chosen with the same palette, they'll all use it, unlike normal Mugen.2. Mr. Ansatsuken's Ryu is stuck on his SF3 palette, no matter which mode or button. This might be something to do with his Palette Initialization.
Quick update on my journey here.To remember my goal: port Ikemen to Android TV/Box.I will eventually create a thread about it. But is not quite at the point yet.I think I'm starting to wrap my head about the project structure and way people use Mugen. I'm justa fan of old fight games that just learn about Mugen, and went directly to Ikemen - without ever using mugen - because is opensource.Right now, I have Dockerized the development environment. I can now cross compile windows/linux with ease. Next target is to cross compile to Mac (my environment). With that any developer will be able to produce binaries for all platforms from their own environment. I think being able to produce binaries for all platforms can boost the interest on the project.Moreover, it will make easy to put together resources from other projects (Mugen dependencies) without concerning about the license of them and to get something up and running quickly.The reason why containerizing the dev environment is that is important for the next step. Android has too many dependencies.Setting them up in proper places is annoying and require a lot of work and break easily. Adding that up to the Ikemen project dependencies just magnifies problem. Having the single development environment for all platforms can help gather contributions for a broader community. I also managed to (in a separate environment) create an Android app from golang+opengl sources. I created the APK file, installed in my phone and it worked. I hope that eventually this experience will help on porting Ikemen for Android.If is there anyone interested in this project let me know.
fisahas said, March 22, 2019, 06:20:05 amthere's nothing to do with my GPU setting...all who uses winmugen has the screen like that; because its an old engine that doesnt support wide screeen. still wanna doubt on me? go try yourself..and see how the chars look like when you change the setting to stretch = 1 and fullscreen = 1 in winmugen. the chars will become fatty !!I have done exactly that. Via my GPU settings, I set WinMUGEN to retain its aspect ratio and thus it stayed at 4:3 when running fullscreen; by default, everything stretches to fit unless you tell it otherwise.
PlasmoidThunder said, March 23, 2019, 05:07:09 pmI have done exactly that. Via my GPU settings, I set WinMUGEN to retain its aspect ratio and thus it stayed at 4:3 when running fullscreen; by default, everything stretches to fit unless you tell it otherwise.I'm able to do the same..but I prefer widescreen, means AR 16:9 over 4:3..and you better know how it looks like when the screen turns into 16:9
Honestly I don't mind it stretching to fit as long as it isn't blurry. Still, WinMUGEN is buggy and outdated, and those engine exploits are a result of this; it'd be silly to deliberately code an exploit into your program that'd allow for arbitrary code injection and execution since that poses a risk to everyone using it, and it'd be just as silly to realistically expect any developers to do it with theirs.Not trying to be mean here, but from a logical standpoint it just doesn't make sense to purposefully compromise the integrity of a program you're making.
Good news, cross compiling mac is working too.windows/linux/mac in a single environment.:-)I can move forward to integrate Android now.
dan said, March 24, 2019, 12:55:50 amGood news, cross compiling mac is working too.windows/linux/mac in a single environment.:-)I can move forward to integrate Android now.Thank you for your work and I can't wait to try it out! It felt like ikemen for a while was in a development halt but I'm glad to see there is a bunch of development on it by many now!
dan said, March 24, 2019, 12:55:50 amGood news, cross compiling mac is working too.windows/linux/mac in a single environment.:-)I can move forward to integrate Android now.That's great,I could never get to cross compile CGO.fisahas said, March 23, 2019, 07:00:13 pmPlasmoidThunder said, March 23, 2019, 05:07:09 pmI have done exactly that. Via my GPU settings, I set WinMUGEN to retain its aspect ratio and thus it stayed at 4:3 when running fullscreen; by default, everything stretches to fit unless you tell it otherwise.I'm able to do the same..but I prefer widescreen, means AR 16:9 over 4:3..and you better know how it looks like when the screen turns into 16:9 Hey Fisahas could you send a photo of your monitor (not screenshot) while Ikemen is running mid-battle to check how it looks the stretching.
Is the support for 32 bit screenpacks still gone? Example MugengersHD, used to get a black screen and had a mess with ikemen trying to get stuff to work. I figured if it isn't there yet I wouldn't bother testing the screenpacks anyway because of how messy it gets
I haven't tested it in screenpacks but Ikemen GO has support for 32 bit sprites.Wait a moment I will test it right now.EDITWHY? Why these sprites does not for on lifebars when it works on everything else? Why?OK.That's a bug (Or maybe a unfinished feature?) I'll fix it when I finish my college exams (The next weekend)Guessing it probably uses a whole different implementation than the rest of the program for displaying lifebar sprites just like lifebars fonts.
Gacel said, March 24, 2019, 08:32:07 amdan said, March 24, 2019, 12:55:50 amGood news, cross compiling mac is working too.windows/linux/mac in a single environment.:-)I can move forward to integrate Android now.That's great,I could never get to cross compile CGO.I was wondering... after successfully cross-compiling Ikemen to windows/mac/linux I did some research on how to best integrate that to Ikemen code. The key issue is licensing. Several dependencies with different licensing makes it hard to understand how do they combine.In particular Apple SDK license is very confusing. That adds up to OpenAL which has different license for different platforms.And I haven't added android yet.To avoid any contamination of Ikemen code, I think I will keep the dev environment out of the Ikemen codebase.Besides, a separate project has some advantages such as enabling to customize the images. Right now, without android, the image has 3GB in size. I think android will add at least 1or 2GB to it.Later I can add support for Raspberry without disrupting much, and take advantage of tags to allow smaller images.For instance, if you are only interested in build Ikemen for windows, the image size can be smaller, around 1GB.An use case would be something like:for generating binaries for all platforms (this should download a large image one time): Code: docker pull ikemen-dev:all for small development environment for specific platforms:Code: for windows:docker pull ikemen-dev:winor for linuxdocker pull ikemen-dev:linuxor for macdocker pull ikemen-dev:macor for raspberry pidocker pull ikemen-dev:pior for android tvdocker pull ikemen-dev:androidand to build the binaries will become something as easy as executing this command from the Ikemen source dir:Code: docker run --rm -v $(pwd):/code -e os='win' -t ikemen-dev:all deploy.shand Ikemen.exe will be created.
PlasmoidThunder said, March 23, 2019, 10:00:14 pmit'd be silly to deliberately code an exploit into your program that'd allow for arbitrary code injection and execution since that poses a risk to everyone using it, and it'd be just as silly to realistically expect any developers to do it with theirs.Not trying to be mean here, but from a logical standpoint it just doesn't make sense to purposefully compromise the integrity of a program you're making.all the winmugen users running winmugen at their own risk. from that point of view, your words dont ring any bell; because as a modern emulator, Ikemen should include all the features, and users will decide whether to enable exploit feature in Ikemen or not. And if a user dares to take the risk of executing arbitrary code injection, you have got no bigger problem to worry about that.I'd like to see Ikemen above all other emulators ever released. That's why it should include all the features, and it will let the user decide to enable/disable exploit feature, the unique option no other emulators ever offered before. That's my suggestion to the honorable Ikemen developers.Gacel said, March 24, 2019, 08:32:07 amHey Fisahas could you send a photo of your monitor (not screenshot) while Ikemen is running mid-battle to check how it looks the stretching.here you go bro: http://img16.lostpic.net/2019/03/25/5d754458c51208606440a48550b5bbf0.jpgWhen winmugen stretches 4:3 screen to 16:9 in fullscreen mode, Ikemen runs perfectly in my widescreen monitor keeping the aspect ratio 16:9 (no stretching and perfect aspect ratio for widescreen). That's why I'm in love with it <3it will be my pleasure to deliver you anything necessary for the betterment of Ikemen