The Mugen Fighters Guild

Beyond M.U.G.E.N => IKEMEN Releases => Topic started by: ShinLucho on November 20, 2017, 12:45:35 am

Title: Ikemen Plus
Post by: ShinLucho on November 20, 2017, 12:45:35 am
Ikemen Plus is a custom build with some new features. The main idea of this project is to extend the lua code and implement some mugen modes.

It looks like I've already implemented everything you aim for and more. TheFclass97 probably remembers me from discord where we discussed this project few months ago.

Here's quick rundown of things already implemented in ikemen:
1. Modes:
- Arcade
- VS Mode
- Team Co-op
- Survival
- Survival Co-op
- Training
- Watch
- Options
- Extras (some additional modes like Free Battle, Boss Rush, Bonus Games)
2. Each mode works exactly the same as in mugen with some extras
3. select.def parser (everything is taken into account including stage and music selection for particular matches and [Options] section that controlls arcade mode)
4. Select screen that works the same way as mugen + additional support for looping through not visible rows known from ikemen
5. Parser for some vanilla mugen DEF files, so that you don't have to recode them in lua:
- screenpack logo
- screenpack intro
- screenpack gameover
- screenpack credits
- character intro
- character ending
6. Win quotes support (text read directly from character files)
7. Options screen can save values and has more options unique to ikemen
8. Some things not present in mugen:
- character animations in select screen
- counter in continue screen
- a way to change characters order before each battle starts (you know, the way team modes work in KOF games)
9. Ported Winmugen Elecbyte's screenpack to ikemen format and included some sample characters and stages for easier testing
10. Probably tons of other stuff that I forgot to mention since it's been months since I touched the code.

In other words pretty much everything from vanilla mugen is available in ikemen.

Repository:
https://github.com/K4thos/Ikemen-Plus (https://github.com/K4thos/Ikemen-Plus)

Download:
Latest version: v0.3
https://github.com/K4thos/Ikemen-Plus/releases/tag/v0.3 (https://github.com/K4thos/Ikemen-Plus/releases/tag/v0.3)
Title: Re: Ikemen Plus
Post by: TheFclass97 on November 20, 2017, 01:49:02 am
Neat!!
Title: Re: Ikemen Plus
Post by: Alex Sonico on November 20, 2017, 03:47:38 am
Hats off to you mate.
Title: Re: Ikemen Plus
Post by: Zero800 on November 21, 2017, 02:34:44 pm
Congratulations for the initiative!
Title: Re: Ikemen Plus
Post by: Demitri on November 21, 2017, 04:09:56 pm
This is almost exactly what I'm looking for. As far as adding more things, what's the limitation? Or is it too early to say?
Title: Re: Ikemen Plus
Post by: -Ash- on November 21, 2017, 04:22:46 pm
How did i haven't seen this before!? That's some really great news, i'm really hyped to see more mugen features on ikemen in the future, thanks for releasing mate.

Edit: Just noticed that there's only Single mode on arcade, is there any particular reason for this?
Title: Re: Ikemen Plus
Post by: ShinLucho on November 21, 2017, 08:13:39 pm
This is almost exactly what I'm looking for. As far as adding more things, what's the limitation? Or is it too early to say?

I still need to figure out how to change values during a fight, and how to return a fight results (life, time, etc). This is necessary to implement survival and training mode. It gonna take some time, but is possible.

Also 24 bits images doesn't work very well and are unstable, and ikemen has some performance issues. Despite those things, I don't see any problem implementing more modes.

Just noticed that there's only Single mode on arcade, is there any particular reason for this?
First I'll work on single arcade, there are some arcade issues (http://github.com/shinlucho/ikemen-plus/issues) that I want to work on before team arcade. Once it get stable, I'll work on simul/turn arcade offline and simul arcade online.
Title: Re: Ikemen Plus
Post by: mete122 on November 21, 2017, 08:53:36 pm
Cool,Is there any idea to try to implement 32 Bit support fully?
Title: Re: Ikemen Plus
Post by: R565 on November 21, 2017, 08:58:15 pm
This is amazing to see that someone took the time to implement more of MOOGEN into IKEMEN. I love to see more coming from this, especially since you're working on putting in a store and unlockable fighters in the data for fullgame use. I know it's a big if on the unlock system but it would be so cool to see, I know Fclass is definitely going to be interested in the progress of this.
Title: Re: Ikemen Plus
Post by: demovv on November 27, 2017, 09:34:51 pm
I have one question how to change size of modes in main menu?
Title: Re: Ikemen Plus
Post by: Flowrellik on November 27, 2017, 10:29:11 pm
Ikemen Plus with Arcade mode?! Oh man this looks sweet!
I wonder, will this version incorporate mugen 1.1 stuff in the future, as well as better 1.1 compatibility for stages? I ask because I have a stage made that works perfectly in mugen but the torch/animated parallax floor does not show in Ikemen.
Title: Re: Ikemen Plus
Post by: _Data_Drain_ on November 27, 2017, 10:35:09 pm
Wow... this has a LOT of potential. If you can finish this.... That would be amazing. With these changes, plus perhaps a few system changes to better match Mugen. Mugen would be obsolete.
Title: Re: Ikemen Plus
Post by: Flowrellik on November 27, 2017, 10:51:20 pm
And it can be a perfect online engine as well!
Hey Shiyo I hope you're looking into this if you're on!
Title: Re: Ikemen Plus
Post by: adriano gt on November 28, 2017, 12:39:03 pm
Ikemen Plus with Arcade mode?! Oh man this looks sweet!
I wonder, will this version incorporate mugen 1.1 stuff in the future, as well as better 1.1 compatibility for stages? I ask because I have a stage made that works perfectly in mugen but the torch/animated parallax floor does not show in Ikemen.

I have the same question: ikemen + mugen1.1
.... will it be possible in the future?
Title: Re: Ikemen Plus
Post by: ShinLucho on November 30, 2017, 02:19:54 am
Sorry for the late answer, yesterday I was writing an answer but the forum session died and I lost the writed text. So I'll make it shorter this time.

Cool,Is there any idea to try to implement 32 Bit support fully?

Ikemen Plus with Arcade mode?! Oh man this looks sweet!
I wonder, will this version incorporate mugen 1.1 stuff in the future, as well as better 1.1 compatibility for stages? I ask because I have a stage made that works perfectly in mugen but the torch/animated parallax floor does not show in Ikemen.

I have the same question: ikemen + mugen1.1
.... will it be possible in the future?

I don't know how to implement mugen 1.1 compatibility at the moment, but it's possible.

Ikemen is divided into lua and ssz. Lua is used as a scripting language, you can code whatever you want that happens before and after the battle, and there is a lot of documentation to look at, meanwhile ssz is used as a backend that handles all the fighting logic and chars/stages/etc compatibility. The problem is that ssz language was created by suehiro and there aren't information on internet, and the weird syntaxs and japanese errors make it worse.

So right now I'm mainly working with Lua code and modifying some calls to ssz. I can understand some of the ssz code and modify some small things, but I have no idea how memory/threads/sprites are managed. Maybe I could understand a little more about this in a future when I have more experience with it, so I don't want to rush directly to this particular problem.

Sorry for my english, I hope you could understand what I wrote.

I have one question how to change size of modes in main menu?

Like font size? You can use textImgSetScale function. It takes 3 arguments: text to modify, x scale, y scale.
For example:

Code: (lua)
local menuText = createTextImg(font, 0, 1, 'Some Mode', 0, 0)
textImgSetScale(menuText, 2, 2)

In that case font gonna duplicate its size.
Title: Re: Ikemen Plus
Post by: adriano gt on December 04, 2017, 02:21:28 pm
is it possible to configure something like "choose your destiny" as in Mortal Kombat games?

(http://78.media.tumblr.com/tumblr_l200xpyA4j1qb8uuw.gif)
Title: Re: Ikemen Plus
Post by: Flowrellik on December 05, 2017, 12:40:22 am
well at least this is a plus to know.
On the off hand, do you happen to know how to modify mugen's select screen code so it can have that "IKEMEN Revolving character select"?
Title: Re: Ikemen Plus
Post by: Memo on December 05, 2017, 02:45:56 pm
well at least this is a plus to know.
On the off hand, do you happen to know how to modify mugen's select screen code so it can have that "IKEMEN Revolving character select"?

Man you know he cant do that without the source code
Title: Re: Ikemen Plus
Post by: R565 on December 05, 2017, 07:40:04 pm
well at least this is a plus to know.
On the off hand, do you happen to know how to modify mugen's select screen code so it can have that "IKEMEN Revolving character select"?

Man you know he cant do that without the source code

Yes, what he's working on is putting MUGEN into IKEMEN, MUGEN can't be worked on unless the creators work on it themselves or they release the source code.
Title: Re: Ikemen Plus
Post by: K4thos on December 10, 2017, 01:49:42 am
It looks like I've already implemented everything you aim for and more. TheFclass97 probably remembers me from discord where we discussed this project few months ago.

Here's quick rundown of things already implemented in ikemen:
1. Modes:
- Arcade
- VS Mode
- Team Co-op
- Survival
- Survival Co-op
- Training
- Watch
- Options
- Extras (some additional modes like Free Battle, Boss Rush, Bonus Games)
2. Each mode works exactly the same as in mugen with some extras
3. select.def parser (everything is taken into account including stage and music selection for particular matches and [Options] section that controlls arcade mode)
4. Select screen that works the same way as mugen + additional support for looping through not visible rows known from ikemen
5. Parser for some vanilla mugen DEF files, so that you don't have to recode them in lua:
- screenpack logo
- screenpack intro
- screenpack gameover
- screenpack credits
- character intro
- character ending
6. Win quotes support (text read directly from character files)
7. Options screen can save values and has more options unique to ikemen
8. Some things not present in mugen:
- character animations in select screen
- counter in continue screen
- a way to change characters order before each battle starts (you know, the way team modes work in KOF games)
9. Ported Winmugen Elecbyte's screenpack to ikemen format and included some sample characters and stages for easier testing
10. Probably tons of other stuff that I forgot to mention since it's been months since I touched the code.

In other words pretty much everything from vanilla mugen is available in ikemen.

The project is available on my github: https://github.com/K4thos/Ikemen-Plus

ShinLucho, considering this work is much further in development than yours I've sent you invitation on github, so that you can modify it as you wish without pull requests. I think combining our efforts would be better rather than developing 2 different projects with the same goal (which is a sample screenpack that can be used by others as a base for ikemen games). Feel free to improve the code and implement new things. I'm not really a programmer, so some code may look a bit messy and probably there are better ways to achieve some things. Before publishing it I wanted to write proper documentation to make screenpack editing easier but I lost motivation on it (English is not my first language so this proved to be the most boring part). Some things are also not polished enough to bother ikemen author yet (I wanted to send him these files so that the project could be officially implemented in ikemen if he likes it).

If you’re interested in working together on this we can use this topic going forward. If not than I will create new one on this board, request moderator to move posts there and rename the project on github.

edit: the message that shows up each time you add new characters is related to characters animations in select screen / continue screen. Of course it's easy to get rid of it in lua code and use normal portraits instead.
Title: Re: Ikemen Plus
Post by: TheFclass97 on December 10, 2017, 02:15:37 am
Oooooh shit!

Dude, this is amazing!
Title: Re: Ikemen Plus
Post by: Weiss Circal on December 10, 2017, 02:34:31 am
This sounds great. Are you goanna expand then option menu and add a color selector?
Title: Re: Ikemen Plus
Post by: K4thos on December 10, 2017, 03:07:52 am
This sounds great. Are you goanna expand then option menu and add a color selector?
That was the plan when I implemented character's animations directly into screenpack. Unfortunately there is no way to support displaying different palettes on loaded sprites from within LUA code, so this would need help from ikemen author to add such feature (or someone who understands szz scripting language). Duplicating sprites for each palette would make loading times too big to be worth it.

-----------

Forgot to mention that the KOF like characters switching between matches is meant to be used with add004 (you know, so that you actually have Tag mode in game)
Title: Re: Ikemen Plus
Post by: TheFclass97 on December 10, 2017, 03:12:46 am
I did pal select on hdbz. With some visual tweaking, it can look better but the code is there. By the way, I highly suggest making your own thread with the post you made. You can simply copy and paste your post in a new one cause I wanna pin it. Glad you released this!
Title: Re: Ikemen Plus
Post by: K4thos on December 10, 2017, 03:27:56 am
Quote
I did pal select on hdbz. With some visual tweaking, it can look better but the code is there. By the way, I highly suggest making your own thread with the post you made. You can simply copy and paste your post in a new one cause I wanna pin it. Glad you released this!
To clarify, of course it's possible to add palette selection if you:
- prepare images by hand instead of relying on automatic solution like in my code,
- or my code could be changed to automatically prepare sprites with different palettes but that would increase SFF size significantly, so it's not viable for games with many characters (alternatively I could get rid of animations but that would suck).

What we need is a LUA function that will force palette swap on the fly, so that we don't have to duplicate sprites.

To make answering things easier about what is possible / viable in this project, here is a list of things that I want ikemen author to implement directly in engine source code szz files (I'm too lazy to rewrite it so I'm posting a message that I'm planning to send him once the project is finished)

edit: removed the message since most of it was no longer accurate, some of these stuff have been already implemented.
Title: Re: Ikemen Plus
Post by: Weiss Circal on December 10, 2017, 03:33:16 am
I did pal select on hdbz. With some visual tweaking, it can look better but the code is there. By the way, I highly suggest making your own thread with the post you made. You can simply copy and paste your post in a new one cause I wanna pin it. Glad you released this!

Okay. Thanks.
Title: Re: Ikemen Plus
Post by: CyberMario on December 10, 2017, 03:34:20 am
It looks like I've already implemented everything you aim for and more. TheFclass97 probably remembers me from discord where we discussed this project few months ago.

Here's quick rundown of things already implemented in ikemen:
1. Modes:
- Arcade
- VS Mode
- Team Co-op
- Survival
- Survival Co-op
- Training
- Watch
- Options
- Extras (some additional modes like Free Battle, Boss Rush, Bonus Games)
2. Each mode works exactly the same as in mugen with some extras
3. select.def parser (everything is taken into account including stage and music selection for particular matches and [Options] section that controlls arcade mode)
4. Select screen that works the same way as mugen + additional support for looping through not visible rows known from ikemen
5. Parser for some vanilla mugen DEF files, so that you don't have to recode them in lua:
- screenpack logo
- screenpack intro
- screenpack gameover
- screenpack credits
- character intro
- character ending
6. Win quotes support (text read directly from character files)
7. Options screen can save values and has more options unique to ikemen
8. Some things not present in mugen:
- character animations in select screen
- counter in continue screen
- a way to change characters order before each battle starts (you know, the way team modes work in KOF games)
9. Ported Winmugen Elecbyte's screenpack to ikemen format and included some sample characters and stages for easier testing
10. Probably tons of other stuff that I forgot to mention since it's been months since I touched the code.

In other words pretty much everything from vanilla mugen is available in ikemen.

The project is available on my github: https://github.com/K4thos/Ikemen-Plus

ShinLucho, considering this work is much further in development than yours I've sent you invitation on github, so that you can modify it as you wish without pull requests. I think combining our efforts would be better rather than developing 2 different projects with the same goal (which is a sample screenpack that can be used by others as a base for ikemen games). Feel free to improve the code and implement new things. I'm not really a programmer, so some code may look a bit messy and probably there are better ways to achieve some things. Before publishing it I wanted to write proper documentation to make screenpack editing easier but I lost motivation on it (English is not my first language so this proved to be the most boring part). Some things are also not polished enough to bother ikemen author yet (I wanted to send him these files so that the project could be officially implemented in ikemen if he likes it).

If you’re interested in working together on this we can use this topic going forward. If not than I will create new one on this board and rename the project on github.

edit: the message that shows up each time you add new characters is related to characters animations in select screen / continue screen. Of course it's easy to get rid of it in lua code and use normal portraits instead.

Holy shit dude. How could the project be dead? This is the first time I've heard of it and it's seriously essential for the community! And it's updated to the latest version of IKEMEN!

I beg for you to not let this be dead. I'm seriously holding onto this because I'll certainly be using the code you provided!
Title: Re: Ikemen Plus
Post by: Bejeeta on December 10, 2017, 03:56:59 am
Great job,  i would like to ask if it is possible to add more than 10 order fights at the arcade mode at the select. def, since mugen has a limit of only 10 order fights.
Title: Re: Ikemen Plus
Post by: K4thos on December 10, 2017, 04:07:44 am
Quote
Holy shit dude. How could the project be dead? This is the first time I've heard of it and it's seriously essential for the community! And it's updated to the latest version of IKEMEN!

I beg for you to not let this be dead. I'm seriously holding onto this because I'll certainly be using the code you provided!
it's not really dead, just put on hold until I find motivation to write some documentation, add more comments to the code and polish some things / fix bugs. I hope that maybe ShinLucho will be interested in helping with this project.

Quote
Great job,  i would like to ask if it is possible to add more than 10 order fights at the arcade mode at the select. def, since mugen has a limit of only 10 order fights.
yes, and it is already implemented. Here is a select.def documentation that lists new parameters and changes compared to the same file used in vanilla mugen:
Quote
;---------------------------------------------------------------------
[Characters]
 ;How to add characters
 ;---------------------
 ;Use the format:
 ;    charname, stagefilename1, stagefilename2, ...
 ;
 ;eg. For a player with filename "kfm",
 ;    and stage filename "stages/mybg.def"
 ;type (without the semicolon):
 ;    kfm, stages/mybg.def
 ;    IKEMEN feature: There can be more than 1 stage assigned to
 ;    character. In such case stage will be randomly chosen.
 ;
 ;If you want to load a different def file, you can enter it
 ;as a directory plus the def file. This example loads up
 ;chars/kfm/alt-kfm.def:
 ;    kfm/alt-kfm.def, stages/mybg.def
 ;
 ;If you put "random" as the stagefilename, then a random stage will
 ;be selected for that player. eg.
 ;IKEMEN feature: Not really needed since no stage = random anyway.
 ;    kfm, random
 ;
 ;Optional parameters may follow on the same line, separated
 ;by commas. Each parameter has the form:
 ;    paramname = paramvalue
 ;where paramname is the name of the parameter type, and
 ;paramvalue is the value to assign that parameter.
 ;The optional parameters are:
 ;
 ; - music
 ;   Set the paramvalue to the name of the music file to use
 ;   as the BGM for that character. This overrides the bgmusic
 ;   parameter in the stage's .def file, so you can re-use the
 ;   same stage for multiple characters, but have a different
 ;   BGM playing for each person.
 ;   IKEMEN feature: There can be more than 1 music parameter
 ;   set for stage. In such case track will be randomly chosen.
 ;
 ; - zoom
 ;   IKEMEN feature: Set the paramvalue to 0 to avoid stage zoom
 ;   even if it is enabled globally. Useful for characters that
 ;   don't work well with zoom (for example bonus characters)
 ;
 ; - boss
 ;   IKEMEN feature: Set the paramvalue to 1 to include this
 ;   character in "Boss Rush" mode.
 ;
 ; - bonus
 ;   IKEMEN feature: Set the paramvalue to 1 to include this
 ;   character in "Bonus Games" mode. Bonus characters also
 ;   won't show up as Simul team if faced in arcade mode.
 ;
 ; - ai
 ;   IKEMEN feature: Set the paramvalue between 0 and 8 to force
 ;   AI Level regardless of difficulty and AI ramping settings.
 ;
 ; - winscreen
 ;   IKEMEN feature: Set the paramvalue to 0 to avoid displaying
 ;   win screen after beating this character.
 ;
 ; - includestage
 ;   Set the paramvalue to 0 to avoid including this stage
 ;   in the stage select list (in VS, training modes, etc)
 ;
 ; - exclude
 ;   IKEMEN feature: Set the paramvalue to 1 to avoid including
 ;   this character when player choose 'random' character icon.
 ;   Also excludes character to be chosen by CPU in modes other
 ;   than arcade (arcade selection is controlled by 'order')
 ;
 ; - order
 ;   Set the paramvalue to the ordering priority to give the
 ;   character in arcade mode (1 by default). A smaller value
 ;   means you will fight the character sooner. You will never
 ;   fight an order 2 character before an order 1 character,
 ;   and never an order 3 character before an order 2 one.
 ;   For example, you might want to set your boss character
 ;   to have order=3. The default order value is 1 if you omit
 ;   this param. See *.maxmatches under [Options] for how to
 ;   limit the number of matches per order priority.
 ;   IKEMEN feature: Max 30 orders limitation is lifted.
 ;
 ; - 1, 2, (...)
 ;   IKEMEN feature: paramname points to the match number in
 ;   arcade mode. paramvalue overwrites character that you would
 ;   face following normal 'order'. paramvalue should match exactly
 ;   the charname text typed after "Insert your characters below"
 ;   line, so it can be either full DEF path or just folder name.
 ;   This functionality introduces simple solution for implementing
 ;   story like arcade mode similar to the one in Street Fighter
 ;   Alpha 3 where characters always face their rivals along the way.
 ;   If you're playing in Team mode than paramvalue character becomes
 ;   opposite team leader, other characters follow normal order.
 ;
 ;   Some examples:
 ;        kfm, stages/mybg.def, includestage=0
 ;        kfm, stages/mybg.def, music=sound/song.mp3
 ;        kfm, stages/mybg.def, music=sound/song.mp3, includestage=0
 ;        kfm, stages/mybg.def, order=3, 3=kfm, 6=SuaveDude
 ;        kfm, stages/mybg.def, stages/mybg.def, music=sound/song.mp3, music=sound/song2.mp3, zoom=0
 ;
 ;You can also add a randomize icon to the select screen. To do
 ;this, put the word "randomselect" on a line of its own, with no
 ;extra parameters.
 ;
 ;Insert your characters below.

kfm, stages/kfm.def, 1=kfm
ShinGouki, order=3, boss=1
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
Catwalk, order=2, exclude=1, bonus=1, zoom=0, winscreen=0
DuckHunt, order=2, exclude=1, bonus=1, zoom=0, winscreen=0
Training, exclude=1

[ExtraStages]
 ;Put extra stages here. They will be available in VS and Watch modes.
 ;For example, you can insert "stages/mybg.def".
 ;
 ;Optional parameters may follow on the same line, separated
 ;by commas. Each parameter has the form:
 ;    paramname = paramvalue
 ;where paramname is the name of the parameter type, and
 ;paramvalue is the value to assign that parameter.
 ;The optional parameters are:
 ;
 ; - music
 ;   IKEMEN feature: Set the paramvalue to the name of the music
 ;   file to use as the BGM for the stage. If bgmusic parameter
 ;   in the stage's .def file is also present than engine will
 ;   pick one of the tracks randomly. On top of that there can
 ;   be more than 1 music parameter assigned here.
 ;
 ; - zoom
 ;   IKEMEN feature: Set the paramvalue to 0 to avoid stage zoom
 ;   even if it is enabled globally. And the other way around.
 ;
 ; - zoomMin
 ;   IKEMEN feature: Set the paramvalue to overwrite global
 ;   maximum zoom out setting for this particular stage.
 ;
 ; - zoomMax
 ;   IKEMEN feature: Set the paramvalue to overwrite global
 ;   maximum zoom in setting for this particular stage.
 ;
 ; - zoomSpeed
 ;   IKEMEN feature: Set the paramvalue to overwrite global
 ;   zoom speed setting for this particular stage.
 ;
 ;   Some examples:
 ;        stages/mybg.def, music=sound/song.mp3, music=sound/song2.mp3
 ;        stages/mybg.def, zoom=0
 ;        stages/mybg.def, zoom=1, zoomMin=0.75, zoomMax=1.1, zoomSpeed=1
 ;
 ;Insert your stages below.

stages/kfm.def
stages/stage0.def

;---------------------------------------------------------------------
[Options]
 ;Here you set the maximum number of matches to fight before game ends
 ;in Arcade Mode. The first number is the number of matches against
 ;characters with order=1, followed by order=2 and order=3 respectively.
 ;For example, for 4,3,1 you will fight up to 4 randomly-picked
 ;characters who have order=1, followed by 3 with order=2 and 1 with
 ;order=3.
 ;IKEMEN feature: Max 30 orders limitation is lifted.
arcade.maxmatches = 6,1,1,0,0,0,0,0,0,0

 ;Maximum number of matches to fight before game ends in Team Mode.
 ;Like arcade.maxmatches, but applies to Team Battle.
team.maxmatches = 4,1,1,0,0,0,0,0,0,0

 ;IKEMEN feature: AI ramping settings has been moved here from mugen.cfg
 ;You can view AI ramping output for all battles from the last chosen mode
 ;via debug/t_aiRamp.txt (useful reference also for vanilla mugen).
 ;Arcade Mode AI ramping. For both parameters below, the first number
 ;corresponds to the number of matches won, and the second number to the
 ;AI difficulty offset. The actual difficulty is the sum of the AI
 ;difficulty level (set in the options menu) and the value of the offset
 ;at a particular match.
 ;  AIramp.start = start_match, start_diff
 ;  AIramp.end   = end_match, end_diff
 ;The difficulty offset function is a constant value of start_diff from
 ;the first match until start_match matches have been won. From then the
 ;offset value increases linearly from start_diff to end_diff. After
 ;end_diff matches have been won, the offset value is end_diff.
 ;  e_d            /----------
 ;               /
 ;  s_d _______/
 ;     ^      ^     ^        ^
 ;   1st_m   s_m   e_m     last_m
 ;For example, if you have:
 ;  AIramp.start = 2,0
 ;  AIramp.end   = 4,2
 ;For 6 matches at level 4, the difficulty will be (by match):
 ;  4,4,4,5,6,6
arcade.AIramp.start = 2, 0
arcade.AIramp.end   = 4, 2

 ;Team Mode AI ramping
 ;For 4 matches at level 4 and default values, the difficulty will be:
 ;  4,4,5,6
team.AIramp.start = 1, 0
team.AIramp.end   = 3, 2

 ;Survival Mode AI ramping
 ;For 16 matches at level 4 and default values, the difficulty will be:
 ;  1,1,1,2,2,3,3,4,4,4,5,5,6,6,7,7,8
survival.AIramp.start = 0, -3
survival.AIramp.end   = 16, 4
Title: Re: Ikemen Plus
Post by: -Ash- on December 10, 2017, 04:44:12 am
@K4thos Wait... are you swit?! I was following your progress until you disappeared out of sudden, good to know that you're alive and well.

Edit

(http://oi68.tinypic.com/10rmmv9.jpg)

Getting this error before starting a match.
Title: Re: Ikemen Plus
Post by: K4thos on December 10, 2017, 04:55:44 am
Quote
@K4thos Wait... are you swit?! I was following your progress until you disappeared out of sudden, good to know that you're alive and well.
Thanks. Yep, that's me.

edit:

Quote
(http://oi68.tinypic.com/10rmmv9.jpg)

Getting this error before starting a match.
Please post a link to the character. Looks like it has some st code that makes the states parser crash (st files are analyzed via lua in order to extract winquotes text and conditions)
Title: Re: Ikemen Plus
Post by: -Ash- on December 10, 2017, 05:15:40 am
This happens also to another character from a different creator, so just let me ask this first, they were patched with add004, does it have any correlation? Also Shin Akuma from ikemen crashes too.
Title: Re: Ikemen Plus
Post by: K4thos on December 10, 2017, 05:20:44 am
Quote
This happens also to another character from a different creator, so just let me ask this first, they were patched with add004, does it have any correlation? Also Shin Akuma from ikemen crashes too.
If it happens for Shin Akuma included in the package than I can't reproduce it. Anyone else with this problem? If you mean some other akuma than send me a link to the character. I've mostly tested it with Pots characters.

Some other bugs I've noticed:
- currently randomselect is not fully implemented (there will be a problem with displaying win quote in arcade mode because I forgot to write what should happen when the chosen character is random – I will fix it soon)
- if I remember correctly for Online play only vs mode is implemented (in order to implement other 2 I will need to test it with someone online)
- for some reason Kung Fu Man's intro and ending (DEF files) don't work in arcade mode. It was working in the past so ther's probably a typo somewhere in the code.
Title: Re: Ikemen Plus
Post by: -Ash- on December 10, 2017, 05:22:51 am
Going to keep trying with other chars, I'll keep you posted if anything new shows up.
Title: Re: Ikemen Plus
Post by: K4thos on December 10, 2017, 05:25:46 am
Quote
they were patched with add004
you know that you need to first install add004 files since they are not included in the package by default, right? If you simply patched characters than that would be a reason - in such case please follow add004 readme how to enable it in ikemen. I didn't add it by default since it's often updated.

edit: from what I see add004 comes with script files - skip them since those are not needed and will overwrite the screenpack. Also common1.cns files should be placed in the data directory. I think I will include add004 by default soon to not confuse testers. If you have problems with it please test the screenapck with characters that haven't been patch yet.
Title: Re: Ikemen Plus
Post by: -Ash- on December 10, 2017, 05:33:02 am
Tried with restored files, same error, different states.
Title: Re: Ikemen Plus
Post by: K4thos on December 10, 2017, 05:42:34 am
Quote
Going to keep trying with other chars, I'll keep you posted if anything new shows up.

(...)

Tried with restored files, same error, different states.
All that I need is repro steps. There's no need to check several characters when you have already found problematic one. Download ikemen from my github, download unpatched character and add it to select.def. If it doesn't work than send me a link to that character, so that I can test it. Once I can reproduce it locally it can be (probably) easily fixed.

Also please check out my edit in the previous post regarding add004.
Title: Re: Ikemen Plus
Post by: -Ash- on December 10, 2017, 06:41:25 am
Found the problem, it was a conflict on the key mapping, but i've also noticed a few things.

-Team order select doesnt work.
-I've resized to 640x480 and the screen "eat" the characters at corners.
-Free match doesn't show win screen.
-ESCing in the middle of a arcade match takes you to continue screen.

Anyway, great fucking job dude, its amazing what you did to this engine, probably going finally drop mugen for good.
Title: Re: Ikemen Plus
Post by: K4thos on December 10, 2017, 08:02:06 am
Quote
-Free match doesn't show win screen.
why would it? I can enable it there but that was intended for this mode (quick match without extra stuff, screens etc.).

Quote
-ESCing in the middle of a arcade match takes you to continue screen.
Another intended feature. During arcade you are limited how many times you can continue (see "Coins" counter in the upper left corner). If you don't have enough credits left (adjustable in Options) than you will automatically see "Game Over" screen if you try to go back via Escape. Esc in arcade mode is the same thing as losing the match.

Quote
-Team order select doesnt work.
need more details (exact repro steps)

Quote
-I've resized to 640x480 and the screen "eat" the characters at corners.
not sure what you mean. In this case screenshot would be useful.

-------------

Please try following this general bug reporting guide:
Quote
Try to go through the same steps you took to make the bug happen. The simpler the steps are the better, but it’s important to be precise so that I can isolate the cause easily and fix the problem. Of course post all repro steps in the report + what happens and what should happen (observed and expected behavior).

If the issue is related to graphics or text, take a screenshot.
Title: Re: Ikemen Plus
Post by: -Ash- on December 10, 2017, 08:24:20 am
Quote
why would it? I can enable it there but that was intended for this mode (quick match without extra stuff, screens etc.).
I don't know, I just saw no reason to not have.

Quote
need more details (exact repro steps)
Never mind, I thought I was supposed to choose from highlighting the name, not by moving the character.

Quote
not sure what you mean. In this case screenshot would be useful.
Never mind², it was a problem from the mountain stage.

Sorry for the stupidity.

Ok, another thing, the victory screen from turns mode shows the characters from the first match, instead from the last.
Title: Re: Ikemen Plus
Post by: K4thos on December 10, 2017, 08:56:36 am
Quote
In the Versus screen, when i choose the starting character, its still show up the original character, from char select pick order.
Please take a look at this video (https://www.dropbox.com/s/r5q54v6mvzxajo9/I.K.E.M.E.N%2010.12.2017%2008_40_55.mp4?dl=1) which presents my quick test of Simul (without add004, but Tag system shouldn't change the outcome) and Turns mode. Seems to work fine here (Gouki is moved to different slot even though he was selected first). More detailed repro steps needed.

btw. another way to quickly report issue that would make finding the problem for me easy is recording a video. If you're on windows 10 than it's a matter of pressing Windows key + alt + R.
Title: Re: Ikemen Plus
Post by: -Ash- on December 10, 2017, 09:06:59 am
I've edited my previous post already, sorry for making you do a video explaining it, also, if you could go back and read it, I would appreciate it.
Title: Re: Ikemen Plus
Post by: K4thos on December 10, 2017, 09:47:29 am
Quote
I've edited my previous post already, sorry for making you do a video explaining it, also, if you could go back and read it, I would appreciate it.
no problem, without proper documentation or even readme file it's hard to understand how everything works. In fact I had the same dilemmas in different KOF games where this feature is present. The team slot selection on versus screen works like this in the example screenpack:
- up/down buttons selects which character you want to move
- left button moves highlighted character to the previous slot
- right button moves highlighted character to the next slot

Quote
Ok, another thing, the victory screen from turns mode shows the characters from the first match, instead from the last.
If I remember correctly this one is due to engine limitation. The only LUA function that gives us information which side has won is winner() [1 = player 1 side is the winner; 2 = player 2 side is the winner; 0 = draw; -1 = escape button]. It's not a problem in single mode but it's not enough in team mode. As far as I know in order to implement it as intended we would need some way to communicate with the game to get this data (see point 10 and 11 in this post (http://mugenguild.com/forum/msg.2386699)) or another function that returns exact player that has won (integer value, for example 3 = player 3 etc.). Hopefully ikemen author (or someone else who can make sense out of ssz language) will help implementing this feature in future.
Title: Re: Ikemen Plus
Post by: Teralon on December 10, 2017, 11:04:25 am
I have tested some characters of OMEGAPSYCHO and the result is simply astonishing!

Every tested character is working!

There are only two issues which need to be fixed:

The tested Boss-Characters are only playable with their respective stages and these are much bigger than normal characters and stages, but the camera doesn't adjust itself to the extent of the stages and when you use the manual zoom feature (My used value: Max Zoom Out/In: 0.6), you can see that the graphics of the stages are incomplete.

To reproduce these issues, you only need to select the Boss-Character and his respective stage as opponent in a game mode of your choice. To see how it looks properly, you can watch the demonstration videos of the Boss-Characters on OMEGAPSYCHO's YouTube Channel.

Here is the list of the tested characters:

Boss-Characters:

- Cerberus
- Crocomire
- Legion
- Ovnunu
- Phalanx
- Ryukotsuki

Normal Characters:

- Viga (MFIII)
- Liu Kang (MK1)
- Reptile (MK1)
- Shang Tsung (MK1)
- Kintaro (MK2)
- Vega (MK2)
- Motaro (MK3)
- Terry (SSF2X)
- Mudman (WH2)

Thank you for your great work, K4thos!
Title: Re: Ikemen Plus
Post by: ShinLucho on December 10, 2017, 03:32:04 pm
Oh wow, nice work K4thos!

I replied your pm. Let see how we organize to continue working in this project. I agree with you, the idea of our builds is almost the same and it would be easier if we focus on a single build instead of develop twice the same thing (like js frameworks, heh)

For the moment I'll continue looking the code and testing the new modes. Once we get organized, I'll update the first post and create a new tag/release.

is it possible to configure something like "choose your destiny" as in Mortal Kombat games?

(http://78.media.tumblr.com/tumblr_l200xpyA4j1qb8uuw.gif)

Yup, that and something like arcana heart 3 where you can choose your next opponent is possible.
Title: Re: Ikemen Plus
Post by: O Ilusionista on December 10, 2017, 03:46:03 pm
This sounds very intersting...keep the good work you two.
Title: Re: Ikemen Plus
Post by: adriano gt on December 10, 2017, 04:57:16 pm
Teralon... I think this happens because the chars and stages of omegapsycho are made for mugen1.1

ShinLucho... choose your destiny is possible?! AWESOME
can this be coded after selecting char?

K4thos and ShinLucho ... the union of the two of you around that is great
good luck and sucess
Title: Re: Ikemen Plus
Post by: -Ash- on December 10, 2017, 06:13:44 pm
Hopefully ikemen author (or someone else who can make sense out of ssz language) will help implementing this feature in future.
Have you tried contacting him? He might be interested to see what you did to the engine and help you out.

Edit

-How do I use Boss rush?

-Have you thought about gallery mode as one of extras?
Title: Re: Ikemen Plus
Post by: adriano gt on December 10, 2017, 07:19:05 pm
a doubt: stages in ikemen has parallax?
Title: Re: Ikemen Plus
Post by: K4thos on December 10, 2017, 08:03:57 pm
Quote
Oh wow, nice work K4thos!

I replied your pm. Let see how we organize to continue working in this project. I agree with you, the idea of our builds is almost the same and it would be easier if we focus on a single build instead of develop twice the same thing (like js frameworks, heh)

For the moment I'll continue looking the code and testing the new modes. Once we get organized, I'll update the first post and create a new tag/release.
Glad to hear it :hyo:

Quote
The tested Boss-Characters are only playable with their respective stages and these are much bigger than normal characters and stages, but the camera doesn't adjust itself to the extent of the stages and when you use the manual zoom feature (My used value: Max Zoom Out/In: 0.6), you can see that the graphics of the stages are incomplete.
If the character and stage are designed to work without any zoom than you should disable zooming for this particular character and/or stage in select.def (an example of such character is Apocalypse boss with platform as part of his character - not sure who is the author). All optional parameters that overwrites default behaviour are explained here (http://mugenguild.com/forum/msg.2386707)
edit: I misunderstood your question, please check the following post for answer.

Quote
-How do I use Boss rush?
it's explained in select.def (and above mentioned post). Simply add 'boss=1' parameter and the character will be automatically added into that mode. As for the mode itself you fight with all characters with boss status and finish the mode when there are no bosses left in the roster. There are no continous so Esc or lost battle = game over.

Quote
-Have you thought about gallery mode as one of extras?
no problem to add such thing, but for sample Elecbyte styled screenpack with mostly standard mugen features I don't see much of a purpose. Of course if someone wants to code it and contribute to the project feel free to make a pull request with changes on github.

Quote
a doubt: stages in ikemen has parallax?
dunno, never coded any stage for mugen. Just test it yourself by adding any stage with parallax and see if it displays correctly

Quote
Have you tried contacting him? He might be interested to see what you did to the engine and help you out.
No, I wanted to first complete and polish everything before bothering him. Not even sure if he speaks English since he didn't answear any comment written by non-Japanesse players on his site. And there is no e-mail avilable iirc.

Title: Re: Ikemen Plus
Post by: -Ash- on December 10, 2017, 08:14:30 pm
no problem to add such thing, but for sample Elecbyte styled screenpack with mostly standard mugen features I don't see much of a purpose.
To people who download become aware of it, no need to carry anything inside, just be listed as a feature, so they know about it.
Title: Re: Ikemen Plus
Post by: Memo on December 10, 2017, 08:32:14 pm
How can I download this, went to the gethub and didn't see
A zip file download just all the individual system files, also I'm
On a phone.
Title: Re: Ikemen Plus
Post by: K4thos on December 10, 2017, 09:08:02 pm
Quote
The tested Boss-Characters are only playable with their respective stages and these are much bigger than normal characters and stages, but the camera doesn't adjust itself to the extent of the stages and when you use the manual zoom feature (My used value: Max Zoom Out/In: 0.6), you can see that the graphics of the stages are incomplete.
The correct values for this boss (https://www.youtube.com/watch?v=aR2o685LDFA) is zoomMin=0.5, zoomMax=0.5. The problem is that even with these values there is still some incompatibility between this character and ikemen as you can see in this video (https://www.dropbox.com/s/cm43rc62mqvtyem/I.K.E.M.E.N%2010.12.2017%2020_52_01.mp4?dl=1) (left and right side of the stage is not rendered – or maybe those walls are part of the character, not sure).

What I can add to the code is reading from stage file to automatically set correct zoom level if zoomout and zoomin are set in stage’s DEF file (before mugen 1.1 there wasn't such parameter available), which will overwrite default ikemen values set in options. For some reason this is not implemented by default in ikemen, so I will add this feature in the next update to improve compatibility with stages. There will be also an option to force zoom values from within select.def (from what I see this parameter doesn't work yet).

But when it comes to compatibility issues like those walls that are not rendered than it's something that should be reported to the ikemen author since we are not fixing the engine here.

Quote
How can I download this, went to the gethub and didn't see
Clone or download -> download as zip
Title: Re: Ikemen Plus
Post by: -Ash- on December 10, 2017, 09:30:10 pm
Where do I go if I want to edit Victory screen and portraits?
Title: Re: Ikemen Plus
Post by: K4thos on December 10, 2017, 09:48:05 pm
Quote
Where do I go if I want to edit Victory screen and portraits?
scripts/select.lua WIN SCREEN section. But without good understanding of LUA (the code uses tables to store data like portraits and calls external functions) and knowledge what each of the pre-made ikemen lua function does (these are not documented anywhere, and the tutorials I posted on Discord are no longer available) you will probably have problems editing it. I don't have motivation to write detailed tutorials how to code in this language - that's the reason the project has been put on hold for so long.

edit:
wait, by Victory screen you mean an animation at the end of Arcade mode? The screenpack supports standard mugen storyboard DEF files like those in vanilla mugen. There are tons of tutorials available how to code storyboards.
Title: Re: Ikemen Plus
Post by: adriano gt on December 10, 2017, 10:27:15 pm
K4thos ... do you see the possibility of all this being ported to mugen 1.1?
Title: Re: Ikemen Plus
Post by: K4thos on December 10, 2017, 10:46:32 pm

Quote
K4thos ... do you see the possibility of all this being ported to mugen 1.1?
Ikemen is open source engine so you can edit everything. We are modifying things related to interface because it's handled via well-known and easy to understand lua language. Rest of the engine is coded in SSZ language which also anyone can edit but there is no English documentation available, so it's hard to make adjustments.
Mugen on the other hand is a close source engine which you can't edit at all outside of what mugen authors allows you to change via DEF files. So no, none of this can be ported to mugen 1.1.
Title: Re: Ikemen Plus
Post by: -Ash- on December 10, 2017, 11:29:09 pm
scripts/select.lua WIN SCREEN section. But without good understanding of LUA (the code uses tables to store data like portraits and calls external functions) and knowledge what each of the pre-made ikemen lua function does (these are not documented anywhere, and the tutorials I posted on Discord are no longer available) you will probably have problems editing it. I don't have motivation to write detailed tutorials how to code in this language - that's the reason the project has been put on hold for so long.

edit:
wait, by Victory screen you mean an animation at the end of Arcade mode? The screenpack supports standard mugen storyboard DEF files like those in vanilla mugen. There are tons of tutorials available how to code storyboards.
Example, if I wanted to make the Victory screen display only the winner's portrait, would there be any easy method to do so?

Title: Re: Ikemen Plus
Post by: K4thos on December 11, 2017, 12:09:00 am
Quote
Example, if I wanted to make the Victory screen display only the winner's portrait, would there be any easy method to do so?
sure. This code in f_selectWin() (scripts/select.lua WIN SCREEN section) is responsible for displaying portraits and thier backgrounds in Win screen:
Code:
		if winner == 1 then
animDraw(f_animVelocity(versusBG2, -2, 0))
drawPortrait(data.t_p1selected[1].cel, 20, 30, 1, 1)
drawPortrait(data.t_p2selected[1].cel, 300, 30, -1, 1)
animDraw(f_animVelocity(versusBG3, 2, 0))
else--if winner == 2 then
drawPortrait(data.t_p1selected[1].cel, 20, 30, 1, 1)
animDraw(f_animVelocity(versusBG2, -2, 0))
animDraw(f_animVelocity(versusBG3, 2, 0))
drawPortrait(data.t_p2selected[1].cel, 300, 30, -1, 1)
end

Replace it with:
Code:
		if winner == 1 then
animDraw(f_animVelocity(versusBG2, -2, 0))
drawPortrait(data.t_p1selected[1].cel, 20, 30, 1, 1)
else--if winner == 2 then
animDraw(f_animVelocity(versusBG3, 2, 0))
drawPortrait(data.t_p2selected[1].cel, 300, 30, -1, 1)
end
Those numbers are coordinates, flipping and scaling if I remember correctly, so experiment with them.

btw. what happens in mugen 1.1 if there is a draw and no one wins? Is there a win screen for CPU in such case? (that's how it currently works here hence commented out 'winner == 2' and left 'else' instead)
Title: Re: Ikemen Plus
Post by: Teralon on December 11, 2017, 10:54:25 am
What I can add to the code is reading from stage file to automatically set correct zoom level if zoomout and zoomin are set in stage’s DEF file (before mugen 1.1 there wasn't such parameter available), which will overwrite default ikemen values set in options. For some reason this is not implemented by default in ikemen, so I will add this feature in the next update to improve compatibility with stages. There will be also an option to force zoom values from within select.def (from what I see this parameter doesn't work yet).
:mthumbs:

Quote
The tested Boss-Characters are only playable with their respective stages and these are much bigger than normal characters and stages, but the camera doesn't adjust itself to the extent of the stages and when you use the manual zoom feature (My used value: Max Zoom Out/In: 0.6), you can see that the graphics of the stages are incomplete.
The correct values for this boss (https://www.youtube.com/watch?v=aR2o685LDFA) is zoomMin=0.5, zoomMax=0.5. The problem is that even with these values there is still some incompatibility between this character and ikemen as you can see in this video (https://www.dropbox.com/s/cm43rc62mqvtyem/I.K.E.M.E.N%2010.12.2017%2020_52_01.mp4?dl=1) (left and right side of the stage is not rendered – or maybe those walls are part of the character, not sure).
I fixed the stage of Legion by increasing the values of "boundleft" and "boundright" in the .def-data of the stage. The same method is working for the stage of Slogra, Gaibon and Beelzebub by OMEGAPSYCHO. This stage need an increase for "boundhigh" too. Some stages need a different zoom value too. (Example: Stage of Phalanx needs 0.6 instead of 0.5 in Ikemen.)

But it seems to me that these issues are solvable. The only issue, which I can't solve are partly missing stage graphics in the stages of Cerberus, Crocomire, Ovnunu, Phalanx and Ryukotsuki. The layers are probably the solution here. Legion, Slogra, Gaibon and Beelzebub are playable without issues, if you apply these little changes.

I hope that OMEGAPSYCHO himself will have a look at this issue, if time permits.
Title: Re: Ikemen Plus
Post by: K4thos on December 12, 2017, 07:43:31 am
Quote
I fixed the stage of Legion by increasing the values of "boundleft" and "boundright" in the .def-data of the stage. The same method is working for the stage of Slogra, Gaibon and Beelzebub by OMEGAPSYCHO. This stage need an increase for "boundhigh" too. Some stages need a different zoom value too. (Example: Stage of Phalanx needs 0.6 instead of 0.5 in Ikemen.)

But it seems to me that these issues are solvable. The only issue, which I can't solve are partly missing stage graphics in the stages of Cerberus, Crocomire, Ovnunu, Phalanx and Ryukotsuki. The layers are probably the solution here. Legion, Slogra, Gaibon and Beelzebub are playable without issues, if you apply these little changes.

I hope that OMEGAPSYCHO himself will have a look at this issue, if time permits.
Thanks for testing. Did you try winmugen versions (http://omegapsycho.webs.com/winmugen-projects) of his characters? Maybe those will have less issues.

------------

new update that fixes all known issues is up on Github (https://github.com/K4thos/Ikemen-Plus).

v0.2 Changelog:
- automatic stage zoom adjustment based on stage DEF file data if present (zoomout, zoomin)
- fixed zoomMin, zoomMax, zoomSpeed parameters in select.def
- [Characters] section of select.def now accepts stages declarations even outside stages directory
- fixed randomselect feature
- looping music plugin added to the package
- fixed character's arcade intro and ending storyboards playback
- fixed music playback for stages added via [Characters] section of select.def

------------

With these changes select.def installation instructions in OMEGAPSYCHO characters are valid also for ikemen (no need to adjust zoom level, stage can be inside character's dir, all optional parameters work). As mentioned before his boss characters are not fully compatibile with the engine though.
Title: Re: Ikemen Plus
Post by: adriano gt on December 12, 2017, 11:16:32 am
GREAT.... thank you for hard work in this v0.2
Title: Re: Ikemen Plus
Post by: -Ash- on December 12, 2017, 06:32:36 pm
Its possible to change the localcoord so you can use lifebars from higher resolutions?

Edit

How do I put sound on the main menu, char select, versus, and victory screen?
Title: Re: Ikemen Plus
Post by: adriano gt on December 12, 2017, 10:33:30 pm
Its possible to change the localcoord so you can use lifebars from higher resolutions?

good question...
and is it possible to change the resolution?
arcade for example, 400x254
Title: Re: Ikemen Plus
Post by: Teralon on December 13, 2017, 11:24:12 am
As mentioned before his boss characters are not fully compatibile with the engine though.
I fixed the stages of Cerberus, Crocomire, Ovnunu, Phalanx and Ryukotsuki!

You can read the following line in common.ssz (line 390):

if(`stg.boundhigh > 0) `boundH += (float)`stg.boundhigh * `stg.localscl;

This defines the case if "boundhigh" is higher than zero, but there is no case defined if "boundhigh" is lower than zero!

After I noticed that, I added the following line above 390:

if(`stg.boundhigh < 0) `boundH += (float)`stg.boundhigh / `stg.localscl;

When you lower the value of "boundhigh" in the .def-data of the stages after adding this line, they are fully compatible.
Title: Re: Ikemen Plus
Post by: Good_Wall533 on December 13, 2017, 02:11:06 pm
Can you help me with this? I can't launch the build. When try to it says this : script/main.lua:221: attempt to index local 'file' (a nil value)
Title: Re: Ikemen Plus
Post by: Zero800 on December 13, 2017, 02:39:47 pm
This project is getting really cool, I found a site with S-SIZE documentation that might be useful to you.

http://wishdream.org/s-size/

I wish it was possible to switch char with each new round in "turns" and "simul" mode.
*Chars remaining for "turns".
Title: Re: Ikemen Plus
Post by: Teralon on December 13, 2017, 02:51:21 pm
Can you help me with this? I can't launch the build. When try to it says this : script/main.lua:221: attempt to index local 'file' (a nil value)
If you get asked the question "Would you like to start the conversion?", you should answer "Yes, do it now." to avoid this error.
Title: Re: Ikemen Plus
Post by: K4thos on December 13, 2017, 05:13:25 pm
Quote
How do I put sound on the main menu, char select, versus, and victory screen?
What kind of sound? You can add music with this lua function that should be put inside corresponding loop:
Code:
playBGM('path_to_your_file.mp3')

Quote
You can read the following line in common.ssz (line 390):

if(`stg.boundhigh > 0) `boundH += (float)`stg.boundhigh * `stg.localscl;

This defines the case if "boundhigh" is higher than zero, but there is no case defined if "boundhigh" is lower than zero!

After I noticed that, I added the following line above 390:

if(`stg.boundhigh < 0) `boundH += (float)`stg.boundhigh / `stg.localscl;

When you lower the value of "boundhigh" in the .def-data of the stages after adding this line, they are fully compatible.
Unfortunately this can't be implemented like this since the change breaks other stages. See yourself: https://www.dropbox.com/s/kth6s6v4x78jjfs/I.K.E.M.E.N%2013.12.2017%2016_54_42.mp4?dl=1

Quote
This project is getting really cool, I found a site with S-SIZE documentation that might be useful to you.
Nice find :)

Quote
and is it possible to change the resolution?
arcade for example, 400x254
you can change resolution in options screen. More resolution options and a way to set one by hand will be added in the next update (edit: you can also modify resolution in ssz/config.ssz).

Quote
Its possible to change the localcoord so you can use lifebars from higher resolutions?
Not for screenpacks (see point 4 of this post (http://mugenguild.com/forum/msg.2386699)). As for lifebars, no idea. You can install different mugen lifebar yourself to check it out. Simply open 'script/data_sav.lua' file in notepad and adjust this line with correct path to your lifebar:
Code:
data.lifebar = 'data/gms_lifebar/fight.def'
Title: Re: Ikemen Plus
Post by: Teralon on December 13, 2017, 05:41:25 pm
Quote
You can read the following line in common.ssz (line 390):

if(`stg.boundhigh > 0) `boundH += (float)`stg.boundhigh * `stg.localscl;

This defines the case if "boundhigh" is higher than zero, but there is no case defined if "boundhigh" is lower than zero!

After I noticed that, I added the following line above 390:

if(`stg.boundhigh < 0) `boundH += (float)`stg.boundhigh / `stg.localscl;

When you lower the value of "boundhigh" in the .def-data of the stages after adding this line, they are fully compatible.
Unfortunately this can't be implemented like this since this change breaks other stages. See yourself: https://www.dropbox.com/s/kth6s6v4x78jjfs/I.K.E.M.E.N%2013.12.2017%2016_54_42.mp4?dl=1
It can be implemented. The engine is considering the negative "boundhigh" value in the .def-data. Change the "boundhigh" value from -22 to 0 and the stage is fixed.
Title: Re: Ikemen Plus
Post by: jenngra505 on December 13, 2017, 05:42:17 pm
If you put in an invalid input (which is surprisingly easy to do), IKEMEN will crash and will keep crashing on startup until you go into the files manually and undo your changes.
Title: Re: Ikemen Plus
Post by: Good_Wall533 on December 13, 2017, 05:57:32 pm
Can you help me with this? I can't launch the build. When try to it says this : script/main.lua:221: attempt to index local 'file' (a nil value)
If you get asked the question "Would you like to start the conversion?", you should answer "Yes, do it now." to avoid this error.

Then i get this error: script/parser.lua:661:cannot open file 'tools/wip/Kung_Fu_Man/s-sff.def' (No such file or directory)
Title: Re: Ikemen Plus
Post by: HatsuneMiku270 on December 13, 2017, 06:27:20 pm
sorry for my bad english
is it possible to choose what kind of enemy to fight in coop mode like "single" and "turn" instead of just "simul" mode?
and thank you for your great work in this version :3
Title: Re: Ikemen Plus
Post by: K4thos on December 13, 2017, 06:49:48 pm
Quote
is it possible to choose what kind of enemy to fight in coop mode like "single" and "turn" instead of just "simul" mode?
No yet, but this feature will be added in the next version.

Quote
Then i get this error: script/parser.lua:661:cannot open file 'tools/wip/Kung_Fu_Man/s-sff.def' (No such file or directory)
no idea, maybe try redownloading the package

Quote
If you put in an invalid input (which is surprisingly easy to do), IKEMEN will crash and will keep crashing on startup until you go into the files manually and undo your changes.
which input in particular? I will see if some check can be implemented.
Title: Re: Ikemen Plus
Post by: -Ash- on December 13, 2017, 07:14:49 pm
What kind of sound? You can add music with this lua function that should be put inside corresponding loop:
Code:
playBGM('path_to_your_file.mp3')
Could you please tell me where exactly I place this? I tried pasting at the end of the main menu section, but didn't work, and made it extremely laggy.

Quote
Not for screenpacks (see point 4 of this post). As for lifebars, no idea. You can install different mugen lifebar yourself to check it out.

(http://oi68.tinypic.com/14lol7m.jpg)

This is what happens when I use a 640x480 lifebar on Ikemen.
Title: Re: Ikemen Plus
Post by: jenngra505 on December 13, 2017, 09:05:24 pm
Quote
If you put in an invalid input (which is surprisingly easy to do), IKEMEN will crash and will keep crashing on startup until you go into the files manually and undo your changes.
which input in particular? I will see if some check can be implemented.
, . / ; and ' are examples. If you type in COMMA, PERIOD, SLASH, SEMICOLON, and, APOSTROPHE they function but I feel having it respond to the individual digits as well would be useful.
Title: Re: Ikemen Plus
Post by: Good_Wall533 on December 13, 2017, 11:41:23 pm
I tried something. I moved the chars to a new folder i created with the name of wip in the tools folder as it said that that there was no 'such file or directory' there and the message to check the characters and sprites no longer appears. And i still get the other error i mentioned. Weird.
Title: Re: Ikemen Plus
Post by: ShinLucho on December 14, 2017, 12:23:23 am
Can you help me with this? I can't launch the build. When try to it says this : script/main.lua:221: attempt to index local 'file' (a nil value)

I have just commited a fix to this error. Try this version:
https://github.com/K4thos/Ikemen-Plus/tree/b70102392a871a109212ac3dd4e8d5e9fc37bdbe (https://github.com/K4thos/Ikemen-Plus/tree/b70102392a871a109212ac3dd4e8d5e9fc37bdbe)

You won't see char's portraits on select screen, but I want to see if this fixs those crashes at least.
Title: Re: Ikemen Plus
Post by: Good_Wall533 on December 14, 2017, 03:13:10 am
Can you help me with this? I can't launch the build. When try to it says this : script/main.lua:221: attempt to index local 'file' (a nil value)

I have just commited a fix to this error. Try this version:
https://github.com/K4thos/Ikemen-Plus/tree/b70102392a871a109212ac3dd4e8d5e9fc37bdbe (https://github.com/K4thos/Ikemen-Plus/tree/b70102392a871a109212ac3dd4e8d5e9fc37bdbe)

You won't see char's portraits on select screen, but I want to see if this fixs those crashes at least.

Yeah, it worked. Thanks for the fix.
Title: Re: Ikemen Plus
Post by: adriano gt on December 14, 2017, 11:31:26 am
Quote
and is it possible to change the resolution?
arcade for example, 400x254
you can change resolution in options screen. More resolution options and a way to set one by hand will be added in the next update (edit: you can also modify resolution in ssz/config.ssz).

Yes, this works perfectly

but today I tested the ikemen on another computer ... windows 7 64
and this error occurs: the screen turns black .... the commands and sounds work, but no graphics
Spoiler, click to toggle visibilty

may have some relation with opengl mode, something like this?
Title: Re: Ikemen Plus
Post by: Memo on December 14, 2017, 02:11:45 pm
Quote
and is it possible to change the resolution?
arcade for example, 400x254
you can change resolution in options screen. More resolution options and a way to set one by hand will be added in the next update (edit: you can also modify resolution in ssz/config.ssz).

Yes, this works perfectly

but today I tested the ikemen on another computer ... windows 7 64
and this error occurs: the screen turns black .... the commands and sounds work, but no graphics
Spoiler, click to toggle visibilty

may have some relation with opengl mode, something like this?

Video drivers maybe?
Title: Re: Ikemen Plus
Post by: Good_Wall533 on December 14, 2017, 02:21:52 pm
Can you help me with this? I can't launch the build. When try to it says this : script/main.lua:221: attempt to index local 'file' (a nil value)

I have just commited a fix to this error. Try this version:
https://github.com/K4thos/Ikemen-Plus/tree/b70102392a871a109212ac3dd4e8d5e9fc37bdbe (https://github.com/K4thos/Ikemen-Plus/tree/b70102392a871a109212ac3dd4e8d5e9fc37bdbe)

You won't see char's portraits on select screen, but I want to see if this fixs those crashes at least.

Hm, It seems that i get the same error when i win a match. Just to let you know.
Title: Re: Ikemen Plus
Post by: adriano gt on December 14, 2017, 03:29:06 pm
Video drivers maybe?

Memo, thanks for the tip .... I updated the drivers, but the problem continues

I tested a game of ikemen "normal"
works perfectly....
Spoiler, click to toggle visibilty

very crazy bug   :rifle:  :P
Title: Re: Ikemen Plus
Post by: K4thos on December 14, 2017, 04:29:53 pm
Quote
, . / ; and ' are examples. If you type in COMMA, PERIOD, SLASH, SEMICOLON, and, APOSTROPHE they function but I feel having it respond to the individual digits as well would be useful.
The current solution with external window popping up is a workaround for a lack of io.read() function support that could read the key (point 9 of this post (http://mugenguild.com/forum/msg.2386699)), so hopefully it will work in a sane way in future. Is there a list of all those characters that should be written like this available somewhere? If yes than auto swapping to those descriptive characters could be implemented for now (you know, after typying "," lua code will automatically change it to "COMMA" etc.).

Quote
Yes, this works perfectly

but today I tested the ikemen on another computer ... windows 7 64
and this error occurs: the screen turns black .... the commands and sounds work, but no graphics
not really a bug. The answer for this is even available in options screen when you try to enable "opengl 2.0 support"
(https://i.imgur.com/YTvXj3f.png)
On the other hand this option is enabled by default (like in clean ikemen), so you were not able to see this warning. Not sure if we should disable it by default considering many people ignore options and this renderer is clearly faster than the old one. Also opengl 2.0 support is a norm in all graphic cards for the past 10 years. Without this option enabled some external programs like reshade (which can implement sprite filters and scanlines) wouldn't work.

Quote
Hm, It seems that i get the same error when i win a match. Just to let you know.
Download fresh ikemen plus from github and try to go through the same steps you took to make the bug happen. The simpler the steps are the better, but it’s important to be precise so that we can isolate the cause. Post all repro steps here. One line reports like this are not enough to reproduce the issue locally, which means we can't help you (without spending hours trying to do the same thing you did without proper description of the problem).

Quote
Could you please tell me where exactly I place this? I tried pasting at the end of the main menu section, but didn't work, and made it extremely laggy.
It's laggy because you added it in place that loops each frame (you're trying to start a music every single frame). I don't know where exactly, but probably inside while or for loop (https://www.tutorialspoint.com/lua/lua_loops.htm). The command should be added before such loop is initaited. I will add some dummy entries for music in the next version to make editing it without lua knowledge a bit easier.

Quote
Not for screenpacks (see point 4 of this post). As for lifebars, no idea. You can install different mugen lifebar yourself to check it out.

(http://oi68.tinypic.com/14lol7m.jpg)
Yep, looks like localcoord is not supported at all by ikemen (at least for now). What you will need to do in order to make it work is using "scale" option inside lifebar code. Open up 'data/gms_lifebar/fight.def' and see how each element is scaled to 0.5 and do the same. For 720p lifebar that would be 0.333 (for reference you can check add004 lifebars since those come with many different resolution variants and none of them use localcoord even for vanilla mugen).

---------------

edit: found a list o key names that should be automatically swapped in the next version (keypad buttons will trigger additional window for confirmation)
Code:
`	GRAVE
- MINUS
= EQUALS
[ LEFTBRACKET
] RIGHTBRACKET
\ BACKSLASH
; SEMICOLON
' APOSTROPHE
, COMMA
. PERIOD
/ SLASH
Keypad 0 KP_0
Keypad 1 KP_1
Keypad 2 KP_2
Keypad 3 KP_3
Keypad 4 KP_4
Keypad 5 KP_5
Keypad 6 KP_6
Keypad 7 KP_7
Keypad 8 KP_8
Keypad 9 KP_9
Keypad / KP_DIVIDE
Keypad * KP_MULTIPLY
Keypad - KP_MINUS
Keypad + KP_PLUS
Keypad . KP_PERIOD

There are also keys that can't be assigned automatically with the current workaround (since nothing happens when you press them), so these needs to be manually typed in the popup box to work properly:
Code:
Enter RETURN
Up Arrow UP
Left Arrow LEFT
Right Arrow RIGHT
Down Arrow DOWN
Tab TAB
Caps Lock CAPSLOCK
Left Shift LSHIFT
Right Shift RSHIFT
Left Ctrl LCTRL
Right Ctrl RCTRL
Left Alt LALT
Right Alt RALT
Backspace BACKSPACE
Insert INSERT
Home HOME
PageUp PAGEUP
PageDown PAGEDOWN
Delete DELETE
End END
F1 F1
F2 F2
F3 F3
F4 F4
F5 F5
F6 F6
F7 F7
F8 F8
F9 F9
F10 F10
F11 F11
F12 F12
Title: Re: Ikemen Plus
Post by: adriano gt on December 14, 2017, 05:58:14 pm
ok, very  thanks... i put false, and work now  XD
Title: Re: Ikemen Plus
Post by: -Ash- on December 15, 2017, 09:27:05 am
I do like to suggest to increase the versus screen time on the next release, so its easier to adjust the team on turns mode, right now feels a little rushed if you a have 3+ characters team.
Title: Re: Ikemen Plus
Post by: ExL on December 15, 2017, 11:34:07 am
I've always wanted modes like in Rave Master - Special Attack Force, can that happen?
It's health tug-o-war for 2-4 players(in 2 teams), where everyone is acting like a vampire, each attack takes from enemy's health and adds it to yours and vice versa. Wins the one, who completely drains the health off of the opponent. Of course a lot of turntable moments with unexpected comebacks. Though in source game when you gained enough health you need to perform hyper to finish off the enemy, which can be ignored here.
Here's demonstration:


And woot! Finally, the gap between MUGEN and IKEMEN is narrowing to the point where there can be a need for only one! I hope you'll contact IKEMEN creator at some point(once you'll make all you want and can) and merge your branch in main so it'll be standard :)
Title: Re: Ikemen Plus
Post by: Zero800 on December 15, 2017, 01:58:59 pm
If it were possible to change the order of teams at the end of each round it would also be very interesting. (+ strategic)

...

* If you think that the whole IKEMEN was done by a single person working, imagine how much it can evolve in collaborative work !!!
Title: Re: Ikemen Plus
Post by: Just No Point on December 15, 2017, 02:20:21 pm
Would it be possible to allow double redirects? Enemy,helper,stateno
Title: Re: Ikemen Plus
Post by: Koopa901 on December 15, 2017, 10:45:27 pm
Not sure if anybody has asked this but, how can one implement the add004 system to ikemen plus? I tried it last night but the bars wouldn't show. The name fonts did, and my chars are patched but nothing for the bars.
Title: Re: Ikemen Plus
Post by: -Ash- on December 15, 2017, 11:13:29 pm
Did you placed add004's common1.cns?
Title: Re: Ikemen Plus
Post by: K4thos on December 16, 2017, 11:12:22 am
v0.3 version is up on github (https://github.com/K4thos/Ikemen-Plus). Changelog:
- recreated Github repository with whole Ikemen commit history imported from OSDN
- shinlucho's fixes for crashes in online mode and when you skip sff conversion
- merged engine (ssz) fixes by Alceris (Fixed characters only taking damage from one out of multiple hits in one frame, Fixed characters turning when they shouldn't, Made AttackMulSet and DefenceMulSet actually work, Implemented stage p1facing and p2facing parameters). He has access to the repository to implement such fixes without pull requests in future
- default ikemen common.snd, common1.cns, fight.snd, fightfx.air, fightfx.sff kept in ssz folder (just in case they have some additional functionality when present there)
- menu / select / vs / victory screen music can be easily added via scripts/main.lua (--Music section)
- improved input remapping
- Save memory option added to video option screen (disabled by default since it negatively affected FPS - the game should be smoother now compared to previous version)
- more resolutions to choose from in options menu
- fade screen effect now works fullscreen for non 4:3 resolutions
- fixed 'Char change at continue' option (problem with exiting the match via Escape button when the option was disabled)

--------------------

Quote
Would it be possible to allow double redirects? Enemy,helper,stateno
sure, if you find someone who can understand engine code (ssz files) enough to implement it. For example Alceris implemented TargetVarSet and states -4 and -5 that function just like -2, but they're run even while the character is paused or superpaused. Every single bug can be fixed and feature implemented since all game logic is handled by ssz files, nothing is hardcoded.

Quote
If it were possible to change the order of teams at the end of each round it would also be very interesting. (+ strategic)
We don't have access to lua code when the match is already loaded, so not an option for now. This would require changes in ssz files.

Quote
I've always wanted modes like in Rave Master - Special Attack Force, can that happen?
It's health tug-o-war for 2-4 players(in 2 teams), where everyone is acting like a vampire, each attack takes from enemy's health and adds it to yours and vice versa. Wins the one, who completely drains the health off of the opponent. Of course a lot of turntable moments with unexpected comebacks. Though in source game when you gained enough health you need to perform hyper to finish off the enemy, which can be ignored here.
Again it's something that exceeds what we can do from within interface lua code. You can change teams order before each battle starts. After that lua code is not available until match ends.

Quote
Could you please tell me where exactly I place this? I tried pasting at the end of the main menu section, but didn't work, and made it extremely laggy.
Music can now be added by editting this section of scripts/main.lua:
Code:
--Music
bgmTitle = 'sound/Title.mp3'
bgmSelect = 'sound/Select.mp3'
bgmVS = 'sound/VS.mp3'
bgmVictory = 'sound/Victory.mp3'
Title: Re: Ikemen Plus
Post by: -Ash- on December 16, 2017, 11:34:32 am
You guys are doing an amazing job, thank you very much.

Also, if you could take in consideration my request

I do like to suggest to increase the versus screen time on the next release, so its easier to adjust the team on turns mode, right now feels a little rushed if you a have 3+ characters team.

I would appreciate it.
Title: Re: Ikemen Plus
Post by: Hephaistos31 on December 16, 2017, 11:34:39 am
It maybe already be answered but if nothing is hardcoded, maybe Ikemen + will be able to handle 32 bits png pictures?
Title: Re: Ikemen Plus
Post by: K4thos on December 16, 2017, 11:56:36 am
Quote
I do like to suggest to increase the versus screen time on the next release, so its easier to adjust the team on turns mode, right now feels a little rushed if you a have 3+ characters team.
amount of team members should not make the adjustment harder since the timer takes it into account:
Code:
orderTime = math.max(#data.t_p1selected, #data.t_p2selected) * 60
Which means it takes the largest team and multiply 60 frames (1 second) with that team size. So with 4 people you have 4 seconds, 2 = 2 seconds etc. It works like this in modes that allows order changing and in versus mode only pressing a button from both player1 and 2 finishes the screen when there is still time left. Unless there is a bug in the code that is. You can modify this line in scripts/select.lua (just change 60 to other value). If I remember correctly 1 second was the actual versus time in Winmugen screenpack, so that's why it's used by default.

Quote
It maybe already be answered but if nothing is hardcoded, maybe Ikemen + will be able to handle 32 bits png pictures?
http://mugenguild.com/forum/msg.2372928
http://mugenguild.com/forum/msg.2377713
Title: Re: Ikemen Plus
Post by: Hephaistos31 on December 16, 2017, 12:01:15 pm
Ah, nice thx! :)
Title: Re: Ikemen Plus
Post by: jenngra505 on December 16, 2017, 03:15:58 pm
Was testing out various characters and I noticed sff2png doesn't extract sprites for RoySquadRock's Pac-Man in a valid palette.
(https://i.imgur.com/jKGuNX4.png)
Title: Re: Ikemen Plus
Post by: MadkaT on December 16, 2017, 04:40:13 pm
Nice project idea! I;ve downloaded the latest version, but I get a black screen, anyone knows how to fix it?
-----------------------------
Forget it. I've set the opengl setting to false.  :catgoi:

Now, taking back to the topic, is a nice implementation, LUA is a flexible language, I haven't tested Ikemen because the lack of docs, but is nice to see this projects to keep the engine alive.
Title: Re: Ikemen Plus
Post by: adriano gt on December 16, 2017, 05:14:41 pm
Nice project idea! I;ve downloaded the latest version, but I get a black screen, anyone knows how to fix it?
-----------------------------
Forget it. I've set the opengl setting to false.  :catgoi:

Now, taking back to the topic, is a nice implementation, LUA is a flexible language, I haven't tested Ikemen because the lack of docs, but is nice to see this projects to keep the engine alive.

maybe this help: http://wishdream.org/s-size/
Title: Re: Ikemen Plus
Post by: Weiss Circal on December 16, 2017, 06:16:37 pm
v0.3 version is up on github (https://github.com/K4thos/Ikemen-Plus). Changelog:
- recreated Github repository with whole Ikemen commit history imported from OSDN
- shinlucho's fixes for crashes in online mode and when you skip sff conversion
- merged engine (ssz) fixes by Alceris (Fixed characters only taking damage from one out of multiple hits in one frame, Fixed characters turning when they shouldn't, Made AttackMulSet and DefenceMulSet actually work, Implemented stage p1facing and p2facing parameters). He has access to the repository to implement such fixes without pull requests in future
- default ikemen common.snd, common1.cns, fight.snd, fightfx.air, fightfx.sff kept in ssz folder (just in case they have some additional functionality when present there)
- menu / select / vs / victory screen music can be easily added via scripts/main.lua (--Music section)
- improved input remapping
- Save memory option added to video option screen (disabled by default since it negatively affected FPS - the game should be smoother now compared to previous version)
- more resolutions to choose from in options menu
- fade screen effect now works fullscreen for non 4:3 resolutions
- fixed 'Char change at continue' option (problem with exiting the match via Escape button when the option was disabled)

--------------------

Quote
Would it be possible to allow double redirects? Enemy,helper,stateno
sure, if you find someone who can understand engine code (ssz files) enough to implement it. For example Alceris implemented TargetVarSet and states -4 and -5 that function just like -2, but they're run even while the character is paused or superpaused. Every single bug can be fixed and feature implemented since all game logic is handled by ssz files, nothing is hardcoded.

Quote
If it were possible to change the order of teams at the end of each round it would also be very interesting. (+ strategic)
We don't have access to lua code when the match is already loaded, so not an option for now. This would require changes in ssz files.

Quote
I've always wanted modes like in Rave Master - Special Attack Force, can that happen?
It's health tug-o-war for 2-4 players(in 2 teams), where everyone is acting like a vampire, each attack takes from enemy's health and adds it to yours and vice versa. Wins the one, who completely drains the health off of the opponent. Of course a lot of turntable moments with unexpected comebacks. Though in source game when you gained enough health you need to perform hyper to finish off the enemy, which can be ignored here.
Again it's something that exceeds what we can do from within interface lua code. You can change teams order before each battle starts. After that lua code is not available until match ends.

Quote
Could you please tell me where exactly I place this? I tried pasting at the end of the main menu section, but didn't work, and made it extremely laggy.
Music can now be added by editting this section of scripts/main.lua:
Code:
--Music
bgmTitle = 'sound/Title.mp3'
bgmSelect = 'sound/Select.mp3'
bgmVS = 'sound/VS.mp3'
bgmVictory = 'sound/Victory.mp3'


Can you please repost it to MediaFire or OneDrive?
Title: Re: Ikemen Plus
Post by: K4thos on December 16, 2017, 06:26:18 pm
Quote
Can you please repost it to MediaFire or OneDrive?
Why? You can download from Github without registration and adds.

Quote
Was testing out various characters and I noticed sff2png doesn't extract sprites for RoySquadRock's Pac-Man in a valid palette.
I will look into it but if that's default palette used by that character than I'm afraid there's not much we can do. Hopefully in future we will be able to read group of sprites directly from SFF and assign pallets on the fly. Current implementation is meant to be temporary.
Title: Re: Ikemen Plus
Post by: adriano gt on December 16, 2017, 07:39:11 pm
Can you please repost it to MediaFire or OneDrive?

http://www.mediafire.com/file/0rkx0d2pkh920ru/Ikemen-Plus-master.zip
Title: Re: Ikemen Plus
Post by: ShinLucho on December 16, 2017, 07:44:48 pm
Would it be possible to allow double redirects? Enemy,helper,stateno

Yup, it's already working.

I tried with enemynear, helper(20000), stateno and it returns the helper's stateno. Also with enemynear, enemynear, name return my char's name.
Title: Re: Ikemen Plus
Post by: adriano gt on December 16, 2017, 08:47:00 pm
just as the char is animated on the selection screen, is it possible to put the victory pose by clicking on the char?
Title: Re: Ikemen Plus
Post by: OMEGAPSYCHO on December 17, 2017, 07:47:42 pm
I hope that OMEGAPSYCHO himself will have a look at this issue, if time permits.
(https://sayingimages.com/wp-content/uploads/hope-now-theres-something-i-havent-had-for-a-long-time-meme.jpg)
Title: Re: Ikemen Plus
Post by: Weiss Circal on December 17, 2017, 08:15:36 pm
Can you please repost it to MediaFire or OneDrive?

http://www.mediafire.com/file/0rkx0d2pkh920ru/Ikemen-Plus-master.zip

Thank U.
Title: Re: Ikemen Plus
Post by: Weiss Circal on December 17, 2017, 08:28:52 pm
Why aren't the characters I added not appearing? The only character appearing are Shin Akuma and KFM.

Update: found out how to add characters and I don't like it. Can you please make it like in Vanilla Mugen?
Title: Re: Ikemen Plus
Post by: K4thos on December 17, 2017, 09:39:19 pm
Quote
Update: found out how to add characters and I don't like it. Can you please make it like in Vanilla Mugen?
It's already exactly like vanilla mugen (with added features). Could you please be more specific about what you mean?

Quote
just as the char is animated on the selection screen, is it possible to put the victory pose by clicking on the char?
sure, screenpack authors can code it like this.
Title: Re: Ikemen Plus
Post by: adriano gt on December 18, 2017, 12:22:52 pm
excellent ... about something like "choose your destiny" ... I thought there might be 3 select.def files for arcade mode
select1
select2
select3

the player chooses his fighter, and the screen with 3 options of journeys, different paths, appears

Can we expect something like that?
Title: Re: Ikemen Plus
Post by: K4thos on December 22, 2017, 02:35:34 pm
Features planned for the next version:

1. add004 Tag system selectable from team menu (alongside Single, Simul and Turns) in all modes that already supports Teams. It no longer requires characters CNS/CMD patching to work since I've added 3 new negative states into ikemen. These states are [Statedef -10], [Statedef -20], [Statedef -30] and work the same as [Statedef -1],  [Statedef -2],  [Statedef -3], but are loaded before them, from a common file (ssz/minus.cns), so the same code is shared by all characters.

Unfortunately below add004 AIR code still needs to be added to character's AIR files since I wasn't able to implement this common shared functionality for animations yet:

Spoiler, click to toggle visibilty
AIR files patching is handled automatically if the code is not present, so there is no need to use external add004 patcher. AIR code doesn't really change between add004 versions, so you can forget about problems when the system is updated.

Not sure about compatibility issues with characters though. If add004 uses normal variables in common1.cns code than those could proably conflict if they are already in use by a character, so it may be a good idea to rewrite add004 code to use variables outside mugen range (int > 60, float > 40) if existing code is not 100% compatible with mugen stuff. I will contact Tatsu regarding it. (I may be talking nonsense here since I don't really know much about characters coding, all characters that I've tested seems to work without issues).

2. Tournament mode inspired by Street Fighter 2 single elimination tournament:
https://www.youtube.com/watch?v=pjYavslQ0tE

Here is how tournament screen will look in the sample screenpack (of course with background like in select screen, not black):
(https://i.imgur.com/9eU9lsC.png)
How it works:
After selecting Tournament mode from main menu there will be 3 types of tournaments to choose from: 4, 8 or 16 players. After that the above screen will show up but only with left and right column and amount of slots depending on players count. Here you can set who will control the character (left/right buttons changes between P1, P2 and AI level 1-8) and up/down moves between slots. Pressing punch/kick button will display character select box at the bottom (the same as in arcade). Start button starts the tournament (if some slots have not been set manually than AI level and character is chosen randomly). In other words everything can be adjusted before the tournament starts. Tournament fights not controlled by player can be watched or skipped at any point via Escape (in such case AI winning side is chosen randomly, or player loses the fight if he had control over 1 of the characters). Like in the linked video versus screen will showcase which part of the tournament we are in and the above mentioned screen will showcase progress between fights (winning character faces moving to the next column, current fighter pair highlighted, defeated ones grayed out). And there will be tournament win screen at the end.

-------------

Above mentioned implementation is open for changes, so please, share your thoughts.
Title: Re: Ikemen Plus
Post by: Just No Point on December 22, 2017, 07:43:03 pm
Letting you know that my next buffer system release will introduce several standards and allow tag matches as well. Combined with your ability to do double redirects it may make for a much easier conversion since you won't have to worry about intruding on other char's vars.

Keep up the great work!
Title: Re: Ikemen Plus
Post by: -Ash- on December 22, 2017, 10:49:16 pm
This Tournament mode really got me hyped, amazing job dude.

Just one thing, its possible to implement simul/tag and turns on this mode, or single only?
Title: Re: Ikemen Plus
Post by: K4thos on December 23, 2017, 12:13:34 am
Quote
Just one thing, its possible to implement simul/tag and turns on this mode, or single only?
all team modes. And each torunament participant can have team mode set separatly, so all kinds of single/team mix matches are possible.

Quote
Letting you know that my next buffer system release will introduce several standards and allow tag matches as well. Combined with your ability to do double redirects it may make for a much easier conversion since you won't have to worry about intruding on other char's vars.
nice. I would also suggest some kind of scoring system standard (maybe a direct copy of add004 one). I think I'm pretty close to implementing character's variable read and storing values externally (already can do so by button press detection, so I hope it's a matter of changing conditions), which will open up possibility for global rankings in ikemen. If your system will be used in ikemen plus by default we would need that scoring handled as well. I don’t know enough about character’s coding to export it from add004's code.
Title: Re: Ikemen Plus
Post by: Just No Point on December 23, 2017, 12:50:00 am
Scoring is possible if you'd really like it.
Title: Re: Ikemen Plus
Post by: Weiss Circal on December 23, 2017, 01:39:57 am
Quote
Update: found out how to add characters and I don't like it. Can you please make it like in Vanilla Mugen?
It's already exactly like vanilla mugen (with added features). Could you please be more specific about what you mean?
As in make it so that all I have to do is put the name of the character file in Select document and the character file in the character folder.

Title: Re: Ikemen Plus
Post by: -Ash- on December 23, 2017, 01:48:55 am
But thats literally how its done.
Title: Re: Ikemen Plus
Post by: K4thos on December 23, 2017, 02:23:02 am
Quote
As in make it so that all I have to do is put the name of the character file in Select document and the character file in the character folder.
Ash is right, you're doing something wrong. Simply add character like this:
Quote
kfm
or this:
Quote
kfm/kfm.def
both syntaxes are valid. Of course you should add the character by replacing "randomselect" (or at least add it before those references starts) since just like in vanilla mugen characters outside select screen range set in screenpack won't show up, although they can be still used by CPU (also check out optional parameters). By default screenpack takes into account 10 rows, 5 columns from which 8 rows are scrolling ones and only 2 are visible on screen - which mimics winmugen screenpack design = 50 slots in total. All unoccupied slots use randomselect icon. Instead of 'randomselect' you can also use non existing reference like for example 'blank' to fill a slot. Notice that Catwalk, DuckHunt, and Training are added after 50th [Characters] reference, so they are not visible on select screen.

edit:
btw. if someone needs more slots for characters simply edit these values in 'script/select.lua'
Code:
--;===========================================================
--; GENERAL CONFIG
--;===========================================================
selectColumns = 5
selectRows = 2
offsetRows = 8
offsetRows = 0 disables scrolling rows entirely, so the screenpack works like in mugen.

edit2: one more thing. Unlike mugen current ikemen plus screenpack code is able to move between select screen cells without skipping rows entierly, if there is at least one valid slot in a row. It's hard to explain so please take a look at WooshaQ's screenpack:
(https://cdn.discordapp.com/attachments/390573670457671680/390620600139513867/1.png)
Implementing it in ikemen plus wouldn't need any workarounds like in mugen - everything can be done by correct usage of blank slots in select.def
Title: Re: Ikemen Plus
Post by: Good_Wall533 on December 23, 2017, 05:08:50 pm
Quote
Hm, It seems that i get the same error when i win a match. Just to let you know.
Quote
Download fresh ikemen plus from github and try to go through the same steps you took to make the bug happen. The simpler the steps are the better, but it’s important to be precise so that we can isolate the cause. Post all repro steps here. One line reports like this are not enough to reproduce the issue locally, which means we can't help you (without spending hours trying to do the same thing you did without proper description of the problem).

Alright, So i spent some time trying to figure this out. I tested the other modes. This problem only happens in arcade mode regardless if i win or lose the match. And the problem is not tied to any characters or stages that comes with the build. Hope this helps.
Title: Re: Ikemen Plus
Post by: K4thos on December 23, 2017, 05:47:38 pm
Quote
Hm, It seems that i get the same error when i win a match. Just to let you know.
Quote
Download fresh ikemen plus from github and try to go through the same steps you took to make the bug happen. The simpler the steps are the better, but it’s important to be precise so that we can isolate the cause. Post all repro steps here. One line reports like this are not enough to reproduce the issue locally, which means we can't help you (without spending hours trying to do the same thing you did without proper description of the problem).

Alright, So i spent some time trying to figure this out. I tested the other modes. This problem only happens in arcade mode regardless if i win or lose the match. And the problem is not tied to any characters or stages that comes with the build. Hope this helps.

thanks for testing but this is not enough to find a problem. The next time crash happens please do following things:
- post here which team mode was selected for player and CPU
- post here which match was finished right before the crash happened (for example problem occurred after third opponent/team was defeated)
- post here what was the last screen you've seen (for example VS screen)
- upload (or post in spoiler) following files: 'debug/t_roster.txt' and 'debug/t_selChars.txt'

With this I will be able to reproduce it locally (after downloading characters that were related to the crash and following the steps that lead to it).

edit:
OR if it happened right after some character has been defeated or you have been defeated by that character, and the crash occured before/during Victory screen (which I assume after rereading your post) than simply post a link to that problematic character. If it's unrelated to the chars included in the package than I don't understand why you're not mentioning what character the whole issue is related to.
Title: Re: Ikemen Plus
Post by: Good_Wall533 on December 23, 2017, 06:45:35 pm
Quote
thanks for testing but this is not enough to find a problem. The next time crash happens please do following things:
- post here which team mode was selected for player and CPU
- post here which match was finished right before the crash happened (for example problem occurred after third opponent/team was defeated)
- post here what was the last screen you've seen (for example VS screen)
- upload (or post in spoiler) following files: 'debug/t_roster.txt' and 'debug/t_selChars.txt'

With this I will be able to reproduce it locally (after downloading characters that were related to the crash and following the steps that lead to it).

edit:
OR if it happened right after some character has been defeated or you have been defeated by that character, and the crash occured before/during Victory screen (which I assume after rereading your post) than simply post a link to that problematic character. If it's unrelated to the chars included in the package than I don't understand why you're not mentioning what character the whole issue is related to.

Yeah, I forgot to mention that the crash happens right after i defeat the character or if i've been defeated by the character. Doesn't even show the victory screen.
Now, what you asked me to do:
- Even if i choose the other team mode (simul, turns or single against the CPU or vice-versa or even double turn or double simul) the problem still happens
- It's always the first match regardless of the modes or characters i use which i still only have Shin Akuma and kfm
- After i win the second round, The game fades to black (I know that it wants to show me the victory screen) but it never even shows up and then the error happens
- And where i can find this: 'debug/t_roster.txt' and 'debug/t_selChars.txt'? I can't find it anywhere.

Also, Here's the whole chars folder that i have so that you have a look if you want: http://www.mediafire.com/file/4aj0ptb6gab8y8z/chars.zip
Title: Re: Ikemen Plus
Post by: Weiss Circal on December 23, 2017, 07:29:06 pm
Quote
As in make it so that all I have to do is put the name of the character file in Select document and the character file in the character folder.
Ash is right, you're doing something wrong. Simply add character like this:
Quote
kfm
or this:
Quote
kfm/kfm.def
both syntaxes are valid. Of course you should add the character by replacing "randomselect" (or at least add it before those references starts) since just like in vanilla mugen characters outside select screen range set in screenpack won't show up, although they can be still used by CPU (also check out optional parameters). By default screenpack takes into account 10 rows, 5 columns from which 8 rows are scrolling ones and only 2 are visible on screen - which mimics winmugen screenpack design = 50 slots in total. All unoccupied slots use randomselect icon. Instead of 'randomselect' you can also use non existing reference like for example 'blank' to fill a slot. Notice that Catwalk, DuckHunt, and Training are added after 50th [Characters] reference, so they are not visible on select screen.

edit:
btw. if someone needs more slots for characters simply edit these values in 'script/select.lua'
Code:
--;===========================================================
--; GENERAL CONFIG
--;===========================================================
selectColumns = 5
selectRows = 2
offsetRows = 8
offsetRows = 0 disables scrolling rows entirely, so the screenpack works like in mugen.

edit2: one more thing. Unlike mugen current ikemen plus screenpack code is able to move between select screen cells without skipping rows entierly, if there is at least one valid slot in a row. It's hard to explain so please take a look at WooshaQ's screenpack:
(https://cdn.discordapp.com/attachments/390573670457671680/390620600139513867/1.png)
Implementing it in ikemen plus wouldn't need any workarounds like in mugen - everything can be done by correct usage of blank slots in select.def

Ah, thanks.
Title: Re: Ikemen Plus
Post by: Egnodia on December 23, 2017, 10:02:56 pm
im using  ikemen plus  and when i put in add004 into it for some reason when i tag out my char the char doesn't move why does this happen ?
Title: Re: Ikemen Plus
Post by: K4thos on December 24, 2017, 01:33:10 am
im using  ikemen plus  and when i put in add004 into it for some reason when i tag out my char the char doesn't move why does this happen ?
For now you can fix it by replacing this code in ssz/config.ssz
Spoiler, click to toggle visibilty
with this one that supports multiple characters input:
Spoiler, click to toggle visibilty
Keep in mind that until update is released this code won't be compatible with current Options screen input settings, so if you need to change controls do it manually.

-----------------------

I've finished implementing tag system selectable from main menu. Here is a showcase of player1 side using Tag and CPU using Simul at the same time:
https://www.dropbox.com/s/r1fldw04wgcgcmj/I.K.E.M.E.N%2024.12.2017%2001_18_08.mp4?dl=0
I've done it by modifying ikemen source code in order to expand existing TeamMode trigger (http://www.elecbyte.com/mugendocs/trigger.html#teammode) which now supports additional 4th option: 'Tag'. ShinLucho, Just No Point, what do you guys think about this implementation - is it risky when it comes to compatibility with other characters? The only thing I can think of is a situation in which character uses 'trigger1 = TeamMode = Simul' to detect simul mode, which wouldn't catch 'Tag' because it's now a separate mode. Not sure how problematic it is although none of characters in my roster and not even add004 uses it like this. Feedback if this is right approach to implement it would be valuable.
Title: Re: Ikemen Plus
Post by: Just No Point on December 24, 2017, 03:56:27 am
That's obviously the best solution. I guess the next thing to attempt is adding something that could detect the mode. Tag or simul. Also, can you choose ONLY simul or team yet? In case someone wished to disable one of the other
Title: Re: Ikemen Plus
Post by: Egnodia on December 24, 2017, 05:21:15 am
so it worked but when i went to change the controls this error came up : script\options.lua:1550:attempt to index local 'tmp' (a nil value)
Title: Re: Ikemen Plus
Post by: K4thos on December 24, 2017, 12:02:34 pm
Quote
Also, can you choose ONLY simul or team yet? In case someone wished to disable one of the other
Not sure if this is what you mean (please clarify if I misunderstood your question). In the next version (v0.4) every single item on interface can be swapped or disabled via simple moving / removing rows in lua table. For example:
Code:
t_p1TeamMenu = {
{data = '', itemname = 'single', displayname = 'Single'},
{data = '', itemname = 'tag',    displayname = 'Tag'},
{data = '', itemname = 'simul',  displayname = 'Simul'},
{data = '', itemname = 'turns',  displayname = 'Turns'},
}
You can move Single to the last row and it will show up correctly as the last option in menu. You can remove Single, Simul, Turns rows from the table and in such case only Tag would show up in menu but everything would still work correctly. Same is true for game modes, options in options screen and all the other tables with items. Don't try it with the version uploaded on github since this is a new feature (v0.3 still uses numbers instead of text 'itemname' references to recognize table rows).

Quote
I guess the next thing to attempt is adding something that could detect the mode. Tag or simul.
You mean something like for example new SimulTag trigger which returns true when either of them is selected? Seems kind of bloating to me when you can already use for example:
Code:
trigger1 = enemy, TeamMode=Simul || enemy, TeamMode=Tag
There is also 'NumPartner' trigger that works the same as before.

Or maybe you mean 'GameMode' trigger that detects if it is Arcade, Training etc.?

Quote
so it worked but when i went to change the controls this error came up : script\options.lua:1550:attempt to index local 'tmp' (a nil value)
Sorry, I'm not going back to the v0.3 version on Github (I've already updated files on my local copy and figuring out outdated code would take time that I prefer to spend on adding new features) so you will need to wait for v0.4 to have a working Tag mode.

edit: btw. I'm the guy who Jmorphman was trying to explain what trigger1 = var(7):=(var(7)^4) means on Guild discord yesterday. Current implementation of Tag is a result of my frustration with understanding it (the initial plan was to alter variable value on the fly). Still don't quite get how to interpret those things so Tag has been added to Tatsu code by uncommenting:
Code:
trigger1=1 || var(7):=(var(7)^1024)
and modifying:
Code:
trigger1=!time && (var(7)&1024) ;; system_switch
into:
Code:
trigger1=!time && ((var(7)&1024) || (root,teammode=tag)) ;; system_switch
Title: Re: Ikemen Plus
Post by: Cyborg Sun on December 24, 2017, 08:07:58 pm
I am very sorry if this seems like a dumb question, but I just downloaded v0.3 and tried opening it and all I got was this error:
(https://i.imgur.com/KMPjwSC.png)
It doesn't seem like anyone else has encountered this. Does anyone here know how to fix this?
Title: Re: Ikemen Plus
Post by: K4thos on December 24, 2017, 11:37:18 pm
Cyborg, maybe try resetting your computer since this looks like something I've encountered on a weak PC when I was testing 10 vs 10 simul battle (so probably caused by not enough memory). Unsure if it's the same error since the message is in Japanese. Unfortunately I can't reproduce it now to check if this is the case because on my current PC even those crazy 20 different characters on screen fights are not enough to crash the game.
Title: Re: Ikemen Plus
Post by: Cyborg Sun on December 25, 2017, 05:05:37 am
Nope, restarting the PC wouldn't fix it. Note that this isn't during a battle or anything, it just happens when I simply try to open the program. I'm not sure what causes it, maybe my PC is just too crappy for it, lol.

This is too bad, since this program really intrigues me and I want to try it out for myself! Hopefully this will somehow be fixed in a future update.
Title: Re: Ikemen Plus
Post by: -Ash- on December 25, 2017, 08:37:38 am
I play on a really shitty notebook, nothing guaranteed, but have you tried already updating your directx?
Title: Re: Ikemen Plus
Post by: Cyborg Sun on December 25, 2017, 07:25:35 pm
I play on a really shitty notebook, nothing guaranteed, but have you tried already updating your directx?

Tried that, even restarted the PC for good measure, but that still didn't work. Thanks for the suggestion though, it does lead me to believe that I may be missing a program or two. I noticed that the exact same thing happens when I try to open the regular IKEMEN program, as well. Does anyone know what programs I need to run it? And for that matter, does anyone even know what this error means, anyway?
Title: Re: Ikemen Plus
Post by: Amidweiz on December 25, 2017, 10:07:46 pm
After selecting Tournament mode from main menu there will be 3 types of tournaments to choose from: 4, 8 or 16 players.

Will there be options for more than 16 players?
Title: Re: Ikemen Plus
Post by: SlanDome on December 25, 2017, 11:05:49 pm
I hope that OMEGAPSYCHO himself will have a look at this issue, if time permits.
(https://sayingimages.com/wp-content/uploads/hope-now-theres-something-i-havent-had-for-a-long-time-meme.jpg)


holy shit you're back
Title: Re: Ikemen Plus
Post by: -Ash- on December 25, 2017, 11:48:11 pm
I play on a really shitty notebook, nothing guaranteed, but have you tried already updating your directx?

Tried that, even restarted the PC for good measure, but that still didn't work. Thanks for the suggestion though, it does lead me to believe that I may be missing a program or two. I noticed that the exact same thing happens when I try to open the regular IKEMEN program, as well. Does anyone know what programs I need to run it? And for that matter, does anyone even know what this error means, anyway?

After I've formatted to Windows 10 I got some error too(maybe the same) and it only got back to working after installing some of stuff, so I think you're on the same situation, trying installing NET framework too.
Title: Re: Ikemen Plus
Post by: K4thos on December 26, 2017, 02:15:03 am
Quote
After I've formatted to Windows 10 I got some error too(maybe the same) and it only got back to working after installing some of stuff, so I think you're on the same situation, trying installing NET framework too.
strange that it requires external stuff considering Ikemen also works on Android: https://osdn.net/users/supersuehiro/pf/ikemen_go/wiki/FrontPage
If you guys can figure out what is causing it maybe we will be able to add missing dll file into the directory to eliminate this dependency.

Quote
Will there be options for more than 16 players?
No by default. Notice that 16 slots may be even 64 different characters when you count team players. I struggle to think about any fighting game that starts tournament mode from "Round of 32". It's pretty much the same thing as playing 2 full "Round of 16" tournaments anyway.

edit: of course anyone can edit the screenpack to add features like this.
Title: Re: Ikemen Plus
Post by: O Ilusionista on December 26, 2017, 03:09:16 am
Ikemen works on android? Even with stuff for Mugen 1.0 and 1.1?
Title: Re: Ikemen Plus
Post by: K4thos on December 26, 2017, 04:55:25 am
from what I see that repository has ikemen written in Go programming language (https://en.wikipedia.org/wiki/Go_(programming_language)), so yes, it should probably work on mobile devices (https://github.com/golang/go/wiki/Mobile). It's not compiled for any device though. No idea how stable it is compared to old version. Both have been updated at the same time, so s-size build is not abandoned yet, which may suggest that Go version is not on par. I would actually prefer switching to Go one considering it's a language with easy syntax, so adding new features directly to source code would be infinitely easier. No problem with porting ikemen plus to Go version in future since it still uses Lua for scripting the same way as s-size ikemen.
Title: Re: Ikemen Plus
Post by: Memo on December 26, 2017, 04:57:48 am
what?! ikemen on android??!! with netplay too?
Title: Re: Ikemen Plus
Post by: Cyborg Sun on December 26, 2017, 06:23:35 am
I play on a really shitty notebook, nothing guaranteed, but have you tried already updating your directx?

Tried that, even restarted the PC for good measure, but that still didn't work. Thanks for the suggestion though, it does lead me to believe that I may be missing a program or two. I noticed that the exact same thing happens when I try to open the regular IKEMEN program, as well. Does anyone know what programs I need to run it? And for that matter, does anyone even know what this error means, anyway?

After I've formatted to Windows 10 I got some error too(maybe the same) and it only got back to working after installing some of stuff, so I think you're on the same situation, trying installing NET framework too.

Tried that, still wouldn't work.  :'(
Unless anyone else has any other suggestions, I suppose I'll just wait until v0.4 and hope that it'll magically be fixed somehow... on the bright side, it seems my problem spiraled into generating interest for a potential Android version, so at least something good came of this.
Title: Re: Ikemen Plus
Post by: Amidweiz on December 27, 2017, 06:29:18 am
another thing that might look into is implementing a cropping feature for sprites into this if possible.
Title: Re: Ikemen Plus
Post by: Flowrellik on December 27, 2017, 07:34:28 am
what?! ikemen on android??!! with netplay too?
If this is true, my GPD XD will be the best portable console ever :D
Title: Re: Ikemen Plus
Post by: mete122 on December 30, 2017, 10:05:16 am
(https://i.imgur.com/qDuHgCR.png)

(https://i.imgur.com/9G2KbEr.png)
uhm
Title: Re: Ikemen Plus
Post by: K4thos on December 30, 2017, 11:11:23 am
mete, check "debug/t_selStages.txt" file. If the table is empty than there are no valid stages in your installation that can be selected manually, so you should double check your select.def. If the file is not empty please upload it so I can see what's up.
Title: Re: Ikemen Plus
Post by: mete122 on December 30, 2017, 11:39:56 am
fixed it,does this support mugen 1.1 sctrl? camerazoom or zoom in general? or nah?

a problem again
(https://i.imgur.com/5PXwwlC.png)
Title: Re: Ikemen Plus
Post by: Egnodia on January 01, 2018, 05:44:36 am
when 0.4 coming out  ?
Title: Re: Ikemen Plus
Post by: -Ash- on January 01, 2018, 06:10:34 am
He is working in the Tournament mode, so I think its going to be a while until 0.4 drops.
Title: Re: Ikemen Plus
Post by: OldGamer on January 05, 2018, 09:30:30 pm
Omg I just found this out just now.. OMG .. Im going to have fun filed day with this and start coding and making stuff for the new Ikemen plus
Title: Re: Ikemen Plus
Post by: K4thos on January 06, 2018, 03:16:43 am

Quote
Omg I just found this out just now.. OMG .. Im going to have fun filed day with this and start coding and making stuff for the new Ikemen plus
If you mean creating dedicated screenpacks based on it than keep in mind that the next version will work with vanilla mugen screenpacks. At least that's the goal.
Title: Re: Ikemen Plus
Post by: OldGamer on January 06, 2018, 11:27:43 am

Quote
Omg I just found this out just now.. OMG .. Im going to have fun filed day with this and start coding and making stuff for the new Ikemen plus
If you mean creating dedicated screenpacks based on it than keep in mind that the next version will work with vanilla mugen screenpacks. At least that's the goal.
no no I mean looking at the coding and feather come with  your Ikemen Plus. I am not taking about Add a vanilla screen pack xD I mean like looking at the full potentiality what this baby can do by fully testing and what kind of capability this baby can do. Im a theme creator and I want to test everything with it xD. also I had a error with window 7 version. I cant read the text in Japaneses.


by the way  Ikemen plus work on window 10 and window 8 but I got an error on window 7 is there going to have any future English translation to read these code error ?
(https://i.imgur.com/sFAtYwZ.png)


Title: Re: Ikemen Plus
Post by: O Ilusionista on January 06, 2018, 01:12:06 pm
Guys, first congrats for such great work. It seams that now we will have more things to play with.

I saw that you made the engine to show the idle animation (0), which is pretty cool. But there is a way to show a different animation when we select the character? You can use the default taunt animation for that (195).
Title: Re: Ikemen Plus
Post by: -Ash- on January 06, 2018, 03:22:33 pm
next version will work with vanilla mugen screenpacks. At least that's the goal.
Could you please elaborate on this? Kinda got me excited.

Title: Re: Ikemen Plus
Post by: OldGamer on January 06, 2018, 06:07:59 pm
next version will work with vanilla mugen screenpacks. At least that's the goal.
Could you please elaborate on this? Kinda got me excited.


what he's saying is that the next version of ikemen PLus will read and easy added Old winmugen plu screen pack wit the New Updated version 4 for the Ikemen plus. So another words you cant just add mugen 1.1 content into the Ikemen ONLY the Vanilla version for exsample I can take stuff from winmugen plus and added to the Ikemen Plus v0.4 but wont read mugen 1,1

Do you understand now what he meant by Vanilla Screen pack ?

Title: Re: Ikemen Plus
Post by: -Ash- on January 06, 2018, 07:02:22 pm
Vanilla = Winmugen plus

Amirite!?
Title: Re: Ikemen Plus
Post by: TheFclass97 on January 06, 2018, 07:03:12 pm
I'm sure it's just mugen in general.
Title: Re: Ikemen Plus
Post by: -Ash- on January 06, 2018, 07:26:18 pm
So I will be able to use ANY mugen screenpack?
Title: Re: Ikemen Plus
Post by: OldGamer on January 06, 2018, 07:39:46 pm
So I will be able to use ANY mugen screenpack?
No only that read old fashion way like winmugen plus in general threw the Ikemen Plus. I already tested this its cant do RGB Format or Bitmap stuff. everything is done in pcx format. and if you need to make Font for them you have to do it the old fashion way by using FontFactory. only old screen pack that support winmugen can make this software read it. you try to put a mugen 1,1 sprite into this program your going get black screen because all mugen screen pack that are Opengl with RGB formatted sprite wont read it. they need to be indexed with pcx format. for example I can take Mugen Fighting jam made  by Mugen Jet
and Ikemen Plus can read all the indexed IMAGES IN THERE.. and if you take A Mugen Renegade Screen pack  1.1 WONT read IT. why ? because the sprite are RGB formatted and NOT I REPEAT NOT indexed correctly and Ikemen Plus WONT SEE IT because all the spirte for Mugen Renegade Screen pack rgb FORMATTED
DO YOU UNDERSTAND ?

LIKE How Fclass94 did with other Ikemen. he had to redo the sprite to make it index to png or pcx to make them work.
Title: Re: Ikemen Plus
Post by: -Ash- on January 06, 2018, 07:43:28 pm
So in short, we will be able to use Winmugen compatible stuff on Ikemen plus.

Did I got it right this time?
Title: Re: Ikemen Plus
Post by: OldGamer on January 06, 2018, 09:58:28 pm
So in short, we will be able to use Winmugen compatible stuff on Ikemen plus.

Did I got it right this time?
you are 100% correct buddy :D So let say I want to Convert Mugen Renegade Screen pack  1.1 into the Ikemen Plus ?
that mean I have to take out all the sprites and redo all the images change it back to Pcx formatting  and make all images indexed correctly
then I have to take the font from Mugen Renegade Screen pack  and make them into Bitmap Varable with FontFactory. the old fashion way xD
well that how its done. but if you find any old winmugen plus screen pack and try to add it to the new Ikemen Plus that mean your Gold good to go :D but to make that happen we have to wait until version 4 be release :)

Title: Re: Ikemen Plus
Post by: -Ash- on January 07, 2018, 07:37:25 am
Sounds awesome, Tournament mode and now this, 0.4 is going to be kill!
Title: Re: Ikemen Plus
Post by: OldGamer on January 07, 2018, 10:28:35 am
Sounds awesome, Tournament mode and now this, 0.4 is going to be kill!
yeah buddy going to be awesome for sure :)

Title: Re: Ikemen Plus
Post by: OldGamer on January 07, 2018, 10:33:24 am
I know that Select.lua is most the sprite are located for the select screen and also controls the Cell size scale ans add more rolls and Columns. but where is the Cell Position located for the Small portraits ? I cant seem to find the Cell small portrait position anywhere ? I dont understand most the Lua coding so I like to know where I can move the small portraits on the select screen also spacing each cell as well
Title: Re: Ikemen Plus
Post by: OldGamer on January 07, 2018, 11:03:10 am
OH NEVER I FOUND IT xD

ALSO next time when you guys do another update please make some documantation for the Select.lua this way we know what is what..
for exsample

selectColumns = 4
selectRows = 12
offsetRows = 0
setSelColRow(selectColumns, selectRows)
setRandomSpr(sysSff, 151, 0, 1, 1)
setSelCellSize(12+4, 12+4) --first number 12 is CellSize and Second Number 4 Is CellSpacing
setSelCellScale(.5, .5)--scale size for small Portraits

function f_selectReset()
   if data.p2Faces then
      p1FaceX = 10
      p1FaceY = 170
      p2FaceX = 169
      p2FaceY = 170
   else
      p1FaceX = 134  --P1Face X and Y move small portraits cells
      p1FaceY = 38
      p2FaceX = 134
      p2FaceY = 38
or something in those lines. be nice to keep it make short but also friendly for users
that way make thing easy to find them
short but easy understanding :D
Title: Re: Ikemen Plus
Post by: OldGamer on January 07, 2018, 02:05:36 pm
I was testing the sprites on the Ikemen Plus and when I try to changes the P1cursor on the System.sff and saved it and I try to launch the Ikemen Plus I got a 396.lau error message. on vanilla Ikemen never crashed but this version did
(https://i.imgur.com/ACiA9DQ.png)
Title: Re: Ikemen Plus
Post by: K4thos on January 09, 2018, 03:28:08 am
Quote
I was testing the sprites on the Ikemen Plus and when I try to changes the P1cursor on the System.sff and saved it and I try to launch the Ikemen Plus I got a 396.lau error message. on vanilla Ikemen never crashed but this version did
The version on github is no longer supported, sorry. In fact that repository will be delated soon because we switched to Ikemen GO engine (mentioned in previous page), so trying to find problems in old engine and/or outdated lua code doesn't sound like a good idea.

Quote
or something in those lines. be nice to keep it make short but also friendly for users
that way make thing easy to find them
short but easy understanding :D
sure, although with native screenpack support why not just make normal screenpack DEF file instead of coding it in lua? Changes to lua code would make your screenpack incompatible with future releases of ikemen plus (there are tons of features still planned and I'm expecting massive changes in code until project will be considered stable). As for the lack of comments in lua code, everything in new version refers to parsed screenpack data (which is stored in a giant table). For example this:
Code:
selectColumns = 4
selectRows = 12
offsetRows = 0
setSelColRow(selectColumns, selectRows)
setRandomSpr(sysSff, 151, 0, 1, 1)
setSelCellSize(12+4, 12+4) --first number 12 is CellSize and Second Number 4 Is CellSpacing
setSelCellScale(.5, .5)--scale size for small Portraits

function f_selectReset()
   if data.p2Faces then
      p1FaceX = 10
      p1FaceY = 170
      p2FaceX = 169
      p2FaceY = 170
   else
      p1FaceX = 134 --P1Face X and Y move small portraits cells
      p1FaceY = 38
      p2FaceX = 134
      p2FaceY = 38
now looks like this:
Code:
local selectColumns = sp.select_info.columns
local selectRows = sp.select_info.rows
local offsetRows = sp.select_info.rows_scrolling
setSelColRow(selectColumns, selectRows)
setRandomSpr(sp.files.spr_data, sp.select_info.cell_random_spr[1], sp.select_info.cell_random_spr[2], sp.select_info.cell_random_scale[1], sp.select_info.cell_random_scale[2])
setSelCellSize(sp.select_info.cell_size[1] + sp.select_info.cell_spacing, sp.select_info.cell_size[2] + sp.select_info.cell_spacing)
setSelCellScale(sp.select_info.portrait_scale[1], sp.select_info.portrait_scale[2])

function select.f_selectReset()
if main.p2Faces and sp.select_info.double_select == 1 then
p1FaceX = sp.select_info.pos_p1_double_select[1]
p1FaceY = sp.select_info.pos_p1_double_select[2]
p2FaceX = sp.select_info.pos_p2_double_select[1]
p2FaceY = sp.select_info.pos_p2_double_select[2]
else
p1FaceX = sp.select_info.pos[1]
p1FaceY = sp.select_info.pos[2]
p2FaceX = sp.select_info.pos[1]
p2FaceY = sp.select_info.pos[2]
end

It may look confusing at the first glance, but these are all references to stuff existing in mugen screenpack DEF file (+ some new stuff, for example double select screen feature doesn't exist in mugen, so I've added new optional "double.select", "pos.p1.double.select" and "pos.p2.double.select" parameters under [Select Info]).

-------------------------------

Some new features planned for next release:
- localcoord support for screenpacks (still need to solve some minor issues, but it looks promissing) - if this will be implemented we will probably switch to mugen 1.0/1.1 720p screenpack by default (there is still no support for FNTv2 though),
- ikemen can now not only assign negative states in a common way but also AIR code that works with character’s SFF, so those interested in add004 Tag system won't need to patch characters anymore at all - lifebar resources, common1.cns and common.air in data directory is enough to make this Tag system work.
Title: Re: Ikemen Plus
Post by: Egnodia on January 09, 2018, 05:24:33 am
question ,how will add004 work on multiplayer survival mode XD
Title: Re: Ikemen Plus
Post by: -Ash- on January 09, 2018, 08:29:34 am
Some new features planned for next release:
- localcoord support for screenpacks (still need to solve some minor issues, but it looks promissing) - if this will be implemented we will probably switch to mugen 1.1 720p screenpack by default (there is still no support for FNTv2 though)

Dude...

(http://oi64.tinypic.com/21jd8a1.jpg)

Ok, I have something in mind, its possible to make the game music keep playing throught victory screen?
https://youtu.be/vIrfCs_O47Q?t=41s
Something like this.
Title: Re: Ikemen Plus
Post by: ExL on January 09, 2018, 09:52:20 am
Those are superb news! Planned features will make it gold  :kugoi:
Title: Re: Ikemen Plus
Post by: K4thos on January 09, 2018, 06:45:17 pm
Another minor change to the engine: 2 new unique buttons are now supported, so implementing MVC2 style Tag system for 6 buttons characters is now possible without awkward Assist command mapping. Also fullscreen can be enabled in options so forget about Alt-entering.
Title: Re: Ikemen Plus
Post by: ExL on January 10, 2018, 10:06:47 am
You mean it's now possible to map 8 action buttons instead of 6?
That open's up a lot of possibilities, like KOF 4 buttons+roll+grab+assist+switch or other schemes.
Or cycling through weapons with those...
Or they are limited  to built-in tag system?

Also about the question I've asked before - with moving to GO version is it now possible to add tug-o-war mode? I think it'll add to fun...
Title: Re: Ikemen Plus
Post by: K4thos on January 10, 2018, 03:32:35 pm
Quote
You mean it's now possible to map 8 action buttons instead of 6?
Yes.
Quote
Or they are limited  to built-in tag system?
no, they aren't. There is also no built-in tag system (at least until JNP releases his common system (http://mugenguild.com/forum/msg.2388229) or Tatsu contribute a dedicated code for this since including whole add004 seems a bit excessive when it comes to sample screenpack), but it's extremely easy to install add004 or uno tag and such systems no longer require characters patching. As for enabling/disabling Tag mode from Team mode selection it’s a matter of using new
teammenu.itemname.tag = "Tag"
parameter under [Select Info] in screenpack (like in vanilla mugen leaving itemname blank with "" disables an item from menu)
In other words global Tag systems can be a part of screenpack releases.

It's up to players/coders how the new buttons will be used. There is even a way to use them globally (for example referencing them in "common1.cns") without patching characters CMD files because there is also a new "common.cmd" file available within data directory that contains this declaration by default:
Code:
[Command]
name = "v"
command = v
time = 1

[Command]
name = "w"
command = w
time = 1

So once again, when it comes to features that affects characters globally new ikemen plus will have:
- common1.cns (already exists in vanilla mugen but ikemen version supports 3 new negative states: -30, -20, -10 that work the same as -3, -2, -1, but are loaded before them and work even if character's cns files already use negative states)
- common.snd / fightfx.air / fightfx.sff - same functionality as in vanilla mugen
- common.air - loaded right after character's air file (I don't know much about mugen coding, so please let me know if it should have lower priority than character's air file instead of higher)
- common.cmd - loaded right after character's cmd file
All of this allows to add stuff like interactive stages (stage fatalities etc.), global tag system etc. without patching characters.

Quote
Also about the question I've asked before - with moving to GO version is it now possible to add tug-o-war mode? I think it'll add to fun...
I don't know what you mean by this. If it's something like this:
(http://www.thedailyneopets.com/uploads/games/sz/tug-o-war_superpull.png)
than why would you need ikemen Go build to implement it? Looks like something that can be implemented via normal bonus character. If you're asking if a single character created can be used as a base for whole separate mode than yes it can (that's how Training mode is implemented and also mini games sub-menu created automatically when you add "bonus=1" parameter to select.def)

When it comes to new modes created around characters what I would love to see is Tekken Ball Mode:

Not sure how hard would be creating such bonus character, probably a big effort considering no one released anything like this in all these years.

edit: ahh, you mean this mode: http://mugenguild.com/forum/msg.2387423
It's possible but would need tons of stuff coded in common files, probably also changes in lifebar source code, so don't count on me adding it. Learn how to code mugen stuff and read some GO language tutorials and implement it yourself, if you want to see it.
Title: Re: Ikemen Plus
Post by: -Ash- on January 10, 2018, 04:09:02 pm
Ok, I have something in mind, its possible to make the game music keep playing throught victory screen?
https://youtu.be/vIrfCs_O47Q?t=41s
Something like this.

Bumping this in case you haven't seen.

When it comes to new modes created around characters what I would love to see is Tekken Ball Mode:
[youtube]https://www.youtube.com/watch?v=5HRTA6D-wls[/youtube]
Not sure how hard would be creating such bonus character, probably a big effort considering no one released anything like this in all these years.

Spoiler, click to toggle visibilty



Title: Re: Ikemen Plus
Post by: OldGamer on January 10, 2018, 08:35:47 pm
K4thos Im still experimenting with the version 0.3 but the problem is I want to make A solid Ikemen Plus Original Screen pack.
My issue is where is the back, middle an front to redesign the title background ?

also when I add a sprite in the Ikemen plus I get this issue
is there a way to make the green not show on the title background. because Im 100% correct that I made the green color to be indexed and transparent correctly
Here a Picture for title screen and select screen
(https://i.imgur.com/d6w4gvE.png)
also is happening on the select screen as well
(https://i.imgur.com/saWcINo.png)

I made a cool logo and a select screen for Ikemen plus but like I said Before... I don't know what made it do this. is there a code or a command on the main.lau and select.lau that need a command to make the green not to show on the Ikemen plus title Background ? because on the Mugen's System.def when you add a background you can give a command to make the green to show up on mugen screen and that mask = 0 and mask = 1 to make the green not show up on mugen software
so what I really like to know how to make green transparent NOT TO SHOW UP on Ikemen plus title screen what the real command for it ? or what the parameter for the green from not showing on the screen ??

Title: Re: Ikemen Plus
Post by: K4thos on January 10, 2018, 09:27:35 pm
Quote
also when I add a sprite in the Ikemen plus I get this issue
is there a way to make the green not show on the title background. because Im 100% correct that I made the green color to be indexed and transparent correctly
Nice screenpack. If it's 320x240 or 640x480 I'd suggest coding it for winmugen / winmugen plus - if it works correctly there it should also work in next version of ikemen plus. If it uses localcoord test it on mugen 1.0 since I didn't have any problems with SFF file that Elecbyte distributed with it (720p default screenpack). Not sure about mugen 1.1 RGB sprites, I haven't test them yet.

If you still prefer to code it in pure lua (which as mentioned will make it incompatible with next version of ikemen plus if you base it on v0.3 code) than here is a documentation of all available anim stuff:

Code:
animName = animNew(sysSff, [[ 
grpNo, imgNo, x, y, time, facing, trans
]])
Assigns new animation to animName variable of your choice
Required parameters:
grpNo: SFF sprite's group number, imgNo: SFF sprite's image number
x: X offset to the sprite's position; y: Y offset to the sprite's position
time: length of time to display the element before moving onto the next, measured in game-ticks (-1 for static)
Optional parameters:
facing: H = Flip horizontally; V = Flip vertically
trans: transparency blending a = add; a1 = add1; s = sub; AS???D??? (??? - values of the source and destination alpha)

Code:
animSetTile(animName, hTiling, vTiling) 
Specifies if the background element should be repeated (tiled) in the horizontal and/or vertical directions, respectively.
0 = no tiling; 1 = infinite tiling; any value greater than 1 = element to tile that number of times

Code:
animSetScale(animName, scaleX, scaleY) 
scaleX: horizontal scale factor; scaleY: vertical scale factor

Code:
animSetWindow(animName, x1, y1, x2, y2) 
Limits animation to window starting at x1, y1 coordinates; x2, y2 enlarges window by specified amount of pixels moving right and down from the x1, y1

Code:
animAddPos(animName, addX, addY) 
Dynamically assigns x- and y-velocities movement in direction depending on the value

Code:
animSetPos(animName, setX, setY) 
Changes x- and y-position

Code:
animUpdate(animName) 
Updates previously specified animation

Code:
animDraw(animName) 
Shows element on screen [Refresh() function resets the screen, so this one often needs to be used at each frame, even if the element is static]

Code:
animSetAlpha(animName, transRange1, transRange2) 
Assigns alpha channel to element. Ranges: 0-255

Code:
animSetColorKey(animName, colorKey) 
Sets background color from palette (0-255), -1 if background shouldn't be removed . 0 by default

Quote
so what I really like to know how to make green transparent NOT TO SHOW UP on Ikemen plus title screen what the real command for it ? or what the parameter for the green from not showing on the screen ??
If you correctly indexed the palette background should not show up by default (or at least I've never noticed this problem and I already tested several screenpacks with new ikemen). Try animSetColorKey if you need to force specific color key.

Quote
Ok, I have something in mind, its possible to make the game music keep playing throught victory screen?
https://youtu.be/vIrfCs_O47Q?t=41s
Something like this.
yes. In v0.3 version delete "playBGM(bgmVictory)" in scripts/select.lua and the stage music should still play in that screen (untested).

edit: in next version there is also 1 new anim related lua function:
Code:
animReset(animName) 
Resets animation frames back to first one (useful for anim data that has last frame set to -1 which stops the animation from looping once that frame is reached). This feature is a new source code change, so it’s not available in v0.3 or default ikemen.
Title: Re: Ikemen Plus
Post by: -Ash- on January 10, 2018, 09:34:29 pm
delete "playBGM(bgmVictory)" in scripts/select.lua and the stage music should still play in that screen (untested).
Didn't worked, plays char select music instead.

Title: Re: Ikemen Plus
Post by: OldGamer on January 10, 2018, 11:11:41 pm
Quote
also when I add a sprite in the Ikemen plus I get this issue
is there a way to make the green not show on the title background. because Im 100% correct that I made the green color to be indexed and transparent correctly
Nice screenpack. If it's 320x240 or 640x480 I'd suggest coding it for winmugen / winmugen plus - if it works correctly there it should also work in next version of ikemen plus. If it uses localcoord test it on mugen 1.0 since I didn't have any problems with SFF file that Elecbyte distributed with it (720p default screenpack). Not sure about mugen 1.1 RGB sprites, I haven't test them yet.

If you still prefer to code it in pure lua (which as mentioned will make it incompatible with next version of ikemen plus if you base it on v0.3 code) than here is a documentation of all available anim stuff:

Code:
animName = animNew(sysSff, [[ 
grpNo, imgNo, x, y, time, facing, trans
]])
Assigns new animation to animName variable of your choice
Required parameters:
grpNo: SFF sprite's group number, imgNo: SFF sprite's image number
x: X offset to the sprite's position; y: Y offset to the sprite's position
time: length of time to display the element before moving onto the next, measured in game-ticks (-1 for static)
Optional parameters:
facing: H = Flip horizontally; V = Flip vertically
trans: transparency blending a = add; a1 = add1; s = sub; AS???D??? (??? - values of the source and destination alpha)

Code:
animSetTile(animName, hTiling, vTiling) 
Specifies if the background element should be repeated (tiled) in the horizontal and/or vertical directions, respectively.
0 = no tiling; 1 = infinite tiling; any value greater than 1 = element to tile that number of times

Code:
animSetScale(animName, scaleX, scaleY) 
scaleX: horizontal scale factor; scaleY: vertical scale factor

Code:
animSetWindow(animName, x1, y1, x2, y2) 
Limits animation to window starting at x1, y1 coordinates; x2, y2 enlarges window by specified amount of pixels moving right and down from the x1, y1

Code:
animAddPos(animName, addX, addY) 
Dynamically assigns x- and y-velocities movement in direction depending on the value

Code:
animSetPos(animName, setX, setY) 
Changes x- and y-position

Code:
animUpdate(animName) 
Updates previously specified animation

Code:
animDraw(animName) 
Shows element on screen [Refresh() function resets the screen, so this one often needs to be used at each frame, even if the element is static]

Code:
animSetAlpha(animName, transRange1, transRange2) 
Assigns alpha channel to element. Ranges: 0-255

Code:
animSetColorKey(animName, colorKey) 
Sets background color from palette (0-255), -1 if background shouldn't be removed . 0 by default

Quote
so what I really like to know how to make green transparent NOT TO SHOW UP on Ikemen plus title screen what the real command for it ? or what the parameter for the green from not showing on the screen ??
If you correctly indexed the palette background should not show up by default (or at least I've never noticed this problem and I already tested several screenpacks with new ikemen). Try animSetColorKey if you need to force specific color key.

Quote
Ok, I have something in mind, its possible to make the game music keep playing throught victory screen?
https://youtu.be/vIrfCs_O47Q?t=41s
Something like this.
yes. In v0.3 version delete "playBGM(bgmVictory)" in scripts/select.lua and the stage music should still play in that screen (untested).

edit: in next version there is also 1 new anim related lua function:
Code:
animReset(animName) 
Resets animation frames back to first one (useful for anim data that has last frame set to -1 which stops the animation from looping once that frame is reached). This feature is a new source code change, so it’s not available in v0.3 or default ikemen.
WOW this very useful Info and I don't understand on what do you mean by I need to code it with Winmugen and winmugen plus method ?? also the sprite are 320x240 and not 640x480. also Im Using Fighter Factory 3.0.1 that only software I am using to add the sprite. also I don't do RGB Formatting and I don't use PNG format. All my images are formatted into PCX format.  xD I feel that the best format when I make screen pack hehe

but the sad thing is I don't have version 4 and I have to wait when you guys release version 4. so in the mean time as for taking practice Im using version 3 to understand it better haha XD this only one you guys release atm. I want to make a decent Ikemen plus screen pack and understand more how everything works.

Title: Re: Ikemen Plus
Post by: K4thos on January 10, 2018, 11:48:09 pm
Quote
WOW this very useful Info and I don't understand on what do you mean by I need to code it with Winmugen and winmugen plus method ??
it means that it's better idea to just make a normal mugen screenpack now (you know, the DEF file that controls everything) instead of worrying that something doesn't work in ikemen. The next version aims to support mugen screenpacks, so if your 320x240 screenpack works fine in winmugen (or 1.0 with localcoord set to 320x240, although winmugen is safer bet) than it should also work once new version is released. (if it won't I will ask you to upload the screenpack, so we can analyze what's up).

For example yesterday I tested HDBZ Champ edition mugen version (not ikemen one) and simply copied whole data and font directories into ikemen plus. After doing so the screenpack that has been created for mugen works just fine already after starting the game (well, almost, since it uses TrueType font for options and RGB parameters for fonts, which are not supported yet).

Quote
Didn't worked, plays char select music instead.
I will look into it in next version.
Title: Re: Ikemen Plus
Post by: -Ash- on January 10, 2018, 11:55:45 pm
Thanks man, I appreciate it.
Title: Re: Ikemen Plus
Post by: ExL on January 11, 2018, 04:03:35 am
Quote
Also about the question I've asked before - with moving to GO version is it now possible to add tug-o-war mode? I think it'll add to fun...
I don't know what you mean by this. If it's something like this:
(http://www.thedailyneopets.com/uploads/games/sz/tug-o-war_superpull.png)
Naw, this:

Every attack is vampiric, adding to health same amount it took away from enemy. So it's last man standing, the one who drains all health. Spice of mode is always possibility of table turning, one who have little health always have a chance to win until the very end. And it's fought in 2 teams - up to 4 players , up to 3 characters in team(1vs1, 1vs2, 1vs3, 2vs2).

And thanks for explanation about buttons :mthumbs: Great that they aren't hard bonded to tag functions, that'll give wider possibilities, for sure  :kungfugoi:
Title: Re: Ikemen Plus
Post by: OldGamer on January 11, 2018, 04:57:59 am
My Version of IKEMEN PLUS Working in Progress Screen pack made from scratch
THIS STUFF IS HARD TO CODEEEEEEEEEEEEEEEEE.....BUT i did it...I freaking did it with bit of help Info from K4thos haha :hyo:
Title: Re: Ikemen Plus
Post by: tiloger on January 11, 2018, 07:18:30 am
the truth is to do a mega tutorial of this I congratulate you for this great job! I do not know how to add the tag add004 also where is the screen resolution and if the openlg is managed? many questions
Title: Re: Ikemen Plus
Post by: PlasmoidThunder on January 11, 2018, 01:00:07 pm
Also fullscreen can be enabled in options so forget about Alt-entering.

Aw yis.
Title: Re: Ikemen Plus
Post by: OldGamer on January 12, 2018, 10:35:25 pm
Quote
I was testing the sprites on the Ikemen Plus and when I try to changes the P1cursor on the System.sff and saved it and I try to launch the Ikemen Plus I got a 396.lau error message. on vanilla Ikemen never crashed but this version did
The version on github is no longer supported, sorry. In fact that repository will be delated soon because we switched to Ikemen GO engine (mentioned in previous page), so trying to find problems in old engine and/or outdated lua code doesn't sound like a good idea..
K4thos wait so your switching to Ikemen GO ? and then Ikemen Plus Im using now is outdated ? Im soooooooooo freaking confuse right now man... so I have a question for you.. Will Ikemen GO plus going to be for window 7,8,10 user for the pc ? Will Ikemen GO plus be compatible to for all windows users? because I really do want this baby to be Windows. because this is a very promising software I want to get into. I want to learn so mush about it. can you pretty please tell us from your own words will Ikemen GO plus can run on windows ? will Ikemen Go plus will have a executable ? only version I have to work with now is This Outdated Ikemen Plus version 3 that Shinlucho release to the public 9 weeks ago.. Im just starting to discover this..

Title: Re: Ikemen Plus
Post by: OldGamer on January 13, 2018, 07:55:59 pm
also is there going to be a Ikemen GO version 4 ? I have so many question about it
Title: Re: Ikemen Plus
Post by: -Ash- on January 13, 2018, 08:11:57 pm
What are the benefits of Ikemen GO over the Vanilla?
Title: Re: Ikemen Plus
Post by: Taybear on January 13, 2018, 08:14:30 pm
hopefully it has some optimization
Title: Re: Ikemen Plus
Post by: Ruler on January 13, 2018, 10:03:35 pm
Hm. I've been messing with Mugen and Ikemen for years. I'm decently proficient in coding and have been working with SSZ for a while accordingly while playing with the engine. I made a fork of the Github repository, but I won't touch it for now since the next version will render any current changes obsolete. Does anyway have an ETA for the next patch?
Title: Re: Ikemen Plus
Post by: K4thos on January 14, 2018, 02:56:46 am
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the truth is to do a mega tutorial of this I congratulate you for this great job! I do not know how to add the tag add004 also where is the screen resolution and if the openlg is managed? many questions
many questions indeed, but I don't really understand any of them. Ok, this one is clear - add004 will work in the next version and short tutorial how to install it without patching characters will be available.

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K4thos wait so your switching to Ikemen GO ? and then Ikemen Plus Im using now is outdated ?
yes. Unless there are game breaking bugs compared to s-size ikemen (I didn't notice any problems yet) than I don't see a good reason to stick with that version of the engine.

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Im soooooooooo freaking confuse right now man... so I have a question for you.. Will Ikemen GO plus going to be for window 7,8,10 user for the pc ? Will Ikemen GO plus be compatible to for all windows users? because I really do want this baby to be Windows. because this is a very promising software I want to get into. I want to learn so mush about it. can you pretty please tell us from your own words will Ikemen GO plus can run on windows ? will Ikemen Go plus will have a executable ?
errr, why wouldn't it? From GO language wiki:
Quote
Google's Go compiler, "gc", developed as open-source software. It targets various platforms including Linux, OS X, Windows, various BSD and Unix versions, and also (since 2015) mobile devices (including smartphones)
s-size ikemen is windows exclusive. Ikemen GO supports multiple platforms including Windows. In fact only windows executable has been compiled for now. Before release I will try to compile it also for Linux. As for mobile platforms ShinLucho mentioned that he will try to mess with it. From what I've researched there may be a problem with opengl 3.0 support on mobile (https://github.com/golang/go/issues/19777) - I didn't try it yet, so can't say for now.

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also is there going to be a Ikemen GO version 4 ? I have so many question about it
I think there is a bit of misunderstanding here. Neither I, nor Shinlucho, are engine developers. What this topic is about is a project that adds mugen features to ikemen via Lua language (which is a script language that author enabled for screenpack coders). The only changes to engine are minor stuff needed if current functionality is not enough to implement these mugen features. The end goal is to request merging our code with official Ikemen branch. So what we aim to release is fourth version of "ikemen plus" (or in this case first version of "ikemen go plus"), not Ikemen GO version 4 (progressing the engine further is outside the scope of this project, the engine is developed by supersuehiro - last edit made 5 days ago (https://osdn.net/users/supersuehiro/pf/ikemen_go/wiki/FrontPage)).

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What are the benefits of Ikemen GO over the Vanilla?
well, GO language ;D Which allows anyone with programming knowledge to edit the source code directly because it's a well documented language. Other stuff needs to be tested. I wouldn't be surprised if online play will be better here. Above mentioned support for linux is a plus. Some features that I couldn't figure out how to implement in s-size version should be doable now (stuff like communicating between Lua and GO during match etc.)

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I'm decently proficient in coding and have been working with SSZ for a while accordingly while playing with the engine.
That's impressive. I couldn't make sense out of SSZ at all. If you have programming background and have time to study GO language a little, your help would be really appreciated since there are still some engine changes that needs to be made in order to implement all planned features without workarounds. Please contact me via PM if you're interested.

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Does anyway have an ETA for the next patch?
No ETA yet. Still finishing up screenpack support. And after polishing the lua code remaining source code changes awaits. Although the faster the release, the better, since I'm quite embarrassed of v0.3 lua code.
Title: Re: Ikemen Plus
Post by: OldGamer on January 14, 2018, 06:07:12 am
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the truth is to do a mega tutorial of this I congratulate you for this great job! I do not know how to add the tag add004 also where is the screen resolution and if the openlg is managed? many questions
many questions indeed, but I don't really understand any of them. Ok, this one is clear - add004 will work in the next version and short tutorial how to install it without patching characters will be available.

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K4thos wait so your switching to Ikemen GO ? and then Ikemen Plus Im using now is outdated ?
yes. Unless there are game breaking bugs compared to s-size ikemen (I didn't notice any problems yet) than I don't see a good reason to stick with that version of the engine.

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Im soooooooooo freaking confuse right now man... so I have a question for you.. Will Ikemen GO plus going to be for window 7,8,10 user for the pc ? Will Ikemen GO plus be compatible to for all windows users? because I really do want this baby to be Windows. because this is a very promising software I want to get into. I want to learn so mush about it. can you pretty please tell us from your own words will Ikemen GO plus can run on windows ? will Ikemen Go plus will have a executable ?
errr, why wouldn't it? From GO language wiki:
Quote
Google's Go compiler, "gc", developed as open-source software. It targets various platforms including Linux, OS X, Windows, various BSD and Unix versions, and also (since 2015) mobile devices (including smartphones)
s-size ikemen is windows exclusive. Ikemen GO supports multiple platforms including Windows. In fact only windows executable has been compiled for now. Before release I will try to compile it also for Linux. As for mobile platforms ShinLucho mentioned that he will try to mess with it. From what I've researched there may be a problem with opengl 3.0 support on mobile (https://github.com/golang/go/issues/19777) - I didn't try it yet, so can't say for now.

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also is there going to be a Ikemen GO version 4 ? I have so many question about it
I think there is a bit of misunderstanding here. Neither I, nor Shinlucho, are engine developers. What this topic is about is a project that adds mugen features to ikemen via Lua language (which is a script language that author enabled for screenpack coders). The only changes to engine are minor stuff needed if current functionality is not enough to implement these mugen features. The end goal is to request merging our code with official Ikemen branch. So what we aim to release is fourth version of "ikemen plus" (or in this case first version of "ikemen go plus"), not Ikemen GO version 4 (progressing the engine further is outside the scope of this project, the engine is developed by supersuehiro - last edit made 5 days ago (https://osdn.net/users/supersuehiro/pf/ikemen_go/wiki/FrontPage)).

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What are the benefits of Ikemen GO over the Vanilla?
well, GO language ;D Which allows anyone with programming knowledge to edit the source code directly because it's a well documented language. Other stuff needs to be tested. I wouldn't be surprised if online play will be better here. Above mentioned support for linux is a plus. Some features that I couldn't figure out how to implement in s-size version should be doable now (stuff like communicating between Lua and GO during match etc.)

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I'm decently proficient in coding and have been working with SSZ for a while accordingly while playing with the engine.
That's impressive. I couldn't make sense out of SSZ at all. If you have programming background and have time to study GO language a little, your help would be really appreciated since there are still some engine changes that needs to be made in order to implement all planned features without workarounds. Please contact me via PM if you're interested.

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Does anyway have an ETA for the next patch?
No ETA yet. Still finishing up screenpack support. And after polishing the lua code remaining source code changes awaits. Although the faster the release, the better, since I'm quite embarrassed of v0.3 lua code.
so what your saying is that version 4 as Ikemen Plus version 4 have plan of a window release ?  and its will be run not only for linux but also window too ? because I am gonna be honest the LUA coding not mean for us user that for sure. specially me that I just barely understanding this LUA coding language from version 3. I had my friend BDC who been helping a little bit with some the understanding code because he real programmer and I am just a 57 years old man just starting to understand this UGLY MESS......lmao...I mean NOT GONNA LIE the Coding from LUA language is NOT MEANT FOR OLD MAN LIKE MY SELF....but I think  am getting the hang of thing little by lttle haha.. well all I wanted to know if YOUR VERSION 4 going to be Friendly users for everyone can use it like Elecbyte coded there mugen software and will your version 4 be release soon for windows that all Im asking. Please bare with me here.. just explain to this old man with a simple answer YES OR NO will your version 4 will be release for window and will its have a EXE to launch the program that about it hahahaha.....I want to be part of this too as a Theme screen pack creator. so far I do loved the version 3 but its just take so mush time making a screen pack from scratch is a pain when I have no knowledge of LUA scripting  hehehehe... look Kathos what I done so far with just 4 days.. yeah dude took me 4 freaking days to make a title screen and select screen xD hahah...MAN THIS STUFF IS HARD TO CODE hahaha




Title: Re: Ikemen Plus
Post by: K4thos on January 14, 2018, 06:30:29 am
Quote
just explain to this old man with a simple answer YES OR NO will your version 4 will be release for window and will its have a EXE to launch the program
yes.

-----------

Nice screenpack. As mentioned forget about lua. Code it for mugen (screenpack DEF file) but with FNTv1 fonts - it will work with next version (and every other version that will be released in future). That's the whole point. Sorry if my messages are confusing. English is not my first language.

Btw. Credits for ikemen plus in title screen are not needed – it’s your screenpack, but of course thanks :)
Title: Re: Ikemen Plus
Post by: OldGamer on January 14, 2018, 07:59:04 am
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just explain to this old man with a simple answer YES OR NO will your version 4 will be release for window and will its have a EXE to launch the program
yes.

-----------

Nice screenpack. As mentioned forget about lua. Code it for mugen (screenpack DEF file) but with FNTv1 fonts - it will work with next version (and every other version that will be released in future). That's the whole point. Sorry if my messages are confusing. English is not my first language.

Btw. Credits for ikemen plus in title screen are not needed – it’s your screenpack, but of course thanks :)
k4thos thank you for answering my questions. because I really like the work your are doing and i want to help you out. by me wanting to make a better Ikeman screen-pack for you to replace that mugen screen-pack. you put so mush time into making happen for us creators. you are well diverse credit for the time you been spending for GO language for Ikemen Plus :D

Title: Re: Ikemen Plus
Post by: GaziraAgain on January 15, 2018, 09:48:02 am
I´m interested with this new update, it seems that we have an evolution of the engine, it´s possible add this things?
-64 bits executable.
-Palette select in the character select screen.
-Portraits for stages.
-I see that you include a second portrait for select screen, can you add more portraits for versus and winner screens?
-Actions in the portraits like offsets, blends. etc.
-32bits .png images.
-Continue screen.
-More actions for lifebars animations.
-Posibility to include videos like animations.
Thank you very much and good luck with your project.
Title: Re: Ikemen Plus
Post by: K4thos on January 15, 2018, 07:36:05 pm
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-64 bits executable.
GO compiler is 64-bit only, so the outcome is probably too.
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-Palette select in the character select screen.
maybe in future but this feature has low priority
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-Portraits for stages.
as above
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-I see that you include a second portrait for select screen, can you add more portraits for versus and winner screens?
already implemented
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-32bits .png images.
request it to ikemen author if you're interested. Is there even mugen 1.1 SFF files documentation available? In mugen community probably only VirtuallTek knows how latest SFF files work internally.  Implementing it in engine is far beyond my programming skills either way. But does this even needs to be implemented? According to HUNGRY WOLF 32bit files already works on ikemen.
http://mugenguild.com/forum/topics/ikemen-disscussion-thread-167617.msg2372928.html#msg2372928
http://mugenguild.com/forum/topics/ikemen-opengl-shader-support-181489.msg2377713.html#msg2377713
Please test it yourself or at least provide SFF file that I could check.
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-Continue screen.
already implemented
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-More actions for lifebars animations.
It would require good understanding of source code. I'm not interested in it to spend time analyzing it.
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-Possibility to include videos like animations.
no (unless you can find a video decoder written in GO language that works on windows, linux, mac and mobile at the same time - I'm not interested in writting dedicated code for different platforms)
Title: Re: Ikemen Plus
Post by: GaziraAgain on January 16, 2018, 05:02:23 pm
Thank you! I expect this release.
Title: Re: Ikemen Plus
Post by: -Ash- on January 17, 2018, 05:50:00 pm
Another question, will changing Ikemen Plus to GO language have any performance impact?
Title: Re: Ikemen Plus
Post by: mete122 on January 25, 2018, 08:58:37 pm
I really want choosing beetween modes         
Ryu or Evil Ryu on select screen,will something like that be possible on new Ikemen,if not a upgraded cursor trick would be fine too.
Title: Re: Ikemen Plus
Post by: Memo on January 25, 2018, 10:03:36 pm
I really want choosing beetween modes         
Ryu or Evil Ryu on select screen,will something like that be possible on new Ikemen,if not a upgraded cursor trick would be fine too.

Crusor trick would be your best bet because usually different
char modes are configured with vars and I dont think a select
screen can access that info right away, if not by pal selection
or cursor trick. hey have you played JLA vs SF? Oillusionista
did and awesome job making it happen with the cursor trick.
Title: Re: Ikemen Plus
Post by: Bigruss91 on January 26, 2018, 03:27:52 am
You guys think he could work on online vs mode simul? I made a system that focuses on simul and I can't move p3 or p4.. Even if I set up all the inputs, p3 nor p4 can't be controlled. Even with beximus's system it won't work.
Title: Re: Ikemen Plus
Post by: O Ilusionista on January 26, 2018, 03:33:58 am


Crusor trick would be your best bet because usually different
char modes are configured with vars and I dont think a select
screen can access that info right away, if not by pal selection
or cursor trick. hey have you played JLA vs SF? Oillusionista
did and awesome job making it happen with the cursor trick.
That game was made by Zvitor, not me. I did the cursors trick in my Mega Man Powered Up Remix project, but Zvitor made it even further by adding a pal selection. Basically, it duplicates all characters many times in the select files.
Title: Re: Ikemen Plus
Post by: Memo on January 26, 2018, 05:03:29 am


Crusor trick would be your best bet because usually different
char modes are configured with vars and I dont think a select
screen can access that info right away, if not by pal selection
or cursor trick. hey have you played JLA vs SF? Oillusionista
did and awesome job making it happen with the cursor trick.
That game was made by Zvitor, not me. I did the cursors trick in my Mega Man Powered Up Remix project, but Zvitor made it even further by adding a pal selection. Basically, it duplicates all characters many times in the select files.


Really? Damn I though that was your project my bad
Title: Re: Ikemen Plus
Post by: OldGamer on January 29, 2018, 09:28:42 am
k4tho is Ikemen GO will have open sources code for us Coder and make are own coding for the program ? I want to go even further of learning more about Ikemen GO coding language, and yeah Im not smartest old man in world but I do try to work things our for my kind of taste hehe when come to coding and creating theme for fan made games xD like my self also will the new Ikemen go will be having its own Full Wikis Doc for the program ?? like how elecbyte did for there doc site for mugen ?
Title: Re: Ikemen Plus
Post by: mete122 on January 29, 2018, 10:10:15 pm
A help with this would be appreciated
(https://i.imgur.com/qPzUMJj.png)
(https://i.imgur.com/6oQP21T.png)
Title: Re: Ikemen Plus
Post by: -Ash- on January 31, 2018, 08:22:47 am
D-did he abandoned the thread?
Title: Re: Ikemen Plus
Post by: MALYSZ on February 01, 2018, 04:10:11 pm
What should I choose?
(https://zapodaj.net/images/8db0a37f5fd21.png)
Title: Re: Ikemen Plus
Post by: K4thos on February 01, 2018, 07:05:16 pm
MALYSZ, whatever you choose, your computer won't explode... Please let me know which part of that message is confusing? (other than missing readme file, but I dunno what I could add to it when it comes to SFF conversion with Elecbyte tools). First option - do the conversion, second - skip conversion, third - skip and never mention it again.

btw. next update won't have this warning. Which also means there won't be automatic animations support either, at least for now. Maybe this feature will come back in future if I, or someone else, manage to understand source code enough to implement it natively, without external tools usage.

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A help with this would be appreciated
As mentioned v0.3 is no longer supported, sorry. No bug fixes for it considering new version doesn't even use the same engine (migration from ikemen s-size engine to ikemen GO engine). If the same issue will be there in next update I will look into it, but in such case proper report is required, with detailed explanation how to reproduce it.

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k4tho is Ikemen GO will have open sources code for us Coder and make are own coding for the program ? I want to go even further of learning more about Ikemen GO coding language, and yeah Im not smartest old man in world but I do try to work things our for my kind of taste hehe when come to coding and creating theme for fan made games xD
Ikemen GO already has open sources: https://osdn.net/users/supersuehiro/pf/ikemen_go/wiki/FrontPage
Why would I close the sources when I'm NOT the author of ikemen? It's Suehiro's engine. Ikemen Plus is an addon for it, nothing more. It's the same type of thing as any other code released for ikemen by others (like TheFclass97’s stuff posted in this section).
And no, as mentioned before, next Ikemen Plus will support mugen screenpacks, so you don't need to learn Lua. And you don't need to learn GO.

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like my self also will the new Ikemen go will be having its own Full Wikis Doc for the program ?? like how elecbyte did for there doc site for mugen ?
I'm not planning to spend time on documentation. All you will need to create screenpacks compatible with next Ikemen Plus is knowledge that you can find in already existing mugen screenpack tutorials.

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You guys think he could work on online vs mode simul? I made a system that focuses on simul and I can't move p3 or p4.. Even if I set up all the inputs, p3 nor p4 can't be controlled. Even with beximus's system it won't work.
That has been already fixed locally and will be there in the upcoming update.

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I really want choosing beetween modes         
Ryu or Evil Ryu on select screen,will something like that be possible on new Ikemen,if not a upgraded cursor trick would be fine too.
next version implements screenpack support with aim to correctly interprete mugen DEF code, so old tricks should still work.

Quote
Another question, will changing Ikemen Plus to GO language have any performance impact?
what do you mean by performance impact? Ikemen works at 60FPS. If you mean what are the minimum and recommended system requirements for ikemen go engine than I have no idea.
Title: Re: Ikemen Plus
Post by: mete122 on February 01, 2018, 08:41:37 pm
my computer is fast as hell yet ikemen runs like trash,is there any way you can do sth to improve its performance?,by the way I'm getting error when I try to enter options
Title: Re: Ikemen Plus
Post by: -Ash- on February 01, 2018, 10:02:54 pm
what do you mean by performance impact?
Like if the engine might become heavier than already is, or if the performance will still be the same(or better).
Title: Re: Ikemen Plus
Post by: Nnero149 on February 01, 2018, 10:22:11 pm
I playing the 0.3 for testing a already several weeks( since maybe i want to make a fulll game on it) and anoted some ideias to make this project more unique
-MVS based Console and Arcade mode, since is already has coins on the game, why not a button to add more coins? or a mode that only goes to arcade/online and local versus? with a text  menu too to change configurations

-custom arcade way per a char, or even custom universal way(s), the stage may work like is now, but the storyline uses commands
example 
Spoiler, click to toggle visibilty
-Classic Vanilla Mugen Screenpacks Like system.def
-Some option to start with a custom default(single ,tag ,turns(Number of chars) and simul) when hiding the other options
Title: Re: Ikemen Plus
Post by: K4thos on February 01, 2018, 11:25:37 pm
Quote
-Classic Vanilla Mugen Screenpacks Like system.def
Please read the last 2 pages of this very topic. That's what the next version is all about :( Yes, it supports mugen screenpacks (which means it interprets mugen system.def files).

Quote
-custom arcade way per a char, or even custom universal way(s), the stage may work like is now, but the storyline uses commands
basic conept of your suggestion is already implemented for Arcade Mode - quote from select.def
Quote
; - 1, 2, (...)
 ;   IKEMEN feature: paramname points to the match number in
 ;   arcade mode. paramvalue overwrites character that you would
 ;   face following normal 'order'. paramvalue should match exactly
 ;   the charname text typed after "Insert your characters below"
 ;   line, so it can be either full DEF path or just folder name.
 ;   This functionality introduces simple solution for implementing
 ;   story like arcade mode similar to the one in Street Fighter
 ;   Alpha 3 where characters always face their rivals along the way.
 ;   If you're playing in Team mode than paramvalue character becomes
 ;   opposite team leader, other characters follow normal order.


In above example from SFA3 Mika always faces Karin in 5th battle, Zangief in 9th and Bison in 10th. Same thing can be implemented with above quoted feature. Unique for each character, so more powerfull than order (of course order is still supported).

Dedicated Story mode is planned but I haven't start working on it yet. Not sure if it will allow everything you mentioned. The base goal is recreating Story Mode like in Dragon Ball Extreme Butouden:

In short: full control over who is the player's character, who you will face and in which team mode, extended storymode DEF files support (same as mugen storyboards but with no limitations, auto text rendering, skipping screens with buttons etc.), things like that. If you can link me to detailed explanation of open bor History System maybe I will be interested in implementing it the same way. Any documentation available?

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-Some option to start with a custom default(single ,tag ,turns(Number of chars) and simul) when hiding the other options
Already implemented in next version.

Quote
-MVS based Console and Arcade mode, since is already has coins on the game, why not a button to add more coins? or a mode that only goes to arcade/online and local versus? with a text  menu too to change configurations
I will look into it if I manage to force the engine to read input other than character's buttons from within lua scripts (no success with it yet).

Title: Re: Ikemen Plus
Post by: mete122 on February 01, 2018, 11:33:30 pm
by the way somehow mugen 1.1 sff worked I don't know how much ikemen can handle it.It worked as a add004 portrait,just letting know
Title: Re: Ikemen Plus
Post by: Nnero149 on February 02, 2018, 01:03:04 am

In short: full control over who is the player's character, who you will face and in which team mode, extended storymode DEF files support (same as mugen storyboards but with no limitations, auto text rendering, skipping screens with buttons etc.), things like that. If you can link me to detailed explanation of open bor History System maybe I will be interested in implementing it the same way. Any documentation available?


https://www.youtube.com/watch?v=uaOVaJZmIxU
https://www.youtube.com/watch?v=roP44FXZwz4

The ideia on the custom way become from dbz budokai 3, each char has a diferrent way and events.
 I now, is most like A Mortal Kombat cinematic mode ideia for a unique char. Maybe is no need to be implement now, like the main history like mk to

edit:
The console/Arcade mode from Mvs is to do possible like make a arcade mugen build(or a tekken 7 machine that you play a online arcade machine lol) or a console mugen build.
Title: Re: Ikemen Plus
Post by: K4thos on February 02, 2018, 09:42:39 pm
Good news, I've just managed to understand glfw code that handles key inputs in the engine, so a lot of new possibilities opens up:
- option screen input menu like in mugen (button change via button press instead of typing)
- all input data that previously needed to be typed in external window will now work from within main ikemen window (IP address, etc.),
- thanks to above fullscreen mode will now work in a sane way (no need to minimalize window to type something),
- there will be F1 button support in main menu that displays message like in mugen,
- screenshots,
- I'm planning to add a simle menu for network play where you can type user nicks associated with particular IP addresses, already typed ones will be remembered and selectable from the menu.

Quote
The console/Arcade mode from Mvs is to do possible like make a arcade mugen build(or a tekken 7 machine that you play a online arcade machine lol) or a console mugen build.
Not sure what you mean :( If you're asking if it's possible to set Ikemen as a true Arcade machine with coins than the answer is yes. Thanks to above mentioned input read you can set it up the same way as emulators (coin door microswitch wired to button responsible for adding coins or some software solution). If there is demand for such feature we could even add something like "Arcade Machine" parameter for screenpack DEF file that automatically converts ikemen into arcade cabinet mode (no player’s input read until there is at least 1 coin).
Title: Re: Ikemen Plus
Post by: Nnero149 on February 02, 2018, 10:57:16 pm

Not sure what you mean :( If you're asking if it's possible to set Ikemen as a true Arcade machine with coins than the answer is yes. Thanks to above mentioned input read you can set it up the same way as emulators (coin door microswitch wired to button responsible for adding coins or some software solution). If there is demand for such feature we could even add something like "Arcade Machine" parameter for screenpack DEF file that automatically converts ikemen into arcade cabinet mode (no player’s input read until there is at least 1 coin).
Yes, that the ideia,and with a test menu to work linke options and record play data(coins added,number of char selected etc)

Title: Re: Ikemen Plus
Post by: Koopa901 on February 03, 2018, 10:47:27 pm
How can i shut off the A.I. and have the 3v3 feature, I watched FClass tut but things looks alot different here compare to the old ikemen set up.
Title: Re: Ikemen Plus
Post by: Ray_RM on February 04, 2018, 10:30:28 pm
Is there a possibility about building a server support for the IKEMEN GO Project? 'Cause it would be great if we had this kind of stuff instead of playing with applications like "HAMACHI", you know? Throught the VPN's and stuffs like that... 'cause that's sometimes a bit painful when you wanna play with your friends, build a game and share it with the community...
Title: Re: Ikemen Plus
Post by: K4thos on February 05, 2018, 01:27:00 am
Quote
How can i shut off the A.I. and have the 3v3 feature, I watched FClass tut but things looks alot different here compare to the old ikemen set up.
Just wait for new version. I'm not going back to v0.3. Problem with tag is known and already fixed locally.

Quote
Is there a possibility about building a server support for the IKEMEN GO Project? 'Cause it would be great if we had this kind of stuff instead of playing with applications like "HAMACHI", you know? Throught the VPN's and stuffs like that... 'cause that's sometimes a bit painful when you wanna play with your friends, build a game and share it with the community...
I don't know much about networking and I'm extremely novice when it comes to GO language, so don't count on me. But to answer your question - yes, I'm pretty sure that if you find actual GO programmer he/she could easily add server support to ikemen GO source code. There are also whole lobby systems available, so it shouldn't be a huge task: https://golanglibs.com/?q=lobby
If ikemen author or someone else will commit feature like this in future we will add support for it to Ikemen Plus interface.
Title: Re: Ikemen Plus
Post by: Ruler on February 06, 2018, 11:01:23 am
Is there an ETA for the next release with the GO Engine? I can start looking into lobbying systems to work with GO once that's out, since it'll help with the Simul P3/P4 functionality.
Title: Re: Ikemen Plus
Post by: Ray_RM on February 06, 2018, 08:07:16 pm
Is there an ETA for the next release with the GO Engine? I can start looking into lobbying systems to work with GO once that's out, since it'll help with the Simul P3/P4 functionality.

what do you mean "...lobbying systems"? and as you mentioned it, what would we need to maintain a server? or build one?
Title: Re: Ikemen Plus
Post by: Ruler on February 06, 2018, 08:19:54 pm
There's a number of ways to go about it. Currently Ikemen does not use servers, but rather peer to peer. A very base lobby still using P2P would not be 'searchable', per se, but instead of the current scenario where P2 enters in the the Host's IP address and instantly connects to a Vs Mode, they would instead join the Host's Lobby, allowing the game to be started at the Host's desire. This can allow: A. More than 2 people to connect in P2P by not shutting out the connecting after P2 joins and B. The option to access more than just the Vs gamemode, for instead 2 player Simul Arcade.
Title: Re: Ikemen Plus
Post by: Ray_RM on February 06, 2018, 08:26:20 pm
Now I got it, more players waiting in the lobby, but still using a per p2p connection, right?
But what would be necessary to expand it to a lobby but not using p2p connection?
Title: Re: Ikemen Plus
Post by: K4thos on February 08, 2018, 04:55:23 pm
Quote
Is there an ETA for the next release with the GO Engine? I can start looking into lobbying systems to work with GO once that's out, since it'll help with the Simul P3/P4 functionality.

@Ruler: it's not ready for release but current wip build is avilable in my experimental branch:
https://github.com/K4thos/Ikemen-GO-Plus/tree/K4-experimental
edit: use this link since github automatically deletes EXE file: https://www.dropbox.com/s/ml5w1aigp54ajl0/Ikemen-GO-Plus.zip?dl=1
System requirments: http://mugenguild.com/forum/msg.2394352

Some people asked about performance - check yourself and let us know.
As for the screenpack support currently we are at Winmugen compatibility level (no FNTv2 and no localcoord for now). Here are some winmugen screenpacks that I’ve used during development to test if the code is accurate: https://www.dropbox.com/s/auux1lot75ont51/winmugen%20screenpacks.7z?dl=1
Other winmugen screenpacks should work too although I haven't test them.

The screenpack installation is the same as in mugen - just extract folder to "data" directory and reference correct location of DEF file inside config.json (instead of mugen.cfg)
Example:
To use broken mugen screenpack move "brokenMUGEN" directory to data and change this line in data/config.json:
Code:
"Motif":"data/system.def"
into this:
Code:
"Motif":"data/brokenMUGEN/def/system56.def"
Some screenpacks may require different installation path (if author didn't care for Elecbyte recommendation files paths may refer for example directly to data directory and require overwriting default screenpack - just fallow the screenpack readme file provided by author to know how to install it correctly).

One important thing - do NOT overwrite default "font/f-6x9.fnt" and "font/f-4x6.fnt" files even if screenpack comes with them included and requires copying files into font directory.

--------------

This build isn't stable and may contain bugs and incomplete features. List of features planned but not implemented yet is in the @wip directory. How to use add004 tag system is explained in @add004 directory. If the program crashes you can find a log in 'debug/log.txt' file.
Title: Re: Ikemen Plus
Post by: IkuTronHD on February 08, 2018, 11:47:49 pm
Quote
Is there an ETA for the next release with the GO Engine? I can start looking into lobbying systems to work with GO once that's out, since it'll help with the Simul P3/P4 functionality.

@Ruler: it's not ready for release but current wip build is avilable in my experimental branch: https://github.com/K4thos/Ikemen-GO-Plus/tree/K4-experimental
Some people asked about performance - check yourself and let us know.
As for the screenpack support currently we are at Winmugen compatibility level (no FNTv2 and no localcoord for now). Here are some winmugen screenpacks that I’ve used during development to test if the code is accurate: https://www.dropbox.com/s/auux1lot75ont51/winmugen%20screenpacks.7z?dl=1
Other winmugen screenpacks should work too although I haven't test them.

The screenpack installation is the same as in mugen - just extract folder to "data" directory and reference correct location of DEF file inside config.json (instead of mugen.cfg)
Example:
To use broken mugen screenpack move "brokenMUGEN" directory to data and change this line in data/config.json:
Code:
"Motif":"data/system.def"
into this:
Code:
"Motif":"data/brokenMUGEN/def/system56.def"
Some screenpacks may require different installation path (if author didn't care for Elecbyte recommendation files paths may refer for example directly to data directory and require overwriting default screenpack - just fallow the screenpack readme file provided by author to know how to install it correctly).

One important thing - do NOT overwrite default "font/f-6x9.fnt" and "font/f-4x6.fnt" files even if screenpack comes with them included and requires copying files into font directory.

--------------

This build isn't stable and may contain bugs and incomplete features. List of features planned but not implemented yet is in the @wip directory. How to use add004 tag system is explained in @add004 directory. If the program crashes you can find a log in 'debug/log.txt' file.

Em no works build.bat  :(
Title: Re: Ikemen Plus
Post by: Bejeeta on February 09, 2018, 12:00:11 am
Yes build doesnt start.
Title: Re: Ikemen Plus
Post by: K4thos on February 09, 2018, 12:31:35 am
Quote
Em no works build.bat  :(
you should NOT use any of the BAT and SH files. Those are for source code developers and require Go compiler to work (build - compiles ikemen go source code, get - downloads external packages used by the engine, run - compiles source on the fly and starts it, without creating executable).

Ikemen is started via Ikemen_GO.exe.

If it doesn't work probably your computer is too old to run it (opengl is required, probably also 64-bit system since the compiler is 64-bit). Also check what "debug/log.txt" says.

edit: see my next post
Title: Re: Ikemen Plus
Post by: Ruler on February 09, 2018, 12:46:42 am
Quote
Em no works build.bat  :(
you should NOT use any of the BAT and SH files. Those are for source code developers and require Go compiler to work (build - compiles ikemen go source code, get - downloads external packages used by the engine, run - compiles source on the fly and starts it, without creating executable).

Ikemen is started via Ikemen.exe.

If it doesn't work probably your computer is too old to run it (opengl is required, probably also 64-bit system since the compiler is 64-bit). Also check what "debug/log.txt" says.

Ah, I think they are confused because of the download from the branch. It doesn't contain the ikemen by default in the root folder so they're probably just running the first executable they see, aka the .bat instead of properly importing the files.
Title: Re: Ikemen Plus
Post by: K4thos on February 09, 2018, 01:26:10 am
Quote
Ah, I think they are confused because of the download from the branch. It doesn't contain the ikemen by default in the root folder so they're probably just running the first executable they see, aka the .bat instead of properly importing the files.
sorry, my bad, it looks like Github didn't commit Ikemen_go.exe at all for some reason. Here is a package with exe:

https://www.dropbox.com/s/ml5w1aigp54ajl0/Ikemen-GO-Plus.zip?dl=1

As mentioned, this build isn't stable and may contain bugs and incomplete features.
Title: Re: Ikemen Plus
Post by: Ruler on February 09, 2018, 01:30:37 am
sorry, my bad, it looks like Github didn't commit Ikemen_go.exe at all for some reason. Here is a package with exe:

https://www.dropbox.com/s/1uzx8fwva8zlb0z/Ikemen-GO-Plus.zip?dl=1

As mentioned, this build isn't stable and may contain bugs and incomplete features. List of features planned but not implemented yet is in the @wip directory.

Don't fret it boss. I got work soon but once I'm home I'll make a full benchmark for the GO variant of the engine and everything. I would recommend that you put the mp3 compatibility on the backburner if you haven't already, because honestly no real games use lossy audio format in them and converting from mp3 to ogg results in a smaller filesize overall without a loss of quality anyway. Of course, it's entirely your prerogative on what you wish to tackle and in what order.
Title: Re: Ikemen Plus
Post by: IkuTronHD on February 09, 2018, 01:39:11 am
Oh,wait the new version is for 64 bits computers?

This is bad for me sorry :P
Title: Re: Ikemen Plus
Post by: -Ash- on February 09, 2018, 01:53:33 am
(http://oi65.tinypic.com/5kgeo8.jpg)

Got this error.
Title: Re: Ikemen Plus
Post by: K4thos on February 09, 2018, 02:09:26 am
Ash, maybe try installing OpenAL 1.1 Windows Installer (https://www.openal.org/downloads/) (no idea if it's needed but ikemen uses openal for sound in source code).

Ikemen GO system requirements that I know about:
- GPU with decent OpenGL support (pretty much anything from the last 10 years should work, some older graphic cards may require drivers update),
- 64-bit system (not sure if there is 32-bit windows GO compiler available - if someone will send me a link to it, we could provide additional exe).
Title: Re: Ikemen Plus
Post by: IkuTronHD on February 09, 2018, 02:16:48 am
Ash, maybe try installing OpenAL 1.1 Windows Installer (https://www.openal.org/downloads/) (no idea if it's needed but ikemen uses openal for sound in source code).

Ikemen GO system requirements that I know about:
- GPU with decent OpenGL support (pretty much anything from the last 10 years should work, some older graphic cards may require drivers update),
- 64-bit system (not sure if there is 32-bit windows GO compiler available - if yes, we could provide additional exe).


Ok I do not think the problem comes from the drivers, why do I know?
Because basically I turn off OpenGL in Ikemen Plus and I'm doing fine.
Title: Re: Ikemen Plus
Post by: -Ash- on February 09, 2018, 02:27:53 am
- GPU with decent OpenGL support (pretty much anything from the last 10 years should work, some older graphic cards may require drivers update)
Wait, so you're saying that Ikemen GO Plus is OpenGL only!? The link you gave me worked btw, but I'm still getting black screen due to OpenGL.
Title: Re: Ikemen Plus
Post by: K4thos on February 09, 2018, 02:33:07 am
Quote
Wait, so you're saying that Ikemen GO Plus is OpenGL only!? The link you gave me worked btw, but I'm still getting black screen due to OpenGL.
yes, opengl only. There is no alternative renderer available in Ikemen GO engine like there was in Ikemen S-SIZE.
Title: Re: Ikemen Plus
Post by: -Ash- on February 09, 2018, 02:39:13 am
I'm soooooo sad man.  :'(

I guess I'm still tied to Mugen 1.0 for undetermined time.
Title: Re: Ikemen Plus
Post by: adriano gt on February 09, 2018, 10:25:57 am
I'm going to test this new version
but, my interest is in the features of mugen1.1 .... localcoord, fntv2, sffv2
anyway, thanks for posting this new work.
Title: Re: Ikemen Plus
Post by: mete122 on February 10, 2018, 10:36:13 am
performance is way better compared to previous one.
Title: Re: Ikemen Plus
Post by: Ruler on February 10, 2018, 01:40:08 pm
Noticing a bit of a disjoint in the options menu...input changes aren't being saved, even after the mandatory message to restart the program. I'm gonna look into that more, but that's rather interesting to note. The sound driver required has a web page that just lose its license so such users may end up scared by that until it gets fixed.
Title: Re: Ikemen Plus
Post by: mete122 on February 10, 2018, 01:55:07 pm
its really similar to mugen,sometimes I'm getting no error and engine just closes itself
Title: Re: Ikemen Plus
Post by: K4thos on February 10, 2018, 02:13:40 pm
Quote
its really similar to mugen,sometimes I'm getting no error and engine just closes itself
"debug/log.txt", that's where error is printed. It's mentioned in "@wip" directory that I don't know how to print errors to new window yet (they are printed to console by default but I've disabled it via -ldflags -H=windowsgui in build.bat).

Quote
Noticing a bit of a disjoint in the options menu...input changes aren't being saved, even after the mandatory message to restart the program.
bug in script/options.lua. Change this line:
Code:
t[item].vardisplay = key
to this:
Code:
t[item].vardisplay = key
if controller == -1 then
config.KeyConfig[playerNo].Buttons[item] = key
else
config._comment.KeyConfig[playerNo].Buttons[item] = key
end
I'm not uploading new version yet since I think I will make more changes to this script. Just like in mugen, you can't have the same button set to 2 different commands, so the input screen should let the player know if that happens. Probably the best way is displaying both player 1 and player 2 inputs on the same screen, so that it's visible which keys needs to be assigned and which inputs are already assigned to something else.

Also I think joypad inputs are not automatically detactable yet since glfw has dedicated function for controllers. I will add this feature once I will be able to make my Dualshock 3 work with the damn PC, so that I can test it properly.

Quote
I'm gonna look into that more, but that's rather interesting to note.
When it comes to bugs in lua code please post them here. Most likely I can fix them in a minute, so no point trying to find the issue on your own. Can't say the same thing about source code though, I'm absolutely bad when it comes to understanding more complicated parts of Go code.

Quote
The sound driver required has a web page that just lose its license so such users may end up scared by that until it gets fixed.
Current sound implementation in ikemen seems a bit weird to me with the ducking effect (https://en.wikipedia.org/wiki/Ducking) all over the place enabled by default. If you're going to mess with it please take a look if this can be disabled for sndPlay function.
Title: Re: Ikemen Plus
Post by: mete122 on February 10, 2018, 04:50:07 pm
.\script\storyboard.lua:147: attempt to index a non-table object(nil)
stack traceback:
   .\script\storyboard.lua:147: in function 'f_parse'
   .\script\storyboard.lua:538: in function 'f_storyboard'
   script/main.lua:1415: in function 'f_mainMenu'
   script/main.lua:2009: in main chunk
   [G]: ?
Title: Re: Ikemen Plus
Post by: K4thos on February 10, 2018, 05:06:39 pm
mete122, upload whole screenpack that you're trying to run, if it's not the default one or one of the screenpacks uploaded in this post (http://mugenguild.com/forum/msg.2394297). It crashes on one of the storyboards. No idea which one, since you didn't mention when it happened.

In future please try to post proper bug reports. Which means always link or upload problematic content. And add detailed information how to reproduce the issue (it's almost impossible that something crashes randomly - if it happened once it will happen again, if you do the exact same thing.)
Title: Re: Ikemen Plus
Post by: mete122 on February 10, 2018, 06:42:46 pm
I Fixed it
Title: Re: Ikemen Plus
Post by: OldGamer on February 10, 2018, 06:55:08 pm
Hey k4thos when I try to run the build.bat I get the error seen in the screenshot. I installed the openal sdk. Do you know what causes this issue? The exe is running correctly.
(https://i.imgur.com/Z9ijL56.png)
Title: Re: Ikemen Plus
Post by: K4thos on February 10, 2018, 06:58:16 pm
OldGamer, http://mugenguild.com/forum/msg.2394338
Title: Re: Ikemen Plus
Post by: mete122 on February 10, 2018, 07:01:41 pm
Can we have Vselect support?
Title: Re: Ikemen Plus
Post by: K4thos on February 10, 2018, 07:05:43 pm
what is Vselect?
Title: Re: Ikemen Plus
Post by: OldGamer on February 10, 2018, 07:06:43 pm
OldGamer, http://mugenguild.com/forum/msg.2394338
I have the google go compiler installed https://golang.org/ as you can see in the screenshot it goes wrong with the openal package used in the code.

Title: Re: Ikemen Plus
Post by: K4thos on February 10, 2018, 07:14:57 pm
Quote
I have the google go compiler installed https://golang.org/ as you can see in the screenshot it goes wrong with the openal package used in the code.
Some file in that openal package requires manual edit when compiled on windows but I don't remember which one (ShinLucho found a solution weeks ago, so you can ask him).
Title: Re: Ikemen Plus
Post by: mete122 on February 10, 2018, 07:28:47 pm
http://mugen.wikia.com/wiki/VSelect
Title: Re: Ikemen Plus
Post by: K4thos on February 10, 2018, 07:42:12 pm
mete122, Ikemen Plus interprets select.def the same way as mugen (just takes into account additional optional parameters) and uses exact same screenpacks, so I don't see why not. But why you're asking me about it and not vselect author? It's not open source software. If you're asking if I'm going to write the same app from scratch than the answer is no.
Title: Re: Ikemen Plus
Post by: OldGamer on February 11, 2018, 04:02:55 pm
mete122, Ikemen Plus interprets select.def the same way as mugen (just takes into account additional optional parameters) and uses exact same screenpacks, so I don't see why not. But why you're asking me about it and not vselect author? It's not open source software. If you're asking if I'm going to write the same app from scratch than the answer is no.



K4thos I follow your guide on how to install the winmugen version of BrokenMugen for ikemen  go  and give me an error launch

here the debug log error
runtime error: index out of range
goroutine 1 [running, locked to thread]:
github.com/yuin/gopher-lua.(*LState).PCall.func1(0xc0420481e0, 0x85e878, 0xc043699cd8, 0x0, 0x0, 0x0)
   D:/work/Ikemen-GO-Plus/go/src/github.com/yuin/gopher-lua/state.go:1631 +0x7bc
panic(0x7ebc20, 0xa3a300)
   D:/Go/src/runtime/panic.go:491 +0x291
main.(*Sprite).SetPxl.func1()
   D:/work/Ikemen-GO-Plus/src/image.go:502 +0x18d
main.(*System).runMainThreadTask(0xa40ac0)
   D:/work/Ikemen-GO-Plus/src/system.go:287 +0x30
main.(*System).await(0xa40ac0, 0x3c, 0x0)
   D:/work/Ikemen-GO-Plus/src/system.go:297 +0x42
main.(*System).update(0xa40ac0, 0x3)
   D:/work/Ikemen-GO-Plus/src/system.go:337 +0x93
main.systemScriptInit.func44(0xc0420481e0, 0x0)
   D:/work/Ikemen-GO-Plus/src/script.go:600 +0x51
github.com/yuin/gopher-lua.callGFunction(0xc0420481e0, 0x0, 0xc043205601)
   D:/work/Ikemen-GO-Plus/go/src/github.com/yuin/gopher-lua/vm.go:123 +0x47
github.com/yuin/gopher-lua.init.2.func26(0xc0420481e0, 0x7c240201, 0xc042154000, 0x0)
   D:/work/Ikemen-GO-Plus/go/src/github.com/yuin/gopher-lua/vm.go:704 +0x443
github.com/yuin/gopher-lua.mainLoop(0xc0420481e0, 0xc042154000)
   D:/work/Ikemen-GO-Plus/go/src/github.com/yuin/gopher-lua/vm.go:31 +0xe8
github.com/yuin/gopher-lua.(*LState).callR(0xc0420481e0, 0x0, 0xffffffffffffffff, 0x0)
   D:/work/Ikemen-GO-Plus/go/src/github.com/yuin/gopher-lua/state.go:876 +0x27f
github.com/yuin/gopher-lua.(*LState).Call(0xc0420481e0, 0x0, 0xffffffffffffffff)
   D:/work/Ikemen-GO-Plus/go/src/github.com/yuin/gopher-lua/state.go:1610 +0x4f
github.com/yuin/gopher-lua.(*LState).PCall(0xc0420481e0, 0x0, 0xffffffffffffffff, 0x0, 0xa22640, 0xc0422b68c0)
   D:/work/Ikemen-GO-Plus/go/src/github.com/yuin/gopher-lua/state.go:1673 +0x105
github.com/yuin/gopher-lua.(*LState).DoFile(0xc0420481e0, 0xc0420085d0, 0xf, 0xa22c00, 0xc04205c840)
   D:/work/Ikemen-GO-Plus/go/src/github.com/yuin/gopher-lua/auxlib.go:394 +0xd3
main.main()
   D:/work/Ikemen-GO-Plus/src/main.go:177 +0x1028

stack traceback:
   [G]: in function 'refresh'
   script/main.lua:869: in main chunk
   [G]: ?
Title: Re: Ikemen Plus
Post by: K4thos on February 11, 2018, 05:47:50 pm
OldGamer, let me guess, you either used version of the screenpack not uploaded by myself or changed font4 back to "data/brokenMUGEN/fnt/survival.fnt", is that right? If this is the case than it's unrelated to Ikemen Plus and is some kind of incompatibility issue with that particular font and the engine. For this reason I've commented out that font in the brokenMUGEN version I've uploaded.

btw. I've spent an hour trying to reproduce this issue only because you didn't post exactly what led to the problem or send a link to the problematic content. Bug reports without detailed steps how to reproduce them will be ignored from now on. Please always fallow bug reporting guidance posted many times in this topic.
Title: Re: Ikemen Plus
Post by: OldGamer on February 11, 2018, 08:08:26 pm
OldGamer, let me guess, you either used version of the screenpack not uploaded by myself or changed font4 back to "data/brokenMUGEN/fnt/survival.fnt", is that right? If this is the case than it's unrelated to Ikemen Plus and is some kind of incompatibility issue with that particular font and the engine. For this reason I've commented out that font in the brokenMUGEN version I've uploaded.

btw. I've spent an hour trying to reproduce this issue only because you didn't post exactly what led to the problem or send a link to the problematic content. Bug reports without detailed steps how to reproduce them will be ignored from now on. Please always fallow bug reporting guidance posted many times in this topic.
Well you indicated that other screenpack should work. "Other winmugen screenpacks should work too although I haven't test them." So I followed your guide and tried it with original broken mugen, mugen jets default and several others. That is why I wondered if you seen the error taken from the 'debug\log.txt' and could help figure out what the problem is.

Title: Re: Ikemen Plus
Post by: K4thos on February 11, 2018, 09:19:10 pm
Quote
That is why I wondered if you seen the error taken from the 'debug\log.txt' and could help figure out what the problem is.
this particular error comes directly from engine instead of lua, so unfortunately it isn’t as informative for me (although it could be useful for ikemen author since it refers to lines in source code).

Quote
So I followed your guide and tried it with original broken mugen, mugen jets default and several others.
Link to screenpack (no, "mugen jets" or "several others" is not enough, even brokenMugen has 5 different versions, so links are always needed) + description at which point it crashed (if right at the beginning just link is enough). There may be more problems in the lua code, unrelated to engine compatibility with fonts, so I’m interested in testing each of these screenpacks. The more information about problematic fonts is useful too since maybe we will be able to figure out what exactly in those fonts crashes the engine, especially if it's a widespread issue.

btw. if you see the exact same error again and want to save me some time try to disable fonts one by one and post here which one was problematic.

My previous post didn't mean to discourage bug reports - they are always welcome. Let's just do it in organized way (with links and repro steps (https://blogs.msdn.microsoft.com/scottos/2008/08/22/the-value-of-repro-steps-and-why-you-should-care/)).
Title: Re: Ikemen Plus
Post by: K4thos on February 12, 2018, 03:21:12 am
I've analyzed ikemen source code some more and it looks like the problem with that brokenMugen survival font is related to last character in font map which uses negative value for width. During font data creation ikemen converts font map values type int32 to uint16 via this function in common.go:
Code:
func I32ToU16(i32 int32) uint16 {
if i32 < 0 {
return 0
}
if i32 > int32(^uint16(0)) {
return ^uint16(0)
}
return uint16(i32)
}
which makes letter "<" width in that font set to 0. According to this post (https://stackoverflow.com/questions/36144675/how-to-convert-int-int64-into-uint16-in-golang) before the conversion number can't be negative. It's true since when I tested it int32 = -100 has been converted to uint16 = 65436 after removing that "return 0" part. I'm afraid my programming knowledge is not enough to fix the source code myself.

@Ruler any ideas how to deal with it? (other than modifying font since according to OldGamer this is widespread problem in other screenpacks)
Title: Re: Ikemen Plus
Post by: Ruler on February 12, 2018, 03:45:23 am
Ah, looks like we're gonna need a global compatibility fix then. I've got an idea, but I have work in 15 minutes. When I get home after work I'll see what I can do!
Title: Re: Ikemen Plus
Post by: K4thos on February 12, 2018, 04:18:26 am
Quote
Ah, looks like we're gonna need a global compatibility fix then. I've got an idea, but I have work in 15 minutes. When I get home after work I'll see what I can do!
:yippi:

----

@OldGamer, even if this problem will be fixed, when it comes to brokenMugen it's still worth to use the version I've uploaded because the original screenpack uses trick to display game mode titles in main menu:
Quote
menu.itemname.arcade       = "A"
menu.itemname.versus       = "V"
menu.itemname.teamarcade    = "T A"
menu.itemname.teamversus    = "T V"
menu.itemname.teamcoop       = "T C"
menu.itemname.survival       = "S"
menu.itemname.survivalcoop    = "S C"
menu.itemname.training       = "R"
menu.itemname.watch       = "W"
menu.itemname.options       = "O"
menu.itemname.exit       = "E"
As you can see it assigns whole words using font file based on a single letter. While it works perfectly fine in Ikemen Plus too for old modes the problematic fact is that we're using more game modes which brokenMugen font doesn't expect. For example new "menu.itemname.netplay" parameter with default value "NETWORK" (default value is used if new parameter is not present in DEF file) will display like this due to letter used:
(https://i.imgur.com/YanyTwP.png)
To fix it I've converted mode.fnt font into normal font with all letters.
Title: Re: Ikemen Plus
Post by: Ruler on February 12, 2018, 11:34:39 am
Alright boss, haven't QUITE tested this properly since I'm sleep deprived BUT:

Code:
func I32ToU16(i32 int32) uint16 {
if i32 < 0 {
var i int
                i = i32
                u := uint16(i)
                foo(uint16(i))
                return i
}
if i32 > int32(^uint16(0)) {
return ^uint16(0)
}
return uint16(i32)
}

Code formatting on this site is a biiit wonky. Anyway, this function creates a new variable for this just called 'i' that has the value of the font, only activated if value is negative naturally. After converting it to a proper uint16 format, it'll be returned in this case that SHOULDN'T result in any errors? Let me know if this fails, I'll scour for some fnt in that format and run a number through until I find a process that will handle all issues of this type.
Title: Re: Ikemen Plus
Post by: RodKnee on February 14, 2018, 05:55:55 am
Is there any way for it to not be in open gl
Title: Re: Ikemen Plus
Post by: Memo on February 14, 2018, 06:21:45 am
Is there any way for it to not be in open gl


Go back a page and you'll find your answer

Quote
Wait, so you're saying that Ikemen GO Plus is OpenGL only!? The link you gave me worked btw, but I'm still getting black screen due to OpenGL.
yes, opengl only. There is no alternative renderer available in Ikemen GO engine like there was in Ikemen S-SIZE.

Title: Re: Ikemen Plus
Post by: Yamori X on February 14, 2018, 06:31:08 am
It seems using P pauses the game. Is this gonna be temporary? It conflicts with my usual key setup. Also, quite a few keys I use didn't seem to work when I set them myself, like Apostrophe and any of the top row of numbers. These did work in Ikemen vanilla.
Title: Re: Ikemen Plus
Post by: RodKnee on February 15, 2018, 04:51:50 am
Should "ikemen plus go" to a new topic???
Title: Re: Ikemen Plus
Post by: Memo on February 15, 2018, 07:54:46 am
It seems using P pauses the game. Is this gonna be temporary? It conflicts with my usual key setup. Also, quite a few keys I use didn't seem to work when I set them myself, like Apostrophe and any of the top row of numbers. These did work in Ikemen vanilla.

He added 2 new keys to the control if that helps, I haven't touched
it but Its posted 2 or 3 pages back.  So there's 9 buttons now instead
of just 7.
Title: Re: Ikemen Plus
Post by: K4thos on February 15, 2018, 09:27:37 am
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It seems using P pauses the game. Is this gonna be temporary? It conflicts with my usual key setup.
Pause and pause skip frame will be remapped to PAUSE and SCRLK buttons in next build (same keys as in mugen) instead of P and Enter.

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Also, quite a few keys I use didn't seem to work when I set them myself, like Apostrophe and any of the top row of numbers. These did work in Ikemen vanilla.
This sounds like conflict between buttons for P1 and P2 characters - like in mugen if you set the same key for 2 different buttons than the combination no longer works. In next build option screen input config will display both Player1 and Player2 side at the same screen and highlight conflicts between buttons, so there won't be a chance for mistakes. Also, as Memo mentioned, you must take into account 2 more buttons per player that needs to have unique assignment.

If this is not the case and some buttons still won't work I will take a look what's up.

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Alright boss, haven't QUITE tested this properly since I'm sleep deprived BUT:
unfortunately doesn't work (type mismatch). I think the only way to solve it would be changing value types in font.go, but that brings issues in other places since sprite size uint16 values are referenced in other parts of Go code. Let me know if you will be able to fix it. If no I will add it to "missing features.txt" as something that needs external help from the ikemen author.

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Should "ikemen plus go" to a new topic???
maybe, since a lot of information here is outdated but on the other hand as soon as Ikemen Go Plus receives stable release Ikemen Plus repository for S-Size ikemen will be deleted (because that code is no longer supported and overall is a mess – even though new build is unstable the lua code is far more polished compared to old one). With only 1 project going forward there won't be confusion, so I think we can still use this topic.

------------

btw. there is a bug that crashes ikemen if storyboard reference animation that doesn't exist within def file (crash happens only when storyboard is played more than once - present in brokenMugen intro and gameover storyboards). It's fixed locally (if we can even call it a fix considering it's a bug in DEF file, but since mugen ignores it Ikemen Plus will ignore it too), so no need to report it.
Title: Re: Ikemen Plus
Post by: RodKnee on February 17, 2018, 05:57:55 am
I wanted to ask how you turned the txt yellow ive been trying to make a sp and have some issues.
Title: Re: Ikemen Plus
Post by: Memo on February 17, 2018, 09:04:01 am
I wanted to ask how you turned the txt yellow ive been trying to make a sp and have some issues.


Whoever made the broken mugen screenpack
probably just colored them yellow with PhotoShop
or gimp or FF in the palette editor
Title: Re: Ikemen Plus
Post by: Yamori X on February 17, 2018, 10:13:54 am
He's likely referring to the default MUGEN screenpack this came with, as the highlighted options turn yellow.
Title: Re: Ikemen Plus
Post by: mete122 on February 17, 2018, 11:01:14 am
Tried                 
Infinity Screen Pack, 2006 by Eternaga
Online text isn't appering,Can I have a help with this
Title: Re: Ikemen Plus
Post by: -Ash- on February 17, 2018, 11:28:45 am
Is there a way to enable an older version of OpenGL on the engine?
Title: Re: Ikemen Plus
Post by: K4thos on February 17, 2018, 03:46:12 pm
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Tried                 
Infinity Screen Pack, 2006 by Eternaga
Online text isn't appering,Can I have a help with this
you're still ignoring (http://mugenguild.com/forum/msg.2394516) my request to post link to problematic content. I won't look all over the internet to find something (only to find out that you use different version). Please post a link.

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Is there a way to enable an older version of OpenGL on the engine?
it's outside scope of this project. (but should be possible if older opengl package is available for golang and you find someone to add it)

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He's likely referring to the default MUGEN screenpack this came with, as the highlighted options turn yellow.
if this is the case than I'd suggest reading mugen screenpack tutorials (http://mugenguild.com/forum/msg.2323833). Nothing is changed when it comes to how ikemen interpets fonts (bank value - second in DEF font parameter - is used to set different colors). When it comes to new DEF parameters added by ikemen they will be added to default screenpack DEF file in future. (screenpack works without them because when parameter is not present ikemen uses default values)
Title: Re: Ikemen Plus
Post by: HexiouM64 on February 19, 2018, 02:41:52 am
With IKEMEN volume goes down after a loud sound, Is this fixed in "IKEMEN Go"?

EDIT: Yep, it still does that.
Title: Re: Ikemen Plus
Post by: K4thos on February 19, 2018, 11:39:34 am
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With IKEMEN volume goes down after a loud sound, Is this fixed in "IKEMEN Go"?
It's called ducking effect: https://en.wikipedia.org/wiki/Ducking
I don't like it too. Here is an issue opened for sound related problems in current build: https://github.com/K4thos/Ikemen-GO-Plus/issues/1
Title: Re: Ikemen Plus
Post by: mete122 on February 23, 2018, 04:05:26 pm
here is screenpack I tried https://1drv.ms/u/s!AispdDQgkFaakhYKUhDroDN52ayf

Online Mode aint appearing
Title: Re: Ikemen Plus
Post by: K4thos on February 23, 2018, 08:49:05 pm
here is screenpack I tried https://1drv.ms/u/s!AispdDQgkFaakhYKUhDroDN52ayf

Online Mode aint appearing
without even testing (this is not a complete screenpack), here is quote from the DEF file you uploaded:
Code:
menu.itemname.arcade = "A"
menu.itemname.versus = "B"
menu.itemname.teamarcade = "C"
menu.itemname.teamversus = "D"
menu.itemname.teamcoop = "E"
menu.itemname.survival = "F"
menu.itemname.survivalcoop = "G"
menu.itemname.training = "H"
menu.itemname.watch = "I"
menu.itemname.options = "J"
menu.itemname.exit = "K"
which means it's not a bug but expected behavior (same thing would happen in mugen if it had more modes). Each letter it the font file has whole word assigned to it. Open the font in Font Factory and see yourself how it looks like. Here are additional modes used in Ikemen Plus (if these params are missing in DEF file following default values are used)
Code:
menu.itemname.online = "NETWORK"
menu.itemname.netplayversus = "VS MODE"
menu.itemname.netplayteamcoop = "TEAM CO-OP"
menu.itemname.netplaysurvivalcoop = "SURVIVAL CO-OP"
menu.itemname.netplayback = "BACK"
menu.itemname.serverhost = "HOST GAME"
menu.itemname.serverjoin = "JOIN GAME"
menu.itemname.serverback = "BACK"
menu.itemname.joinadd = "NEW ADDRESS"
menu.itemname.joinback = "BACK"
menu.itemname.extras = "EXTRAS"
menu.itemname.freebattle = "FREE BATTLE"
menu.itemname.100kumite = "VS 100 KUMITE"
menu.itemname.bossrush = "BOSS RUSH"
menu.itemname.bonusgames = "BONUS GAMES"
menu.itemname.bonusback = "BACK"
menu.itemname.replay = "REPLAY"
menu.itemname.demo = "DEMO"
menu.itemname.extrasback = "BACK"
and there are also several more menu options planned for future releases, so using font with whole alphabet is the best approach (although that old trick still can be used)
Title: Re: Ikemen Plus
Post by: CyberMario on February 25, 2018, 08:04:33 pm
Should "ikemen plus go" to a new topic???

I support this idea. New OP should include an FAQ between the differences of IKEMEN Plus and IKEMEN Go Plus, it's current status and purpose, and some links as to where to find more information (Go Language Website, Github repositories, ODSN Go Repository, etc.), and maybe a "Help Wanted" for engine programmers.
Title: Re: Ikemen Plus
Post by: Koopa901 on February 27, 2018, 08:15:17 am
Replay isn't working on the plus build.
Title: Re: Ikemen Plus
Post by: Hondunu on March 03, 2018, 02:52:43 am
Hey I have a problem with the build I''m using... I added some characters in the game and I had to edit the select.def from the scripts folder and I got this.......
https://imgur.com/cqR4q34 (https://imgur.com/cqR4q34)
So I was wondering how can I fix this one I looked at the location shown on the pic but I can't find anything wrong with it
what should I do?
(https://imgur.com/cqR4q34)
Title: Re: Ikemen Plus
Post by: demovv on March 10, 2018, 02:26:37 pm
It's there any magic way to turn down volume in game than changing it in windows volume mixer?
Title: Re: Ikemen Plus
Post by: AlesRos on March 19, 2018, 05:33:14 pm
I recently downloaded the Ikemen Broken screenpack which from what I saw was done on top of Ikemen GO and I tried to add the animated portraits. Unfortunately it didn't work. And from what I understand reading the topic if the next version of Ikemen will be Ikemen GO this leads me to believe that we will not have the animated portraits any more.

Please, please... I beg you, don't do this. :(
The animated portraits, using group 0 was one of the best things added in this engine. Yes, because you no longer need to change sff of each char to customize the portraits. The Ikemen do it automatically for you. That's one of the big reasons I want Ikemen instead of Mugen 1.1.

Title: Re: Ikemen Plus
Post by: TheArcadeStriker on April 01, 2018, 04:26:40 am
Hello everyone! Could it be possible that match logging could be implemented in Ikemen Plus? That could be very handy in many ways.
Title: Re: Ikemen Plus
Post by: mete122 on April 05, 2018, 07:35:11 pm
Error

select lua ;1400
 bad argument #2 to random (interval is empty)

also ikemen keeps running itself on background even if its closed leading to multiple ikemens running on background without me noticing up to now
Title: Re: Ikemen Plus
Post by: CyberMario on April 05, 2018, 10:05:11 pm
also ikemen keeps running itself on background even if its closed leading to multiple ikemens running on background without me noticing up to now

I believe that's just an default IKEMEN problem. My regular IKEMEN runs in the background whenever an exception is thrown. Don't think that'll be fixed by anyone anytime soon.
Title: Re: Ikemen Plus
Post by: mete122 on April 22, 2018, 03:22:06 pm
tried Add004  and when I switched beetween characters,I don't have control over my partner,Ai takes over
any idea how to fix it,idk,tried changing controls etc nope,
also cant get into options menu
script/main.lua:121
using normal sp that came with it by the way
Title: Re: Ikemen Plus
Post by: vLdr_ on May 01, 2018, 08:18:14 pm
Is there no place to set a "true" or "false" option when you disable p2 select screen faces ? I just want 1 roster in the middle of the screen for both players which is what I have, but for the second player it refuses to scroll down the roster where as only player 1 controls it.

Nvm figured it out. :)