YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

*
TheMajinZenki is Offline
Contact TheMajinZenki:

TheMajinZenki

User

Messages by TheMajinZenki

    

Re: In-battle text dialogue

 August 21, 2012, 11:28:15 am View in topic context
 Posted by TheMajinZenki  in In-battle text dialogue (Started by TheMajinZenki August 19, 2012, 01:31:26 pm
 Board: M.U.G.E.N Development Help

Ok, I'll see about how to use explods on the documents. Thanks for the help!
    

Re: In-battle text dialogue

 August 20, 2012, 11:27:39 am View in topic context
 Posted by TheMajinZenki  in In-battle text dialogue (Started by TheMajinZenki August 19, 2012, 01:31:26 pm
 Board: M.U.G.E.N Development Help

Basically, I'd have to create sprites with the dialogue and insert them in the character's sff, right? I was hoping it could be something to set up and then edit like the winquotes.
    

In-battle text dialogue

 August 19, 2012, 01:31:26 pm View in topic context
 Posted by TheMajinZenki  in In-battle text dialogue (Started by TheMajinZenki August 19, 2012, 01:31:26 pm
 Board: M.U.G.E.N Development Help

Hello,

it's been a while since I last used M.U.G.E.N., last time was around the RCs.

My question is this: is there a way to easily create battle dialogues (this is an example of what I'm thinking)? I'm not talking about anything fancy, but some common graphic for the boxes (like the options box during training) where text (with a common font) could be inserted to create some kind of arcade dialogue for specific character encounters.

Thank you for your time.
    

Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 12/15/2010

 December 20, 2010, 08:34:01 am View in topic context
 Posted by TheMajinZenki  in Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 04/27/2011 (Started by Lord Mike May 08, 2010, 08:49:42 pm
 Board: Edits & Add-ons

LordMike, Raoh's arcade defeat ending is great, but just a thing: the last screen, with the face of every people Kenshiro has met, is mirrored (that is, the japanese writings are mirrorred), I'm guessing it's because Raoh is the second player. The first one with Raoh's quote is fine, it's just that one that is mirrored (the one with the narrator talking).
    

Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 10/08/2010

 October 12, 2010, 07:48:33 pm View in topic context
 Posted by TheMajinZenki  in Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 04/27/2011 (Started by Lord Mike May 08, 2010, 08:49:42 pm
 Board: Edits & Add-ons

I don't know what's wrong with the power bar, even by doing that I can't seem to get it to work; I can only see the little numbers that says how many bars I have, but no actual "bar". Thanks anyway for the help!

By the way, since I like Hokuto Musou too, I changed Kenshiro's sound 7777,7777 to this. I find it more fitting for a final battle intro.
    

Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 10/08/2010

 October 11, 2010, 08:48:02 pm View in topic context
 Posted by TheMajinZenki  in Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 04/27/2011 (Started by Lord Mike May 08, 2010, 08:49:42 pm
 Board: Edits & Add-ons

I tried this lifebar, now the timer uses big numbers, but the name font is still little and there's no real power bar (the aura gauge is there under the lifebar, but there's no actual bar; maybe it's been modified since the hokuto characters have their own aura bar under the screen?). Is there a way to fix it?
    

Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 10/08/2010

 October 10, 2010, 01:55:03 pm View in topic context
 Posted by TheMajinZenki  in Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 04/27/2011 (Started by Lord Mike May 08, 2010, 08:49:42 pm
 Board: Edits & Add-ons

If anyone is interested, I modified the def files of the stages, so that they work right on Mugen 1.0. Here they are.

You'll need to fix the music link in the stage since I changed them for my folders; oh, and I removed Zeed from Kenshiro's stage, if you want him back just remove the semicolons from the bg elements.

I've been trying to modify the lifebar with some success, but I can't seem to make the power bars work for the normal characters (i.e. not from Hokuto no Ken). It's as if there's no actual sprite for the power bar. The only problem is that the fonts are a little too small, I guess the font file should be changed to make it work better. Anyway, here's my modified fight.def for the lifebars (it still needs some work though, I haven't touched the simul mode).
    

Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 9/11/2010

 September 15, 2010, 04:37:23 pm View in topic context
 Posted by TheMajinZenki  in Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 04/27/2011 (Started by Lord Mike May 08, 2010, 08:49:42 pm
 Board: Edits & Add-ons

I love your work lordmike, but I was wondering if you'll ever make those characters mugen 1 compatible. They work already, but for example right now Fatal KO doesn't override the normal KO sound, and Kenshiro normal win pose stays forever until you press something (which is impossible in Watch Mode; it works fine on your winmugen screenpack).
I'd like those stages to be mugen 1 compatible too, I really miss those.

Thanks again for your work!
    

Re: Kenshiro by SAIKEI updated 12/08/2010

 August 12, 2010, 10:39:21 pm View in topic context
 Posted by TheMajinZenki  in Kenshiro by SAIKEI updated 12/05/2010 (Started by Lord Mike August 02, 2010, 09:32:19 am
 Board: Found Releases

what about your fixes, like the Fatal KO sign and sound? did he add those?
    

Re: Kenshiro by SAIKEI released 2/08/2010

 August 10, 2010, 07:45:29 pm View in topic context
 Posted by TheMajinZenki  in Kenshiro by SAIKEI updated 12/05/2010 (Started by Lord Mike August 02, 2010, 09:32:19 am
 Board: Found Releases

While I was playing, in the second round of a fight I got the enemy to death star level, and the Fatal K.O. music started. Actually I liked that effect, but I couldn't reproduce that again. Is it actually a feature that activates with some flag, or is it a bug? If it is, it was an awesome bug; I'd like it as an actual feature!
    

Re: Lelouch Lamperouge

 July 09, 2010, 06:54:02 pm View in topic context
 Posted by TheMajinZenki  in Lelouch Lamperouge (Updated 2010-07-10) (Started by Seravy July 03, 2010, 09:48:27 am
 Board: Edits & Addons 1.0+

Why don't you just change command? There's a DS Code Geass game with some voice clip here and there with different orders. I'm sure that "Dance" or "Sleep" could work too.
    

Re: Elecbyte is back? New version of M.U.G.E.N. released...

 September 26, 2009, 08:53:46 pm View in topic context

It's not necessary to have a different screenpack to fit many characters; by editing system.def you can add more character slots. This is my current configuration (Mind you, I have set Mugen's resolution to 1280x960):

Code:
rows = 30
columns = 27
pos = 241,50
cell.size = 28,28
cell.spacing = 2
cell.bg.scale = .3,.3
cell.random.scale = .3,.3
p1.cursor.active.scale = .3,.3
p1.cursor.done.scale = .3,.3
p2.cursor.active.scale = .3,.3
p2.cursor.done.scale = .3,.3
portrait.scale = .3,.3
;Big portraits
p1.face.offset = 0,0      ;Position to put big portrait
p1.face.scale = .5,.5
p2.face.offset = 1279,0
p2.face.scale = .5,.5
;Name
p1.name.offset = 0,320   ;Position to put name
p2.name.offset = 1280,320

(That's only what I remember changing)

Basically, resized the scale of slots, icons and portraits, and moved stuff around to make everything fit without losing (too much) visibility. Hope that helps.
    

Re: Elecbyte is back? New version of M.U.G.E.N. released...

 September 24, 2009, 02:38:45 pm View in topic context

I've noticed a problem with MP3s: if the mp3 file has a ID3v2 tag, M.u.g.e.n crashes. Can you guys test this, too? I was wondering why some musics worked while others didn't, and I noticed the only difference was the presence of an ID3v2 tag; by removing it, the music works (and by adding it, it stops working). ID3v1 works fine.

I'm not saying it should be fixed, but if an mp3 file doesn't work that could be the reason.
    

Re: Duke Nukem by TOPS released

 May 12, 2009, 07:23:22 pm View in topic context
 Posted by TheMajinZenki  in Duke Nukem by TOPS released (Started by i_oVo_i May 08, 2009, 08:35:02 am
 Board: Found Releases

well... thanks anyway, I just wanted some help because I'm not good at coding.

If it does help somebody else, I just changed
Code:
[State 180, 1] ;high health
type = ChangeState
triggerall = life < 1000
triggerall = life >= 666
trigger1 = Time = 0
value = 181

to

Code:
[State 180, 1] ;high health
type = ChangeState
triggerall = life = 1000
triggerall = life >= 666
trigger1 = Time = 0
value = 181

in duke.cns, since that winpose triggers only for perfect health win (and with this change, "high health" status which is less than perfect now counts perfect, too).
    

Re: Duke Nukem by TOPS released

 May 12, 2009, 06:25:55 pm View in topic context
 Posted by TheMajinZenki  in Duke Nukem by TOPS released (Started by i_oVo_i May 08, 2009, 08:35:02 am
 Board: Found Releases

excuse me if I sound somewhat bigot, but could you help me in removing the "Repopulation commencing" win pose? I know Duke isn't really a family character, but I'd rather not have that win pose... Thanks.
    

Problem with SPC format

 December 02, 2008, 12:30:25 am View in topic context
 Posted by TheMajinZenki  in Problem with SPC format (Started by TheMajinZenki December 02, 2008, 12:30:25 am
 Board: M.U.G.E.N Configuration Help

Hi.

I'm having some problems with the spc format (the one from snes games).
First of all, the sound is laggy, it starts fine, but it slows down soon, and after a while it crashes mugen. I have a good enough PC, so it's probably a software problem... I guess there's nothing to do there. I'm using the latest SnesAmp dll by the way.
The second problem, if I set the spc music in the stage def, Mugen crashes with "Music file not supported" error. Which is weird, since it works if I set it to a character in select.def, or even in system.def (for char select). "plugins/in_snes.dll, spc" is correctly inserted in mugen.cfg.

Thanks for your help!

~ The Majin Zenki
    

Re: Question about "win" sound

 July 18, 2008, 11:17:37 am View in topic context
 Posted by TheMajinZenki  in Question about "win" sound (Started by TheMajinZenki July 17, 2008, 10:29:10 pm
 Board: M.U.G.E.N Development Help

maybe in the fight.def, in the "Round" part, and inserting the various "Win" sounds in the fight.snd, but I'm not sure if that file can use triggers like characters.
    

Question about "win" sound

 July 17, 2008, 10:29:10 pm View in topic context
 Posted by TheMajinZenki  in Question about "win" sound (Started by TheMajinZenki July 17, 2008, 10:29:10 pm
 Board: M.U.G.E.N Development Help

Hi there

I'll get to the point: is it possible for the actual M.U.G.E.N. to play a specific sound effect when a specific character wins?
Let me explain with a game example: in Mortal Kombat when you win with a character, the game would announce vocally the winner (you know, "Scorpion wins!")
Is it possible to make that in M.U.G.E.N., using the character's name as a trigger for a specific win sound? Or it's impossible and the closest you could get would be coding the sounds in the characters win poses?

Thank you

     ~ TheMajinZenki
    

Re: MASTER ASIA by Yes (New Japanese Creator)

 April 22, 2008, 02:21:24 pm View in topic context
 Posted by TheMajinZenki  in MASTER ASIA by Yes ( AI UPDATE September 22, 2008) (Started by YUSUKE8 April 03, 2008, 05:05:29 pm
 Board: Found Releases

hey guys

I was trying to modify a little this character (I'm a big G Gundam fan). My modification is to make Master Asia golden during his Meikyoushisui move (the super where everything slows down, in this case). In T-H-M-A-2.cns, near the bottom, I added this code:

[mcode][State 3210, gold]
type = PalFX
triggerall = alive
trigger1 = PrevStateNo = 3200
time = 3600
add = 174,174,0
ignorehitpause = 1[/mcode]

Fact is, I'm not good with codes at all. This code here does make the character gold like I wanted, but as you can see, it uses "time", because I don't know how to make him golden only during the move lenght, like the music. Can you tell me what should I write to make it work only for the move lenght?

Oh, and how do I change the fact that, when hit during that move, the gray background flashes (so does the sound)? It crashes my Mugen after some consecutive hits.

Thanks.
    

Re: Does this thing exist?/who is the author?/etc. thread.

 September 20, 2007, 05:40:33 pm View in topic context
 Posted by TheMajinZenki  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

I once heard there is a Lupin for Mugen, but I don't know who made it. I'm guessing it's the one from that SNES game?
Speaking of Lupin, is there any Goemon, Jigen or Zenigata around, too? Thanks.