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Messages by frostedone

    

Re: Average character sizes

 March 04, 2011, 03:36:25 pm View in topic context
avatar  Posted by frostedone  in Average character sizes (Started by frostedone March 04, 2011, 02:47:04 pm
 Board: M.U.G.E.N Development Help

Thanks a lot!
    

Re: Average character sizes

 March 04, 2011, 03:10:18 pm View in topic context
avatar  Posted by frostedone  in Average character sizes (Started by frostedone March 04, 2011, 02:47:04 pm
 Board: M.U.G.E.N Development Help

CVS Ryu by chotto komaru?

Also what does CVS stand for? Capcom something?

Thank you.
    

Average character sizes

 March 04, 2011, 02:47:04 pm View in topic context
avatar  Posted by frostedone  in Average character sizes (Started by frostedone March 04, 2011, 02:47:04 pm
 Board: M.U.G.E.N Development Help

Does anyone know the average size of a Mugen character?

What is the average size for a small, medium, and tall character? I know that the Dante and Vergil are around 230 pixles and they are some of the taller ones.

I am planning on making some characters from scratch and just want to be sure to have the sizes right.

Thanks.
    

Planning on making some Slayers characters, need some reference recommendations

 February 21, 2011, 03:53:44 am View in topic context

Hey

I have an idea for a Mugen game based off of the Slayers anime, but need some recommendations for character bases.

Most of the characters will use a sword in some way so what are some good Mugen characters/sprites that use swords? I know of the Samurai Shodown series.

Also if is OK to use another pre existing Mugen character as a base? I am not too familiar with the Mugen etiquette.

Thanks for the help!
    

Re: Character error in Mugen 1.0

 February 21, 2011, 12:23:20 am View in topic context
avatar  Posted by frostedone  in Character error in Mugen 1.0 (Started by frostedone February 20, 2011, 10:34:58 am
 Board: M.U.G.E.N Configuration Help

Removing the "Mugen Version" line from the def file solved the problem! Thanks a lot.

I am using his Sephiroth because it is the only one that I know of. Are there alternatives?
    

Re: Character error in Mugen 1.0

 February 20, 2011, 11:54:27 pm View in topic context
avatar  Posted by frostedone  in Character error in Mugen 1.0 (Started by frostedone February 20, 2011, 10:34:58 am
 Board: M.U.G.E.N Configuration Help

I did that and I got further but now I have a new error once I start a match with him:

Error message:
Error in [Statedef 170]
Error in seph.cns
Error loading chars/seph/seph.def
Error while precaching
Error in [Statedef 170]
Error in seph.cns
Error loading chars/seph/seph.def
Error while precaching
Error in [Statedef 170]
Error in seph.cns
Error loading chars/seph/seph.def
Error loading p1

The character is Gulthor's Sephiroth.

Using Fighter Factory the 170 statedef is this:

;---------------------------------------------------------------------------
[Statedef 170]
type = S
ctrl = 0
anim = 5300
velset = 0,0,0

[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
    

Re: Character error in Mugen 1.0

 February 20, 2011, 05:04:53 pm View in topic context
avatar  Posted by frostedone  in Character error in Mugen 1.0 (Started by frostedone February 20, 2011, 10:34:58 am
 Board: M.U.G.E.N Configuration Help

No I did not try to edit it yet. The character is a Sephiroth I found online.
    

Character error in Mugen 1.0

 February 20, 2011, 10:34:58 am View in topic context
avatar  Posted by frostedone  in Character error in Mugen 1.0 (Started by frostedone February 20, 2011, 10:34:58 am
 Board: M.U.G.E.N Configuration Help

I get this error when trying to use certain characters in Mugen 1.0.

"
Character mugenversion is newer than this version of M.U.G.E.N.

"

Mugen 1.0 is the newest version though. Should I edit the CNS file or something? Please help, and thanks a lot.
    

Questions regarding the various Mugens

 February 20, 2011, 06:16:40 am View in topic context
avatar  Posted by frostedone  in Questions regarding the various Mugens (Started by frostedone February 20, 2011, 06:16:40 am
 Board: M.U.G.E.N Discussion

What is the difference between regular Mugen, Mugen Plus, and the new 1.0 Mugen? I have been out of the loop for a long time now. Thanks a lot everyone.
    

Re: Please help me with setting up the character select screen.

 November 17, 2009, 03:40:45 am View in topic context
avatar  Posted by frostedone  in Please help me with setting up the character select screen. (Started by frostedone November 15, 2009, 04:19:26 am
 Board: M.U.G.E.N Configuration Help

Thanks for the help Merowinger!

One question though, where do I add the ";-----row one--------
5x DC Heroes
6x #leave blank#
5x Marvel Heroes
;-----row two--------
5x DC Heroes
6x #leave blank#
..."

to?

Do I include the ;-----row one------" part too?

Sorry, I never got the hang of editing MUGEN files.

Thank you.
    

Re: Please help me with setting up the character select screen.

 November 15, 2009, 04:21:42 am View in topic context
avatar  Posted by frostedone  in Please help me with setting up the character select screen. (Started by frostedone November 15, 2009, 04:19:26 am
 Board: M.U.G.E.N Configuration Help

The SELECT.DEF is here:

[mcode];Welcome to the DCvsM select Menu of the Largest DC vs Marvel Mugen game out so far!


;------------Menu------------


;*Characters
;*Stages
;*Order
;*Updates

[Characters]

;======================================================================================================

;"Superheroes" (enhanced abilities)

aquaman, stages/deepblue.def, order=3
flash, stages/flashmuseum.def, order=6
batman, stages/paw_gotham.def, order=4
GreenArrow, stages/Whitehouseincident.def, order=5
catwoman, stages/cats_on_the_roof.def, order=1
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
IronMandcm, stages/Ironman_stage.def, order=4
spiderman20, stages/bugle.def, order=7
Capdcm, stages/avengersmvc.def, order=4
thor, stages/asgard_bifrost.def, order=6
HUlk, stages/gammabase.def, order=6

;Marvel

GUido, stages/Exodus_train.def, order=5
Sandman, stages/RykersIslandPrison, order=7
crystal, stages/cataracts.def, order=3
beast, stages/danger_room.def, order=1
thething, stages/baxterbg.def, order=3
iceman, stages/beach_stage.def, order=5
storm, stages/storm_stage.def, order=5
Bishop,stages/genosha.def, order=6
colossusex, stages/SiberianOutpost.def, order=5
cyclops, stages/starbucksancturom.def, order=7
CaptainMarvel, stages/space.def, order=5
Surfer, stages/spaceout.def, order=6
Gladiator, stages/Mkraan.def, order=7
MissMarvel, stages/Astral.def,order=3
Sentry, stages/Sentry.def, order=4
marrow, stages/X-Mansionschool.def, order=8
blackcat, stages/yancyst.def, order=6
deadpool, stages/Xlab.def, order=5
wolverine, stages/MSHwolverine.def, order=6
ghostrider, stages/cemetery.def, order=5
Sentinel, stages/sentinals.def, order=8
doomdcm, stages/latveria.def, order=7
juggernaut, stages/harbor.def, order=9
venom, stages/Thewebnight.def, order=8
carnage, stages/Rykersislandprison.def, order=7
Magneto, stages/magneto_stage.def, order=9
Galactus, stages/Onslaught.def, order=9
apocalypse, stages/apoc.def, order=10
SymbioteOnslaught, stages/Symbiote Apocalypse.def, order=10
Thanosnew, stages/Thanos_stage.def, order=10
SavageHUlk, stages/gammabase.def, order=6
banshee, stages/irishcastle.def, order=2
Dazzler, stages/DazzlerLive.def, order=3
electrobeta, stages/terrace.def, order=4
vulturebeta, stages/VulturesNest.def, order=3

;Non Select Bonus characters/stages (new releases, bonus characters, copies)

Punisher, stages/terrace.def, order=3
spiderman2099, stages/fmall.def, order=1
Hulk2099, stages/Pgen.def, order=2
wonderman, stages/searchforwanda-EoH.def, order=5
Warmachine, stages/Whitehouseincident.def, order=6
Gambit, stages/cataract.def, order=5
Namor, stages/the_deep.def, order=1
Symbiote Spiderman, stages/web.def, order=5
Forge, stages/hangar.def, order=1
Vision, stages/avengersmvc.def, order=1
wolvenom, stages/Symbiote Apocalypse.def, order=6
masklesswolverine,  stages/MSHwolverine1.def, order=6
blackheart, stages/Blackheart.def, order=8
shuma, stages/endless_desert.def, order=6
Rhino, stages/Newyorkcity.def, order=4
sabretooth, stages/rock.def, order=6
GreenGoblin, stages/Brooklynbridge.def, order=3
CaptainMarvell, stages/spaceout.def, order=7
humantorch, stages/warningfactory.def, order=4
MrFantastic, stages/DoomCastle.def, order=5
nightcrawler, stages/Abandoned_Cathedral.def, order=3
Psylocke, stages/flower.def, order=4
Rogue, stages/bbgenosha.def, order=4
SilverSurfer, stages/avalon.def, order=4
Isaiah, stages/MSHcapam.def, order=4
Hobgoblin, stages/Bugle.def, order=3
omega, stages/SiberianOutpost.def, order=2
omegaRed, stages/TransSiberian.def, order=2
Spiral, stages/Spiral_stage.def, order=5
Cable, stages/mutant_hunting.def, order=6
silversamurai, stages/silversamurai_stage, order=7
Dark Phoenix, stages/theskyisbleeding.def, order=9
Onslaught 1, stages/Onslaught.def, order=9

;Secret Bonus
Onslaught, stages/Onslaught.def, order=9
Onslaught2, stages/Onslaught.def, order=9
Hydra, stages/Hydra.def, order=10

;Emblems (team change)
Elektra, stages/yancyst.def, order=3
Batman2, stages/cats_on_the_roof.def, order=1
Silver Surfer, stages/space.def, order=4

;"Secret Amalgam" (amalgam characters)
ironlantern, stages/Lantern_warzone.def, order=10
SuperSoldier, stages/metropolis.def, order=10
Ironlantern2/ironlantern.def, stages/Fraggedcity.def, order=9
randomselect;Coming Soon
randomselect;Coming Soon
randomselect;Coming Soon
Thanoseid, stages/infinityhour.def, order=9
Ferroman, stages/RealmofDrstrange.def, order=10
Amazon, stages/RealmofDrstrange.def, order=10

;emblem (team change)
Boneclaw_Wolverine, stages/MSHwolverine2.def, order=6
Steel Dc vs Marvel, stages/Steel'sLab.def, order=5
hydroman, stages/Park.def, order=2

;DC Comics start (Bonus)

JohnStewart, stages/OanMoon.def, order=7
InfinityBatman, stages/GothamRooftops.def, order=1
Flashv2, stages/Flash.def, order=8
GreenArrowv2, stages/Whitehouseincident.def, order=4
GuygardnerWarrior, stages/Planetearth.def, order=1
Kon-el2, stages/fos.def, order=5
MartianManhunter, stages/Planetearth.def, order=1

;======Copy N' Paste to show a Major team selection Above This LIne oN tOp oR cReAte yOur OwN======

;"Heroes"  (average power-levels)

plasticman, stages/tower.def, order=1
ice, stages/glacier.def, order=3
killercroc, stages/sewer.def, order=1
plasticzarro, stages/starro.def, order=5
JSAflash, stages/Flash.def, order=5


;"Minor Heroes" (Team Oriented)

cyborg, stages/ivygarden.def, order=1
beastboy, stages/TitansTower.def, order=2
starfire, stages/TitanIsland.def, order=5
nightwing, stages/BreakInAtGCPDStation.def, order=1
robin3, stages/ivygarden.def, order=3


;"Cosmic beings"  (Cosmic Level)

GLguy, stages/glbg.def, order=1
GLhal, stages/Ferris.def, order=6
Kon-el, stages/dailyplanet.def, order=5
Wonder_Woman, stages/themyscira.def, order=6
Superman2, stages/krypton.def, order=6


;"vigilantes"  (no sides, no powers, magical realms)

thedemon, stages/Jason_Blood_Apartment.def, order=5
lobo, stages/lobobar.def, order=5
thequestion, stages/NewYorkMarvel.def, order=2
rorschach, stages/manhattan.def,order=2
Zatanna, stages/Gothamsquare, order=6


; "sub-bosses" (sub bosses)

joker, stages/EscapeFromArkham.def, order=8
Bizarro, stages/dailyplanet.def, order=7
parasite, stages/starlabs.def, order=8
Sinestro, stages/biot.def, order=6
HarleyQuinn, stages/arkham.def, order=4


;"bosses"  (bosses)

Luthor, stages/lexcorp.def, order=9
brimstone, stages/blackheart.def, order=9
Brainiac, stages/brainstar.def, order=9
Mongul, stages/debstamIV.def, order=10
Darkseid,  stages/infinityhour.def, order=10


; Misc (extras, replacements, substitutes)

bane, stages/cats_on_the_roof.def, order=4
Etrigan, stages/Jason_Blood_Apartment.def, order=7
Captain Boomerang, stages/MuseumofMarvels.def, order=3
WonderWoman, stages/themyscira.def, order=2
Superman, stages/metropolis.def, order=3

#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#

;Extra characters (recent revisions to put back look in DCvsM Updates)


;-----------------------
[ExtraStages]

;DC
stages/fos.def
stages/brainstar.def
stages/ironheights.def
stages/war_world.def
stages/kansas.def
stages/biot.def
stages/orinda.def
stages/inside the fortress.def
stages/Doomsday in metropolis.def
stages/fortress.def
stages/fortress of solitude REMIX.def
stages/Kent Farm.def
stages/metrobattle.def
stages/Arkham.def
stages/gothamsquare.def
stages/Atlantis.def
stages/RuinsofMetropolis.def
stages/EscapefromArkham.def
stages/Midnightrooftops.def
stages/PlanetEarth.def

;Marvel
stages/HYdraBaseonAlert.def
stages/space_port.def
stages/web.def
stages/RidersGrave.def
stages/shield_helicarrier.def
stages/shield_lab.def
stages/baxter.def
stages/astral.def
stages/Sentinals.def
stages/blackheart.def
stages/doomcastle2.def
stages/baxterbg.def
stages/StarbucksSancturom.def
stages/doomcastle.def
stages/Superheroes.def
stages/Mkraan.def
stages/MSHwolverine1.def
stages/bluemvc.def
stages/greengoblin.def
stages/irishcastle.def
stages/bbgenosha.def

;DC, Marvel and or Amalgam (Classic Capcom)
;------------Remove section to avoid crashes-------------
stages/avalon.def
stages/crossover_dg.def
stages/Express.def
stages/Cemetery.def
stages/militarytrain.def
stages/subway.def
stages/harbor.def
stages/hangar.def
stages/Raginginferno.def
stages/inferno1.def
stages/Raining Blood.def
stages/temple.def
stages/infinitymoon.def
stages/avalon.def
stages/GreatRefuge.def
stages/chinart.def
stages/Carnival.def
stages/TheSkyIsBleeding.def
stages/mall.def
stages/india.def
stages/thirst.def
stages/Park.def
stages/china.def
stages/chinart.def
stages/bluemvc.def
stages/dol_ts.def
stages/temple.def
stages/terrace.def
stages/judgement.def
stages/moon.def
stages/manhattan.def
stages/Hilltopnight.def
stages/hilltop.def
stages/armybase.def
stages/africa2.def
stages/darkrealm.def
stages/outback.def
stages/Niagara.def
stages/construction.def
stages/cataract.def
stages/cactaract.def
stages/scream.def
stages/dol_ts.def
stages/vtol.def
stages/brazil.def
stages/Rock.def
stages/judgement.def
stages/rainingblood.def
stages/valley.def
;bonus and training stages
stages/DeathCage.def
stages/HYdra.def
stages/glbg.def
stages/starro.def
stages/cerebro.def
stages/doomtraining.def
stages/Danger_Room.def
stages/stage1.def
stages/stage0.def


;---------------------------------------------------------------------
[Options]
arcade.maxmatches = 3,2,1,1,1,1,1,1,1,1

team.maxmatches = 4,2,1,0,0,0,0,0,0,0

;---------------------------------------------------------------------
;Updates:
;All Capcom originals included!
;Non original DCvsM updates may be added (see updates readme).



[/mcode]

Thank you very much!
    

Please help me with setting up the character select screen.

 November 15, 2009, 04:19:26 am View in topic context
avatar  Posted by frostedone  in Please help me with setting up the character select screen. (Started by frostedone November 15, 2009, 04:19:26 am
 Board: M.U.G.E.N Configuration Help

I am using the newest edition of the DC vs Marvel screenpack from http://marvelvsdcu.tripod.com/.  It is DCvsMarvel Phase 3 (Summer edition)

(I downloaded the following things:

09-09 New pack of capcomized character and stage releases for this month to add to screenpack downloads includes:
Steel+Researchlab, Dark Phoenix, Omega Red, Isaiah, Green Arrow v2, John Stewart, Flash+Keystone City and a Batman update!

and

6-09 Summer (10-09 Updated!) with new releases of the DCvsM phase 3 screenpack with characters!

the screenpack is the main file + stages, the characters part is all of the characters and is a separate download.)


First off this is how my character select screen currently looks: .

There is 137 characters too.The DC characters are on one left side and the Marvel on the right.

I would like the organize them into rows, much like the older versions of this screenpack (Version 2) used to be, instead of one row where I can't see most of them.

Phase 2 looked like this:

...
The SYSTEM.DEF is here:

[mcode]; Definitions of system screens

; *** DO NOT MODIFY OR OVERWRITE THIS FILE ***
; To customize, make a copy of this file in a subdirectory of your
; motif's name. See readme.txt for details on motifs.

; *2001.04.01 NEW* symbolizes any new parameters added for the 2001.04.01
; version of M.U.G.E.N.
; *2001.04.14 NEW* symbolizes any new parameters added for the 2001.04.14
; version of M.U.G.E.N.

; Notes about fonts:
;   - do not index fonts greater than 9 (crash)
;   - fonts indexed here do not refer to the ones in fight.def

;----------------------------
;Whole group is *2001.04.01 NEW*
[Info]
name = "DC vs Marvel"          ;Name of motif
author = "ss5ace, Buyog2099, PauTo"       ;Motif author name(s)

;----------------------------
;Directories are checked in this order:
;1. current directory system.def is in
;2. data/
;3. your MUGEN directory
;eg. If you write "spr = system.sff", and this system.def file
;    is in ~/mugen/data/mymotif/, then Mugen will first look
;    for ~/mugen/data/mymotif/system.sff. If it does not find
;    it there, it looks for ~/mugen/data/system.sff (the default).
;    Finally, if that is not found, it will look for
;    ~/mugen/system.sff.

[Files]
spr = system.sff          ;Filename of sprite data
snd = SYSTEM.snd          ;Filename of sound data
logo.storyboard = logo.def        ;Logo storyboard definition (optional) *2001.04.01 NEW*
intro.storyboard = intro.def    ;Intro storyboard definition (optional) *2001.04.01 NEW*
select = select.def       ;Character and stage selection list
fight = fight.def         ;Fight definition filename
font1 = font/dcvm_small.fnt
font2 = font/kof99-remix.fnt

;----------------------------
[Music]
 ;Put a filename for a MOD, MP3 or MIDI here, or just leave it
 ;blank if you do not want music. If an invalid filename is
 ;given, then no music will play. To play CD audio, put
 ;the track number followed by ".da". For example, to play
 ;track 3 from a music CD at the title screen, use:
 ;  title.bgm = 3.da
 ;To play mymusic.mp3 from the sound/ directory, put:
 ;  title.bgm = sound/mymusic.mp3
  ;Music to play at title screen.
title.bgm = sound/_dcvm_title.mp3
title.bgm.loop = 0        ;Set to 0 to prevent looping *2001.04.01 NEW*
  ;Music to play at char select screen.
select.bgm = sound/_dcvm_select.mp3
select.bgm.loop = 1
  ;Music to play at versus screen.
vs.bgm = sound/_dcvm_vs.mp3
vs.bgm.loop = 1

;-------------------------------------------------------------------
;Title screen definition
;All but last 3 parameters are *2001.04.14 NEW*
[Title Info]
menu.pos = 159,158
menu.item.font = 2,0,0
menu.item.active.font = 2,2,0
menu.item.spacing = 0, 16
; Names for each of the items in the menu. Names must be in quotes.
menu.itemname.arcade = "ARCADE"
menu.itemname.versus = "VS MODE"
menu.itemname.teamarcade = "TEAM ARCADE"
menu.itemname.teamversus = "TEAM VS"
menu.itemname.teamcoop = "TEAM CO-OP"
menu.itemname.survival = "SURVIVAL"
menu.itemname.survivalcoop = "SURVIVAL CO-OP"
menu.itemname.training = "TRAINING"
menu.itemname.watch = "WATCH"
menu.itemname.options = "OPTIONS"
menu.itemname.exit = "EXIT"
; These parameters define the window in which the items are visible
menu.window.margins.y = 16,8    ;12, 8
menu.window.visibleitems = 5
menu.boxcursor.visible = 0     ;Set to 0 to disable default cursor display
menu.boxcursor.coords = -48,-10,47,2
; These are the sounds for cursor movement
cursor.move.snd = 100,0
cursor.done.snd = 100,2
cancel.snd = 100,2

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

[TitleBG 1]
type  = normal
spriteno = 1,0
start = 0,0
tile = 0,0
velocity = 0
mask = 0

[TitleBG 2]
type  = normal
spriteno = 54,1
start = 0, -10
mask = 1



;-------------------------------------------------------------------
;Character select definition
[Select Info]
rows = 1
columns = 200
wrapping = 0
pos = -63,-8;-63,1
showEmptyBoxes = 0
moveOverEmptyBoxes = 0
cell.size = 31,31
cell.spacing = 1,0
;cell.bg.spr = 150,0       ;Note: Don't use animation for cells
cell.bg.layer = 0
cell.random.spr = 151,0   ;Icon for random select (don't use animation)
cell.random.switchtime = 4;Time to wait before changing to another random portrait
p1.cursor.startcell = 0,0
p1.cursor.active.anim = 165
p1.cursor.active.offset = -65,0
p1.cursor.done.anim = 162
p1.cursor.done.offset = -65,0
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,2
p1.random.move.snd = 100,0
p2.cursor.startcell = 0,15
p2.cursor.active.anim = 166
p2.cursor.active.offset = -65,0
p2.cursor.done.anim = 161
p2.cursor.done.offset = -65,0
p2.cursor.blink = 1       ;1 to blink p2's cursor if overlapping p1's
p2.cursor.move.snd = 100,0
p2.cursor.done.snd = 100,2
p2.random.move.snd = 100,0
random.move.snd.cancel = 0  ; 1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,0
stage.done.snd = 100,2
cancel.snd = 100,2
portrait.offset = 1,1
portrait.layer = 1
portrait.scale = 1,1
title.offset = 159,217     ;Position of title (Arcade Mode, etc)
title.font = 2,2,0        ;Font of title (-1 for none)
;Big portraits
p1.face.offset = -160,0    ;Position to put big portrait
p1.face.scale = 1,1
p1.face.facing = 1
p1.face.layer = 1
p2.face.offset = 160,0
p2.face.scale = 1,1
p2.face.facing = 1
p2.face.layer = 1
;Name
;p1.name.offset = 90,235    ;Position to put name
;p1.name.font = 2,2,0      ;Set to -1 for no display
;p2.name.offset = 230,235
;p2.name.font = 2,2,0
;p2.name.scale = -2,-2
;Stage select
stage.pos = 160,145
stage.active.font = 2,2,0
stage.active2.font = 2,2  ;Second font color for blinking
stage.done.font = 2,2
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 20, 30
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 2,0, 1
p1.teammenu.selftitle.text = Select team mode
p1.teammenu.enemytitle.font = 2,0, 1
p1.teammenu.enemytitle.text = Opponent team mode
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,2
p1.teammenu.item.offset = 0,20
p1.teammenu.item.spacing = 0,15
p1.teammenu.item.font = 2,0, 1
p1.teammenu.item.active.font = 2,2, 1
p1.teammenu.item.active2.font = 2,0, 1 ;Second font color for blinking
p1.teammenu.item.cursor.offset = -10, 0
p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 60,1
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 60,1
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 6,0
;p2 team
p2.teammenu.pos = 299, 30
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 2,1, -1
p2.teammenu.selftitle.text = Select team mode
p2.teammenu.enemytitle.font = 2,1, -1
p2.teammenu.enemytitle.text = Opponent team mode
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,2
p2.teammenu.item.offset = 0,20
p2.teammenu.item.spacing = 0,15
p2.teammenu.item.font = 2,1, -1
p2.teammenu.item.active.font = 2,2, -1
p2.teammenu.item.active2.font = 2,1, -1 ;Second font color for blinking
p2.teammenu.item.cursor.offset = 10, 0
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -60,1
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = -60,1
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -6,0
;Sounds

[begin action 165]
165,0,0,0,9
165,1,0,0,9
165,2,0,0,2
165,3,0,0,4
165,4,0,0,9
165,5,0,0,9
160,0,0,0,360

[begin action 166]
166,0,0,0,6
166,1,0,0,6
166,2,0,0,1
166,3,0,0,6
166,4,0,0,6
166,5,0,0,6
160,1,0,0,390

[begin action 162]
161,0,0,0,8
-1,0,0,0,3
161,0,0,0,6
-1,0,0,0,3
161,0,0,0,4
-1,0,0,0,3
161,0,0,0,2
-1,0,0,0,-1

[begin action 161]
161,1,0,0,8
-1,0,0,0,3
161,1,0,0,6
-1,0,0,0,3
161,1,0,0,4
-1,0,0,0,3
161,1,0,0,2
-1,0,0,0,-1

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


[SelectBG 0]    ;space background
type  = normal
spriteno = 1,0
layerno = 0
start = 0,0
velocity = 0,0
mask=1


[SelectBG 0]
type = anim
actionno= 500
mask = 1
start = 0,-10


[SelectBG 0] ;"select your fighter" marquee (bottom)
type  = normal
spriteno = 100,1
start = 0, 221
tile  = 1,0
layerno=1
delta=0,0
velocity = -3, 0
mask=1



[Begin Action 500]
1,1,0,0,1
1,2,0,0,1
1,3,0,0,1
1,4,0,0,1
1,5,0,0,1
1,6,0,0,1
1,7,0,0,1
1,8,0,0,1
1,9,0,0,1
1,10,0,0,1
1,11,0,0,1
1,12,0,0,1
1,13,0,0,1
1,14,0,0,1
1,15,0,0,1
1,16,0,0,1
1,17,0,0,1
1,18,0,0,1
1,19,0,0,1
1,20,0,0,1
1,21,0,0,1
1,22,0,0,1
1,23,0,0,1
1,24,0,0,1
1,25,0,0,1
1,26,0,0,1
1,27,0,0,1
1,28,0,0,1
1,29,0,0,1
1,30,0,0,1
1,31,0,0,1
1,32,0,0,1
1,33,0,0,1
1,34,0,0,1
1,35,0,0,1
1,36,0,0,1
1,37,0,0,1
1,38,0,0,1
1,39,0,0,1
1,40,0,0,1
1,41,0,0,1
1,42,0,0,1
1,43,0,0,1
1,44,0,0,1
1,45,0,0,1
1,46,0,0,1
1,47,0,0,1
1,48,0,0,1
1,49,0,0,1
1,50,0,0,1
1,51,0,0,1
1,52,0,0,1
1,53,0,0,1
1,54,0,0,1
1,55,0,0,1
1,56,0,0,1
1,57,0,0,1
1,58,0,0,1
1,59,0,0,1

;-------------------------------------------------------------------
[VS Screen]
time = 150                ;Time to show screen
;Big portraits
p1.pos =  -160,0
p1.facing = 1
p1.scale = 1,1
p1.layerno = 1
p2.pos = 160,0
p2.facing = 1
p2.scale = 1,1
p2.layerno = 1
;Names
;p1.name.pos  =  78,190
;p1.name.font =  -1,0,0
;p2.name.pos  = 241,190
;p2.name.font =  -1,0,0

;-----------------------
;VS Match up screen background
[VersusBGdef]

[VersusBG 0] ;space background
type  = normal
spriteno = 100,0
layerno = 0
start = -160,0
velocity = 0,0
mask=1

[VersusBG 2.A] ;"prepare to fight!" marquee (top)
type  = normal
spriteno = 100,2
layerno = 1
start = 0, 2
delta = 0,0
tile  = 1,0
velocity = 3, 0
mask=1

[VersusBG 2.A] ;"prepare to fight!" marquee (bottom)
type  = normal
spriteno = 100,2
layerno = 1
start = 0, 221
delta = 0,0
tile  = 1,0
velocity = -3, 0
mask=1

;[VersusBG 4] ;VS Logo
;type  = normal
;spriteno = 200,0
;layerno = 1 ; Front
;start = 0,95
;mask=1

;-------------------------------------------------------------------
;Survival mode results screen definition
;This is the screen that is shown when you win in survival mode.
;It will not be displayed if the winning character has an ending.
;Whole group is *2001.11.14 NEW*
[Survival Results Screen]
enabled = 1
winstext.text = Rounds survived: %i  ;Use %i for win counter
winstext.font = 3,0,0
winstext.offset = 159,70
winstext.displaytime = -1
winstext.layerno = 2
fadein.time = 32
show.time = 300
fadeout.time = 64
roundstowin = 5           ;Number of rounds to get win pose (lose pose otherwise)


;-------------------------------------------------------------------
;Demo mode definition
[Demo Mode]
enabled = 1               ;Set to 1 to enable demo mode, 0 to disable
select.enabled = 1        ;Set to 1 to display select screen, 0 to disable
vsscreen.enabled = 1      ;Set to 1 to display versus screen, 0 to disable
title.waittime = 600      ;Time to wait at title before starting demo mode
fight.endtime = 1500      ;Time to display the fight before returning to title
fight.playbgm = 0         ;Set to 1 to enable in-fight BGM, 0 to disable
fight.bars.display = 0    ;Set to 1 to display lifebar, 0 to disable
intro.waitcycles = 1      ;Cycles to wait before intro cutscene is played again
debuginfo = 0             ;Set to 0 to hide debugging info (debug mode only)

;-------------------------------------------------------------------
;Continue screen definition
[Continue Screen]
enabled = 1               ;Set to 1 to show continue screen, 0 to disable

;-------------------------------------------------------------------
;Game over screen definition
[Game Over Screen]
enabled = 0               ;Set to 1 to show game over screen, 0 to disable
storyboard =              ;Game over storyboard filename

;-------------------------------------------------------------------
;Win screen definition
;This is the screen that is shown when you win in arcade mode.
;It will not be displayed if the winning character has an ending.
[Win Screen]
enabled = 1               ;Set to 1 to show win screen, 0 to disable *2001.04.01 NEW*
wintext.text = YOU DID IT!
wintext.font = 1,1,0
wintext.offset = 159,70
wintext.displaytime = -1
wintext.layerno = 2
fadein.time = 32
pose.time = 300
fadeout.time = 64

;-------------------------------------------------------------------
;Game ending screen definition
;This screen shows up after the Win Screen.
;It will not be displayed if the winning character has an ending.
;Whole group is *2001.04.01 NEW*
[Default Ending]
enabled = 0               ;Set to 1 to show credits, 0 to disable
storyboard =              ;Default ending storyboard filename

;-------------------------------------------------------------------
;Ending credits screen definition
;This screen shows up after the Win Screen and Ending
;Whole group is *2001.04.01 NEW*
[End Credits]
enabled = 0               ;Set to 1 to show credits, 0 to disable
storyboard =              ;Credits storyboard filename

;-------------------------------------------------------------------
;Options screen definition
[Option Info]
cursor.move.snd = 100,0
cursor.done.snd = 100,2
cancel.snd = 100,2

;-------------------
;Options screen background
[OptionBGdef]

[OptionBG 0] ;image
type  = normal
spriteno = 0,2
start = -160,-59
delta = 0,0

[OptionBG 1] ;anim
type  = anim
actionno = 201
layerno = 0 ; Front
start =-160,0



[Begin Action 201]
201,0, 0,0, 6
201,1, 0,0, 6
201,2, 0,0, 6
201,3, 0,0, 6
[/mcode]

    

What makes certain characters "good"?

 May 02, 2009, 01:50:44 am View in topic context
avatar  Posted by frostedone  in What makes certain characters "good"? (Started by frostedone May 02, 2009, 01:50:44 am
 Board: Development

Hey everyone. I have never made a Mugen character before, but I have noticed that some characters have a vastly better AI and are more aggressive then others.

Why is this? What is nessessary to make a good AI? IS it just attacks?

I ask this because I am thinking about making a screenpack based off of the Slayers anime series.

I am going to make the sprites from scratch, but I have no programming experience. All I know is that I want to make the characters good.

I have Fightermaker and photoshop for the sprites.

Also what are the best characters created for Mugen so far in your opinion?

Thanks!
    

Re: Help with the character select screen in Playground Mugen v9

 May 01, 2009, 06:20:00 am View in topic context
avatar  Posted by frostedone  in Please help me with the character select screen (Started by frostedone May 01, 2009, 03:41:29 am
 Board: M.U.G.E.N Configuration Help

    

Please help me with the character select screen

 May 01, 2009, 03:41:29 am View in topic context
avatar  Posted by frostedone  in Please help me with the character select screen (Started by frostedone May 01, 2009, 03:41:29 am
 Board: M.U.G.E.N Configuration Help

I recently got back into MUGEN after about 7 or 8 years and I decided to download a screenpack called "Playground Mugen v9 Mühldorf.

I did it because it is supposed to have 1,300 characters or something. It works but I have one huge problem, and that is at the character select screen.

Uncompressed the game is 9.22GB so the select.def and system.def are big.

I cannot go past the "Jojo's" section and there are no character select portraits.

Does anyone know how to fix this? What settings do I change?

Here is a screenshot: http://img8.imageshack.us/img8/8360/playgroundmugenv9error.jpg

Like I said i can access the Capcom, MVC, Dark S, and Jojo's section but none of the others, and I checked the char folder and there are like 1,000 characters in there. There is also ne character portraits. Does anyone know how to fix this or at leaste access the other character sections?

I have been away from Mugen for a while, and would like to get back in it.

Please help and thank you.

System.def:

[mcode]; =============
;        DJ-VAN
; =============
;  "Everything Vs Everything"
;  version :   .76
;----------------------------
[Info]
name = "EVE BATTLE"          ;Name of motif
author = "DJ-VAN"       ;Motif author name

;----------------------------
[Files]
spr = data/system.sff            ;Filename of sprite data
snd = data/system.snd            ;Filename of sound data
logo.storyboard = logo.def ;MUGEN_Intro.def  ;Logo storyboard definition (optional) *2001.04.01 NEW*
intro.storyboard = intro.def      ;Intro storyboard definition (optional) *2001.04.01 NEW*
select = select.def         ;Character and stage selection list
fight = fight.def          ;Fight definition filename
font1 = font/f-4x6.fnt      ;System fonts
font2 = font/f-6x9.fnt      ;System fonts
font3 = font/jg.fnt         ;System fonts
font4 = font/qoh_big.fnt
font5 = font/qoh_small.fnt
font6 = font/DJV-CUSTOM.fnt
font7 = font/DJV-END.fnt

;----------------------------
[Music]
 ;Put a filename for a MOD, MP3 or MIDI here, or just leave it
 ;blank if you do not want music. If an invalid filename is
 ;given, then no music will play. To play CD audio, put
 ;the track number followed by ".da". For example, to play
 ;track 3 from a music CD at the title screen, use:
 ;  title.bgm = 3.da
 ;To play mymusic.mp3 from the sound/ directory, put:
 ;  title.bgm = sound/mymusic.mp3
  ;Music to play at title screen.
title.bgm = data/Session.mp3
title.bgm.loop = 1        ;Set to 0 to prevent looping *2001.04.01 NEW*
  ;Music to play at char select screen.
;select.bgm = data/select.mp3
select.bgm = data/select.mp3
;select.bgm = sound/Toonami.mp3
select.bgm.loop = 1       ;*2001.04.01 NEW*
  ;Music to play at versus screen.
vs.bgm = data/versus.mp3
vs.bgm.loop = 1           ;*2001.04.01 NEW*

;-------------------------------------------------------------------
;Title screen definition
[Title Info]
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2
menu.pos = 159,143
menu.item.font = 5,0,0
menu.item.active.font = 4,0,0
menu.item.spacing = 0, 11
; Names for each of the items in the menu. Names must be in quotes.
menu.itemname.arcade = "ARCADE"
menu.itemname.versus = "VS"
menu.itemname.teamarcade = "TEAM"
menu.itemname.teamversus = "TEAM VS"
menu.itemname.teamcoop = "TEAM EX"
menu.itemname.survival = "SURVIVAL"
menu.itemname.survivalcoop = "SURVIVAL EX"
menu.itemname.training = "TRAINING"
menu.itemname.watch = "WATCH"
menu.itemname.options = "OPTIONS"
menu.itemname.exit = "EXIT"

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

[TitleBG 0,haze]
type = parallax;normal
layerno = 0
spriteno = 300,1
start = 160,0
mask = 0
trans = add
velocity = 1.05625;0.8125
tile = 1,0
width = 300,25;400,25
yscalestart = 110;  Starting y-scale (float, in percent)  (def: 100)
yscaledelta = 5;?  Change in y-scale per unit (float, in percent)  (def: 0)

[TitleBG 0,haze 2]
type = parallax;normal
layerno = 0
spriteno = 300,3
start = -160,120
mask = 0
velocity = 0.11125;0.1625
tile = 1,0
width = 20,300;20
yscalestart = 100;  Starting y-scale (float, in percent)  (def: 100)
yscaledelta = 5;?  Change in y-scale per unit (float, in percent)  (def: 0)

[TitleBG 0,haze bg]
type = normal
layerno = 0
spriteno = 300,4
start = -160,113
mask = 0
trans = add
velocity = 0.08
tile = 1,0

[TitleBG 0,haze]
type = normal
layerno = 0
spriteno = 300,5
start = -160,240
velocity = 1.5;0.8125
tile = 1,1
mask = 0
trans = add
;------------ Lightning ---------------

[TitleBG 0a] ;lightning (top right side)
type  = anim
actionno = 350
layerno = 0
start = 20,-40
trans = add

[TitleBG 0a] ;lightning (top left side)
type  = anim
actionno = 351
layerno = 0
start = -20,-40
trans = add

[TitleBG 0a] ;lightning (bottom right side)
type  = anim
actionno = 352
layerno = 0
start = 10,245
trans = add

[TitleBG 0a] ;lightning (bottom left side)
type  = anim
actionno = 353
layerno = 0
start = -10,245
trans = add

[TitleBG 0] ;BLUE SWIRL
type = normal
layerno = 0
spriteno = 50,0
start = -160,0
mask = 0
trans = add

[TitleBG 0] ;EARTH shad
type = normal
layerno = 0
spriteno = 1,9
start = -160,0
trans = add

[TitleBG 0] ;RING grey
type = normal
layerno = 0
spriteno = 1,10
start = -160,0
trans = add

[TitleBG 0] ;EARTH
type = normal
layerno = 0
spriteno = 1,7
start = -160,0
trans = sub

;[TitleBG 0] ;RING
;type = normal
;layerno = 0
;spriteno = 1,5
;start = -160,0
;mask = 1

[TitleBG 0] ;TITLE SHADOW
type = normal
layerno = 0
spriteno = 1,2
start = -160,0
trans = add

;[TitleBG 0] ;TITLE SHADOW SUB
;type = normal
;layerno = 0
;spriteno = 1,7
;start = -160,0
;trans = SUB

[TitleBG 0] ;TITLE
type = normal
layerno = 0
spriteno = 1,1
start = -160,0
mask = 1

[TitleBG 0] ;blackbox
type = normal
layerno = 0
spriteno = 1,3
start = -160,120
trans = sub

[TitleBG 0] ;grey side1
type = normal
layerno = 0
spriteno = 1,4
start = 33,120
trans = add

[TitleBG 0] ;grey side1
type = normal
layerno = 0
spriteno = 1,4
start = -43,120
trans = add

[TitleBG 0]
type = normal
layerno = 0
spriteno = 10,11
start = 3840, -6000
mask = 1

;============== Screen Transitions ================

[TitleBG 1.b1];fader
type = normal
layerno = 0
spriteno = 900,0
start = 0,0
velocity = 0,-12
trans = add
tile = 1,0

[TitleBG 1.b1];fader
type = normal
layerno = 1
spriteno = 900,0
start = 0,0
velocity = 0,-30
trans = add
tile = 1,0

;-------------------------------------------------------------------
[Select Info]

   fadein.time = 15
   fadeout.time = 15
   rows = 20
   columns = 501
   wrapping = 1
   pos = 76, 18
   showemptyboxes = 0
   moveoveremptyboxes = 0
   cell.size = 0,11
   cell.spacing = 0
   ;cell.bg.spr = 150,0
   ;cell.random.spr = 151,0
   cell.random.switchtime = 5

   p1.cursor.startcell = 0,0
   p1.cursor.active.anim = 700
   p1.cursor.done.spr = 700, 0
   p1.cursor.move.snd = 100,0
   p1.cursor.done.snd = 100,1
   p1.random.move.snd = 100,5

   p2.cursor.startcell = 0,0
   p2.cursor.active.Anim = 700
   p2.cursor.done.spr = 700,0
   p2.cursor.blink = 1
   p2.cursor.move.snd = 100,0
   p2.cursor.done.snd = 100,1
   p2.random.move.snd = 100,5

   random.move.snd.cancel = 1      ;1 to have random move sound cancel itself when played repeatedly
   stage.move.snd = 100,0
   stage.done.snd = 100,1   
   cancel.snd = 100,2

;---------- Portrait Data ------------
portrait.offset = 0,0
portrait.scale = 0,0
title.offset = 0,0        ;Position of title (Arcade Mode, etc)
title.font =  -1          ;Font of title (-1 for none)

;Portrait
p1.face.offset = 0,52   ;Position to put big portrait
p1.face.facing = 1       
p1.face.scale = 1,1
p2.face.offset = 319,52   
p2.face.scale = 1,1
p2.face.facing = -1

;Name
p1.name.offset = 9,203          ;Position to put name
p1.name.font = 6,0,1            ;Set to -1 for no display
p2.name.offset = 310,203
p2.name.font = 6,0,-1

;Stage select
stage.pos = 160,13
stage.active.font = 6,0
stage.active2.font = 6,0
stage.done.font = 6,0
;Sounds

;~~~~~~~~~~~ Team Menu ~~~~~~~~~~~~     
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 30, 90
p1.teammenu.bg.spr = 0,1
p1.teammenu.selftitle.font = 4,0, 1
p1.teammenu.selftitle.text = TEAM MODE
p1.teammenu.enemytitle.font = 4,0, 1
p1.teammenu.enemytitle.text = COMP MODE
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,1
p1.teammenu.item.offset = 0,20
p1.teammenu.item.spacing = 0,15
p1.teammenu.item.font = 4,0, 1
p1.teammenu.item.active.font = 4,5, 1
p1.teammenu.item.active2.font = 4,0, 1
p1.teammenu.item.cursor.offset = -10, 0
p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 60,1
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 60,1
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 6,0
;p2 team
p2.teammenu.pos = 289, 90
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 4,0, -1
p2.teammenu.selftitle.text = TEAM MODE
p2.teammenu.enemytitle.font = 4,0, -1
p2.teammenu.enemytitle.text = COMP MODE
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,1
p2.teammenu.item.offset = 0,20
p2.teammenu.item.spacing = 0,15
p2.teammenu.item.font = 4,0, -1
p2.teammenu.item.active.font = 4,5, -1
p2.teammenu.item.active2.font = 4,0, -1
p2.teammenu.item.cursor.offset = 10, 0
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -60,1
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = -60,1
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -6,0

[SelectBGdef]
[SelectBG s01]   ;
   type  = normal
   layerno = 1
   start = -26, 18   ;start = -77, 18
   mask = 1
            spriteno = 600,1

[SelectBG s02]   ;
   type  = normal
   layerno = 1
   start = -26, 29
   mask = 1
            spriteno = 600,2

[SelectBG s03]   ;
   type  = normal
   layerno = 1
   start = -26, 40
   mask = 1
            spriteno = 600,3

[SelectBG s04]   ;
   type  = normal
   layerno = 1
   start = -26, 51
   mask = 1
            spriteno = 600,4

[SelectBG s05]   ;
   type  = normal
   layerno = 1
   start = -26, 62
   mask = 1
            spriteno = 600,5

[SelectBG s06]   ;
   type  = normal
   layerno = 1
   start = -26, 73
   mask = 1
            spriteno = 600,6

[SelectBG s07]   ;
   type  = normal
   layerno = 1
   start = -26, 84
   mask = 1
            spriteno = 600,7

[SelectBG s08]   ;
   type  = normal
   layerno = 1
   start = -26, 95
   mask = 1
            spriteno = 600,8

[SelectBG s09]   ;
   type  = normal
   layerno = 1
   start = -26, 106
   mask = 1
            spriteno = 600,9

[SelectBG s10]   ;
   type  = normal
   layerno = 1
   start = -26, 117
   mask = 1
            spriteno = 600,10

[SelectBG s11]   ;
   type  = normal
   layerno = 1
   start = -26, 128
   mask = 1
            spriteno = 600,11

[SelectBG s12]   ;
   type  = normal
   layerno = 1
   start = -26, 139
   mask = 1
            spriteno = 600,12

[SelectBG s13]   ;
   type  = normal
   layerno = 1
   start = -26, 150
   mask = 1
            spriteno = 600,13

[SelectBG s14]   ;
   type  = normal
   layerno = 1
   start = -26, 161
   mask = 1
            spriteno = 600,14

[SelectBG s15]   ;
   type  = normal
   layerno = 1
   start = -26, 172
   mask = 1
            spriteno = 600,15

[SelectBG s16]   ;
   type  = normal
   layerno = 1
   start = -26, 183
   mask = 1
            spriteno = 600,16

[SelectBG s17]   ;
   type  = normal
   layerno = 1
   start = -26, 194
   mask = 1
            spriteno = 600,17

[SelectBG s18]   ;
   type  = normal
   layerno = 1
   start = -26, 205
   mask = 1
            spriteno = 600,18

[SelectBG s19]   ;
   type  = normal
   layerno = 1
   start = -26, 216
   mask = 1
            spriteno = 600,19

[SelectBG s20]   ;
   type  = normal
   layerno = 1
   start = -26, 227
   mask = 1
            spriteno = 600,20


[Begin Action 700]
   700, 0,0, 0, 55
   700, 1,0, 0, 5
   700, 2,0, 0, 5
   700, 3,0, 0, 5
   700, 4,0, 0, 5
   700, 5,0, 0, 5
   700, 6,0, 0, 5


[SelectBG 1] ;BLUE VORTEX
type  = Anim
actionno = 750
layerno = 0
start = -160,0

[SelectBG 1] ;CLOUD VORTEX
type  = Anim
actionno = 770
layerno = 0
start = -160,0
trans = add

[SelectBG 1] ;CLOUD SWIVIL 4 SHISLE
type  = Anim
actionno = 780
layerno = 0
start = -160,0
trans = add

[SelectBG 1] ;BLUE SWIRL
type = normal
layerno = 0
spriteno = 50,0
start = -160,0
mask = 0
trans = add

;=========== Marquees ===================

;p1 side

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 725,0
start = -141,120
velocity = 0,0.65
tile = 0,1
trans = sub;add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 725,1
start = -121,120
velocity = 0,0.35
tile = 0,1
trans = sub;add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 725,2
start = -66,120
velocity = 0,0.2
tile = 0,1
trans = sub;add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 725,3
start = -148,120
velocity = 0,0.85
tile = 0,1
trans = add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 725,4
start = -128,120
velocity = 0,0.5
tile = 0,1
trans = add

;p2 side
[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 725,5
start = 141,120
velocity = 0,-0.65
tile = 0,1
trans = sub;add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 725,6
start = 121,120
velocity = 0,-0.35
tile = 0,1
trans = sub;add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 725,2
start = 65,120
velocity = 0,-0.2
tile = 0,1
trans = sub;add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 725,8
start = 148,120
velocity = 0,-0.85
tile = 0,1
trans = add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 725,9
start = 128,120
velocity = 0,-0.5
tile = 0,1
trans = add

[SelectBG MID LARGE]
type  = normal
spriteno = 750, 0
layerno = 0
start = -160,0
trans = sub
mask = 1

[SelectBG MID SMALL]
type  = normal
spriteno = 750, 1
layerno = 0
start = -160,0
trans = add
mask = 1

[SelectBG PortBG1]
type = normal
spriteno = 825,0
layerno = 0
start = -160, 52
trans = add

[SelectBG PortBG2]
type = normal
spriteno = 825,0
layerno = 0
start = 40, 52
trans = add

[SelectBG LABEL 1]
type = anim
actionno = 801
layerno = 0
start = -161, 194
[Begin Action 801]
800,0,0,0,1, ,A

[SelectBG LABEL 2]
type = anim
actionno = 802
layerno = 0
start = 160, 194      ;154, 194
[Begin Action 802]
800,0,0,0,1,H,A

;------------ Lightning ---------------

[SelectBG 0a] ;lightning (top right side)
type  = anim
actionno = 350
layerno = 0
start = 20,-40
trans = add

[SelectBG 0a] ;lightning (top left side)
type  = anim
actionno = 351
layerno = 0
start = -20,-40
trans = add

[SelectBG 0a] ;lightning (bottom right side)
type  = anim
actionno = 352
layerno = 0
start = 10,290
trans = add

[SelectBG 0a] ;lightning (bottom left side)
type  = anim
actionno = 353
layerno = 0
start = -10,290
trans = add

[Begin Action 750] ;BLUE VORTEX ANIMATION
loopstart
75,0, 0,0, 2
75,1, 0,0, 2
75,2, 0,0, 2
75,3, 0,0, 2
75,4, 0,0, 2
75,5, 0,0, 2
75,6, 0,0, 2
75,7, 0,0, 2
75,8, 0,0, 2
75,9, 0,0, 2
75,10, 0,0, 2
75,11, 0,0, 2
75,12, 0,0, 2
75,13, 0,0, 2
75,14, 0,0, 2

[Begin Action 770]  ;CLOUD VORTEX ANIMATION
loopstart
77,0, 0,0, 1, ,A
77,1, 0,0, 1, ,A
77,2, 0,0, 1, ,A
77,3, 0,0, 1, ,A
77,4, 0,0, 1, ,A
77,5, 0,0, 1, ,A
77,6, 0,0, 1, ,A
77,7, 0,0, 1, ,A
77,8, 0,0, 1, ,A
77,9, 0,0, 1, ,A
77,10, 0,0, 1, ,A
77,11, 0,0, 1, ,A
77,12, 0,0, 1, ,A
77,13, 0,0, 1, ,A
77,14, 0,0, 1, ,A
77,15, 0,0, 1, ,A
77,16, 0,0, 1, ,A
77,17, 0,0, 1, ,A
77,18, 0,0, 1, ,A
77,19, 0,0, 1, ,A
77,20, 0,0, 1, ,A
77,21, 0,0, 1, ,A
77,22, 0,0, 1, ,A
77,23, 0,0, 1, ,A
77,24, 0,0, 1, ,A
77,25, 0,0, 1, ,A
77,26, 0,0, 1, ,A
77,27, 0,0, 1, ,A
77,28, 0,0, 1, ,A
77,29, 0,0, 1, ,A
77,30, 0,0, 1, ,A
77,31, 0,0, 1, ,A
77,32, 0,0, 1, ,A
77,33, 0,0, 1, ,A
77,34, 0,0, 1, ,A
77,35, 0,0, 1, ,A
77,36, 0,0, 1, ,A
77,37, 0,0, 1, ,A
77,38, 0,0, 1, ,A
77,39, 0,0, 1, ,A

[Begin Action 780]  ;CLOUD VORTEX ANIMATION
loopstart
78,0, 0,0, 3, ,A
78,1, 0,0, 3, ,A
78,2, 0,0, 3, ,A
78,3, 0,0, 3, ,A
78,4, 0,0, 3, ,A
78,5, 0,0, 3, ,A
78,6, 0,0, 3, ,A
78,7, 0,0, 3, ,A
78,8, 0,0, 3, ,A
78,9, 0,0, 3, ,A
78,10, 0,0, 3, ,A
78,11, 0,0, 3, ,A
78,12, 0,0, 3, ,A
78,13, 0,0, 3, ,A
78,14, 0,0, 3, ,A
78,15, 0,0, 3, ,A
78,16, 0,0, 3, ,A
78,17, 0,0, 3, ,A
78,18, 0,0, 3, ,A
78,19, 0,0, 3, ,A
78,20, 0,0, 3, ,A
78,21, 0,0, 3, ,A
78,22, 0,0, 3, ,A
78,23, 0,0, 3, ,A
78,24, 0,0, 3, ,A
78,25, 0,0, 3, ,A
78,26, 0,0, 3, ,A
78,27, 0,0, 3, ,A
78,28, 0,0, 3, ,A
78,29, 0,0, 3, ,A
78,30, 0,0, 3, ,A
78,31, 0,0, 3, ,A
78,32, 0,0, 3, ,A
78,33, 0,0, 3, ,A
78,34, 0,0, 3, ,A
78,35, 0,0, 3, ,A
78,36, 0,0, 3, ,A
78,37, 0,0, 3, ,A
78,38, 0,0, 3, ,A
78,39, 0,0, 3, ,A

[begin action 350] ; Lightning 1 (top right side)
-1,-1,0,0,82;Blank
350,0,0,0,2, ,A
-1,-1,0,0,2;Blank
350,0,0,0,2, ,A
350,1,0,0,2, ,A
-1,-1,0,0,2;Blank
350,1,0,0,2, ,A

[begin action 351] ; Lightning 2 (top left side)
350,0,0,0,2,H ,A
-1,-1,0,0,2;Blank
350,0,0,0,2,H ,A
350,1,0,0,2,H ,A
-1,-1,0,0,2;Blank
350,1,0,0,2,H ,A
-1,-1,0,0,112;Blank

[begin action 352] ; Lightning 2 (bottom right side)
-1,-1,0,0,61;Blank
350,0,0,0,2,V ,A
-1,-1,0,0,2;Blank
350,0,0,0,2,V ,A
350,1,0,0,2,V ,A
-1,-1,0,0,2;Blank
350,1,0,0,2,V ,A
-1,-1,0,0,61;Blank

[begin action 353] ; Lightning 2 (bottom left side)
-1,-1,0,0,36;Blank
350,0,0,0,2,VH ,A
-1,-1,0,0,2;Blank
350,0,0,0,2,VH ,A
350,1,0,0,2,VH ,A
-1,-1,0,0,2;Blank
350,1,0,0,2,VH ,A
-1,-1,0,0,66;Blank

;============== Screen Transitions ================

[SelectBG 1.b1];fader
type = normal
layerno = 0
spriteno = 900,0
start = 0,0
velocity = 0,-10
trans = add
tile = 1,0

[SelectBG 1.b1];fader
type = normal
layerno = 1
spriteno = 900,0
start = 0,0
velocity = 0,-25
trans = add
tile = 1,0

;-------------------------------------------------------------------
[VS Screen]
time = 638 ;590                ;Time to show screen
;Big portraits
;X,Y
p1.pos =  0,16 ;0, 31   ;0,0
p1.facing = 1             ;*2001.04.01 NEW*
p1.scale = 1,1            ;*2001.04.01 NEW*

p2.pos = 319,136 ;320,151 ;322,129
p2.facing = -1            ;*2001.04.01 NEW*
p2.scale = 1,1          ;*2001.04.01 NEW*
;Names
p1.name.pos  =  128,70 ;115,70
p1.name.font =   4,0,1
p2.name.pos  = 191,190 ;205,190
p2.name.font =   4,0,-1
p2.name.layerno = 1

;-----------------------
;VS Match up screen background
[VersusBGdef]

[VersusBG 1] ;RED HAIL
type  = Anim
actionno = 2050
layerno = 0
start = -160,31

[VersusBG 1] ;BLUE HAIL
type  = Anim
actionno = 2060
layerno = 0
start = -160,151

[VersusBG 1] ;BLUE HAIL cover up
type  = Anim
actionno = 2040
layerno = 1
start = -160,151   

[VersusBG 1] ;RED ARROW
type = normal
layerno = 0
spriteno = 208,0
start = -160,31
mask = 1
trans = add

[VersusBG 1] ;RED SPACER
type = normal
layerno = 0
spriteno = 208,1
start = -40,31

[VersusBG 1] ;BLUE ARROW
type = normal
layerno = 0
spriteno = 209,0
start = -50,151 ;-40,151
mask = 1
trans = add

[VersusBG 1] ;BLUE SPACER
type = normal
layerno = 0
spriteno = 209,1
start = 32,151

[VersusBG 1] ;BLACK BARS
;type  = normal
;spriteno = 210,2
;layerno = 1 ; Front
;start = 0,0
;mask = 1
type  = Anim
actionno = 210
layerno = 1 ; Front
start = 0,0
mask = 1

[VersusBG 3] ;VS Logo
type  = Anim
actionno = 200
layerno = 1 ; Front
start = -160,90
mask = 1

[Begin Action 2050] ;RED HAIL
loopstart
205,0, 0,0, 2
205,1, 0,0, 2
205,2, 0,0, 2
205,3, 0,0, 2
205,4, 0,0, 2
205,5, 0,0, 2
205,6, 0,0, 2
205,7, 0,0, 2
205,8, 0,0, 2
205,9, 0,0, 2
205,10, 0,0, 2
205,11, 0,0, 2
205,12, 0,0, 2
205,13, 0,0, 2
205,14, 0,0, 2

[Begin Action 2060] ;BLUE HAIL
loopstart
206,0, 0,0,2
206,1, 0,0,2
206,2, 0,0,2
206,3, 0,0,2
206,4, 0,0,2
206,5, 0,0,2
206,6, 0,0,2
206,7, 0,0,2
206,8, 0,0,2
206,9, 0,0,2
206,10, 0,0,2
206,11, 0,0,2
206,12, 0,0,2
206,13, 0,0,2
206,14, 0,0,2

[Begin Action 2040] ;BLUE HAIL
loopstart
204,0, 0,0,2
204,1, 0,0,2
204,2, 0,0,2
204,3, 0,0,2
204,4, 0,0,2
204,5, 0,0,2
204,6, 0,0,2
204,7, 0,0,2
204,8, 0,0,2
204,9, 0,0,2
204,10, 0,0,2
204,11, 0,0,2
204,12, 0,0,2
204,13, 0,0,2
204,14, 0,0,2

[Begin Action 210] ;BLACK BARS ANIMATION
210,1, 0,0, 13
;210,15, 0,0, 13
;;;;;;;;;;;;;;;210,0, 0,0, 30
;210,14, 0,0, 15
210,1, 0,0, 30
210,2, 0,0, 3
210,3, 0,0, 3
210,4, 0,0, 3
210,5, 0,0, 3
210,6, 0,0, 3
210,7, 0,0, 3
210,8, 0,0, 3
210,9, 0,0,-1

[Begin Action 200] ;VS ANIMATION
199,0, 0,0, 60
200,0, 0,0, 2
200,0, 0,0, 2
200,1, 0,0, 2
200,2, 0,0, 2
200,3, 0,0, 2
200,4, 0,0, 2
200,5, 0,0, 2
200,6, 0,0, 2
200,7, 0,0, 2
200,8, 0,0, 2
200,9, 0,0, 2
200,10, 0,0, 2
200,11, 0,0, 2
200,12, 0,0, 2
200,13, 0,0, 2
200,14, 0,0, 2
200,15, 0,0, 2
200,16, 0,0, 2
200,17, 0,0, 2
200,18, 0,0, 2
200,19, 0,0, 2
200,20, 0,0, 2
200,21, 0,0, 2
200,22, 0,0, 2
200,23, 0,0, -1

;-------------------------------------------------------------------
;Demo mode definition
;Whole group is *2001.04.01 NEW*
[Demo Mode]
enabled = 1               ;Set to 1 to enable demo mode, 0 to disable
select.enabled = 1        ;Set to 1 to display select screen, 0 to disable
vsscreen.enabled = 0      ;Set to 1 to display versus screen, 0 to disable
title.waittime = 600      ;Time to wait at title before starting demo mode
fight.endtime = 1500      ;Time to display the fight before returning to title
fight.playbgm = 1         ;Set to 1 to enable in-fight BGM, 0 to disable
fight.bars.display = 0    ;Set to 1 to display lifebar, 0 to disable
intro.waitcycles = 1      ;Cycles to wait before intro cutscene is played again
debuginfo = 0             ;Set to 0 to hide debugging info (debug mode only)

;-------------------------------------------------------------------
;Continue screen definition
;Whole group is *2001.04.01 NEW*
[Continue Screen]
enabled = 1               ;Set to 1 to show continue screen, 0 to disable

;-------------------------------------------------------------------
;Game over screen definition
;Whole group is *2001.04.01 NEW*
[Game Over Screen]
enabled = 0               ;Set to 1 to show game over screen, 0 to disable
storyboard = gameover.def          ;Game over storyboard filename

;-------------------------------------------------------------------
;Win screen definition
;This is the screen that is shown when you win in arcade mode.
;It will not be displayed if the winning character has an ending.
[Win Screen]
enabled = 1               ;Set to 1 to show win screen, 0 to disable *2001.04.01 NEW*
wintext.text = 0
wintext.font = 7,0,0
wintext.offset = 160,65
wintext.displaytime = -1
wintext.layerno = 2
fadein.time = 32
pose.time = 300
fadeout.time = 64

;-------------------------------------------------------------------
;Game ending screen definition
;This screen shows up after the Win Screen.
;It will not be displayed if the winning character has an ending.
;Whole group is *2001.04.01 NEW*
[Default Ending]
enabled = 0              ;Set to 1 to show credits, 0 to disable
storyboard =             ;Default ending storyboard filename

;-------------------------------------------------------------------
;Ending credits screen definition
;This screen shows up after the Win Screen and Ending
;Whole group is *2001.04.01 NEW*
[End Credits]
enabled = 1               ;Set to 1 to show credits, 0 to disable
storyboard = credits.def             ;Credits storyboard filename

;-------------------------------------------------------------------
;Survival mode results screen definition
;This is the screen that is shown when you win in survival mode.
;It will not be displayed if the winning character has an ending.
;Whole group is *2001.11.14 NEW*
[Survival Results Screen]
enabled = 1
winstext.text = Rounds survived: %i  ;Use %i for win counter
winstext.font = 3,0,0
winstext.offset = 159,70
winstext.displaytime = -1
winstext.layerno = 2
fadein.time = 32
show.time = 300
fadeout.time = 64
roundstowin = 10          ;Number of rounds to get win pose (lose pose otherwise)

;-------------------------------------------------------------------
;Options screen definition
[Option Info]
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

;-------------------
;Options screen background
[OptionBGdef]

[OptionBG 1] ;COMIX STRIP
type  = normal
layerno = 0
spriteno = 500,0
start = -160,0
tile  = 1,0
velocity = -1,0

;------------ Lightning ---------------

[OptionBG 0a] ;lightning (top right side)
type  = anim
actionno = 350
layerno = 0
start = 20,-40
trans = add

[OptionBG 0a] ;lightning (top left side)
type  = anim
actionno = 351
layerno = 0
start = -20,-40
trans = add

[OptionBG 0a] ;lightning (bottom right side)
type  = anim
actionno = 352
layerno = 0
start = 10,290
trans = add

[OptionBG 0a] ;lightning (bottom left side)
type  = anim
actionno = 353
layerno = 0
start = -10,290
trans = add

[OptionBG 1] ;MIST
type  = normal
spriteno = 340,0
layerno = 0
start = -160,0
tile  = 1,0
velocity=-0.5
trans = sub

[OptionBG 1] ;MIST
type  = normal
spriteno = 340,1
layerno = 0
start = -160,0
tile  = 1,0
velocity=0.5
trans = sub

[OptionBG 1] ;BLUE SWIRL
type = normal
layerno = 0
spriteno = 50,0
start = -160,0
mask = 0
trans = add

[begin action 350] ; Lightning 1 (top right side)
-1,-1,0,0,70;Blank
350,0,0,0,3, ,A
-1,-1,0,0,3;Blank
350,0,0,0,3, ,A
350,1,0,0,3, ,A
-1,-1,0,0,3;Blank
350,1,0,0,3, ,A

[begin action 351] ; Lightning 2 (top left side)
350,0,0,0,3,H ,A
-1,-1,0,0,3;Blank
350,0,0,0,3,H ,A
350,1,0,0,3,H ,A
-1,-1,0,0,3;Blank
350,1,0,0,3,H ,A
-1,-1,0,0,100;Blank

[begin action 352] ; Lightning 2 (bottom right side)
-1,-1,0,0,55;Blank
350,0,0,0,3,V ,A
-1,-1,0,0,3;Blank
350,0,0,0,3,V ,A
350,1,0,0,3,V ,A
-1,-1,0,0,3;Blank
350,1,0,0,3,V ,A
-1,-1,0,0,55;Blank

[begin action 353] ; Lightning 2 (bottom left side)
-1,-1,0,0,30;Blank
350,0,0,0,3,VH ,A
-1,-1,0,0,3;Blank
350,0,0,0,3,VH ,A
350,1,0,0,3,VH ,A
-1,-1,0,0,3;Blank
350,1,0,0,3,VH ,A
-1,-1,0,0,60;Blank

;============== Screen Transitions ================

[OptionBG 1.b1];fader
type = normal
layerno = 0
spriteno = 900,0
start = 0,0
velocity = 0,-10
trans = add
tile = 1,0

[OptionBG 1.b1];fader
type = normal
layerno = 1
spriteno = 900,0
start = 0,0
velocity = 0,-25
trans = add
tile = 1,0
[/mcode]