Sorry for the Necro Edit! I'm putting this project up for grabs for any experienced coder(s) that want to improve this and make this bug free. Hopefully this could lead to a hard code feature for a future version of mugen. IT'S ALL YOURS! Good Luck!XCOSTUME v2.0Download - MediafireFighter Factory 3Official PageHere's a thread with XCOSTUME characters already coded and ready for download.Click HereThere are still some issues with characters who already use (fvar) 36-39. Post those characters as a request in the link above so either I or someone else can code it for you and upload it to that thread.1. You have to change your character's mugen version to Mugenversion = 1.0. You can change it in their .def file.2. Save your character's .sff file as 1.0 or 1.1 in FF3 before you add any sprites! - It needs to convert your old .sff into .sffv2Tutorial Video!=====<Features>=====Spoiler, click to toggle visibilty- Change Palettes In Your First Intro- The amount of palettes you can choose are limitless - 32 bit HD .PNG- 8 Bit .PCX- Static for 32bit. Static for 8bit. - READ the README in the zip file.- Sound Effects- Supports Turns Mode Intros=====<Credit>=====Spoiler, click to toggle visibiltyHumanoid Typhoon - For the most of the code and showing me how to use it.Seravy - For Teaching me how to code properly and teaching me how to interpret mugen coding overall.OdB718 - For pointing out critical stuff about state 190.
I always wanted to try coding something like that but was too lazy to...Great job... with more code, you could add a near limitless amount of selections.
Pretty cool, I might just have to try this out. Would it be possible to have a version where you place the sprites into the fightfx.sff and the sounds into the common.snd? That way, you wouldn't have to put the new sprites and sounds into each and every character, rather just pull it from the aformentioned files.I haven't messed around with this yet, but doing so may eliminate a few steps and save some time. Nice work nonetheless.
wow dude.... pretty awesome tool... also the tutorial was pretty easy to follow... impressive work...
PAVGN said, June 26, 2013, 02:58:26 amI assume the character's .sff has to be .sff version 2 for this to work?Correct. Which FF3 Converts to when you save it as Mugen 1.0 or Mugen 1.1.xXMCGXx said, June 25, 2013, 08:46:32 amwow dude.... pretty awesome tool... also the tutorial was pretty easy to follow... impressive work...Thanks, i'm gonna make another tutorial to fix some issues and to make it even easier + faster to do. This way you can streamline this into all of your characters with little to no problems. Posted: June 25, 2013, 10:22:59 amAstral-kun said, June 23, 2013, 08:40:09 pmyou my friend have been nominated just fucking fantastic thank you flawless thank youLol thanks!If any of you guys have any questions, suggestions or problems let me know here on this thread.Taybear said, June 25, 2013, 07:53:47 amSimply awesome man! Legit all over this.Any problems let me know! BIG BOSS said, June 23, 2013, 09:24:03 pmThis is very cleaver and a needed concept. Downloading the video and all the hook up's, thanks mate.Thanks bro, can't wait for your screenpack. Check out the suggestion I made on that thread!
PAVGN said, June 26, 2013, 02:58:26 amI assume the character's .sff has to be .sff version 2 for this to work?It can work on a regular sff so you can only use 12 pals, but the coding runs mainly off a remapPal, which will only work in mugen1.0 or higher.
Humanoid Typhoon said, June 26, 2013, 06:30:38 pmPAVGN said, June 26, 2013, 02:58:26 amI assume the character's .sff has to be .sff version 2 for this to work?It can work on a regular sff so you can only use 12 pals, but the coding runs mainly off a remapPal, which will only work in mugen1.0 or higher.This ^^^^^^ 100%
One question, should variables not be repeated only in the. Cns where appears life, power and others (Normal cns). Is that some chars have been -2 state in another .Cns file where there if repeated. Nothing happens in that case? Thank you very much!
GaziraAgain said, June 27, 2013, 02:06:38 pmOne question, should variables not be repeated only in the. Cns where appears life, power and others (Normal cns). Is that some chars have been -2 state in another .Cns file where there if repeated. Nothing happens in that case? Thank you very much!You SHOULD NOT use any variable that is in use for anything in any file.Mugen loads variables from all files that are represented in the character's .def file. You have to check ALL of the .st .cns .txt files for variables that aren't in use. - I will show a better way to find them soon.Use the CTRL+F method I show in the video for now.If that answers your question let me know, if not i'll get more into it if you'd like.
Yes thanks! The downside is that there are chars that use all variables, such as the Guilty Gear chars. But good to see if you find any solution, so congratulations for the code, it´s amazing!
I have a problem:When I open the char it says this:Error detected.Error parsing [State 5900, Palette Selector]Error in [statedef 5900]Error in Coding/System.cns:246Character mugenversion is older than this version of M.U.G.E.N.Error loading chars/Skullo/DivineSkullo.defError while precachingError parsing [State 5900, Palette Selector]Error in [statedef 5900]Error in Coding/System.cns:246Character mugenversion is older than this version of M.U.G.E.N.Error loading chars/Skullo/DivineSkullo.defError while precachingError parsing [State 5900, Palette Selector]Error in [statedef 5900]Error in Coding/System.cns:246Character mugenversion is older than this version of M.U.G.E.N.Error loading chars/Skullo/DivineSkullo.defError loading p1Clipboard tail: Loading cmd command set DivineSkullo.cmd...OK Loading cns Coding/System.cns...Freeing player RC Character DivineSkullo.def failed to loadEnd of versus screen loopGame loop deinitGameflow 11Loading match assets...Loading stage...Info: stage cvs2_osaka(Boss)00 loading in pre-1.0 compatible mode Loading BG...OKStage loaded OK Allocating helpers...OKMatch RNG seed: 1144653187Reset persist vars team 0Reset persist vars team 1Loading character chars/Skullo/DivineSkullo.def... Loading info...OK Loading cmd command set DivineSkullo.cmd...OK Loading cns Coding/System.cns...Freeing player RC Character DivineSkullo.def failed to load
Quickfist said, June 27, 2013, 06:53:37 pmSounds like you're trying to use the code on a winmugen character. Winmugen characters can't use code exclusive to 1.0 and above, even if you use them on the newer versions. You'll need to manually change the character's mugenversion in the def file to 1.0 for it to work.
Quickfist I just did skullomania there's a few things you have to mess with i can PM you mine so you don't have to worry about editing everything.