My MUGEN 1.1b crashes when I use Hawkeye's (by Nicotinefist and Arkady) Fireworks hyper move (State 3100). It happens consistently the first time I execute the hyper in TEAM simultaneous mode. It eventually happens also in Turns mode and Single player mode (maybe after a few rounds). When I searched for why MUGEN 1.1 crashes without an error code, I noticed someone suggested it was a memory issue and recommended using the NTCore 4GB patch to increase the memory limit (RAM) from 2GB (default for 32bit platform) to 4GB on x64 platforms, allowing the use of heavier memory content. I do have a 64 bit OS (and my laptop specs include 16GB RAM and NVIDIA GeForce GTX 1050 w/4GB RAM) and this NTCore 4GB patch has worked so far so that MUGEN doesn't crash anymore with Hawkeye.
Still, I'd love to understand what about the character, especially his hypermove, makes the patch necessary since he doesn't have a huge file size compared to other characters. Can anyone help? The code for the hyper is at the end of this post. I also have the log at the end of the post in case that's helpful.
In case it's helpful in figuring this out, I also use ReShade 3.4.1 for the scanline effect (which is why I use MUGEN 1.1). Also, for some weird reason, my laptop won't use the GPU to run MUGEN but the Intel graphics card, though the game still runs fine for the most part (maybe a littler more image tearing than if run by the GPU). I have about 325 characters and 200ish stages in my screenpack (I use XCOTA, MSH, MvC, and DCvM screenpacks - all have the same issue).
One last weird thing I noticed. With Cyclops by Sunboy, when his AI is on and I hit him with Hawkeye's problematic hyper, Cyclops is no longer hitable, though he has his clsn boxes. When this Cyclops is not AI operated, then he is affected normally by Hawkeye's hyper. I wonder if this means there some bug in the hyper that may be more to blame than memory size.
Thanks for helping me figure this out!
You can download the original Hawkeye released character here:
http://mugenguild.com/forum/topics/hawkeye-nicotinefist-arkady-171184.0.html
The updated version of Hawkeye I use is here:
https://BLACKLISTED WEBSITE.com/forums/downloads.php?do=file&id=62155-hawkeye-edited-nicotinefist-arkady
Cyclops by Sunboy can be downloaded here:
http://randomselect.piiym.net/hosted/scyclops.htm
In case anyone is having the same issue with Mugen 1.1 crashing with no error code, the NTCore 4GB Patch is here (though you might need to have a 64bit setup for this to work):
http://www.newagemugen.com/t3124-mugen-1-1-beta-release-1-ntcore-4gb-patch
Code for problematic hyper:
Spoiler, click to toggle visibilty
;Hyper2 scattershot
[Statedef 3100]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
poweradd = 0
anim = 3100
ctrl = 0
sprpriority = 2
[State 3100, NotHitBy]
type = NotHitBy
trigger1 = animelem = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 70
;======================================================
;Avengers Hyper Helpers================================
;======================================================
[State 3000, AvX No BG]
type = assertspecial
trigger1 = time = 0
flag = noBG
flag2 = noFG
flag3 = nobardisplay
ignorehitpause = 1
[State 3000, AvX Super Pause]
type = SuperPause
trigger1 = time = 0
Time = 40
pos = 0,-80
sound = S8889,0
poweradd = -1000
movetime= 10
[State -2, AvX Hyper Background]
type = Helper
triggerall = !numhelper(40001)
trigger1 = time = 0
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
[State -2, AvX Hyper Portrait]
type = Helper
triggerall = !numhelper(40003)
trigger1 = time = 0
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
[State -2, AvX Helper]
type = Helper
triggerall = !numhelper(40004)
trigger1 = time = 0
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
;======================================================
;Avengers Hyper Helpers================================
;======================================================
[State 3100, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3100,0
volume = 255
channel = 4
[State 3100, HitDef]
type = HitDef
trigger1 = !time
attr = S,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD ;HLAFD+-
guardflag = MA ;HLA
animtype = light ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 45,5
sparkno = 1
guard.sparkno = 2
sparkxy = 0,0
hitsound = S1,0
guardsound = S2,0
ground.type = trip
air.hittime = 20
yaccel = 0.5
ground.velocity = -10,0
air.velocity = -10,0
sprpriority = 1
p1getp2facing = 0
fall = 1
air.fall = 1
[State 3100, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "Arrow"
ID = 3101
stateno = 3101
pos = -20,-95
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
[State 3100, Helper]
type = Helper
trigger1 = animelem = 11
helpertype = normal
name = "Arrow"
ID = 3101
stateno = 3101
pos = -20,-95
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
[State 3100, Helper]
type = Helper
trigger1 = animelem = 16
helpertype = normal
name = "Arrow"
ID = 3101
stateno = 3101
pos = -20,-95
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
[State 3100, Helper]
type = Helper
trigger1 = animelem = 21
helpertype = normal
name = "Arrow"
ID = 3101
stateno = 3101
pos = -20,-95
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
[State 3100, Helper]
type = Helper
trigger1 = animelem = 26
helpertype = normal
name = "Arrow"
ID = 3101
stateno = 3101
pos = -20,-95
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
[State 3100, Helper]
type = Helper
trigger1 = animelem = 31
helpertype = normal
name = "Arrow"
ID = 3101
stateno = 3101
pos = -20,-95
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
[State 3100, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;Arrow
[Statedef 3101]
type = A
movetype = A
physics = A
ctrl = 0
anim = 3101
velset = 0,0
sprpriority = 5
[State 3101, VelSet]
type = VelSet
trigger1 = time = 0
x = 1
y = -20
[State 3101, 2]
type = Projectile
trigger1 = time = 16
ProjID = 1203
projanim = 1203
projhitanim = 1205
projremanim = 1205
projcancelanim = 1204
velocity = 5,19
offset = -50,-530
;projedgebound = 2240
;projstagebound = 2240
;projheightbound = -2240
; HitDef
attr = S,SP
hitflag = MAFD
guardflag = MA
animtype = low
priority = 4,Hit
damage = 9,2
pausetime = 4,4
;postype = P2
sparkno = 3
guard.sparkno = 2;s9993
hitsound = S999,15
guardsound = S999,3
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -12,12
air.velocity = -12,12
fall = 1
air.fall = 1
envshake.time = 31
envshake.ampl = 6
p2stateno = 37697
[State 3101, 2]
type = Projectile
trigger1 = time = 19
ProjID = 1203
projanim = 1203
projhitanim = 1205
projremanim = 1205
projcancelanim = 1204
velocity = 5,19
offset = -10,-530
;projedgebound = 2240
;projstagebound = 2240
;projheightbound = -2240
; HitDef
attr = S,SP
hitflag = MAFD ;HLAFD+-
guardflag = MA ;HLA
animtype = low
priority = 4,Hit ;Hit,Miss,Dodge
damage = 9,2
pausetime = 4,4
;postype = P2
sparkno = 3
guard.sparkno = 2;s9993
hitsound = S999,15
guardsound = S999,3
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -12,12
air.velocity = -12,12
fall = 1
air.fall = 1
envshake.time = 31
envshake.ampl = 6
p2stateno = 37697
[State 3101, 2]
type = Projectile
trigger1 = time = 22
ProjID = 1203
projanim = 1203
projhitanim = 1205
projremanim = 1205
projcancelanim = 1204
velocity = 5,19
offset = 20,-530
;projedgebound = 2240
;projstagebound = 2240
;projheightbound = -2240
; HitDef
attr = S,SP
hitflag = MAFD ;HLAFD+-
guardflag = MA ;HLA
animtype = low
priority = 4,Hit ;Hit,Miss,Dodge
damage = 9,2
pausetime = 4,4
;postype = P2
sparkno = 3
guard.sparkno = 2;s9993
hitsound = S999,15
guardsound = S999,3
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -12,12
air.velocity = -12,12
fall = 1
air.fall = 1
envshake.time = 31
envshake.ampl = 6
p2stateno = 37697
[State 3101, ChangeAnim]
type = ChangeAnim
triggerall = anim = 3101
trigger1 = movecontact > 0
trigger2 = pos y > -16
value = 1202
[State 3101, VelSet]
type = VelSet
trigger1 = anim = 1202
x = 0
y = 0
[State 3101, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 1202
movetype = I
physics = N
[State 3101, PosSet]
type = PosSet
trigger1 = anim = 1202
y = 0
[State 3101, DestroySelf]
type = DestroySelf
trigger1 = time > 170
;-------------------------------------------------------------
[Statedef 37697]
type = S
movetype= U
physics = N
velset = -3,0
anim = 5010
[State 7697, color]
type = palFX
trigger1 = time != 0
add = 210,175,15
mul = 190, 108, 10
color = 26
time = 1
[State 7697, SelfState]
type = SelfState
trigger1 = time = 15
trigger1 = Pos Y > -4
value = 5070
ctrl = 1
[State 7697, End]
type = ChangeState
trigger1 = time = 20
trigger1 = Pos Y < 0
value = 47697
;-------------------------------------------------------------
[Statedef 47697]
type = S
movetype= H
physics = N
velset = 0,2
ctrl = 0
anim = 7697
[State 27697, 0]
type = Veladd
trigger1 = Pos Y < 0
Y = .75
[State 27697, 1]
type = Velset
trigger1 = Pos Y > 0
Y = 0
[State 27697, 2]
type = Posset
trigger1 = Pos Y > 0
trigger1 = Vel Y = 0
Y = 0
[State 27697, 3]
type = SelfState
trigger1 = vel Y = 0
trigger1 = Pos Y = 0
value = 5100
ctrl = 1
;;-------------------------------------------------------------------------
Mugen log after a crash without the patch:
Spoiler, click to toggle visibilty
---------------------------------------------------
M.U.G.E.N ver 1.1.0 Beta 1 P1 (2013.08.11) status log
---------------------------------------------------
Parsing command line...
Command line: C:\Users\mickey.sanchez\Box Sync\MUGEN 1.1\mugen.exe -r
Parse command line OK
Initializing...
Allocating game variables
Reading configuration file...Setting language "en".
OK
Initializing timer...performance timer enabled...frequency 2742187...OK
Initializing keyboard...configuring...OK
Initializing input engine...OK
Initializing sound...OK
Initializing BGM... OK
Initializing graphics...gameCoord 320x240...render mode 2_20...trying 640x480x32 mode 0x0...success...OK
Setting callbacks...OK
Initializing font...OK
Initializing game variables...OK
Session RNG seed is 1562567735
Loading system fonts...OK
Loading options...
Initializing pads...failed
Reinitializing input engine...OK
Remapping keys...OK
Reinitializing input engine...OK
Options loaded OK
Loading system...
Load system file system.def...OK
Load system spr...OK
Load system snd...OK
Load system fonts...OK
Load system anim...OK
Load [Title Info]...OK
Load [Option Info]...OK
Load [Select Info]...OK
Load [VS Screen]...OK
Load [Victory Screen]...Couldn't load
Load [Demo Mode]...OK
Load [Continue Screen]...OK
Load [Game Over Screen]...OK
Load [Win Screen]...OK
Load [Default Ending]...OK
Load [End Credits]...OK
Load TitleBG...VersusBG...VictoryBG...Error loading VictoryBG
SelectBG...OptionBG...OK
Loading fight data
Opening fight data file ./data/dcvm_finalpublic/fight.def...OK
Reading [Files]...OK
Loading fonts...OK
Load fight anim...OK
Reading [Lifebar]...[Turns Lifebar]...[Simul Lifebar]...[Powerbar]...
[Face]...[Simul Face]...[Turns Face]...
[Name]...[Simul Name]...[Turns Name]...
[Time]...[Combo]...[Round]...[WinIcon]...OK
Allocating explods...OK
Fight data loaded OK
Lua initing
Lua init complete
System loaded OK
Initialize OK
Set up graphics...timer...OK
Entering gameflow loop
Gameflow 0
Gameflow 1
Playing storyboard data/dcvm/data/logo.def: scene
Unloading match assets
Freeing players
Game loop init
Game loop deinit
Finished playing storyboard data/dcvm/data/logo.def: scene
Gameflow 2
Initializing character info...OK
Initializing select screen...finding characters...OK
Gameflow 3
Playing storyboard intro.def: scene
Unloading match assets
Freeing players
Game loop init
Fullscreen toggle 1
Game loop deinit
Finished playing storyboard intro.def: scene
Gameflow 4
Entering mode select.
Unloading match assets
Freeing players
Game loop init
Mode select init
End of mode select loop
Game loop deinit
Gameflow 6
Reset persist vars team 0
Reset persist vars team 1
Gameflow 7
Entering character select.
Unloading match assets
Freeing players
Game loop init
Unreserved all palettes
Charsel init
Selected char 82 on teamslot 0.0
Char Hawkeye.def (82) request pal 0 FFF (FFF) -> reserved 0 (FFE)
Selected char 72 on teamslot 0.1
Char capamerica.def (72) request pal 0 3 (3) -> reserved 0 (2)
End of charsel loop
Game loop deinit
Gameflow 8
Char jubilee.def (12) request pal 3 FFF (FFF) -> reserved 3 (FF7)
Char greenarrow.def (136) request pal 0 41B (41B) -> reserved 0 (41A)
Gameflow 9
Gameflow 10
Entering versus screen.
Unloading match assets
Freeing players
Game loop init
Versus screen init
End of versus screen loop
Game loop deinit
Gameflow 11
Loading match assets...
Loading stage...
Loading BG...OK
Stage loaded OK
Allocating helpers...OK
Match RNG seed: 214751635
Reset persist vars team 1
Loading character chars/Hawkeye/Hawkeye.def...
Loading info...OK
Loading cmd command set Hawkeye.cmd...OK
Loading cns Hawkeye.cns...OK
Loading cmd state entry Hawkeye.cmd...OK
Loading common states common1.cns...OK
Loading sff Hawkeye.sff...OK
Loading anim Hawkeye.air...OK
Loading snd Hawkeye.snd...OK
Loading pals...(1,1)(1,2)(1,3)(1,4)(1,5)(1,6)(1,7)(1,8)(1,9)(1,10)(1,11)(1,12)OK
SFF v1.01 palette hack engaged.
5711 expressions (1824 on trigger lines)
Character Hawkeye.def loaded OK
New char Hawkeye loaded into cache: (1/4 cached) Load time: 870.000ms
Loading character chars/capamerica/capamerica.def...
Loading info...OK
Loading cmd command set capamerica.cmd...OK
Loading cns capamerica.cns...OK
Loading cns shield.cns...OK
Loading cmd state entry capamerica.cmd...OK
Loading common states DCvsMarvelcommon1.cns...OK
Loading sff capamerica.sff...OK
Loading anim capamerica.air...OK
Loading snd capamerica.snd...OK
Loading pals...(1,1)(1,2)OK
SFF v1.01 palette hack engaged.
15230 expressions (5604 on trigger lines)
Character capamerica.def loaded OK
New char Captain America loaded into cache: (2/4 cached) Load time: 330.000ms
Loading character chars/jubilee/jubilee.def...
Loading info...OK
Loading cmd command set jubilee.cmd...OK
Loading cns jubilee.cns...OK
Loading cns misc.cns...OK
Loading cns override.cns...OK
Loading cns engine.cns...OK
Loading cmd state entry jubilee.cmd...OK
Loading common states common1.cns...OK
Loading sff jubilee.sff...OK
Loading anim jubilee.air...OK
Loading snd jubilee.snd...OK
Loading pals...OK
9783 expressions (2835 on trigger lines)
Character jubilee.def loaded OK
New char Jubilee loaded into cache: (3/4 cached) Load time: 420.000ms
Loading character chars/greenarrow/greenarrow.def...
Loading info...OK
Loading cmd command set GreenArrow.cmd...OK
Loading cns DCTemplate.cns...OK
Loading cns specials.st...OK
Loading cns hypers.st...OK
Loading cns overrides.st...OK
Loading cns amalgam.st...OK
Loading cmd state entry GreenArrow.cmd...OK
Loading common states GreenArrow.cns...OK
Loading sff GreenArrow.sff...OK
Loading anim GreenArrow.air...OK
Loading snd GreenArrow.snd...OK
Loading pals...(1,1)(1,2)(1,4)(1,5)(1,11)OK
SFF v1.01 palette hack engaged.
7050 expressions (1916 on trigger lines)
Character greenarrow.def loaded OK
New char Green Arrow loaded into cache: (4/4 cached) Load time: 630.000ms
Resetting round
Match assets initialized OK
Game loop init
Match loop init