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Messages by thepacifist

    

Is it possible to shift view of stage down?

 February 14, 2020, 12:34:43 am View in topic context
 Posted by thepacifist  in Is it possible to shift view of stage down? (Started by thepacifist February 14, 2020, 12:34:43 am
 Board: M.U.G.E.N Configuration Help

I edited the localcoord of a test stage to 384x224 per a previous post. I've corrected the bound left/right but can't seem to correct the bound low. The view of the stage is a bit high and cuts off the bottom. I've tried playing with boundlow but that doesn't seem to do anything other than raise the camera and won't lower it beyond where it is.

Here's the bottom looks like under normal 320x240 conditions:


Here's what it looks like under 384x224 conditions:


I can't seem to lower the camera or raise the stage so you see more of the bottom. Is there something I'm missing? Should I just opt for a compromise and change the localcoord to 384x240 so at least I have the width in arcade style? Thanks for the help!
 
    

Re: Is it a fool's errand to try to covert my MUGEN into 384x224 local coord?

 February 05, 2020, 05:53:24 am View in topic context

Thanks everyone! Appreciate the info! Sounds like if I wanted to more closely mimic the cps2 arcade look, 384x224 would be the way to go.

PhantomD, if my goal was for my setup to look like the cps2 arcade cabinets, would this be worth the effort in your opinion? I’ve thought about the 16:9 aspect as maybe being easier but I wonder if I would need to edit beam characters like Thor, including their sprites, which may or may not be easy/quick, especially if I have to do it for many chars. In the 384x224 setup, Thor’s lightning bolt reaches across the screen whereas in the 16:9 setup, it doesn’t and would need to be edited if I wanted it to reach across the screen. I’m assuming other Marvel/DC chars are the same (e.g. cyclops) since they were made for the 384x224 resolution.  So maybe 384x224 is harder with respect to screen pack but maybe not with characters? Correct me if I’m wrong or there was something else I’m not factoring in such that is should reconsider 16:9.

Amidweiz, I appreciate the flag on the potential weirdness regarding stage movement in not typical resolutions. Will test that out when I’m on my laptop. That would be funky and I wonder if there’s some way to fix that with a stage tweak. Hope it’s fixable or peculiar to KFM or some resolutions but not all atypical ones.

MangeX, thanks for all that! Any help with the math would be great. Appreciate it!

    

Is it a fool's errand to try to covert my MUGEN into 384x224 local coord?

 January 31, 2020, 01:23:41 am View in topic context

After playing more old Marvel vs. Capcom style games on MAME I've become more aware of how there was extra space in the stage for play since the resolution was 384x224 and not the standard 320x240. I've also become aware, thanks to some of Electro's posts, that by changing the localcoord of a stage in MUGEN (with some light editing, e.g. making sure to rebound the left/right parts of the stage) and character you could have more space to play in MUGEN without it looking any worse. I just tried the 384x224 localcoord with a stage and two characters and they looked and played great, especially when put in a 4:3 window. I realize that characters might need more editing than stages so their super backgrounds, for example, appear properly. The MSH screenpack I tested this localcoord with would also need a good amount of editing since lots of it was off-center. The more editing the less likely I might embark on this effort, but the allure of playing my Marvel vs DC Capcom-style MUGEN setup in a way that more closely mimics its source material (so that characters have more room on the visible stage to play in and are more proportional to what you would have seen in the arcade) might keep drawing me to tinker.

Is this foolish thinking? Are there more insurmountable roadblocks such that I should just accept the 320x240 setup and move on with my life or is a setup closer to Marvel vs Capcom just a bit of editing away?

Here's what a before and after look like. First pic is typical 320x240:


Here's what it looks like if localcoord is set to 384x224 for the stage and characters (did not edit the screenpack here) and resolution set to the same:

As you can see, there's more space on the left of Thor and on the right of Cap. Interestingly, Cap's shield looks rounder in the 2nd shot which makes me think this is the better way to go if it's not a huge headache to make everything work properly.

Also for comparison, here's MvC:


And here's MUGEN (again screenpack not adjusted and vertical part of stage not adjusted). Notice that you can see the man on Spiderman's left in both as well as the small monitor to Cap's right in both :


Another mugen perspective:


Anyway, appreciate any heads up on pitfalls ahead, and the severity of them, should I continue to try to morph my MUGEN in this direction. Also, if this retrofitting is a project someone or some group has already embarked upon, please point me in their direction. Thanks!

    

Re: Ikemen GO Plus

 January 27, 2020, 11:34:06 am View in topic context
 Posted by thepacifist  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Can 4 joysticks be used at the same time in simul mode like in Ikemen Plus? I thought you said yes in your reply to mugenload, but then realized you might have been talking about keyboard or combo of keyboard and joysticks vs. just  joysticks. I tried to setup 4 joysticks but in simul mode just two work and control two characters at one time. I might be doing it wrong but wanted to make sure it was possible to do before looking further into it.

If it is possible, this is how I added the 3rd and 4th joysticks. Let me know if I did something wrong. It's late and I may have missed something:
 
Code:
	  
      "KeyConfig":[{
      "JoystickConfig":[{
      "Joystick":0,
      "Buttons":["-5","-6","-1","-2","0","1","9","3","4","7","11","6","8"]
    },{
      "Joystick":1,
      "Buttons":["-5","-6","-1","-2","0","1","9","3","4","7","11","6","8"]
    }],
  "Joystick":2,
      "Buttons":["-5","-6","-1","-2","0","1","9","3","4","7","11","6","8"]
    },{
      "Joystick":3,
      "Buttons":["-5","-6","-1","-2","0","1","9","3","4","7","11","6","8"]
    }],

I had to take out the keyboard commands because the game wouldn't start with them. I assume there were too many players with the keyboard commands in.

When I try it as shown above, my joysticks no longer work as programmed for some reason. P1 no longer acts mapped correctly even though it was mapped fine such that two controllers worked ok when it was just the two of them. I could try to remap them, but didn't want to try that if there was a system limitation.

Any help in letting me know whether 4 joystick simul is possible, or helping me figure out what I'm doing wrong, would be appreciated!
    

Re: Is it possible to have chars move but not attack before Round 1?

 January 24, 2020, 06:00:58 pm View in topic context
 Posted by thepacifist  in Is it possible to have chars move but not attack before Round 1? (Started by thepacifist January 23, 2020, 11:14:30 pm
 Board: M.U.G.E.N Configuration Help

Thanks, will take a look at 9's Melty Blood characters. Any idea who created the MvC characters you're referring to? I have a bunch (mainly Marvel) but only one does that, War Machine by One Winged Angel, and that one can attack as well before the round.
    

Is it possible to have chars move but not attack before Round 1?

 January 23, 2020, 11:14:30 pm View in topic context
 Posted by thepacifist  in Is it possible to have chars move but not attack before Round 1? (Started by thepacifist January 23, 2020, 11:14:30 pm
 Board: M.U.G.E.N Configuration Help

In my bit of googling it seems like the answer is no, but I wanted to see if someone could confirm that. Seems like they either don't move at all before round 1 or they can move AND attack before round1, but not just move around before Round 1. If there is a way to code the in-between of moving but not attacking before round 1, please let me know. I imagine this is just a limitation of MUGEN that it's either / or.
    

Re: Why are most MUGEN stages set to default p1startx = -70 and p2startx = 70?

 January 23, 2020, 11:09:41 pm View in topic context

Awesome, thank you!
    

Re: Why are most MUGEN stages set to default p1startx = -70 and p2startx = 70?

 January 23, 2020, 06:15:32 pm View in topic context

Thanks, this was very helpful.

As I think about tinkering with the stages to make them more like XCOTA through MvC, XGargoyle said there was a way to code intros such that they "use a variable to capture the initial pos X value and then interact correctly." Can you show me an example of what that code might look like so I can use that to help me edit the characters whose intros don't interact smoothly with non-default -70/70 start points?
    

Why are most MUGEN stages set to default p1startx = -70 and p2startx = 70?

 January 23, 2020, 03:41:34 am View in topic context

I've been replaying all the old Marvel-related arcade games from XCOTA to MvC and in each game the characters start further away from each other such that in most cases their hardest punch can't touch the other player without moving closer first. In MUGEN it seems like the default is -70 and 70, which is great for consistency, but makes it so the characters can start hitting each other without movement toward the other. I'm tempted to switch the defaults to something in the ball park of -110 and 110 to more closely mimic the old arcade games but was wondering if anyone knew why it was the default. Maybe there's some good reason for the -70/70 default or changing it will mess up some aspect of the game (maybe intros) or something. Also not sure if things were different in winmugen and perhaps the Mugen 1.1, in adapting winmugen stages or 1.0 stages, somehow reads the -70 and 70 as being closer than they were originally intended to be.

Anyway, curious if anyone had any insight into this before I tried to open each stage to change the defaults.

Also, if there's a faster way than opening up each individual stage's def file to edit p1startx and p2startx, I'd love to know so I can save some time.

Thanks!
    

Re: Mugen 1.1 crashes without error msg for particular character move

 July 24, 2019, 07:13:31 pm View in topic context

Thanks for the tips, I'll check those out
    

Mugen 1.1 crashes without error msg for particular character move

 July 08, 2019, 09:00:06 am View in topic context

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

Mugen log after a crash without the patch:
Spoiler, click to toggle visibilty
    

Re: Why is Apocalypse's Sustained Damage Different between N64Mario and OnslaughtX?

 June 22, 2019, 03:48:54 am View in topic context

That makes sense. How would I find the bit of code in N64Mario's that adds the super/hyper armor? So if OnslaughtX's apocalypse doesn't have this issue then maybe he doesn't have the super/hyper armor? What might that code look like and/or where would it be? Would it be under statedef -2 or -3? I realize there's probably different ways to code armor but curious how you would try to hunt it down if you were looking for it. Is there a trigger or sctrl or some word that I could search for in all the files?
    

Re: Why is Apocalypse's Sustained Damage Different between N64Mario and OnslaughtX?

 June 21, 2019, 10:02:05 pm View in topic context

    

Why is Apocalypse's Sustained Damage Different between N64Mario and OnslaughtX?

 June 21, 2019, 09:10:26 pm View in topic context

Can someone help me understand why the two big apocalypse characters sustain damage differently? I've been trying to figure this out for a few days and don't know why they are different.

Context: I like N64Mario's Apocalypse but he sustains way too much much damage from big blasts like Cyclop's hyper optic beam or Iron Man's proton cannon. Also, it seems like normal hits (weak, medium, strong) all do the same amount of very minimal damage, which is unusual and makes it hard to just increase his defense stat since that makes it hard to hurt him unless you have one of those beam hypers. OnslaughtX and Kung Fu Man's Apocalypse sustains damage normally, which is great. I would switch but I like the floor in N64Mario's version and the ai. Also, my Galactus by N64Mario, kalangueb and Excursion is based off of the N64Mario Apocalypse and has the same damage issue so I'd like to figure this out.

In sum: I would like to edit N64Mario's Apocalypse so that it sustains damage like Excursion's does. Can anyone help me understand which bit of code is modifying the damage sustained by N64Mario and Excursion's versions? I suspect that it's N64Mario that has the extra code that levels much of the normal damage and perhaps inadvertently increases some hyper damage.

Here are the links to the characters if someone wants to take a look:
N64Mario's Apocalypse: http://gcnmario.free.fr/mugen/apoc.html
OnslaughtX & Kung Fu Man's Apocalypse: http://randomselect.piiym.net/hosted/apocalypse2.htm
N64Mario, kalangueb and Excursion's Galactus (if you also want to take a look at that one, which I hope is the same deal so it's easy to solve once apocalypse is solved): http://www.infinitymugenteam.com/Forum_345/index.php?topic=23437.0

Thank you! Wish I understood MUGEN code better.  :???:

    

Re: Reshade causing crashes now

 February 11, 2018, 06:08:35 am View in topic context
 Posted by thepacifist  in Reshade causing crashes now (Started by Azul Crescent February 09, 2018, 08:38:38 pm
 Board: M.U.G.E.N Configuration Help

Here's how i approached it. First I wanted to get mugen working again, even without reshade/sweetfx. Did you get mugen to work once you uninstalled reshade/sweetfx? If not, then maybe there's some remnant of the previous version still there mucking things up. I was originally just going to copy all my chars/stages/etc. to a new mugen 1.1 download and start from scratch but once I realized I might be able to avoid all that by deleting the reshade/sweetfx files, that saved me a ton of time.

Step 2 was either to download and install reshade or get nvidia to default start mugen vs integrated. Tired so can't remember which came first. I wasn't very methodical my first go around. :/

Step 3 was what I didn't do in step 2.

Somewhere in there I kept launching reshade and picking directx options when opengl didn't seem to work. the directx options would launch but reshade was not working, there wasn't that intro to reshade text at the top of the screen that says reshade is working. So then I'd try the other directx option and then, when I got the same no reshade start, I went back to opengl option.

But I am wondering if you got mugen to work after uninstalling reshade/sweetfx first. Sorry to ask all these potentially basic questions, just want to make sure we're not missing anything here.
    

Re: Reshade causing crashes now

 February 11, 2018, 04:19:38 am View in topic context
 Posted by thepacifist  in Reshade causing crashes now (Started by Azul Crescent February 09, 2018, 08:38:38 pm
 Board: M.U.G.E.N Configuration Help

Yes, I didn't realize that laptops don't always use their graphics cards automatically for every appropriate application. Sometimes you have to tell them to recognize an app and default to them vs the graphics card. On my laptop the nvidia icon is in the context area on the lower right hand of my screen. I have windows 10 and click on the carrot sign or up arrow to view several other hidden icons and one of them is "nvidia settings". You might have something comparable with a different graphics card. If you have nvidia and it's not there, maybe search "nvidia settings" or google how to pull it up for your card. When I double click that icon the nvidia control panel opens up and under manage 3d settings (highlighted by default) I click on the program settings (vs. global settings) to pick which program I want to tell nvidia to execute vs. the integrated graphics. There's an add button, which brings up an add window and I choose browse and search for the mugen exectuable file and click on open. With that done (labeled as 1.) I move on to 2. which is to select the preferred graphics processor for the program and select nvidia vs. integrated. Then I hit the apply button at the bottom and I'm set.

I have a few different versions of mugen so I have to remember to do this for all of them. I also sometimes forget to hit apply and wonder why it's not working. Anyway, not sure if any of this is helpful, but hope it somewhat is.
    

Re: Reshade causing crashes now

 February 10, 2018, 04:25:37 am View in topic context
 Posted by thepacifist  in Reshade causing crashes now (Started by Azul Crescent February 09, 2018, 08:38:38 pm
 Board: M.U.G.E.N Configuration Help

I'm new to reshade, but when I downloaded the newest version yesterday I had to do a few things for it to work. First, I noticed that my nvidia software seemed to be reset by a windows 10 update so that it no longer ran my mugen.exe using my graphics card but the integrated one on my laptop, so I had to reset that. Then, I may have been doing this wrong but it seemed like I had to launch the reshade setup app and select opengl (didn't work), then direct x 10/11+ or whatever and nothing happened, and then did the first directx option (reading left to right) and nothing happened and then went back to opengl (or directx 10/11+ again first) and it worked. I don't really know what I was doing and just kept trying hoping maybe at least one of the directx would work and the opengl finally worked.

My reshade is 3.1.0.230 and I have a 6 year old dell Inspiron laptop with nvidia  geforce gt 525m graphics card with a tiny amount of memory. Seems like you have a graphics card as well since it used to work for you (too bad it doesn't work on integrated cards, which is my main laptop) so I'm hopeful that it should work.

Hope this helps a bit.

P.S. @YugaCurry, thanks for pointing to reshade awhile ago. Totally changed my experience of Mugen and I enjoy it so much more with my kids now that it looks like it would have back in the day when the original sprites were made. Grateful!
    

Re: Mugen 1.1 OpenGL Problem after new Win 10 Update

 February 09, 2018, 09:08:31 am View in topic context
 Posted by thepacifist  in Mugen 1.1 OpenGL Problem after new Win 10 Update (Started by argyone December 19, 2017, 08:45:16 pm
 Board: M.U.G.E.N Configuration Help

Not sure if this belongs here or if it's worth starting a new topic, but I think it may be related to the OP. I had the same problem as the OP (new update of windows 10 gave me error described) but just found out the cause was my Reshade / SweetFx, which were older versions. When I uninstalled it by deleting those files/folders, my mugen 1.1 worked again. I then tried installing the newest release of reshade (3.0) and everything works great! In fact, it's better than my previous setup since I like reshade 3.0. If anyone else is struggling with this I can offer more guidance, but that's the general idea. Hope this is helpful to someone!
    

Re: Possible to enable CPU-only AI?

 April 27, 2017, 06:56:19 am View in topic context
 Posted by thepacifist  in Possible to enable CPU-only AI? (Started by Killerking75 April 24, 2017, 12:48:02 am
 Board: M.U.G.E.N Configuration Help

Link not working. Please repost.
    

Wucash's Lexcorp stage lags only on right side in MUGEN 1.1 (not in 1.0)

 April 26, 2017, 05:13:32 am View in topic context

I'm fully on 1.1 and it no longer crashes at all thanks to fixing the SF3 Dudley stage. My new, more minor issue, is that Wucash's Lexcorp stage lags only on the right side of the stage. The lag only exists in 1.1, not 1.0 or winmugen. I've figured out that it's the bubbles by nulling them out. I'm not sure what about the bubbles exactly is causing the issue and was wondering if anyone saw something I didn't by looking at the code. BTW, I nulled out "trans" and "alpha" to see if that was it, but had no effect. Also should note that the lag gets worse and worse as the stage goes on (it's a huge stage). Even when you can't see the bubbles, toward the end of the stage, their lag effect is felt and worse. He's got about 6 bubble codes per group and about 3 of those groups. I'll put the first group's code and BGctrls below, but, it's the same, I think, for the other two groups. If you want to take a look at the stage itself in your MUGEN, you can get it at: http://www.scruffydragon.com/catalog/wucash-s-dc-stages-pack-102.htm

One more note, if I null tile and tilespacing out, no lag (though also no bubbles to speak of). Is it possible that 1.1 can't handle tiling as much as 1.0 (though I've heard that 1.1 is faster than 1.0) or is the tiling written in a way that doesn't work with 1.1?  Would appreciate any insight on this and help keeping the aquarium bubbles.

Here's the code:
Spoiler, click to toggle visibilty