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Lord Mike

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Messages by Lord Mike

    

Re: Custom states

 June 10, 2014, 10:34:12 pm View in topic context
 Posted by Lord Mike  in Custom states (Started by Lord Mike June 10, 2014, 08:55:52 pm
 Board: M.U.G.E.N Development Help

In the said hitdef i see this:
Code:
[state ]
type=hitdef
trigger1=animelemtime(11)%2=0
trigger1=animelem=11,>=0&&animelem=66,<0
trigger2=animelem=66
attr=s,ha
hitflag=maf
guardflag=
guard.dist=0
damage=0
getpower=0
givepower=0
animtype=light
ground.type=high
air.type=low
priority=3,hit
pausetime=0,12
ground.hittime=17
guard.hittime=17
air.hittime=1
ground.slidetime=17
ground.velocity=0
air.velocity=0,0
fall=0
numhits=0
yaccel=.6
fall.recovertime=45
ground.cornerpush.veloff=0
kill=0
sparkno=-1
hitsound=-1
guard.sparkno=-1
guardsound=-1

The attack consists in 66 punches and a 67th (and final) high kick.

After the hitdef, come a few hitsparks and then, this:
Code:
[state ]
type=assertspecial
trigger1=animelem=67,<0
flag=noko
[state ]
type=targetstate
trigger1=numtarget
trigger1=movehit=1||animelemtime(11)%2=1
trigger1=animelem=11,>=0&&animelem=66,<0
value=3152
[state ]
type=targetstate
trigger1=numtarget
trigger1=animelem=66,>0
trigger1=movehit=1
value=3153
[state ]
type=targetstate
trigger1=numtarget
trigger1=animelem=67
value=3154
[state ]
type=envshake
trigger1=animelemtime(11)%4=0
trigger1=animelem=11,>=0&&animelem=66,<0
time=2
ampl=10
freq=60
phase=90
[state ]
type=envshake
trigger1=animelem=66
time=24
ampl=12
freq=75
phase=90

States 3152 and 3153 are moving p2 from p1's position onscreen.
State 3154 from that last targetstate does this:

Code:
[statedef 3154]
movetype=h
[state ]
type=changeanim
trigger1=1
value=5030
[state ]
type=nothitby
trigger1=1
value=sac
time=1
[state ]
type=velset
trigger1=time>=15
x=-7
y=-9
[state ]
type=selfstate
trigger1=time>=15
value=5050

From what i've figured, state 3154 is the one that kills p2...

     Posted: June 11, 2014, 07:52:04 pm
Make 2 hitdefs, one that triggers to all characters except "X",  and the other one exclusive when hitting "X" character

The specific hitdef for "X" character will contain the line p2stateno = 2600

Can you please make it a little more simpler than that?
Am i supposed to do something like:

Code:
[state ]
type=hitdef
trigger1=enemy,name!="x"
bla-bla

and right below it

Code:
[state ]
type=hitdef
trigger1=enemy,name="x"
[....]
p2stateno=2600
?

    

Custom states

 June 10, 2014, 08:55:52 pm View in topic context
 Posted by Lord Mike  in Custom states (Started by Lord Mike June 10, 2014, 08:55:52 pm
 Board: M.U.G.E.N Development Help

Good evening MFG.
I find myself once again in the need of your help.
It's been more than 3 years since i've done any mugen related work, and i'm getting very rusty...
Here's what i'm trying to pull:
-p1 uses a one hit KO attack on p2
-p2 has a specific name
-while all the chars not named "specific" will go into 5150 at the end of that attack, as i would be normal, i want p2, "specific" to go to the special state 2600 instead
-p2 recognizes p1's name and goes into a custom state, not into the hit_liedead state.
Now, i have tried to put a trigger enemy,name!="specific" / enemy,name="specific" into the final part of the one hit kill attack from p1 to no avail....
How do i send only one character to that custom state alone?
What piece of code do i need?
If i make p2 recognize p1's name instead, how will i code it?
If i go to 5150 and a do a changestate trigger1=enemy,name="X", value=2600, he will go that custom state everytime he dies, and i want him to go that custom state only when p1 is in custom state 3150...
I hope i'm making a little bit of sense hear, i have been scratching my head on this in the past 16 hours...Trial&error killed a lot of my neurons.
    

Making p2 "disappear" in a cutscene

 July 23, 2013, 07:10:38 pm View in topic context
 Posted by Lord Mike  in Making p2 "disappear" in a cutscene (Started by Lord Mike July 23, 2013, 07:10:38 pm
 Board: M.U.G.E.N Development Help

Hello MFG.
It's been a long time since i've posted here, and i need your help once again.
I have this char that does a suicide attack, and i want to make p2 disappear at one point. Precisely there is a small window to cancel p1's suicide attack by hitting him; after that time frame, the opponent loses control of his char (be it human or AI) at that point i want to make p2 disappear from the screen. Since in the past 2 years my mugen activity was very low at best, i can't seem to remember how to do this little trick...
    

Re: Creating moving clouds effect for a screenpack

 April 16, 2013, 07:25:26 pm View in topic context
 Posted by Lord Mike  in Creating moving clouds effect for a screenpack (Started by Lord Mike April 14, 2013, 08:39:09 pm
 Board: M.U.G.E.N Development Help

^That tip of yours is quite interesting. I thank you for it.
But it's not completing my issue here.
That piece of code takes my image from it's default position and it is moving it upwards with the desired speed, but, the image is resurfacing at the bottom of the screen, while i aim it to have it resurface at that default position.
Can i get that result with code?

There is another tedious way, to have (with loopstart involved) 3, 4, 5, ..., x images of the sky moving on the Y axis (when image #1 reaches a certain point on Y axis, image #2 will spawn on the default point and start moving up the axis, then image #3 will spawn and again start moving up, until image #1 does a full motion and starts at default point, a moment in which images #2, #3, etc would disappear)...But that's hours of trial and error...
    

Re: Creating moving clouds effect for a screenpack

 April 15, 2013, 05:35:48 pm View in topic context
 Posted by Lord Mike  in Creating moving clouds effect for a screenpack (Started by Lord Mike April 14, 2013, 08:39:09 pm
 Board: M.U.G.E.N Development Help

Thank you.
That did the trick.
With tile = 1, 1 now the image moves upwards, as i wanted in the first place, and i'm playing with velocity to obtain the desired result.
Now, how do i obtain a looping effect with that image (it only goes up the Y axis now, and never returns to the default position)?
I was thinking of using two anims (one that stars at y=-10, and another one that starts lower...) with the image going up the Y axis...Is there an easier way?
    

Re: Question about variables

 April 14, 2013, 08:45:38 pm View in topic context
 Posted by Lord Mike  in Question about variables (Started by Trinitronity April 14, 2013, 08:38:29 pm
 Board: M.U.G.E.N Development Help

This could have to do with AI.
If memory serves correct, v58 and v59 are attributed to the AI.
So, one explanation could be that the AI will react according to the gametime when it plans its reactions...
    

Creating moving clouds effect for a screenpack

 April 14, 2013, 08:39:09 pm View in topic context
 Posted by Lord Mike  in Creating moving clouds effect for a screenpack (Started by Lord Mike April 14, 2013, 08:39:09 pm
 Board: M.U.G.E.N Development Help

Good Evening, MFG. Long time no see.
I find myself depending on your help again.
I'm trying to animate the character select screen of a screenpack and i'm having the world of trouble.
It consists of two parts: 3/4 of the background is a city, the other 1/4 is the sky.
I want to create some kind of cloud movement effect, and for the life of me i can't make it move the way i want it to move.
Perhaps a picture will ease up the things:
Spoiler, click to toggle visibilty
I want that sky to move in the direction of that red arrow, and instantly the space that should remain empty to be filled with that same image while  the first image advances towards the top of the screen.
Here is the code i've used and it didn't get me anywhere...i couldn't even make the first image go up...it goes down and never returns...
Code:
[SelectBG Sky]; Sky
type  = anim
actionno = 9958
tile=0.01,0.01
velocity = 0,0.5
layerno = 0
start = -320,-10

Any help would be very appreciated. Thank you for your time.
    

Re: Hokuto no Ken: Shinpan no Sōsōsei updated 1/21/12

 January 21, 2012, 10:54:03 pm View in topic context
 Posted by Lord Mike  in Hokuto no Ken: Shinpan no Sōsōsei updated 1/21/12 (Started by Lord Mike May 21, 2011, 01:46:18 pm
 Board: Edits & Addons 1.0+

http://lordmikehnk.blogspot.com/2012/01/full-game-updated-01212012.html

It's been way too long since my previous update...
What's new:
update 1/21/12
-fixed Mr.Heart's "iteyooo" gauge bar (well, kinda)
-fixed Mr.Heart's Fatal KO screen: now it won't repeat itself over and over when he wins while in Super ITEYO mode
-enhanced Mr.Heart's hitsparks
-added specific gethit anims for all hokuto chars while Hato-sama slams them to the wall; other chars will still have generic gethit anims (5012 i think)
-added a few missing sprites for YUDA_31 (for Komaku's branding)
-added and improved Thouther_31's phoenix sparks for his fatal ko (thanks to cyanide for helping me with the math equasion that got the sparks to expand)
-added a few missing sprites to Jagi's Fatal KO attack background
-changed renzo's screenpack in an attempt to recreate the original Arcade screenpack, i think it looks decent
-added the possibility to change the music from the original to the hokuto musou remix for every char - to do so, just open the char's def file and select the one you prefer.
-eliminated Mamiya's cheapness: she won't recover life over and over again, she won't stop losing life while she IS being hit
-added JUDA-(NERICYA) again in the roster mainly for Nericya's AI which was very good; and with that i've updated that Juda with new sprites, anims, sounds and effects
-theoretically, the game won't crash now in the arcade mode saying "error loading char.sff"

Spoiler, click to toggle visibilty

i'm available on facebook.com and tweeter. (lordmike hnk)
    

Re: Shuh by Fixxxer Updated 12/17/2011

 December 22, 2011, 06:20:08 pm View in topic context
 Posted by Lord Mike  in Shuh by Fixxxer Updated 12/17/2011 (Started by Furn May 16, 2010, 10:41:36 am
 Board: Found Releases

    

Re: Mugen1.0 "out of memory" error

 December 19, 2011, 05:54:52 pm View in topic context
 Posted by Lord Mike  in Mugen1.0 "out of memory" error (Started by Lord Mike December 17, 2011, 01:29:24 pm
 Board: M.U.G.E.N Development Help


A: How much ram do you have
B: have you tweaked mugen.cfg at all?

Mugen will consume a lot of memory, although 1.0 has been optimised more than RC8 it'll still use more than winmugen. If you don't have tons of ram, try reducing the precaching. Loading times will be slightly longer but the issue should vanish.

I've stated in my first post that i have 4 GB of RAM (last sentence). I have only changed fullscreen=1 in mugen.cfg. ; i don't know if A was pointed towards me, but i wanted to clear it anyway.

Code:
;-=====================================================-
;       Configuration file for mugen.exe
;-=====================================================-

;-------------------------------------------------------
; Game options configurable in M.U.G.E.N's options screen go here.
; Does not include key config.
[Options]
; Basic options
Difficulty = 8
Life = 100
Time = 77
GameSpeed = 0

; Team-only config
Team.1VS2Life = 150
Team.LoseOnKO = 0

; Set the motif to use.
; Motifs are themes that define the look and feel of MUGEN.
; This is not accessible in options screen.
; Note: If you install a motif that overwrites system files (not recommended)
; you may need to set the motif line to use data/system.def instead.
; motif = data/system.def  ;Use this line if using a motif that overwrites system files.
motif = data/screenpack/system.def

;-------------------------------------------------------
[Rules]
 ;Keep this set at VS. It's the only option supported for now.
GameType = VS

 ;This is the amount of power the attacker gets when an attack successfully
 ;hits the opponent. It's a multiplier of the damage done. For example,
 ;for a value of 3, a hit that does 10 damage will give 30 power.
Default.Attack.LifeToPowerMul = .7

 ;This is like the above, but it's for the person getting hit.
 ;These two multipliers can be overridden in the Hitdef controller in the
 ;CNS by using the "getpower" and "givepower" options.
Default.GetHit.LifeToPowerMul = .6

 ;This controls how much damage a super does when you combo into it.
 ;It's actually a multiplier for the defensive power of the opponent.
 ;A large number means the opponent takes less damage. Leave it at
 ;1 if you want supers to do the normal amount of damage when comboed
 ;into.
 ;Note 1: this increase in defence stays effective until the opponent
 ;        gets up from the ground.
 ;Note 2: the program knows you've done a super when the "superpause"
 ;        controller is executed. That's the instance when this change
 ;        becomes effective.
Super.TargetDefenceMul = 1.5


;-------------------------------------------------------
[Config]
 ;Set the game speed here. The default is 60 frames per second. The
 ;larger the number, the faster it goes. Don't use a value less than 10.
GameSpeed = 60

 ;Game native width and height.
 ;Recommended settings are:
 ;  640x480   Standard definition 4:3
 ; 1280x720   High definition 16:9
 ; 1920x1080  Full HD 16:9
GameWidth = 640
GameHeight = 480

 ;Preferred language (ISO 639-1), e.g. en, es, ja, etc.
 ;See http://en.wikipedia.org/wiki/List_of_ISO_639-1_codes
Language = "en"

 ;Set to 1 to draw shadows (default). Set to 0 if you have a slow
 ;machine, and want to improve speed by not drawing shadows.
DrawShadows = 0

 ;Number of simultaneous afterimage effects allowed.
 ;Set to a lower number to save memory (minimum 1).
AfterImageMax = 16

 ;Maximum number of layered sprites that can be drawn.
 ;Set to a lower number to save memory (minimum 32).
LayeredSpriteMax = 256

 ;Size of sprite decompression buffer in KB. Increasing this number may help
 ;if you experience slow performance when there are many sprites and/or large
 ;sprites shown over a short period of time.
 ;Minimum 256 for acceptable performance.
 ;If you set this too large you may also experience performance degredation.
SpriteDecompressionBufferSize = 16384

 ;Maximum number of explods allowed in total. Note that hitsparks
 ;also count as explods.
 ;Set to a lower number to save memory (minimum 8).
ExplodMax = 256

 ;Maximum number of system explods allowed.
 ;Set to a lower number to save memory (minimum 8).
SysExplodMax = 128

 ;Maximum number of helpers allowed in total.
 ;Set to a lower number to save memory (minimum 4, maximum 56).
HelperMax = 56

 ;Maximum number of projectiles allowed per player.
 ;Set to a lower number to save memory (minimum 5).
PlayerProjectileMax = 32

 ;This is 1 the first time you run MUGEN.
FirstRun = 0


;-------------------------------------------------------
[Debug]
 ;Set to 0 to disable starting in debug mode by default.
Debug = 0

 ;Set to 0 to disallow switching to debug mode by pressing Ctrl-D.
 ;If Debug = 1, this will be ignored.
AllowDebugMode = 1

 ;Set to 1 to allow debug keys at all times. Otherwise debug keys
 ;allowed only in debug mode.
AllowDebugKeys = 1

 ;Set to 1 to run at maximum speed by default.
Speedup = 0

 ;Default starting stage for quick versus.
StartStage = stages/Hokuto_mamiya'svillage.def


;-------------------------------------------------------
[Video]
 ;The video resolution defaults to the same as the game resolution.
 ;You can force an alternate resolution by uncommenting the lines
 ;below.
;Width  = 1280
;Height = 720

 ;This is the color depth at which to run MUGEN.
 ;Only 16 is supported at this time.
Depth = 16

 ;Set to 1 to enable vertical retrace synchronization. Do not enable
 ;if BlitMode = PageFlip.
 ;Not supported in 1.0.
VRetrace = 0

 ;Set to 1 to enable fullscreen mode, 0 for windowed.
FullScreen = 1;0

 ;Drawing mode
 ;Choose from Normal (fast) and PageFlip (less image "tearing")
BlitMode = Normal

 ;Screen rendering mode.
 ;System - default SDL rendering mode (e.g. windib in Windows)
 ;DirectX - DirectX 5 renderer
 ;OpenGLScreen - hack that allows window resizing but could be slow
RenderMode = System

;-------------------------------------------------------
; Sound configuration
[Sound]
  ;Set the following to 1 to enable sound effects and music.
  ;Set to 0 to disable.
Sound = 1

  ;Set the sample rate of the game audio. Higher rates produce better
  ;quality but require more system resources. Lower the rate if you
  ;are having problems with sound performance.
  ;Recommended values are 22050, 44100, or 48000.
SampleRate = 48000;44100

  ;Sets the audio buffer size. Larger buffers take less CPU but cause
  ;more latency when playing sounds. Smaller buffers give less latency
  ;but take more CPU. Also, if the buffer size is smaller than your system
  ;can handle, you may experience audio problems.
  ;
  ;The buffer size is set to 2^n samples, where n is the value you specify
  ;here. Valid values for n are between 8 and 15.
  ;
  ;A good rule of thumb is to pick 10 for 22050 Hz audio, or 11 for 44100 Hz
  ;and 48000 Hz. Slower machines may require a larger buffer size.
BufferSize = 11

  ;Set the following to 1 to enable stereo effects in-game
  ;Set to 0 to disable.
StereoEffects = 0;1

  ;This is the width of the sound panning field. If you
  ;Increase this number, the stereo effects will sound
  ;closer to the middle. Set to a smaller number to get
  ;more stereo separation on sound effects.
  ;Only valid if StereoEffects is set to 1.
PanningWidth = 240

  ;Set the following to 1 to reverse left and right channels
  ;on your sound card.
ReverseStereo = 0

  ;Voice Channels to use. Values are from 1 to 16.
  ;If sound quality is poor, try setting a smaller number, such as 8 or 4.
WavChannels = 16;12

  ;This is the master volume for all sounds, in percent (0-100).
MasterVolume = 100

  ;This is the volume for sound effects and voices, in percent (0-100).
WavVolume = 80

  ;This is the master volume for music, (0-100).
BGMVolume = 75

  ;Method used for rate conversion of sound effects.
  ;Choose from:
  ; *) SDL (no interpolation, low quality, low resource usage)
  ; *) libresample (bandlimited interpolation, medium/high quality, higher
  ;                 resource usage).
SFXResampleMethod = libresample

  ;Quality parameter for resampling, if libresample is used.
  ;Valid values are 0 (medium quality) or 1 (high quality).
SFXResampleQuality = 0

  ;Quality parameter for BGM resampling, using libresample.
  ;Valid values are 0 (medium quality) or 1 (high quality).
BGMResampleQuality = 0


[Music]
  ;Configure music plugins and any optional parameters here. Format looks
  ;like the following:
  ;  plugin = <pluginname> [, <pluginfile1>]
  ;  <optional_param_1> = <value>
  ;  <optional_param_2> = <value>
  ;  plugin = <pluginname2> [, <pluginfile2>]
  ;  ...
  ;Valid parameters depend on the plugin. Each BGM file will be played
  ;by the uppermost plugin in the list that recognizes that file.
  ;For system plugins, the <pluginfile> argument is unused.

  ;System plugin (built-in): mpg123
  ;Plays MP3 files only. Supports looppoints in terms of samples.
  ;Optional parameters:
  ;  decoder = <decodername>
  ;    Requests use of a particular mpg123 decoding engine (request may not be
  ;    honored, depending on the file). This should be omitted unless you
  ;    know what you are doing. Valid values are:
  ;      SSE, 3DNowExt, 3DNow, MMX, i586, i586_dither, i386, generic,
  ;      generic_dither.   
  ;  rva = <mode>
  ;    Specifies ReplayGain volume adjustment. Valid values are:
  ;      off   (default; disables ReplayGain)
  ;      track
  ;      album
  ;  volume = <vol>
  ;    Overall volume adjustment, in percent. This is a linear scale factor
  ;    that multiplies the output amplitude. Do not specify a value over
  ;    100.0 unless you know what you are doing.
  ;  extensions = <extensionlist>
  ;    Specifies file extensions to recognize as MP3. This is a comma-
  ;    separated list with no whitespace. For instance,
  ;      extensions = mp3,mpeg3,mpe
  ;    would register the .mp3, .mpeg3, and .mpe file extensions with this
  ;    plugin. Defaults to "mp3" if omitted.
plugin = mpg123
rva = track
extensions =
volume = 100.0

  ;Plugin (add-on): vorbisplug
  ;Plays Ogg Vorbis files using the libvorbisfile library. Supports loop
  ;  points and ReplayGain volume adjustment. Does not support files with
  ;  more than 2 audio channels.
  ;Optional parameters:
  ;  rva = <mode>
  ;    Specifies ReplayGain volume adjustment. Valid values are:
  ;      off   (default; disables ReplayGain)
  ;      track
  ;      album
  ;  volume = <vol>
  ;    Overall volume adjustment, in percent. This is a linear scale factor
  ;    that multiplies the output amplitude. Do not specify a value over
  ;    100.0 unless you know what you are doing.
  ;  extensions = <extensionlist>
  ;    Specifies file extensions to recognize as MP3. This is a comma-
  ;    separated list with no whitespace. For instance,
  ;      extensions = ogg,vorbis,vorb
  ;    would register the .ogg, .vorbis, and .vorb file extensions with this
  ;    plugin. Defaults to "ogg,vorbis" if omitted.
plugin = vorbisplug, plugins/vorbisplug.dll
rva = track
extensions =
volume = 100.0

  ;System plugin (built-in): sdlmix
  ;Plays MIDI with native playback; MODs and other tracker files
  ;  (with MikMod)
  ;
  ;Looppoints are not supported. Performs seamless end-to-beginning loops.
  ;
  ;Optional parameters:
  ;  midivolume = <volume>
  ;    Specifies volume scaling for MIDI in percent.
  ;    100 means no change (default).
  ;  modvolume = <volume>
  ;    Same as midivolume, but for MODs and other tracker files.
plugin = sdlmix
midivolume =
modvolume =

;-------------------------------------------------------
[Misc]
  ;Number of extra players to cache in memory.
  ;Set to a lower number to decrease memory usage, at cost of
  ;more frequent loading.
PlayerCache = 1;4

  ;Set to 1 to allow precaching. Precaching attempts to start loading
  ;player data as early as possible, to reduce apparent loading times
  ;between matches. To get the best performance, set PlayerCache to at
  ;least 1. The optimal number for PlayerCache is 4 when precaching is
  ;enabled. Precaching is not available in DOS.
Precache = 1

  ;Set to 1 to enable large-buffer reads of sprite and sound data.
  ;Set to 0 (off) to decrease memory usage, at cost of slower
  ;loading.
BufferedRead = 0;1

  ;Set to 1 to free system.def data from memory whenever possible.
  ;This decreases memory usage, in exchange for loading time
  ;before system screens.
UnloadSystem = 1;0

  ;Configures the handling of sound effects and voices when the
  ;window is in the background (i.e., defocused).
  ;Set to "Mute" to mute sound effects, or "Play" to let sound effects
  ;play.
SFXBackgroundMode = Play

  ;Configures the handling of BGM when the window is in the background.
  ;Set to "Pause" to pause the music, "Mute" to mute the music but leave
  ;it running at normal speed, or "Play" to continue playing as usual.
  ;If you are running in fullscreen mode, then this setting is always
  ;set to "Pause".
BGMBackgroundMode = Play

;-------------------------------------------------------
[Arcade]
 ;Set to 0 for computer to choose color 1 if possible.
 ;Set to 1 for computer to randomly choose a color.
AI.RandomColor = 0

 ;This option allows the AI to input commands without
 ;having to actually press any keys (in effect, cheating).
 ;Set to 1 to enable, 0 to disable.
AI.Cheat = 1

 ;Arcade Mode AI ramping. For both parameters below, the first number
 ;corresponds to the number of matches won, and the second number to the
 ;AI difficulty offset. The actual difficulty is the sum of the AI
 ;difficulty level (set in the options menu) and the value of the offset
 ;at a particular match.
 ;  AIramp.start = start_match, start_diff
 ;  AIramp.end   = end_match, end_diff
 ;The difficulty offset function is a constant value of start_diff from
 ;the first match until start_match matches have been won. From then the
 ;offset value increases linearly from start_diff to end_diff. After
 ;end_diff matches have been won, the offset value is end_diff.
 ;  e_d            /----------
 ;               /
 ;  s_d _______/
 ;     ^      ^     ^        ^
 ;   1st_m   s_m   e_m     last_m
 ;For example, if you have:
 ;  AIramp.start = 2,0
 ;  AIramp.end   = 4,2
 ;For 6 matches at level 4, the difficulty will be (by match):
 ;  4,4,4,5,6,6
arcade.AIramp.start = 2, 0
arcade.AIramp.end   = 4, 2

 ;Team Mode AI ramping
team.AIramp.start = 1, 0
team.AIramp.end   = 3, 2

 ;Survival Mode AI ramping
survival.AIramp.start = 0, -3
survival.AIramp.end   = 16, 4


;-------------------------------------------------------
[Input]
P1.UseKeyboard = 1
P2.UseKeyboard = 1
;Joystick type:
;0 - Disabled
;1 - Enabled
P1.Joystick.type = 1
P2.Joystick.type = 1

;-------------------------------------------------------
; P1 Key config (configurable from M.U.G.E.N)
[P1 Keys]
Jump   = 103
Crouch = 117
Left   = 121
Right  = 107
A      = 122
B      = 120
C      = 99
X      = 118
Y      = 110
Z      = 109
Start  = 13

; P2 Key config (configurable from M.U.G.E.N)
[P2 Keys]
Jump   = 264
Crouch = 258
Left   = 260
Right  = 262
A      = 111
B      = 112
C      = 91
X      = 108
Y      = 59
Z      = 39
Start  = 271

[P1 Joystick]
Jump   = 1
Crouch = 2
Left   = 3
Right  = 4
A      = 13
B      = 14
C      = 20
X      = 15
Y      = 16
Z      = 18
Start  = 24

[P2 Joystick]
Jump   = 33
Crouch = 34
Left   = 35
Right  = 36
A      = 41
B      = 42
C      = 48
X      = 43
Y      = 44
Z      = 46
Start  = 50

I'm trying to tweak the [Misc] values now, maybe something will work. But with what i've just copy+pasted i still get errors.
One last thing i wanted to detail: the chars used have mugenversion=1.0 in the *.def file.

Could the system.def file cause such an error?
    

Re: Mugen1.0 "out of memory" error

 December 18, 2011, 05:40:12 pm View in topic context
 Posted by Lord Mike  in Mugen1.0 "out of memory" error (Started by Lord Mike December 17, 2011, 01:29:24 pm
 Board: M.U.G.E.N Development Help

This annoying error occurred to me again, this time in arcade mode after 3 matches. This is very peculiar, as i use the same 17 chars that i have in winmugen, and they don't crash winmugen because they run "out of memory".
This is very odd, sometimes mugen1.0 crashes after 4 matches, other times after 8, other times after 5. There is no pattern to it. And there is no single char that crashes it...
    

Re: Combo Layer

 December 17, 2011, 04:45:16 pm View in topic context
 Posted by Lord Mike  in Combo Layer (Started by Izin December 14, 2011, 03:43:09 pm
 Board: M.U.G.E.N Development Help

layerno is 0 by default on the combo layer. The matter of fact is that even with layerno=0 it still overlaps everything on the screen.
    

Mugen1.0 "out of memory" error

 December 17, 2011, 01:29:24 pm View in topic context
 Posted by Lord Mike  in Mugen1.0 "out of memory" error (Started by Lord Mike December 17, 2011, 01:29:24 pm
 Board: M.U.G.E.N Development Help

I hope it's just me, but it seems that mugen1.0 has more bugs and errors then winmugen ever had.
For instance, when i go in watch mode, ever so often i get an "Error loading p1/p2. Error loading charX.sff. Out of memory" error when i'm not getting *.sff errors in the arcade mode. What does that mean? I have 4GB of ram memory, surely mugen1.0 does not use ALL of my ram memory...
    

Re: Combo Layer

 December 14, 2011, 08:35:57 pm View in topic context
 Posted by Lord Mike  in Combo Layer (Started by Izin December 14, 2011, 03:43:09 pm
 Board: M.U.G.E.N Development Help

I'm interested in such an answer too. That text is very annoying most of the time. It overlaps everything on the screen.
    

Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 04/27/2011

 December 13, 2011, 09:09:58 pm View in topic context
 Posted by Lord Mike  in Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 04/27/2011 (Started by Lord Mike May 08, 2010, 08:49:42 pm
 Board: Edits & Add-ons

Sweet! The second pick looks exactly like in the manga. You should definitely consider having it as a palette, if not the main color.
    

Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 04/27/2011

 December 11, 2011, 03:29:30 pm View in topic context
 Posted by Lord Mike  in Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 04/27/2011 (Started by Lord Mike May 08, 2010, 08:49:42 pm
 Board: Edits & Add-ons

Dude, that ジュウザ(Jūza) sprite of yours looks awesome and very close to the style used in this game. Should you decide to go forward with him, i will gladly help you with the hitsparks, gauges and effects from the game. However, the sound file will be a big problem. I don't have any knowledge of any sounds for Jūza being made for Shinpan no Sososei. At best sounds from the anime can be used...
Anyway, nice share, keep it up!
    

Re: Stage editing issue

 December 03, 2011, 12:31:10 am View in topic context
 Posted by Lord Mike  in Stage editing issue [SOLVED] (Started by Lord Mike December 03, 2011, 12:08:52 am
 Board: M.U.G.E.N Development Help

Thank you, Cyanide and ExShadow!
It really helped me out figuring stuff.
    

Stage editing issue [SOLVED]

 December 03, 2011, 12:08:52 am View in topic context
 Posted by Lord Mike  in Stage editing issue [SOLVED] (Started by Lord Mike December 03, 2011, 12:08:52 am
 Board: M.U.G.E.N Development Help

Hello, MFG.
I want to tweak a little the way that some mugen stages interact with the action that takes place. For instance, i want to learn what is the parameter that affects how the "camera" will follow attacks: i.e. p1 hits p2 with an uppercut that sends p2 to the ceiling. At this moment, the "camera" follows p2 completely and when p2 starts to ascend from the floor, the camera is a little too much above him for my taste and at some point p1 is not even visible on the screen anymore. How can i make the camera stay somewhat in between p1 and p2 when such event occur? Is it even possible to do so?
    

Re: Special intro

 November 11, 2011, 03:18:03 pm View in topic context
 Posted by Lord Mike  in Special intro (Started by Lord Mike November 11, 2011, 08:40:47 am
 Board: M.U.G.E.N Development Help

Thank you, Cyanide. That just did the trick.
    

Special intro

 November 11, 2011, 08:40:47 am View in topic context
 Posted by Lord Mike  in Special intro (Started by Lord Mike November 11, 2011, 08:40:47 am
 Board: M.U.G.E.N Development Help

Good morning, MFG. I have a little curiosity and i'm wondering if someone here can point me in the right direction.
So, basically i have two chars that have three special intro's between them in the PS2 game. Via teamside i can have two special intro's reproduced in mugen, but that leaves out the third one.
I'm wondering, is it possible to have two special intro's made for one of the chars random and for the other char to pick up on that randomness?
Something that would go along like this: if char1 has teamside=1 and char2 has teamside=2 then they will go into special intro #1.
But if char1 has teamside=2 and char2 has teamside=1 then if char2 goes into special intro #3 (it has statedef "bla"+random%2 as a trigger) can i make it that somehow char1 will go to his special intro #3?
I don't know how much sense i'm making, but i have no better way to put this...