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Brokenmugen1.0 /chars .cns code help needed  (Read 456 times)

Started by captainz, January 11, 2013, 01:39:01 am
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Brokenmugen1.0 /chars .cns code help needed
#1  January 11, 2013, 01:39:01 am
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Hi, I dl brokenmugen1.o and I seen in the release talk for this that the combo announcer was disabled for compatibility probs but I wanted to tinker with it cuz I REALLY want it working, so I got it to come back on and it works fine with kfm 1.0 char but the rest of my chars won't trigger the announcer. I have reason to belive the prob is in the command.cnd files of the chars I have but I'm sure I could be wrong cuz I'm a noob to this. So if someone could show me what the brokenmugen is checking in the chars to make it work or what in kfm is being used to work that the other chars needed then maybe I can patch up all my chars one by one.
Thanks and hope someone can help cuz I have the time and willing to learn

..also I know some chars already have there own combo announcer incoded in them but I'm not using any of them for this so that's one prob I don't have

Xan

Re: Brokenmugen1.0 /chars .cns code help needed
#2  January 11, 2013, 01:41:47 am
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Yeah, that's been worked on forever, but a solution hasn't been found yet. Might want to bring that up in the thread so Saikoro can be bugged about it some more. :P
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Re: Brokenmugen1.0 /chars .cns code help needed
#3  January 11, 2013, 05:49:20 am
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Having used and experimented with the combo announcer of Kamek's and the BrokenMugen screenpacks for quite a few years, I believe I may be able to help you with this.
The .cmd file of a char has nothing to do with this. It is actually done via spawning a helper from BM's common1.cns
This means that all chars who override certain states in BM's common1.cns (or doesn't even use it) will not be able to use the announcer. The reason KFM 1.0 can use the announcer is because he does not override any common1.cns states.
I've sort of found a solution, but it requires one to patch every single character in their Mugen.

I'm still using the old WinMugen BrokenMugen files so I'm not sure if anything will be inconsistent with the new 1.0 BrokenMugen.
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Re: Brokenmugen1.0 /chars .cns code help needed
#4  January 11, 2013, 09:19:31 pm
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thanks for the reply vgmaster2.0, this was the kind if info i was looking for, So i tried it out and the bad news is it did not work and the character spawned a clone. but i only tried one character (DCvsMarvel Professorx by Twinimage).  I think Professorx also did not work cuz 0 and 5900 states were changed and use for other things (I guess)...
heres what the two State's said before i tried changing, State 0:
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 60
pos = 15,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.75,0.75

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

.....and 5900:
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = !RoundsExisted;roundno = 1
value = 190

 Im gonna try the one you said (Utsuho by Kohaku) to see if im doing it right and so if utsuho dont work then ill try DL BM winmugen and try again there to make sure its not 1.0 thats the prob,
 The good news (for me) is this helped me understand this stuff alot more then I did before your help, thanks again
Re: Brokenmugen1.0 /chars .cns code help needed
#5  January 11, 2013, 10:59:47 pm
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The problem is with these kind of works which I stressed to others before is that all characters do not rely on the default common.cns that comes with mugen in the data folder or have the common states coded in other places thats not labled common.cns.

I can develop a patch that will patch the codes and a modified helper in your characters negative states which i normally do if you are familar with my kind of works and there should be no problem afterwards. Im currently at work now and I will have on later in the day or tommorow.
Re: Brokenmugen1.0 /chars .cns code help needed
#6  January 11, 2013, 11:14:23 pm
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^ Now this is something I will look forward to.

SyN breaking through with the goods...thanks in advance buddy.
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Re: Brokenmugen1.0 /chars .cns code help needed
#7  January 11, 2013, 11:47:35 pm
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Yeah SyN that would be most awesome if you could help with this, lots of thanks
Re: Brokenmugen1.0 /chars .cns code help needed
#8  January 12, 2013, 07:21:32 pm
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Now this is interesting...

I consulted Cyanide and Cybaster on this before, and we couldn't figure anything out. Re-implementing the announcer would be sweet. The only issue I could see is overlapping announcer sets, like with Kamakaze's characters.

Otherwise, neat stuff. Thank you for your help.
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Re: Brokenmugen1.0 /chars .cns code help needed
#9  January 12, 2013, 07:27:25 pm
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Perhaps there could be a way of telling the code which characters not to patch.
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Re: Brokenmugen1.0 /chars .cns code help needed
#10  January 13, 2013, 01:29:49 am
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Man, just got off of work now im in a hotel with a decent internet connection. I will report back shortly.

Xan

Re: Brokenmugen1.0 /chars .cns code help needed
#11  January 13, 2013, 01:30:44 am
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Awesome, I await the results (and hopefully a way to disable the announcer when I don't want it yakking at me).
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Re: Brokenmugen1.0 /chars .cns code help needed
#12  January 13, 2013, 03:15:01 am
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almost done.
Plus I added a line to modify to prevent characters with their own system coded from clashing with the screenpack such as Kamekaze's Mvc2 chars.

I'll explain later.

Xan

Re: Brokenmugen1.0 /chars .cns code help needed
#13  January 13, 2013, 03:27:12 am
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Oh, that sounds positively delightful. Can't wait for the news.
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Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Brokenmugen1.0 /chars .cns code help needed
New #14  January 13, 2013, 03:54:11 am
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Releasing now. This thread is now useless.

http://mugenguild.com/forum/topics/brokenmugen-1-0-fixpatch-syn-147403.0.html

     Posted: January 16, 2013, 01:20:23 am
I am totally remaking the system from scratch with my own coding since the current one is outdated and wont work properly due to a non shared and unreliable method. Ill have it ready by Saturday since I can only work on it for a few hours after I get off from work.

Thanks for your patience.
Last Edit: January 16, 2013, 01:20:23 am by -SyN-