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character converted to 1.0 (Read 832 times)

Started by Blade Art, March 22, 2010, 01:19:14 pm
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character converted to 1.0
#1  March 22, 2010, 01:19:14 pm
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From my understanding and tell me if I'm wrong, chars/stages converted from winmugen to mugen1.0 no longer work on winmugen

but since Mugen 1.0 aims to become 99% retro compatible with winmugen, will the characters converted to 1.0 now still work on mugen 1.0 final?

I was just wondering, what's your take on this?
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Re: character converted to 1.0
#2  March 22, 2010, 01:27:47 pm
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but since Mugen 1.0 aims to become 99% retro compatible with winmugen, will the characters converted to 1.0 now still work on mugen 1.0 final?
First part of the sentence has no link with the second  part !

Anyway, there's no reason they won't work.
- Character for Winmugen Plus had particular sctrls and triggers : A B C D E F G H for example.
- Characters for Mugen 1.0 have new triggers and Sctrls, they add I and J to the list. So, if a character has codes using I or J, it will not be compatible with Winmugen Plus anymore, which only has code for A to H.
- If anything, Mugen 1.0 "final" will add triggers and sctrls K and L. Mugen 1.0 characters from today will obviously work with Final Mugen 1.0, since their triggers A to J are included in final Mugen 1.0, which has triggers from A to L.
Re: character converted to 1.0
#3  March 22, 2010, 02:03:15 pm
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thanks for the explanation, so if I get it even if mugen 1.0 is fully retro compatible with winmugen, chances are most new 1.0 char won't work on winmugen

that's pretty sad but expected  :-\

let's hope 99% retro compatibility is achieved and powerful screenpacks such as mugen fighting jam are created for 1.0  :-\
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Re: character converted to 1.0
#4  March 22, 2010, 02:10:04 pm
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Exactly. character for 1.0 using 1.0 specific code won't be compatible with Winmugen anymore.
Particularly, the localcoord parameter in the DEF file as well as the AI Trigger are very helpful, and don't exist for Winmugen.

Some people such as Kamekaze include a particular DEF file which allows you to use 1.0 chars in Winmugen, but of course, this removes some of the functionalities of the character, such as variable AI. However, the trend will be to switch to Mugen 1.0 completely, without taking care of retro compatibility, which will be a limitation more than anything else, in the future (you can't develop a PS2 game and expect it to be compatible with your PS1 with all functionalities).

Screenpack will appear as time passes, you just have to wait.
Re: character converted to 1.0
#5  March 22, 2010, 02:25:24 pm
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I haven't see the common.cns in the 1.0, is there any changes like when winmugen changed the block states from dosmugen's common.cns?
Re: character converted to 1.0
#6  March 22, 2010, 02:51:59 pm
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Re: character converted to 1.0
#7  March 22, 2010, 03:10:52 pm
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heh even now, years after, the PS2 doesn't have a catalog as good as PS1, just my personal opinion  ;P
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Re: character converted to 1.0
#8  March 23, 2010, 03:29:35 am
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Re: character converted to 1.0
#9  March 23, 2010, 04:21:36 am
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That's because there are new constants as well. I consider groundlevel to be awesome.


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Re: character converted to 1.0
#10  March 23, 2010, 01:55:28 pm
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is groundlevel used to make floating chars like orochi?

no that is draw.offset...

so what ground level do,
air.gethit.groundlevel = 100          ;Y-position at which a falling player is considered to hit the ground **MUGEN 1.0**

I don't get this, 100 from where, how to calculate, and what's the benefit?
Re: character converted to 1.0
#11  March 23, 2010, 08:52:00 pm
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To do with alignment of the falling states. Mugen previously defaulted to 25. This looks crap on really big, or rather small characters. Being able to set it yourself is so much better than realignment or altering the common files.


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Re: character converted to 1.0
#12  March 24, 2010, 12:24:41 am
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kof teleports yoru sprite once Y= 0.
Re: character converted to 1.0
#13  March 24, 2010, 12:42:38 am
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Re: character converted to 1.0
#14  March 24, 2010, 01:13:45 am
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If you don't use a custom common1.cns most of the problems are averted.

You should opt to only override the states you need to override, rather than replacing the whole file.
Re: character converted to 1.0
#15  March 24, 2010, 03:52:12 am
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is groundlevel used to make floating chars like orochi?

no that is draw.offset...
No, that is sprite alignment.

that's right, otherwise even the died sprite would float.

If you don't use a custom common1.cns most of the problems are averted.

You should opt to only override the states you need to override, rather than replacing the whole file.

but what will happen if the char of winmugen with old style cns that doesn't include those new constants parameters using the new common1.cns that needs them?
because I saw some of the old sctrl changed into null, and use the new sctrl instead which needs the new parameter as trigger?
Re: character converted to 1.0
#16  March 24, 2010, 04:31:22 am
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You leave the mugenversion in the def under old mugen's standards and it will act correctly.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: character converted to 1.0
#17  March 25, 2010, 01:14:27 pm
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You leave the mugenversion in the def under old mugen's standards and it will act correctly.

ah... just like that.

All this time I though that mugenversion = ....
is only for information without any further purpose
thanks for the info