In this section, we will explain how to add the default, unmodified system to a character.
The posts following this one will go into greater detail about the system, including how to remove unneeded commands (so that you aren't wastefully creating a bunch of explods that will never be used), how to handle aerial moves and charge moves. If you want to add more moves to the system (beyond what the default version provides), or are interested in customizing it, please see the final post, an advanced tutorial which also contains few other details that most people interested in very faithfully adapting a particular game's input system to MUGEN will find helpful.
Adding this system will primarily involve editing your character's .cmd file, but you must also add a few things to their -2 State. It is very important that things be placed in the correct place, or else they won't work!
You might find it easier to start fresh with a new .cmd that already contains the buffering system, although you'll still need to add two things to the character's other code file(s). If you wanted to use this method, simply download JustNoPoint's updated Kung Fu Man and use its .cmd file, which already has the buffering system applied.
If you want to use your own .cmd, it'll still be pretty simple! The first step to "install" this system is to open up your .cmd and set the "command.buffer.time" to 1. This will ensure the buffer system can correctly read what the player is inputting at any specific moment in time. If you were using a "command.buffer.time" larger than 1 to make commands more lenient, have no fear! The buffering system can be modified to produce the exact same effect.
In addition, you need to add the following commands to your .cmd file:
name = "dfwd"
command = DF
time = 1
name = "dback"
command = DB
time = 1
name = "ufwd"
command = UF
time = 1
name = "uback"
command = UB
time = 1
These make it easier to enter new commands, and they're all used by the buffering system.
Finally, follow this link, and copy and paste the entire contents into the start of your -1 State, which is usually located in the character's .cmd file. It's vital that this block of code is placed at the very top of State -1!!!
No matter which method of updating your .cmd you choose, you will also have to add some stuff to your character's normal code files. You must create a helper, which this system will use to process the player's input. Just copy and paste the following into your character's State -2:
[State -2, EXPLODsive Buffering Helper]
type = Helper
trigger1 = !NumHelper(90000005)
helpertype = Normal
stateNo = 90000005
ID = 90000005
name = "EXPLODsive Buffering helper"
posType = P1
facing = ifElse(Facing = 1, 1, -1)
keyCtrl = 1
ignoreHitPause = 1
The helper state must also be added. Make sure not to place it inside another state!
;========================<EXPLODSIVE BUFFERING HELPER>=============================
type = A
physics = N
moveType = I
anim = 1
velSet = 0,0
ctrl = 0
[State 90000005, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "by JustMorphPointman"
ignoreHitPause = 1
"anim = 1" is just an example here; it can be any animation number you want, as long as it's a blank one!
You must also make sure that int variables 47, 48, 49, and 50 are free, if you are including the charge moves. These variables are used by the system to store charge move buffer times and other information needed to have charge move behave properly. If you are not using the charge moves at all, you can safely make use of those four variables, as long as you delete the lines of code in the buffer system that deal with charge moves (for more information about deleting unneeded moves, see this post.
Now you just need to switch out the triggers in your character's ChangeStates in -1, and you'll be good to go!
Most moves (special, super, or otherwise) can be pretty easily updated to use this system, just by copying and pasting the appropriate triggers. For moves that require one or more directional input, this statement (with the appropriate explod ID replacing the text in all caps) should be used (except in rarer cases covered below):
triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(DIRECTIONAL COMMAND WHEN FACING RIGHT)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(DIRECTIONAL COMMAND WHEN FACING LEFT))
The above statement is how the vast majority of fighting game moves on both the ground and the air work. However, there are a few games that use different rules for air commands, such as the Marvel series and Vampire Savior/Darkstalkers 3. For in-depth discussion about how those games work, and what the triggers you should use if you want to replicate that behavior please see this post.
Buttons can be handled a lot more easily, fortunately. Just check to see whether the appropriate button has been input (or released) using NumExplod. You can check for both a button press, and a button release command, and you can also check for multiple buttons by chaining together NumExplod statements with MUGEN's logical operators. For example, this is an easy, concise way of checking to see if two punch buttons have been input:
triggerAll = (ifElse(NumExplod(90000200), 1, 0) + ifElse(NumExplod(90000210), 1, 0) + ifElse(NumExplod(90000220), 1, 0) >= 2)
Do note the ifElse statements: if we were just checking "NumExplod(x) + NumExplod(y) + NumExplod(z) >= 2", we could get that to trigger just be tapping x rapidly enough, since buttons have a default buffer time of 3 (as in, each time you input a button, that input will stay active for 3 ticks). Instead, we just check to see whether the number of each button explod is non-zero, and if it is, then the ifElse statement will return 1.
You might also want to increase the "ExplodMax" in mugen.cfg. The default value is 256, which should be more than enough for two human players using characters with this system (with room to spare; even the default Buffering system, without removing any unneeded commands, will only create around 40 explods at a time, and only will make that many if the player is mashing randomly). But if you have an extremely explod-heavy character (and we mean making hundreds of explods), it's theoretically possible to bump into the 256 explod limit, so you might want to increase it to something higher.
The following is a list of the ID numbers that correspond to all the commands that currently exist in the default version of the EXPLODsive Buffering system:
BASIC DIRECTIONAL INPUTS
Down (3 ticks): (D with a 3 tick buffer) 90000012
Down-right (3 ticks): (DR with a 3 tick buffer) 90000013
Right (3 ticks): (R with a 3 tick buffer) 90000016
Up-right (3 ticks): (UR with a 3 tick buffer) 90000019
Up (3 ticks): (U with a 3 tick buffer) 90000018
Up-left (3 ticks): (UL with a 3 tick buffer) 90000017
Left (3 ticks): (L with a 3 tick buffer) 90000014
Down-left (3 ticks): (DL with a 3 tick buffer) 90000011
Down (3 ticks + HitPause): (D [command moves/crouching) 90000022
Down-right (3 ticks + HitPause): (DR [command moves/crouching) 90000023
Right (3 ticks + HitPause): (R [command moves/crouching) 90000026
Up-right (3 ticks + HitPause): (UR [command moves/crouching) 90000029
Up (3 ticks + HitPause): (U [command moves/crouching) 90000028
Up-left (3 ticks + HitPause): (UL [command moves/crouching) 90000027
Left (3 ticks + HitPause): (L [command moves/crouching) 90000024
Down-left (3 ticks + HitPause): (DL [command moves/crouching) 90000021
R, R: (F, F) 90001016
L, L: (B, B) 90001064
D, U: (D, U) 90000408
U, U: (U, U) 90000518
D, D: (D, D) 90000562
R, DR, D (F, DF, D) 90007502
L, DL, D (B, DB, D) 90007552
D, DR, R: (QCF) 90010006
D, DL, L: (QCB) 90010104
R, D, DR: (F, D, DF) 90010203
L, D, DL: (B, D, DB) 90010301
L, DL, D, DR, R: (HCF) 90010406
R, DR, D, DL, L: (HCB) 90010504
(charge) L, R: ([charge] B, F) 90010606
(charge) R, L: ([charge] F, B) 90010704
(charge) D, U: ([charge] D, U) 90010808
L, D, R, U: (360) 90011008
L, U, R, D: (360) 90011102
D, R, U, L: (360) 90011204
D, L, U, R: (360) 90011306
R, D, L, U: (360) 90011408
R, U, L, D: (360) 90011502
U, R, D, L: (360) 90011604
U, L, D, R: (360) 90011706
R, D, L, R: (HCB, F) 90012016
L, D, R, L: (HCF, B) 90012114
R, L, R: (F, B, F) 90012216
L, R, L: (B, F, B) 90012314
D, DR, R, UR: (QCF, UF) 90012409
D, DL, L, UL: (QCB, UB) 90012507
D, D: ([special] D, D) 90012602
D, DR, R, D, DR, R: (QCFx2) 90030016
D, DL, L, D, DL, L: (QCBx2) 90030114
L, DL, D, DR, R, L, DL, D, DR, R: (HCFx2) 90030416
R, DR, D, DL, L, R, DR, D, DL, L: (HCBx2) 90030514
(charge) L, R, L, R: ([charge] B, F, B, F) 90030616
(charge) R, L, R, L: ([charge] F, B, F, B) 90030714
(charge) DL, DR, DL, UR: ([charge] DB, DF, DB, UF) 90030809
(charge) DR, DL, DR, UL: ([charge] DF, DB, DF, UB) 90030907
L, D, R, U, L, D, R, U: (720) 90031018
L, U, R, D, L, U, R, D: (720) 90031112
D, R, U, L, D, R, U, L: (720) 90031214
D, L, U, R, D, L, U, R: (720) 90031316
R, D, L, U, R, D, L, U: (720) 90031418
R, U, L, D, R, U, L, D: (720) 90031512
U, R, D, L, U, R, D, L: (720) 90031614
U, L, D, R, U, L, D, R: (720) 90031716
R, L, D, R: (F, HCF) 90032016
L, R, D, L: (B, HCB) 90032114
D, DR, R, D, L: (QCF, HCB) 90032204
D, DL, L, D, R: (QCB, HCF) 90032306
D, DR, R, DR, L: (QCF, DF, B) 90032404
D, DL, L, DL, R: (QCB, DB, F) 90032506
D, D, D: (D, D, D) 90032602
SUPER MOTIONS (button inputs)
x, x, F, a, z: (Shun Goku Satsu) 94000220