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How to convert a character from Winmugen to MUGEN 1.0 (Read 22915 times)

Started by -Red-, October 07, 2010, 12:34:36 am
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How to convert a character from Winmugen to MUGEN 1.0
#1  October 07, 2010, 12:34:36 am
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 This is a guide to convert a character from Winmugen to MUGEN 1.0 (Doh'!). All the steps required in order to fully adapt any character are here (I GUESS!) so... whatever. If I forgot any needed point please post a line here because I'm writing this while drinking Coke so I can't guarantee 100% success :) .

-------------------------
-- STEP 1: The .DEF file.
-------------------------

- Set the version to 1.0. Example: "mugenversion = 1.0"

- Add new localcoord parameter (This goes inside the [info] section) which determinates the character's real size (320x240 for low res chars, 640x480 for high resolution, etc.). This parameter will scale your whole character to 0.5 in both X and Y scale (INCLUDING the portrait used for the character select screen) if set to 640x480. Any other value, well... it's just simple maths (1280x960 would be FULL HD which would mean 0.25 in scaling). Example: "localcoord = 320,240" for a low resolution character.

- Add the palette keymap section. This determinates which button corresponds to which palette (The palette order parameter IS still used so don't worry). The basic text to paste is:

Quote
[Palette Keymap]
a = 1
b = 2
c = 3
x = 4
y = 5
z = 6
a2 = 7
b2 = 8
c2 = 9
x2 = 10
y2 = 11
z2 = 12

-------------------------
-- STEP 2: The .CNS file.
-------------------------

- The [movement] section has new parameters to be added. You don't really need to USE there parameters, just put them in that section. The common1.cns in the default character Kung Fu Man uses these parameters in the common states but you don't need to re-check and compare every state in the common1.cns because your states most likely have it's own velocity values already set. Of course you can update your character accordingly to use the several "const" triggers with these new parameters but it's quite a waste of time if you ask me when it comes to a character already coded before.

Quote
air.gethit.groundrecover = -.15,-3.5  ;Velocity for ground recovery state (x, y) **MUGEN 1.0**
air.gethit.airrecover.mul = .5,.2     ;Multiplier for air recovery velocity (x, y) **MUGEN 1.0**
air.gethit.airrecover.add = 0,-4.5    ;Velocity offset for air recovery (x, y) **MUGEN 1.0**
air.gethit.airrecover.back = -1       ;Extra x-velocity for holding back during air recovery **MUGEN 1.0**
air.gethit.airrecover.fwd = 0         ;Extra x-velocity for holding forward during air recovery **MUGEN 1.0**
air.gethit.airrecover.up = -2         ;Extra y-velocity for holding up during air recovery **MUGEN 1.0**
air.gethit.airrecover.down = 1.5      ;Extra y-velocity for holding down during air recovery **MUGEN 1.0**

stand.friction.threshold = 2          ;If player's speed drops below this threshold while standing, stop his movement **MUGEN 1.0**
crouch.friction.threshold = .05       ;If player's speed drops below this threshold while crouching, stop his movement **MUGEN 1.0**
air.gethit.groundlevel = 25           ;Y-position at which a falling player is considered to hit the ground **MUGEN 1.0**
air.gethit.groundrecover.ground.threshold = -20 ;Y-position below which falling player can use the recovery command **MUGEN 1.0**
air.gethit.groundrecover.groundlevel = 10   ;Y-position at which player in the ground recovery state touches the ground **MUGEN 1.0**
air.gethit.airrecover.threshold = -1  ;Y-velocity above which player may use the air recovery command **MUGEN 1.0**
air.gethit.airrecover.yaccel = .35    ;Vertical acceleration for player in the air recovery state **MUGEN 1.0**
air.gethit.trip.groundlevel = 15      ;Y-position at which player in the tripped state touches the ground **MUGEN 1.0**
down.bounce.offset = 0,0            ;Offset for player bouncing off the ground (x, y) **MUGEN 1.0**
down.bounce.yaccel = .4               ;Vertical acceleration for player bouncing off the ground **MUGEN 1.0**
down.bounce.groundlevel = 12          ;Y-position at which player bouncing off the ground touches the ground again **MUGEN 1.0**
down.friction.threshold = .05         ;If the player's speed drops below this threshold while lying down, stop his movement **MUGEN 1.0**

-----------------------------------
-- STEP 3: The Hitdef fixing quest.
-----------------------------------

- Despite this being mentioned in the bugfix section of the mugen docs since RC1, this is probably the most overlooked step in any Winmugen to MUGEN 1.0 adaptation. It's quite a long step depending of how many hitdefs a character has but it's also quite a simple fix to do. This is the fixed bug description in the docs:

 CNS: Fixed: HitDef P1 pausetimes expired 1 tick sooner than specified. When loading 2002.04.14 and older characters, this fix will be compensated for by subtracting 1 from the P1 pausetime after expression evaluation.

 Basically this bug is usually "fixed" on any character that's not version 1.0 but since you're trying to adapt a character TO MUGEN 1.0 then that means you WILL HAVE to manually fix EVERY SINGLE PAUSETIME parameter in EVERY HITDEF. Example: if Winmugen version has "pausetime = 9,10" then MUGEN 1.0 version must have "pausetime = 8,10".

-----------------------------------------
-- OPTIONAL STEP: Extra character coding.
-----------------------------------------

- A new SCTRL can be added in order to set the character's palette. This SCTRL is usually pasted in statedef 5900 and is actually used to set a desired palette but the next coding is the usual piece of coding you will use to just set the palette you chose on the character select screen. I'm mentioning this because most of the people who adapts a character to MUGEN 1.0 usually add this piece of coding.

Quote
[State 5900, Palette]
type = remappal
trigger1 = 1
source = 1, 1
dest = 1, palno

- An OPTIONAL new [Quotes] section can be added to add winquotes to the character. Paste it below [movement] if you wish to use this but it's not required. Read the docs to add alternative languages if you want. This is the list of quotes KFM has in his .CNS file.

Quote
;Default language victory quotes (optional).  **MUGEN 1.0**
;If this section is included, the default language victory quotes must be in English.
[Quotes]
; Up to 100 victory quotes can be specified per language (victory0 - victory99)
victory1 = "You must defeat Tu Shou to stand a chance."
victory2 = "You need a lot of training. Come back in ten years."
victory3 = "You look familiar. Did I see you on TV?"
victory4 = "Your moves are too predictable. You want to learn Kung Fu Palm? It's not for novices."
victory5 = "That was a good workout."
victory6 = "I want to challenge more skilled fighters."
victory7 = "What do you mean my girlfriend is in another temple?"

 I THINK that's all. Anything else post about it but don't post about MUGEN 1.0 bugs because that's not related to this.
pls
Re: How to convert a character from Winmugen to MUGEN 1.0
#2  October 07, 2010, 01:20:00 am
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This is a great tutorial Rednavi.  :sugoi:
Re: How to convert a character from Winmugen to MUGEN 1.0
#3  February 12, 2011, 09:33:29 am
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so we can use the old SFF files?
Re: How to convert a character from Winmugen to MUGEN 1.0
#4  February 14, 2011, 02:03:09 pm
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so we can use the old SFF files?
Yes.

Some things you could add :
- If the character has an AI, remove the old AI activation method (impossible commands or Winane) and change all occurences of var(59) by AILevel.
- If you set a localcoord to a value different from 320,240, you'll have to change the scale accordingly in the constants, to take into account this change (GGXX chars for example have scale=.5,.5, but if you set the localcoord to 640,480, you'll have to change the scale back to 1,1). Not sure about this since I've never tried, but I think this would make you have to change all the distance and vel parameters too no ? One pixel in LR != one pixel in HR.
Re: How to convert a character from Winmugen to MUGEN 1.0
#5  February 15, 2011, 07:36:19 am
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Unlike scale, localcoord affects every part of the character. Velocities, hitsparks, everything. If you're doing something accurate, you'll need to double or quadruple all velocity to get correct behaviour. Explods etc if positioned correctly will reposition based on your localcoord. You don't need to "guess" their position like with scale.

For those of you that like fancy HR hitsparks with low res characters there is a non "i am adding an explod with fancy triggers" method doing this.

localcoord = 640,480
x.scale = 2
y.scale = 2

You get halved in scale after doubling yourself, and your HR hitsparks are only scaled down, because scale doesn't touch them.


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: How to convert a character from Winmugen to MUGEN 1.0
#6  February 15, 2011, 05:32:27 pm
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Is the [Palette KeyMap] Part really necessary for characters that still use SFF V1? I know it's used for SFF V2, but I don't think it'll work for SFF V1 characters being converted to 1.0. I'm just asking because Elecbyte's mugen documents about converting to 1.0 doesn't explain much about it in upgrading.html.

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Re: How to convert a character from Winmugen to MUGEN 1.0
#7  February 15, 2011, 05:50:46 pm
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Is the [Palette KeyMap] Part really necessary for characters that still use SFF V1? I know it's used for SFF V2, but I don't think it'll work for SFF V1 characters being converted to 1.0. I'm just asking because Elecbyte's mugen documents about converting to 1.0 doesn't explain much about it in upgrading.html.

The PaletteKeymap works regardless of SFF version. It's not necessary, but it's easier to map palettes with it so I prefer it.

 On the other hand, the PaletteMap CNS controller is V2 exclusive, IIRC.
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Re: How to convert a character from Winmugen to MUGEN 1.0
#8  February 15, 2011, 10:53:16 pm
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If mugenversion is not 1.0 you do not need the palette keymap. If it is 1.0 you need palette keymap whether you are using sffv1 or not. You can also use remappal even if you're using sffv1. My Lee uses remappal and has an sffv1. He's also 1.0 only and needed the palette keymap set.


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: How to convert a character from Winmugen to MUGEN 1.0
#9  February 15, 2011, 11:40:13 pm
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Another issue is the special win quote system, I've trying to figure out how to avoid a character from making special win quotes against certain characters. For example, Comet have a win quote if she beat Meteo, but that win quote sometimes is also shown when she beat other characters.
-Toshio Tenma

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Re: How to convert a character from Winmugen to MUGEN 1.0
#10  February 16, 2011, 12:09:05 am
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it's because you're not coding it right
I'm trying to improve my english, so be patient xD
Re: How to convert a character from Winmugen to MUGEN 1.0
#11  February 16, 2011, 06:56:29 am
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it's because you're not coding it right
I'm sorry, but that's a very vague answer and not enough to fix the issue. Please consider showing a example of how to fix the issue instead of making vague answers without any solutions.
-Toshio Tenma
Re: How to convert a character from Winmugen to MUGEN 1.0
#12  February 17, 2011, 09:54:43 am
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Quote
[State -2, special wq]
type = VictoryQuote
triggerall = numenemy>0
trigger1 = !time
trigger1 = enemy,name != "Princess Meteo"
trigger1 = enemy,name != "Princess Fine"
trigger1 = enemy,name != "Bibin"
trigger1 = enemy,name != "Cometto-san"
trigger1 = enemy,name != "Ecoco"
trigger1 = enemy,name != "Mother Brain by Endoedgar"
value != random%7

[State -2, andtherest]
type = VictoryQuote
triggerall = numenemy<0
trigger1 = !time
trigger1 = enemy,name != "Princess Meteo"
trigger1 = enemy,name != "Princess Fine"
trigger1 = enemy,name != "Bibin"
trigger1 = enemy,name != "Cometto-san"
trigger1 = enemy,name != "Ecoco"
trigger1 = enemy,name != "Mother Brain by Endoedgar"
value = random%7
I wonder if that code solved the issue, but I've saw her saying a special win quote against the wrong character. It happened just once, but it still shows that there are other fixes to be done.
-Toshio Tenma
Re: How to convert a character from Winmugen to MUGEN 1.0
#13  February 17, 2011, 10:57:56 am
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You do realize this is a "tips, tricks and tutorial" section, don't you ? Not a help board.
Re: How to convert a character from Winmugen to MUGEN 1.0
#14  February 17, 2011, 12:09:34 pm
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You do realize this is a "tips, tricks and tutorial" section, don't you ? Not a help board.
I'm very sorry, but I haven't saw a guide which show how to code the special win quotes system. I wonder if someone can explain better how to add them.
-Toshio Tenma
Re: How to convert a character from Winmugen to MUGEN 1.0
#15  February 18, 2011, 05:44:04 am
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It's still a tips and tricks board. Although you have now posted a topic it is still best not to ask random questions on this board cos that's not what it's for.


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: How to convert a character from Winmugen to MUGEN 1.0
#16  May 11, 2011, 02:50:30 pm
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I'd like to Know How to convert unlike a character for MUGEN 1.0 WinMUGEN?
Spoiler: Kubikiri Basara (click to see content)
Re: How to convert a character from Winmugen to MUGEN 1.0
#17  May 11, 2011, 10:31:01 pm
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Short answer. If it makes use of 1.0 specific features you shouldn't do it. If it doesn't make use of sffv2 or a custom common1 or any of the new triggers/sctrls. Simply put it in mugen.

If it gives you error messages, read them, then fix them.

THIS

Is not a help board, if you have further questions make a topic in dev help.


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: How to convert a character from Winmugen to MUGEN 1.0
#18  June 27, 2011, 06:07:25 pm
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Hug the Pikachus!

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Re: How to convert a character from Winmugen to MUGEN 1.0
#19  July 09, 2011, 09:20:33 pm
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Holy shit!  :-X :ninja:
pls
Re: How to convert a character from Winmugen to MUGEN 1.0
#20  July 11, 2011, 12:54:27 am
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Was about to post that. Now you can modify the first post with bold and red font so people are aware of that.