YesNoOk
avatar

Please help me with the character select screen (Read 909 times)

Started by frostedone, May 01, 2009, 03:41:29 am
Share this topic:
Please help me with the character select screen
New #1  May 01, 2009, 03:41:29 am
  • avatar
  • *
I recently got back into MUGEN after about 7 or 8 years and I decided to download a screenpack called "Playground Mugen v9 Mühldorf.

I did it because it is supposed to have 1,300 characters or something. It works but I have one huge problem, and that is at the character select screen.

Uncompressed the game is 9.22GB so the select.def and system.def are big.

I cannot go past the "Jojo's" section and there are no character select portraits.

Does anyone know how to fix this? What settings do I change?

Here is a screenshot: http://img8.imageshack.us/img8/8360/playgroundmugenv9error.jpg

Like I said i can access the Capcom, MVC, Dark S, and Jojo's section but none of the others, and I checked the char folder and there are like 1,000 characters in there. There is also ne character portraits. Does anyone know how to fix this or at leaste access the other character sections?

I have been away from Mugen for a while, and would like to get back in it.

Please help and thank you.

System.def:

[mcode]; =============
;        DJ-VAN
; =============
;  "Everything Vs Everything"
;  version :   .76
;----------------------------
[Info]
name = "EVE BATTLE"          ;Name of motif
author = "DJ-VAN"       ;Motif author name

;----------------------------
[Files]
spr = data/system.sff            ;Filename of sprite data
snd = data/system.snd            ;Filename of sound data
logo.storyboard = logo.def ;MUGEN_Intro.def  ;Logo storyboard definition (optional) *2001.04.01 NEW*
intro.storyboard = intro.def      ;Intro storyboard definition (optional) *2001.04.01 NEW*
select = select.def         ;Character and stage selection list
fight = fight.def          ;Fight definition filename
font1 = font/f-4x6.fnt      ;System fonts
font2 = font/f-6x9.fnt      ;System fonts
font3 = font/jg.fnt         ;System fonts
font4 = font/qoh_big.fnt
font5 = font/qoh_small.fnt
font6 = font/DJV-CUSTOM.fnt
font7 = font/DJV-END.fnt

;----------------------------
[Music]
 ;Put a filename for a MOD, MP3 or MIDI here, or just leave it
 ;blank if you do not want music. If an invalid filename is
 ;given, then no music will play. To play CD audio, put
 ;the track number followed by ".da". For example, to play
 ;track 3 from a music CD at the title screen, use:
 ;  title.bgm = 3.da
 ;To play mymusic.mp3 from the sound/ directory, put:
 ;  title.bgm = sound/mymusic.mp3
  ;Music to play at title screen.
title.bgm = data/Session.mp3
title.bgm.loop = 1        ;Set to 0 to prevent looping *2001.04.01 NEW*
  ;Music to play at char select screen.
;select.bgm = data/select.mp3
select.bgm = data/select.mp3
;select.bgm = sound/Toonami.mp3
select.bgm.loop = 1       ;*2001.04.01 NEW*
  ;Music to play at versus screen.
vs.bgm = data/versus.mp3
vs.bgm.loop = 1           ;*2001.04.01 NEW*

;-------------------------------------------------------------------
;Title screen definition
[Title Info]
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2
menu.pos = 159,143
menu.item.font = 5,0,0
menu.item.active.font = 4,0,0
menu.item.spacing = 0, 11
; Names for each of the items in the menu. Names must be in quotes.
menu.itemname.arcade = "ARCADE"
menu.itemname.versus = "VS"
menu.itemname.teamarcade = "TEAM"
menu.itemname.teamversus = "TEAM VS"
menu.itemname.teamcoop = "TEAM EX"
menu.itemname.survival = "SURVIVAL"
menu.itemname.survivalcoop = "SURVIVAL EX"
menu.itemname.training = "TRAINING"
menu.itemname.watch = "WATCH"
menu.itemname.options = "OPTIONS"
menu.itemname.exit = "EXIT"

;----------------------------
;Title background definition
[TitleBGdef]
bgclearcolor = 0,0,0

[TitleBG 0,haze]
type = parallax;normal
layerno = 0
spriteno = 300,1
start = 160,0
mask = 0
trans = add
velocity = 1.05625;0.8125
tile = 1,0
width = 300,25;400,25
yscalestart = 110;  Starting y-scale (float, in percent)  (def: 100)
yscaledelta = 5;?  Change in y-scale per unit (float, in percent)  (def: 0)

[TitleBG 0,haze 2]
type = parallax;normal
layerno = 0
spriteno = 300,3
start = -160,120
mask = 0
velocity = 0.11125;0.1625
tile = 1,0
width = 20,300;20
yscalestart = 100;  Starting y-scale (float, in percent)  (def: 100)
yscaledelta = 5;?  Change in y-scale per unit (float, in percent)  (def: 0)

[TitleBG 0,haze bg]
type = normal
layerno = 0
spriteno = 300,4
start = -160,113
mask = 0
trans = add
velocity = 0.08
tile = 1,0

[TitleBG 0,haze]
type = normal
layerno = 0
spriteno = 300,5
start = -160,240
velocity = 1.5;0.8125
tile = 1,1
mask = 0
trans = add
;------------ Lightning ---------------

[TitleBG 0a] ;lightning (top right side)
type  = anim
actionno = 350
layerno = 0
start = 20,-40
trans = add

[TitleBG 0a] ;lightning (top left side)
type  = anim
actionno = 351
layerno = 0
start = -20,-40
trans = add

[TitleBG 0a] ;lightning (bottom right side)
type  = anim
actionno = 352
layerno = 0
start = 10,245
trans = add

[TitleBG 0a] ;lightning (bottom left side)
type  = anim
actionno = 353
layerno = 0
start = -10,245
trans = add

[TitleBG 0] ;BLUE SWIRL
type = normal
layerno = 0
spriteno = 50,0
start = -160,0
mask = 0
trans = add

[TitleBG 0] ;EARTH shad
type = normal
layerno = 0
spriteno = 1,9
start = -160,0
trans = add

[TitleBG 0] ;RING grey
type = normal
layerno = 0
spriteno = 1,10
start = -160,0
trans = add

[TitleBG 0] ;EARTH
type = normal
layerno = 0
spriteno = 1,7
start = -160,0
trans = sub

;[TitleBG 0] ;RING
;type = normal
;layerno = 0
;spriteno = 1,5
;start = -160,0
;mask = 1

[TitleBG 0] ;TITLE SHADOW
type = normal
layerno = 0
spriteno = 1,2
start = -160,0
trans = add

;[TitleBG 0] ;TITLE SHADOW SUB
;type = normal
;layerno = 0
;spriteno = 1,7
;start = -160,0
;trans = SUB

[TitleBG 0] ;TITLE
type = normal
layerno = 0
spriteno = 1,1
start = -160,0
mask = 1

[TitleBG 0] ;blackbox
type = normal
layerno = 0
spriteno = 1,3
start = -160,120
trans = sub

[TitleBG 0] ;grey side1
type = normal
layerno = 0
spriteno = 1,4
start = 33,120
trans = add

[TitleBG 0] ;grey side1
type = normal
layerno = 0
spriteno = 1,4
start = -43,120
trans = add

[TitleBG 0]
type = normal
layerno = 0
spriteno = 10,11
start = 3840, -6000
mask = 1

;============== Screen Transitions ================

[TitleBG 1.b1];fader
type = normal
layerno = 0
spriteno = 900,0
start = 0,0
velocity = 0,-12
trans = add
tile = 1,0

[TitleBG 1.b1];fader
type = normal
layerno = 1
spriteno = 900,0
start = 0,0
velocity = 0,-30
trans = add
tile = 1,0

;-------------------------------------------------------------------
[Select Info]

   fadein.time = 15
   fadeout.time = 15
   rows = 20
   columns = 501
   wrapping = 1
   pos = 76, 18
   showemptyboxes = 0
   moveoveremptyboxes = 0
   cell.size = 0,11
   cell.spacing = 0
   ;cell.bg.spr = 150,0
   ;cell.random.spr = 151,0
   cell.random.switchtime = 5

   p1.cursor.startcell = 0,0
   p1.cursor.active.anim = 700
   p1.cursor.done.spr = 700, 0
   p1.cursor.move.snd = 100,0
   p1.cursor.done.snd = 100,1
   p1.random.move.snd = 100,5

   p2.cursor.startcell = 0,0
   p2.cursor.active.Anim = 700
   p2.cursor.done.spr = 700,0
   p2.cursor.blink = 1
   p2.cursor.move.snd = 100,0
   p2.cursor.done.snd = 100,1
   p2.random.move.snd = 100,5

   random.move.snd.cancel = 1      ;1 to have random move sound cancel itself when played repeatedly
   stage.move.snd = 100,0
   stage.done.snd = 100,1   
   cancel.snd = 100,2

;---------- Portrait Data ------------
portrait.offset = 0,0
portrait.scale = 0,0
title.offset = 0,0        ;Position of title (Arcade Mode, etc)
title.font =  -1          ;Font of title (-1 for none)

;Portrait
p1.face.offset = 0,52   ;Position to put big portrait
p1.face.facing = 1       
p1.face.scale = 1,1
p2.face.offset = 319,52   
p2.face.scale = 1,1
p2.face.facing = -1

;Name
p1.name.offset = 9,203          ;Position to put name
p1.name.font = 6,0,1            ;Set to -1 for no display
p2.name.offset = 310,203
p2.name.font = 6,0,-1

;Stage select
stage.pos = 160,13
stage.active.font = 6,0
stage.active2.font = 6,0
stage.done.font = 6,0
;Sounds

;~~~~~~~~~~~ Team Menu ~~~~~~~~~~~~     
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 30, 90
p1.teammenu.bg.spr = 0,1
p1.teammenu.selftitle.font = 4,0, 1
p1.teammenu.selftitle.text = TEAM MODE
p1.teammenu.enemytitle.font = 4,0, 1
p1.teammenu.enemytitle.text = COMP MODE
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,1
p1.teammenu.item.offset = 0,20
p1.teammenu.item.spacing = 0,15
p1.teammenu.item.font = 4,0, 1
p1.teammenu.item.active.font = 4,5, 1
p1.teammenu.item.active2.font = 4,0, 1
p1.teammenu.item.cursor.offset = -10, 0
p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 60,1
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 60,1
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 6,0
;p2 team
p2.teammenu.pos = 289, 90
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 4,0, -1
p2.teammenu.selftitle.text = TEAM MODE
p2.teammenu.enemytitle.font = 4,0, -1
p2.teammenu.enemytitle.text = COMP MODE
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,1
p2.teammenu.item.offset = 0,20
p2.teammenu.item.spacing = 0,15
p2.teammenu.item.font = 4,0, -1
p2.teammenu.item.active.font = 4,5, -1
p2.teammenu.item.active2.font = 4,0, -1
p2.teammenu.item.cursor.offset = 10, 0
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -60,1
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = -60,1
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -6,0

[SelectBGdef]
[SelectBG s01]   ;
   type  = normal
   layerno = 1
   start = -26, 18   ;start = -77, 18
   mask = 1
            spriteno = 600,1

[SelectBG s02]   ;
   type  = normal
   layerno = 1
   start = -26, 29
   mask = 1
            spriteno = 600,2

[SelectBG s03]   ;
   type  = normal
   layerno = 1
   start = -26, 40
   mask = 1
            spriteno = 600,3

[SelectBG s04]   ;
   type  = normal
   layerno = 1
   start = -26, 51
   mask = 1
            spriteno = 600,4

[SelectBG s05]   ;
   type  = normal
   layerno = 1
   start = -26, 62
   mask = 1
            spriteno = 600,5

[SelectBG s06]   ;
   type  = normal
   layerno = 1
   start = -26, 73
   mask = 1
            spriteno = 600,6

[SelectBG s07]   ;
   type  = normal
   layerno = 1
   start = -26, 84
   mask = 1
            spriteno = 600,7

[SelectBG s08]   ;
   type  = normal
   layerno = 1
   start = -26, 95
   mask = 1
            spriteno = 600,8

[SelectBG s09]   ;
   type  = normal
   layerno = 1
   start = -26, 106
   mask = 1
            spriteno = 600,9

[SelectBG s10]   ;
   type  = normal
   layerno = 1
   start = -26, 117
   mask = 1
            spriteno = 600,10

[SelectBG s11]   ;
   type  = normal
   layerno = 1
   start = -26, 128
   mask = 1
            spriteno = 600,11

[SelectBG s12]   ;
   type  = normal
   layerno = 1
   start = -26, 139
   mask = 1
            spriteno = 600,12

[SelectBG s13]   ;
   type  = normal
   layerno = 1
   start = -26, 150
   mask = 1
            spriteno = 600,13

[SelectBG s14]   ;
   type  = normal
   layerno = 1
   start = -26, 161
   mask = 1
            spriteno = 600,14

[SelectBG s15]   ;
   type  = normal
   layerno = 1
   start = -26, 172
   mask = 1
            spriteno = 600,15

[SelectBG s16]   ;
   type  = normal
   layerno = 1
   start = -26, 183
   mask = 1
            spriteno = 600,16

[SelectBG s17]   ;
   type  = normal
   layerno = 1
   start = -26, 194
   mask = 1
            spriteno = 600,17

[SelectBG s18]   ;
   type  = normal
   layerno = 1
   start = -26, 205
   mask = 1
            spriteno = 600,18

[SelectBG s19]   ;
   type  = normal
   layerno = 1
   start = -26, 216
   mask = 1
            spriteno = 600,19

[SelectBG s20]   ;
   type  = normal
   layerno = 1
   start = -26, 227
   mask = 1
            spriteno = 600,20


[Begin Action 700]
   700, 0,0, 0, 55
   700, 1,0, 0, 5
   700, 2,0, 0, 5
   700, 3,0, 0, 5
   700, 4,0, 0, 5
   700, 5,0, 0, 5
   700, 6,0, 0, 5


[SelectBG 1] ;BLUE VORTEX
type  = Anim
actionno = 750
layerno = 0
start = -160,0

[SelectBG 1] ;CLOUD VORTEX
type  = Anim
actionno = 770
layerno = 0
start = -160,0
trans = add

[SelectBG 1] ;CLOUD SWIVIL 4 SHISLE
type  = Anim
actionno = 780
layerno = 0
start = -160,0
trans = add

[SelectBG 1] ;BLUE SWIRL
type = normal
layerno = 0
spriteno = 50,0
start = -160,0
mask = 0
trans = add

;=========== Marquees ===================

;p1 side

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 725,0
start = -141,120
velocity = 0,0.65
tile = 0,1
trans = sub;add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 725,1
start = -121,120
velocity = 0,0.35
tile = 0,1
trans = sub;add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 725,2
start = -66,120
velocity = 0,0.2
tile = 0,1
trans = sub;add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 725,3
start = -148,120
velocity = 0,0.85
tile = 0,1
trans = add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 725,4
start = -128,120
velocity = 0,0.5
tile = 0,1
trans = add

;p2 side
[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 725,5
start = 141,120
velocity = 0,-0.65
tile = 0,1
trans = sub;add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 725,6
start = 121,120
velocity = 0,-0.35
tile = 0,1
trans = sub;add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 725,2
start = 65,120
velocity = 0,-0.2
tile = 0,1
trans = sub;add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 725,8
start = 148,120
velocity = 0,-0.85
tile = 0,1
trans = add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 725,9
start = 128,120
velocity = 0,-0.5
tile = 0,1
trans = add

[SelectBG MID LARGE]
type  = normal
spriteno = 750, 0
layerno = 0
start = -160,0
trans = sub
mask = 1

[SelectBG MID SMALL]
type  = normal
spriteno = 750, 1
layerno = 0
start = -160,0
trans = add
mask = 1

[SelectBG PortBG1]
type = normal
spriteno = 825,0
layerno = 0
start = -160, 52
trans = add

[SelectBG PortBG2]
type = normal
spriteno = 825,0
layerno = 0
start = 40, 52
trans = add

[SelectBG LABEL 1]
type = anim
actionno = 801
layerno = 0
start = -161, 194
[Begin Action 801]
800,0,0,0,1, ,A

[SelectBG LABEL 2]
type = anim
actionno = 802
layerno = 0
start = 160, 194      ;154, 194
[Begin Action 802]
800,0,0,0,1,H,A

;------------ Lightning ---------------

[SelectBG 0a] ;lightning (top right side)
type  = anim
actionno = 350
layerno = 0
start = 20,-40
trans = add

[SelectBG 0a] ;lightning (top left side)
type  = anim
actionno = 351
layerno = 0
start = -20,-40
trans = add

[SelectBG 0a] ;lightning (bottom right side)
type  = anim
actionno = 352
layerno = 0
start = 10,290
trans = add

[SelectBG 0a] ;lightning (bottom left side)
type  = anim
actionno = 353
layerno = 0
start = -10,290
trans = add

[Begin Action 750] ;BLUE VORTEX ANIMATION
loopstart
75,0, 0,0, 2
75,1, 0,0, 2
75,2, 0,0, 2
75,3, 0,0, 2
75,4, 0,0, 2
75,5, 0,0, 2
75,6, 0,0, 2
75,7, 0,0, 2
75,8, 0,0, 2
75,9, 0,0, 2
75,10, 0,0, 2
75,11, 0,0, 2
75,12, 0,0, 2
75,13, 0,0, 2
75,14, 0,0, 2

[Begin Action 770]  ;CLOUD VORTEX ANIMATION
loopstart
77,0, 0,0, 1, ,A
77,1, 0,0, 1, ,A
77,2, 0,0, 1, ,A
77,3, 0,0, 1, ,A
77,4, 0,0, 1, ,A
77,5, 0,0, 1, ,A
77,6, 0,0, 1, ,A
77,7, 0,0, 1, ,A
77,8, 0,0, 1, ,A
77,9, 0,0, 1, ,A
77,10, 0,0, 1, ,A
77,11, 0,0, 1, ,A
77,12, 0,0, 1, ,A
77,13, 0,0, 1, ,A
77,14, 0,0, 1, ,A
77,15, 0,0, 1, ,A
77,16, 0,0, 1, ,A
77,17, 0,0, 1, ,A
77,18, 0,0, 1, ,A
77,19, 0,0, 1, ,A
77,20, 0,0, 1, ,A
77,21, 0,0, 1, ,A
77,22, 0,0, 1, ,A
77,23, 0,0, 1, ,A
77,24, 0,0, 1, ,A
77,25, 0,0, 1, ,A
77,26, 0,0, 1, ,A
77,27, 0,0, 1, ,A
77,28, 0,0, 1, ,A
77,29, 0,0, 1, ,A
77,30, 0,0, 1, ,A
77,31, 0,0, 1, ,A
77,32, 0,0, 1, ,A
77,33, 0,0, 1, ,A
77,34, 0,0, 1, ,A
77,35, 0,0, 1, ,A
77,36, 0,0, 1, ,A
77,37, 0,0, 1, ,A
77,38, 0,0, 1, ,A
77,39, 0,0, 1, ,A

[Begin Action 780]  ;CLOUD VORTEX ANIMATION
loopstart
78,0, 0,0, 3, ,A
78,1, 0,0, 3, ,A
78,2, 0,0, 3, ,A
78,3, 0,0, 3, ,A
78,4, 0,0, 3, ,A
78,5, 0,0, 3, ,A
78,6, 0,0, 3, ,A
78,7, 0,0, 3, ,A
78,8, 0,0, 3, ,A
78,9, 0,0, 3, ,A
78,10, 0,0, 3, ,A
78,11, 0,0, 3, ,A
78,12, 0,0, 3, ,A
78,13, 0,0, 3, ,A
78,14, 0,0, 3, ,A
78,15, 0,0, 3, ,A
78,16, 0,0, 3, ,A
78,17, 0,0, 3, ,A
78,18, 0,0, 3, ,A
78,19, 0,0, 3, ,A
78,20, 0,0, 3, ,A
78,21, 0,0, 3, ,A
78,22, 0,0, 3, ,A
78,23, 0,0, 3, ,A
78,24, 0,0, 3, ,A
78,25, 0,0, 3, ,A
78,26, 0,0, 3, ,A
78,27, 0,0, 3, ,A
78,28, 0,0, 3, ,A
78,29, 0,0, 3, ,A
78,30, 0,0, 3, ,A
78,31, 0,0, 3, ,A
78,32, 0,0, 3, ,A
78,33, 0,0, 3, ,A
78,34, 0,0, 3, ,A
78,35, 0,0, 3, ,A
78,36, 0,0, 3, ,A
78,37, 0,0, 3, ,A
78,38, 0,0, 3, ,A
78,39, 0,0, 3, ,A

[begin action 350] ; Lightning 1 (top right side)
-1,-1,0,0,82;Blank
350,0,0,0,2, ,A
-1,-1,0,0,2;Blank
350,0,0,0,2, ,A
350,1,0,0,2, ,A
-1,-1,0,0,2;Blank
350,1,0,0,2, ,A

[begin action 351] ; Lightning 2 (top left side)
350,0,0,0,2,H ,A
-1,-1,0,0,2;Blank
350,0,0,0,2,H ,A
350,1,0,0,2,H ,A
-1,-1,0,0,2;Blank
350,1,0,0,2,H ,A
-1,-1,0,0,112;Blank

[begin action 352] ; Lightning 2 (bottom right side)
-1,-1,0,0,61;Blank
350,0,0,0,2,V ,A
-1,-1,0,0,2;Blank
350,0,0,0,2,V ,A
350,1,0,0,2,V ,A
-1,-1,0,0,2;Blank
350,1,0,0,2,V ,A
-1,-1,0,0,61;Blank

[begin action 353] ; Lightning 2 (bottom left side)
-1,-1,0,0,36;Blank
350,0,0,0,2,VH ,A
-1,-1,0,0,2;Blank
350,0,0,0,2,VH ,A
350,1,0,0,2,VH ,A
-1,-1,0,0,2;Blank
350,1,0,0,2,VH ,A
-1,-1,0,0,66;Blank

;============== Screen Transitions ================

[SelectBG 1.b1];fader
type = normal
layerno = 0
spriteno = 900,0
start = 0,0
velocity = 0,-10
trans = add
tile = 1,0

[SelectBG 1.b1];fader
type = normal
layerno = 1
spriteno = 900,0
start = 0,0
velocity = 0,-25
trans = add
tile = 1,0

;-------------------------------------------------------------------
[VS Screen]
time = 638 ;590                ;Time to show screen
;Big portraits
;X,Y
p1.pos =  0,16 ;0, 31   ;0,0
p1.facing = 1             ;*2001.04.01 NEW*
p1.scale = 1,1            ;*2001.04.01 NEW*

p2.pos = 319,136 ;320,151 ;322,129
p2.facing = -1            ;*2001.04.01 NEW*
p2.scale = 1,1          ;*2001.04.01 NEW*
;Names
p1.name.pos  =  128,70 ;115,70
p1.name.font =   4,0,1
p2.name.pos  = 191,190 ;205,190
p2.name.font =   4,0,-1
p2.name.layerno = 1

;-----------------------
;VS Match up screen background
[VersusBGdef]

[VersusBG 1] ;RED HAIL
type  = Anim
actionno = 2050
layerno = 0
start = -160,31

[VersusBG 1] ;BLUE HAIL
type  = Anim
actionno = 2060
layerno = 0
start = -160,151

[VersusBG 1] ;BLUE HAIL cover up
type  = Anim
actionno = 2040
layerno = 1
start = -160,151   

[VersusBG 1] ;RED ARROW
type = normal
layerno = 0
spriteno = 208,0
start = -160,31
mask = 1
trans = add

[VersusBG 1] ;RED SPACER
type = normal
layerno = 0
spriteno = 208,1
start = -40,31

[VersusBG 1] ;BLUE ARROW
type = normal
layerno = 0
spriteno = 209,0
start = -50,151 ;-40,151
mask = 1
trans = add

[VersusBG 1] ;BLUE SPACER
type = normal
layerno = 0
spriteno = 209,1
start = 32,151

[VersusBG 1] ;BLACK BARS
;type  = normal
;spriteno = 210,2
;layerno = 1 ; Front
;start = 0,0
;mask = 1
type  = Anim
actionno = 210
layerno = 1 ; Front
start = 0,0
mask = 1

[VersusBG 3] ;VS Logo
type  = Anim
actionno = 200
layerno = 1 ; Front
start = -160,90
mask = 1

[Begin Action 2050] ;RED HAIL
loopstart
205,0, 0,0, 2
205,1, 0,0, 2
205,2, 0,0, 2
205,3, 0,0, 2
205,4, 0,0, 2
205,5, 0,0, 2
205,6, 0,0, 2
205,7, 0,0, 2
205,8, 0,0, 2
205,9, 0,0, 2
205,10, 0,0, 2
205,11, 0,0, 2
205,12, 0,0, 2
205,13, 0,0, 2
205,14, 0,0, 2

[Begin Action 2060] ;BLUE HAIL
loopstart
206,0, 0,0,2
206,1, 0,0,2
206,2, 0,0,2
206,3, 0,0,2
206,4, 0,0,2
206,5, 0,0,2
206,6, 0,0,2
206,7, 0,0,2
206,8, 0,0,2
206,9, 0,0,2
206,10, 0,0,2
206,11, 0,0,2
206,12, 0,0,2
206,13, 0,0,2
206,14, 0,0,2

[Begin Action 2040] ;BLUE HAIL
loopstart
204,0, 0,0,2
204,1, 0,0,2
204,2, 0,0,2
204,3, 0,0,2
204,4, 0,0,2
204,5, 0,0,2
204,6, 0,0,2
204,7, 0,0,2
204,8, 0,0,2
204,9, 0,0,2
204,10, 0,0,2
204,11, 0,0,2
204,12, 0,0,2
204,13, 0,0,2
204,14, 0,0,2

[Begin Action 210] ;BLACK BARS ANIMATION
210,1, 0,0, 13
;210,15, 0,0, 13
;;;;;;;;;;;;;;;210,0, 0,0, 30
;210,14, 0,0, 15
210,1, 0,0, 30
210,2, 0,0, 3
210,3, 0,0, 3
210,4, 0,0, 3
210,5, 0,0, 3
210,6, 0,0, 3
210,7, 0,0, 3
210,8, 0,0, 3
210,9, 0,0,-1

[Begin Action 200] ;VS ANIMATION
199,0, 0,0, 60
200,0, 0,0, 2
200,0, 0,0, 2
200,1, 0,0, 2
200,2, 0,0, 2
200,3, 0,0, 2
200,4, 0,0, 2
200,5, 0,0, 2
200,6, 0,0, 2
200,7, 0,0, 2
200,8, 0,0, 2
200,9, 0,0, 2
200,10, 0,0, 2
200,11, 0,0, 2
200,12, 0,0, 2
200,13, 0,0, 2
200,14, 0,0, 2
200,15, 0,0, 2
200,16, 0,0, 2
200,17, 0,0, 2
200,18, 0,0, 2
200,19, 0,0, 2
200,20, 0,0, 2
200,21, 0,0, 2
200,22, 0,0, 2
200,23, 0,0, -1

;-------------------------------------------------------------------
;Demo mode definition
;Whole group is *2001.04.01 NEW*
[Demo Mode]
enabled = 1               ;Set to 1 to enable demo mode, 0 to disable
select.enabled = 1        ;Set to 1 to display select screen, 0 to disable
vsscreen.enabled = 0      ;Set to 1 to display versus screen, 0 to disable
title.waittime = 600      ;Time to wait at title before starting demo mode
fight.endtime = 1500      ;Time to display the fight before returning to title
fight.playbgm = 1         ;Set to 1 to enable in-fight BGM, 0 to disable
fight.bars.display = 0    ;Set to 1 to display lifebar, 0 to disable
intro.waitcycles = 1      ;Cycles to wait before intro cutscene is played again
debuginfo = 0             ;Set to 0 to hide debugging info (debug mode only)

;-------------------------------------------------------------------
;Continue screen definition
;Whole group is *2001.04.01 NEW*
[Continue Screen]
enabled = 1               ;Set to 1 to show continue screen, 0 to disable

;-------------------------------------------------------------------
;Game over screen definition
;Whole group is *2001.04.01 NEW*
[Game Over Screen]
enabled = 0               ;Set to 1 to show game over screen, 0 to disable
storyboard = gameover.def          ;Game over storyboard filename

;-------------------------------------------------------------------
;Win screen definition
;This is the screen that is shown when you win in arcade mode.
;It will not be displayed if the winning character has an ending.
[Win Screen]
enabled = 1               ;Set to 1 to show win screen, 0 to disable *2001.04.01 NEW*
wintext.text = 0
wintext.font = 7,0,0
wintext.offset = 160,65
wintext.displaytime = -1
wintext.layerno = 2
fadein.time = 32
pose.time = 300
fadeout.time = 64

;-------------------------------------------------------------------
;Game ending screen definition
;This screen shows up after the Win Screen.
;It will not be displayed if the winning character has an ending.
;Whole group is *2001.04.01 NEW*
[Default Ending]
enabled = 0              ;Set to 1 to show credits, 0 to disable
storyboard =             ;Default ending storyboard filename

;-------------------------------------------------------------------
;Ending credits screen definition
;This screen shows up after the Win Screen and Ending
;Whole group is *2001.04.01 NEW*
[End Credits]
enabled = 1               ;Set to 1 to show credits, 0 to disable
storyboard = credits.def             ;Credits storyboard filename

;-------------------------------------------------------------------
;Survival mode results screen definition
;This is the screen that is shown when you win in survival mode.
;It will not be displayed if the winning character has an ending.
;Whole group is *2001.11.14 NEW*
[Survival Results Screen]
enabled = 1
winstext.text = Rounds survived: %i  ;Use %i for win counter
winstext.font = 3,0,0
winstext.offset = 159,70
winstext.displaytime = -1
winstext.layerno = 2
fadein.time = 32
show.time = 300
fadeout.time = 64
roundstowin = 10          ;Number of rounds to get win pose (lose pose otherwise)

;-------------------------------------------------------------------
;Options screen definition
[Option Info]
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

;-------------------
;Options screen background
[OptionBGdef]

[OptionBG 1] ;COMIX STRIP
type  = normal
layerno = 0
spriteno = 500,0
start = -160,0
tile  = 1,0
velocity = -1,0

;------------ Lightning ---------------

[OptionBG 0a] ;lightning (top right side)
type  = anim
actionno = 350
layerno = 0
start = 20,-40
trans = add

[OptionBG 0a] ;lightning (top left side)
type  = anim
actionno = 351
layerno = 0
start = -20,-40
trans = add

[OptionBG 0a] ;lightning (bottom right side)
type  = anim
actionno = 352
layerno = 0
start = 10,290
trans = add

[OptionBG 0a] ;lightning (bottom left side)
type  = anim
actionno = 353
layerno = 0
start = -10,290
trans = add

[OptionBG 1] ;MIST
type  = normal
spriteno = 340,0
layerno = 0
start = -160,0
tile  = 1,0
velocity=-0.5
trans = sub

[OptionBG 1] ;MIST
type  = normal
spriteno = 340,1
layerno = 0
start = -160,0
tile  = 1,0
velocity=0.5
trans = sub

[OptionBG 1] ;BLUE SWIRL
type = normal
layerno = 0
spriteno = 50,0
start = -160,0
mask = 0
trans = add

[begin action 350] ; Lightning 1 (top right side)
-1,-1,0,0,70;Blank
350,0,0,0,3, ,A
-1,-1,0,0,3;Blank
350,0,0,0,3, ,A
350,1,0,0,3, ,A
-1,-1,0,0,3;Blank
350,1,0,0,3, ,A

[begin action 351] ; Lightning 2 (top left side)
350,0,0,0,3,H ,A
-1,-1,0,0,3;Blank
350,0,0,0,3,H ,A
350,1,0,0,3,H ,A
-1,-1,0,0,3;Blank
350,1,0,0,3,H ,A
-1,-1,0,0,100;Blank

[begin action 352] ; Lightning 2 (bottom right side)
-1,-1,0,0,55;Blank
350,0,0,0,3,V ,A
-1,-1,0,0,3;Blank
350,0,0,0,3,V ,A
350,1,0,0,3,V ,A
-1,-1,0,0,3;Blank
350,1,0,0,3,V ,A
-1,-1,0,0,55;Blank

[begin action 353] ; Lightning 2 (bottom left side)
-1,-1,0,0,30;Blank
350,0,0,0,3,VH ,A
-1,-1,0,0,3;Blank
350,0,0,0,3,VH ,A
350,1,0,0,3,VH ,A
-1,-1,0,0,3;Blank
350,1,0,0,3,VH ,A
-1,-1,0,0,60;Blank

;============== Screen Transitions ================

[OptionBG 1.b1];fader
type = normal
layerno = 0
spriteno = 900,0
start = 0,0
velocity = 0,-10
trans = add
tile = 1,0

[OptionBG 1.b1];fader
type = normal
layerno = 1
spriteno = 900,0
start = 0,0
velocity = 0,-25
trans = add
tile = 1,0
[/mcode]
Last Edit: May 01, 2009, 06:25:33 am by frostedone
Re: Help with the character select screen in Playground Mugen v9
#2  May 01, 2009, 06:20:00 am
  • avatar
  • *