YesNoOk
avatar

Screen Pack Docs? (Read 25485 times)

Started by Just No Point, January 27, 2017, 06:25:27 am
Share this topic:
Screen Pack Docs?
#1  January 27, 2017, 06:25:27 am
  • ******
    • www.justnopoint.com/
So I'm working on a screen pack and I'm noticing there are no actual docs for all the controllers in it. I take it the best(only) docs for this are in the ,def files that come with MUGEN? Maybe combined with some stage controller knowledge?
Re: Screen Pack Docs?
#2  January 27, 2017, 06:27:19 am
  • ******
  • Loyal to the Game
    • USA
    • http://jesuszilla.trinitymugen.net/
You'd sadly be correct. This led to some many often unused things being discovered by looking into the EXE, such as "death by suicide" icons.
Re: Screen Pack Docs?
#3  January 27, 2017, 06:29:06 am
  • ******
    • www.justnopoint.com/
Well okay then. Looks like I have some work to do "rolls up sleeves"

17 years of MUGEN and not a thing has been made for this. I tell ya what guys....
Re: Screen Pack Docs?
#4  January 27, 2017, 06:46:09 am
  • ******
    • www.justnopoint.com/
Screen Pack roll call. Let's get some Motif Makers up in here!

@logansam:
@ShawnD93:
@IkuTronHD:
@ironjw:
@Noz:
@nick.:
@Speedster:
@OldGamer:
@BIG BOSS:
@EnlightendShadow:
@davismaximus:
@hloader:
@Ryon:
@President Devon:
@Spectra:




Guys and/or gals! Report for duty! Did I miss anyone that's active and knows this stuff?

I'm calling you guys here because I'm going to use this thread to educate myself and others about screenpack making!  It's late so this is just a shout out, any of you guys interested in helping out? The info learned here will be fed into MUGEN Class so we can finally document screen pack making and aid others!

Thank you for your time!
Last Edit: January 27, 2017, 04:39:21 pm by Just No Point
Re: Screen Pack Docs?
#5  January 27, 2017, 06:56:20 am
  • ****
  • RISSSSSSIIIIINNNNGGGGG TACO!!!
    • USA
I'm not on the list but I know my shit haha. I'd be happy to share some knowledge.
Re: Screen Pack Docs?
#6  January 27, 2017, 07:28:32 am
  • ****
  • Semi-Retired
    • New Zealand
    • Skype - king.of.ahipara
    • network.mugenguild.com/devon/

  • Online
I'm honored. You should tag Spectra as well because I tried and I have no idea.
PM me if you'd like a logo for your project.
Re: Screen Pack Docs?
#7  January 27, 2017, 07:44:43 am
  • ****
  • RISSSSSSIIIIINNNNGGGGG TACO!!!
    • USA
Re: Screen Pack Docs?
#8  January 27, 2017, 11:28:21 am
  • ******
    • www.justnopoint.com/
Hah, sorry about missing names. I went down the list of topic starter names in 1.0+ releases. I'll begin putting this together later today :) thanks guys!
Re: Screen Pack Docs?
#9  January 27, 2017, 04:35:03 pm
  • ******
    • www.justnopoint.com/
Okay I'm not sure where to start so I guess we should start with what comes with elecbyte's motif starting with system.def

Is there anything that can be added to, updated, or corrected in the following blocks? Does anyone reading this have any questions about anything in these blocks?


It is better to first open the def in fighter factory 3 the new one and there is the sff of the Screen Pack automatically. You make the images and the size will depend on which resolution you give you for example if you do with localcoord = 1280,720 you will have to make the base of the image 1280x720 and if you have already the images are placed with this option:
Spoiler, click to toggle visibilty
  I recommend that you first place the image and then the cuts are automatically aligned and you save space.

And you insert the sprites in this way:
Spoiler, click to toggle visibilty


BLOCK 1

Code:
; Definitions of system screens

; Motif: MUGEN1
; Optimal resolution: 1280x720
; Supported languages: en, ja

; Notes about fonts:
;   - up to 10 fonts can be specified in the [Files] section.
;   - fonts indexed here do not refer to the ones in fight.def
;   - fonts are search in directories in the following order:
;     1. system directory
;     2. mugen program directory (not recommended to keep custom fonts here)
;     3. data/ (not recommended to keep custom fonts here)
;     4. font/

;----------------------------
[Info]
name = "MUGEN1"           ;Name of motif
author = "Elecbyte"       ;Motif author name
versiondate = 01,01,2011  ;Version date of motif (MM-DD-YYYY) (new in MUGEN 1.0)
mugenversion = 1.0        ;Version of M.U.G.E.N motif is compatible with (new in MUGEN 1.0)
localcoord = 1280,720     ;Local coordinate space width and height (new in MUGEN 1.0)

;----------------------------
;Directories are checked in this order:
;1. current directory system.def is in
;2. data/
;3. your MUGEN directory
;eg. If you write "spr = system.sff", and this system.def file
;    is in ~/mugen/data/mymotif/, then Mugen will first look
;    for ~/mugen/data/mymotif/system.sff. If it does not find
;    it there, it looks for ~/mugen/data/system.sff (the default).
;    Finally, if that is not found, it will look for
;    ~/mugen/system.sff.

[Files]
spr = system.sff          ;Filename of sprite data
snd = system.snd          ;Filename of sound data
logo.storyboard =         ;Logo storyboard definition (optional)
intro.storyboard =        ;Intro storyboard definition (optional)
select = select.def       ;Character and stage selection list
fight = fight.def         ;Fight definition filename
;System fonts
font1 = f-4x6.def
font2 = name14.def
font3 = enter48.def
font4 = arcade.def
font5 = mssansserif-tt36.def
;font5.height = 36         ;Uncomment to override the size of the font (Truetype fonts only)
font6 = infofont.def

; Load alternative victory quote font (font5) if language is "ja".
[ja.Files]
spr = system.sff          ;Filename of sprite data
snd = system.snd          ;Filename of sound data
logo.storyboard =         ;Logo storyboard definition (optional)
intro.storyboard =        ;Intro storyboard definition (optional)
select = select.def       ;Character and stage selection list
fight = fight.def         ;Fight definition filename
;System fonts
font1 = f-4x6.def
font2 = name14.def
font3 = enter48.def
font4 = arcade.def
font5 = msgothic-tt36.def
;font5.height = 36         ;Uncomment to override the size of the font (Truetype fonts only)
font6 = msgothic-tt36.def
font6.height = 13

BLOCK 2

Code:
;----------------------------
[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 mymusic.mp3 from the sound/ directory, put:
 ;  title.bgm = sound/mymusic.mp3
 ;Music will continue to play between screens if the files names
 ;are the same, and both BGMs are specified to loop.
  ;Music to play at title screen.
title.bgm =
title.bgm.volume = 100    ;volume scaling factor in percent. 100 is default
title.bgm.loop = 1        ;Set to 0 to prevent looping
title.bgm.loopstart =
title.bgm.loopend =
  ;Music to play at char select screen.
select.bgm =
select.bgm.volume =
select.bgm.loop = 1
select.bgm.loopstart =
select.bgm.loopend =
  ;Music to play at versus screen.
vs.bgm =
vs.bgm.volume =
vs.bgm.loop = 0
vs.bgm.loopstart =
vs.bgm.loopend =
  ;Music to play at victory screen.
victory.bgm =
victory.bgm.volume =
victory.bgm.loop = 0
victory.bgm.loopstart =
victory.bgm.loopend =

BLOCK 3

Code:
;-------------------------------------------------------------------
;Title screen definition
[Title Info]
fadein.time = 10
fadeout.time = 10
menu.pos = 640,380
menu.item.font = 4,0,0 ;First value is the font of choice. the second is the color and the third is the alignment.
Alignment: 0 is center, 1 is left and -1 is right. The second font parameter denotes the sprite group of the font's .sff if you're using 1.0's updated font format (.def+.sff instead of .fnt), so while it implies it loads the palette of the sprites in that group, it actually loads the sprites themselves, meaning you can technically get away with using multiple fonts within a single .sff (useful for P1/P2-exclusive fonts).


menu.item.active.font = 4,5,0, 224,240,240
menu.item.spacing = 0, 54
; Names for each of the items in the menu. Names must be in quotes.
; Use "" to disable an item. If all are disabled, goes straight to demo mode
; (hold Esc to quit demos).
menu.itemname.arcade = "ARCADE"
menu.itemname.versus = "VS MODE"
menu.itemname.teamarcade = "TEAM ARCADE"
menu.itemname.teamversus = "TEAM VS"
menu.itemname.teamcoop = "TEAM CO-OP"
menu.itemname.survival = "SURVIVAL"
menu.itemname.survivalcoop = "SURVIVAL CO-OP"
menu.itemname.training = "TRAINING"
menu.itemname.watch = "WATCH"
menu.itemname.options = "OPTIONS"
menu.itemname.exit = "EXIT"
; These parameters define the window in which the items are visible
; in.

menu.window.margins.y = 40, 34 ;This parameter of window handles only the values on y axis.
The first value is for the upper margin, the second is for the lower.


menu.window.visibleitems = 5
menu.boxcursor.visible = 1     ;Set to 0 to disable default cursor display
menu.boxcursor.coords = -298,-35,298,6
; These are the sounds for cursor movement
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

This is where we'll focus now. I'll come back with questions and/or comments myself.

Anyone may feel free to work ahead. Try to stay in this format please.

Keep things bite sized. Explain which file we are working in, etc
Last Edit: January 28, 2017, 01:02:41 am by Just No Point
Re: Screen Pack Docs?
#10  January 27, 2017, 04:46:01 pm
  • ******
  • 99% Hawaii
    • Guatemala
 To a completely inexperienced user the default system.def is almost worthless.

It doesn't explain how fonts work, it doesn't explain where the coordinate 0,0 is on the screen, it doesn't explain how windows work and it assumes the user already knows the basics about stage creation.
Re: Screen Pack Docs?
#11  January 27, 2017, 05:00:06 pm
  • ***
    • Spain
    • erosgiovanni92.wixsite.com/ikutronhdsites
-snip-

It is better to first open the def in fighter factory 3 the new one and there is the sff of the Screen Pack automatically. You make the images and the size will depend on which resolution you give you for example if you do with localcoord = 1280,720 you will have to make the base of the image 1280x720 and if you have already the images are placed with this option:
Spoiler, click to toggle visibilty
  I recommend that you first place the image and then the cuts are automatically aligned and you save space.

And you insert the sprites in this way:
Spoiler, click to toggle visibilty

JNP edit to reduce space
Last Edit: January 28, 2017, 01:01:59 am by Just No Point
Re: Screen Pack Docs?
#12  January 27, 2017, 05:04:36 pm
  • ******
    • www.justnopoint.com/
To a completely inexperienced user the default system.def is almost worthless.

It doesn't explain how fonts work, it doesn't explain where the coordinate 0,0 is on the screen, it doesn't explain how windows work and it assumes the user already knows the basics about stage creation.
I've never made a stage and my experience with screenpack was back in the dinosaur age around 2000 or 2001 and I just messed with the select screen hah

Do you have any tips on how we could start this? I could be going about it all wrong.

Edit: thanks IkuTronHD! I may want to try and totally rebuild the motif I'm making to follow this thread better. I'm in charge of updating the HDBZ one.
Re: Screen Pack Docs?
#13  January 27, 2017, 05:19:38 pm
  • ******
  • Loyal to the Game
    • USA
    • http://jesuszilla.trinitymugen.net/
The lifebars by Phantom Blood for my MFJ screenpack in particular may be of good use. It's how I found out about the suicide icon.
Re: Screen Pack Docs?
#14  January 27, 2017, 05:37:51 pm
  • ****
  • Queria que meu "PC da Xuxa" rodasse Dragão Bom FZ
    • Brazil
    • speedstersgarage.blogspot.com.br/
Sir, yes, sir!
*continence

The 1st and 2nd blocks are pretty basic, I think there's no need of add any info, except for the loop part, I think, although I've never did handle that parameter.
On the 3rd block, could have some info for the fonts:

menu.item.font = 3,0,0
First value is the font of choice. the second is the color and the third is the alignment.
Alignment: 0 is center, 1 is left and -1 is right.

menu.window.margins.y = 12, 8
This parameter of window handles only the values on y axis.
The first value is for the upper margin, the second is for the lower.

Those blocks are pretty simple, I don't think that something more can be added, but maybe it's just me.
Dragon Ball Super is about:  Lazy plot, kawai eyes, incoherent levels of power and deus-ex machina (all the time).
Re: Screen Pack Docs?
#15  January 27, 2017, 05:57:33 pm
  • ****
  • Glorious Bastard
  • Halfway between both negatives
    • UK
    • plasmoidthunder.neocities.org
To add to what you said about the second font parameter, it denotes the sprite group of the font's .sff if you're using 1.0's updated font format (.def+.sff instead of .fnt), so while it implies it loads the palette of the sprites in that group, it actually loads the sprites themselves, meaning you can technically get away with using multiple fonts within a single .sff (useful for P1/P2-exclusive fonts).
3DS FC: 0516 - 7483 - 3564
Oh, I want a diagram. I fucking love diagrams.
Re: Screen Pack Docs?
#16  January 27, 2017, 06:55:31 pm
  • ******
    • www.justnopoint.com/
@JMorphMan: I know you're busy actually being out there and fighting for our country because you're damn awesome but when you get a moment can you help coordinate and add to this thread as well? Thank you!

And thanks for the feedback thus far. I'll be adding the info to the 1st post soonish. Note I'll have to work my normal three 12s the next 3 days so as usual I won't be as active then. So don't think I've abandoned this if I don't respond in those days or add to it :)
Re: Screen Pack Docs?
#17  January 27, 2017, 11:48:19 pm
  • *****
  • Hedgehog Whisperer
  • Red Bull addict
    • Spain
    • xgargoyle.mgbr.net
Open the system.def within data/mugen1 folder.
It contains the most up to date code and documentation. In the blocks you posted you are missing all the new stuff such as the infobox or language localization, because you are opening the system.def from the data folder
XGargoyle: Battle posing since 1979
http://xgargoyle.mgbr.net
http://www.pandorabots.com/pandora/talk?botid=e71c0d43fe35093a  <-- Please click that link
http://paypal.me/XGargoyle  <-- Donations welcome!
Re: Screen Pack Docs?
#18  January 28, 2017, 01:00:40 am
  • ******
    • www.justnopoint.com/
Now I just feel Elecbyte is trolling me -_-

Updated and added info from everyone

BLOCK 4

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

[TitleBG Background Top]
type  = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile  = 1,1
velocity = -1, -1
window = 0,0, 1279,334

[TitleBG Background Middle]
type  = normal
spriteno = 100,1
layerno = 0
start = 0,0
tile  = 1,1
velocity = -1, -1
window = 0,335, 1279,631

[TitleBG Background Bottom]
type  = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile  = 1,1
velocity = -1, -1
window = 0,632, 1279,959

[TitleBG 1]
type  = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile  = 1,1
velocity = -1, -1
window = 0,332, 1279,334
trans = add1

[TitleBG 2]
type  = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile  = 1,1
velocity = -1, -1
window = 0,632, 1279,634
trans = add1

[TitleBG Title Logo]
type  = normal
spriteno = 0,0
layerno = 0
start = 0,140
mask = 1


BLOCK 5

Code:
;----------------------------
[Infobox] ;(new in MUGEN 1.0)
text.font = 6,0,1

;----------------------------
[Infobox Text] ;(new in MUGEN 1.0)
Welcome to M.U.G.E.N 1.0!
_
* New to M.U.G.E.N? Read docs/mugen.html to get started.
_
* Meet the M.U.G.E.N community! Visit http://elecbyte.com/forum.
_
* To add a character, extract it into its own directory in chars/ and edit data/select.def.
* To add a stage, extract it into stages/ and edit data/select.def. Put music files inside sound/.
_
* The current motif is "mugen1". To make changes to this motif (including this text), open data/mugen1/system.def with a text editor such as Notepad.
_
* To increase then number of character slots, use the "big" motif. Change the motif line in mugen.cfg to: motif = data/big/system.def
_
* Installation instructions for motifs vary. Some require you to overwrite system files. If you do install a motif that overwrites files, you may need to change the motif line in mugen.cfg to: motif = data/system.def

;----------------------------
[ja.Infobox Text] ;(new in MUGEN 1.0)
M.U.G.E.N 1.0 をご利用いただいてありがとうございます!
_
このメッセージは、data/mugen1/system.defで編集できます。

;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
rows = 4
columns = 3
wrapping = 0              ;1 to let cursor wrap around
pos = 480,128             ;Position to draw to
showemptyboxes = 1        ;1 to show empty boxes
moveoveremptyboxes = 1    ;1 to allow cursor to move over empty boxes
cell.size = 100,100       ;x,y size of each cell (in pixels)
cell.spacing = 10         ;Space between each cell
cell.bg.spr = 150,0       ;Note: Don't use animation for cells
cell.random.spr = 151,0   ;Icon for random select (don't use animation)
cell.random.switchtime = 4;Time to wait before changing to another random portrait
p1.cursor.startcell = 0,0
p1.cursor.active.anim = 160
p1.cursor.done.spr = 161,0
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0
p2.cursor.startcell = 0,0
p2.cursor.active.anim = 170
p2.cursor.done.spr = 171,0
p2.cursor.blink = 0       ;1 to blink p2's cursor if overlapping p1's
p2.cursor.move.snd = 100,0
p2.cursor.done.snd = 100,1
p2.random.move.snd = 100,0
random.move.snd.cancel = 0;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.spr = 9000,0     ;Do not change from 9000,0
portrait.offset = 0,0
portrait.scale = 1,1
title.offset = 640,38     ;Position of title (Arcade Mode, etc)
title.font = 4,0,0        ;Font of title (-1 for none)
;Big portraits
p1.face.spr = 9000,1      ;Do not change from 9000,1
p1.face.offset = 0,0      ;Position to put big portrait
p1.face.scale = 1,1
p1.face.facing = 1
p1.face.window = 0,0, 739,959
p2.face.spr = 9000,1
p2.face.offset = 1279,0
p2.face.scale = 1,1
p2.face.facing = -1
p2.face.window = 540,0, 1279,959
;Name
p1.name.offset = 50,620   ;Position to put name
p1.name.font = 3,3,1      ;Set to -1 for no display
p1.name.spacing = 15,25   ;Space between each name for players on the same team
p2.name.offset = 1230,620
p2.name.font = 3,1,-1
p2.name.spacing = -15,25
;Stage select
stage.pos = 640,700
stage.active.font = 3,0,0
stage.active2.font = 3,2  ;Second font color for blinking
stage.done.font = 3,0
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 80, 130
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 3,3, 1
p1.teammenu.selftitle.text = "TEAM MODE"
p1.teammenu.enemytitle.font = 3,3, 1
p1.teammenu.enemytitle.text = "TEAM MODE"
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,1
p1.teammenu.item.offset = 0,110
p1.teammenu.item.spacing = 0,60
p1.teammenu.item.font = 3,0, 1
p1.teammenu.item.active.font = 3,3, 1
p1.teammenu.item.active2.font = 3,3, 1, 224,224,240 ;Second font color for blinking
p1.teammenu.item.cursor.offset = -30, 0
p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 210,1
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 210,1
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 30,0
;p2 team
p2.teammenu.pos = 1200, 130
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 3,1, -1
p2.teammenu.selftitle.text = "TEAM MODE"
p2.teammenu.enemytitle.font = 3,1, -1
p2.teammenu.enemytitle.text = "TEAM MODE"
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,1
p2.teammenu.item.offset = 0,110
p2.teammenu.item.spacing = 0,60
p2.teammenu.item.font = 3,0, -1
p2.teammenu.item.active.font = 3,1, -1
p2.teammenu.item.active2.font = 3,1, -1, 224,224,240 ;Second font color for blinking
p2.teammenu.item.cursor.offset = 30, 0
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -210,1
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = -210,1
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -30,0
; Debug screen element (can be used for testing fonts)
;sysexplod0.text =
;sysexplod0.font =

[Begin Action 160] ;P1 active cursor
160,6, 0,0, 1
160,5, 0,0, 1
160,4, 0,0, 1
160,3, 0,0, 1
160,2, 0,0, 1
160,1, 0,0, 1
160,0, 0,0, 1

[Begin Action 170] ;P2 active cursor
170,3, 0,0, 1
170,2, 0,0, 1
170,1, 0,0, 1
170,0, 0,0, 1
170,6, 0,0, 1
170,5, 0,0, 1
170,4, 0,0, 1

[Begin Action 180] ;P1 Team mode cursor
180,0, 0,0, 1
180,0, 3,0, 1
180,0, 6,0, 1
180,0, 9,0, 1
180,0,12,0, 1
180,0,15,0, 1
180,0,18,0, 1
180,0,21,0, 1

[Begin Action 190] ;P2 Team mode cursor
190,0, 0,0, 1
190,0,-3,0, 1
190,0,-6,0, 1
190,0,-8,0, 1
190,0,-12,0, 1
190,0,-15,0, 1
190,0,-18,0, 1
190,0,-21,0, 1

BLOCK 6

Code:
;-----------------------
;Character select screen background
[SelectBGdef]
;spr = graphics/selectbg.sff  ;Filename of sprite data

[SelectBG 0] ;Scrolling background
type  = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile  = 1,1
velocity = -1, -1

[SelectBG 2.A] ;Title background
type  = normal
spriteno = 102,0
layerno = 0
start = 0, 4
delta = 0,0
tile  = 1,3
trans = sub
velocity = -1, 0

[SelectBG 2.B] ;Title background B
type  = normal
spriteno = 102,1
layerno = 0
start = 0, 4
delta = 0,0
tile  = 1,3
trans = add
velocity = -3, 0

[SelectBG 2.C] ;Title background C
type  = normal
spriteno = 102,2
layerno = 0
start = 0, 4
delta = 0,0
tile  = 1,3
trans = add
velocity = -9, 0
Re: Screen Pack Docs?
#19  January 28, 2017, 01:14:08 am
  • ***
    • Spain
    • erosgiovanni92.wixsite.com/ikutronhdsites
Here you recommend leaving the start at 0. Because the alignment you give is the exact one to mugen.:
Spoiler, click to toggle visibilty

This works with what I said earlier.
Re: Screen Pack Docs?
#20  January 28, 2017, 04:29:44 am
  • ******
  • I'm not pushing you away,
  • I'm pulling *me* towards myself!
    • USA
    • network.mugenguild.com/jmorphman
@JMorphMan: I know you're busy actually being out there and fighting for our country because you're damn awesome but when you get a moment can you help coordinate and add to this thread as well? Thank you!
I'm not quite sure what you need me to do, but I'll try and do all I can!
Re: Screen Pack Docs?
#21  January 30, 2017, 12:02:00 am
  • ****
  • Stages & Screen Pack
  • Mugen Creator
    • USA
here my way of a simple explanation on how each setting are for the select screen :)
Im truly sorry if I misspelled a few words on these simple explanation :hyo:
Spoiler, click to toggle visibilty
Last Edit: January 30, 2017, 04:14:01 am by OldGamer
Re: Screen Pack Docs?
#22  February 01, 2017, 01:43:05 am
  • ****
  • Stages & Screen Pack
  • Mugen Creator
    • USA
here my way of a simple explanation on how each setting are for the select screen :)
Im truly sorry if I misspelled a few words on these simple explanation :hyo:
Spoiler, click to toggle visibilty

here are some coding controllers for intros this is also work on all the system.def

Here the Command for all them

[TitleBGCtrlDef]<<<<<<<this stand for Title Background Control Definition>>>>>>>>>>>
[SelectBGCtrlDef]<<<<<<<this stand for Select Background Control Definition>>>>>>>>>>>
[VersusBGCtrlDef]<<<<<<<this stand for Versus Background Control Definition>>>>>>>>>>>
[VictoryBGCtrlDef]<<<<<<<this stand for Victory Background Control Definition>>>>>>>>>>>
[OptionBGCtrlDef]<<<<<<<this stand for OptionBackground Control Definition>>>>>>>>>>>


here a code simple explanation for the  Background Control Definition
Spoiler, click to toggle visibilty
Here a video for two super heroes moving up and down  that make look like they are floating on the air with the use of the title Background Control code


Here a Video Guide by Electro and he explain what the background controller do. this also effect on the screen pack's system.def if you use the command that I posted and shown you :D
Spoiler, click to toggle visibilty
Last Edit: February 01, 2017, 02:25:16 am by OldGamer
Re: Screen Pack Docs?
#23  February 01, 2017, 02:37:19 am
  • ****
  • Semi-Retired
    • New Zealand
    • Skype - king.of.ahipara
    • network.mugenguild.com/devon/

  • Online
BGCtrl works for screenpacks too? Huh, I didn't know any of that shit.
PM me if you'd like a logo for your project.
Re: Screen Pack Docs?
#24  February 01, 2017, 04:12:09 am
  • ******
  • Loyal to the Game
    • USA
    • http://jesuszilla.trinitymugen.net/
Neither did I. Goes to show you how LITTLE this has been documented until now! Great job, everyone!
Re: Screen Pack Docs?
#25  February 01, 2017, 04:30:01 am
  • ****
  • Stages & Screen Pack
  • Mugen Creator
    • USA
BGCtrl works for screenpacks too? Huh, I didn't know any of that shit.
xD when I was making this screen pack I wanted to add background controller for the tittle screen at first I type like was on the mugen document, but I could never get Dr.Fate or Magneto from floating. then I played around with it and type like this [TitleBGCtrlDef] and made them move. funny thing is I never seen it on none the mugen document but also maybe I never over looked all the setting on there site. also I learn that Background controller from Electro. longest you can give the command you can make thing move xD like how I did with CC screen pack :)

Re: Screen Pack Docs?
#26  February 01, 2017, 04:33:37 am
  • ****
  • Stages & Screen Pack
  • Mugen Creator
    • USA
Neither did I. Goes to show you how LITTLE this has been documented until now! Great job, everyone!
glad I could help out. I am still learning from making screen pack :D I know there a lot thing I don't know mush, but that part of the trails and error xD I'm still got long way to go when come to coding screen pack in general :D Im still in the novice status as screen pack creator ^^

Re: Screen Pack Docs?
#27  February 01, 2017, 05:29:24 am
  • ******
    • www.justnopoint.com/
Yes great job to everyone thus far! Thank you so much!!! If we continue to pool what we've learned this will be of enormous assistance! I'll update everything tomorrow but wanted to take the time to post and say thank you for all that's been contributed!!!
Re: Screen Pack Docs?
#28  February 01, 2017, 09:08:41 am
  • ****
    • Japan
Errr, this has been fairly known guys. It is documented.

Quote from http://network.mugenguild.com/justnopoint/1.0docs/bgs.html:

Quote
Besides the obvious use in stages, backgrounds objects are used in M.U.G.E.N for the backgrounds of all system screens such as the title screen and the character select screen, as well as for use in storyboards. These types of backgrounds are referred to as "system backgrounds" and "storyboard backgrounds" respectively. Background objects used for stages are called "stage backgrounds". Besides their intended use, there is essentially no difference between the different types of backgrounds. This document covers stage settings as well as the background object format.

I made extensive use of these controllers for storyboard objects.
Re: Screen Pack Docs?
#29  February 01, 2017, 01:05:35 pm
  • ****
  • Stages & Screen Pack
  • Mugen Creator
    • USA
Errr, this has been fairly known guys. It is documented.

Quote from http://network.mugenguild.com/justnopoint/1.0docs/bgs.html:

Quote
Besides the obvious use in stages, backgrounds objects are used in M.U.G.E.N for the backgrounds of all system screens such as the title screen and the character select screen, as well as for use in storyboards. These types of backgrounds are referred to as "system backgrounds" and "storyboard backgrounds" respectively. Background objects used for stages are called "stage backgrounds". Besides their intended use, there is essentially no difference between the different types of backgrounds. This document covers stage settings as well as the background object format.

I made extensive use of these controllers for storyboard objects.
umm yeah for the stages but not for screen pack :P that what we are doing by helping justnopoint and help him understand each setting for the screen pack but the documents don't explain the real setting in great details for the screen pack or life bars in general. so is better to share and help each other to make a better use of explanation for the Screen Pack and life bars setting. I feel that is best to make a New Document for Screen Pack and Life Bars that they never cover completely. make better understanding for everyone  :)

Re: Screen Pack Docs?
#30  February 01, 2017, 02:46:06 pm
  • ****
    • Japan
It is documentation for all the "BG" type objects, this includes the screenpack. It is just very easy to miss that this is the case.

I am just pointing out that the docs do address it, although it is just in a one-liner.
Re: Screen Pack Docs?
#31  February 01, 2017, 05:33:05 pm
  • ******
    • www.justnopoint.com/
BLOCK 7

Code:
;-------------------------------------------------------------------
[VS Screen]
time = 150                ;Time to show screen
fadein.time = 20
fadeout.time = 25
;Match text in arcade modes
match.text = "Match %i"   ;%i can be used for the match number
match.offset = 20, 709
match.font = 2,0,1
;Big portraits
p1.spr = 9000, 1
p1.offset =  60,30
p1.facing = 1
p1.scale = 1,1
p1.window = 60,30, 539,589
p2.spr = 9000, 1
p2.offset = 1220,30
p2.facing = -1
p2.scale = 1,1
p2.window = 741,30, 1220,589
;Names
p1.name.offset = 110,650  ;Position to put name
p1.name.font = 3,3,1      ;Set to -1 for no display
p1.name.spacing = 0,44    ;Space between each name for players on the same team
p2.name.offset = 1170,650
p2.name.font = 3,1,-1
p2.name.spacing = 0,44

BLOCK 8

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

[VersusBG BG]
type  = normal
spriteno = 204,0
start = 0,0
mask = 0

[VersusBG BG for 4:3]
type  = normal
spriteno = 100,0
start = 0,0
tile  = 1,1
velocity = 0,0
window = 0,720, 1279,959

[VersusBG P1 Box 1]
type = anim
actionno = 203
layerno = 1 ; Front
start = -110,30
velocity = .1,0

[VersusBG P1 Box 2]
type = anim
actionno = 204
layerno = 1 ; Front
start = -110,30
velocity = .1,0

[VersusBG P1 Box 3]
type = anim
actionno = 205
layerno = 1 ; Front
start = -590,590
velocity = .1,0

[VersusBG P1 Box 4]
type = anim
actionno = 206
layerno = 1 ; Front
start = -590,590
velocity = .1,0

[VersusBG P2 Box 1]
type = anim
actionno = 207
layerno = 1 ; Front
start = 95,30
velocity = .1,0

[VersusBG P2 Box 2]
type = anim
actionno = 208
layerno = 1 ; Front
start = 95,30
velocity = .1,0

[VersusBG P2 Box 3]
type = anim
actionno = 209
layerno = 1 ; Front
start = 575,590
velocity = .1,0

[VersusBG P2 Box 4]
type = anim
actionno = 210
layerno = 1 ; Front
start = 575,590
velocity = .1,0

[VersusBG 4] ;VS Logo Shadow
type  = anim
actionno = 201
layerno = 1 ; Front
start = -18,300
velocity = .25,0

[VersusBG 5] ;VS Logo
type  = anim
actionno = 200
layerno = 1 ; Front
start = 0,300

[VersusBG 6] ;Next Match
type  = anim
actionno = 202
layerno = 1 ; Front
start = 18,38
velocity = -.25,0

[Begin Action 200]
200,0, 0,0, -1

[Begin Action 201]
201,0,-70,0, 1, , S
201,0,-60,0, 1, , S
201,0,-50,0, 1, , S
201,0,-40,0, 1, , S
201,0,-30,0, 1, , S
201,0,-20,0, 1, , S
201,0,-13,0, 1, , S
201,0, -8,0, 1, , S
201,0, -5,0, 1, , S
201,0, -2,0, 1, , S
201,0, -1,0, 1, , S
201,0, 0,0, -1, , S

[Begin Action 202]
202,0,70,0, 1
202,0,60,0, 1
202,0,50,0, 1
202,0,40,0, 1
202,0,30,0, 1
202,0,20,0, 1
202,0,13,0, 1
202,0, 8,0, 1
202,0, 5,0, 1
202,0, 2,0, 1
202,0, 1,0, 1
202,0, 0,0,-1

[Begin Action 203]
203,0, 0,0, -1, H, S

[Begin Action 204]
203,1, 0,0, -1, H, S

[Begin Action 205]
203,0, 0,0, -1, V, A

[Begin Action 206]
203,1, 0,0, -1, V, A

[Begin Action 207]
203,0, 0,0, -1, , S

[Begin Action 208]
203,1, 0,0, -1, , S

[Begin Action 209]
203,0, 0,0, -1, HV, A

[Begin Action 210]
203,1, 0,0, -1, HV, A


BLOCK 9

Code:
;-------------------------------------------------------------------
;Demo mode definition
[Demo Mode]
enabled = 1               ;Set to 1 to enable demo mode, 0 to disable
select.enabled = 0        ;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 = 0         ;Set to 1 to enable in-fight BGM, 0 to disable
fight.stopbgm = 1   ;Set to 1 to stop title BGM (only if playbgm = 0)
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)
Re: Screen Pack Docs?
#32  February 02, 2017, 12:04:19 am
  • *****
  • Hedgehog Whisperer
  • Red Bull addict
    • Spain
    • xgargoyle.mgbr.net
block 8 is basically a normal stage/background coding. Just refer to BG making tutorials for learning how they work
XGargoyle: Battle posing since 1979
http://xgargoyle.mgbr.net
http://www.pandorabots.com/pandora/talk?botid=e71c0d43fe35093a  <-- Please click that link
http://paypal.me/XGargoyle  <-- Donations welcome!
Re: Screen Pack Docs?
#33  February 03, 2017, 11:56:50 am
  • *****
    • Guyana
    • Skype - ryon_persaud
Sorry I'm late!!!

I have to read all of this over, but from what I noticed this is strictly 1.0, are we going to mention some of the scale features included with 1.1?
such as being able to scale the character background/cursor icons as seen here -
Spoiler, click to toggle visibilty

and yeah its all single images that are scaled in 1.1 (this makes making multiversion screenpacks SUPER EASY.
Characters := http://www.mediafire.com/folder/kx11h6lcbbqj1/Characters
Stages := http://www.mediafire.com/folder/xy7wk5q9qka62/Stages

Projected Character Forcast := FighterZ Android 18 , FighterZ Vegeta , FighterZ Goku.
Re: Screen Pack Docs?
#34  February 03, 2017, 01:30:11 pm
  • ******
    • www.justnopoint.com/
I focus on 1.0 first then go back and explain 1.1 differences. So both will be covered and if you wish to work ahead just be sure to let me know what version etc
Re: Screen Pack Docs?
#35  February 21, 2017, 12:00:26 am
  • ****
  • Stages & Screen Pack
  • Mugen Creator
    • USA
[VS Screen]
time = 150                ;Timer to show the screen will show up
fadein.time = 20
fadeout.time = 25
;Match text in arcade modes
match.text = "Match %i"   ;%i can be used for the match number
match.offset = 20, 709
match.font = 2,0,1
;Big portraits
p1.spr = 9000, 1 ;this is the path for the mugen character big Portraits  this can be changed depend on the group and index on the character portraits

p1.offset =  60,30 ;this is the position of the mugen character big Portraits

p1.facing = 1 this is a reverse position of the mugen character big Portraits. setting it to 1 is facing to the right of the screen and add a -1 will face pointing to the left screen

p1.scale = 1,1 ;this to control the size of the mugen character big Portraits ( 1,1 is stander ) ( .5,.5 is medium size *great for 640x480*) ( .25,.25 small size) ( .1,.1 tiny size)

p1.window = 60,30, 539,589 ;window boarder background setting the mugen character big Portraits

p2.spr = 9000, 1
p2.offset = 1220,30
p2.facing = -1
p2.scale = 1,1
p2.window = 741,30, 1220,589
;Names
p1.name.offset = 110,650  ;Position to put name
p1.name.font = 3,3,1      ;Set to -1 for no display
p1.name.spacing = 0,44    ;Space between each name for players on the same team
p2.name.offset = 1170,650
p2.name.font = 3,1,-1
p2.name.spacing = 0,44
Last Edit: February 21, 2017, 12:03:55 am by OldGamer
Re: Screen Pack Docs?
#36  February 22, 2017, 06:10:02 am
  • ******
    • www.justnopoint.com/
Sorry I've not been back on this like I should have. I do have a question though. What are the best programs to use to make screenpacks? Still FF3?

What about .fnt files? What is our most used program to create and edit them now?
Re: Screen Pack Docs?
#37  February 22, 2017, 03:58:59 pm
  • ****
  • Glorious Bastard
  • Halfway between both negatives
    • UK
    • plasmoidthunder.neocities.org
Pretty sure it's still Font Factory, though don't most people use 1.0's .sff + .def font format nowadays?
3DS FC: 0516 - 7483 - 3564
Oh, I want a diagram. I fucking love diagrams.
Re: Screen Pack Docs?
#38  February 22, 2017, 04:16:34 pm
  • ******
    • www.justnopoint.com/
Well, I opened up the .fnt files in FF3 from HDBZ and it shows their def files but it doesn't show their sprites.

Quote
[FNT v2]
fntversion = 2,00
name = "NAME"

[Def]
type = Bitmap
size = -1,-1
spacing = 0,0
offset = 0,0
file = NAME.sff


I don't even see a NAME.sff anywhere :P
Re: Screen Pack Docs?
#39  February 22, 2017, 04:24:39 pm
  • *****
  • Hedgehog Whisperer
  • Red Bull addict
    • Spain
    • xgargoyle.mgbr.net
You don't see a sff file because it's already embedded in the FNT. The FNT file is just a container the holds the definition file+sff

See work/font/f-4x6/f-4x6.def for information on creating the sff

XGargoyle: Battle posing since 1979
http://xgargoyle.mgbr.net
http://www.pandorabots.com/pandora/talk?botid=e71c0d43fe35093a  <-- Please click that link
http://paypal.me/XGargoyle  <-- Donations welcome!
Re: Screen Pack Docs?
#40  February 22, 2017, 04:35:22 pm
  • ******
    • www.justnopoint.com/
Ah okay. That's a lot more complicated than I thought! :P

Looking at the options I don't see anything to adjust kerning. Is this correct?
Re: Screen Pack Docs?
#41  February 22, 2017, 04:44:23 pm
  • ****
  • Glorious Bastard
  • Halfway between both negatives
    • UK
    • plasmoidthunder.neocities.org
Curiously enough, some .fnt files when opened in FF3 do show sprites, even though there's no .sff; rather than being one long spritesheet, they're automatically split into individual sprites and given the correct index according to the glyph they represent, unless that glyph is not supported by the ASCII charset 1.0 fonts use.

Looking at the options I don't see anything to adjust kerning. Is this correct?

Spacing = x,y

Use negative values to reduce letter spacing.
3DS FC: 0516 - 7483 - 3564
Oh, I want a diagram. I fucking love diagrams.
Re: Screen Pack Docs?
#42  February 22, 2017, 04:53:13 pm
  • ******
    • www.justnopoint.com/
Ah, not in the actual font file. Thank you
Re: Screen Pack Docs?
#43  February 22, 2017, 04:59:04 pm
  • ****
  • Glorious Bastard
  • Halfway between both negatives
    • UK
    • plasmoidthunder.neocities.org
What? No, that is in the .fnt file, as well as the .def file.

FNT
[Def]
Size = 3,6
Spacing = 1,0
Colors = 1
Offset = 0,-1
Type = Variable

Or going by Font Factory's interface...
Space between letters:
[ 1 ] [ 0 ]

DEF
[Def]
; This is a bitmap font
Type = bitmap
; Size of font: width, height.  Width is used for spaces.
Size = 3,6
; Spacing between font glyphs: width, height.
Spacing = 1,0
; Drawing offset: x, y.
Offset = 0,100
; Filename of the sff containing the glyphs.  Use sff v2 only.
File = f-4x6.sff

My apologies if I didn't make that clear in my original post :P
3DS FC: 0516 - 7483 - 3564
Oh, I want a diagram. I fucking love diagrams.
Re: Screen Pack Docs?
#44  February 22, 2017, 05:29:53 pm
  • ******
    • www.justnopoint.com/
No you're right. I was just looking in the work folder files still. I had even quoted the spacing parameter earlier. I thought all the info would be in the work folder too. This stuff is kinda all over the place!
Re: Screen Pack Docs?
#45  February 22, 2017, 10:58:11 pm
  • *****
  • Hedgehog Whisperer
  • Red Bull addict
    • Spain
    • xgargoyle.mgbr.net
well, if the fonts are bitmaps, you could add a gap between each character and play with the axis position in the sff

Edit:
Oh yeah, spacing in the definition file, forgot about this option. It's the same one as in FNTv1 files
XGargoyle: Battle posing since 1979
http://xgargoyle.mgbr.net
http://www.pandorabots.com/pandora/talk?botid=e71c0d43fe35093a  <-- Please click that link
http://paypal.me/XGargoyle  <-- Donations welcome!
Last Edit: February 22, 2017, 11:04:58 pm by XGargoyle
Re: Screen Pack Docs?
#46  February 23, 2017, 04:07:59 am
  • ******
    • www.justnopoint.com/
Ugh, I guess this was made the old fashion way because I can't edit them in notepad or FF3

Can I get a link to the latest version of Font Factory? Every site I googled seemed kinda sketchy.
Re: Screen Pack Docs?
#47  February 23, 2017, 05:44:51 pm
  • ****
  • Glorious Bastard
  • Halfway between both negatives
    • UK
    • plasmoidthunder.neocities.org
3DS FC: 0516 - 7483 - 3564
Oh, I want a diagram. I fucking love diagrams.
Re: Screen Pack Docs?
#48  February 23, 2017, 05:46:27 pm
  • ******
    • www.justnopoint.com/
Quote
Forbidden

You don't have permission to access /data/downloads/fntf10.exe on this server.

Additionally, a 403 Forbidden error was encountered while trying to use an ErrorDocument to handle the request.

Thanks for trying. JMorphMan was able to get me a copy. I'll upload it to MFG soon.
Re: Screen Pack Docs?
#49  February 23, 2017, 10:28:49 pm
  • ****
  • Glorious Bastard
  • Halfway between both negatives
    • UK
    • plasmoidthunder.neocities.org
Odd, the link worked (and still works) fine for me.
But yeah, having a reliable download location outside an archived version of VirtuallTek's website is the better option.
3DS FC: 0516 - 7483 - 3564
Oh, I want a diagram. I fucking love diagrams.
Re: Screen Pack Docs?
#50  March 02, 2017, 06:06:42 pm
  • ******
    • www.justnopoint.com/
I'm having an issue I cannot figure out while making a new font. I cannot get the colors correct. I got the transparency working fine. But the palette is simply wrong. And I don't know how to correct it or what I did to cause the issue since there is no pal options in the non sff method.

What does Color Depth do? Changing the value doesn't seem to effect anything.

EDIT: Figured out what's wrong

draw.font = 6,0,0, 300,0,0 had another color changing the fonts in the screenpack!
Last Edit: March 02, 2017, 07:09:41 pm by Just No Point
Re: Screen Pack Docs?
#51  March 07, 2017, 06:52:36 pm
  • ******
    • www.justnopoint.com/
Are you able to add music to the Continue screen?
Re: Screen Pack Docs?
New #52  March 28, 2017, 09:08:04 am
  • ****
  • Stages & Screen Pack
  • Mugen Creator
    • USA
Are you able to add music to the Continue screen?
no you cant. but you can add sound with in the mugen character.
also about more info on font

when your adding a font for the Continue Screen the path need to be located on the fight.def and not on the system.def
here I show you what I Mean and I try my very very best to explain in text but anyone is welcome to help incorrect some my wording. its hard for me to explain all in details but I do the best I can with out messing up my words haha

Also about the color change on the font only work on title screen, versus screen, victory screen select screen, continue screen and also lifebars. you can change the color on any font setting on system def and lifebars :D

also here a reminder as well. The true type font on the mugen 1.0 software you can be resize and make big and small but you cant space between them for some odd reason. I should know I try may way to tinker with it and I could never get to touch each other. so I don't know the trick on that one at moment. but as for bitmaps
you can use the Spacing = 0,0 by spacing each letter on the def

also here another remind that the font on Continue screen running on the Fight.def and not on the System.def another the path font for the Continue screen is threw Fight.def

if you go to the mugen1 folder on the data directory  and find the fight.def you see font1 = enter48.def
here screen shot of continue screen running enter48.def on the fight.def


[Files]
sff = fight.sff
snd = fight.snd
font1 = enter48.def <<<<<<<<<<<<<< this guy located here
font2 = num48.def
font3 = name14.def
font4 = num1.def
fightfx.sff = fightfx.sff
fightfx.air = fightfx.air
common.snd = common.snd



now let say  I want to change the font with different  one ?
I can use True type font or make my own bitmap design

Here True type font when its replace with
[Files]
sff = fight.sff
snd = fight.snd
font1 = Square1.def <<<<<<<<<<<<<< this New guy been replace with enter48.def
font2 = num48.def
font3 = name14.def
font4 = num1.def
fightfx.sff = fightfx.sff
fightfx.air = fightfx.air
common.snd = common.snd




but if I want to add my own bitmap sprite for the continue screen I have to use the ASCII character set are supported by bitmap fonts chart that located here
http://www.elecbyte.com/mugendocs/fonts.html#ascii-character-reference

and set the bitmap sprite as the Index number the Letter C is  0,67  the letter Y is 0,89 and the letter N is 0,78
with bit of a manipulation and go by the ASCII character chart
you can set the Contiue screen like this

;Continue screen definition
[Continue Screen]
enabled = 1               ;Set to 1 to show continue screen, 0 to disable
pos = 320,120          ;Position
;***Known issue*** The display elements below use the fight.def resources
;instead of the ones defined in this file.
continue.text = "C" <<<<<<<<<<<<<<<<<<<<<<<<<<< i used the Capital letter C
continue.font = 3,0,0
continue.offset = 0,0
;Inactive and active (selected) YES/NO text
yes.text = "YES"
yes.font = 7,0,0
yes.offset = -80, 60
yes.active.text = "Y"  <<<<<<<<<<<<<<<<<<<<<<<<<<< i used the Capital letter Y
yes.active.font = 6,0,0
yes.active.offset = -80, 60
no.text = "NO"
no.font = 9,0,0
no.offset = 80, 60
no.active.text = "N"  <<<<<<<<<<<<<<<<<<<<<<<<<<< i used the Capital letter N
no.active.font = 8,0,0
no.active.offset = 80, 60

To make my bitmap look like this



How ever the bitmap have down side of thing... and that is you cant use *Size =* instead you have to use *scale =* method for some part for the screen pack. when dealing with bitmap sprites :)

okay so the continue bitmap sprite is too big but I cant use *Size =* instead you have to use *scale =* method
by adding this code text commad

continue.text = "C"
continue.font = 3,0,0
continue.scale = .5,.5 <<<<<<<<<<<<<this guy here :D
continue.offset = 0,0

I made the continue bitmap sprite small


 :D with a bit of understanding the ASCII character chart you can make any bitmap font to show on the Continue screen or any part of the screen pack

Last Edit: March 28, 2017, 09:28:16 am by OldGamer