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Screenpack help (Cant do "fitted" fullscreen) anymore.... (Read 779 times)

Started by Ejectok, May 20, 2013, 08:21:48 am
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Screenpack help (Cant do "fitted" fullscreen) anymore....
#1  May 20, 2013, 08:21:48 am
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Ok starting from scratch.

EVERY NEW Screenpack I download Does the same thing.

EVERYTIME I want to put it in FULL SCREEN none of the full screen is FITTED.

Last Edit: May 22, 2013, 08:25:52 am by Ejectok
Re: Screenpack help (Cant do "fitted" fullscreen) anymore....
#2  May 20, 2013, 09:28:01 pm
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So yea I decided to switch from blue to red screen pack. This was a 2 year change I want to do and now.... I don't remember how I was able to stretch mugen 1.0 in full screen... Every time I put it on full screen it doesn't cover anything but the default size screen (windowed 640x480). Everything else stays black.

I have played around with screen resolution for the past 2 days. I played with (Note this is not default option I had when downloaded but recent numbers I tried so far):

[Config]
GameSpeed = 60
GameWidth = 1280
GameHeight = 600

This is an example. When I mess with this I always never get it to fit the menu and character slot has problems being fitted too.


Then when I play with this (Note this is not default option I had when downloaded but recent numbers I tried so far):

[Video]
Width  = 1366
Height = 768
Depth = 16
VRetrace = 0
FullScreen = 1
BlitMode = Normal
RenderMode = System

I get this example as the results:



So yea please help I want to play mugen in fitted full screen again just like my old screenpack (blue).


      Posted: May 20, 2013, 09:09:09 pm
Now that an "argument" in this forum died out...

Bump.

Merge fail bump
Re: Screenpack help (Cant do "fitted" fullscreen) anymore....
#3  May 20, 2013, 09:45:20 pm
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Do not bump your topic in less than 24 hours.
Re: Screenpack help (Cant do "fitted" fullscreen) anymore....
#4  May 22, 2013, 10:57:43 am
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;-=====================================================-
;       Configuration file for mugen.exe
;-=====================================================-

;-------------------------------------------------------
; Game options configurable in M.U.G.E.N's options screen go here.
; Does not include key config.
[Options]
; Basic options
Difficulty = 8
Life = 100
Time = -1
GameSpeed = 0

; Team-only config
Team.1VS2Life = 150
Team.LoseOnKO = 0

; Set the motif to use.
; Motifs are themes that define the look and feel of MUGEN.
; This is not accessible in options screen.
; Note: If you install a motif that overwrites system files (not recommended)
; you may need to set the motif line to use data/system.def instead.
; motif = data/system.def  ;Use this line if using a motif that overwrites system files.
motif = data/mugen1/system.def

;-------------------------------------------------------
[Rules]
 ;Keep this set at VS. It's the only option supported for now.
GameType = VS

 ;This is the amount of power the attacker gets when an attack successfully
 ;hits the opponent. It's a multiplier of the damage done. For example,
 ;for a value of 3, a hit that does 10 damage will give 30 power.
Default.Attack.LifeToPowerMul = .7

 ;This is like the above, but it's for the person getting hit.
 ;These two multipliers can be overridden in the Hitdef controller in the
 ;CNS by using the "getpower" and "givepower" options.
Default.GetHit.LifeToPowerMul = .6

 ;This controls how much damage a super does when you combo into it.
 ;It's actually a multiplier for the defensive power of the opponent.
 ;A large number means the opponent takes less damage. Leave it at
 ;1 if you want supers to do the normal amount of damage when comboed
 ;into.
 ;Note 1: this increase in defence stays effective until the opponent
 ;        gets up from the ground.
 ;Note 2: the program knows you've done a super when the "superpause"
 ;        controller is executed. That's the instance when this change
 ;        becomes effective.
Super.TargetDefenceMul = 1.5


;-------------------------------------------------------
[Config]
 ;Set the game speed here. The default is 60 frames per second. The
 ;larger the number, the faster it goes. Don't use a value less than 10.
GameSpeed = 60

 ;Game native width and height.
 ;Recommended settings are:
 ;  640x480   Standard definition 4:3
 ; 1280x720   High definition 16:9
 ; 1920x1080  Full HD 16:9
GameWidth = 640
GameHeight = 480

 ;Preferred language (ISO 639-1), e.g. en, es, ja, etc.
 ;See http://en.wikipedia.org/wiki/List_of_ISO_639-1_codes
Language = "en"

 ;Set to 1 to draw shadows (default). Set to 0 if you have a slow
 ;machine, and want to improve speed by not drawing shadows.
DrawShadows = 1

 ;Number of simultaneous afterimage effects allowed.
 ;Set to a lower number to save memory (minimum 1).
AfterImageMax = 16

 ;Maximum number of layered sprites that can be drawn.
 ;Set to a lower number to save memory (minimum 32).
LayeredSpriteMax = 256

 ;Size of sprite decompression buffer in KB. Increasing this number may help
 ;if you experience slow performance when there are many sprites and/or large
 ;sprites shown over a short period of time.
 ;Minimum 256 for acceptable performance.
 ;If you set this too large you may also experience performance degredation.
SpriteDecompressionBufferSize = 16384

 ;Maximum number of explods allowed in total. Note that hitsparks
 ;also count as explods.
 ;Set to a lower number to save memory (minimum 8).
ExplodMax = 256

 ;Maximum number of system explods allowed.
 ;Set to a lower number to save memory (minimum 8).
SysExplodMax = 128

 ;Maximum number of helpers allowed in total.
 ;Set to a lower number to save memory (minimum 4, maximum 56).
HelperMax = 56

 ;Maximum number of projectiles allowed per player.
 ;Set to a lower number to save memory (minimum 5).
PlayerProjectileMax = 32

 ;This is 1 the first time you run MUGEN.
FirstRun = 0


;-------------------------------------------------------
[Debug]
 ;Set to 0 to disable starting in debug mode by default.
Debug = 0

 ;Set to 0 to disallow switching to debug mode by pressing Ctrl-D.
 ;If Debug = 1, this will be ignored.
AllowDebugMode = 1

 ;Set to 1 to allow debug keys at all times. Otherwise debug keys
 ;allowed only in debug mode.
AllowDebugKeys = 1

 ;Set to 1 to run at maximum speed by default.
Speedup = 0

 ;Default starting stage for quick versus.
StartStage = stages/stage0-720.def


;-------------------------------------------------------
[Video]
 ;The video resolution defaults to the same as the game resolution.
 ;You can force an alternate resolution by uncommenting the lines
 ;below.
;Width  = 640
;Height = 480

 ;This is the color depth at which to run MUGEN.
 ;Only 16 is supported at this time.
Depth = 16

 ;Set to 1 to enable vertical retrace synchronization. Do not enable
 ;if BlitMode = PageFlip.
 ;Not supported in 1.0.
VRetrace = 0

 ;Set to 1 to enable fullscreen mode, 0 for windowed.
FullScreen = 0

 ;Drawing mode
 ;Choose from Normal (fast) and PageFlip (less image "tearing")
BlitMode = Normal

 ;Screen rendering mode.
 ;System - default SDL rendering mode (e.g. windib in Windows)
 ;DirectX - DirectX 5 renderer
 ;OpenGLScreen - hack that allows window resizing but could be slow
RenderMode = System

;-------------------------------------------------------
; Sound configuration
[Sound]
  ;Set the following to 1 to enable sound effects and music.
  ;Set to 0 to disable.
Sound = 1

  ;Set the sample rate of the game audio. Higher rates produce better
  ;quality but require more system resources. Lower the rate if you
  ;are having problems with sound performance.
  ;Recommended values are 22050, 44100, or 48000.
SampleRate = 44100

  ;Sets the audio buffer size. Larger buffers take less CPU but cause
  ;more latency when playing sounds. Smaller buffers give less latency
  ;but take more CPU. Also, if the buffer size is smaller than your system
  ;can handle, you may experience audio problems.
  ;
  ;The buffer size is set to 2^n samples, where n is the value you specify
  ;here. Valid values for n are between 8 and 15.
  ;
  ;A good rule of thumb is to pick 10 for 22050 Hz audio, or 11 for 44100 Hz
  ;and 48000 Hz. Slower machines may require a larger buffer size.
BufferSize = 11

  ;Set the following to 1 to enable stereo effects in-game
  ;Set to 0 to disable.
StereoEffects = 1

  ;This is the width of the sound panning field. If you
  ;Increase this number, the stereo effects will sound
  ;closer to the middle. Set to a smaller number to get
  ;more stereo separation on sound effects.
  ;Only valid if StereoEffects is set to 1.
PanningWidth = 240

  ;Set the following to 1 to reverse left and right channels
  ;on your sound card.
ReverseStereo = 0

  ;Voice Channels to use. Values are from 1 to 16.
  ;If sound quality is poor, try setting a smaller number, such as 8 or 4.
WavChannels = 12

  ;This is the master volume for all sounds, in percent (0-100).
MasterVolume = 100

  ;This is the volume for sound effects and voices, in percent (0-100).
WavVolume = 80

  ;This is the master volume for music, (0-100).
BGMVolume = 75

  ;Method used for rate conversion of sound effects.
  ;Choose from:
  ; *) SDL (no interpolation, low quality, low resource usage)
  ; *) libresample (bandlimited interpolation, medium/high quality, higher
  ;                 resource usage).
SFXResampleMethod = libresample

  ;Quality parameter for resampling, if libresample is used.
  ;Valid values are 0 (medium quality) or 1 (high quality).
SFXResampleQuality = 0

  ;Quality parameter for BGM resampling, using libresample.
  ;Valid values are 0 (medium quality) or 1 (high quality).
BGMResampleQuality = 0


[Music]
  ;Configure music plugins and any optional parameters here. Format looks
  ;like the following:
  ;  plugin = <pluginname> [, <pluginfile1>]
  ;  <optional_param_1> = <value>
  ;  <optional_param_2> = <value>
  ;  plugin = <pluginname2> [, <pluginfile2>]
  ;  ...
  ;Valid parameters depend on the plugin. Each BGM file will be played
  ;by the uppermost plugin in the list that recognizes that file.
  ;For system plugins, the <pluginfile> argument is unused.

  ;System plugin (built-in): mpg123
  ;Plays MP3 files only. Supports looppoints in terms of samples.
  ;Optional parameters:
  ;  decoder = <decodername>
  ;    Requests use of a particular mpg123 decoding engine (request may not be
  ;    honored, depending on the file). This should be omitted unless you
  ;    know what you are doing. Valid values are:
  ;      SSE, 3DNowExt, 3DNow, MMX, i586, i586_dither, i386, generic,
  ;      generic_dither.   
  ;  rva = <mode>
  ;    Specifies ReplayGain volume adjustment. Valid values are:
  ;      off   (default; disables ReplayGain)
  ;      track
  ;      album
  ;  volume = <vol>
  ;    Overall volume adjustment, in percent. This is a linear scale factor
  ;    that multiplies the output amplitude. Do not specify a value over
  ;    100.0 unless you know what you are doing.
  ;  extensions = <extensionlist>
  ;    Specifies file extensions to recognize as MP3. This is a comma-
  ;    separated list with no whitespace. For instance,
  ;      extensions = mp3,mpeg3,mpe
  ;    would register the .mp3, .mpeg3, and .mpe file extensions with this
  ;    plugin. Defaults to "mp3" if omitted.
plugin = mpg123
rva = track
extensions =
volume = 100.0

  ;Plugin (add-on): vorbisplug
  ;Plays Ogg Vorbis files using the libvorbisfile library. Supports loop
  ;  points and ReplayGain volume adjustment. Does not support files with
  ;  more than 2 audio channels.
  ;Optional parameters:
  ;  rva = <mode>
  ;    Specifies ReplayGain volume adjustment. Valid values are:
  ;      off   (default; disables ReplayGain)
  ;      track
  ;      album
  ;  volume = <vol>
  ;    Overall volume adjustment, in percent. This is a linear scale factor
  ;    that multiplies the output amplitude. Do not specify a value over
  ;    100.0 unless you know what you are doing.
  ;  extensions = <extensionlist>
  ;    Specifies file extensions to recognize as MP3. This is a comma-
  ;    separated list with no whitespace. For instance,
  ;      extensions = ogg,vorbis,vorb
  ;    would register the .ogg, .vorbis, and .vorb file extensions with this
  ;    plugin. Defaults to "ogg,vorbis" if omitted.
plugin = vorbisplug, plugins/vorbisplug.dll
rva = track
extensions =
volume = 100.0

  ;System plugin (built-in): sdlmix
  ;Plays MIDI with native playback; MODs and other tracker files
  ;  (with MikMod)
  ;
  ;Looppoints are not supported. Performs seamless end-to-beginning loops.
  ;
  ;Optional parameters:
  ;  midivolume = <volume>
  ;    Specifies volume scaling for MIDI in percent.
  ;    100 means no change (default).
  ;  modvolume = <volume>
  ;    Same as midivolume, but for MODs and other tracker files.
plugin = sdlmix
midivolume =
modvolume =

;-------------------------------------------------------
[Misc]
  ;Number of extra players to cache in memory.
  ;Set to a lower number to decrease memory usage, at cost of
  ;more frequent loading.
PlayerCache = 4

  ;Set to 1 to allow precaching. Precaching attempts to start loading
  ;player data as early as possible, to reduce apparent loading times
  ;between matches. To get the best performance, set PlayerCache to at
  ;least 1. The optimal number for PlayerCache is 4 when precaching is
  ;enabled. Precaching is not available in DOS.
Precache = 1

  ;Set to 1 to enable large-buffer reads of sprite and sound data.
  ;Set to 0 (off) to decrease memory usage, at cost of slower
  ;loading.
BufferedRead = 1

  ;Set to 1 to free system.def data from memory whenever possible.
  ;This decreases memory usage, in exchange for loading time
  ;before system screens.
UnloadSystem = 0

  ;Configures the handling of sound effects and voices when the
  ;window is in the background (i.e., defocused).
  ;Set to "Mute" to mute sound effects, or "Play" to let sound effects
  ;play.
SFXBackgroundMode = Play

  ;Configures the handling of BGM when the window is in the background.
  ;Set to "Pause" to pause the music, "Mute" to mute the music but leave
  ;it running at normal speed, or "Play" to continue playing as usual.
  ;If you are running in fullscreen mode, then this setting is always
  ;set to "Pause".
BGMBackgroundMode = Play

;-------------------------------------------------------
[Arcade]
 ;Set to 0 for computer to choose color 1 if possible.
 ;Set to 1 for computer to randomly choose a color.
AI.RandomColor = 1

 ;This option allows the AI to input commands without
 ;having to actually press any keys (in effect, cheating).
 ;Set to 1 to enable, 0 to disable.
AI.Cheat = 1

 ;Arcade Mode AI ramping. For both parameters below, the first number
 ;corresponds to the number of matches won, and the second number to the
 ;AI difficulty offset. The actual difficulty is the sum of the AI
 ;difficulty level (set in the options menu) and the value of the offset
 ;at a particular match.
 ;  AIramp.start = start_match, start_diff
 ;  AIramp.end   = end_match, end_diff
 ;The difficulty offset function is a constant value of start_diff from
 ;the first match until start_match matches have been won. From then the
 ;offset value increases linearly from start_diff to end_diff. After
 ;end_diff matches have been won, the offset value is end_diff.
 ;  e_d            /----------
 ;               /
 ;  s_d _______/
 ;     ^      ^     ^        ^
 ;   1st_m   s_m   e_m     last_m
 ;For example, if you have:
 ;  AIramp.start = 2,0
 ;  AIramp.end   = 4,2
 ;For 6 matches at level 4, the difficulty will be (by match):
 ;  4,4,4,5,6,6
arcade.AIramp.start = 2, 0
arcade.AIramp.end   = 4, 2

 ;Team Mode AI ramping
team.AIramp.start = 1, 0
team.AIramp.end   = 3, 2

 ;Survival Mode AI ramping
survival.AIramp.start = 0, -3
survival.AIramp.end   = 16, 4


;-------------------------------------------------------
[Input]
P1.UseKeyboard = 1
P2.UseKeyboard = 1
;Joystick type:
;0 - Disabled
;1 - Enabled
P1.Joystick.type = 1
P2.Joystick.type = 1

;-------------------------------------------------------
; P1 Key config (configurable from M.U.G.E.N)
[P1 Keys]
Jump   = 119
Crouch = 115
Left   = 97
Right  = 100
A      = 102
B      = 103
C      = 104
X      = 118
Y      = 98
Z      = 110
Start  = 13

; P2 Key config (configurable from M.U.G.E.N)
[P2 Keys]
Jump   = 273
Crouch = 274
Left   = 276
Right  = 275
A      = 108
B      = 59
C      = 39
X      = 44
Y      = 46
Z      = 47
Start  = 48

[P1 Joystick]
Jump   = 1
Crouch = 2
Left   = 3
Right  = 4
A      = 13
B      = 14
C      = 20
X      = 15
Y      = 16
Z      = 18
Start  = 24

[P2 Joystick]
Jump   = 33
Crouch = 34
Left   = 35
Right  = 36
A      = 41
B      = 42
C      = 48
X      = 43
Y      = 44
Z      = 46
Start  = 50

Note that I already tried putting "= 1" on Full screen
Re: Screenpack help (Cant do "fitted" fullscreen) anymore....
#5  May 22, 2013, 11:29:35 am
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Please don't continue bumping your topic over and over. It's already the first topic in this section. Someone will answer it if someone knows.

Now to deal with your question. I think you can't choose any of the other resolutions under gameheight/gamewidth other than the ones specified. Choose one of the ones specified and then if your screen is a different size then uncomment the video width and height and change those to your screen size to force the resolution. A combination would be what I have for mine which would be
GameWidth = 1280
GameHeight = 720

Width  = 1366
Height = 768

I choose not to force the resolution since it looks awkward to me, but feel free to force the resolution. Mine still has the two black vertical bars on each side but it's full screen. Try that and then tell me if it works.
Re: Screenpack help (Cant do "fitted" fullscreen) anymore....
#6  May 22, 2013, 11:52:48 am
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Here is the "now loading.." screen looks like:
Spoiler, click to toggle visibilty

Here is the menu (words are little cut off):
Spoiler, click to toggle visibilty

And here is character screen (misaligned, bottom characters don't show, and can't see stage selection):
Spoiler, click to toggle visibilty
Re: Screenpack help (Cant do "fitted" fullscreen) anymore....
#7  May 22, 2013, 01:33:22 pm
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"fitted" fullscreen.

alt+enter

Re: Screenpack help (Cant do "fitted" fullscreen) anymore....
#8  May 22, 2013, 06:39:37 pm
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Re: Screenpack help (Cant do "fitted" fullscreen) anymore....
#9  May 22, 2013, 10:45:03 pm
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What are your current settings and screen size?
Re: Screenpack help (Cant do "fitted" fullscreen) anymore....
#10  May 23, 2013, 12:45:04 am
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What are your current settings and screen size?

;-=====================================================-
;       Configuration file for mugen.exe
;-=====================================================-

;-------------------------------------------------------
; Game options configurable in M.U.G.E.N's options screen go here.
; Does not include key config.
[Options]
; Basic options
Difficulty = 8
Life = 100
Time = -1
GameSpeed = 0

; Team-only config
Team.1VS2Life = 150
Team.LoseOnKO = 0

; Set the motif to use.
; Motifs are themes that define the look and feel of MUGEN.
; This is not accessible in options screen.
; Note: If you install a motif that overwrites system files (not recommended)
; you may need to set the motif line to use data/system.def instead.
; motif = data/system.def  ;Use this line if using a motif that overwrites system files.
motif = data/mugen1/system.def

;-------------------------------------------------------
[Rules]
 ;Keep this set at VS. It's the only option supported for now.
GameType = VS

 ;This is the amount of power the attacker gets when an attack successfully
 ;hits the opponent. It's a multiplier of the damage done. For example,
 ;for a value of 3, a hit that does 10 damage will give 30 power.
Default.Attack.LifeToPowerMul = .7

 ;This is like the above, but it's for the person getting hit.
 ;These two multipliers can be overridden in the Hitdef controller in the
 ;CNS by using the "getpower" and "givepower" options.
Default.GetHit.LifeToPowerMul = .6

 ;This controls how much damage a super does when you combo into it.
 ;It's actually a multiplier for the defensive power of the opponent.
 ;A large number means the opponent takes less damage. Leave it at
 ;1 if you want supers to do the normal amount of damage when comboed
 ;into.
 ;Note 1: this increase in defence stays effective until the opponent
 ;        gets up from the ground.
 ;Note 2: the program knows you've done a super when the "superpause"
 ;        controller is executed. That's the instance when this change
 ;        becomes effective.
Super.TargetDefenceMul = 1.5


;-------------------------------------------------------
[Config]
 ;Set the game speed here. The default is 60 frames per second. The
 ;larger the number, the faster it goes. Don't use a value less than 10.
GameSpeed = 60

 ;Game native width and height.
 ;Recommended settings are:
 ;  640x480   Standard definition 4:3
 ; 1280x720   High definition 16:9
 ; 1920x1080  Full HD 16:9
GameWidth = 1280
GameHeight = 720

 ;Preferred language (ISO 639-1), e.g. en, es, ja, etc.
 ;See http://en.wikipedia.org/wiki/List_of_ISO_639-1_codes
Language = "en"

 ;Set to 1 to draw shadows (default). Set to 0 if you have a slow
 ;machine, and want to improve speed by not drawing shadows.
DrawShadows = 1

 ;Number of simultaneous afterimage effects allowed.
 ;Set to a lower number to save memory (minimum 1).
AfterImageMax = 16

 ;Maximum number of layered sprites that can be drawn.
 ;Set to a lower number to save memory (minimum 32).
LayeredSpriteMax = 256

 ;Size of sprite decompression buffer in KB. Increasing this number may help
 ;if you experience slow performance when there are many sprites and/or large
 ;sprites shown over a short period of time.
 ;Minimum 256 for acceptable performance.
 ;If you set this too large you may also experience performance degredation.
SpriteDecompressionBufferSize = 16384

 ;Maximum number of explods allowed in total. Note that hitsparks
 ;also count as explods.
 ;Set to a lower number to save memory (minimum 8).
ExplodMax = 256

 ;Maximum number of system explods allowed.
 ;Set to a lower number to save memory (minimum 8).
SysExplodMax = 128

 ;Maximum number of helpers allowed in total.
 ;Set to a lower number to save memory (minimum 4, maximum 56).
HelperMax = 56

 ;Maximum number of projectiles allowed per player.
 ;Set to a lower number to save memory (minimum 5).
PlayerProjectileMax = 32

 ;This is 1 the first time you run MUGEN.
FirstRun = 0


;-------------------------------------------------------
[Debug]
 ;Set to 0 to disable starting in debug mode by default.
Debug = 0

 ;Set to 0 to disallow switching to debug mode by pressing Ctrl-D.
 ;If Debug = 1, this will be ignored.
AllowDebugMode = 1

 ;Set to 1 to allow debug keys at all times. Otherwise debug keys
 ;allowed only in debug mode.
AllowDebugKeys = 1

 ;Set to 1 to run at maximum speed by default.
Speedup = 0

 ;Default starting stage for quick versus.
StartStage = stages/stage0-720.def


;-------------------------------------------------------
[Video]
 ;The video resolution defaults to the same as the game resolution.
 ;You can force an alternate resolution by uncommenting the lines
 ;below.
Width  = 1366
Height = 768

 ;This is the color depth at which to run MUGEN.
 ;Only 16 is supported at this time.
Depth = 16

 ;Set to 1 to enable vertical retrace synchronization. Do not enable
 ;if BlitMode = PageFlip.
 ;Not supported in 1.0.
VRetrace = 0

 ;Set to 1 to enable fullscreen mode, 0 for windowed.
FullScreen = 0

 ;Drawing mode
 ;Choose from Normal (fast) and PageFlip (less image "tearing")
BlitMode = Normal

 ;Screen rendering mode.
 ;System - default SDL rendering mode (e.g. windib in Windows)
 ;DirectX - DirectX 5 renderer
 ;OpenGLScreen - hack that allows window resizing but could be slow
RenderMode = DirectX

;-------------------------------------------------------
; Sound configuration
[Sound]
  ;Set the following to 1 to enable sound effects and music.
  ;Set to 0 to disable.
Sound = 1

  ;Set the sample rate of the game audio. Higher rates produce better
  ;quality but require more system resources. Lower the rate if you
  ;are having problems with sound performance.
  ;Recommended values are 22050, 44100, or 48000.
SampleRate = 44100

  ;Sets the audio buffer size. Larger buffers take less CPU but cause
  ;more latency when playing sounds. Smaller buffers give less latency
  ;but take more CPU. Also, if the buffer size is smaller than your system
  ;can handle, you may experience audio problems.
  ;
  ;The buffer size is set to 2^n samples, where n is the value you specify
  ;here. Valid values for n are between 8 and 15.
  ;
  ;A good rule of thumb is to pick 10 for 22050 Hz audio, or 11 for 44100 Hz
  ;and 48000 Hz. Slower machines may require a larger buffer size.
BufferSize = 11

  ;Set the following to 1 to enable stereo effects in-game
  ;Set to 0 to disable.
StereoEffects = 1

  ;This is the width of the sound panning field. If you
  ;Increase this number, the stereo effects will sound
  ;closer to the middle. Set to a smaller number to get
  ;more stereo separation on sound effects.
  ;Only valid if StereoEffects is set to 1.
PanningWidth = 240

  ;Set the following to 1 to reverse left and right channels
  ;on your sound card.
ReverseStereo = 0

  ;Voice Channels to use. Values are from 1 to 16.
  ;If sound quality is poor, try setting a smaller number, such as 8 or 4.
WavChannels = 12

  ;This is the master volume for all sounds, in percent (0-100).
MasterVolume = 100

  ;This is the volume for sound effects and voices, in percent (0-100).
WavVolume = 80

  ;This is the master volume for music, (0-100).
BGMVolume = 75

  ;Method used for rate conversion of sound effects.
  ;Choose from:
  ; *) SDL (no interpolation, low quality, low resource usage)
  ; *) libresample (bandlimited interpolation, medium/high quality, higher
  ;                 resource usage).
SFXResampleMethod = libresample

  ;Quality parameter for resampling, if libresample is used.
  ;Valid values are 0 (medium quality) or 1 (high quality).
SFXResampleQuality = 0

  ;Quality parameter for BGM resampling, using libresample.
  ;Valid values are 0 (medium quality) or 1 (high quality).
BGMResampleQuality = 0


[Music]
  ;Configure music plugins and any optional parameters here. Format looks
  ;like the following:
  ;  plugin = <pluginname> [, <pluginfile1>]
  ;  <optional_param_1> = <value>
  ;  <optional_param_2> = <value>
  ;  plugin = <pluginname2> [, <pluginfile2>]
  ;  ...
  ;Valid parameters depend on the plugin. Each BGM file will be played
  ;by the uppermost plugin in the list that recognizes that file.
  ;For system plugins, the <pluginfile> argument is unused.

  ;System plugin (built-in): mpg123
  ;Plays MP3 files only. Supports looppoints in terms of samples.
  ;Optional parameters:
  ;  decoder = <decodername>
  ;    Requests use of a particular mpg123 decoding engine (request may not be
  ;    honored, depending on the file). This should be omitted unless you
  ;    know what you are doing. Valid values are:
  ;      SSE, 3DNowExt, 3DNow, MMX, i586, i586_dither, i386, generic,
  ;      generic_dither.   
  ;  rva = <mode>
  ;    Specifies ReplayGain volume adjustment. Valid values are:
  ;      off   (default; disables ReplayGain)
  ;      track
  ;      album
  ;  volume = <vol>
  ;    Overall volume adjustment, in percent. This is a linear scale factor
  ;    that multiplies the output amplitude. Do not specify a value over
  ;    100.0 unless you know what you are doing.
  ;  extensions = <extensionlist>
  ;    Specifies file extensions to recognize as MP3. This is a comma-
  ;    separated list with no whitespace. For instance,
  ;      extensions = mp3,mpeg3,mpe
  ;    would register the .mp3, .mpeg3, and .mpe file extensions with this
  ;    plugin. Defaults to "mp3" if omitted.
plugin = mpg123
rva = track
extensions =
volume = 100.0

  ;Plugin (add-on): vorbisplug
  ;Plays Ogg Vorbis files using the libvorbisfile library. Supports loop
  ;  points and ReplayGain volume adjustment. Does not support files with
  ;  more than 2 audio channels.
  ;Optional parameters:
  ;  rva = <mode>
  ;    Specifies ReplayGain volume adjustment. Valid values are:
  ;      off   (default; disables ReplayGain)
  ;      track
  ;      album
  ;  volume = <vol>
  ;    Overall volume adjustment, in percent. This is a linear scale factor
  ;    that multiplies the output amplitude. Do not specify a value over
  ;    100.0 unless you know what you are doing.
  ;  extensions = <extensionlist>
  ;    Specifies file extensions to recognize as MP3. This is a comma-
  ;    separated list with no whitespace. For instance,
  ;      extensions = ogg,vorbis,vorb
  ;    would register the .ogg, .vorbis, and .vorb file extensions with this
  ;    plugin. Defaults to "ogg,vorbis" if omitted.
plugin = vorbisplug, plugins/vorbisplug.dll
rva = track
extensions =
volume = 100.0

  ;System plugin (built-in): sdlmix
  ;Plays MIDI with native playback; MODs and other tracker files
  ;  (with MikMod)
  ;
  ;Looppoints are not supported. Performs seamless end-to-beginning loops.
  ;
  ;Optional parameters:
  ;  midivolume = <volume>
  ;    Specifies volume scaling for MIDI in percent.
  ;    100 means no change (default).
  ;  modvolume = <volume>
  ;    Same as midivolume, but for MODs and other tracker files.
plugin = sdlmix
midivolume =
modvolume =

;-------------------------------------------------------
[Misc]
  ;Number of extra players to cache in memory.
  ;Set to a lower number to decrease memory usage, at cost of
  ;more frequent loading.
PlayerCache = 4

  ;Set to 1 to allow precaching. Precaching attempts to start loading
  ;player data as early as possible, to reduce apparent loading times
  ;between matches. To get the best performance, set PlayerCache to at
  ;least 1. The optimal number for PlayerCache is 4 when precaching is
  ;enabled. Precaching is not available in DOS.
Precache = 1

  ;Set to 1 to enable large-buffer reads of sprite and sound data.
  ;Set to 0 (off) to decrease memory usage, at cost of slower
  ;loading.
BufferedRead = 1

  ;Set to 1 to free system.def data from memory whenever possible.
  ;This decreases memory usage, in exchange for loading time
  ;before system screens.
UnloadSystem = 0

  ;Configures the handling of sound effects and voices when the
  ;window is in the background (i.e., defocused).
  ;Set to "Mute" to mute sound effects, or "Play" to let sound effects
  ;play.
SFXBackgroundMode = Play

  ;Configures the handling of BGM when the window is in the background.
  ;Set to "Pause" to pause the music, "Mute" to mute the music but leave
  ;it running at normal speed, or "Play" to continue playing as usual.
  ;If you are running in fullscreen mode, then this setting is always
  ;set to "Pause".
BGMBackgroundMode = Play

;-------------------------------------------------------
[Arcade]
 ;Set to 0 for computer to choose color 1 if possible.
 ;Set to 1 for computer to randomly choose a color.
AI.RandomColor = 1

 ;This option allows the AI to input commands without
 ;having to actually press any keys (in effect, cheating).
 ;Set to 1 to enable, 0 to disable.
AI.Cheat = 1

 ;Arcade Mode AI ramping. For both parameters below, the first number
 ;corresponds to the number of matches won, and the second number to the
 ;AI difficulty offset. The actual difficulty is the sum of the AI
 ;difficulty level (set in the options menu) and the value of the offset
 ;at a particular match.
 ;  AIramp.start = start_match, start_diff
 ;  AIramp.end   = end_match, end_diff
 ;The difficulty offset function is a constant value of start_diff from
 ;the first match until start_match matches have been won. From then the
 ;offset value increases linearly from start_diff to end_diff. After
 ;end_diff matches have been won, the offset value is end_diff.
 ;  e_d            /----------
 ;               /
 ;  s_d _______/
 ;     ^      ^     ^        ^
 ;   1st_m   s_m   e_m     last_m
 ;For example, if you have:
 ;  AIramp.start = 2,0
 ;  AIramp.end   = 4,2
 ;For 6 matches at level 4, the difficulty will be (by match):
 ;  4,4,4,5,6,6
arcade.AIramp.start = 2, 0
arcade.AIramp.end   = 4, 2

 ;Team Mode AI ramping
team.AIramp.start = 1, 0
team.AIramp.end   = 3, 2

 ;Survival Mode AI ramping
survival.AIramp.start = 0, -3
survival.AIramp.end   = 16, 4


;-------------------------------------------------------
[Input]
P1.UseKeyboard = 1
P2.UseKeyboard = 1
;Joystick type:
;0 - Disabled
;1 - Enabled
P1.Joystick.type = 1
P2.Joystick.type = 1

;-------------------------------------------------------
; P1 Key config (configurable from M.U.G.E.N)
[P1 Keys]
Jump   = 119
Crouch = 115
Left   = 97
Right  = 100
A      = 102
B      = 103
C      = 104
X      = 118
Y      = 98
Z      = 110
Start  = 13

; P2 Key config (configurable from M.U.G.E.N)
[P2 Keys]
Jump   = 273
Crouch = 274
Left   = 276
Right  = 275
A      = 108
B      = 59
C      = 39
X      = 44
Y      = 46
Z      = 47
Start  = 48

[P1 Joystick]
Jump   = 1
Crouch = 2
Left   = 3
Right  = 4
A      = 13
B      = 14
C      = 20
X      = 15
Y      = 16
Z      = 18
Start  = 24

[P2 Joystick]
Jump   = 33
Crouch = 34
Left   = 35
Right  = 36
A      = 41
B      = 42
C      = 48
X      = 43
Y      = 44
Z      = 46
Start  = 50
Re: Screenpack help (Cant do "fitted" fullscreen) anymore....
#11  May 23, 2013, 06:28:25 am
  • ***
    • USA
Is your computer screen size 1366x768?
Re: Screenpack help (Cant do "fitted" fullscreen) anymore....
#12  May 23, 2013, 06:33:01 am
  • avatar
  • ***
Yes that is the recommended screen solution for my computer.
Re: Screenpack help (Cant do "fitted" fullscreen) anymore....
#13  May 24, 2013, 08:07:53 am
  • avatar
  • ***
My problem all started with I download a new codec and all these video record cams to try to record mugen. Could it be these things that dis function it properly?

I really dont understand why Mugen doesn't want to be "fitted" anymore.