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sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop' (Read 3759 times)

Started by Modo_Ekitz, July 28, 2020, 06:59:55 am
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sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'
#1  July 28, 2020, 06:59:55 am
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This character sm666 gives a shutdown error everytime, Stating 'State machine stuck in loop'(stopped after 2500 loops) 5150 for sm666
Check your states for infinite loops'. Now im new to this so not quite sure how to fix it but below ive posted the (hopefully) necessary info from it so maybe someone could help pls. Im just not sure on a sidenote why someone would make these character builds and leave all these problems, Text-errors that have to be sifted through, Totally corrupted readme files, etc etc.

Hopefully this is enough information.. Though i tried to post all of it and this website layout withou ta file-upload makes it incredibly hard to do that.

[State ]
type = Statetypeset
trigger1 = !IsHelper && !name = "sm666"
type = L
movetype = H
physics = N

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = !name = "sm666" && !IsHelper
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
triggerall = !name = "sm666" && !IsHelper
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
triggerall = !name = "sm666" && !IsHelper
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
triggerall = !name = "sm666" && !IsHelper
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6] ;Friction
type = VelMul
triggerall = !name = "sm666" && !IsHelper
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
triggerall = !name = "sm666" && !IsHelper
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
triggerall = !name = "sm666" && !IsHelper
trigger1 = 1
value = SCA
time = 1

[State a]
type = varadd
trigger1 = !IsHelper
sysfvar(0) = random*0.001+0.001
[State a]
type = varSet
trigger1 = !IsHelper
trigger1 = sysfvar(0) != [0,200)
sysfvar(0) = 0

[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = Palno = 11
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremovetime = 1
attr = A,NT
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,25
fall.damage = 99999999999999999
postype = left
offset = 160,120
sparkno = s900
sparkxy = random%320-160,random%240-120
ignorehitpause = 1
AffectTeam = B
[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = Palno = 11
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremovetime = 1
attr = A,NP
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,2
fall.damage = 99999999999999999
postype = left
offset = 160,120
sparkno = s901
sparkxy = random%320-160,random%240-120
ignorehitpause = 1
AffectTeam = B
[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = Palno = 11
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremovetime = 1
attr = A,NA
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,49
fall.damage = 99999999999999999
postype = left
offset = 160,120
sparkno = s900
sparkxy = random%320-160,random%240-120
ignorehitpause = 1
AffectTeam = B
[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = Palno = 11
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremovetime = 1
attr = A,NT
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,49
fall.damage = 99999999999999999
postype = left
offset = 160,120
sparkno = s901
sparkxy = random%320-160,random%240-120
ignorehitpause = 1
AffectTeam = B

[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = NumExplod(1255) = 0
trigger1 = sysfvar(0) = [0,150)
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremove = 1
projremovetime = 1
attr = A,NT
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,25
fall.damage = 99999999999999999
sparkno = -1
ignorehitpause = 1
[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = NumExplod(1255) = 0
trigger1 = sysfvar(0) = [0,150)
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremove = 1
projremovetime = 1
attr = A,NA
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,49
sparkno = -1
fall.damage = 99999999999999999
ignorehitpause = 1
[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = NumExplod(1255) = 0
trigger1 = sysfvar(0) = [0,150)
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremove = 1
projremovetime = 1
attr = A,NP
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,2
sparkno = -1
fall.damage = 99999999999999999
ignorehitpause = 1
[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = NumExplod(1255) = 0
trigger1 = sysfvar(0) = [0,150)
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremove = 1
projremovetime = 1
attr = A,ST
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,25
sparkno = -1
fall.damage = 99999999999999999
ignorehitpause = 1
[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = NumExplod(1255) = 0
trigger1 = sysfvar(0) = [0,150)
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremove = 1
projremovetime = 1
attr = A,SA
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,49
sparkno = -1
fall.damage = 99999999999999999
ignorehitpause = 1
[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = NumExplod(1255) = 0
trigger1 = sysfvar(0) = [0,150)
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremove = 1
projremovetime = 1
attr = A,SP
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,2
sparkno = -1
fall.damage = 99999999999999999
ignorehitpause = 1
[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = NumExplod(1255) = 0
trigger1 = sysfvar(0) = [0,150)
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremove = 1
projremovetime = 1
attr = A,HT
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,25
sparkno = -1
fall.damage = 99999999999999999
ignorehitpause = 1
[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = NumExplod(1255) = 0
trigger1 = sysfvar(0) = [0,150)
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremove = 1
projremovetime = 1
attr = A,HA
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,49
sparkno = -1
fall.damage = 99999999999999999
ignorehitpause = 1
[State 13346]
type = Projectile
trigger1 = !IsHelper
trigger1 = RoundState = 2
trigger1 = NumExplod(1255) = 0
trigger1 = sysfvar(0) = [0,150)
projID = 4444
projanim = 37564
projhits = 88888
postype = p1
supermovetime = 999000   
pausemovetime = 999000
projremove = 1
projremovetime = 1
attr = A,HP
hitflag = MAFD
damage = random*random-random
givepower = 0
pausetime = 0,2
sparkno = -1
fall.damage = 99999999999999999
ignorehitpause = 1
;-------------------------------------------------------
;’´‘¦Ž€ƒgƒ€ƒLƒ‰[ƒwƒ‹ƒp[
[State a]
type = ChangeAnim
trigger1 = IsHelper(37564)
value = 37564
IgnoreHitPause = 1

[State a]
type = StateTypeSet
trigger1 = IsHelper(37564)
type = A
movetype = A
physics = N
IgnoreHitPause = 1

[State a]
type = VarAdd
trigger1 = IsHelper(37564)
sysvar(1) = 1
Last Edit: July 28, 2020, 07:00:28 am by Modo_Ekitz
Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'
#2  July 28, 2020, 09:37:37 am
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Quote
Im just not sure on a sidenote why someone would make these character builds and leave all these problems, Text-errors that have to be sifted through, Totally corrupted readme files, etc etc.

That's what you get when you deal with japanese cheapies
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Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'
#3  July 29, 2020, 11:06:25 pm
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Bump from needing assistance)

-_- Well that sucks that they do that
Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'
#4  July 29, 2020, 11:28:30 pm
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No, the cheapies are intentionally coded like that. Their code overloads the engine functionality through exploits, and once the engine is overloaded it is possible to achieve the stuff the cheapies can do.
And the majority of these exploits only work in winmugen, so it's obvious that in mugen 1.0 you are not going to get the same result.


So, next time, before bashing a creator for "leaving lots of problems on their characters and text errors and corrupted readmes" you could do a bit of research and understand how the cheapies work in mugen
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Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'
#5  July 30, 2020, 02:01:37 am
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-_- I have done plenty of research.. The information available however on this is sparse, Confusing for someone trying to set this up and all over the place. I am not responsible for the things other people write into their media though.
Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'
#6  July 30, 2020, 04:11:13 am
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State machine stuck in loop (stopped after 2500 loops) means just that. a state was entered then immediately left, only to enter and leave over and over. This is allowed as long as there is at least a 1 tick rest before changing states or as long as the loop is ended before 2500.


Below is one example of a loop that will cause that error. This can be done a few ways but this should at least help you understand whats happening. I don't see anything in the code you posted but I'm guessing there is more to it.

Code:
[statedef 200]

[state n]
type = changestate
trigger1 = !time
value = 200


Last Edit: July 30, 2020, 04:52:12 am by inktrebuchet
Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'
#7  July 30, 2020, 04:35:41 am
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states 5150 are for gethits (in the code you posted, there are no changestate sctrl to leave that state??)
i guess you could make that character work by removing those get hit related states (so the character uses what is written in the mugen common.cns like default)
dunno probably do a ; in front of each line of the "bugged" state  or simply remove it to test it..
also you could copypaste the state 5150 from the default gethit states and then try to add those sctrls from the original code
Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'
#8  July 30, 2020, 01:00:33 pm
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I believe you need WIN MUGEN to run that thing.

MUGEN 1.0 and 1.1 fixed some exploit so the you can't run characters using that exploit anymore.



Some character are built for been  extreme cheap.
not just all time invencible, all one touch kill
they are built for battle against another cheap character.
to kill an cheap character you need to be more cheaper... haha

so normal coding is not enough to kill an cheap character (since you can use all time invencible, all time untouchable, and all time recover)
you need something else to kill cheap character, that's kinda of hacking, to use MUGEN's bug or exploit to kill the another side.



you can download WIN MUGEN
or
ignore those cheap characters all together.

Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'
#9  July 30, 2020, 02:10:06 pm
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states 5150 are for gethits (in the code you posted, there are no changestate sctrl to leave that state??)
i guess you could make that character work by removing those get hit related states (so the character uses what is written in the mugen common.cns like default)
dunno probably do a ; in front of each line of the "bugged" state  or simply remove it to test it..
also you could copypaste the state 5150 from the default gethit states and then try to add those sctrls from the original code

No, state 5150 is when the character is already dead and has no internal changestate
The cheapie is forcing externally the change state to 5150 via targetstate or negative states, which is causing the loop, as part of the cheapie methods of overflowing the engine
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Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'
#10  July 30, 2020, 05:49:41 pm
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so is sort of a unkillable character thing?
anyway he could try to remove 5150 custom state to atleast see if it runs on mugen 1.0
Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'
#11  July 30, 2020, 08:17:30 pm
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so is sort of a unkillable character thing?
anyway he could try to remove 5150 custom state to atleast see if it runs on mugen 1.0
This. As XG said, 5150 is an obligatory state for MUGEN chars, so it's part of the common1.def in your MUGEN (since DOSM to 1.1 has this, it's obligatory and has it in the data folder if you want to see it by yourself). When a character includes a common state into its own CNS, it's because it's a custom one and overrides the common state, useful to add more stuff to the character that it's limited with the common state (like change the anim with some other state or add sounds and/or sparks to it, for example)

If you see the problem is this custom 5150 state (which seems it's broken just by looking all those projectile sctrls), the best you can do is to remove it from the CNS and let the normal 5150 state from common1.def makes the work, then probably the char would work. Simple as that

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Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'
#12  July 30, 2020, 08:23:19 pm
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I really tried posting the entire quantity of information here.. But everytime the page kept giving an error and wouldnt allow the post, So i tried to pick out what seemed closest to whatever the problem was and yet it probably was either the wrong thing or not enough. Theres a TON of information in that damn file. -_- I might try 4shared and link it just to get around that nonsense.
Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'
#13  July 30, 2020, 09:13:23 pm
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Again, I don't know why you keep trying to get the character to work with mugen 1.0, when the character only works with winmugen.

In the best case, after removing every code that makes the character not work under 1.0, you will get a character that uses the same sprites but has no functionality at all
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Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'
#14  July 30, 2020, 10:15:05 pm
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Im not here because of trying over and over again to get it to work on 1.0.. Im here because i tried to make it work and it wouldnt. Im still going to repost the information in a bit. All of it.
Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'
#15  July 31, 2020, 01:12:15 am
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Did you try to delete the 5150 code in the CNS already?? if you do it and marks you another error, you just can copy-pasted here to see where's the problem, but as I read you, you probably didn't do it yet

Again, I don't know why you keep trying to get the character to work with mugen 1.0, when the character only works with winmugen.
Winmugen?? This seems more like a DOSM char, if you ask me

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Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'
#16  August 03, 2020, 06:12:00 am
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Sorting 1000 and more mugen pieces of content will do that.

Btw i got it 90% almost working by deleting all of 5150's section.. But all that could be seen were life-bars and a black silent frozen screen.

https://www.4shared.com/folder/AZ8qEGny/MUGEN.html
Last Edit: August 03, 2020, 09:23:37 am by Modo_Ekitz
Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'
#17  August 06, 2020, 11:13:39 am
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It'll be winmugen. Dosmugen never had the exploits being used really.

What we're not understanding here is why. After you make the character load by removing everything that mugen is unhappy with you will have some sprites and random bits of code. You will no longer have a character.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'
#18  August 06, 2020, 10:26:24 pm
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I realize. Thats why i provided the def file in a download link. : o ..?
Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'
#19  August 07, 2020, 01:30:58 am
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You are still not getting it, do you?

Basically you have a big mac burger, and to make it work in mugen 1.0, you need to take out the meat, the sauce and the dressing. What you'll get at the end could be hardly called "a burger" or still keep the features that made it "a burger".
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Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'
#20  August 07, 2020, 03:22:45 am
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Well theres no instruction manual for that. Someone made it work on youtube, Theyre giving false expectations to people and its not my fault.