1. I just realized no one (that I've seen) has already done so, so I decided to release a fixed up version of common1.cns for DOS Mugen 04.14.2001, for the benefit of any DOS Mugen users who don't understand the code well enough to fix it themselves. All I did was incorporate all the updates from the 04.14.2002 version, minus the stuff that was updated due to engine modifications. Specifically, I just copied over States 0, 5000, 5010, 5100, 5110, and 5900, and fixed the guard.hittime issue in States 151 and 153. Nothing more.I haven't done any in-game testing of this stuff, but:I'm 100% sure that the new versions of 5100, 5110, and 5900 are improvements.I assume that the "Are you dead" check in State 0 is harmless in DOS Mugen. And I believe I recall some poorly-coded characters "rising from the dead" after being KO-ed in simul team modes, so I suspect this change might slightly help mitigate that problem. Furthermore, I figure if people have this in their DOS Mugen's common1.cns, they'll be less likely to forget to include it if overriding State 0 when making/releasing their own characters. Edit: Just verified that this is just as necessary in old Mugen as in new. So, also 100% sure about this one being an improvement.The changes to States 5000 and 5010 at least look like definite improvements to me, but again, I haven't bothered to verify in-game.The changes to States 151 and 153 are a little problematic. This update fixes them to match the documentation, and to match the behavior of post-DOS Mugen versions. However, some characters (e.g. Sander's, for now) were coded to compensate for the flawed old guard.hittime behavior. I guess my recommendation for any die-hard DOS Mugen users, would be to separate your DOS Mugen character collection into two motifs: one with this version of common1.cns, and one with the old versions of 151 and 153 restored, with characters divvied up between the two based on which way they were designed. (EDIT: Crap, turns out Mugen ignores common1.cns if you put it in a motif's subdirectory. ><) Either that, or go through all the double-guard.hittime characters and fix them for the new standard (fun!). Anyway, if people start using this fixed common1.cns, that'll be one less thing to worry about for anyone trying to make characters compatible with both old and new Mugens.But again, to emphasize, I haven't actually bothered to test any of this stuff. So, before I go in public and suggest to people that they make such a wide-reaching change to their Mugen setup, I figured I ought to give you an opportunity to point out how horribly, stupidly wrong this or that might be. Also, if anyone's found any additional bugs that Elecbyte never noticed, that'd be nice to know about/fix too.Download: http://www.mugenguild.net/~winane/patch/common04142001.zipEdit:For anyone who'd prefer it, here's the same thing, but with the old broken States 151 & 153:http://www.mugenguild.net/~winane/patch/common041401.zip2. First, read (or skim) this post.I'll probably see if I can get a response from GONZO- via the BBS of Bad Darkness, or something, before resorting to posting these in a more noticeable public place, but before I even try that, it'd be nice if you could look these over and make sure I didn't screw anything up:http://www.mugenguild.net/~winane/patch/GONZO-patches.rarTo apply the patches:1. Download the latest versions (not the older versions, which are also available there) of Goenitz, Igniz, Kuroko, Omega Rugal, and Zeus from http://baddarkness.hp.infoseek.co.jp/2. Extract the contents of GONZO-patches.rar to the same folder you downloaded the characters to.3. Double-click on xorpatch.exe.(If you want to skip any of the characters, just remove the relevant lines from list.txt before running xorpatch.exe.)I'm too lazy/busy to do anything like fixing clsn boxes, but if there's any remaining issues that would be quick and easy to fix, please point them out.
Quote1. Download the latest versions (not the older versions, which are also available there) of Goenitz, Igniz, Kuroko, Omega Rugal, and Zeus from http://baddarkness.hp.infoseek.co.jp/Just for information, this site leads to 403 forbidden errors when you try to download.You may rather try to download from : http://www.geocities.jp/ya_y2/
Just so you know, Cybaster, the link you provided is the link for hosted stuff on Bad Darkness' site : 代理公開(追加).The links on the "代理公開(Chars)" page don't work... excepted if you "tweak" them.
I have the impression that Elecbyte simply forgot to include a Statedef 180 in their common1.cns, and that it really ought to be there. However, now that it's still not there, even in their latest release, that means that including it in every character release should be considered a requirement.So then, do you folks think I should add a simple Statedef 180 (as below) to this common1.cns, making it complete as it should have been all along? Or would that just make it harder to notice when it's missing in character releases, due to lack of debug warning message?Code: ;---------------------------------------------------------------------------; WIN (Note that this Statedef was not present in Elecbyte's common1.cns,; so be sure to override it in any character you make.)[Statedef 180]type = Sctrl = 0velset = 0,0[State 180, 1]type = NotHitBytrigger1 = 1value = SCAtime = 1[State 180, 2]type = ChangeAnimtrigger1 = SelfAnimExist(180) && Anim != 180value = 180[State 180, 3]type = ChangeAnimtriggerall = !SelfAnimExist(180)trigger1 = Anim != 0 && Anim != 5trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim overvalue = 0I guess another alternative would be to just include a comment about State 180 within the file, but not include the Statedef itself. That way, anyone who looks through the common1.cns file (and understands English) will be made aware of the necessity to include it in characters. And anyone who doesn't read the comment will still get the invalid state transition warning in debug display mode, to alert them that something's amiss.Well, what do youuu think?
GONZO- patches updated:http://www.mugenguild.net/~winane/patch/goenitz_patch.ziphttp://www.mugenguild.net/~winane/patch/igniz_patch.ziphttp://www.mugenguild.net/~winane/patch/kuroko_patch.ziphttp://www.mugenguild.net/~winane/patch/omegarugal98_patch.ziphttp://www.mugenguild.net/~winane/patch/zeus_patch.zipFrom this:http://baddarkness.hp.infoseek.co.jp/ said:今ã
You should add a little readme in your archives which tell what you've updated.Concerning Omega Rugal, I've came up with two things:- If Rugal (only tested on Ex version) gets hit while he's running to perform Gigantic Pressure, then the running sound never stops.- During the winpose of his Ex version, the text and image don't stay centered on the screen when Rugal "flies in the air". Could be fixed.
Gin said, January 15, 2007, 03:39:34 pmYou should add a little readme in your archives which tell what you've updated.Done. (Was already planning to, of course. Just hadn't bothered to until now.)Gin said, January 15, 2007, 03:39:34 pm- If Rugal (only tested on Ex version) gets hit while he's running to perform Gigantic Pressure, then the running sound never stops.Whoops, that was my fault. I should've been more careful when reassigning sound channels. Fixed now, thanks!Gin said, January 15, 2007, 03:39:34 pm- During the winpose of his Ex version, the text and image don't stay centered on the screen when Rugal "flies in the air". Could be fixed.Indeed. Done, thanks.All five patches updated again. Links in my previous post.Each archive now contains an "update-E.txt" file with a (nearly) complete list of changes.