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Build 23567 (3/24) (Read 43059 times)

Started by FrantzX, March 25, 2009, 03:16:29 am
Build 23567 (3/24)
#1  March 25, 2009, 03:16:29 am
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I've moved the project to Google Code! Get it Here!

Donate to xnaMugen with PayPal. I like money.

If you like xnaMugen, please inform MUGEN creators to test their creations with xnaMugen. The more testers I can get, the better xnaMugen becomes.

If you are going to give a bug report, PLEASE include a link so I can download the character / stage / screenpack in question. If the bug report is for a character, please state how to do the move to cause the bug, along with the state number of said move. It will save me a lot of time.

What's New:
Bug Fix - Divide by zero & modulus by zero crash bug.
Bug Fix - Kill flag on hitdefs was not reset between rounds.
Bug Fix - 'StateTypeSet' state controller could not set Physics to None.
Bug Fix - Explods created by 'SuperPause' state controller did not 'OnTop' flag set.
Bug Fix - Afterimages.
Bug Fix - 'AnimElem' trigger during a pause.
Bug Fix - Projectiles removing when 'RemoveTime' was set to 1.
Bug Fix - Sliding on entering guard state.
Bug Fix - Physics handling was not frozen during hitshake.
Bug Fix - Parsing error for 'persistent' on state controllers.
Bug Fix - Projectiles did double damage.
Added - 'AssertSpecial' -> 'RoundNotOver'
Added - Combo counter.
Added - Fight Clock.
Added - Power Counter.
Added - Added xnaMugen.ini tag to control length of round. (Game Settings -> RoundLength) (Set to negative number of infinite length.)

For the Next Version:
Bug Fix - 'AnimTime' trigger.
Bug Fix - Jumping helpers did not go into landing state.
Bug Fix - Character could hit themselves.
Bug Fix - Character bind behavior.
Bug Fix - Explod movement when postype = "Back" or "Front".
Bug Fix - Targets were not added to targetlist when hit by projectiles.
Bug Fix - 'ProjContact', 'ProjGuarded' & 'ProjHit' triggers.
Bug Fix - Parsing issue with 'ProjContact', 'ProjGuarded' & 'ProjHit' triggers.
Bug Fix - 'HitVel' trigger.
Bug Fix - 'GetHitVar(VelX)' trigger.
Bug Fix - 'GetHitVar(Damage)' trigger.
Bug Fix - FightEngine elements were being updated twice a tick.
Bug Fix - Character binds lasted for one tick too long.
Bug Fix - Air falling.
Bug Fix - Stage parsing.
Bug Fix - Player constant 'DrawOffset' was not used.
Added - State controller option 'FaceP2'.
Added - 'Explod' state controller option 'VFacing'.
Improvement - Projectile remove behavior.
Improvement - Better error message on missing tags in .cns files.
Improvement - Round time is reset when cheat is used.
Improvement - Better transition to win / lose poses.
Improvement - Added xnaMugen.ini tag to control number of sounds that can be played at the same time. (Game Settings -> SoundChannels)

To Do List (Long Term)
Juggle Checking
Afterimages
Cornerpush
CNS cleaner/combiner helper program.
Sprite/Animation viewer.
Last Edit: March 29, 2009, 01:18:40 pm by FrantzX
Re: Build 23567 (3/24)
#2  March 25, 2009, 03:26:56 am
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YES, YOU KNOW I'M TESTING THIS NOW.

                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Re: Build 23567 (3/24)
#3  March 25, 2009, 03:29:00 am
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Holy crap! This is quite an improvement! I can chain perfectly!

Felicia
  • Sand Splash FX still look like dust... Check the previous thread for screens.
  • For some reason, she can trip the opponent after she's knocked them down with Delta Kick, which should not happen.
  • In a corner (as close as she can be to the opponent and the opponent as close to the corner as possible), performing Delta Kick should not put her behind the opponent.

That's it for now! Who knows if I may find more?
Last Edit: March 25, 2009, 03:32:56 am by Jesuszilla
Re: Build 23567 (3/24)
#4  March 25, 2009, 04:47:12 am
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ABSOLUTELY AMAZING UPDATE. This is just made of pure awesome, I can't believe one guy is doing all of this.

Feedback:

General

- Opponent is still able to use the same palette as P1
- Facep2 in the landing state still doesnt work
FrantzX Edit: FIXED
- Timer should reset to 99 when using full life/power cheat
FrantzX Edit: FIXED
- Still no friction for moving against another char
- A char will be interrupted during any move for time over if they are on the ground, whereas they should really only go into the lose/win states once in state 0. I'm not really sure about this, but it feels like they go into the states too abruptly.
FrantzX Edit: FIXED

Kim

- No ground explod/sound for hitting an aerial opponent with HK Ryuusei Raku. Stateno 1052 Code for the effects is in -2.
FrantzX Edit: FIXED
- Still can't do Hien Zan at all. It's a charge move, but it doesn't work, though strangely Ryuusei Raku I have no problems with. Stateno's 1020-1022 for all of the Hien Zans.

CMD for Hien Zans:
Spoiler, click to toggle visibilty

- Kuusajin doesn't make the opponent fall
FrantzX Edit: FIXED
- The Haki Kyaku of the Team Korea super sends the opponent too high. I use yaccel in the hitdef to slow the opponent down, but it seems it's not taking effect. Stateno 3101
- Afterimages during the Lv. 2 supers (Hou'ou Hiten Shougeki Kyaku & Hou'ou Hiden Kyaku) are still all black. Stateno's 3000 and 3010, repectively. (May be a video card issue)
FrantzX Edit: this won't be fixed until I figure out how the 'PalBright' option effects the 'AfterImage' state controller.

Tron

- Lunch Rush projectiles (the Servbots created after the helpers pass the Chef Servbot) are misaligned (too low)
FrantzX Edit: FIXED
- Lunch Rush hitsounds don't play on every hit
FrantzX Edit: FIXED
- I can trip the opponent forever for an infinite
FrantzX Edit: Juggle checks have been disabled for the time being.

Barns

- Dust afterimages still black (may be a video card problem) Effects.cns
FrantzX Edit: this won't be fixed until I figure out how the 'PalBright' option effects the 'AfterImage' state controller.

Burai

- Using QCF+A against the wall still makes the opponent bounce off the wall twice.

That's all for now. My characters play more and more perfect with every build.

Very cool update. :D

                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Last Edit: March 29, 2009, 09:48:36 am by ~*Ishida-Uryuu*~
Re: Build 23567 (3/24)
#5  March 25, 2009, 05:02:24 am
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Been trying out stages on it, here are two that got xnamugen to crash:

LB2-Yuki-MachiStage by RYO2005
FrantzX Edit: FIXED
FrantzX Edit: Fixing this has revealed bugs with this stage. All the animation elements have a period in the middle, causing parsing errors in xnaMugen. Of course, the terrible WinMugen parser has no problems with that random data. Remove those period in the stage's .def file, and it will work in the next release.
Quote
System.ArgumentNullException: Value cannot be null.
Parameter name: str

CVS2 Training Stage (lo-res) by Caddie
FrantzX Edit: This stage using EXTREMELY large sprites. Most of them are 7680 pixels wide. The video card in my laptop, a GeForce 8400M GS, can handle sprites with a maximum width of 8192 pixels. For the foreseeable future, this stage will only work on computers with very good video cards.
Quote
System.ArgumentException: Texture width or height is larger than the device supports.
Parameter name: width

And the Libra Hangar stage from Gundam Wing: Endless Duel by an author whom I forgot works just fine.

Although Akutagawa's Order-Sol's effects are shown weird. A lot of cosmetic and effect sprites have a blue exterior and the super background is very messy.
FrantzX Edit: Need a link!



Most excellent job so far, FrantzX! Keep up the awesome work!  ;D

EDIT: Forgot to add:
- Order-Sol does multiple hits in one hit when he attacks KFM
- One hit from KFM will stun Order-Sol
FrantzX Edit: FIXED
Last Edit: March 28, 2009, 10:16:34 am by FrantzX
Re: Build 23567 (3/24)
#6  March 25, 2009, 05:24:56 am
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Quote
Sand Splash FX still look like dust... Check the previous thread for screens.
I want this one to have maximum priority so JZ can't post it again  ;P

Checking the second i get home.


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: Build 23567 (3/24)
#7  March 25, 2009, 05:30:43 am
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i use other pc with better parts
and i still have a error mensaje when i try to run it
this appear

Quote
System.Reflection.ReflectionTypeLoadException: No se pueden cargar uno o varios tipos requeridos. Recupere la propiedad LoaderExceptions para obtener más información.
   en System.Reflection.Module.GetTypesInternal(StackCrawlMark& stackMark)
   en System.Reflection.Assembly.GetTypes()
   en xnaMugen.SubSystems.LoadAllSubSystems()
   en xnaMugen.Mugen.Initialize()
   en Microsoft.Xna.Framework.Game.Run()
   en xnaMugen.EntryPoint.Main()

wich are the requeriment for run xnaMugen?
Re: Build 23567 (3/24)
#8  March 25, 2009, 12:59:55 pm
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did you install Microsoft's XNA framework? It comes as a separate download from XNAMugen
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Re: Build 23567 (3/24)
#9  March 26, 2009, 12:21:12 am
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yes, i downloaded and installed
Microsoft XNA Framework Redistributable 3.0
Re: Build 23567 (3/24)
#10  March 26, 2009, 12:32:38 am
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Did you update directX ?
Re: Build 23567 (3/24)
#11  March 26, 2009, 01:34:04 am
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no but my directX version is the 9.0b
who i nedd?
Re: Build 23567 (3/24)
#12  March 26, 2009, 01:54:28 am
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Last Edit: March 26, 2009, 04:40:54 am by FrantzX
Re: Build 23567 (3/24)
#13  March 26, 2009, 04:41:41 am
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no but my directX version is the 9.0b
who i nedd?

You need DirectX 9.0c. Here is were you can download it.

downloading.....
when finish im gonna post the results


EDIT: again when i execute the program i recive a error menssage, now it says i need pixel shader 3.0 and vertex shader 1.1
i thinked in this other computer i test maybe can work, if not work on this one, then is impossible to work in my computer
then again i say bye to this project because i cant run it  :P

Last Edit: March 26, 2009, 05:02:22 am by Juano16
Re: Build 23567 (3/24)
#14  March 26, 2009, 06:41:33 am
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                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Re: Build 23567 (3/24)
#15  March 26, 2009, 02:18:19 pm
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OK, the reason afterimages do not draw correctly is that the 'PalBright' & 'PalContrast' lines of the 'AfterImage' state controller do not do what the documentation states they do. 'PalContrast' seems to tint red no matter what & I have no clue how 'PalBright' affects the resulting color. All the other parts of the state controller follow the documentation. Any help on this?
Re: Build 23567 (3/24)
#16  March 26, 2009, 06:15:10 pm
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Re: Build 23567 (3/24)
#17  March 26, 2009, 07:32:34 pm
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no but my directX version is the 9.0b
who i nedd?

You need DirectX 9.0c. Here is were you can download it.

downloading.....
when finish im gonna post the results


EDIT: again when i execute the program i recive a error menssage, now it says i need pixel shader 3.0 and vertex shader 1.1
i thinked in this other computer i test maybe can work, if not work on this one, then is impossible to work in my computer
then again i say bye to this project because i cant run it  :P
DX9c requires shader 3.0. :P http://en.wikipedia.org/wiki/Comparison_of_Nvidia_graphics_processing_units#DirectX_version_note


Many people risk their lives everyday by having Mugen.
Re: Build 23567 (3/24)
#18  March 26, 2009, 10:49:22 pm
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FrantzX: As far as the current version goes, what's left to implement and what are the things that you find yourself less-wanting to code ?

I am asking for a more general answer not something too specific or detailed.
Re: Build 23567 (3/24)
#19  March 29, 2009, 06:29:27 am
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Hey, FrantzX, don't forget to add "Cornerpush that makes sense" to the longterm To Do List. :P

                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Re: Build 23567 (3/24)
#20  March 29, 2009, 06:45:12 am
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Quote
FrantzX Edit: this won'y be fixed until I figure out how the 'PalBright' option effects the 'AfterImage' state controller.
Docs say (and i'm sure you've read this)
Quote
These parameters determine palette effects to be applied to all afterimages. First the color level is adjusted according to the palcolor value, then if invertall is non-zero the colors are inverted. Afterwards, the palbright components are added to the corresponding component of the player's palette, then each component is multiplied by the corresponding palcontrast component divided by 256, then the palpostbright components are added to the result. The value of palcolor ranges from 0 (greyscale) to 256 (normal color). For instance, if the red component of the character's palette is denoted pal_r, then the red component of the afterimage palette is given by (pal_r+add_r)*mul_r/256 + add2_r, assuming palcolor and palinvert are left at their default values. Valid values are 0-256 for palcolor, 0-255 for palbright and palpostbright components, and any non-negative integer for palcontrast components. The defaults are:
So, palcolor>palbright>palcontrast>palpostbright=First image. Second image>all that+paladd and palmul. Third image = second image+paladd+palmul again. Oddly enough, although i understand that's what happens, i still take hours tweaking the fucking things for something that looks normal.

For the record you CAN make afterimages discolour horribly on the 6-7th image in mugen. If you get that effect at any point in you making up code to test, it's probably working right  ;P


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: Build 23567 (3/24)
#21  March 29, 2009, 07:25:28 am
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The documentation is nice and all, but it doesn't help when what the documentation says should happen and what actually happens doesn't match. All afterimage behavior in xnaMugen follows the documentation nearly perfectly.
Re: Build 23567 (3/24)
#22  March 29, 2009, 07:44:03 am
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Hmph. You're doing a bloody good job showing how much of mugen is broken.

I know you wish to replicate mugens behaviour so obviously you're going to be replicating the brokenness. In some ways i'd prefer people to have to fix their characters so what happens in game is accurate to what the docs say should happen. Rather than XNA replicating the buggy stuff.


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: Build 23567 (3/24)
#23  March 29, 2009, 07:49:46 am
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^ Agreed.

I've had no problems fixing my characters to be more compatible with XNAMugen so far.

                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Re: Build 23567 (3/24)
#24  March 29, 2009, 10:26:08 pm
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IIRC, the PalFX parameters are buggy in mugen. The R component doesn't work as it should be.
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Re: Build 23567 (3/24)
#25  March 30, 2009, 04:33:20 am
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IIRC, the PalFX parameters are buggy in mugen. The R component doesn't work as it should be.

This is awesome information. Is there a list of bugs and quirks of the MUGEN engine somewhere? It would save me a lot of time.
Re: Build 23567 (3/24)
#26  March 30, 2009, 04:38:18 am
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Re: Build 23567 (3/24)
#27  March 30, 2009, 10:18:53 pm
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Back to the PalFX controller and how broken is it. According to the mugen docs, PalFX works this way:

Quote
  add = add_r, add_g, add_b (int)
  mul = mul_r, mul_g, mul_b (int)

    Each add component is added to the appropriate component of the
    player's palette, and the result is multiplied by the appropriate
    mul component divided by 256. For instance, if pal_r is the
    red component of the character's original palette, then the new
    red component is (pal_r + add_r)*mul_r/256. The values for mul
    must be >= 0.

    The defaults for these parameters are for no change:
    add = 0,0,0
    mul = 256,256,256

That means for a given color spot of (246,238,230), we could plan the following scenarios:

Scenario 1
    add = 0,0,0
    mul = 256,256,256
(246 + 0)*256/256
(238 + 0)*256/256
(230 + 0)*256/256

Mathematical result: 246,238,230
Actual mugen result: 246,238,230
Works perfect!

Scenario 2
    add = 0,0,0
    mul = 0,0,0
(246 + 0)*0/256
(238 + 0)*0/256
(230 + 0)*0/256

Mathematical result: 0,0,0
Actual mugen result: 0,0,0
Works perfect!

Scenario 3
    add = 0,0,0
    mul = 80,80,80
(246 + 0)*80/256
(238 + 0)*80/256
(230 + 0)*80/256

Mathematical result: 76.875, 74.375, 71.875
Actual mugen result: 74,73,74
WTF!!! G component which was greater than B result in a lower number. R and B result in the same number yet the original colors were completely different.


Scenario 4
    add = 0,0,0
    mul = 128,128,128
(246 + 0)*128/256
(238 + 0)*128/256
(230 + 0)*128/256

Mathematical result: 123,119,115
Actual mugen result: 123,117,115
WTF!!! G component gives a different result.

Scenario 5
    add = 128,128,128
    mul = 128,128,128
(246 + 128)*128/256
(238 + 128)*128/256
(230 + 128)*128/256

Mathematical result: 187,183,179
Actual mugen result: 189,182,181
WTF!!! Almost there, but still resulting numbers don't make much sense

Ok, now suppose our starting color is pure white (255,255,255) and you apply Scenario 5:
Scenario 5b
    add = 128,128,128
    mul = 128,128,128
(255 + 128)*128/256
(255 + 128)*128/256
(255 + 128)*128/256

Mathematical result: 191.5, 191.5, 191.5
Actual mugen result: 189,190,189
WTF!!! Please someone explain this to me...

And this is only taking into account the add and mul parameters, you can guess how wrong the whole thing can result if you even add the rest of parameters such as sinadd or color
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Last Edit: March 30, 2009, 10:23:10 pm by XGargoyle
Re: Build 23567 (3/24)
#28  March 31, 2009, 11:08:05 am
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This. This is the exact problem I'm facing with both the PalFx family of state controllers & AfterImage.
Re: Build 23567 (3/24)
#29  March 31, 2009, 05:47:05 pm
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I guess the general consensus is to ignore how mugen does it and do it as the docs say it should work.

A small bug I found while testing my stuff.

triggerall = comamnd = "y"  && command = "b"

is not triggering for some reason, that trigger won't work in dos mugen, but it works properly in winmugen.
Re: Build 23567 (3/24)
#30  March 31, 2009, 08:43:54 pm
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Re: Build 23567 (3/24)
#31  March 31, 2009, 10:22:05 pm
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oh, sorry, that's a typo, the triggers are properly typed in the cmd files.