The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, 1.0+ => Topic started by: Shiyo Kakuge on June 18, 2014, 05:46:41 pm

Title: add004basic
Post by: Shiyo Kakuge on June 18, 2014, 05:46:41 pm

- download (onedrive > up_add4)
 https://1drv.ms/f/s!AvrwHhuml8LRggcevTFyIRMXhRU6


(https://hj8i6a.blu.livefilestore.com/y4mWXt2xBh1M3QBpBzFxbmb2C1kamSyVes1QK6kep3xCHdQD-eacHN3VsPory4rLILKrBNtnCsakhDsLnT2rmjbkw2k-AaBjQxmZxhOqLvc7v8jDzDM9K20OephsNYcdwvvWNqfuVKVZ-ZIcS0RcmSTiAqfS-cIGLKolopXmxwWndDNwhvQMd2QEFIL_yC2MgLffsuQcyqbrlqrk_XtLPkoeQ)

(https://hj8plw.by3302.livefilestore.com/y4mAzQtQgnfmuN-Y91bzDDhbFBcLdqAZGtFSVHzPBkkDyqwBVT5m2U8CV7V09eQaXMHXDnzw8rnkq-cT5S7OtxqHPLqHRXo10OIpTCGWCqzSqV-y4mViZTrQ892B_EmzQ1MJApACqybwkBdN0CZ3JdYsPEKwpxp51rC2OUmLjZAIZ_azEBcLe63EMb1FoZ6xsXJRflRyqymzTPMycKnxSao2A)

- download (onedrive > up_add4)
 https://1drv.ms/f/s!AvrwHhuml8LRggcevTFyIRMXhRU6

- preview
 http://youtu.be/qywbGoVs3gs


Title: Re: add004basic
Post by: Orochi Gill on June 18, 2014, 05:56:42 pm
Please, allow me to fix that embed for you. :)
Spoiler, click to toggle visibilty

There is a youtube tag but since there's no button for it, I understand you not knowing about it.
Title: Re: add004basic
Post by: Gladiacloud on June 18, 2014, 10:02:40 pm
How can I choose the special attack for the assist?

EDIT: Solved. :)
Title: Re: add004basic
Post by: PRØJECT.13 on June 18, 2014, 10:40:25 pm
Two things I wanna say here.

1 - Rare footage of a hype Kung Fu Man Mirror Match.
2 - Why are the best lifebars never on 1.0? D:
Title: Re: add004basic
Post by: Red Comet Tyson on June 18, 2014, 11:13:21 pm
Two things I wanna say here.

1 - Rare footage of a hype Kung Fu Man Mirror Match.
2 - Why are the best lifebars never on 1.0? D:
alpha masking
Title: Re: add004basic
Post by: Dissidia on June 18, 2014, 11:31:50 pm
These lifebars are just edits of the other lifebars that are quite common in compilation games, unless I'm mistaken it's the same author. Either way,  these look nice with the new features.
Title: Re: add004basic
Post by: eliott on June 19, 2014, 01:28:46 am
Great and thx...but got a prob....your tag system only works with team coop or survival coop....However you're choosing first, second or third tag mode...strange. even on vs mode no way to get the tag to work, unless you choose coop vs or team coop....

but thx for now...if someone manage to get those modes to work fine just let me know...and how...

bye
Title: Re: add004basic
Post by: 【MFG】gui0007 on June 21, 2014, 07:02:43 pm
Glad you're back bro! Awesome update! :D
Title: Re: add004basic
Post by: McDucky Potatoes on June 22, 2014, 07:27:48 am
Awesome Lifebars!
but I'm sorry, how do you show the inputs just like in the video?
Title: Re: add004basic
Post by: Gladiacloud on June 22, 2014, 09:13:34 am
How can I change the screenpack? I would like to use other screenpacks with these lifebars
Title: Re: add004basic
Post by: Zerobruno on June 24, 2014, 08:24:39 am
DUDE! those lifebars are freaking awesome,and even more when custom ports are added to the mix,thank you sir for such fine lifebars,these are now my main
(http://imageshack.com/a/img822/4915/z2b1.png)

if anyone want the template and files for custom ports just let me know,i'll be happy to share
See ya!
Title: Re: add004basic
Post by: xcheatdeath on June 24, 2014, 06:55:12 pm
^ yo i'd love that please :)
Title: Re: add004basic
Post by: Gladiacloud on June 27, 2014, 08:58:54 am
Is there a way to rip the tag system and paste it at normal mugen?
Title: Re: add004basic
Post by: sluigi123 on June 27, 2014, 05:31:15 pm
DUDE! those lifebars are freaking awesome,and even more when custom ports are added to the mix,thank you sir for such fine lifebars,these are now my main
(http://imageshack.com/a/img822/4915/z2b1.png)

if anyone want the template and files for custom ports just let me know,i'll be happy to share
See ya!

Please do so! Everyone will love ya if you do!
Title: Re: add004basic
Post by: Zerobruno on June 28, 2014, 04:13:30 am
DUDE! those lifebars are freaking awesome,and even more when custom ports are added to the mix,thank you sir for such fine lifebars,these are now my main
(http://imageshack.com/a/img822/4915/z2b1.png)

if anyone want the template and files for custom ports just let me know,i'll be happy to share
See ya!

Please do so! Everyone will love ya if you do!

check out the forums mah dude,i already posted the patch but here you have it:
http://mugenguild.com/forum/topics/add004basic-custom-ports-patch-160411.0.html (http://mugenguild.com/forum/topics/add004basic-custom-ports-patch-160411.0.html)
Title: Re: add004basic
Post by: Deadface on June 28, 2014, 04:14:05 am
Tatsu, you never cease to amaze me.
Incredible work as always!
Title: Re: add004basic
Post by: --WhiteAngel-- on July 08, 2014, 03:59:12 pm
Sweet  :D ...

The font in this lifebar remind me of this screenpack:

(http://www.geocities.jp/hdn8xer101/osusume/WS001.JPG)
Title: Re: add004basic
Post by: Deadface on July 08, 2014, 05:32:13 pm
That's because he made that screenpack a long time ago.
Title: Re: add004basic
Post by: sluigi123 on July 10, 2014, 03:49:24 am
In my opinion, there should be a tutorial about this lifebar set talking about these listed below:

- How to properly put this inside your character files.
- How to remove tag-team mode, for those who don't want it in.
- What each piece of code that is being used for this works, including the variables that wasn't being used in the first place.
- Other tutorials that aren't listed as of yet.

I know there are people out there that probably have no clue on how to do any of this. I'd like to go make these tutorials myself, but I'm too busy working on my other project, which takes up most of my free-time.
Title: Re: add004basic
Post by: Megabyt2k2 on July 10, 2014, 07:06:09 am
In my opinion, there should be a tutorial about this lifebar set talking about these listed below:

- How to properly put this inside your character files.
- How to remove tag-team mode, for those who don't want it in.
- How to What each piece of code works, including the variables that wasn't being used in the first place.
- Other tutorials that aren't listed as of yet.

I know there are people out there that probably have no clue on how to do any of this. I'd like to go make these tutorials myself, but I'm too busy working on my other project, which takes up most of my free-time.

^ This. I've been trying to figure this out myslef...even looked on Youtube to see if anyone had posted a tutorial video on it with no luck. Any assistance with this would help. To be fair and honest I have NOT looked in the Help and Config section of the forum yet to see if this has been posted there yet.
Title: Re: add004basic
Post by: yaret on July 10, 2014, 02:42:12 pm
I put the files in add004 inside Mugen Data, and System.def system.sff in Mugen1 inside Data folder and copied Common1.cns inside Data folder everything is ok. but I can´t do tagsystem only the machine can do it I press each bottom but not working for me, anyhelp???

Im kfm woman but I can´t chance my character into battle, I can´t call my character too :S but the machine can do it as you can see in this picture anyhelp???
(http://s2.subirimagenes.com/privadas/previo/thump_2218290mugen.jpg) (http://www.subirimagenes.com/privadas-mugen-2218290.html)
Title: Re: add004basic
Post by: eliott on July 10, 2014, 06:08:11 pm
I put the files in add004 inside Mugen Data, and System.def system.sff in Mugen1 inside Data folder and copied Common1.cns inside Data folder everything is ok. but I can´t do tagsystem only the machine can do it I press each bottom but not working for me, anyhelp???

Im kfm woman but I can´t chance my character into battle, I can´t call my character too :S but the machine can do it as you can see in this picture anyhelp???
(http://s2.subirimagenes.com/privadas/previo/thump_2218290mugen.jpg) (http://www.subirimagenes.com/privadas-mugen-2218290.html)

Yaret my friend,

just read what i 've said about a week before:

no way to get the tag working even if you're choosing first, second or third tag mode...strange. even on vs mode no way to get the tag to work, unless you choose coop vs or team coop.... and then it is working.


or as you've said only Ai can do that...and even if you succeed in doing your Tag change...your character will be controlled by comp...so...strange.

but it's working perfectly with coop mode ...for example with survival coop or versus coop...well hope you'll managed now to get it to work ???

 :toff:


Title: Re: add004basic
Post by: ALXVE on July 11, 2014, 01:24:49 am
the char assistant not moving, please help me
ESPAÑOL: El char asistente no se mueve, alguien me puede ayudar porfavor
(http://i39.servimg.com/u/f39/16/89/20/76/mugen010.png)
Title: Re: add004basic_2140714
Post by: Looney Tooney on July 18, 2014, 01:45:44 am
solution to how to get the lifebars shown for people who don't know
http://mugenguild.com/forum/topics/solution-add0004basic-people-who-dont-know-how--160950.msg1992764.html#new
Title: Re: add004basic_2140714
Post by: two4teezee on July 19, 2014, 09:17:25 am
My mind is blown. Thanks for sharing this with us... I perused the 13,000-line (!!!) common1.cns to get a basic understanding of what you're doing here. It reminds me a lot of what Kamek and Messatsu had shared with me for brokenMugen... but this is next level. I'll try to incorporate some of this stuff in my development of brokenMugen v1.1. Thanks again!
Title: Re: add004basic_2140714
Post by: Gladiacloud on July 19, 2014, 07:19:48 pm
I would like that the "cpu AI" works on watch mode too (no score system), like the previous version.
Title: Re: add004basic_2140714
Post by: LeoPort91 on July 21, 2014, 07:19:16 pm
Excellent work amigo, i like it :D

is there any way around this?
(http://i39.servimg.com/u/f39/18/80/25/89/jkj10.png)
gives me error ,and some more chars


sorry forr my ignorance and my English  :P
Title: Re: add004basic_2140714
Post by: Memo on July 24, 2014, 12:24:45 am
are they for 640,480 resolution? please be so..
Title: Re: add004basic_2140714
Post by: ArtistofLegacy on July 24, 2014, 02:14:35 am
It seems you can use them for 640 or 1280. They work for both.
Title: Re: add004basic_2140714
Post by: two4teezee on July 24, 2014, 03:46:38 am
Tatsu, I noticed something. Fido's "_mx" chars become broken by the patcher. The groove select no longer works. Tukemon's Garou chars also become broken.

ianb3000 managed to find a workaround by using an old patcher first, then the new one.

Could you possibly release a new patcher that works properly with Fido's characters (for example).
Title: Re: add004basic_2140714
Post by: Mugenman2 on August 16, 2014, 06:04:16 pm
Tag system not working
Title: Re: add004basic_2140714
Post by: Boryema on August 18, 2014, 06:52:51 pm
can't seem to get this to work for 640,480
anyone help with this??
Title: Re: add004basic_2140714
Post by: Flowrellik on August 19, 2014, 06:55:21 am
same can be said for my end as well.
Spoiler, click to toggle visibilty
in the spoilers its the problem posted. Mugen 1.1, mugenmatch2 complete sp. 640 x 480
Title: Re: add004basic_2140714
Post by: AlexSin on August 19, 2014, 01:35:12 pm
data/..\mm2/system.def

Try to change that to /.
Title: Re: add004basic_2140714
Post by: Boryema on August 19, 2014, 04:31:59 pm
same can be said for my end as well.
Spoiler, click to toggle visibilty
in the spoilers its the problem posted. Mugen 1.1, mugenmatch2 complete sp. 640 x 480

data/..\mm2/system.def

Try to change that to /.

I don't have this exact problem, the lifeboats load up it's just their HUGE and I can only see player 1's life bar which is covering most of the screen in 640
Title: Re: add004basic_2140714
Post by: Flowrellik on August 19, 2014, 05:47:25 pm
I did that. thing is I still get the same error.

Can't open data/..\mm2_svc/system.def
Error loading system data: data/..\mm2_svc/system.def
Its like the very patch just loads that \ automatically
Title: Re: add004basic_2140714
Post by: Boryema on August 19, 2014, 05:54:48 pm
I did that. thing is I still get the same error.

Can't open data/..\mm2_svc/system.def
Error loading system data: data/..\mm2_svc/system.def
Its like the very patch just loads that \ automatically

move your mm2 and batch files to the same place your mugen.exe is
see if that'll work
Title: Re: add004basic_2140714
Post by: Flowrellik on August 19, 2014, 05:56:36 pm
Doesnt work :C
seriously I feel like a complete idiot here.
EDIT: It works, however it shows everything like its 1280 X 720 in a 640,480 size + the motif is mugen 1.1 standard.
Title: Re: add004basic_2140714
Post by: Boryema on August 19, 2014, 06:45:42 pm
Doesnt work :C
seriously I feel like a complete idiot here.
EDIT: It works, however it shows everything like its 1280 X 720 in a 640,480 size + the motif is mugen 1.1 standard.

I can use it with just about every screenpack that is 1280x720 and then change the dimensions to 640x480 but if I were to use a screenpack that was 640x480 it won't work
Title: Re: add004basic_2140714
Post by: asafp151 on August 19, 2014, 09:13:23 pm
can someone help me i want to combine a neon screenpack by rokksoftware or any screenpack with the add004 mm2 screenpack (just the life bars and the announcer i just like the life bars and such but i want to combine it with a diffrent screenpack) any one has an idea
Title: Re: add004basic_2140714
Post by: Flowrellik on August 19, 2014, 11:06:00 pm
OK!
I managed to fix everything up for the add004 so far.
now I want to ask: How to incorporate said lifebars for the mugen motif? It seems like no matter what happens, only mugen 1.1 motif shows up and not the game motif (like its a separate engine).
I use Mugen match 2 as a test seeing how the lifebars sorta fit it. and yes its mugen 1.1 converted.
Title: Re: add004basic_2140714
Post by: Zerobruno on August 20, 2014, 01:24:42 am
OK!
I managed to fix everything up for the add004 so far.
now I want to ask: How to incorporate said lifebars for the mugen motif? It seems like no matter what happens, only mugen 1.1 motif shows up and not the game motif (like its a separate engine).
I use Mugen match 2 as a test seeing how the lifebars sorta fit it. and yes its mugen 1.1 converted.

just grab the system.def and system.sff files and put them into the mm2 folder and that's about it,also don't forget to correct the paths of the files inside the system.def so you can use it with any screenpack
Title: Re: add004basic_2140714
Post by: Flowrellik on August 20, 2014, 01:35:20 am
OOOOH OK!
Thank you very much ^^
now all thats left is getting everything in check and I can be set to go.
Not sure why Tatsu made the files as batch but I can deal with it.
EDIT: OK Files are there but the fight.def is...Big.
can you add localcoord to the fight.def?
Title: Re: add004basic_2140714
Post by: Zerobruno on August 20, 2014, 01:36:31 am
OOOOH OK!
Thank you very much ^^
now all thats left is getting everything in check and I can be set to go.
Not sure why Tatsu made the files as batch but I can deal with it.

cool dude,glad i could help
Title: Re: add004basic_2140714
Post by: Flowrellik on August 20, 2014, 01:42:40 am
think u can help with this?
(http://i1012.photobucket.com/albums/af249/flowrellik/meh_zps5378ac29.png) (http://s1012.photobucket.com/user/flowrellik/media/meh_zps5378ac29.png.html)
Title: Re: add004basic_2140714
Post by: 2Dee4ever on August 20, 2014, 02:02:56 am
think u can help with this?
(http://i1012.photobucket.com/albums/af249/flowrellik/meh_zps5378ac29.png) (http://s1012.photobucket.com/user/flowrellik/media/meh_zps5378ac29.png.html)


I had to change it to a screen pack that was 1280x720 I couldn't find a fix for it ;/
What I came to add was if anyone has any problems with errors for characters specifically I found a fix. You are bound to run into this error using the patcher.

You just have to paste this at the top of their air file and it should work

 ;#ADD004BASIC PIEs#

;---------
[begin action 909002]
9000,5,5,5,-1
;---------
Title: Re: add004basic_2140714
Post by: Flowrellik on August 20, 2014, 02:07:55 am
so theres no fix for this besides new lifebars :C
Title: Re: add004basic_2140714
Post by: Zerobruno on August 20, 2014, 02:09:58 am
think u can help with this?
(http://i1012.photobucket.com/albums/af249/flowrellik/meh_zps5378ac29.png) (http://s1012.photobucket.com/user/flowrellik/media/meh_zps5378ac29.png.html)

you are trying to use the bars with a 640 x 480 resolution sp right?
i am trying to find a way to propperly use the bars with brokenmugen,so when i find the solution,i'll let you know
Title: Re: add004basic_2140714
Post by: Flowrellik on August 20, 2014, 02:15:03 am
thank you very much.
I gotta say despite all this, Im very happy I can have a tag based mugen :)
Title: Re: add004basic_2140714
Post by: Zerobruno on August 20, 2014, 02:31:24 am
thank you very much.
I gotta say despite all this, Im very happy I can have a tag based mugen :)

Here:
(https://imagizer.imageshack.us/v2/640x480q50/905/gqrwGp.png)
i still have to fix the fonts,but it's a good start
Title: Re: add004basic_2140714
Post by: Flowrellik on August 20, 2014, 02:37:14 am
O_O that is an amazing start!
Title: Re: add004basic_2140714
Post by: Zerobruno on August 20, 2014, 02:44:21 am
O_O that is an amazing start!

almost there,just gotta fix some fonts and i'll give you the patch,would you like custom ports as well?
Title: Re: add004basic_2140714
Post by: Flowrellik on August 20, 2014, 02:44:57 am
Ports im ok with but thank you though :)
Title: Re: add004basic_2140714
Post by: Zerobruno on August 20, 2014, 02:56:10 am
Ports im ok with but thank you though :)

10-4 mah dude,just a few more minutes and i'm done,just gotta test it with others sp to be sure
Title: Re: add004basic_2140714
Post by: Flowrellik on August 20, 2014, 02:57:28 am
Will this work out with the svc and bs lifebars as well or no?
Title: Re: add004basic_2140714
Post by: Zerobruno on August 20, 2014, 03:05:30 am
Will this work out with the svc and bs lifebars as well or no?

i don't get it you,please explain
Title: Re: add004basic_2140714
Post by: Flowrellik on August 20, 2014, 03:09:32 am
alongside the standard links he also made alternative lifebars, one svc chaos and another custom made.
Title: Re: add004basic_2140714
Post by: Zerobruno on August 20, 2014, 03:18:54 am
alongside the standard links he also made alternative lifebars, one svc chaos and another custom made.

oh that! sorry I thought you mean screenpacks,this one is for the basic one,the svc and bs are coming later on,but for the moment it's only the basic one
Title: Re: add004basic_2140714
Post by: Flowrellik on August 20, 2014, 03:24:54 am
patience is key dens :)
best of luck to you bud!
Title: Re: add004basic_2140714
Post by: Zerobruno on August 20, 2014, 03:49:33 am
patience is key dens :)
best of luck to you bud!

Done,tell me what do you think? it works with all 640x480 SPs
(https://imagizer.imageshack.us/v2/640x480q50/661/bN7SLU.png)
Title: Re: add004basic_2140714
Post by: Boryema on August 20, 2014, 04:12:26 am
patience is key dens :)
best of luck to you bud!

Done,tell me what do you think? it works with all 640x480 SPs
(https://imagizer.imageshack.us/v2/640x480q50/661/bN7SLU.png)

is there a link for this???
Title: Re: add004basic_2140714
Post by: Zerobruno on August 20, 2014, 04:25:43 am
patience is key dens :)
best of luck to you bud!

Done,tell me what do you think? it works with all 640x480 SPs
(https://imagizer.imageshack.us/v2/640x480q50/661/bN7SLU.png)

is there a link for this???

not yet,i gotta fix some things,but i think that in maybe 15 minutes i'm gonna finish it
Title: Re: add004basic_2140714
Post by: Boryema on August 20, 2014, 04:26:31 am
patience is key dens :)
best of luck to you bud!

Done,tell me what do you think? it works with all 640x480 SPs
(https://imagizer.imageshack.us/v2/640x480q50/661/bN7SLU.png)

is there a link for this???

not yet,i gotta fix some things,but i think that in maybe 15 minutes i'm gonna finish it

take your time bro, take your time. this is gonna be awesome!!!
Title: Re: add004basic_2140714
Post by: Flowrellik on August 20, 2014, 04:29:38 am
:D I LOVE IT!
Send it over :3
Title: Re: add004basic_2140714
Post by: Zerobruno on August 20, 2014, 05:08:26 am
:D I LOVE IT!
Send it over :3

here:
http://mugenguild.com/forum/topics/add004basic-640x480-patch-161748.new.html#new (http://mugenguild.com/forum/topics/add004basic-640x480-patch-161748.new.html#new)
Title: Re: add004basic_2140714
Post by: Boryema on August 20, 2014, 03:15:41 pm
:D I LOVE IT!
Send it over :3

here:
http://mugenguild.com/forum/topics/add004basic-640x480-patch-161748.new.html#new (http://mugenguild.com/forum/topics/add004basic-640x480-patch-161748.new.html#new)

YES YESSS YEEESSSS (m.bison voice)
Title: Re: add004basic_2140714
Post by: Flowrellik on August 20, 2014, 10:18:24 pm
MAJOR ERROR Charwise.
Victory's Sean apparently does not work with the add004basic patching. crashes on fightstart.
Error in spoilers.
Spoiler, click to toggle visibilty

Currently making a list of characters that have something similar. whats listed below is what I found.
ALL of Victorys's works.
Ibuki By Farengeit
Title: Re: add004basic_2140714
Post by: Boryema on August 21, 2014, 12:51:20 am
MAJOR ERROR Charwise.
Victory's Sean apparently does not work with the add004basic patching. crashes on fightstart.
Error in spoilers.
Spoiler, click to toggle visibilty

Currently making a list of characters that have something similar. whats listed below is what I found.
ALL of Victorys's works.
Ibuki By Farengeit



did you try the aircleaner on these characters??
Title: Re: add004basic_2140714
Post by: Flowrellik on August 21, 2014, 01:18:45 am
not yet I havent. I'll see if that can help first.
EDIT: Still the same error :C
Title: Re: add004basic_2140714
Post by: 2Dee4ever on August 21, 2014, 05:58:09 am
not yet I havent. I'll see if that can help first.
EDIT: Still the same error :C

 ;#ADD004BASIC PIEs#

;---------
[begin action 909002]
9000,5,5,5,-1
;---------

Manually open their air file in notepad and paste this over the top or just make sure the semi colons are where they are supposed to be easy fix. When you use the patcher it just word wraps sometimes for certain characters just clean it in notepad.
Title: Re: add004basic_2140714
Post by: Flowrellik on August 21, 2014, 06:25:57 am
AHHH OK!
Btw theres also this too I found out.
 ;#ADD004BASIC PIEs#

;---------
[begin action 909002]
9000,0,0,0,-1
;---------
thats incase you want stock portraits.
Thank you kindly :)
Title: Re: add004basic_2140714
Post by: GENOCIDE CUTTAH XIV on August 22, 2014, 06:07:50 am
(http://i.imgur.com/I59hk69.png)
Please tell me im not the only one this happens to.
I copied and pasted the system files and the common files in the Data folder
Then i took the add004 folder and put it in the Data folder.
After that i went and opened Mugen.cfg file and changed the motif to Data/System.def and what you see above is the result.
I can't tag it looks like a normal simul game. what did i do wrong? please anyone whoever you are help me!
Title: Re: add004basic_2140714
Post by: Flowrellik on August 22, 2014, 06:10:20 am
did u play the batch files and not the mugen exe?
Title: Re: add004basic_2140714
Post by: GENOCIDE CUTTAH XIV on August 22, 2014, 06:16:35 am
did u play the batch files and not the mugen exe?


That what happen when i try mugen exe cause when i try them bach files its shows an error saying it can't open data/...\mm2\system.def even tho i put the whole mm2 folder in data.
Title: Re: add004basic_2140714
Post by: GENOCIDE CUTTAH XIV on August 22, 2014, 06:26:42 am
This is the full error
Spoiler, click to toggle visibilty
Title: Re: add004basic_2140714
Post by: Zerobruno on August 22, 2014, 11:01:59 am
This is the full error
Spoiler, click to toggle visibilty

mnnn...tell me,are you putting ALL of the files inside the data folder?
Title: Re: add004basic_2140714
Post by: GENOCIDE CUTTAH XIV on August 22, 2014, 03:32:44 pm
Yes i did put all files inside data still the same error.
The only files i didn't put inside data are the batch files
Title: Re: add004basic_2140714
Post by: Boryema on August 22, 2014, 04:16:06 pm
Yes i did put all files inside data still the same error.
The only files i didn't put inside data are the batch files

everything should be in the same place as your mugen exe
Title: Re: add004basic_2140714
Post by: Zerobruno on August 22, 2014, 07:06:04 pm
Yes i did put all files inside data still the same error.
The only files i didn't put inside data are the batch files

that's your problem,ALL the files of the lifebar go outside the data folder,they go with the mugen.exe,no wonder it does not work for you
Title: Re: add004basic_2140714
Post by: yaret on August 22, 2014, 07:13:00 pm
(http://i.imgur.com/I59hk69.png)
Please tell me im not the only one this happens to.
I copied and pasted the system files and the common files in the Data folder
Then i took the add004 folder and put it in the Data folder.
After that i went and opened Mugen.cfg file and changed the motif to Data/System.def and what you see above is the result.
I can't tag it looks like a normal simul game. what did i do wrong? please anyone whoever you are help me!

The problem is you are putting the wrong common1 there're 3 common1 try them out.
Try this one working for me https://www.mediafire.com/?5ddi39celct72dp
Title: Re: add004basic_2140714
Post by: Boryema on August 22, 2014, 09:00:54 pm
also when you go to play your mugen game don't click on the mugen exe just click on one of the batt files

mod_mm2
mod_mm2_p1
etc........doing this has worked for me, give it a try and see what happens
Title: Re: add004basic_2140714
Post by: Flowrellik on August 22, 2014, 09:10:46 pm
hes got a point.
just remember this listing ok?
if you do the mod_mm2_tag_vs batch, thats for 1p vs 2p complete control, mod_mm2_tag_1p is for full control on 1p side, and mod_mm2_tag_2p is for full control on 2p side. In short: vs = both sides have playable partners, 1p has playable 3p partner, and 2p has playable 4p partner.
Title: Re: add004basic_2140714
Post by: Zerobruno on August 22, 2014, 09:27:58 pm
just passing by to show this

(https://imagizer.imageshack.us/v2/481x361q90/539/w0kaGX.png)

now to work on the bs ver.patch
Title: Re: add004basic_2140714
Post by: GENOCIDE CUTTAH XIV on August 23, 2014, 08:54:40 am
also when you go to play your mugen game don't click on the mugen exe just click on one of the batt files

mod_mm2
mod_mm2_p1
etc........doing this has worked for me, give it a try and see what happens

I got it to work for some Ryo2005 characters but most of them started cloning themselves also Devinewolf and Raajaboy's characters dont work with this. So the ONLY characters that works normally with this are KFM...
I think im just gonna give up here. Thanks for the help guys
Title: Re: add004basic_2140714
Post by: 2Dee4ever on August 23, 2014, 10:37:39 am
also when you go to play your mugen game don't click on the mugen exe just click on one of the batt files

mod_mm2
mod_mm2_p1
etc........doing this has worked for me, give it a try and see what happens

I got it to work for some Ryo2005 characters but most of them started cloning themselves also Devinewolf and Raajaboy's characters dont work with this. So the ONLY characters that works normally with this are KFM...
I think im just gonna give up here. Thanks for the help guys

What characters specifically do you need? I have the entire pots,divine,infinite roster working with this

To go more in depth to get those batches to work pretty much put the contents of your data folder into the mm2 folder(it varies with which SP) that's how I got it to work. As for the characters themselves you'd have to tell me what you are seeing. I already posted the most common fix for those characters.
Title: Re: add004basic_2140714
Post by: Boryema on August 23, 2014, 01:53:48 pm
also when you go to play your mugen game don't click on the mugen exe just click on one of the batt files

mod_mm2
mod_mm2_p1
etc........doing this has worked for me, give it a try and see what happens

I got it to work for some Ryo2005 characters but most of them started cloning themselves also Devinewolf and Raajaboy's characters dont work with this. So the ONLY characters that works normally with this are KFM...
I think im just gonna give up here. Thanks for the help guys

What characters specifically do you need? I have the entire pots,divine,infinite roster working with this

To go more in depth to get those batches to work pretty much put the contents of your data folder into the mm2 folder(it varies with which SP) that's how I got it to work. As for the characters themselves you'd have to tell me what you are seeing. I already posted the most common fix for those characters.

Make sure the characters you're using are either for mugen version 1.0 or 1.1 anything below won't work properly

Title: Re: add004basic_2140714
Post by: dafamily on August 23, 2014, 08:37:26 pm
for me Infinite Guile isn't working, the whole hud is screwed up:

(http://i143.photobucket.com/albums/r159/dafamily_album/mugen000-2.png) (http://s143.photobucket.com/user/dafamily_album/media/mugen000-2.png.html)

Yet his other characters I tried so far are fine.  Anybody know how to fix this??
Title: Re: add004basic_2140714
Post by: Boryema on August 23, 2014, 09:34:01 pm
for me Infinite Guile isn't working, the whole hud is screwed up:

(http://i143.photobucket.com/albums/r159/dafamily_album/mugen000-2.png) (http://s143.photobucket.com/user/dafamily_album/media/mugen000-2.png.html)

Yet his other characters I tried so far are fine.  Anybody know how to fix this??

open up your add004pie and then find guile's def file and change it from there
i've had this problem with most of infinites characters as well and figured it out that way

btw which version of the lifebars are you using, the regular for 1080x720 or patched for 640x480???
Title: Re: add004basic_2140714
Post by: Key2Lite on August 23, 2014, 10:49:57 pm
Could someone help me and tell me how I can change the assist attack? I can't seem to fully understand.
Title: Re: add004basic_2140714
Post by: yaret on August 24, 2014, 01:48:11 am
This lifebars is so beautifull but it needs to fix somethings, for example the letter on the lifebars sometimes  the characters name doesn't show well if it the character has a big name.
Title: Re: add004basic_2140714
Post by: dafamily on August 24, 2014, 02:31:34 am
for me Infinite Guile isn't working, the whole hud is screwed up:

(http://i143.photobucket.com/albums/r159/dafamily_album/mugen000-2.png) (http://s143.photobucket.com/user/dafamily_album/media/mugen000-2.png.html)

Yet his other characters I tried so far are fine.  Anybody know how to fix this??

open up your add004pie and then find guile's def file and change it from there
i've had this problem with most of infinites characters as well and figured it out that way

btw which version of the lifebars are you using, the regular for 1080x720 or patched for 640x480???


That's what I did, and when add004pie was doing the coding I noticed some of the files turn red, and I'm using the 640x480 version!!
Title: Re: add004basic_2140714
Post by: 2Dee4ever on August 24, 2014, 03:49:46 am
for me Infinite Guile isn't working, the whole hud is screwed up:

(http://i143.photobucket.com/albums/r159/dafamily_album/mugen000-2.png) (http://s143.photobucket.com/user/dafamily_album/media/mugen000-2.png.html)

Yet his other characters I tried so far are fine.  Anybody know how to fix this??

open up your add004pie and then find guile's def file and change it from there
i've had this problem with most of infinites characters as well and figured it out that way

btw which version of the lifebars are you using, the regular for 1080x720 or patched for 640x480???


That's what I did, and when add004pie was doing the coding I noticed some of the files turn red, and I'm using the 640x480 version!!

You may have patched him with the wrong patcher.
Title: Re: add004basic_2140714
Post by: Legendary DeMoNk@I on August 24, 2014, 04:06:38 am
This is looking pretty hot from thos videos. no mediafire link though? :-\ My lap top for some reason cant get to those onedrive sites anymore for the downloads....not sure why its screwed up...but anyway this looks great
Title: Re: add004basic_2140714
Post by: 2Dee4ever on August 24, 2014, 04:51:35 am
This is looking pretty hot from thos videos. no mediafire link though? :-\ My lap top for some reason cant get to those onedrive sites anymore for the downloads....not sure why its screwed up...but anyway this looks great

For me its the integrated tag system you should def check it out.
Title: Re: add004basic_2140714
Post by: dafamily on August 24, 2014, 06:06:44 am
That's what I did, and when add004pie was doing the coding I noticed some of the files turn red, and I'm using the 640x480 version!!
[/quote]

You may have patched him with the wrong patcher.
[/quote]

It did the same thing with the 720p one as well!!
Title: Re: add004basic_2140714
Post by: 2Dee4ever on August 24, 2014, 06:43:48 am
That's what I did, and when add004pie was doing the coding I noticed some of the files turn red, and I'm using the 640x480 version!!

You may have patched him with the wrong patcher.
[/quote]

It did the same thing with the 720p one as well!!
[/quote]

Are you using normal or custom ports
Title: Re: add004basic_2140714
Post by: Legendary DeMoNk@I on August 24, 2014, 07:49:42 am
This is looking pretty hot from thos videos. no mediafire link though? :-\ My lap top for some reason cant get to those onedrive sites anymore for the downloads....not sure why its screwed up...but anyway this looks great

For me its the integrated tag system you should def check it out.

I sure will as soon as i get a decent link to download it
Title: Re: add004basic_2140714
Post by: dafamily on August 24, 2014, 07:20:40 pm
That's what I did, and when add004pie was doing the coding I noticed some of the files turn red, and I'm using the 640x480 version!!

You may have patched him with the wrong patcher.

It did the same thing with the 720p one as well!!
[/quote]

Are you using normal or custom ports
[/quote]

I'm using the custom ports version!!  It's seems to work well with his other characters so I don't know what could be happening??
Title: Re: add004basic_2140714
Post by: Key2Lite on August 25, 2014, 09:18:30 pm
It also seems like I have trouble switching out with p1 controls, but not p2 controls.
Title: Re: add004basic_2140714
Post by: Saikoro on August 25, 2014, 09:28:04 pm
You guys should properly use the quote system.

Like this:

I'm using the custom ports version!!  It's seems to work well with his other characters so I don't know what could be happening??

Are you using normal or custom ports

It's making everything hard to follow. Please quote accordingly.

Title: Re: add004basic_2140714
Post by: yaret on August 26, 2014, 03:10:45 am
A question, where can I change the botton of the tag system?

I don't like what it is, middle  punch + weak kick.
Title: Re: add004basic_2140714
Post by: asafp151 on August 26, 2014, 10:14:25 pm
A question, where can I change the botton of the tag system?

I don't like what it is, middle  punch + weak kick.

in the mm2 folder you will find the common1.cns
open it go near the bottom you will see this

;// change
;// Œð‘Ö
[state 0]
   type=varset
   triggerall=!ishelper && roundstate=2 && numpartner
   triggerall=(sysfvar(4)>0) && (movetype!=h) && (gethitvar(isbound)=0)
   triggerall=(pos y>=0) && (ctrl || (stateno=[0,40]))
   trigger1=(partner,sysfvar(4)>0) && (id<partner,id) && (partner,alive)
   trigger2=(partner,stateno=[190191,190192])
   trigger2=(sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
   trigger2=(playerid(floor(sysfvar(0))),var(0)=90900)
   trigger2=(command="y"&&command="a")&&(command="holdfwd"||command="holdback")||(playerid(floor(sysfvar(0))),var(51)>0&&life<partner,life&&(random%50=0)&&random<(partner,life-life)*100)
   sysfvar(4)=0


and from there i'm trying to change it (i think this is the last trigger2)
EDIT: got it working i deleted the last trigger2's &&command="a")&&(command="holdfwd"||command="holdback")
 and i did it trigger2=(command="start")||(playerid(floor(sysfvar(0))),var(51)>0&&life<partner,life&&(random%50=0)&&random<(partner,life-life)*100)
   sysfvar(4)=0
Title: Re: add004basic_2140714
Post by: Key2Lite on August 26, 2014, 11:06:18 pm
Did you get that to work?
Seems like everything is the same when I try it. Also,
Could someone help me and tell me how I can change the assist attack? I can't seem to fully understand.
Title: Re: add004basic_2140714
Post by: asafp151 on August 26, 2014, 11:14:54 pm
Did you get that to work?
Seems like everything is the same when I try it. Also,
Could someone help me and tell me how I can change the assist attack? I can't seem to fully understand.

i forget this was assist i did switch characters on start i'll find it in a sec (what i said before is about character switching change)
edit: its under ;//change in common1.cns near the bottom

;// striker-call / summon
;// ƒXƒgƒ‰ƒCƒJ[ŒÄo
[state 0]
   type=varset
   triggerall=!ishelper && roundstate=2 && numpartner
   triggerall=(sysfvar(4)>0) && (movetype!=h) && (gethitvar(isbound)=0)
   triggerall=(stateno!=[190190,190199]) && (partner,stateno=190192)
   triggerall=(sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
   triggerall=(playerid(floor(sysfvar(0))),var(0)=90900)
   trigger1=(playerid(floor(sysfvar(0))),var(51)<1) && (command="y") && (command="a")
   trigger2=(playerid(floor(sysfvar(0))),var(51)>0) && (random%180=0) && (random>(partner,life-life)*100)
   sysfvar(4)=101



change trigger1 (command="y") && (command="a")
Title: Re: add004basic_2140714
Post by: yaret on August 26, 2014, 11:21:36 pm
Did you get that to work?
Seems like everything is the same when I try it. Also,
Could someone help me and tell me how I can change the assist attack? I can't seem to fully understand.

yes it's works for me, you just have to select mod_mm2_tag_p1 in the game team arcade,  chosing your 2 chars and the tag system is middle  punch + weak kick. for attacks. To change the character is left + middle  punch + weak kick. or right + middle  punch + weak kick.
Title: Re: add004basic_2140714
Post by: asafp151 on August 26, 2014, 11:24:24 pm
Did you get that to work?
Seems like everything is the same when I try it. Also,
Could someone help me and tell me how I can change the assist attack? I can't seem to fully understand.

yes it's works for me, you just have to select mod_mm2_tag_p1 in the game team arcade,  chosing your 2 chars and the tag system is middle  punch + weak kick. for attacks to change the character is left + middle  punch + weak kick. or right + middle  punch + weak kick.

now you can change it with common1.cns in the mm2 folder (this is where the main buttons of switching character and assist)
Title: Re: add004basic_2140714
Post by: asafp151 on August 26, 2014, 11:35:57 pm
now i'm trying to edit characters assist move
Title: Re: add004basic_2140714
Post by: Key2Lite on August 26, 2014, 11:42:28 pm
Did you get that to work?
Seems like everything is the same when I try it. Also,
Could someone help me and tell me how I can change the assist attack? I can't seem to fully understand.

yes it's works for me, you just have to select mod_mm2_tag_p1 in the game team arcade,  chosing your 2 chars and the tag system is middle  punch + weak kick. for attacks. To change the character is left + middle  punch + weak kick. or right + middle  punch + weak kick.

What I mean is, how to change what I use to change. The buttons. I changed the common1 but it was the same.
Well, I'll play around with the common1 again.
Title: Re: add004basic_2140714
Post by: asafp151 on August 26, 2014, 11:51:41 pm

What I mean is, how to change what I use to change. The buttons. I changed the common1 but it was the same.
Well, I'll play around with the common1 again.
[/quote]
(the quote didn't work)

did you try the mm2 folder or the data folder
Title: Re: add004basic_2140714
Post by: Key2Lite on August 27, 2014, 01:05:45 am

What I mean is, how to change what I use to change. The buttons. I changed the common1 but it was the same.
Well, I'll play around with the common1 again.
Quote
(the quote didn't work)

did you try the mm2 folder or the data folder

Yep, I did. the mm2 folder, that is.
Title: Re: add004basic_2140714
Post by: Flowrellik on August 27, 2014, 02:33:50 am
tbh I would like to know if there is a way to change how the assist attacks instead of just projectiles. you know, shows variety like Ryu can hadoken while Ken can Shoryuken, Sagat can Tiger Crush Etc.
Title: Re: add004basic_2140714
Post by: yaret on August 27, 2014, 03:04:19 am
tbh I would like to know if there is a way to change how the assist attacks instead of just projectiles. you know, shows variety like Ryu can hadoken while Ken can Shoryuken, Sagat can Tiger Crush Etc.

yes I would like to know that as well because all the chars just doing projectiles attacks. but sometime doing other things hehe I don't know why :S
Title: Re: add004basic_2140714
Post by: PhantomD on August 27, 2014, 03:07:44 pm
Ok I have a strange question,

For the 0.01% of us using 1.1 Full HD (localcoord = 1920,1080) and with fight.def scalefx = 2 (no upscaling)
Is it possible to easily reposition the life/powerbar frames and the range.x draw space of the HP/power guages etc via the cns?
I have tested it and suprisingly the p1 side power bar positions fine and the combo announcers and hit count almost do aswell as the score counter.
The p2 side powerbar and both p1 and p2 lifebar guages range.x and lifebar frames are all incorrectly displayed though.
I am assuming it is var33 and var34 effecting this?
I am looking at the bar helper section here:

Spoiler, click to toggle visibilty
and this which references 240p - 720p (obviously not 1080p)
Spoiler, click to toggle visibilty

but that I am at a loss on how/what to modify - any direction appreciated.
Title: Re: add004basic_2140714
Post by: Key2Lite on August 27, 2014, 11:05:28 pm
My changing and calling problem is fixed, have you guys figured out how to change the assist attack yet?
Title: Re: add004basic_2140714
Post by: 2Dee4ever on August 29, 2014, 08:15:17 am
Ok I have a strange question,

For the 0.01% of us using 1.1 Full HD (localcoord = 1920,1080) and with fight.def scalefx = 2 (no upscaling)
Is it possible to easily reposition the life/powerbar frames and the range.x draw space of the HP/power guages etc via the cns?
I have tested it and suprisingly the p1 side power bar positions fine and the combo announcers and hit count almost do aswell as the score counter.
The p2 side powerbar and both p1 and p2 lifebar guages range.x and lifebar frames are all incorrectly displayed though.
I am assuming it is var33 and var34 effecting this?
I am looking at the bar helper section here:

Spoiler, click to toggle visibilty
and this which references 240p - 720p (obviously not 1080p)
Spoiler, click to toggle visibilty

but that I am at a loss on how/what to modify - any direction appreciated.

That is a lot of text.. A just skimmed through it lol What local cord is your screen pack?? I use 19020 x 1080 and it works fine for me. So that could be your issue
Title: Re: add004basic_2140714
Post by: PhantomD on August 29, 2014, 10:05:41 am
That is a lot of text.. A just skimmed through it lol What local cord is your screen pack?? I use 19020 x 1080 and it works fine for me. So that could be your issue

Sorry for the long text ( i know it works fine in 1920,1080 with default fight.def scalefx = 4 )

If your fight.def localcoord = 1920,1080 and youchange the fight.def scalefx = 4 to scalefx = 2 (no upscaling)
you will see what i mean.



Title: Re: add004basic_2140714
Post by: Bejeeta on August 29, 2014, 10:53:11 am
You can change the assist by overriding states 190190-190195 just paste those states on character cns file and change the red number with the statedef number of the move you want to be the assist.

OVERRIDE STATES PASTE ON CHARACTER'S CNS:
Spoiler, click to toggle visibilty
Title: Re: add004basic_2140714
Post by: Flowrellik on August 29, 2014, 06:16:02 pm
THIS Is a big help thank you :)
EDIT: Um wow I cant seem to find where to edit the code. can you tell me which file I can find to edit please?
Title: Re: add004basic_2140714
Post by: Bejeeta on August 29, 2014, 07:28:32 pm
Click on my spoiler tag this is the code from common1.cns,  copy this code in character's cns file and change the red number from 1000 to the statedef number of the move you want for assist.
Title: Re: add004basic_2140714
Post by: Flowrellik on August 29, 2014, 10:42:37 pm
Thing is which do I go for exactly?
my roster is POTS Style based and I want to know which cns file to go for to add this code.
Title: Re: add004basic_2140714
Post by: Key2Lite on August 29, 2014, 10:48:18 pm
do we add this to the rebuilt cns, the .reb1 file?
Title: Re: add004basic_2140714
Post by: Bejeeta on August 29, 2014, 10:53:46 pm
you can check this from the character's .def file after you have patched the character.
Just add the states code at the bottom of the a cns file that character uses in def file.
Title: Re: add004basic_2140714
Post by: Key2Lite on August 29, 2014, 11:07:23 pm
Apparently due to that stuff you gave to copy and paste, the cns has to be saved in a Unicode format. Is that okay?
Title: Re: add004basic_2140714
Post by: Bejeeta on August 29, 2014, 11:11:30 pm
There should not be any problem.
Title: Re: add004basic_2140714
Post by: Flowrellik on August 29, 2014, 11:16:05 pm
ok problem. Which CNS file should I go for? I know its dealing with a char but the character Im testing is a pots style char. I saw separate states cns files for normals supers specials etc.
Title: Re: add004basic_2140714
Post by: Key2Lite on August 29, 2014, 11:23:10 pm
Hey, I got it to work! Just one thing. Saving it with Unicode format does not work, it has to be left as ANSI.
Title: Re: add004basic_2140714
Post by: Flowrellik on August 29, 2014, 11:26:13 pm
cool but didnt answer my question.
Which CNS does this go for?
Title: Re: add004basic_2140714
Post by: Key2Lite on August 29, 2014, 11:29:40 pm
add004basic.reb1.
Title: Re: add004basic_2140714
Post by: Bejeeta on August 29, 2014, 11:30:59 pm
You can add the states code at the end of either supers, specials or normal cns since it is a POTS char.
The cns file must be used from patched .def file.
Title: Re: add004basic_2140714
Post by: Flowrellik on August 29, 2014, 11:35:00 pm
that I know is all good. I'll try normal state to see if it works. Cross fingers now heh
EDIT: NOW THAT Works! Now Adon and them can have different attacks besides the standard projectile attacks! Thank you :)
now all thats left is to see if we can have a tag team super :)
Title: Re: add004basic_2140714
Post by: Boryema on August 30, 2014, 12:18:34 am
Thing is which do I go for exactly?
my roster is POTS Style based and I want to know which cns file to go for to add this code.

should be in [statedef -2]
Title: Re: add004basic_2140714
Post by: Flowrellik on August 30, 2014, 12:35:51 am
I found that out myself bud :D thanks!
Btw, I noticed that the kiri 2014 stages have splashes and water effects.
any way to incorporate the code into other stages?
Title: Re: add004basic_2140714
Post by: WatsonGrim69 on September 05, 2014, 11:15:49 pm
Excellent work amigo, i like it :D

is there any way around this?
(http://i39.servimg.com/u/f39/18/80/25/89/jkj10.png)
gives me error ,and some more chars


sorry forr my ignorance and my English  :P

^ I'm having the same prob with all Victorys chars, and Chazzanovas Robert. Whats the solution?
Title: Re: add004basic_2140714
Post by: Flowrellik on September 05, 2014, 11:31:24 pm
overwrite this ON TOP of the character's air file

8200I18411
 KFM's animation data
; see docs/air.txt for more information
;#ADD004BASIC PIEs#

;---------
[begin action 909002]
9000,0,0,0,-1
;---------

sometimes you just need the begin action 909002. works wonders on chazz's and victory's chars. just be sure you have the characters patched for tag first.
Title: Re: add004basic_2140714
Post by: Omega Shironeko on September 07, 2014, 11:27:05 pm
Someone make a tutorial video. Dang it. This is too complex for me to handle!
Title: Re: add004basic_2140714
Post by: WatsonGrim69 on September 08, 2014, 12:07:47 am
Someone make a tutorial video. Dang it. This is too complex for me to handle!

Here you Go!
Title: Re: add004basic_20140914
Post by: yaret on September 14, 2014, 03:49:45 am
I need a help Im changing trigger1=(playerid(floor(sysfvar(0))),var(51)<1) && (command="y") && (command="a")
--
but doesn't efect for tag system, the striker call is the same default, I want to be> middle punch and middle kick, like capcom

;// striker-call / summon
;// ƒXƒgƒ‰ƒCƒJ[ŒÄo
[state 0]
   type=varset
   triggerall=!ishelper && roundstate=2 && numpartner
   triggerall=(sysfvar(4)>0) && (movetype!=h) && (gethitvar(isbound)=0)
   triggerall=(stateno!=[190190,190199]) && (partner,stateno=190192)
   triggerall=(sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
   triggerall=(playerid(floor(sysfvar(0))),var(0)=90900)
   trigger1=(playerid(floor(sysfvar(0))),var(51)<1) && (command="y") && (command="a")
   trigger2=(playerid(floor(sysfvar(0))),var(51)>0) && (random%180=0) && (random>(partner,life-life)*100)
   sysfvar(4)=101

Title: Re: add004basic_20140914
Post by: LordKnottington on September 14, 2014, 11:06:10 am
This is awesome, but one question is there a way to change the assist attack, say change the state to 3000 instead of 1000?
or instead maybe just doing a super assist?
Title: Re: add004basic_20140914
Post by: Lurker on September 14, 2014, 02:14:43 pm
This is awesome, but one question is there a way to change the assist attack, say change the state to 3000 instead of 1000?
or instead maybe just doing a super assist?
go to line 5339

Spoiler, click to toggle visibilty
Title: Re: add004basic_20140914
Post by: LordKnottington on September 14, 2014, 04:58:59 pm
This is awesome, but one question is there a way to change the assist attack, say change the state to 3000 instead of 1000?
or instead maybe just doing a super assist?
go to line 5339

Spoiler, click to toggle visibilty

I cant seem to find this, Hell its 11PM here and im still trying to find that line.
Title: Re: add004basic_20140914
Post by: Lurker on September 14, 2014, 05:10:05 pm
Use the search tool and search this: ; goto striker state num *see [state195900]
Title: Re: add004basic_20140914
Post by: yaret on September 14, 2014, 07:26:01 pm
copy this in the end of the Cns of your char, you must fix the red color, you will choose the statedef you like: value=ifelse(var(59)>=200,var(59),1000) credits for this bejeeta thanks bejeeta amazing your help

OVERRIDE STATES PASTE ON CHARACTER'S CNS:
Spoiler, click to toggle visibilty
[/quote]

Title: Re: add004basic_20140914
Post by: LordKnottington on September 15, 2014, 06:24:43 am
copy this in the end of the Cns of your char, you must fix the red color, you will choose the statedef you like: value=ifelse(var(59)>=200,var(59),1000) credits for this bejeeta thanks bejeeta amazing your help

OVERRIDE STATES PASTE ON CHARACTER'S CNS:
Spoiler, click to toggle visibilty

Sorry if im being such a pain but, where can I find this?
Title: Re: add004basic_20140914
Post by: Gladiacloud on September 15, 2014, 01:31:43 pm
Guys, how can I use these lifebars in a different screenpack?

I need help. :P
Title: Re: add004basic_20140914
Post by: Gladiacloud on September 18, 2014, 04:23:07 pm
Sorry for double post.

I found a bug in this updated version of Add004. Every time that a character lies on the ground with the helper of the partner, that helper is cloned:

(http://i.imgur.com/64vjO2Y.png)

This happens only when you select before the first character with a helper and then the character without helpers, and then, during the fight, the character with the helper leaves the stage during the tagging.
Title: Re: add004basic_20140914
Post by: 2Dee4ever on September 22, 2014, 04:16:52 am
One day if you read this... If you ever would.. I wish these were compatible with ikemen lol
One day.... 2015.. I can dream right. Love your works by the way. Thanks for compiling that together for everyone.
Title: Re: add004basic_20140914
Post by: Mr.Karate JKA on September 22, 2014, 04:59:19 am
Well, i`m testing this and i can say this patch is great! But when i`m playing in tag mode, when i change the char AI takes the control of the char... Does exist a way to solve this???

Also, Victory`s chars does not work with this patch... :(
Title: Re: add004basic_20140914
Post by: yaret on September 22, 2014, 09:57:08 pm
Well, i`m testing this and i can say this patch is great! But when i`m playing in tag mode, when i change the char AI takes the control of the char... Does exist a way to solve this???

Also, Victory`s chars does not work with this patch... :(

you must play in team arcade Mr.Karate JKA thats the solution.

I don't know why but some chars don't work correncly but if you open the air of that char you must erase
this. after that the char will work ok. But it won't have lifebars portrait.

;#ADD004BASIC PIEs#

;---------
[begin action 909002]
9000,5,5,5,-1
;---------

Title: Re: add004basic_20140914
Post by: Flowrellik on September 22, 2014, 11:23:21 pm
Im not sure why but I cant seem to get Chazz's K' Beta to work with Add004.
Spoiler, click to toggle visibilty
Title: Re: add004basic_20140914
Post by: yaret on September 22, 2014, 11:26:28 pm
My friend just erase these lines inside the file anim.air

;#ADD004BASIC PIEs#

;---------
[begin action 909002]
9000,5,5,5,-1
;---------
Title: Re: add004basic_20140914
Post by: Flowrellik on September 22, 2014, 11:27:10 pm
Thing is I want his portrait to show up.

Spoiler, click to toggle visibilty
It seems as if no matter how I try theres an animation problem with K'. I told Chazz about this but Im not sure if he recieved it.
Title: Re: add004basic_20140914
Post by: yaret on September 22, 2014, 11:34:55 pm
aaahh.! ok
the problem says Too few arguments on element 2
Well erease few arguments.
Title: Re: add004basic_20140914
Post by: Flowrellik on September 22, 2014, 11:38:45 pm
how do I do that exactly (Newbish question I know but I never truly had this happen to me before.)
EDIT: FOUND THE PROBLEM. apparently there was some random jargon code implemented within K' that had no use.
Removed it with ease.
Title: Re: add004basic_20140914
Post by: yaret on September 22, 2014, 11:51:28 pm
copy the line you had ereased for all are using the same K my friend
Title: Re: add004basic_20140914
Post by: Flowrellik on September 22, 2014, 11:53:08 pm
stupid enough the code is 691+<.
Title: Re: add004basic_20140914
Post by: Fallen on October 04, 2014, 01:25:24 pm
i have a little problem i tried to change the buttons for player assist attack here's the code before i changed it
Code:
;// striker-call / summon
;// ƒXƒgƒ‰ƒCƒJ[ŒÄo
[state 0]
   type=varset
   triggerall=!ishelper && roundstate=2 && numpartner
   triggerall=(sysfvar(4)>0) && (movetype!=h) && (gethitvar(isbound)=0)
   triggerall=(stateno!=[190190,190199]) && (partner,stateno=190192)
   triggerall=(sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
   triggerall=(playerid(floor(sysfvar(0))),var(0)=90900)
   trigger1=(playerid(floor(sysfvar(0))),var(51)<1) && (command="y") && (command="a")
   trigger2=(playerid(floor(sysfvar(0))),var(51)>0) && (random%180=0) && (random>(partner,life-life)*100)
   sysfvar(4)=101
now here's after i changed it
Code:
;// striker-call / summon
;// ƒXƒgƒ‰ƒCƒJ[ŒÄo
[state 0]
   type=varset
   triggerall=!ishelper && roundstate=2 && numpartner
   triggerall=(sysfvar(4)>0) && (movetype!=h) && (gethitvar(isbound)=0)
   triggerall=(stateno!=[190190,190199]) && (partner,stateno=190192)
   triggerall=(sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
   triggerall=(playerid(floor(sysfvar(0))),var(0)=90900)
   trigger1=(playerid(floor(sysfvar(0))),var(51)<1) && (command="s")
   trigger2=(playerid(floor(sysfvar(0))),var(51)>0) && (random%180=0) && (random>(partner,life-life)*100)
   sysfvar(4)=101
so i wanted to change player assist attack from y+a to Start i also tried putting in start instead of "s"
but i get this error straight after versus screen
Code:
Error message: Undefined command label: "s".
If not misspelling in CNS, check CMD
Error parsing trigger1, 1
Error parsing [state 0]
Error in [statedef -2]
Error in data/mm2/common1.cns
Error loading chars/Honda/Honda.def
Error loading p3

Library error message: Died parsing command="s")
and yes i changed code in common1.cns
Title: Re: add004basic_20140914
Post by: Lurker on October 04, 2014, 01:36:17 pm
Use command = "start" instead of s, the button is s but the name of the command in the most of the chars is start(really don't know if someone change this lol).

Code:
[Command]
name = "start"
command = s
time = 1
Title: Re: add004basic
Post by: Key2Lite on October 18, 2014, 03:26:46 pm
Has anyone figured out how to get button inputs to show?
Also, I can't figure out how to change tag stuff in the new version.
Title: Re: add004basic
Post by: BahamianKing242 on October 18, 2014, 10:23:15 pm
DUDE! those lifebars are freaking awesome,and even more when custom ports are added to the mix,thank you sir for such fine lifebars,these are now my main
(http://imageshack.com/a/img822/4915/z2b1.png)

if anyone want the template and files for custom ports just let me know,i'll be happy to share
See ya!

can you help me with how to add this tag patch and lifebars please? and i would like the template and files for custom ports please
Title: Re: add004basic
Post by: BahamianKing242 on October 18, 2014, 10:26:47 pm
it would be nice if he can have the tag codes fix already with kfm and then we all can study it and add it to other chars easy. im having a hard time figuring this out
Title: Re: add004basic
Post by: Saikoro on October 18, 2014, 10:29:44 pm
Please watch the double posting. Edit a previous post next time. No worries, just pointing things out. ;D
Title: Re: add004basic
Post by: Fallen on October 19, 2014, 12:30:21 am
it would be nice if he can have the tag codes fix already with kfm and then we all can study it and add it to other chars easy. im having a hard time figuring this out
my friend look through all the post you will see the link for this patch also here's a tutorial for the patch also shows you how to add chars Shiyo included an exe which automatically patch your chars here https://www.youtube.com/watch?v=zaMts8StCVw
Title: Re: add004basic
Post by: BahamianKing242 on October 19, 2014, 02:37:26 am
it would be nice if he can have the tag codes fix already with kfm and then we all can study it and add it to other chars easy. im having a hard time figuring this out
my friend look through all the post you will see the link for this patch also here's a tutorial for the patch also shows you how to add chars Shiyo included an exe which automatically patch your chars here https://www.youtube.com/watch?v=zaMts8StCVw


ok thanks buddy!
Title: Re: add004basic
Post by: Fallen on November 02, 2014, 06:18:09 pm
Tatsu you are amazing I just downloaded the latest tag system/lifebars ad4 I ran Mugen 1.1 that was in the latest version with all lifebars/tag system and it ran F$!@#%@ ZOOM STAGES and that is impossible because my laptop uses intel atom it's really horrible and all I need to do now is find out if it works with all the stages you released, I need to find out how the hell you did that also I need to sleep bye  :sleeping:
Title: Re: add004basic
Post by: Flowrellik on November 02, 2014, 06:21:44 pm
I agree with him. Your latest edition is amazing!
Btw, I know you may not answer this but if its possible, perhaps you can teach us how you did those amazing Effects you made for your characters? (Hitsparks fireballs etc)
I swear you really now how to make MUGEN look like an official Pro game X3
Title: Re: add004basic
Post by: 2Dee4ever on November 02, 2014, 09:53:03 pm
He updated them again?
Title: Re: add004basic
Post by: Key2Lite on November 03, 2014, 02:41:34 am
He did, and now I don't know how to do anything anymore lol
Title: Re: add004basic
Post by: Bejeeta on November 07, 2014, 12:18:34 pm
I found some time yesterday and i manage to study the code in the new version, in order to change the assist move you have to override statedef 90900(copy the entire statedef from common1 to character's cns file) and then change inside character's 90900 statedef those numbers wth the statedef of the move you want for assist:

 ; Get Tag-Team asist-stateno (v55-56)
; ƒ^ƒbƒOŽžŽx‰‡ƒXƒe[ƒg”ԍ†Žζ“Ύ
[state 0]
   type=varset
   trigger1=!time
   var(55)=ifelse((root,sysvar(0)>159),(root,sysvar(0)),1000)
   persistent=0
[state 0]
   type=varset
   trigger1=!time && numpartner
   var(56)=ifelse((partner,sysvar(0)>159),(partner,sysvar(0)),1000)
   persistent=0
Title: Re: add004basic
Post by: 2Dee4ever on November 08, 2014, 09:59:04 am
Can anyone get this to work with a screen pack? The cvs3 one specifically. I feel like such a noob lol. The lifebars do not show for me after patching the characters :/
Title: Re: add004basic
Post by: Fallen on November 08, 2014, 10:53:36 am
It's actually easy all you have to do is drag your system.def and .sff to add004, add004_bs and the other one which I forgot which is located in the data folder then drag the fonts folder from your screenpack to the fonts folder located in the mugen ad4 (although the folder is called Mugen) merge both fonts folder do the same with sound last but not least drag everything EXCEPT THE mugen.cfg (unless your computer can't run Mugen 1.1) to the data folder located on mugen ad4 then drag everything you dragged over from your screenpack EXCEPT the select.def and Mugen.cfg( if you wanted to use Mugen 1.0 if not then don't drag over the Mugen.cfg even if you have a mugen 1.1 screenpack) you don't need your scrrenpack folder open for this one open up Mugen.cfg in Mugen ad4 then scroll down to game width and height then type in the width and height of your screenpack which is usually 640x480 then Chang the motif to where ever you have your system.def example data/add004_bs0/system.def after that go to the lifebar you chose for me add004_bs0 located in the data folder then open thes res folder (this is where your lifebar is located so put it down in your system.def) then open fight.def if look it will give you an option on what game height and width you want to use so just get rid of ;  just go through the whole fight.def to make sure you got everything after that you are done
P.S I know I am bad at tutorial or explaining things so please forgive me for that also will explain in more detail if needed, hope this help everyone :sugoi:
Title: Re: add004basic
Post by: 2Dee4ever on November 08, 2014, 04:31:37 pm
Yeah I know how to do all that its just this....
Spoiler, click to toggle visibilty
I know I'm missing a super basic step smh
Title: Re: add004basic
Post by: yaret on November 08, 2014, 07:52:10 pm
Maybe you have the openQL disable.
Title: Re: add004basic
Post by: HUNGRY WOLF on November 08, 2014, 08:26:08 pm
Yeah I know how to do all that its just this....
Spoiler, click to toggle visibilty
I know I'm missing a super basic step smh

Maybe when you did all of the above you over wrote something and disabled a few things.
check the system def and see whats missing did you move any fonts or anything else into another folder and forgot to rename the path in the system def ?

Maybe you have the openQL disable.

If he did the second image in his spoiler would not have showed up.

 
Title: Re: add004basic
Post by: 2Dee4ever on November 08, 2014, 10:40:34 pm
Nope. I didn't overwrite anything. I think it might be the mugen.cfg though. Because when I change it to the original I had it works. I don't know if he changed anything specifically when he made it.


Yup I figured it out. He change it from opengl to system.

Does anyone know how to add custom ports??
Title: Re: add004basic
Post by: Flowrellik on November 09, 2014, 01:24:53 am
you have to manually add them into the sff via Fighter Factory.
Title: Re: add004basic
Post by: 2Dee4ever on November 10, 2014, 10:40:25 pm
Alright... So I thought I had it, but I lied. No matter what I change in the system, fight, individual air files etc. I can't get these portraits to go away. This is honestly bugging the hell outta me. I want the custom ports :{. I wanted to actually play mugen again to inspire me, but this is just killing my vibe. Tis not the season. Can "anyone" "if" you ever have the time or feel like it make a custom ports patch for 9000,5 like the older one. Me love you long time..

Will not go away ;/ I'm missing something minor as per usual.
(http://i.imgur.com/khzEtSf.png)
Title: Re: add004basic
Post by: Fallen on November 10, 2014, 10:47:16 pm
I know what you mean man
Title: Re: add004basic
Post by: 2Dee4ever on November 11, 2014, 01:14:28 am
Yeee once I figure it out I can resume working on stuff, but the trail and error can be a bit tedious.
Title: Re: add004basic
Post by: Zerobruno on November 12, 2014, 01:57:24 am
i've been  trying to get the new lifebars working with custom ports,but i can't find the exact piece of code that let's me do that in tag mode,i can get it to work in single and turns,but tag it just doesn't work,perhaps due to the fact that i'm not a coder,just a random dude that did a patch for the older,more friendly bars.that's why i stick to the older ones
Title: Re: add004basic
Post by: Mr.Karate JKA on November 12, 2014, 02:24:44 am
Someone can say the changes of this new update?
Title: Re: add004basic
Post by: Flowrellik on November 12, 2014, 07:48:35 am
tbh I dont know. so far its with a standalone Mugen so u can add your SP and use the lifebars as a base.
other than that, previous problems I had before with this seems to be fixxed up.
I just wish I can keep in contact with Tatsu.
Title: Re: add004basic
Post by: Memo on November 13, 2014, 02:24:24 am
Im late to the party like always,  i just tested this out and
its thee best mugen add on / lifebars ever!
Crazy thing is i can run the Mugen 1.1 thats included
but the standard one from electbytes site i cant!
thats awesome.  I had the impression my laptop
wasnt able to run 1.1 because it never did, what
the hell is up with that?
Title: Re: add004basic
Post by: Flowrellik on November 13, 2014, 02:31:10 am
he has the pack set on system instead of OpenGL in the mugen.cfg.
and yeah the pack is a good thing to have. Just import whatever SP you want and BAM! Instant mugen with tag. :)
Title: Re: add004basic
Post by: Memo on November 13, 2014, 03:10:33 am
he has the pack set on system instead of OpenGL in the mugen.cfg.
and yeah the pack is a good thing to have. Just import whatever SP you want and BAM! Instant mugen with tag. :)


yeah but 1.1 didnt work at all, in system or opengl mode.
its strange but im greatfull that this one works
Title: Re: add004basic
Post by: Flowrellik on November 13, 2014, 03:18:16 am
well there you go ^^.
Title: Re: add004basic
Post by: Omega Shironeko on November 15, 2014, 03:32:43 am
SPOILER ALERT!!

Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: xcheatdeath on November 15, 2014, 03:35:27 am
It's not an easter egg, it just says that because there wasn't a comment he had to put there, it's been there since original release.
Title: Re: add004basic
Post by: Omega Shironeko on November 15, 2014, 04:36:44 am
Oh, Well maybe this is a hidden Easter egg, I have a image of it.

Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: 2Dee4ever on November 15, 2014, 10:34:10 am
i've been  trying to get the new lifebars working with custom ports,but i can't find the exact piece of code that let's me do that in tag mode,i can get it to work in single and turns,but tag it just doesn't work,perhaps due to the fact that i'm not a coder,just a random dude that did a patch for the older,more friendly bars.that's why i stick to the older ones

I've literally tried everything changing all the numbers, defs, airs, nothing will change those he set to 9000,0. As shown in the photo I posted. Damn I really wanted to play some mugen with these new bars so I guess I won't be until next update or if someone figures it out.
Title: Re: add004basic
Post by: xcheatdeath on November 15, 2014, 03:39:13 pm
Um, just go into the add004pie config thingy (it's like right next to the auto-patcher)

Find this code

Add.Air.Basic[Start]
;---------
; as characters face / portrait
; キャラの顔として登録
[begin action 909002]
9000,0,0,0,-1
;---------
Add.Air.Basic[End]

change the first 0 to whatever number you're using for the lifebar portrait, and there ya go....
Title: Re: add004basic
Post by: Zerobruno on November 15, 2014, 04:34:47 pm
it feels too good...

(http://i1380.photobucket.com/albums/ah191/zerobruno89/mugen000_zps64359021.png)

that i finally found the f*cking value to fix the tag ports...
Title: Re: add004basic
Post by: Koopa901 on November 15, 2014, 06:47:59 pm
Love this add on......TAG-TEAM EVERYTHING!!!! Lol but i have a question about certain character effects, like human torch body flames and Warusaki's Hayato saber.....once they are tagged out their effects are still shown....any way of fixing this?
Title: Re: add004basic
Post by: Rock Badguy on November 15, 2014, 06:53:12 pm
(http://i.imgur.com/I59hk69.png)
Please tell me im not the only one this happens to.
I copied and pasted the system files and the common files in the Data folder
Then i took the add004 folder and put it in the Data folder.
After that i went and opened Mugen.cfg file and changed the motif to Data/System.def and what you see above is the result.
I can't tag it looks like a normal simul game. what did i do wrong? please anyone whoever you are help me!

The problem is you are putting the wrong common1 there're 3 common1 try them out.
Try this one working for me https://www.mediafire.com/?5ddi39celct72dp

Yaret i downloaded your common1 it's good but when i try to play team arcade or watch mode with simul the characters switch out repeatly without me pressing med punch and weak kick
Title: Re: add004basic
Post by: ComboAssassin20 on November 15, 2014, 07:11:03 pm
I never understood how using these lifebars work. it's too complicated to me!
Title: Re: add004basic
Post by: Mr.Karate JKA on November 15, 2014, 07:24:33 pm
Love this add on......TAG-TEAM EVERYTHING!!!! Lol but i have a question about certain character effects, like human torch body flames and Warusaki's Hayato saber.....once they are tagged out their effects are still shown....any way of fixing this?

Like gal129 vega's claw they still shown... Did not fórund a way to fox it yet...
Title: Re: add004basic
Post by: Memo on November 15, 2014, 07:29:54 pm
Whos got the custom ports? Where can I find them too?
Title: Re: add004basic
Post by: Zerobruno on November 15, 2014, 07:51:29 pm
Whos got the custom ports? Where can I find them too?

i made them,i'm about to post them in a few
Title: Re: add004basic
Post by: Zerobruno on November 15, 2014, 08:16:24 pm
If anyone wants the custom ports,you can get them here
http://mugenguild.com/forum/topics/add004-lifebar-custom-ports-edition-updated-ver--163417.msg2047697.html#msg2047697 (http://mugenguild.com/forum/topics/add004-lifebar-custom-ports-edition-updated-ver--163417.msg2047697.html#msg2047697)

please nothe that this IS THE UPDATED VERSION of the bars,the one that is includded with the mugen folder,and the patch works with all bars
Title: Re: add004basic
Post by: yaret on November 15, 2014, 10:24:42 pm
(http://i.imgur.com/I59hk69.png)
Please tell me im not the only one this happens to.
I copied and pasted the system files and the common files in the Data folder
Then i took the add004 folder and put it in the Data folder.
After that i went and opened Mugen.cfg file and changed the motif to Data/System.def and what you see above is the result.
I can't tag it looks like a normal simul game. what did i do wrong? please anyone whoever you are help me!

The problem is you are putting the wrong common1 there're 3 common1 try them out.
Try this one working for me https://www.mediafire.com/?5ddi39celct72dp

Yaret i downloaded your common1 it's good but when i try to play team arcade or watch mode with simul the characters switch out repeatly without me pressing med punch and weak kick

it's rare, to me is working ok. Make what the video says, Mayve you're doing some wrong
https://www.youtube.com/watch?v=zaMts8StCVw
Title: Re: add004basic
Post by: 2Dee4ever on November 16, 2014, 03:26:44 am
Um, just go into the add004pie config thingy (it's like right next to the auto-patcher)

Find this code

Add.Air.Basic[Start]
;---------
; as characters face / portrait
; キャラの顔として登録
[begin action 909002]
9000,0,0,0,-1
;---------
Add.Air.Basic[End]

change the first 0 to whatever number you're using for the lifebar portrait, and there ya go....
Nah there was def more to it than that... Glad to see you figured it out yeee, but I won't be able to test for a while :/
Title: Re: add004basic
Post by: alexlexus on November 16, 2014, 05:13:00 pm
wow this is slick. is this like TSmugen addon on?
can i use this on cvs2 w by red navi?

Title: Re: add004basic
Post by: Zerobruno on November 16, 2014, 05:57:40 pm
wow this is slick. is this like TSmugen addon on?
can i use this on cvs2 w by red navi?

if it's the last ver. of CVSW the i don't reccomend you to do that,the entire system is coded in the lifebars that rednavi created so removing them is gonna break the fullgame concept and these are 1.0 & 1.1 only dude
Title: Re: add004basic
Post by: alexlexus on November 16, 2014, 08:08:51 pm
wow this is slick. is this like TSmugen addon on?
can i use this on cvs2 w by red navi?

if it's the last ver. of CVSW the i don't reccomend you to do that,the entire system is coded in the lifebars that rednavi created so removing them is gonna break the fullgame concept and these are 1.0 & 1.1 only dude

I have cvs 2 w working on mugen 1.1 with zoom. the only issue is the select screen which i have still be struggling with.

proof:


with this working on 1.1 hmmm i think this can work but you did bring up some points. i want to try.
Title: Re: add004basic
Post by: 2Dee4ever on November 20, 2014, 11:57:02 pm
Almost there I can taste it... What am I missing?
(http://i.imgur.com/l4QCWNg.png)
Title: Re: add004basic
Post by: Fallen on December 02, 2014, 07:48:30 am
Has anyone figured out how to enable those moveset thingy you know it shows what buttons you have pressed
Title: Re: add004basic
Post by: Omega Shironeko on December 05, 2014, 01:37:33 am
Almost there I can taste it... What am I missing?
(http://i.imgur.com/l4QCWNg.png)

Where did you get that stage in the picture?
Title: Re: add004basic
Post by: Fallen on December 05, 2014, 08:22:50 am
Thats the same training stage inside the new add004 just recoloured if I am right
Title: Re: add004basic
Post by: Omega Shironeko on December 05, 2014, 02:00:22 pm
Oh, Well I might add some more combo effects while I'm at it.

25-29 Hits - Outstanding!
30-34 Hits - Incredible!
35-39 Hits - Amazing!
40-49 Hits - Excellent!!
50-59 Hits - Awesome!!
60-69 Hits - Crazy!!
70-79 Hits - Unstoppable!!
80-89 Hits - Legendary!!!
90-99 Hits - Godlike!!!
100+ Hits - M.U.G.E.N
Title: Re: add004basic
Post by: Fallen on December 05, 2014, 10:24:24 pm
I know that debug keys (the thing they have in training mode for most of the games it tells you what buttons you have pressed) is found in common1 but it doesn't show in game here is the group 23000 they can be found in fightfx.sff if someone could help me figure out how to make them show up in game that would be great
Title: Re: add004basic
Post by: ALXVE on December 20, 2014, 10:05:04 pm
por favor ayudenme
please help me

https://www.youtube.com/watch?v=dk75oNyTD7U&feature=youtu.be
Title: Re: add004basic
Post by: Bejeeta on December 21, 2014, 12:43:13 am
the character doesnt have statedef 1000, you have to add this statedef or change the assist state number.
Title: Re: add004basic
Post by: ALXVE on December 21, 2014, 01:52:10 am
the character doesnt have statedef 1000, you have to add this statedef or change the assist state number.

thank you very much
Title: Re: add004basic
Post by: yaret on December 25, 2014, 01:23:28 am
Hello everyone, is there a way to solution this error ??? Im using BONUS STAGE2 by BONUSUGI but it's not working with this patch :S
it's really apreciatted any help
(http://i.imgur.com/kYiIja2.jpg)
Title: Re: add004basic
Post by: Flowrellik on December 25, 2014, 01:53:20 am
dont use add004pie on bonus stages
Title: Re: add004basic
Post by: yaret on December 25, 2014, 02:01:54 am
dont use add004pie on bonus stages


Thanks but isn't a possible solution.
Title: Re: add004basic
Post by: Fallen on January 04, 2015, 11:20:56 am
For some reason add004 (all versions of the lifebars) isn't showing the points and the cpu level can someone help me out
Title: Re: add004basic
Post by: YourImagination on January 04, 2015, 11:25:22 am
For some reason add004 (all versions of the lifebars) isn't showing the points and the cpu level can someone help me out
The points shows with your grade, along the CPU if the CPU beats you.
Title: Re: add004basic
Post by: Loupil on January 04, 2015, 12:49:59 pm
It's really simple you just need to search for "uncommant" in the corresponding common file and add/remove the commas to enable/disable the options !!

I downloaded it two days ago and i'm having so much fun ! Thanks to the creator for this outstanding work !
Title: Re: add004basic
Post by: 2Dee4ever on January 04, 2015, 08:57:53 pm
Anyone figure out why on certain screenpacks the portraits are so enlarged?
Title: Re: add004basic
Post by: Fallen on January 05, 2015, 11:20:41 am
For some reason add004 (all versions of the lifebars) isn't showing the points and the cpu level can someone help me out
The points shows with your grade, along the CPU if the CPU beats you.
that's exactly what's wrong it's supposed to show you the point as you fight not after you finish it like in this vid

It's really simple you just need to search for "uncommant" in the corresponding common file and add/remove the commas to enable/disable the options !!

I downloaded it two days ago and i'm having so much fun ! Thanks to the creator for this outstanding work !

but the thing is that it was the default from the beginning if the point do show up as you fight like in the vid above then IF you could upload your version of the lifebar just the add004 patcher and the lifebar folder add004 or add004_bs or add004_svc which ever one your using but if you could would you try and see if the points show up on the svc variant of the lifebars that would be great
Title: Re: add004basic
Post by: Fallen on January 05, 2015, 12:08:37 pm
okay never mind i figured it out it's like Loupil said you just need to find 
Code:
;;>>@Config.System_Switch>>
;; ƒVƒXƒeƒ€Ý’è
; v(07): bit flag
[state 0]
type=null
trigger1=!time
trigger1=1 || var(7):= 1073741823 ;;2147483647 ;; ;; default (enable all) (‰Šú’l‘S—LŒø)
;; uncommant to disable (ƒRƒƒ“ƒg‚ðŠO‚·‚Æ–³Œø‚É‚Å‚«‚Ü‚·)
trigger1=1 || var(7):=(var(7)^1)        ;; 1st - dizzy/stun system
; trigger1=1 || var(7):=(var(7)^2)        ;; 2nd - guard_break system
; trigger1=1 || var(7):=(var(7)^4)        ;; 3rd - show combo_counter
; trigger1=1 || var(7):=(var(7)^8)        ;; 4th - show message
trigger1=1 || var(7):=(var(7)^16)       ;; 5th - show score/cpu_level
; trigger1=1 || var(7):=(var(7)^32)       ;; 6th - show result_panel
; trigger1=1 || var(7):=(var(7)^64)       ;; 7th - play system voice
trigger1=1 || var(7):=(var(7)^128)      ;; 8th - show key_input
; trigger1=1 || var(7):=(var(7)^256)      ;; 9th - show lifebar
;          trigger1=1 || var(7):=(var(7)^512)      ;;10th - show powerbar
; trigger1=1 || var(7):=(var(7)^1024)     ;;11th - tag system
; trigger1=1 || var(7):=(var(7)^2048)     ;;12th - tag_asist
; trigger1=1 || var(7):=(var(7)^4096)     ;;13th - round_call
; trigger1=1 || var(7):=(var(7)^8192)     ;;14th - ko_call
; trigger1=1 || var(7):=(var(7)^16384)    ;;15th - show ground_dust effect
; trigger1=1 || var(7):=(var(7)^32768)    ;;16th - show portrait / face
persistent=0
then change it to this for all you folks who didn't know
Code:
;;>>@Config.System_Switch>>
;; ƒVƒXƒeƒ€Ý’è
; v(07): bit flag
[state 0]
type=null
trigger1=!time
trigger1=1 || var(7):= 2147483647 ;;2147483647 ;; ;; default (enable all) (‰Šú’l‘S—LŒø)
;; uncommant to disable (ƒRƒƒ“ƒg‚ðŠO‚·‚Æ–³Œø‚É‚Å‚«‚Ü‚·)
; trigger1=1 || var(7):=(var(7)^1)        ;; 1st - dizzy/stun system
; trigger1=1 || var(7):=(var(7)^2)        ;; 2nd - guard_break system
; trigger1=1 || var(7):=(var(7)^4)        ;; 3rd - show combo_counter
; trigger1=1 || var(7):=(var(7)^8)        ;; 4th - show message
; trigger1=1 || var(7):=(var(7)^16)       ;; 5th - show score/cpu_level
; trigger1=1 || var(7):=(var(7)^32)       ;; 6th - show result_panel
; trigger1=1 || var(7):=(var(7)^64)       ;; 7th - play system voice
; trigger1=1 || var(7):=(var(7)^128)      ;; 8th - show key_input
; trigger1=1 || var(7):=(var(7)^256)      ;; 9th - show lifebar
;          trigger1=1 || var(7):=(var(7)^512)      ;;10th - show powerbar
; trigger1=1 || var(7):=(var(7)^1024)     ;;11th - tag system
; trigger1=1 || var(7):=(var(7)^2048)     ;;12th - tag_asist
; trigger1=1 || var(7):=(var(7)^4096)     ;;13th - round_call
; trigger1=1 || var(7):=(var(7)^8192)     ;;14th - ko_call
; trigger1=1 || var(7):=(var(7)^16384)    ;;15th - show ground_dust effect
; trigger1=1 || var(7):=(var(7)^32768)    ;;16th - show portrait / face
persistent=0
Title: Re: add004basic
Post by: ShinSmoke on January 21, 2015, 11:54:59 pm
Love this tag patch but there's one small problem with it that annoys me....on 2 on 2 tag team battles any character A.I. that knows how to guard low attacks all of the sudden becomes a sucker to low attacks. I can just keep hitting low throughout the whole match & win......I don't want it to be that easy it kills the fun of this tag patch. :(
Title: Re: add004basic
Post by: Koopa901 on February 08, 2015, 06:43:08 pm
Is there a way to use this sustem with any lifebar?
Title: Re: add004basic
Post by: Flowrellik on April 25, 2015, 06:58:40 pm
I know this is a necrobump, but I have a reason for stating this.
Tatsu has updated Add004.
https://www.youtube.com/watch?v=EZciQpoZFWY
4/24/2015 version. Includes an updated version of his signature kfma4a (the 3 Kung fu people mini-game type char that has Kfm, Kfw, and KFR).
He also posted up a small portrait pack for any of you KOF2000 fans. Enjoy!
https://onedrive.live.com/?cid=d1c297a61b1ef0fa&id=D1C297A61B1EF0FA!263&ithint=folder,zip&authkey=!AIb1fPPBsR2RsSE

Title: Re: add004basic
Post by: Zerobruno on April 26, 2015, 01:30:58 am
I know this is a necrobump, but I have a reason for stating this.
Tatsu has updated Add004.
https://www.youtube.com/watch?v=EZciQpoZFWY
4/24/2015 version. Includes an updated version of his signature kfma4a (the 3 Kung fu people mini-game type char that has Kfm, Kfw, and KFR).
He also posted up a small portrait pack for any of you KOF2000 fans. Enjoy!
https://onedrive.live.com/?cid=d1c297a61b1ef0fa&id=D1C297A61B1EF0FA!263&ithint=folder,zip&authkey=!AIb1fPPBsR2RsSE

interesting...i shall take a look to see the new stuff
Title: Re: add004basic
Post by: xcheatdeath on April 26, 2015, 01:40:07 am
Awesome, I'm taking that small portrait idea, I never considered making custom portraits that follow the character palette.

the KFM's don't seem to work properly if you add them to your own mugen though, hmm
Title: Re: add004basic
Post by: 【MFG】gui0007 on April 26, 2015, 01:46:16 am
I like this update, but i still prefer the old version.
Title: Re: add004basic
Post by: Fallen on April 26, 2015, 01:52:47 am
Alright and update would someone be kind enough to tell me whats changed from the last update, since I'm away from my laptop T_T
Title: Re: add004basic
Post by: GENOCIDE CUTTAH XIV on April 26, 2015, 11:00:10 am
Cool update. I don't really see what changed aside from the bonus characters.
Anyways i am having a little problem and i could use some help.
I made this(http://i.imgur.com/uSqFEUl.gif) For Kyo by Jmorphman but it is too big and whenever i try to resize it it loses all it's quality and becomes just a bunch of squares. How do i make this smaller?
Title: Re: add004basic
Post by: xcheatdeath on April 26, 2015, 05:53:43 pm
I'm having the same issue ^, I'll let you know as soon as i figure out a solution
Title: Re: add004basic
Post by: Flowrellik on April 26, 2015, 06:28:38 pm
Oh my... Thats a pretty sweet Kyo! Thats a high quality SVC-esque style I need for my Roster....course you are right about the size.
hmmm. Have you tried rescaling the sprite to around KOF2000 Lifebar Portrait size?
Title: Re: add004basic
Post by: xcheatdeath on April 26, 2015, 06:37:03 pm
scaling it causes it to lose quality. especially if it's already indexed.
Title: Re: add004basic
Post by: Zerobruno on April 26, 2015, 06:45:45 pm
well,you can change the size of the ports to .25,but that would mean that all of your ports are gonna be affected by that change,it's like what taybear said,if it is already indexed,then changing the size would result in a total f*ck up of the port
Title: Re: add004basic
Post by: GENOCIDE CUTTAH XIV on April 27, 2015, 07:28:06 am
The problem is that it doesn't matter rather or not it is indexed. If you try to resize the picture it always end up looking awfull.
Title: Re: add004basic
Post by: Flowrellik on April 27, 2015, 08:01:05 am
UNLESS by chance you know how to edit said sprites after resizing, and even then that can be annoying.
Title: Re: add004basic
Post by: slicetwice on May 01, 2015, 02:57:06 am
How do you get the CPU-Level to show instead of the score on player 2 side?
Title: Re: add004basic
Post by: Fighterz Edg3 on May 16, 2015, 05:45:21 am
I can't seem to get the points and cpu level to show on the lifebar only when the match ends (or when the cpu wins.) any help?
Title: Re: add004basic
Post by: Fallen on May 20, 2015, 11:15:36 am
look at my post above you can find that in the common1.cns
Title: Re: add004basic
Post by: PRØJECT.13 on May 31, 2015, 12:24:09 am
So I'm having a problem installing the lifebars. I'm well aware that I might be doing this wrong, but there's no tutorial for installing lifebars in 1.1, so I just assumed that it's done the same as always.

(http://i27.photobucket.com/albums/c167/Project13X/LifebarsProblem_zpsjmmtnhh6.png)

I replaced the files, put them in as where I thought they should go, but the lifebars themselves won't show up. As you can see, the character names do, but that's about it. I don't even get any combo fonts. Anybody know what's happening here?
Title: Re: add004basic
Post by: 2Dee4ever on May 31, 2015, 02:55:19 am
So I'm having a problem installing the lifebars. I'm well aware that I might be doing this wrong, but there's no tutorial for installing lifebars in 1.1, so I just assumed that it's done the same as always.

(http://i27.photobucket.com/albums/c167/Project13X/LifebarsProblem_zpsjmmtnhh6.png)

I replaced the files, put them in as where I thought they should go, but the lifebars themselves won't show up. As you can see, the character names do, but that's about it. I don't even get any combo fonts. Anybody know what's happening here?

Check fight.def. Make sure you have the common.cns and font in the right places.


I'm having an issue myself not sure what to edit to fix
Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: PRØJECT.13 on May 31, 2015, 03:35:11 am
I dragged the res folder into the data folder of my other screenpack. The fight.def has no directories for any of the other files whatsoever, so I just left them all in that same folder.
Title: Re: add004basic
Post by: Loud Howard on July 07, 2015, 05:26:32 am
so, can i fucking use these fucking lifebars without the bat and executable bullshit like the good and old data/Add004/fight.def

because i remembered of why i deleted them in the 1st place trying to configure it to work on a custom screenpack(DRO's and Hloader's edited SVC)
Title: Re: add004basic
Post by: Fallen on July 07, 2015, 11:08:59 pm
We got another update and this time Tatsu included a sample for us on how to add his hitspark
Title: Re: add004basic
Post by: 2Dee4ever on July 07, 2015, 11:15:04 pm
We got another update and this time Tatsu included a sample for us on how to add his hitspark

What else is different? If thats the only thing than I'll pass.
Title: Re: add004basic
Post by: Fallen on July 07, 2015, 11:17:57 pm
I dont know anything else since I havent tried it out yet but he sent a message to me since I sent him a message about his hitsparks
Title: Re: add004basic
Post by: Beta158 on July 07, 2015, 11:25:22 pm
How exciting.

Edit: There is Ryu and Evil Ryu for example for use of example.
Title: Re: add004basic
Post by: Loud Howard on July 07, 2015, 11:34:00 pm
its easier to config and install?
Title: Re: add004basic
Post by: Flowrellik on July 07, 2015, 11:37:45 pm
sounds interesting. Gonna see what's new in this!
EDIT: TATSU ADDED A SPECIAL "RAGDOLL" SPRITE CREATOR REMINISANT TO GUNDAM BATTLE ASSAULT, BABEL SWORD, ETC GAMES!
Whomever wants to make gundam battle assault based characters can now do it with ease :D. the program is called P2S under the folder work inside the kfm.
Title: Re: add004basic
Post by: Loud Howard on July 08, 2015, 12:54:19 am
sounds interesting. Gonna see what's new in this!
EDIT: TATSU ADDED A SPECIAL "RAGDOLL" SPRITE CREATOR REMINISANT TO GUNDAM BATTLE ASSAULT, BABEL SWORD, ETC GAMES!
Whomever wants to make gundam battle assault based characters can now do it with ease :D. the program is called P2S under the folder work inside the kfm.


the thing is, GBA1 and 2 has a SHITTON of sprites each body pat divided, JedDragon Tried to do that but he quit
Title: Re: add004basic
Post by: Flowrellik on July 08, 2015, 01:30:16 am
I have complete sprite rips of the game. They're palete separated BUT with a bit of editting I can merge them into one.
Trying also to figure out how this program works.
Title: Re: add004basic
Post by: Zer0degreez on July 16, 2015, 01:58:12 pm
I was wondering, how do you change the assist move for each individual character? I tried copying the whole common1.cns file into a character cns than changing the Get Tag Team state into the state number of the move I want and it didn't work.
Title: Re: add004basic
Post by: yaret on July 16, 2015, 02:18:13 pm
I was wondering, how do you change the assist move for each individual character? I tried copying the whole common1.cns file into a character cns than changing the Get Tag Team state into the state number of the move I want and it didn't work.

copy the spoiler on the cns of that char you like :) change the line 1000 for the atatck you want to. value=ifelse(var(59)>=200,var(59),1000)
 you can see the attacks pressing Ctrl + D with mugen running
Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: Zer0degreez on July 16, 2015, 03:48:11 pm
I was wondering, how do you change the assist move for each individual character? I tried copying the whole common1.cns file into a character cns than changing the Get Tag Team state into the state number of the move I want and it didn't work.

copy the spoiler on the cns of that char you like :) change the line 1000 for the atatck you want to. value=ifelse(var(59)>=200,var(59),1000)
 you can see the attacks pressing Ctrl + D with mugen running
Spoiler, click to toggle visibilty

I tried that on Batsu. I put it on the Constants.cns and when  change the value to Guts upper (1200) It still doesn't work. I don't know if I have to put it in the other CNS files or what.
Title: Re: add004basic
Post by: yaret on July 16, 2015, 04:05:16 pm
friend copy on normal.cns at the end of the code. remenber to change  value=ifelse(var(59)>=200,var(59),1000) by  value=ifelse(var(59)>=200,var(59),1200)
(http://i.imgur.com/ycrK6XW.png)
Title: Re: add004basic
Post by: Zer0degreez on July 16, 2015, 04:18:50 pm
friend copy on normal.cns at the end of the code. remenber to change  value=ifelse(var(59)>=200,var(59),1000) by  value=ifelse(var(59)>=200,var(59),1200)
(http://i.imgur.com/ycrK6XW.png)

I am changing it. I paste it in to the Normal.cns at the last code and what happens is they end up getting messed up and they just hop in and out of the screen and I can't assist or tag them in. I feel like I'm doing everything you tell me but it ends up getting messed up anyway.
Title: Re: add004basic
Post by: yaret on July 16, 2015, 04:26:05 pm
http://www.mediafire.com/download/bzud05pbcvbyeek/Normal.rar
this must be the first question.xD what Batsu you have? I have Batsu by race.xD
Title: Re: add004basic
Post by: Zer0degreez on July 16, 2015, 04:37:54 pm
http://www.mediafire.com/download/bzud05pbcvbyeek/Normal.rar
this must be the first question.xD what Batsu you have? I have Batsu by race.xD

I have Batsu by Race too. I just tried with you CNS folder and I got the same problem....Idk wtf is going on
Title: Re: add004basic
Post by: yaret on July 16, 2015, 04:43:30 pm
http://www.mediafire.com/download/bzud05pbcvbyeek/Normal.rar
this must be the first question.xD what Batsu you have? I have Batsu by race.xD

I have Batsu by Race too. I just tried with you CNS folder and I got the same problem....Idk wtf is going on

Mmmmmmm it's strange if you patch Batsu with add004 my Cns should've worked. or the code. I showed you a pic with that attack working :) I was ken my tag was Batsu.
Title: Re: add004basic
Post by: Zer0degreez on July 16, 2015, 04:52:49 pm
http://www.mediafire.com/download/bzud05pbcvbyeek/Normal.rar
this must be the first question.xD what Batsu you have? I have Batsu by race.xD

I have Batsu by Race too. I just tried with you CNS folder and I got the same problem....Idk wtf is going on

Mmmmmmm it's strange if you patch Batsu with add004 my Cns should've worked. or the code. I showed you a pic with that attack working :) I was ken my tag was Batsu.

Yea, I think maybe something is wrong with mines or something. I paste the code at the last line, change the value to 1200 then I use the add004.exe to change him and nothing happens. It's so frustrating.
Title: Re: add004basic
Post by: Flowrellik on July 25, 2015, 07:05:04 am
Its add004 related, but Tatsu released Ryu, Evil Ryu, and Mr.Karate on his add4 spot. Both Ryus might be updated. Unsure about add004 itself.
all 3 chars are in his main link.
He also added 3 new stages for some added fun :3 see the edited stage topic in edits.
Title: Re: add004basic
Post by: SlenderMan on July 25, 2015, 07:48:32 am
theoretically would it be possible for someone to set this up to work similar to MK9's tag system? For example use your tag partner's special move at the cost of a bar of meter?
Title: Re: add004basic
Post by: Flowrellik on July 25, 2015, 08:16:54 am
You mean like what marvel vs capcom did with that Hyper assist or other tag based games?
I think it might be possible with a small edit of the tag assist code. Like say u can edit the assist code as a HYPER assist code using say D,DF,F + TAG with a meter cost or even a combo LVL3 attack but that's all I know. I haven't tried due to lack of coding skills but theoretically it can be done.
If someone (maybe the creator if he reads this) can do said edit, that would give a better shot of a more resilient Tag based system: One with Tag assist, Tag outs, and possible Meteor Tag assists.. I can see it!
Title: Re: add004basic
Post by: YugaCurry on July 25, 2015, 12:36:05 pm
Why does his Ryu produce clones of himself? I use 1.1.

(http://i.imgur.com/XFk1uEK.png)
Title: Re: add004basic
Post by: MR. IBZS II on July 25, 2015, 12:46:57 pm
I must say, I've seen these things for a long time, but never tried them, they're making me like Mugen a whole lot more again. A universal combo announcer, and tech hit messages, and a even pretty well functioning tag-system (Which I thought I would hate.) is just what I needed. Anyways, with the praise out of the way, I have some questions:

-Is there anyway I could fuse this "system" with another 1.1 random screenpack without a bunch of confusing coding related stuff? I have a few empty 1.1 driven screenpacks lying around, and I'd love to be able to have some more spaces.

-Does this work with all stages? (1.1 compatible ones and stuff like that, of course.)

-Someday, the CvS2 announcer will drive me crazy. Would I change that like anything else, Mugen-wise? Same with hitsparks and other things, too.

-For tag mode, is there a way for the A.I. to control the 2nd player? (My teamate.) I know I could probably just press Crtl and 2, but still...

Also, the fact you can now have double layered lifebars is mind blowing to me. This thing is amazing.
Title: Re: add004basic
Post by: Fallen on July 25, 2015, 01:07:12 pm
I used mugen 1.1 aswell but his version of ryu never did that to me did you change any coding

And you can change the screenpack just place everything related to the screenpack in the lifebars folder then open the system.def then change the lifebar location too the add004 lifebar any variant will do wich are located in res in their respective folder (svc, bs and 04) you will then have to open the lifebars fight.def then change the localcoords for each thingy (you will know when you look at it) depening on your screenpack and go back a few pages and you will see my post relating to changing or adding more stuff to the lifebar like stun and guard break and removing the ports
add004 does nothing to stages unless you want your chars to have a water animation when they jump or walk just put in WATER in the authors name place
Title: Re: add004basic
Post by: YugaCurry on July 25, 2015, 01:09:45 pm
I used mugen 1.1 aswell but his version of ryu never did that to me did you change any coding

Nope, never changed a thing. I just can't figure it out.

Just had to get his latest update. Fixed.
Title: Re: add004basic
Post by: MR. IBZS II on July 25, 2015, 02:44:50 pm
think u can help with this?
(http://i1012.photobucket.com/albums/af249/flowrellik/meh_zps5378ac29.png) (http://s1012.photobucket.com/user/flowrellik/media/meh_zps5378ac29.png.html)


Drat, after goofing around a little with the files, I was trying to switch the normal default Mugen to his Mugen Match 2 screenpack, but ran into a similar error to this. So, I have to find a 1280x720 screenpack, then?
Title: Re: add004basic
Post by: YugaCurry on July 25, 2015, 02:58:45 pm
@マリオ·ピザ: No. In the fight.def within the add004 folder, there are lines which u can comment ( ; ) and uncomment. Uncomment the ones against 240 and comment out  the ones against 480 and 720, wherever you see them.

Title: Re: add004basic
Post by: MR. IBZS II on July 25, 2015, 04:03:06 pm
Alright, it's normal now. Thanks a whole lot.

A random thing I found is: When I tried that new Paper Mario edit in this, it won't let me use his assists, or his Level 3. Anybody have any clue what the issue is?

Actually, I can't seem to use strikers at all...
Title: Re: add004basic
Post by: Flowrellik on July 25, 2015, 05:02:20 pm
Suggestion: Use the NEWEST add004 he's got. The reason why u got those clone copies is because tatsu is using a projectile helper code that shares the newest add004's (ver. 20150707) common01.cns. Surprisingly this said code only truly affects the projectile's alpha, giving say a CVS2 Hi-res projectile effect a more KOFXIII appearance. Problem is working out the bugs on a few attacks like Raging storm or Psycho Crusher.
That said, just use the newest add004. Comes in with a mugen standalone thing too. Just add a SP and go from there.
Title: Re: add004basic
Post by: YugaCurry on July 25, 2015, 05:20:16 pm
Suggestion: Use the NEWEST add004 he's got. The reason why u got those clone copies is because tatsu is using a projectile helper code that shares the newest add004's (ver. 20150707) common01.cns. Surprisingly this said code only truly affects the projectile's alpha, giving say a CVS2 Hi-res projectile effect a more KOFXIII appearance. Problem is working out the bugs on a few attacks like Raging storm or Psycho Crusher.
That said, just use the newest add004. Comes in with a mugen standalone thing too. Just add a SP and go from there.

Yes, I realized I was using an older version and downloaded the latest one. It worked like a charm. :)
Title: Re: add004basic
Post by: 2Dee4ever on July 25, 2015, 09:50:46 pm
Glad to see others finally picking this up! It has changed mugen for me indeed. Also the grade system is amazing.
Title: Re: add004basic
Post by: Flowrellik on July 25, 2015, 10:16:34 pm
IKR!!
I'm still trying to find a good screenpack to use for this system. I was thinking just using Mugenmatch2 that was updatedfor Mugen 1.1 in the past, but the problem is 1) getting all of the different add004 types to work on it and 2) It has no victory screen and coding up one is a pain on this SP for some strange reason.
Title: Re: add004basic
Post by: MR. IBZS II on July 26, 2015, 12:37:00 am
Yeah, the lack of a winquote screen is kinda killing it for me, too...
Title: Re: add004basic
Post by: Flowrellik on July 26, 2015, 01:17:27 am
Ikr!
I mean the sp is perfect, esp with that Neogeo old school vibe to it. It just needs a victory screen :X
Title: Re: add004basic
Post by: HUNGRY WOLF on July 26, 2015, 02:09:08 am
IKR!!
I'm still trying to find a good screenpack to use for this system. I was thinking just using Mugenmatch2 that was updatedfor Mugen 1.1 in the past, but the problem is 1) getting all of the different add004 types to work on it and 2) It has no victory screen and coding up one is a pain on this SP for some strange reason.

Just wait for my Sp  :sunny: lol
I am implementing the Addon tag system and all its awesome features to the lifebar I'm working on.
Tatsu really did something special.
Title: Re: add004basic
Post by: MR. IBZS II on July 26, 2015, 06:47:36 am
Alright, after looking a bit in the common file to see what I can edit, I first see this:

(Code from the common1.cns)

Spoiler, click to toggle visibilty

It wants me to look for some marks, so I guess I was supposed to be looking for sections marked with "@". After finding some, beneath them were huge sections of code. What exactly would I change in these piles of code? For example, I was wondering if you could edit what command-based move you could make the assist do, aside from Hadouken + Light Punch, if maybe I could make it Hadouken + Strong Punch instead.

Plus, I was wondering about a few other things:

-When I used the Battle Dome character, I tried to summon him as a assist, and his small portrait came out, and just stayed there, and I was unable to do anything else with him. Mugen still acted as if his character was onscreen, though. Anybody know why that happened, or is it the character's fault? the Pie.004 thing said he was converted properly, too...

-Another weird tag glitch is that I had Wriggle on my team, and she shot a beetle, and did about 3 hits, like normal, but afterwards acted like some weird moving obstacle, and did no more damage, and I couldn't summon her again. After the beetle was eventually hit, it died like normal, and I was free to change into her or assist her, so I changed, and after she was hit, she somehow became that beetle, "died" like the beetle, and vanished, and I couldn't change, or summon my teammate.

-I've seen some people have their teammate's health bar behind the current player, like in the older MvC games, but it doesn't for me. How would I do that?

-I've ran into several characters, (Japanese, most likely.) they would have .cmd errors due to some of there attack names, because of that common error where Japanese would be garbled symbols. They work in my normal Mugen, though, and my computer is currently on the Japanese region setting, so I can play doujins. I hope I won't need to have to go into there files and change the names myself...

-Also, some character's assist attacks just make them taunt, like ToonAlexSora007's Arnold. Is that a error of sorts?

-Is there a way to disable Guard Crush? Considering the many factors of Mugen, it's real broken when fighting some opponents.

-Is there a way to make the "Assist O.K." thing just a little shorter? Considering how the current command is a slow projectile for a large chunk of my roster, I'd like the ability to have them out a bit more.

-The last glitch I ran into, a few characters get stuck right before they touch the ground after I beat their teammate, and can't be hit, or do anything.

-Lastly, in this .gif:

Put in spoiler, because it's that Vore Kirby again:
Spoiler, click to toggle visibilty

At the beginning, that looks like a dizzy system on Yoshi. Is there already one in this, or is that just Yoshi or Kirby who triggers it? Same with that dramatic red flash, too.

Yeah, it's a lot of questions, sorry about that...
Title: Re: add004basic
Post by: Fallen on July 26, 2015, 07:07:22 am
like i said before you can change somethings in the common1.cns file just go check my post on the 12th page and some of those assist errors are caused by the chars because the assist defultly uses statedef 1000 for every char for example ryu's assist is hadoken which is the stateded 1000 but you can overwrite it just look through this topic and you will find posts that explain how to do it and about the health bar behind the current player are you by chance talking about this lifebar?
https://www.youtube.com/watch?v=90QJI5d9zOg
 if so its included with the add004 tatsu put in 3 variants of the lifebars first the one your using then SVC then then BS based on his Babel Sword game (the one in the video above) just read through all of the pages on this topic and you will find some of the answers to your question
Title: Re: add004basic
Post by: MR. IBZS II on July 26, 2015, 08:10:22 am
I found it. That answered most of them. Thanks again. But, about the lifebars, they were the same as the normal add004 ones, but, you could see how much life your teammate had, too.

Also, I tried to "change" a character with the Pie.004 application,  and it crashes midway through the process. Is the character too big, or something.

And, just now, my partner's A.I. activates, too. I thought I would enjoy having that, but I don't really like it. I don't really know what triggered it, but all of a sudden, I couldn't play as my partners at all in any match.
Title: Re: add004basic
Post by: vgma2 on July 27, 2015, 09:31:23 pm
And, just now, my partner's A.I. activates, too. I thought I would enjoy having that, but I don't really like it. I don't really know what triggered it, but all of a sudden, I couldn't play as my partners at all in any match.

There are .bat files in there right?  You're running them right?
If the AI still takes over, it sounds more like a problem in that character's AI activation.
Title: Re: add004basic
Post by: MR. IBZS II on July 27, 2015, 10:56:18 pm
Yeah, there's .bat files. It seems the problem was just that handful of times, It's back to normal, for the time being. I haven't changed the files on anybody at all.
Title: Re: add004basic
Post by: Solarflared on July 31, 2015, 06:28:31 pm
-Lastly, in this .gif:

Put in spoiler, because it's that Vore Kirby again:
Spoiler, click to toggle visibilty

At the beginning, that looks like a dizzy system on Yoshi. Is there already one in this, or is that just Yoshi or Kirby who triggers it? Same with that dramatic red flash, too.

Yeah, it's a lot of questions, sorry about that...

Annnd people still use that Mawplay edit. Whoop de doo.
Title: Re: add004basic
Post by: Ryu From Streets™ on August 06, 2015, 09:38:45 pm
I wonder if people knew how to make all Infinite characters work with this?

Like Rober when he falls on the ground he creates a clone, some for Maki
and Guile doesn't work at all even if he's patched. When you pick Simul, he still stays there.
Title: Re: add004basic
Post by: xcheatdeath on August 06, 2015, 09:44:18 pm
Those characters are very old. You'd probably have to do a lot of updating to them for them to work.
Title: Re: add004basic
Post by: Ryu From Streets™ on August 06, 2015, 09:45:32 pm
Those characters are very old. You'd probably have to do a lot of updating to them for them to work.

Welp, some works perfectly.
Update----oh hell naah,--
Title: Re: add004basic
Post by: MR. IBZS II on August 06, 2015, 11:18:01 pm
Another thing: When I used add004 Pie, I tried to convert Mado Gakusha by bluishcat. During the process, the application becomes a bunch of lines, then crashes every single time. Is she too big or something?
Title: Re: add004basic
Post by: 2Dee4ever on August 16, 2015, 08:23:49 pm
New running animations for various characters have been added.
Title: Re: add004basic
Post by: Flowrellik on August 16, 2015, 11:50:07 pm
seems like he also did an update for add004PIE too. Not sure what it is but I guess we'll see.
Also, in looking at the running sprites, some of them look pretty good :)
Title: Re: add004basic
Post by: MR. IBZS II on August 31, 2015, 10:10:22 pm
Does anyone know what the .aircleaner application does? I tried it on Doug's Crash, and I didn't really see much of a difference.
Title: Re: add004basic
Post by: 2Dee4ever on September 01, 2015, 12:31:15 am
Updated Screen Pack
Title: Re: add004basic
Post by: Beta158 on September 01, 2015, 01:03:14 am
Love it!
Title: Re: add004basic
Post by: Flowrellik on September 01, 2015, 01:14:41 am
OXO MY DREAM JUST CAME TRUE!!!!
MUST...MAKE ROOM!!
Title: Re: add004basic
Post by: Loud Howard on September 01, 2015, 03:59:09 am
NOW I CAN FINALLY USE THIS!
Title: Re: add004basic
Post by: YugaCurry on September 02, 2015, 04:10:45 pm
Man, I thought this was released. Coming Soon..... >_<
Title: Re: add004basic
Post by: zero7360 on September 03, 2015, 02:16:03 pm
Hey guys, i have question that I'm hoping someone could help me out with. When using the patcher on certain characters, I noticed the Dizzy/stun doesn't trigger properly (Lifebar blinks like normal, but that's all. next hit doesn't send them into the dizzy state). Is there any way to fix this issue?
Title: Re: add004basic
Post by: YugaCurry on September 05, 2015, 07:55:58 am
Updated Screen Pack
[youtube]https://www.youtube.com/watch?v=96NCDobkGIs[/youtube]

We have our release. Go check out the link on the first page to download.

Good screenpack. He spelt training wrong but other than that there aren't any noticeable bugs. The small roster is a slight concern but there may be edits done for it in the future by someone to accommodate more slots and such.
Title: Re: add004basic
Post by: MR. IBZS II on September 05, 2015, 08:12:59 am
Does anyone know what the .aircleaner application does? I tried it on Doug's Crash, and I didn't really see much of a difference.

Also, are there any more lifebars that work with this system aside from the 3 it comes with?
Title: Re: add004basic
Post by: xcheatdeath on September 05, 2015, 06:19:04 pm
No
Title: Re: add004basic
Post by: Flowrellik on September 05, 2015, 06:38:09 pm
mind if someone can make an alt link for his SP? For some reason the onedrive is giving me the "blocked cause spyware" crap.
Title: Re: add004basic
Post by: xcheatdeath on September 05, 2015, 06:44:56 pm
Here ya go

http://www47.zippyshare.com/v/wO4ElxVX/file.html
Title: Re: add004basic
Post by: Flowrellik on September 05, 2015, 07:54:44 pm
:) thank you
Now i just need to figure out how to manually install add004 to this ixi
Title: Re: add004basic
Post by: Red Comet Tyson on September 06, 2015, 12:16:10 am
if you have problem with onedrive you can just press crtl+j and recover the file if you are using chrome
Title: Re: add004basic
Post by: MR. IBZS II on September 20, 2015, 01:40:30 am
Also, I recently tried Madoldcrow's Kirby with it, and a big issue is that whenever you switch him out, or try to summon him as an assist, he gets stuck right above the ground, and can't be hit or move whatsoever, like this: (http://i34.photobucket.com/albums/d118/doraemariby/mugen000_zpsxwwotkxy.png)


How could I fix that?
Title: Re: add004basic
Post by: vgma2 on September 20, 2015, 09:49:37 pm
Have you checked debug messages to see if it's giving any useful debug info?
Have you checked which state the character is stuck in?
Title: Re: add004basic
Post by: MR. IBZS II on September 20, 2015, 09:51:33 pm
Nah, I didn't think of that... I'll check that really fast... Would I remove that state?

It doesn't give any messages at all about one of Kirby's states, actually...
Title: Re: add004basic
Post by: vgma2 on September 20, 2015, 09:58:39 pm
There's a very good chance that you DON'T want to remove that state.
It's probably been coded in the character before the patch.

Were there any debug messages about Kirby?
What state was he stuck in?
Title: Re: add004basic
Post by: vgma2 on September 21, 2015, 03:54:02 am
(Double Post)
So is anyone else getting malware warnings when they try to download this via firefox or chorme?
It's just a false positive, which I can ignore right?
Title: Re: add004basic
Post by: MR. IBZS II on September 21, 2015, 04:03:49 am
Onedrive has been doing that a lot lately. I guess it's false, but you can right click it after it downloads to Unblock it.

Did it get a update or something? Also, to bump a question I had:

"What does the aircleaner app do? I tried it on a few characters, but it didn't really make a difference in them."
Title: Re: add004basic
Post by: emcevo on September 21, 2015, 04:08:00 am
Onedrive has been doing that a lot lately. I guess it's false, but you can right click it after it downloads to Unblock it.

Did it get a update or something? Also, to bump a question I had:

"What does the aircleaner app do? I tried it on a few characters, but it didn't really make a difference in them."

It didn't really make a difference like you said.. where is the update he said?
Title: Re: add004basic
Post by: MR. IBZS II on September 24, 2015, 10:02:32 pm
He was trying to download it, so I guess there was a update, or he hasn't tried it yet, I assume.

Also, yet another question, after playing this compilation that uses Add004:

(http://i34.photobucket.com/albums/d118/doraemariby/mugen0-pcx_zpspracjmui.png)

The bars have mini sprite replays instead of normal or custom ports. Are these edits, or is a mini sprite replay "portraits" something that can be found in the common.cns of the bars, or what?
Title: Re: add004basic
Post by: AlexSin on September 24, 2015, 10:24:06 pm
The bars have mini sprite replays instead of normal or custom ports. Are these edits, or is a mini sprite replay "portraits" something that can be found in the common.cns of the bars, or what?
http://mugenguild.com/forum/topics/guilty-gear-alike-mini-character-code-82501.0.html
http://mugenguild.com/forum/topics/guilty-gear-x2-reload-miniturized-code-armor-cage-167399.0.html

This is how you do it.
Title: Re: add004basic
Post by: MR. IBZS II on September 24, 2015, 10:31:20 pm
Oh, that... That's actually pretty clever what the compilation maker did, there... Thanks again.
Title: Re: add004basic
Post by: vgma2 on September 24, 2015, 11:10:08 pm
I was redownloading it because I realized the version I had was from 2014.
Title: Re: add004basic
Post by: Negi Springfield on September 25, 2015, 11:04:14 pm
Hey there, first I'd like to state for the record I FREAKING LOVE THESE LIFEBARS OH MY GAWWDD.

But secondly I'd like to bring to your attention the fact that from what i've been playing so far it seems like the default addon004basic fight fx lacks a generic Power Charge animation for characters that don't already have one. All in all it's no biggie, it just caught me off guard from everything else awesome from the set.
Title: Re: add004basic
Post by: 2Dee4ever on September 25, 2015, 11:10:48 pm
The fact that from what i've been playing so far it seems like the default addon004basic fight fx lacks a generic Power Charge animation for characters that don't already have one.
? This was never included, nor intended. They are indeed amazing. I surmise we may be getting more updates soon huehuehue.
Title: Re: add004basic
Post by: Negi Springfield on September 26, 2015, 05:20:32 am
The fact that from what i've been playing so far it seems like the default addon004basic fight fx lacks a generic Power Charge animation for characters that don't already have one.
? This was never included, nor intended. They are indeed amazing. I surmise we may be getting more updates soon huehuehue.

Well considering these bars give a completely custom Super KO BG and sound to match, i'm surprised they'd miss a minor detail like that with the Fight FX.
Title: Re: add004basic
Post by: 2Dee4ever on September 26, 2015, 05:36:46 am
Well not every character has that mechanic & if they did then it would clash. It's logical. These were made to be easily accessible. You can easily edit these to your liking.
Title: Re: add004basic
Post by: Flowrellik on September 28, 2015, 09:58:24 pm
add004 has been updated. file is mugen_a4b_20150929  in the add4 onedrive. Yet to see updates
edit: I think he added ikemen compatibility + MM2 is added in the pack. This is gonna be interesting.
Title: Re: add004basic
Post by: Beta158 on September 28, 2015, 10:26:10 pm
Okay then.
Title: Re: add004basic
Post by: MR. IBZS II on September 28, 2015, 10:33:14 pm
Hmmm... In that case, after downloading, should I just copy & paste everything (Characters, common.cns files, etc...) from the older one to this one? I was already using Mugen Match 2.
Title: Re: add004basic
Post by: Flowrellik on September 28, 2015, 10:39:40 pm
seems like it to me.
also, 9000,3 also works for character select too, so 9000,0 is for the small portrait boxes, and apparently 9000,1 is used for the victory screen, which means this is gonna be interesting :)
Title: Re: add004basic
Post by: MR. IBZS II on September 29, 2015, 12:30:46 am
I tried to do this:

(http://i34.photobucket.com/albums/d118/doraemariby/MM2_zpsrsds7wit.png)

I extracted the folder into the old MM2 screenpack, because it lacked a Mugen.exe in itself, which was just lying around empty, and then put basically everything from the new MM2 in the data folder, like these:

(http://i34.photobucket.com/albums/d118/doraemariby/MM2%20data%201_zpsqktmz8hz.png)

(http://i34.photobucket.com/albums/d118/doraemariby/MM2%20data%202_zpstxwuelho.png)

I checked the fight.def, I checked the systems, but yet I don't have the sprite of the health bar, just the names and a few decals. How do I fix this again?

And now, after trying to goof around with it some more, it gives me this error after selecting a character (Super Mario 64 edit by Stickman14) and won't start up at all:

Library error message: Died parsing root,ailevel)

Error detected.

Trigger not valid for mugenversion of character: ailevel
Error parsing [state 0]
Error in [statedef 90900]
Error in data/add004_bs0/common1.cns:6934
Error loading chars/SuperMario64/SuperMario64.def
Error while precaching
Trigger not valid for mugenversion of character: ailevel
Error parsing [state 0]
Error in [statedef 90900]
Error in data/add004_bs0/common1.cns:6934
Error loading chars/SuperMario64/SuperMario64.def
Error while precaching
Trigger not valid for mugenversion of character: ailevel
Error parsing [state 0]
Error in [statedef 90900]
Error in data/add004_bs0/common1.cns:6934
Error loading chars/SuperMario64/SuperMario64.def
Error while precaching
Trigger not valid for mugenversion of character: ailevel
Error parsing [state 0]
Error in [statedef 90900]
Error in data/add004_bs0/common1.cns:6934
Error loading chars/SuperMario64/SuperMario64.def
Error loading p1

Clipboard tail:
  Loading common states common1.cns...Character SuperMario64.def failed to load
End of versus screen loop
Game loop deinit
Gameflow 11
Loading match assets...
Loading stage...
Info: stage TrainingRoom loading in pre-1.0 compatible mode
  Loading BG...OK
Stage loaded OK
  Allocating helpers...OK
Match RNG seed: 1488014013
Reset persist vars team 0
Reset persist vars team 1
Loading character chars/SuperMario64/SuperMario64.def...
  Loading info...Info: Super Mario 64 loading in pre-1.0 compatible mode
OK
  Loading cmd command set SuperMario64.cmd...OK
  Loading cns add004basic.reb1...OK
  Loading cmd state entry SuperMario64.cmd...OK
  Loading common states common1.cns...Character SuperMario64.def failed to load
Title: Re: add004basic
Post by: YugaCurry on September 29, 2015, 04:12:45 pm
This new update has made a lot of characters especially from warusaki incompatible with the errors shown above. The error is caused by the new 'common1' file. Can't point out exactly what though.

Fix:

In your common1.cns replace this:

;;>>@Config.AI>>
;; ai”»’è  v(51) [def:0 / ai:1-8 / hum:-1]
[state 0]
   type=varset
   trigger1=1
   ;;--- vWin
;vWin   var(51)=ifelse((matchno>1&&ishometeam=1), ifelse(matchno+roundno-1<8, matchno+roundno-1, 8), 0)
   ;;--- v1.0
   var(51)=(root,ailevel) ;; (v1.0 / v1.1)

with

;;>>@Config.AI>>
;; ai”»’è  v(51) [def:0 / ai:1-8 / hum:-1]
[state 0]
   type=varset
   trigger1=1
   ;;--- vWin
        ;vWin   
        var(51)=ifelse((matchno>1&&ishometeam=1), ifelse(matchno+roundno-1<8, matchno+roundno-1, 8), 0)
   ;;--- v1.0
   var(51)=(root,ailevel) ;; (v1.0 / v1.1)

Title: Re: add004basic
Post by: MR. IBZS II on September 29, 2015, 09:18:13 pm
Thanks a lot for that. I tried it, and it didn't really seem to change, so I'll just stick back with the old version that works well, because I don't really feel like adjusting those settings again. The new MM2 seems to use custom ports, and the quotes are in Japanese, too. Cool that it has a winquote screen now.
Title: Re: add004basic
Post by: Flowrellik on October 03, 2015, 10:39:37 pm
ADD004 UPDATE: New portrait set! All the portraits you want for add004 Right there and uploaded on tatsu's add4 Onedrive!
Bad news is tatsu's old onedrive, which had add004,add008 etc and his version of Dan is down (I think) ;c.
Title: Re: add004basic
Post by: MR. IBZS II on October 03, 2015, 11:21:31 pm
I have his Dan, if it really is down.
Title: Re: add004basic
Post by: PhantomD on October 04, 2015, 02:38:11 pm
Myself and a small number of few screenpack designers have a unique issue with these bars in that they do not display correctly under true localcoord = 1920,1080p.
When i say TRUE localcoord = 1920,1080, I am not just referring to the system.def and mugen.cfg settings, I am also referring to the fightfx.scale.
As most of you know, the default fightfxscale = 4, which means that lifebars and hitsparks get upscaled, however for localcoord = 1920,1080, if you wnat to use true full hd lifebar sprites and hitsparks (not stretched upscaled 720p sprites) you need to change fxscale to "2". However this is what happens to the positioning when you do so:

(https://imagizer.imageshack.us/v2/1920x1080q50/537/tm6jqd.png)

I dont care too much about the positioning issue as I am sure common.cns can be manipulated to reposition these and alter lifebar length etc, however to do that, and replace the sprites requires understanding of the add004 common1.cns coding.

I need to contact tatsu/shiyokakuge directly about this as I know the problem is in the common1.cns as I can see there are triggers with alot of ''ifelse' stuff relating to 240p/480p/720p but nothing for 1080p. If anyone else has any info on how to alter the positions of the sprites for lifebar etc etc any help appreciated.
Title: Re: add004basic
Post by: Demitri on October 04, 2015, 07:02:52 pm
@PhantomD: Guide me in setting up this thing and I'll take a look.

ifelse is pretty straight forward. how i like to think of it is ifelse(condition,true,false)
from the way you describe it, i'm gonna guess Tatsu uses ifelse inside of ifelse, and does this for each element

the issue your having is because hes calling the sprites from the fightfx. changing the scale natively will make that happen (though I'm interested in how the position gets affected so much)
most likely hes also scaling the meters with character coding so range is meaningless. Again though, i'd need to look.
Title: Re: add004basic
Post by: PhantomD on October 05, 2015, 06:00:23 am
@Genesis
PMed you a pre-setup ver link.
Inside the common1.cns, i found this:
Code:
;;>>@Config.LifeBar>>
; init_lifebar
; ライフバー 初期値
[state 0]
type=null
trigger1=!time ;; only once
trigger1=1||var(46):=-52 ;;<- draw_depth ;(描画深度)
trigger1=1||var(57):=ifelse((root,sysvar(4)),(root,var(58)),0) ;;<- get root scores ;(親の点数取得)
trigger1=1||var(29):=100 ;;<- LifeBar_Width ;(バー幅)
trigger1=1||var(31):=floor(ifelse(teamside=1,-18,18)*fvar(0)+var(3)*0.5) ;;<- LifeBar_Pos_X ;(X座標)
trigger1=1||var(32):=floor(17*fvar(0)) ;;<- LifeBar_Pos_Y - Fix ;(Y座標-固定)
;;op; trigger1=1||var(32):=floor(18*fvar(0)) +floor((1-var(3)*9/16.0/var(4))*16*fvar(0)) ;;<- LifeBar_Pos_Y - Relative ;(Y座標-相対)
trigger1=1||fvar(37):=1.0 ;;<- face scale ;(顔サイズ)
;;>>@Config.PowerBar>>
; init_powerbar
; パワーバー 初期値
[state 0]
type=varset
triggerall=!time
trigger1=teamside=1
trigger1=1||var(33):=floor(ifelse(var(22)=2,12,10)*fvar(0)) ;;<- PowerBar_Pos_X ;(X座標)
trigger2=teamside=2
trigger2=1||var(33):=floor(ifelse(var(22)=2,308,310)*fvar(0))
;;op; var(34)=var(4) -floor(ifelse(var(22)=2,14,ifelse(var(22)=3,15,12))*fvar(0)) ;;<- PowerBar_Pos_Y - Fix ;(Y座標-固定)
var(34)=var(4) -floor(ifelse(var(22)=2,13,ifelse(var(22)=3,13,11))*fvar(0)) -floor((1-var(3)*9/16.0/var(4))*22*fvar(0)) ;;<- PowerBar_Pos_Y  - Relative ;(Y座標-相対)

There are 3 motifs available: default, another custom one, and an svc style one. It comes with 2 characters pre-patched inside; a ryu and an evil ryu.
Hopefully this explains all.
(http://i.imgur.com/W2CTLjp.png)

 click on the .bat for the motif u wanna play. The Fight.def and common1.cns for each motif is in a sub folder for each of the 3 motifs.
I already changed the fightfx scale etc for all three versions.
HungryWolf is cooking up some mean lifebars that he wants to be compatible with the add004 helpers and he is also working on a 1080p Screenpack so this will help him too i imagine
Title: Re: add004basic
Post by: YugaCurry on October 24, 2015, 09:21:38 am
Updated on 22/10/2015.
Title: Re: add004basic
Post by: kaczor787 on October 24, 2015, 02:42:32 pm
Hey guys. I've got a problem with adding new updated version of add004 to my broken mugen. here's link to broken mugen i use.
http://www.mediafire.com/download/h9e5klal3c6l2px/Broken+mugen+1.0+EDITED.rar
and can somebody help me with this because i learning with add004 today.

PS. I'm using bm1.0 - EDIT
Title: Re: add004basic
Post by: YugaCurry on October 24, 2015, 02:50:14 pm
Hey guys. I've got a problem with adding new updated version of add004 to my broken mugen. here's link to broken mugen i use.
http://www.mediafire.com/download/h9e5klal3c6l2px/Broken+mugen+1.0+EDITED.rar
and can somebody help me with this because i learning with add004 today.

PS. I'm using bm1.0 - EDIT

Make sure the ".bat" files, the add004.exe, add004 air cleaner. etc. are in the main mugen folder, i.e. where the m.u.g.e.n icon is. The "add004" and "ikemen" folders go into the data folder.
Title: Re: add004basic
Post by: kaczor787 on October 24, 2015, 04:11:05 pm
i've got like you said but still i don't know what i need to do in system folders and all kinds of stuff.
Title: Re: add004basic
Post by: YugaCurry on October 24, 2015, 05:30:22 pm
i've got like you said but still i don't know what i need to do in system folders and all kinds of stuff.

From there on it's like adding any lifebar to your screenpack. Make sure your screenpack's system.def file is in the add004 folder and set the paths for the 'system.sff' and 'system.snd' (located in your screenpack folder) in your system.def file. Also make sure the path for the 'fight.def' file is correctly put in the system.def.
Title: Re: add004basic
Post by: kaczor787 on October 24, 2015, 09:27:05 pm
i've got like you said but still i don't know what i need to do in system folders and all kinds of stuff.

From there on it's like adding any lifebar to your screenpack. Make sure your screenpack's system.def file is in the add004 folder and set the paths for the 'system.sff' and 'system.snd' (located in your screenpack folder) in your system.def file. Also make sure the path for the 'fight.def' file is correctly put in the system.def.

I still don't know how to do it...i tried a couple of times and still no finish. can you give me some video with help how to do it? or can you make this screenpack with tag system?
Title: Re: add004basic
Post by: kaczor787 on October 25, 2015, 07:50:37 pm
(http://i1382.photobucket.com/albums/ah268/hubert_kaskow/Broken_zpstdr99hmy.png)
Folder with add004


(http://i1382.photobucket.com/albums/ah268/hubert_kaskow/Add004_zpsql0lzk9u.png)
Folder with my Mugen

what i have to do now?
Title: Re: add004basic
Post by: AlexSin on October 25, 2015, 08:48:43 pm
Photos not found.
Title: Re: add004basic
Post by: kaczor787 on October 25, 2015, 09:51:05 pm
Photos not found.

now they are.
Title: Re: add004basic
Post by: PhantomD on October 26, 2015, 09:13:19 am
Something important to point out about this latest update.
There are now separate fight.def files for localcoords above 720p (ie 1080p, and even 2160p/4k!?).
(https://www.anony.ws/i/2015/10/26/Untitled2.png)
However, it is not true 1080p/2160p because all the bars, announcers and hitsparks etc are being upscaled.
In other words, the fightfx scale in the 2160p(which maybe only 0.5% of anyone actually uses) is set to 12 (rather than the usual 4 for 720p) and 1080p is set to 6.
Now the reality is that the correct fightfx scale for a 1080p lifebar/motif pixel for pixel should be 2, not 4 or 6.
However I guess this wont matter to 99% of users that are on either 1280x720 or lower localcoords.
Title: Re: add004basic
Post by: Realra on October 27, 2015, 06:35:08 pm
Is there anyway to fix this?

The p3 and p4 ports are too big.

(http://i.imgur.com/PZxPdOi.png)

It happens when I made my characters have localcoord = 427,240.
Title: Re: add004basic
Post by: Realra on October 30, 2015, 11:11:42 pm
Never mind I was able to fix the problem. Guess I can't use that localcoord with this life bar.
Title: Re: add004basic
Post by: EveryonesKouhai on November 04, 2015, 10:41:51 pm
so i just downloaded tatsu's add004 with mugen match 2 in it, and for some reason shinrei's edit of fervicante's tiffany won't play in her cvs style button layout but will stay in rival schools button layout. This only happens with this screenpack, as i've tested her in other and she plays in her cvs style. Any help will be appreciated.
Title: Re: add004basic
Post by: Sennou-Room on November 05, 2015, 07:53:53 pm
On the specifications of the MUGEN, since only one frame immediately after the round start will go back to neutral(Statedef 0), I am playing with append the following code.

;//==========================
;; control immediately after the round start
[state 0]
   type=ctrlset
   trigger1=stateno=0 && prevstateno=190191
   value=0
[state 0]
   type=assertspecial
   trigger1=stateno=0 && prevstateno=190191
   flag=noshadow
[state 0]
   type=screenbound
   trigger1=stateno=0 && prevstateno=190191
   value=0
   movecamera=0,0
Title: Re: add004basic
Post by: Flowrellik on November 10, 2015, 06:12:03 pm
well this is weird. Ok so I got the new version of tatsu's add004 and well, everything was back to square one.
The last release that I had of his before his new update was pretty amazing: Tag-ins and character changes were absolute esp. with low health, it felt like a real fullgame. Idk how to achieve this now ;c.
The version I had before upgrading is mugen_a4b_20150929 with the minor updates.
Any ideas on fixxing the tag-in/assist codes to be more constant ingame for AI?
Title: Re: add004basic
Post by: 【MFG】gui0007 on November 13, 2015, 07:47:13 pm
If you guys doesn't know, Tatsu update the add004 again in 11/07/2015
Title: Re: add004basic
Post by: MR. IBZS II on November 13, 2015, 09:25:32 pm
What did the update add? I'm still struggling with the last one.
Title: Re: add004basic
Post by: NDSilva on November 13, 2015, 11:07:03 pm
Eh, what's the official link to the updates even? I'm becoming kinda confused here.
Title: Re: add004basic
Post by: 【MFG】gui0007 on November 14, 2015, 02:11:21 am
This link: https://onedrive.live.com/?cid=d1c297a61b1ef0fa&id=D1C297A61B1EF0FA!263&ithint=folder,zip&authkey=!AIb1fPPBsR2RsSE

And download the "mugen_a4b_p20151107" file.
Title: Re: add004basic
Post by: PundiGandiHeYessapaMudesiNaye on November 14, 2015, 06:20:04 pm
He Everyone,
Use this file for the TAG-System:
http://www.mediafire.com/download/wg940lw3hrs8bae/buffering.kofy
Title: Re: add004basic
Post by: Flowrellik on November 14, 2015, 06:22:07 pm
uuuuh interesting but how do I use this?
Title: Re: add004basic
Post by: PundiGandiHeYessapaMudesiNaye on November 14, 2015, 06:36:23 pm
I know that sounds crazy,
but since i've played Shingo from Vans had this cns-file a better use like UnoTag,
as Sample is on CMD-File:

With that File "buffering.kofy";
;Shingo Kin Sei Oreshiki: Kamukura
[State -1, Shingo Kin Sei Oreshiki: Kamukura]
type = ChangeState
value = 3300
triggerall = !AILevel
triggerall = RoundState < 3
;---------------------------------------------
triggerall = numhelper(10371)
triggerall = helper(10371), var(42)
triggerall = helper(10371), fvar(1)<=4
triggerall = helper(10371), var(17)
;---------------------------------------------

Without that File "buffering.kofy";
;Shingo Kin Sei Oreshiki: Kamukura
[State -1, Shingo Kin Sei Oreshiki: Kamukura]
type = ChangeState
value = 3300
triggerall = !AILevel
triggerall = RoundState < 3
;--------------------------------------------------
triggerall = command = "Whatever i know"
;--------------------------------------------------

On this file you can paste all Commands and take a look, variable states.
Title: Re: add004basic
Post by: -Ash- on November 18, 2015, 07:19:51 am
Is there anyway to disable stun/dizzy?
Title: Re: add004basic
Post by: YugaCurry on November 18, 2015, 08:03:24 am
Go to the common1 file in the add004 folders and find config.system and uncheck the line fr dizzy/ stun.
Title: Re: add004basic
Post by: -Ash- on November 18, 2015, 10:40:36 am
Go to the common1 file in the add004 folders and find config.system and uncheck the line fr dizzy/ stun.

Do i have to repatch my characters after that?
Title: Re: add004basic
Post by: YugaCurry on November 18, 2015, 02:54:40 pm
Do i have to repatch my characters after that?

No.
Title: Re: add004basic
Post by: -Ash- on November 18, 2015, 03:33:06 pm
Do i have to repatch my characters after that?

No.

So i think i'm doing something wrong, do you mind to post a pic to help me? also, since we are here, i have a some questions:

How do i disable AI for P3 and P4?

Single and Tag are one round only, how do i fix that?
Title: Re: add004basic
Post by: YugaCurry on November 18, 2015, 04:15:05 pm
So i think i'm doing something wrong, do you mind to post a pic to help me? also, since we are here, i have a some questions:

Look for this line in your common1.cns within your add004 folder;

>>@Config.System_Switch>>

then find this line

;   trigger1=1 || var(7):=(var(7)^1)        ;; 1st - dizzy/stun system

and remove the ' ; ' at the start.

-----------------------------------------------
Quote
Single and Tag are one round only, how do i fix that?

In your fight. def within your res folder, look for:

[round]
   match.wins=1   <==== change the 1 to the number you want.
Title: Re: add004basic
Post by: -Ash- on November 18, 2015, 04:26:29 pm
So i think i'm doing something wrong, do you mind to post a pic to help me? also, since we are here, i have a some questions:

Look for this line in your common1.cns within your add004 folder;

>>@Config.System_Switch>>

then find this line

;   trigger1=1 || var(7):=(var(7)^1)        ;; 1st - dizzy/stun system

and remove the ' ; ' at the start.

-----------------------------------------------
Quote
Single and Tag are one round only, how do i fix that?

In your fight. def within your res folder, look for:

[round]
   match.wins=1   <==== change the 1 to the number you want.


My hero, thanks man.
Title: Re: add004basic
Post by: Demon's Eye on November 19, 2015, 06:02:11 pm
Hello everybody
Can you help me please with add004?
I want to turn off the tag system cause i have no 004.bat file idk why and other .bat files "normal" playstyle still starts with tag mode.
Also after patching there are only 1 round to win and it's a big problem for me.
And i want to turn off character icons cause i'm using NOZ Legacy screenpack
If you can help me i'll be really thanksfull
Title: Re: add004basic
Post by: Flowrellik on November 19, 2015, 11:19:24 pm
Idk about something like that sadly.
In other news: Tatsu released add004 character Honfu.
Title: Re: add004basic
Post by: lui on November 20, 2015, 07:48:52 am
has tatsu released any other of his mm2-specific characters? im loving his mrkarate and evil ryu so much, its so refreshing from them pawts style characters
Title: Re: add004basic
Post by: YugaCurry on November 20, 2015, 10:43:58 am
has tatsu released any other of his mm2-specific characters? im loving his mrkarate and evil ryu so much, its so refreshing from them pawts style characters

He released an SvC Dan.
Title: Re: add004basic
Post by: lui on November 20, 2015, 10:57:37 am
but is it in the style of his recent youtube videos or the mrkarate, hon fu and ryu included in the add004 link?
Title: Re: add004basic
Post by: YugaCurry on November 20, 2015, 12:24:17 pm
It feels like his early works. Doesn't have AI. Why don't you check it out.
Title: Re: add004basic
Post by: Demon's Eye on November 21, 2015, 01:22:54 am
Guys
PLEASE!!!
How to turn off the Tag Team function cause i have no 004.bat file and even when i'm using other bat files with normal mugen 2 by 2 match ups still i have that tag system and i don't want it
HELP!!!!!




Also i want to play with normal match ups with 2 rounds to win
please
Title: Re: add004basic
Post by: YugaCurry on November 21, 2015, 03:10:18 am
Learn to start reading the docs in his folders and also posts from others. Look up a couple of posts above where I answered another user's query. There's an option to disable the tag within the same common1.cns file. Your issue regarding the one round only has also been answered there. In fact you posted right under the solution and didn't even take a look at it.
Title: Re: add004basic
Post by: Demon's Eye on November 21, 2015, 11:03:43 pm
Learn to start reading the docs in his folders and also posts from others. Look up a couple of posts above where I answered another user's query. There's an option to disable the tag within the same common1.cns file. Your issue regarding the one round only has also been answered there. In fact you posted right under the solution and didn't even take a look at it.

oh


sorry then
Title: Re: add004basic
Post by: MR. IBZS II on November 23, 2015, 02:35:02 am
I could've sworn I or someone might have asked this already, but:

(http://s7.postimg.org/q8vfvo857/mugen000.png)

How do I fix this error? I used the PixelFight screenpack, and I assume I chose the right resoulution and I'm sure all of the files are in the proper places. Instead of copying the Add004 I already had, I tried the newest version out.
Title: Re: add004basic
Post by: -Ash- on December 17, 2015, 05:40:17 pm
(http://i.imgur.com/wd91R30.png)

Any of you guys know how to fix this?

I'm using add004 with KoF ex um Chars
Title: Re: add004basic
Post by: Flowrellik on January 01, 2016, 11:48:42 pm
ADD004 UPDATED FOR NEW YEAR!
-KOF STRIKERS ADDED!
Title: Re: add004basic
Post by: 2Dee4ever on January 02, 2016, 12:02:33 am
ADD004 UPDATED FOR NEW YEAR!
-KOF STRIKERS ADDED!
Spolierrrrrrr lol I was going to use that in my new video.
Title: Re: add004basic
Post by: Flowrellik on January 02, 2016, 12:05:39 am
XD my bad.
I wonder if you can change how they attack or is it just the dash attack..
Title: Re: add004basic
Post by: Looney Tooney on January 02, 2016, 12:16:23 am
what's new with this update may i add
Title: Re: add004basic
Post by: Ask My Manager on January 02, 2016, 03:07:02 am
has tatsu released any other of his mm2-specific characters? im loving his mrkarate and evil ryu so much, its so refreshing from them pawts style characters

Looks like he's put in Mr. Karate, 2 Ryus (one is evil I presume), and Hon-fu.

Title: Re: add004basic
Post by: MR. IBZS II on January 02, 2016, 03:17:42 am
ADD004 UPDATED FOR NEW YEAR!
-KOF STRIKERS ADDED!

So, does this mean other characters can use helpers, too, or just his characters? Some characters I have on this can't use helpers...
Title: Re: add004basic
Post by: Flowrellik on January 02, 2016, 03:31:28 am
https://www.youtube.com/watch?v=tr3ybvG0X90
I think this vid can help out better. so far its just an air kick assist from a random character from either SNK or Capcom in a sort of KOF Strikers mode feel (EX: Rocky, A.Benimaru, etc).
Title: Re: add004basic
Post by: Ryu From Streets™ on January 02, 2016, 06:46:07 pm
Do we have to re-patch all characters?
Because my ADD004 doesn't open--
Title: Re: add004basic
Post by: YugaCurry on January 10, 2016, 05:34:44 pm
Sorry, not an update. ;D

So 2 problems that I repeatedly face with the add004 patch is:

1) Character intros mess up. For example GokuZ2's intro with the dragon and the nimbus he rides into the screen on.

2) Many characters suffer the "State machine stuck in loop" error.

Any solutions to these problems, anyone?
Title: Re: add004basic
Post by: Ryu From Streets™ on January 10, 2016, 07:45:22 pm
Does someone have older versions..?
This doesn't seem to work on  Divine Characters and few others...
Title: Re: add004basic
Post by: Flowrellik on January 19, 2016, 07:25:10 pm
ADD004 Updated!
-the new update might be the 4 person tag mode that we've been all drooling for
Title: Re: add004basic
Post by: Beta158 on January 19, 2016, 08:28:33 pm
Could be.
Title: Re: add004basic
Post by: -Ash- on January 19, 2016, 08:46:49 pm
*Heavy breathing*
Title: Re: add004basic
Post by: 2Dee4ever on January 19, 2016, 09:04:09 pm
Can never surprise anyone with you around ha
It's various things, but I can only speak for the ikemen version. Hopefully someone figures it out for mugen.
Title: Re: add004basic
Post by: -Ash- on January 19, 2016, 09:13:41 pm
Tested on both, i don't think this update is related to 4x4 :(
Title: Re: add004basic
Post by: Bejeeta on January 19, 2016, 11:13:13 pm
This is the tag 3vs3 and 4vs4 in the videos, download the 3-4vs3-4 patch simul-mode for mugen and then patch the characters with the new add004pie and use new common1 with new fight.def and you can play 3-4vs3-4 tag. 
Title: Re: add004basic
Post by: -Ash- on January 20, 2016, 07:11:50 am
You know where can i download the simul patch?

Edit: nvm, already figured out, i'm having so much fun with this now.  :lugoi:
Title: Re: add004basic
Post by: Gladiacloud on January 20, 2016, 05:33:43 pm
Where's the 3vs3 and 4vs4 tagging?
Title: Re: add004basic
Post by: ShawnD93 on January 20, 2016, 09:53:12 pm
I tested the 3v3 patch and this is the result

Does anyone know how to fix this.
Title: Re: add004basic
Post by: -Ash- on January 21, 2016, 09:30:28 am
Somebody knows how do i make 3x3/4x4 work with ikemen? since there's no simul patch for ikemen, i don't know what to do.
Title: Re: add004basic
Post by: yaret on January 22, 2016, 03:33:04 pm
I see it's still a beta it has many bugs yet
Title: Re: add004basic
Post by: 【MFG】gui0007 on January 23, 2016, 03:26:16 pm
I see it's still a beta it has many bugs yet

Tatsu said that he'll fix these problems in the next update.
I can't wait to see this, surely i'll do some vids with this 3v3/4v4 patch. :)
Title: Re: add004basic
Post by: Fauxcry on January 25, 2016, 12:40:19 am
how to take the button symbols when you are playing off
Title: Re: add004basic
Post by: MR. IBZS II on January 25, 2016, 01:11:36 am
So, this update just adds IKEMEN support? I think I'll just stick with the pretty old version I have...
Title: Re: add004basic
Post by: Harrifra on January 26, 2016, 12:36:18 am
I tested the 3v3 patch and this is the result

Please, someone fix that for the next update!
Title: Re: add004basic
Post by: yaret on January 26, 2016, 04:58:57 am
I see it's still a beta it has many bugs yet

Tatsu said that he'll fix these problems in the next update.
I can't wait to see this, surely i'll do some vids with this 3v3/4v4 patch. :)

I'll be wating for that, thanks for the news
Title: Re: add004basic
Post by: ShawnD93 on January 26, 2016, 08:04:23 am
I tried the 3v3 again for the update and it worked.
Title: Re: add004basic
Post by: Ky_Kiske on January 27, 2016, 01:52:13 pm
Tatsu released add004 character Sakura.
Title: Re: add004basic
Post by: Flowrellik on January 27, 2016, 02:47:54 pm
looks like he might release characters one at a time huh?
gotta say I love how she's been made for add004, esp the way her hadoukens act.
Title: Re: add004basic
Post by: tiloger on January 29, 2016, 12:57:03 am
I get this error in some chars :( 

Trigger not valid for mugen version of character: ailevel
Error parsing [state 0]
Error in [statedef 90900]
Error in data/add004/common1.cns:6790
Error loading chars/DivineRock/DivineRock.def
Error loading p2
Title: Re: add004basic
Post by: Koopa901 on January 30, 2016, 05:37:08 pm
this happened to me a while back when i used add004....go to the def file.....and look for a symbol/letter that doesnt go there...hard to explain...but....open a char that work and then open one that doesnt def file....you should see where it's messed up....usually an ! mark in the top portion somewhere....sorry if this doesnt help
Title: Re: add004basic
Post by: -Ash- on February 01, 2016, 03:30:34 pm
(http://i.imgur.com/wd91R30.png)

Any of you guys know how to fix this?

I'm using add004 with KoF ex um Chars

Bumping this cuz nobody answered :/
Title: Re: add004basic
Post by: -Whiplash- on February 01, 2016, 03:33:34 pm
the character is missing the command "x" in the cmd file.

Go to the CMD and find a list of all commands like "d,df,f + x" etc. should be near the top under "commands"

Paste in this:

Spoiler, click to toggle visibilty

at the bottom, just above statedef -1
Title: Re: add004basic
Post by: -Ash- on February 01, 2016, 04:28:05 pm
Thanks a lot man :D
Title: Re: add004basic
Post by: Flowrellik on February 01, 2016, 06:24:13 pm
add004 updated!
 - bugfix: character-change pos reset
 - 3vs3, 4vs4 tag-mode supported for ikemen
   (these tag-modes are enable in ikemen by default)
Title: Re: add004basic
Post by: Ghost Girl on February 02, 2016, 09:43:02 am
does anybody know how to disable the special kof strikers?
Title: Re: add004basic
Post by: -Ash- on February 02, 2016, 05:13:57 pm
Okay, i have some questions about add004 since i'm starting to use it more frequently.

1 - How do i disable the add004 hitsparks? i want the chars to use the default hitspark.

2 - I've patched KoF EX UM with add004, but few chars got really weird, some do stupid high jumps, some are faster than usual and some are clunky, is there a way to fix it?

3 - add004 portraits are transparent when using 3x3/4x4 patch, anybody with same problem?

Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: 【MFG】gui0007 on February 02, 2016, 05:16:08 pm
add004 updated!
 - bugfix: character-change pos reset
 - 3vs3, 4vs4 tag-mode supported for ikemen
   (these tag-modes are enable in ikemen by default)

Time to test! Also it's great to see that the 3v3/4v4 tag system now for Ikemen.
EDIT: It appears this... What it means?
EDIT 2: And how can i use the 3v3/4v4 patch?
(http://i.imgur.com/0UNcLOX.png)
Title: Re: add004basic
Post by: Flowrellik on February 02, 2016, 07:02:56 pm
hmmm have you updated the characters using the add4pie (restore then readd the code)?
Title: Re: add004basic
Post by: 【MFG】gui0007 on February 02, 2016, 09:19:20 pm
hmmm have you updated the characters using the add4pie (restore then readd the code)?

Yep. But the second thing i want to know Flow, it's how to use the 3v3/4v4 system/patch?
Title: Re: add004basic
Post by: LeoPort91 on February 02, 2016, 11:20:01 pm
Okay, i have some questions about add004 since i'm starting to use it more frequently.

1 - How do i disable the add004 hitsparks? i want the chars to use the default hitspark.

2 - I've patched KoF EX UM with add004, but few chars got really weird, some do stupid high jumps, some are faster than usual and some are clunky, is there a way to fix it?

3 - add004 portraits are transparent when using 3x3/4x4 patch, anybody with same problem?

Spoiler, click to toggle visibilty

 As I can give that effect to MUGEN? Post link? Thanks :)
Title: Re: add004basic
Post by: MR. IBZS II on February 02, 2016, 11:40:34 pm
Does the 3vs3 and 4vs4 tag add on only work for Ikemen with Tatsu's characters or does it still work with most other characters and without Ikemen?
Title: Re: add004basic
Post by: -Ash- on February 02, 2016, 11:43:45 pm
Okay, i have some questions about add004 since i'm starting to use it more frequently.

1 - How do i disable the add004 hitsparks? i want the chars to use the default hitspark.

2 - I've patched KoF EX UM with add004, but few chars got really weird, some do stupid high jumps, some are faster than usual and some are clunky, is there a way to fix it?

3 - add004 portraits are transparent when using 3x3/4x4 patch, anybody with same problem?

Spoiler, click to toggle visibilty

 As I can give that effect to MUGEN? Post link? Thanks :)

http://mugenguild.com/forum/topics/reshade-work-mugen-1-1-scanlinesfxaa-ect--168895.0.html (http://mugenguild.com/forum/topics/reshade-work-mugen-1-1-scanlinesfxaa-ect--168895.0.html)
Title: Re: add004basic
Post by: 2Dee4ever on February 03, 2016, 09:49:49 am
1. "Everything" can be customized with the common.cns.
2. You have the transparency issue because you patched over a character that was already patched. Check inside the cns & you will see.
3. Yes it works with mugen via some sort of hack. It works with Ikemen by default there never was any update for it because it had already supported multiple players+inputs.
4. It looks like you are using the wrong fight.def. There are several for most common resolutions.
5. When you patch a character it will search to find the best place suitable &/or/if it may just place itself in-between a state & mess it up. To fix this manually add it in if a character breaks.
6. Disable the strikers, just null and or see cns

Almost everything is explained in the cns. You can literally customize everything which is the point of it.
Title: Re: add004basic
Post by: -Ash- on February 03, 2016, 10:26:11 am
The problem is that my mugen knowledge is pretty poor at all, Is there a tutorial for add004 somewhere?
Title: Re: add004basic
Post by: 【MFG】gui0007 on February 03, 2016, 10:55:29 am
But how i config the 3v3/4v4?
Title: Re: add004basic
Post by: -Ash- on February 03, 2016, 11:15:12 am
Go to turns, put it in 3 or 4, select simul, choose characters.
Title: Re: add004basic
Post by: Bejeeta on February 03, 2016, 11:22:25 am
Mugen doesnt have 3vs3 and 4vs4 options like IKEMEN you have to download the 3vs3 and 4vs4 patch for mugen (search it in google) then patch the characters with the new add004pie patch(i suggest to patch clean characters without the a previous add004pie patch) then edit the .bat file of the lifebars you want to use(004_p1 for one player or  bs0_p1) and change the mugen.exe to 3v3.exe or 4v4.exe.
Title: Re: add004basic
Post by: Gladiacloud on February 03, 2016, 12:32:29 pm
Most likely this has already been asked, but... is there a way to change the assist attack in this new version of ADD004?
Title: Re: add004basic
Post by: Koopa901 on February 03, 2016, 01:47:38 pm
How do i install this system on ikemen?
Title: Re: add004basic
Post by: MR. IBZS II on February 03, 2016, 09:07:31 pm

1 - How do i disable the add004 hitsparks? i want the chars to use the default hitspark.


http://mugenguild.com/forum/topics/reshade-work-mugen-1-1-scanlinesfxaa-ect--168895.0.html (http://mugenguild.com/forum/topics/reshade-work-mugen-1-1-scanlinesfxaa-ect--168895.0.html)

Dang, I just now heard of this thing and it didn't work... I followed the instructions and everything. I also second this hitspark question.
Title: Re: add004basic
Post by: -Ash- on February 03, 2016, 09:21:53 pm
In mugen 1.1 didn't worked for me either, but on ikemen worked normally
Title: Re: add004basic
Post by: Mugenman2 on February 07, 2016, 05:24:17 pm
Sakura has been released!
Title: Re: add004basic
Post by: Ethereal on February 10, 2016, 03:20:30 pm
(http://i.imgur.com/pzP0cZP.png)
Tag character icon is right behind active character icon, and there's no visible lifebar behind the active character's lifebar.
Is this normal for the newest version?
Title: Re: add004basic
Post by: Realra on February 11, 2016, 04:27:54 pm
(http://i.imgur.com/pzP0cZP.png)
Tag character icon is right behind active character icon, and there's no visible lifebar behind the active character's lifebar.
Is this normal for the newest version?

Yeah mine does the same thing. Must be the newest version. Kinda stinks and I'm not using it until its fixed.
Title: Re: add004basic
Post by: YugaCurry on February 11, 2016, 04:46:33 pm
Did you guys re-patch your characters again with the new addpie?
Title: Re: add004basic
Post by: Ethereal on February 11, 2016, 05:20:10 pm
Using the patcher dated 2016.1.31. Is there anything newer?
Title: Re: add004basic
Post by: Flowrellik on February 15, 2016, 11:16:56 pm
add004 UPDATED!
 - bugfix: wrong player id
 - common1.cns: core_tag_mode
   (nothing but tag_mode common1.cns in data folder,
    display normal lifebar instead of add004s.
    this is no longer add004 :/)
 - work files added

In short: WITH THIS, we can now make our OWN add004 LIFEBARS!! OR, if you are inclined, the Common01 inside it will work with DEFAULT MUGEN. Which means any lifebars will now work with the tag code.
Title: Re: add004basic
Post by: MR. IBZS II on February 15, 2016, 11:46:21 pm
That's really awesome, but can you still use the 3v3 and 4v4 tag system outside of Ikemen with any characters aside from Tatsu's?
Title: Re: add004basic
Post by: Flowrellik on February 16, 2016, 12:34:16 am
uuuh yeah. the 3v3 and 4v4 tag addon is for all characters if I'm not mistaken.
Title: Re: add004basic
Post by: Realra on February 16, 2016, 02:40:03 am
This is one of the best updates ever! Using your own lifebar is genius! Infinite Thumbs Up to add004!
Title: Re: add004basic
Post by: Ethereal on February 16, 2016, 10:02:29 am
(http://i.imgur.com/oJDnF2N.png)
Looks ever-so-slightly better. Inactive character portraits are actually properly positioned in my Mugen now. Also, more visible at least compared to the last version P3 lifebars!
Title: Re: add004basic
Post by: -Ash- on February 22, 2016, 05:43:37 pm
Okay, i have some questions about add004 since i'm starting to use it more frequently.

1 - How do i disable the add004 hitsparks? i want the chars to use the default hitspark.

2 - I've patched KoF EX UM with add004, but few chars got really weird, some do stupid high jumps, some are faster than usual and some are clunky, is there a way to fix it?

Bumping this, also asking again, is there any add004 tutorial out there? i would love to mess it all add004 features, but i have no clue on where to go or what to do, any add004 expert here to give me some light?

Title: Re: add004basic
Post by: amilcar on February 24, 2016, 04:24:04 am
How to fix tag team system, I need my chars for simultaneously matches in 2vs2 same time,
but without disabling lifebar with their messages counter, combos, sounds, voices, etc.
Title: Re: add004basic
Post by: major jon on February 25, 2016, 05:31:51 am
Can someone please send me a tutorial for this,because I have no clue how to set it up
Title: Re: add004basic
Post by: kaczor787 on February 26, 2016, 03:10:52 pm
Can someone please send me a tutorial for this,because I have no clue how to set it up

better someone make here tutorial how to add this to every screenpack(1.0 or 1.1)...with the newest version of add004.
Title: Re: add004basic
Post by: Left4Joker on February 26, 2016, 04:16:51 pm
I have Warzone screenpack with add004 and I'm trying to update with the newer version.. no luck so far T_T

EDIT: Ok... I did it..
It messed up with some hitsparks and small portraits...
I think I'll stay with the old version, it's working fine
Title: Re: add004basic
Post by: DoomJoshuaBoy on February 27, 2016, 11:40:33 am
is there a way to change hitsparks (FIGHT fx)  using the latest version of this add004? (just signed up)
Title: Re: add004basic
Post by: lui on February 27, 2016, 11:58:58 am
the lifebars themselves are built in the common fx, thats how the whole dynamic system on the lifebars work.

in short no, you cant change the fight fx on any of the add004 bars for those asking.
Title: Re: add004basic
Post by: YugaCurry on February 27, 2016, 04:34:47 pm
Geese and Sagat released.
Title: Re: add004basic
Post by: Flowrellik on February 27, 2016, 05:15:57 pm
well now, this is unexpected! Gotta say these 2 play well :)
Title: Re: add004basic
Post by: electrocaid on February 27, 2016, 08:40:05 pm
..."small & big" troubles under 1.1  :D

(http://img4.hostingpics.net/pics/224666mugen000.png) (http://www.hostingpics.net/viewer.php?id=224666mugen000.png)
Title: Re: add004basic
Post by: DoomJoshuaBoy on February 27, 2016, 09:07:08 pm
For some of you have problems and dont know how to install add004 I'm using the latest version.

Title: Re: add004basic
Post by: 【MFG】gui0007 on February 28, 2016, 07:57:01 pm
Mugen doesnt have 3vs3 and 4vs4 options like IKEMEN you have to download the 3vs3 and 4vs4 patch for mugen (search it in google) then patch the characters with the new add004pie patch(i suggest to patch clean characters without the a previous add004pie patch) then edit the .bat file of the lifebars you want to use(004_p1 for one player or  bs0_p1) and change the mugen.exe to 3v3.exe or 4v4.exe.

It works! :D


In short: WITH THIS, we can now make our OWN add004 LIFEBARS!! OR, if you are inclined, the Common01 inside it will work with DEFAULT MUGEN. Which means any lifebars will now work with the tag code.

FINALLY!! I will use this for sure! :)
Title: Re: add004basic
Post by: amilcar on February 29, 2016, 02:57:52 am
wow this amazing but how to install in my mugen, i think i like if the 3 chars use for me, not the other 2 chars use to computer
Title: Re: add004basic
Post by: DoomJoshuaBoy on February 29, 2016, 07:47:36 am
Hi everyone Sorry for the bump. But I need a score board on the top of the lifebars in the latest version of add004. So is there a way to add to it?
Title: Re: add004basic
Post by: Ethereal on February 29, 2016, 08:06:41 am
Seems like it's in the older versions, according to my research.
I'm currently using the 2016-02-15 version and I don't have the score and CPU level displays.
(http://i.imgur.com/8LgKEmz.png)
Title: Re: add004basic
Post by: YugaCurry on February 29, 2016, 11:01:34 am
For people facing score issues and the like,  go into your common.cns in your data>add004 folder and check the config.system.  There are options within to activate them.
Title: Re: add004basic
Post by: kaczor787 on March 02, 2016, 03:19:55 pm
For people facing score issues and the like,  go into your common.cns in your data>add004 folder and check the config.system.  There are options within to activate them.

you mean in common1 or fight.def file in add004 folder?
and which line is to make this happen?
Title: Re: add004basic
Post by: YugaCurry on March 02, 2016, 03:32:22 pm
For people facing score issues and the like,  go into your common.cns in your data>add004 folder and check the config.system.  There are options within to activate them.

you mean in common1 or fight.def file in add004 folder?
and which line is to make this happen?

Yes, common1.cns

Line: >>@Config.System_Switch>>
Title: Re: add004basic
Post by: kaczor787 on March 02, 2016, 03:37:54 pm
For people facing score issues and the like,  go into your common.cns in your data>add004 folder and check the config.system.  There are options within to activate them.

you mean in common1 or fight.def file in add004 folder?
and which line is to make this happen?

Yes, common1.cns

Line: >>@Config.System_Switch>>

and do i need to something write to active?
Title: Re: add004basic
Post by: YugaCurry on March 02, 2016, 03:47:37 pm
and do i need to something write to active?

Find this:

;;>>@Config.System_Switch>>
;; ƒVƒXƒeƒ€Ý’è
; v07: bit flag
[state 0]
   type=null
   trigger1=!time
   trigger1=1 || var(7):= 1073741823 ;;2147483647 ;; ;; default (enable all) (‰Šú’l‘S—LŒø)
;; uncomment to disable (ƒRƒƒ“ƒg‚ðŠO‚·‚Æ–³Œø‚É‚Å‚«‚Ü‚·)
;   trigger1=1 || var(7):=(var(7)^1)        ;; 1st - dizzy/stun system
;   trigger1=1 || var(7):=(var(7)^2)        ;; 2nd - guard_break system
;   trigger1=1 || var(7):=(var(7)^4)        ;; 3rd - show combo_counter
;   trigger1=1 || var(7):=(var(7)^8)        ;; 4th - show message
;   trigger1=1 || var(7):=(var(7)^16)       ;; 5th - show score/cpu_level
;   trigger1=1 || var(7):=(var(7)^32)       ;; 6th - show result_panel
;   trigger1=1 || var(7):=(var(7)^64)       ;; 7th - play system voice
;   trigger1=1 || var(7):=(var(7)^128)      ;; 8th - show key_input
;   trigger1=1 || var(7):=(var(7)^256)      ;; 9th - show lifebar
;   trigger1=1 || var(7):=(var(7)^512)      ;;10th - show powerbar
;   trigger1=1 || var(7):=(var(7)^1024)     ;;11th - tag system
;   trigger1=1 || var(7):=(var(7)^2048)     ;;12th - tag_asist
;   trigger1=1 || var(7):=(var(7)^4096)     ;;13th - round_call
;   trigger1=1 || var(7):=(var(7)^8192)     ;;14th - ko_call
;   trigger1=1 || var(7):=(var(7)^16384)    ;;15th - show ground_dust effect
;   trigger1=1 || var(7):=(var(7)^32768)    ;;16th - show portrait / face
   trigger1=1 || var(7):=(var(7)^65536)    ;;17th - slow camera (warning: this may break your characters)
   persistent=0


Then add the " ; " at the beginning to activate like its shown above and remove the " ; " to deactivate. For instance in the configuration posted, 'slow camera' isn't activated and every other option is.
Title: Re: add004basic
Post by: kaczor787 on March 02, 2016, 03:55:10 pm
and do i need to something write to active?

Find this:

;;>>@Config.System_Switch>>
;; ƒVƒXƒeƒ€Ý’è
; v07: bit flag
[state 0]
   type=null
   trigger1=!time
   trigger1=1 || var(7):= 1073741823 ;;2147483647 ;; ;; default (enable all) (‰Šú’l‘S—LŒø)
;; uncomment to disable (ƒRƒƒ“ƒg‚ðŠO‚·‚Æ–³Œø‚É‚Å‚«‚Ü‚·)
;   trigger1=1 || var(7):=(var(7)^1)        ;; 1st - dizzy/stun system
;   trigger1=1 || var(7):=(var(7)^2)        ;; 2nd - guard_break system
;   trigger1=1 || var(7):=(var(7)^4)        ;; 3rd - show combo_counter
;   trigger1=1 || var(7):=(var(7)^8)        ;; 4th - show message
;   trigger1=1 || var(7):=(var(7)^16)       ;; 5th - show score/cpu_level
;   trigger1=1 || var(7):=(var(7)^32)       ;; 6th - show result_panel
;   trigger1=1 || var(7):=(var(7)^64)       ;; 7th - play system voice
;   trigger1=1 || var(7):=(var(7)^128)      ;; 8th - show key_input
;   trigger1=1 || var(7):=(var(7)^256)      ;; 9th - show lifebar
;   trigger1=1 || var(7):=(var(7)^512)      ;;10th - show powerbar
;   trigger1=1 || var(7):=(var(7)^1024)     ;;11th - tag system
;   trigger1=1 || var(7):=(var(7)^2048)     ;;12th - tag_asist
;   trigger1=1 || var(7):=(var(7)^4096)     ;;13th - round_call
;   trigger1=1 || var(7):=(var(7)^8192)     ;;14th - ko_call
;   trigger1=1 || var(7):=(var(7)^16384)    ;;15th - show ground_dust effect
;   trigger1=1 || var(7):=(var(7)^32768)    ;;16th - show portrait / face
   trigger1=1 || var(7):=(var(7)^65536)    ;;17th - slow camera (warning: this may break your characters)
   persistent=0


Then add the " ; " at the beginning to activate like its shown above and remove the " ; " to deactivate. For instance in the configuration posted, 'slow camera' isn't activated and every other option is.

Ok thanks for your help ;)
Title: Re: add004basic
Post by: DoomJoshuaBoy on March 03, 2016, 12:44:24 pm
 Sorry for the bump, Is it alright to change the common.snd, or not really?
Title: Re: add004basic
Post by: Captain Vulcan on March 11, 2016, 11:18:52 pm
Sorry for the bump, Is it alright to change the common.snd, or not really?

It's okay. Go for it.

Also, for those using the latest version of add004, be sure to copy/paste the common1 file into every folder of your characters. And then from there, search for this syntax:

;;>>@Config.AI>>
;; ai”»’è  v(51) [def:0 / ai:8 / hum:-1]
[state 0]
   type=varset
   trigger1=1
   ;;--- vWin
   var(51)=ifelse((matchno>1&&ishometeam=1), ifelse(matchno+roundno-1<8, matchno+roundno-1, 8 ), 0)
   ;;--- v1.0
;v1.0;   var(51)=(root,ailevel) ;; (v1.0 / v1.1)


And change it into this:

;;>>@Config.AI>>
;; ai”»’è  v51 [def:0 / ai:1-8 / hum:-1]
[state 0]
   type=varset
   trigger1=1
   ;;--- vWin
;v1.0   var(51)=ifelse((matchno>1&&ishometeam=1), ifelse(matchno+roundno-1<8, matchno+roundno-1, 8 ), 0)
   ;;--- v1.0
   var(51)=(root,ailevel) ;; (v1.0 / v1.1)


This enables the System Switches, therefore you can display score, CPU Level, Guard Meter, etc.
Title: Re: add004basic
Post by: Ethereal on March 12, 2016, 03:28:02 am
Huh. I don't recall doing that, and yet the system switches in my MUGEN actually did something.
Title: Re: add004basic
Post by: Captain Vulcan on March 12, 2016, 05:53:11 am
Oh. Well, what did you do? In my case, it was the placement of the ';v1.0' that affected the System Switch in my MUGEN.
Title: Re: add004basic
Post by: YugaCurry on March 12, 2016, 06:18:02 am
You don't have to manually add anything to your character files. The addpie application patches everything for you. To enable settings just tinker with the common1.cns as I've mentioned a few posts above.
Title: Re: add004basic
Post by: Ethereal on March 12, 2016, 07:26:07 am
Also, apparently the @Config.Stage_Type thing, if you set it to the 1.0 setting, will crash MUGEN when you attempt to use a WinMugen character.
It happened when I tried to use DivineWolf's Rock.
Title: Re: add004basic
Post by: Captain Vulcan on March 12, 2016, 08:00:50 am
That's weird. I don't have that problem with DivineRock.

Hmm...

@YogaCurry
Okay. Duly noted.
Title: Re: add004basic
Post by: Flowrellik on March 18, 2016, 03:48:45 am
#20160316.txt file.
 -updated geese, karate, ryu, ryu2, sagat.
Title: Re: add004basic
Post by: Koopa901 on March 20, 2016, 03:06:07 am
ok how do you disable the helpers and where do i go to change the assist value.....i wanna use 1450 instead of 1000
Title: Re: add004basic
Post by: YugaCurry on March 27, 2016, 03:41:08 pm
The common1.cns for the updated add004 patch has new Blocking/ Just Defended commands that are spammed a lot by the AI and the lifeadd makes this cheap in a way too. That being said, is there any way to disable it without breaking the system or at least tone down the amount these commands are used by the AI? 
Title: Re: add004basic
Post by: -Ash- on March 27, 2016, 03:51:55 pm
Woah, i didn't knew that add004 has Just Defended system now, it's just for the AI tho? i hadn't noticed that.

Edit: Just tested, cool addition, but the AI here doesn't spam this command tho
Title: Re: add004basic
Post by: YugaCurry on March 27, 2016, 04:09:48 pm
Woah, i didn't knew that add004 has Just Defended system now, it's just for the AI tho? i hadn't noticed that.

Edit: Just tested, cool addition, but the AI here doesn't spam this command tho

Play an arcade run and see for yourself. Not Vs.
Title: Re: add004basic
Post by: -Ash- on March 27, 2016, 04:16:52 pm
Yeah you're right, but the JD is disabled on tag mode, if you want to avoid this pain, i recommend you start using it lol.
Title: Re: add004basic
Post by: MR. IBZS II on March 27, 2016, 11:28:25 pm
Just Defending has been in for a while. The outdated Add004 I have has it, and for some reason, some characters I have just spam it to high heaven, so I can't say I'm a fan... I know how to disable it, though.
Title: Re: add004basic
Post by: -Ash- on March 28, 2016, 12:29:19 am
Do you know why JD only works in solo mode?
Title: Re: add004basic
Post by: YugaCurry on March 28, 2016, 07:55:21 am
Just Defending has been in for a while. The outdated Add004 I have has it, and for some reason, some characters I have just spam it to high heaven, so I can't say I'm a fan... I know how to disable it, though.

Please share your knowledge on how to disable it because it's really turning me off add004.
Title: Re: add004basic
Post by: Flowrellik on March 28, 2016, 07:56:00 am
Same here plz, or at best tell me how to at least make it less...spammy.
Title: Re: add004basic
Post by: MR. IBZS II on March 28, 2016, 08:19:01 am
*Checks common1 to try and get rid of it*

Oh, man... I guess you really can't turn that thing off, then... I could've SWORN it was in the common1... Whoops...  :mmg:  :-[
Title: Re: add004basic
Post by: YugaCurry on March 28, 2016, 08:27:57 am
*Checks common1 to try and get rid of it*

Oh, man... I guess you really can't turn that thing off, then... I could've SWORN it was in the common1... Whoops...  :mmg:  :-[

  --; So I guess, if Tatsu checks this space, he may take notice or we'll just have to live with it until then.
Title: Re: add004basic
Post by: lui on March 28, 2016, 08:31:30 am
you might just have to play with tag-team mode only then, because from what i played before it only activates on tag and only on the svc bars, unless he added them on the other 2 as well
Title: Re: add004basic
Post by: YugaCurry on March 28, 2016, 08:40:53 am
you might just have to play with tag-team mode only then, because from what i played before it only activates on tag and only on the svc bars, unless he added them on the other 2 as well

He's added them on all of the bars now and it activates in single player too. Haven't tried them in tag because I don't like tag much. Will give it a whirl.
Title: Re: add004basic
Post by: lui on March 28, 2016, 08:52:30 am
whoops i meant the tag only activates in single mode only, it never appeared in tag-team when i played with it
Title: Re: add004basic
Post by: -Ash- on March 28, 2016, 02:58:25 pm
Now i'm thinking, now that we already have JD on add004, its possible to see something like a KoF MAX mode on add004 in the future?
Title: Re: add004basic
Post by: Flowrellik on March 28, 2016, 10:03:54 pm
hmmm. something like that may come in handy. I was gonna say Custom combo but I think with what we got so far with tatsu's characters that KOF Chain combos are pretty good (Make chain combos just a certain character special). Would also be beneficial if there would be an option for EX-attacks. From what I've seen, Tatsu did his lvl 1 attacks as a sort of EX attack using lvl 1 supers, then lvl 2 supers would be the main supers, then lvl 3 would be the HDSM.
Title: Re: add004basic
Post by: MR. IBZS II on March 28, 2016, 10:17:56 pm
A universal Custom Combo styled mechanic would be AWESOME. I feel EX Mode wouldn't work out so well with most characters in my roster, though... That would be cool, too.
Title: Re: add004basic
Post by: YugaCurry on March 29, 2016, 05:55:21 pm
So disabling the blocking/ Just Defended was simple.

In the add004pie notepad file disable this:

;sys::-2::bk/jd_system ; ブロキング/ジャストD
[state 0]
   type=hitoverride
   trigger1=(numprojid(195502)||numprojid(195503)) && !ishelper && roundstate=2 && alive && (ctrl || stateno=52)
   attr=sca,na,sa,ha,np,sp,hp
   stateno=195500
   time=1
   ignorehitpause=1

and then patch your characters. If you've already patched them, then edit their cns to disable this. It won't JD in single player mode now.
Title: Re: add004basic
Post by: -Ash- on March 29, 2016, 06:53:32 pm
Do you know if its possible to enable for the others modes?
Title: Re: add004basic
Post by: YugaCurry on March 29, 2016, 07:03:13 pm
Do you know if its possible to enable for the others modes?

I haven't checked but I'll take a look for a possibility.
Title: Re: add004basic
Post by: Flowrellik on March 29, 2016, 07:26:30 pm
A universal Custom Combo styled mechanic would be AWESOME. I feel EX Mode wouldn't work out so well with most characters in my roster, though... That would be cool, too.
Well, Tatsu has a good start with something like that on his characters already with more of a KOF feel to it. Now say you got characters like Juri han and them. Perhaps there can be a way where for certain characters they can have their own custom combo as a super, Like Juri's Feng Shui Drive, enabling faster combos (with a meter below her of course), and said attack would stop if she will get hit. So far all this game needs is MAX mode and we're set.
Title: Re: add004basic
Post by: MR. IBZS II on March 29, 2016, 08:22:38 pm
So disabling the blocking/ Just Defended was simple.

In the add004pie notepad file disable this:

;sys::-2::bk/jd_system ; ブロキング/ジャストD
[state 0]
   type=hitoverride
   trigger1=(numprojid(195502)||numprojid(195503)) && !ishelper && roundstate=2 && alive && (ctrl || stateno=52)
   attr=sca,na,sa,ha,np,sp,hp
   stateno=195500
   time=1
   ignorehitpause=1

and then patch your characters. If you've already patched them, then edit their cns to disable this. It won't JD in single player mode now.

Thank you SO much for this. I really wanted to remove it, too.
Title: Re: add004basic
Post by: MR. IBZS II on April 06, 2016, 01:07:13 am
WOAH! Are those bars that beautiful in the updated version? I gotta update now! I hope the other 2 got updates as well...
Title: Re: add004basic
Post by: -Ash- on April 16, 2016, 06:52:34 pm
Trying once again since the thread is quiet for a while.

(http://i.imgur.com/ufghA2o.png)

How do i disable ADD004 hitsparks? i don't like how big and colorful they are.

Is there a way to individually change characters assist move? some just taunt, others don't do nothing at all.
Title: Re: add004basic
Post by: Negi Springfield on April 16, 2016, 06:54:39 pm
I have a question myself.
So I up-dated Addon004 and for the most part everything works fine.
the SVC and BS0 versions work perfectly fine but... the default version of addon004 glitches out. Basically the super meters are locked at a single stock and won't fill up any more and if I use a Super, I can't gain any meter at all.
What gives?
Title: Re: add004basic
Post by: GENOCIDE CUTTAH XIV on April 16, 2016, 07:43:36 pm
That is not a glitch. The ADD004 lifebars has 3 grooves kind of like in CvS2. Depending on what button you use to select your character you will get a different groove.
Two of those grooves only has one power bar.
(http://i.imgur.com/pfCEw7d.png)
Has 3 stocks of power bar.
(http://i.imgur.com/j9QXZeN.png)
Has one stock of power bar, Parry and a level 2 when life is under 25 percent. Also free level ones by then i think.
(http://i.imgur.com/uOGrFbw.png)
2 Sotck of power bar. Once MAXIMUM is reached you can use a level 2 and then get back to 50% of powerbar. Once at maximum powerbar drains itself. Once it's all drained it goes back to 50%. Plus just defend.
Title: Re: add004basic
Post by: Flowrellik on April 16, 2016, 10:22:06 pm
O_O HOLY SHITBALLS HE DID ADD THE GROOVE SYSTEM! Now it works only for add004 system yes?  I usually play the SVC Chaos bars but I can switch.
Superb find! Now I wonder if there's a way to make the bars less transparent.
Title: Re: add004basic
Post by: MR. IBZS II on April 16, 2016, 10:53:50 pm
That is not a glitch. The ADD004 lifebars has 3 grooves kind of like in CvS2. Depending on what button you use to select your character you will get a different groove.
Two of those grooves only has one power bar.
(http://i.imgur.com/pfCEw7d.png)
Has 3 stocks of power bar.
(http://i.imgur.com/j9QXZeN.png)
Has one stock of power bar, Parry and a level 2 when life is under 25 percent. Also free level ones by then i think.
(http://i.imgur.com/uOGrFbw.png)
2 Sotck of power bar. Once MAXIMUM is reached you can use a level 2 and then get back to 50% of powerbar. Once at maximum powerbar drains itself. Once it's all drained it goes back to 50%. Plus just defend.


Oh, no... He brung the Groove thing back... Please tell me you can remove that...
Title: Re: add004basic
Post by: Flowrellik on April 16, 2016, 11:46:50 pm
check in the common01 file. maybe theres a part u can uncomment on. btw what update is this?
Title: Re: add004basic
Post by: Negi Springfield on April 17, 2016, 12:09:17 am
Well that's just peachy... it's not like the mugen community makes a lot of patches to -remove- groove system from characters...

I just want the dizzy system back. Anyone know how i'd add them to the other bars?
Title: Re: add004basic
Post by: GENOCIDE CUTTAH XIV on April 17, 2016, 12:25:14 am
^Correction. The grooves are not in-character but in-lifebar. Check the common1.cns and look for a way to disable it. It should be there somewhere.
Title: Re: add004basic
Post by: YugaCurry on April 17, 2016, 04:01:04 am
check in the common01 file. maybe theres a part u can uncomment on. btw what update is this?

It was done during the last update  -  21/03
Title: Re: add004basic
Post by: Ethereal on April 17, 2016, 06:11:54 am
Which buttons do I press to select different grooves?
I'm most familiar with N-groove (since I play a fair bit of KoF98) so I'd like to know.
Title: Re: add004basic
Post by: Flowrellik on April 17, 2016, 08:30:23 am
A and X is the Normal meter, B and Y is the MAX meter, C and Z is the SVC Meter. They also work when pressed start + combos too for more colors. To be fair I see this system as an idea for palette designs....maybe with the right editting *Like say Dondrago* Different fighting styles too :)
Title: Re: add004basic
Post by: Negi Springfield on April 17, 2016, 02:40:43 pm
I just spent an hour combing all three configs and I can't make heads or tails on how to disable the grooves in the default bar or how to add the dizzy/guard break system to the other two. Halp?
Title: Re: add004basic
Post by: Trololo on April 17, 2016, 02:58:08 pm
That is not a glitch. The ADD004 lifebars has 3 grooves kind of like in CvS2. Depending on what button you use to select your character you will get a different groove.
Two of those grooves only has one power bar.
(http://i.imgur.com/pfCEw7d.png)
Has 3 stocks of power bar.
(http://i.imgur.com/j9QXZeN.png)
Has one stock of power bar, Parry and a level 2 when life is under 25 percent. Also free level ones by then i think.
(http://i.imgur.com/uOGrFbw.png)
2 Sotck of power bar. Once MAXIMUM is reached you can use a level 2 and then get back to 50% of powerbar. Once at maximum powerbar drains itself. Once it's all drained it goes back to 50%. Plus just defend.


Man, it's just GENIOUS!
But sad, that this stuff connected to palettes, not free-choisable.
Title: Re: add004basic
Post by: Flowrellik on April 18, 2016, 03:49:42 am
eeeeeeeeeeeeeeeeeeh I wouldn't say that.... I recall for KOF Characters side, Don Drago did a setup on his characters where depending on what palette you choose you can choose a variant on that character, like Ryu for example: Depending on what button you pressed, you can have Normal (SVC), Classic(SF-II/SFA/SF3), Evil, and MOTM Clone, with EX Ryu from the SFEX Series for the final set of palettes(EX Tatsumaki included), each one having different play styles, supers and HDSMS under a common KOFish system. If you have something similar made up for a character in add004 like alternate movesets per button to correspond with what power bar and system you wish to have the bar for, along with different assist striker types (think MVC2), you can have a well made System of variety, sorta like Mortal Kombat X's fighting style select with a twist :D. Course what I've been interested now is figuring out how to get that groove system to work in add004 for tag battle system *if there's any way of doing it*.
I say its good thing because I find this unique. A groove system based on selection? That brings me ideas!
Title: Re: add004basic
Post by: EveryonesKouhai on April 18, 2016, 06:01:26 am
I remember tatsu used to have a build with add004 already packaged into it but it's not on his onedrive anymore, so..... anybody wanna pm me a default mugen with this updated add004
Title: Re: add004basic
Post by: totaln00b on April 23, 2016, 04:35:01 am
My mugen is so epic now thanks to this wonderful add-on. Thank you so very much. You changed the game dude!
Title: Re: add004basic
Post by: Flowrellik on April 23, 2016, 04:40:33 am
I remember tatsu used to have a build with add004 already packaged into it but it's not on his onedrive anymore, so..... anybody wanna pm me a default mugen with this updated add004
idk if I have that anywhere. I know you could just install it by getting a spare Mugen 1.1, get the latest one and then drag/drop it in the mugen. easy install.
Title: Re: add004basic
Post by: Ethereal on April 23, 2016, 06:25:27 am
I'm still wondering where in the world that training stage that used to be packaged with add004 went...
Title: Re: add004basic
Post by: Flowrellik on April 23, 2016, 06:53:32 am
Yeah, whatever happened to that stage? It would have been a perfect design setup for any future stages....
Title: Re: add004basic
Post by: MR. IBZS II on April 23, 2016, 08:30:04 am
Is it possible to have the .bats needed for Add004 to open to other screenpacks? For now, it's just opening the new Mugen Match 2 screenpack. Am I doing something wrong, or is that just a limitation?
Title: Re: add004basic
Post by: Flowrellik on April 25, 2016, 08:36:58 pm
yes its possible to change SPs. just look in the settings for the motif for mm2 and change it out.
Title: Re: add004basic
Post by: Suprizle on April 26, 2016, 02:01:15 am
Question, has anyone got Warusaki3's Jotaro and Dio working with Add004? Their assists are wonky, and every time they fall, their KO animation comes up. They're completely broken after the patch basically.
Title: Re: add004basic
Post by: Bluekuma on April 26, 2016, 03:28:45 am
Does anyone know how to change the lifebars instead of the add004 ones, and can someone link me to the mvc3 lifebars?
Title: Re: add004basic
Post by: Bluekuma on April 26, 2016, 03:30:49 am
KojiroBADNESS did u try deleting the sprites and sounds of the stuff you don't want? I don't know how to change the assist though but i know its possible.
Title: Re: add004basic
Post by: MR. IBZS II on April 26, 2016, 03:59:36 am
The current assist state is 1500, I believe. The same state as any normal Ryu's Hadouken. You can change it to another state, I think it's in the common1 of the bars...
Title: Re: add004basic
Post by: Suprizle on April 26, 2016, 06:42:57 am
KojiroBADNESS did u try deleting the sprites and sounds of the stuff you don't want? I don't know how to change the assist though but i know its possible.

Well yeah, but I wanna know if someone has a different work around. Which reminds me fellas. If you can, how do you change the partner assist attack state?
Title: Re: add004basic
Post by: Mugengirl2 on April 26, 2016, 01:23:09 pm
ive had a few buggy things happen with most of warusakis chars when patching with add004
Title: Re: add004basic
Post by: MR. IBZS II on April 26, 2016, 09:30:21 pm
Well, I found the thing some of you guys were looking for...


;==========================
; * Additions
;==========================
;==========================
; Init2 / Partner Assist-Stateno Registration ; パートナー支援ステート登録
; * override this statedef to regist partner-assist-stateno
;==========================
[statedef 195900]
type=s

;;>>@Config.Tag_Assist_StateNo>>
[state 0] ;[.00]
   type=varset
   trigger1=1
   sysvar(0)=1000 ;;<-def * set to 1000 (temp)

Change that last sysvar(o)= 1000 thing to whatever state you'd like. It's in the lifebars's common1.
Title: Re: add004basic
Post by: Ethereal on April 28, 2016, 05:02:36 pm
Is it possible to change the assist attack per character without copying the common1?
Title: Re: add004basic
Post by: Flowrellik on April 28, 2016, 06:51:55 pm
If I'm right there's a method of copying that code into the character coding yes? I forgot how to do it.
Title: Re: add004basic
Post by: MR. IBZS II on April 28, 2016, 09:11:45 pm
Is it possible to change the assist attack per character without copying the common1?

Now, this I REALLY want to know, too. State 1000 works really well as a tag in attack for more characters I have than it doesn't.
Title: Re: add004basic
Post by: YugaCurry on April 29, 2016, 07:54:02 pm
Is it just me or are the pages for his stages and add004 down? Getting diverted to the login page of onedrive.
Title: Re: add004basic
Post by: MrChris on April 29, 2016, 08:12:04 pm
no man same here.
Title: Re: add004basic
Post by: Flowrellik on April 30, 2016, 12:15:33 am
same said for my end as well. idk what's going on but I guess either it's a problem with onedrive or possibly Tatsu retiring...it happens.
Title: Re: add004basic
Post by: totaln00b on April 30, 2016, 09:26:18 am
I tested the 3v3 patch and this is the result
[youtube]https://www.youtube.com/watch?v=fmO0lvlpyd0[/youtube]
Does anyone know how to fix this.

I have the same problem when trying to use the 3v3 or 4v4 patch.

I tried the 3v3 again for the update and it worked.

Huh? Is there an update to add004 or the 3v3 patch? I'm confused...
Title: Re: add004basic
Post by: YugaCurry on April 30, 2016, 09:34:33 am
same said for my end as well. idk what's going on but I guess either it's a problem with onedrive or possibly Tatsu retiring...it happens.

He's taken down both links. I'm hoping that there are updates coming but if he has retired, he gave us all something awesome.
Title: Re: add004basic
Post by: Suprizle on April 30, 2016, 03:04:06 pm
If I'm right there's a method of copying that code into the character coding yes? I forgot how to do it.

I tried finding the same thing, but no luck. So I dug deep and came up with my own method that works like a charm so far. Just add this code under the characters state 1000 and change the value to the new special you want.

Code:
[State 1000, ChangeState]
type = ChangeState
trigger1 = prevstateno = 190195
value = 1500
ctrl = 0
ignorehitpause = 1
persistent = 1

Cheers!
Title: Re: add004basic
Post by: -Ash- on April 30, 2016, 08:03:49 pm
Could put an image of the specific place to put the code? because i didn't found the state 1000.
Title: Re: add004basic
Post by: MR. IBZS II on April 30, 2016, 09:54:51 pm
Wait, so doing that, I can change the assist for JUST one character to any state I want?
Title: Re: add004basic
Post by: Suprizle on April 30, 2016, 11:02:53 pm
Wait, so doing that, I can change the assist for JUST one character to any state I want?

That's correct. Place the code under that characters State 1000. The assist still technically goes to the characters 1000 state, but the code will change it to another instantly.

Could put an image of the specific place to put the code? because i didn't found the state 1000.

You're not looking for it under common1.cns. You have to open up each specific character and individually paste it under their State 1000 (after patching of course). Every character should relatively have a State 1000. If not, you may have to make one.
Title: Re: add004basic
Post by: MR. IBZS II on May 01, 2016, 12:18:27 am
That last statement you said brings up 2 more questions for me:

1. How do I view which state leads to which animation/action? Fighter Factory?

2. To put that code in, which file do I put it in?
Title: Re: add004basic
Post by: Virtua Richie (kenmasters2812) on May 06, 2016, 01:14:48 pm
https://youtu.be/awD4pfjr6D8  (https://youtu.be/awD4pfjr6D8)

We all know what this could mean...
An update to the system or a new stage, or both!
Title: Re: add004basic
Post by: YugaCurry on May 06, 2016, 01:25:54 pm
Phew!  Well that's a relief. Now I'm psyched.
Title: Re: add004basic
Post by: Bluekuma on May 07, 2016, 06:28:03 am
Link is broken
Title: Re: add004basic
Post by: totaln00b on May 08, 2016, 12:48:38 am
Question, has anyone got Warusaki3's Jotaro and Dio working with Add004? Their assists are wonky, and every time they fall, their KO animation comes up. They're completely broken after the patch basically.

Ummm...I patched Jotaro by y.y. and he works perfectly. Hope this helps...

http://www.mediafire.com/download/50se7rlq22987n5/JOJ_Jotaro.rar (http://www.mediafire.com/download/50se7rlq22987n5/JOJ_Jotaro.rar)

I'm wondering if anyone here knows how to fix this problem?

hey peeps so I've been having problems with the 3v3 4v4 tag patch every time switch it always turn into a simul match, so is there a solution this at all?

Thanks :)

(http://i.imgur.com/BKoUdEq.png)

(http://i.imgur.com/UUBrHz7.png)

I bumped SuliOfTheNerdVaid's topic in the mugen config section but didn't find an answer.

I gotta say, it's pretty cool having two characters come in at once to do a striker move but I'd love to have a proper 3v3 game going with the add004 patch.
Title: Re: add004basic
Post by: -Ash- on May 08, 2016, 01:45:35 am
You have to use the 3vs3 simul patch.
Title: Re: add004basic
Post by: MR. IBZS II on May 08, 2016, 02:25:17 am
Do you just get the 3v3 Mugen to do it, or is it some special version of Add004?
Title: Re: add004basic
Post by: -Ash- on May 08, 2016, 02:42:02 am
Download the lastest version of ADD004, patch characters normally, open with 3vs3 simul patch.

voilà
Title: Re: add004basic
Post by: totaln00b on May 08, 2016, 07:21:06 am
Download the lastest version of ADD004, patch characters normally, open with 3vs3 simul patch.

voilà

I did all that. I even edited the batch file to run the 3v3 executable.

The problem is say I select 3 fighters (eg Ryu, Ken, Gouken). The first character (Ryu) will be fine, the second and third characters (in this case, Ken and Gouken) will both appear simultaneously. This means when I tag Ryu out, then Ken and Gouken both pop in at the same time and are both controlled by me. If I'm using Ryu and I decide to use a striker, then both Ken and Gouken will come out at the same time and do a striker attack.

This is pictured below...

(http://i.imgur.com/BKoUdEq.png)

Also, when the round is about to start, all 3 of my characters are facing the right side (assuming i'm player 1) which is normal. You would assume that all 3 CPU players would face left before 2 of them vanish off-screen but the first character is also facing the right which looks awful.



How come mine doesn't look like the video above? It looks perfect.

If I were to choose the same characters and opponents in my own mugen, then Urien would be facing toward Gill/Bison before the round started.  If I were to tag out Guile, then Cammy and Chun-li would tag in at the same time for a simultaneous match against Urien.  If Urien were to tag out, then Gill and Bison would tag in simultaneously as well.
Title: Re: add004basic
Post by: -Ash- on May 08, 2016, 08:20:37 am
you don't have to edit anything my friend, just download 3vs3 simul patch and open with it after patching your characters.

Edit: I PM'd you my version of ADD004 and simul patch for 1.0, might help you.
Title: Re: add004basic
Post by: lui on May 08, 2016, 05:41:27 pm
You didnt give him the latest version ash, the one you gave me is outdated as well
Title: Re: add004basic
Post by: PeXXeR on May 08, 2016, 06:11:46 pm
Sorry about the off topic but I might as well ask here, is this stage released ?
https://www.youtube.com/watch?v=awD4pfjr6D8&feature=youtu.be
Title: Re: add004basic
Post by: YugaCurry on May 08, 2016, 07:12:21 pm
No not yet.  Hopefully,  it will be soon enough.
Title: Re: add004basic
Post by: Bluekuma on May 08, 2016, 07:23:37 pm
http://picresize.com/images/t1capture.png
Title: Re: add004basic
Post by: Bluekuma on May 08, 2016, 07:24:18 pm
add004 link is not working
Title: Re: add004basic
Post by: MrChris on May 08, 2016, 07:25:11 pm
add004 link is not working


down onedrive man tatsu probably got his account shutdown or someshit.
Title: Re: add004basic
Post by: NoZ on May 08, 2016, 07:39:33 pm
That's sad,that new stage looks awesome
Title: Re: add004basic
Post by: frog2k16 on May 08, 2016, 07:44:48 pm
would someone please upload the last update of the add004 addon please or send me the file thanks in advance. :)
Title: Re: add004basic
Post by: Bluekuma on May 08, 2016, 08:04:46 pm
would someone please upload the last update of the add004 addon please or send me the file thanks in advance. :)

same
Title: Re: add004basic
Post by: YugaCurry on May 09, 2016, 04:17:37 pm
Latest add004 add on released on 21st March 2016

http://www.mediafire.com/download/c1433pb44yf5e3t/mugen_a4b_20160321.zip
Title: Re: add004basic
Post by: cobraviper on May 09, 2016, 07:46:59 pm
Thank you YugaCurry
I also needed!
Title: Re: add004basic
Post by: -Ash- on May 09, 2016, 08:31:02 pm
So i was right hum?!...  :mellow:
Title: Re: add004basic
Post by: Bluekuma on May 10, 2016, 12:22:33 am
Thanks yugacurry
Title: Re: add004basic
Post by: YugaCurry on May 10, 2016, 03:52:02 am
So i was right hum?!...  :mellow:

How?
Title: Re: add004basic
Post by: -Ash- on May 10, 2016, 03:56:54 am
You said that my version of ADD004 was outdated, but its exactly the same that you posted.
Title: Re: add004basic
Post by: YugaCurry on May 10, 2016, 04:08:12 am
You shouldn't be getting the " Need update" flashy thing above your lifebars then.
Title: Re: add004basic
Post by: Virtua Richie (kenmasters2812) on May 10, 2016, 06:30:35 am
characters that are patched with an older version will flash with "Need Update" if you are running them with the latest add004. The character needs to be restored and repatched using the latest add004pie
Title: Re: add004basic
Post by: frog2k16 on May 10, 2016, 06:56:50 am
thanks YugaCurry
Title: Re: add004basic
Post by: Ramon Garcia on May 10, 2016, 07:32:45 am
i don't know if it will help someone but i reupload in a screenpack the tag system add004basic and change the video settings of ''opengl'' to ''DirectX'' to run in low pcs ok:

ADD004 tag system+life bar by Tatsu CUSTOM PORTS EDITION BY ZEROBRUNO [1280x720] and patch for 640x480 [edit by me RAMON GARCIA to work in low pcs].rar
https://www.4shared.com/rar/p_eNTULlba/ADD004_tag_systemlife_bar_by_T.html or https://www.4shared-china.com/rar/p_eNTULlba/ADD004_tag_systemlife_bar_by_T.html
if you want see the images is here in the original post: www facebook com/groups/MugenDownloadLinksAndShareRamonGarcia/permalink/486829858185682/
Title: Re: add004basic
Post by: Virtua Richie (kenmasters2812) on May 12, 2016, 12:12:08 pm
I like the way the camera tracks in Tatsu's videos, but if you enable Slow Camera it breaks some characters intros. You can do a quick and simple fix by adding some Roundstate triggers to the camera's PosAdds. Find the following code in common1.cns

(http://s32.postimg.org/55qd54czp/CAMERAFIX.png)
Title: Re: add004basic
Post by: Realra on May 12, 2016, 01:38:06 pm
I like the way the camera tracks in Tatsu's videos, but if you enable Slow Camera it breaks some characters intros. You can do a quick and simple fix by adding some Roundstate triggers to the camera's PosAdds. Find the following code in common1.cns

(http://s32.postimg.org/55qd54czp/CAMERAFIX.png)

So what would you set them to?
Title: Re: add004basic
Post by: Yu1chi on May 12, 2016, 01:57:29 pm
You type in the lines of code highlighted in green as is.
Title: Re: add004basic
Post by: -Ash- on May 12, 2016, 09:29:17 pm
Sorry if this sounds dumb, but what exactly that Slow Camera feature does?
Title: Re: add004basic
Post by: Realra on May 12, 2016, 10:35:38 pm
It pretty much does as it says. The camera lags behind slightly giving it a more cinematic feel.
Title: Re: add004basic
Post by: totaln00b on May 13, 2016, 01:21:19 am
you don't have to edit anything my friend, just download 3vs3 simul patch and open with it after patching your characters.

Edit: I PM'd you my version of ADD004 and simul patch for 1.0, might help you.

Thank you very much but those are the same versions of ADD004 and the simul patches that I have.

For reference, I'm using a personally edited version of this EXCELLENT fullgame by welloxz found at the link below.

 https://www.youtube.com/watch?v=pMYdOgmrIrE (https://www.youtube.com/watch?v=pMYdOgmrIrE)

It already has add004 implemented. I just added my own patched characters. If I try to run the 3v3 executable then it crashes because it can't find "data/system.def". The game runs off of system1.def instead.

Anyways, hopefully there is a solution for the 3v3 bug.  :)
Title: Re: add004basic
Post by: Virtua Richie (kenmasters2812) on May 13, 2016, 03:57:44 am
you don't have to edit anything my friend, just download 3vs3 simul patch and open with it after patching your characters.

Edit: I PM'd you my version of ADD004 and simul patch for 1.0, might help you.

Thank you very much but those are the same versions of ADD004 and the simul patches that I have.

For reference, I'm using a personally edited version of this EXCELLENT fullgame by welloxz found at the link below.

 https://www.youtube.com/watch?v=pMYdOgmrIrE (https://www.youtube.com/watch?v=pMYdOgmrIrE)

It already has add004 implemented. I just added my own patched characters. If I try to run the 3v3 executable then it crashes because it can't find "data/system.def". The game runs off of system1.def instead.

Anyways, hopefully there is a solution for the 3v3 bug.  :)

If batch files are used to launch your game, then you can either:

1) rename the 3v3 or 4v4 executable to mugen.exe
OR
2) edit the batch files so that it calls the 3v3.exe or 4v4.exe
Title: Re: add004basic
Post by: totaln00b on May 13, 2016, 05:29:53 am
you don't have to edit anything my friend, just download 3vs3 simul patch and open with it after patching your characters.

Edit: I PM'd you my version of ADD004 and simul patch for 1.0, might help you.

Thank you very much but those are the same versions of ADD004 and the simul patches that I have.

For reference, I'm using a personally edited version of this EXCELLENT fullgame by welloxz found at the link below.

 https://www.youtube.com/watch?v=pMYdOgmrIrE (https://www.youtube.com/watch?v=pMYdOgmrIrE)

It already has add004 implemented. I just added my own patched characters. If I try to run the 3v3 executable then it crashes because it can't find "data/system.def". The game runs off of system1.def instead.

Anyways, hopefully there is a solution for the 3v3 bug.  :)

If batch files are used to launch your game, then you can either:

1) rename the 3v3 or 4v4 executable to mugen.exe
OR
2) edit the batch files so that it calls the 3v3.exe or 4v4.exe


Thank you for responding but that's not the problem. Read the stuff below.

Download the lastest version of ADD004, patch characters normally, open with 3vs3 simul patch.

voilà

I did all that. I even edited the batch file to run the 3v3 executable.

The problem is say I select 3 fighters (eg Ryu, Ken, Gouken). The first character (Ryu) will be fine, the second and third characters (in this case, Ken and Gouken) will both appear simultaneously. This means when I tag Ryu out, then Ken and Gouken both pop in at the same time and are both controlled by me. If I'm using Ryu and I decide to use a striker, then both Ken and Gouken will come out at the same time and do a striker attack.

This is pictured below...

(http://i.imgur.com/BKoUdEq.png)

Also, when the round is about to start, all 3 of my characters are facing the right side (assuming i'm player 1) which is normal. You would assume that all 3 CPU players would face left before 2 of them vanish off-screen but the first character is also facing the right which looks awful.

[youtube]https://www.youtube.com/watch?v=bGnZ373mZyE[/youtube]

How come mine doesn't look like the video above? It looks perfect.

If I were to choose the same characters and opponents in my own mugen, then Urien would be facing toward Gill/Bison before the round started.  If I were to tag out Guile, then Cammy and Chun-li would tag in at the same time for a simultaneous match against Urien.  If Urien were to tag out, then Gill and Bison would tag in simultaneously as well.

Anyone know how to fix this?
Title: Re: add004basic
Post by: Virtua Richie (kenmasters2812) on May 13, 2016, 08:46:48 am
I just had a look at the  release dates and latest patch date on this author's OneDrive and they are older than Shiyo's earliest version of 3v3 and 4v4 tag. In short, the game is running on an older version of add004 that is incompatible with 3v3 and 4v4 tag.

You'd have to update each character manually, as well as update the game's common1 and data or resource files with the latest version

I had to do this for my own roster as I'd missed several versions between the 2nd release of add004 and the latest.
Title: Re: add004basic
Post by: totaln00b on May 14, 2016, 08:37:59 pm
I just had a look at the  release dates and latest patch date on this author's OneDrive and they are older than Shiyo's earliest version of 3v3 and 4v4 tag. In short, the game is running on an older version of add004 that is incompatible with 3v3 and 4v4 tag.

You'd have to update each character manually, as well as update the game's common1 and data or resource files with the latest version

I had to do this for my own roster as I'd missed several versions between the 2nd release of add004 and the latest.


Ah thank you for the informative response. I appreciate it.  ;D Makes total sense. Looks like I got some work to do but at least now I know where to begin.
Title: Re: add004basic
Post by: MR. IBZS II on May 16, 2016, 11:28:46 pm
Gah, how do I fix this:

(https://i.imgsafe.org/577608e.png)

I cannot get the system to actually work again for the life of me...

If it helps, I switched the .bat files to go to the Beatmania screenpack by Exshadow. Add004 was working perfectly fine before that. It's the same res as MM2 was, and I know for a fact I replaced all necessary files with the Add04 bars. I even put all of the res folder in the normal data folder. I even repatched all of the characters I had again. All of this just made this happen, and it happens with every character, too... I once fixed something like this before, but I've tried just about everything to fix it again.
Title: Re: add004basic
Post by: -Ash- on May 17, 2016, 12:07:13 am
common1.cns
Title: Re: add004basic
Post by: MR. IBZS II on May 17, 2016, 12:08:11 am
...What about it? Do I need to do something in it?
Title: Re: add004basic
Post by: -Ash- on May 17, 2016, 12:09:54 am
replace the common1.cns in the data folder, i think its probably this.
Title: Re: add004basic
Post by: President Devon on May 17, 2016, 02:09:18 am
Everything works out right but the graph in the results doesn't work. Any ideas?
(http://i.imgur.com/qk4i3PW.png)
Also I think I prefer unotag, anyone configured both add004 and unotag to work together?
Title: Re: add004basic
Post by: Bluekuma on May 17, 2016, 02:54:09 am
Everything works out right but the graph in the results doesn't work. Any ideas?
(http://i.imgur.com/qk4i3PW.png)
Also I think I prefer unotag, anyone configured both add004 and unotag to work together?

Me to and if Unotag and Add004 can work together we can get team hyper combo and 3v3 perfectly!
Title: Re: add004basic
Post by: -Ash- on May 17, 2016, 03:00:55 am
Everything works out right but the graph in the results doesn't work. Any ideas?
(http://i.imgur.com/qk4i3PW.png)
Also I think I prefer unotag, anyone configured both add004 and unotag to work together?



Ask Rei.
Title: Re: add004basic
Post by: MR. IBZS II on May 17, 2016, 03:04:08 am
replace the common1.cns in the data folder, i think its probably this.

I tried replacing tons of files, and after a period of time where the announcers wouldn't work, now it's back to that picture up there. I'm now assuming Add004 won't work with this screenpack. Can Add004 not work because of screenpacks?
Title: Re: add004basic
Post by: -Ash- on May 17, 2016, 03:27:45 am
Well, i've never had a problem related to screenpacks with add004, make sure you're doing everthing correctly, try a clean installation following those steps:

1:patch characters with the add004pie correspondent to the lifebars version you're using

2:copy the common1.cns from the lifebar folder that you want to use and paste in data

3:make sure you're using the corretc fight.def resolution.

Title: Re: add004basic
Post by: MR. IBZS II on May 17, 2016, 03:32:13 am
So, by "clean" you want me to make a new Add004 Mugen folder? I'll try that tomorrow and see how that works out.
Title: Re: add004basic
Post by: Rally on May 17, 2016, 07:25:33 pm
the download dosen't work fix pls
Title: Re: add004basic
Post by: AlexSin on May 17, 2016, 07:36:33 pm
New links are available here:
https://www.youtube.com/watch?v=OzXu-K_WPZI
Title: Re: add004basic
Post by: MR. IBZS II on May 17, 2016, 10:39:00 pm
Finally, I fixed it. I made a clean Add004, and that solved the issue. Thanks.
Title: Re: add004basic
Post by: -Ash- on May 18, 2016, 03:35:12 am
Glad to be helpful. ;)
Title: Re: add004basic
Post by: Rally on May 18, 2016, 12:48:31 pm
thanks Sin- :)
Title: Re: add004basic
Post by: -Ash- on May 18, 2016, 11:08:11 pm
Somebody knows how to make the chars use add004 hitsounds instead of their default?
Title: Re: add004basic
Post by: PhantomD on May 18, 2016, 11:10:14 pm
does anyone have any technical info on exactly what the updates in the latest version entail?
the update log says he has redone several states in common1.cns from scratch which i believe are tag related band some tag assist flag related stuff was done in earlier versions but i would like to know specifics to understand his coding better. i am using his last 2015 build which i am customizing and find it very stable so would like to know what the improvemwnts apart from 3v3 and 4v4 are specifically before upgrading. does the new common1.cns states improve tag ai or anything like that?
Title: Re: add004basic
Post by: President Devon on May 19, 2016, 12:27:17 pm
Everything works out right but the graph in the results doesn't work. Any ideas?
I worked it out, and if the graph doesn't work on the SVC variant search for:
;sys::img_graph_var ; 変量
in common1.cns and add [state 0] below that line.

Title: Re: add004basic
Post by: MR. IBZS II on May 20, 2016, 12:35:39 am
Alright, I tried to use Chotto-Komaru's Fox, and he's crashing with this:

Library error message: Died parsing command = "?T?}?[?\???g?a")

Error detected.

Undefined command label: "command".
If not misspelling in CNS, check CMD
Error parsing trigger1, 1
Error parsing [State 1005, ?X?e?[?g?I?X]
Error in [Statedef 1005]
Error in add004basic.reb1:6406
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/Fox Mccloud/Fox Mccloud.def
Error while precaching
Undefined command label: "command".
If not misspelling in CNS, check CMD
Error parsing trigger1, 1
Error parsing [State 1005, ?X?e?[?g?I?X]
Error in [Statedef 1005]
Error in add004basic.reb1:6406
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/Fox Mccloud/Fox Mccloud.def
Error while precaching
Undefined command label: "command".
If not misspelling in CNS, check CMD
Error parsing trigger1, 1
Error parsing [State 1005, ?X?e?[?g?I?X]
Error in [Statedef 1005]
Error in add004basic.reb1:6406
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/Fox Mccloud/Fox Mccloud.def
Error loading p2

You might assume it's because his attack names are in Japanese in his .cmd. However, 119-way's KOF Mario and a few other characters work, and their attacks are in a different language. My computer has the Japanese language pack already loaded in and that other stuff, so how can I solve this?
Title: Re: add004basic
Post by: -Ash- on May 24, 2016, 08:09:55 am
Any of you guys know how to disable the strikers when changing characters?

Edit: Now that i'm here and the thread is kinda quiet for a while, let me ask a few more things(again).

Its possible to use custom ports without editing every char air file? like, make add004 defaultly read the custom ports into the chars.

I want all chars to use add004 hitsparks and hitsounds instead of their own, can i do this?

Some characters doesn't have assist move, they just jump on screen and back, others doesn't do anything at all, is this fixable?
Title: Re: add004basic
Post by: MR. IBZS II on May 24, 2016, 09:00:04 pm
That last issue is because of the current state Add004 tag-in assists are. I think it currently uses State 1000, a normal Ryu's Light Punch Hadouken. You can change the state in the common1.cns of the lifebars.
Title: Re: add004basic
Post by: -Ash- on May 24, 2016, 09:15:29 pm
Yeah, but will not this affect all the chars? i just want to fix the ones who haven't assist move and let the rest untouched.
Title: Re: add004basic
Post by: MR. IBZS II on May 24, 2016, 09:31:23 pm
The common1 state affects all. There's a fix to do it to individual characters a page or two back, I haven't tried it, though.
Title: Re: add004basic
Post by: -Ash- on May 31, 2016, 02:37:06 am
(http://i.imgur.com/0qx1dCL.png)

I'm having this problem when playing 3vs3 tag in some stages, the camera stays like this, how do i fix this? using 1.0 btw.
Title: Re: add004basic
Post by: MR. IBZS II on June 09, 2016, 08:19:23 pm
Slow Camera is doing that to me on some stages, too...

Also, some characters who have strikers, like Chunky's Paper Mario edit and this one Sonic I have, you can't summon their strikers. Other characters, like Madoldcrow's SpongeBob can summon strikers fine. Anyone know what's causing that and how I can fix it?
Title: Re: add004basic
Post by: YugaCurry on June 22, 2016, 05:41:13 pm
Update 22/06/16

Just Defend and Block are no longer spammed and they don't give back health like before. Awesome.
Title: Re: add004basic
Post by: xcheatdeath on June 22, 2016, 07:24:04 pm
Can any one tell me how to disable these things?

(http://i.imgur.com/ZBpiITe.png)
Title: Re: add004basic
Post by: lui on June 22, 2016, 09:13:40 pm
the strikers? i think they're exclusive to the babel sword style bars, try using the svc style bars
Title: Re: add004basic
Post by: PeXXeR on June 22, 2016, 10:51:17 pm
I really wanna use this, but it sounds complicated as all fuck to me..
Also are there bugs with specific chars ? do they all work ?
Also does it work with the Legacy screenpack ?
Title: Re: add004basic
Post by: Negi Springfield on June 22, 2016, 11:03:42 pm
I really wanna use this, but it sounds complicated as all fuck to me..
Also are there bugs with specific chars ? do they all work ?
Also does it work with the Legacy screenpack ?

Going to be flat out honest with you, the batch conversion program works like a charm but it simply breaks some characters. Those characters are few and far between but it's a reality that needs to be addressed. Besides that it's pretty great although the one I used the most got changed rececently to include an -ism style that the full game is based around and eh.. it doesn't work well with a causal Mugen so personally i'd stick with the SVC version if I were you. It has none of those features and like the post above you said, the AI spamming "Just Defend" got removed so it's perfectly usable now.
Title: Re: add004basic
Post by: MR. IBZS II on June 22, 2016, 11:27:33 pm
PeXXeR link=topic=160242.msg2260160#msg2260160 d=1466628677 said:
I really wanna use this, but it sounds complicated as all fuck to me..
Also are there bugs with specific chars ? do they all work ?
Also does it work with the Legacy screenpack ?

Screenpacks don't really change a thing on how Add004 works. The WHOLE system is just lifebars. The Add004pie.exe handles all the hard stuff for you, just be careful when you switch screenpacks...

As said before, very few characters WILL break completely, a little more have slight bugs, like not spawning helpers, some won't really be affected. It seems like it doesn't work with characters who's .cmd names are in different languages.

It comes with 3 bars: Add004, Babel Sword, and SvC Chaos themed bars, complete with the double layer health. Add004 got changed in an recent update that has "Grooves" depending on which palette you select on the character. First set is C Groove, second set is K Groove, and third set is EX Groove.

With Babel Sword, various Capcom/SNK characters will jump into the fight with your teammate whenever you switch, which takes power. They mainly serve as the attack a character does when they tag in like in the MvC games, to make tagging in safer. I think there's a way to change the characters, but I don't know...

With SvC, all it really changes is a universal Just Defend system. It was SUPER annoying with the ability to sit there and overuse it, but that got fixed now...

As said before, the hardest part is done by that Add004pie.exe. There's a little bit of optional codes you can add to change the character's assist attack, but it's mainly for if the character just stands there or taunts or something silly for an assist.
Title: Re: add004basic
Post by: PeXXeR on June 22, 2016, 11:49:33 pm
Thanks for all the info MR. IBZS II, I will try it on a fresh mugen and see what I can do and if I like it, thanks agian.
Title: Re: add004basic
Post by: Bullfrog on June 23, 2016, 01:32:33 am
Can any one tell me how to disable these things?
Spoiler, click to toggle visibilty

Try checking if there isn't a switch to turn on/off strikers inside the common1 of the lifebar that you are using
Title: Re: add004basic
Post by: YugaCurry on June 23, 2016, 04:19:46 am
Can any one tell me how to disable these things?
Spoiler, click to toggle visibilty

Try checking if there isn't a switch to turn on/off strikers inside the common1 of the lifebar that you are using

There's a special tag team option. Turning that off might solve it.
As for bugs,  the only thing that actually bothers me is that some character intros break such as gokuZ2 (riding in on shenron)  and shredder by Dcat(boring/ tunneling pod intro) .
Title: Re: add004basic
Post by: Shiyo Kakuge on June 23, 2016, 03:18:12 pm
...Thank you guys!!!

about camera bug

-in your stage def
 [Camera]
  floortension=150 ;;<< add this line or mod value

or

-in common1.cns
 [statedef 90900]
  ;>>sys::camera::set
  ;--- bind helper(me) to players position

   "y= (playerid(var(15)),screenpos y-screenpos y-const240p(50) )/20.0  ;;<- speed"
     to
   "y= (playerid(var(15)),screenpos y-screenpos y )/20.0  ;;<- speed"


please try to change the value ("150" or "50") as you wish.
Title: Re: add004basic
Post by: YugaCurry on June 23, 2016, 03:35:52 pm
Ah, Tatsu himself. Well, for stages I've mostly been using the settings present in your stages which includes the floor tension. Thank you for the tip though.
Title: Re: add004basic
Post by: Flowrellik on June 23, 2016, 03:38:12 pm
I just hope he can be more active around the MFG community. I believe he can be a great inspiration to new mugen creators and existing :D
Title: Re: add004basic
Post by: YugaCurry on June 23, 2016, 04:06:31 pm
I just hope he can be more active around the MFG community. I believe he can be a great inspiration to new mugen creators and existing :D

He is obviously very aware of the discussions we have regarding his releases and hence switched links to recent ones and posted here to sort out bugs as well.
Title: Re: add004basic
Post by: -Ash- on July 07, 2016, 09:06:12 am
...Thank you guys!!!

about camera bug

-in your stage def
 [Camera]
  floortension=150 ;;<< add this line or mod value

or

-in common1.cns
 [statedef 90900]
  ;>>sys::camera::set
  ;--- bind helper(me) to players position

   "y= (playerid(var(15)),screenpos y-screenpos y-const240p(50) )/20.0  ;;<- speed"
     to
   "y= (playerid(var(15)),screenpos y-screenpos y )/20.0  ;;<- speed"


please try to change the value ("150" or "50") as you wish.


Since you saved my life with this post, i'll try my luck here(once again).

1 - I want to know if its possible to give assist attacks to characters who just jump and back on the screen and characters who just taunt, i've been wanting a fix for this for ages.

2 - If some characters get picked as the third or fourth in tag mode their grab doesn't work, as exemple Kyo:

(http://i.imgur.com/IGHtXos.png)

this is kyo C grab, he do his grab animation but the character is unaffected, same happens to his D grab, also characters like Iori and Angel have the same problem.

3 - How do i make the guard bar weaker?

4 - its possible to use ADD004 to make all the chars use the same hitsparks and hitsound without changing one by one?

Just hoping you read this.  :P

Title: Re: add004basic
Post by: PeXXeR on July 07, 2016, 04:29:12 pm
So I decided to grow a pair and try this thing out on a fresh mugen that I plan to make CVS only.
I have a question, the mugen download is the most updated version correct ?
Also why are these chars in the folder ? Do I have to use them or I can just use the regular ones ?
Title: Re: add004basic
Post by: YugaCurry on July 07, 2016, 04:37:44 pm
Those characters are meant for his full game and so are the add004 lifebars. That is why they come along with the download.
Title: Re: add004basic
Post by: xcheatdeath on July 07, 2016, 04:38:33 pm
You can use regular ones, He just includes his characters if you want to use them, if you don't, you can delete them.

The mugen he includes is mugen 1.1 at a really weird localcoord if i remember correctly
Title: Re: add004basic
Post by: PeXXeR on July 07, 2016, 04:43:11 pm
Thanks for the quick replays guys. I want the classic tag system, so I guess I have to use the SVC ones correct ?
Title: Re: add004basic
Post by: lui on July 07, 2016, 04:43:33 pm
1 - I want to know if its possible to give assist attacks to characters who just jump and back on the screen and characters who just taunt, i've been wanting a fix for this for ages.

These problems are due to the characters youre using having their 1000 states assigned to either taunts or something that isnt compatible with assist attacks, its easy to fix this. Iirc kojirobadness posted a solution a couple pages back
Title: Re: add004basic
Post by: 2Dee4ever on July 07, 2016, 04:46:31 pm
You finally remembered your password yay! I see you fixed most of what I told you about, but the dizzy system while wonderful still doesnt work properly on airborne opponents alas you can only be successfully dizzied from a ground attack. I've started doing this myself, but you should also include by default, that you are unable to recovery roll from the state(5200,5210).
Title: Re: add004basic
Post by: MR. IBZS II on July 07, 2016, 06:16:55 pm
I've been wanting a solution to that issue in the dizzy system, too...

Also, to get the most updated Add004, what files would I replace? Just the fight.def?

Also, I tried to put in Bomberman from Famicom Fighters in, and I keep getting this strange error:

Error detected.

Error in Bomberman.cmd:947
Error loading chars/FF_Bomberman/FF_Bomberman.def
Error while precaching
Error in Bomberman.cmd:947
Error loading chars/FF_Bomberman/FF_Bomberman.def
Error while precaching
Error in Bomberman.cmd:947
Error loading chars/FF_Bomberman/FF_Bomberman.def
Error loading p1

He works "fine" in 1.0, and I searched around plenty for "947" in his .cmd and can't find it. He was originally patched with the UNOTag system which caused another error, but I removed it's coding and I still get this.
Title: Re: add004basic
Post by: -Ash- on July 07, 2016, 11:26:56 pm
Thanks for the quick replays guys. I want the classic tag system, so I guess I have to use the SVC ones correct ?

Or the original ADD004 lifebars

These problems are due to the characters youre using having their 1000 states assigned to either taunts or something that isnt compatible with assist attacks, its easy to fix this. Iirc kojirobadness posted a solution a couple pages back

I tried his method but didn't worked for me.
Title: Re: add004basic
Post by: Shiyo Kakuge on July 09, 2016, 08:45:29 am
thanks for the reports, feedbacks and answers...


-assist attacking StateNo
  override [statedef 195900] for registering,
  (please see sample chars "ryu","karate","sakura"...)
  or
  mod [190190-190199] the whole assist-system to your style.


-throw bug
  "EnemyNear" trigger does NOT work properly in 3vs3 or 4vs4 simul mode.
  please try "P2***" triggers in P1's throwing state instead.


-guard bar
  open "common1.cns" by windows notepad,
  find (press Ctrl+F) "sys::guard_b_cost"
  mod var(36) smaller, if you want it weaker.
  (open and resave txt file by windows notepad, can also solve "Char-Set" issue)


-"its possible to use ADD004 to make all the chars use the same hitsparks and hitsound without changing one by one?"
  No sir! but you do NOT need to do that.
  Most player's own SFF and SND are much better than commons.

-dizzy system
  fix by next update :)

  many players(authors) has their own get-hit-states (by overriding the common state),
  for performing their own stun/dizzy, recover, overmatch...
  their own moves are really cool enough, and make me useless :)


-to get the most updated Add004
  if you have changed something, please see the details of updates,
  you can find out which line has been updated easily.
  if you haven't changed anything, just copy and override.
  "add004pie.exe" can help you to restore and patch/repatch all.


-Error in Bomberman.cmd:947
  could you show us the line 947 of cmd?
Title: Re: add004basic
Post by: MR. IBZS II on July 09, 2016, 09:42:58 am
Oh, sure.

It's this: [State -1, Guard Attack]

Everything beneath that:

type = ChangeState
value = 740
triggerall = power >= 1000
triggerall = stateno = 150 || stateno = 152
trigger1 = !var(59)
trigger1 = command = "holdback" & command = "select"
trigger2 = var(59) > 0
trigger2 = abs(P2BodyDist X) < 35.2 && random < 100
trigger2 = AILevel >= 5
trigger2 = random<var(50)*0.3


Thanks for all the help, too.
Title: Re: add004basic
Post by: lui on July 09, 2016, 10:10:57 am
Holy shit its tatsu!

Just wanna say, your work is amazing and is among the best ive seen in mugen as a whole. Keep it up!

Btw: do you plan on releasing your entire mm2 fullgame anytime soon?
Title: Re: add004basic
Post by: xcheatdeath on July 09, 2016, 06:51:15 pm
I do have a question,

I use the localcoord 427,240 on my characters and my stages.

If I do not add the localcord to the stages but I add it to the characters, I can get the water effect for water stages, but if i add the localcoord to my stages, the effect goes away, is there a certain code in the common1 that would help it be more universal with the localcoords?
Title: Re: add004basic
Post by: 2Dee4ever on July 09, 2016, 07:21:05 pm
Alright I am going to have a field day with this lol
I'll compile a list for ya.

Also I talked to you about this before.. In the past I've experimenting with merging the two tag systems together.
Spoiler, click to toggle visibilty


Also here is a video showing the stuff I want to help add.. Basically trying to increase the combo potential in tag matches. Pm me if interested or just respond here.
Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: Bluekuma on July 09, 2016, 07:46:51 pm
Alright I am going to have a field day with this lol
I'll compile a list for ya.

Also I talked to you about this before.. In the past I've experimenting with merging the two tag systems together.
Spoiler, click to toggle visibilty


Also here is a video showing the stuff I want to help add.. Basically trying to increase the combo potential in tag matches. Pm me if interested or just respond here.
Spoiler, click to toggle visibilty

im interested about the uno tag and add004 together always wanted DHC in the add004 system.
Title: Re: add004basic
Post by: MR. IBZS II on July 10, 2016, 03:02:48 am
Also, something I forgot to put in my last comment:

What about a universal push block system? Or a universal crossover counter system?

I know I could just turn off Guard Break, but a push block system for just about everyone could be possible, right? It could cost a power bar to make it more fair.
Title: Re: add004basic
Post by: -Ash- on July 10, 2016, 03:31:17 am
Oh, another thing, why Just Defense/Blocking is only enabled on Single player mode?

btw, is good to see that you actually read this thread, love your system man, awesome job so far.
Title: Re: add004basic
Post by: MR. IBZS II on July 23, 2016, 08:03:06 am
OK, I figured out an issue why some characters don't work. It's not the fact their attack names are in a different language, it's that their .CNS files are, like the ones I wanted to use but wouldn't work, ALL of their files were in Japanese, and patching them with the Add004.pie turned the Japanese, which shows up fine for me normally, into gibberish. Well, I learned that after trying to rename the attack names and it didn't work, so...
Title: Re: add004basic
Post by: PeXXeR on August 02, 2016, 05:01:07 pm
So I red somewhere that I have to install the 3vs3 patch or 4vs4 or something ? is this true ?
Also for every stage I use I have set the zoom to be zoomed out a bit will that affect anything ? I do not want to break my whole game cause of this. Thanks in advance.
Title: Re: add004basic
Post by: 2Dee4ever on August 02, 2016, 05:14:08 pm
Yes, for mugen that is correct.
As for the zoom only if you have the camera enabled. Look at the previous page for the fix for that.
Title: Re: add004basic
Post by: PeXXeR on August 02, 2016, 07:27:05 pm
Thanks bro, which exe file should I patch ? the regular mugen one or the 3vs3 or 4vs4 ones ?
I am guessing after I apply the patch I should use the 4vs4 exe ? but which one the AI one or the normal one ?

After patchig
It sorta works, my lifebars did not change I patched again 2nd time , it sorta works dunno.. :D
When I play 2vs2 simul and I switch to player 2 the AI controls it,froz's wolvie cant switch out cause of the  drill claw command.. blah im done too complicated for me..  but damn, when it works is damn awesome.

Patche a vanilla version of 1.1 still my lfiebars were the old ones.

OMG what I downloaded was just an update I tought it was a full version OMG...
So I have to copy the p1 files and p2 into the 0321 version ?
did that now everything works normally god damn it man.


Okey, one problem, how do I load my legacy motif cause when I start the batch file its Tatsu's SP ?
many of my chars just grab me all the time, also when I lose my 1st char I lose ? how do I fix this ?
Even after Nokoruru leaves the screen her bird is still there..
Title: Re: add004basic
Post by: MR. IBZS II on August 02, 2016, 10:29:48 pm
You have to go into options to fix the early losing issue. It'll be under Simul mode options.

So, just inserting 4v4 Mugen into the same file Add004 is in will make it work with it? Will the batch files accept it?
Title: Re: add004basic
Post by: PeXXeR on August 02, 2016, 10:33:24 pm
You can right click and edit the batch file and put whatever exe you want.
Its a damn shame I cant make this thing playable, when it works its amazing.
I dunno what you people are doing different than me, infinite's chars would just grab me all the time, some pots chars would taunt all the time, ffs... Kamekaze's Yun straight up broke, he started walking on air and stuff.
Title: Re: add004basic
Post by: MR. IBZS II on August 02, 2016, 11:01:57 pm
Are those glitches in 4v4?
Title: Re: add004basic
Post by: PeXXeR on August 04, 2016, 07:49:05 pm
Nope 2vs2 simul.
I have a couple of chars patched with the uno tag system, will this mess up anything if I patch over ?
Title: Re: add004basic
Post by: totaln00b on August 04, 2016, 08:30:12 pm
Thanks bro, which exe file should I patch ? the regular mugen one or the 3vs3 or 4vs4 ones ?
I am guessing after I apply the patch I should use the 4vs4 exe ? but which one the AI one or the normal one ?

After patchig
It sorta works, my lifebars did not change I patched again 2nd time , it sorta works dunno.. :D
When I play 2vs2 simul and I switch to player 2 the AI controls it,froz's wolvie cant switch out cause of the  drill claw command.. blah im done too complicated for me..  but damn, when it works is damn awesome.

Patche a vanilla version of 1.1 still my lfiebars were the old ones.

OMG what I downloaded was just an update I tought it was a full version OMG...
So I have to copy the p1 files and p2 into the 0321 version ?
did that now everything works normally god damn it man.


Okey, one problem, how do I load my legacy motif cause when I start the batch file its Tatsu's SP ?
many of my chars just grab me all the time, also when I lose my 1st char I lose ? how do I fix this ?
Even after Nokoruru leaves the screen her bird is still there..

1) Change froz's wolverine's drill claw command to different buttons using his .cmd file.
2) For the AI thing, don't just run svc.bat.  Use svc_p1 if you're playing by yourself.  If you're playing with a friend, use svc_vs.
3) Nakoruru and Chang are gonna leave the bird and Choi out there.  It is what it is... I actually kinda like it.
4) If a character does something weird for their assist, like taunt or jump back offscreen then paste this in the cns:

Spoiler, click to toggle visibilty

5) As for your screenpack, it's easy but I forgot how to do it.  ;D
Title: Re: add004basic
Post by: PeXXeR on August 04, 2016, 09:11:50 pm
Thanks bro, I did fix most of the things, I had to change the SP though cause it uses the 9000.0 for the LB ports and legacy uses 9000.3
I got one more question, GM's SF3 cast straight up crashes my game after patching, and Raaja's necro seems unpatched he works like normal simul I patched him again still the same..It says the def failed to load.
Title: Re: add004basic
Post by: MR. IBZS II on August 04, 2016, 09:13:41 pm
OK, THANKS a ton for putting the single character tag solution there, I've been meaning to look for that for a while. What .CNS file would I put the code in, though? Many characters I have in mine have multiple.

Also, is there anyway to fix the issue I asked about earlier: The add004 patcher breaks some character's .cns by turning them from Japanese, to gibberish when patched, which Mugen doesn't like. I can't use a ton of characters this way.
Title: Re: add004basic
Post by: totaln00b on August 04, 2016, 10:20:11 pm
OK, THANKS a ton for putting the single character tag solution there, I've been meaning to look for that for a while. What .CNS file would I put the code in, though? Many characters I have in mine have multiple.

Also, is there anyway to fix the issue I asked about earlier: The add004 patcher breaks some character's .cns by turning them from Japanese, to gibberish when patched, which Mugen doesn't like. I can't use a ton of characters this way.

No problem. Just paste the code at the bottom of normal.cns or if there's just one cns then put it in before the -1 states, although I don't think it matters if you just put it in at the very bottom of that one either.

Yeah I noticed that the patcher warps some text but are the characters not working at all afterwards?

Some characters just break after the patcher.. I've had to find other versions of characters for that reason but it doesn't happen too often.
Title: Re: add004basic
Post by: MR. IBZS II on August 04, 2016, 10:40:45 pm
Yeah, they give Mugen errors from the gibberish, and the game crashes.

...ALSO, I should ask: How do you go into a character to see what state does what?
Title: Re: add004basic
Post by: totaln00b on August 04, 2016, 10:57:19 pm
Yeah, they give Mugen errors from the gibberish, and the game crashes.

...ALSO, I should ask: How do you go into a character to see what state does what?

Hit Ctrl+D while in the middle of the match and the debug menu will display as you fight.  When you do a move that you like, it will briefly tell you the state # (stateno) of the action/move that you are doing (Example: state 200 is a light punch. state 240 is a medium kick. state 1000 is a hadoken).  Or you can go into the cns file and hope the author left a move description for each state.
Title: Re: add004basic
Post by: MR. IBZS II on August 06, 2016, 04:24:48 am
Could I just paste this in their .cns:

;==========================
; * Additions
;==========================
;==========================
; Init2 / Partner Assist-Stateno Registration ; パートナー支援ステート登録
; * override this statedef to regist partner-assist-stateno
;==========================
[statedef 195900]
type=s

;;>>@Config.Tag_Assist_StateNo>>
[state 0] ;[.00]
   type=varset
   trigger1=1
   sysvar(0)=1210 ;;<-def * set to 1000 (temp)

1210 equals crouching states for a lot of characters in my Add004, I should note...
Title: Re: add004basic
Post by: totaln00b on August 08, 2016, 10:23:04 pm
Umm...if it works then great!

I've only ever used the tag code that I posted above and it (usually) works for me
Title: Re: add004basic
Post by: -Ash- on August 10, 2016, 03:45:53 am
It is possible to set add004 to use custom portraits?
Title: Re: add004basic
Post by: Bullfrog on August 10, 2016, 04:05:09 am
It is possible to set add004 to use custom portraits?

Here you go mate!

Zerobruno did it!


Description of the video, in case you don't open the video in a proper tab:

Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: 2Dee4ever on August 10, 2016, 04:18:51 am
You don't even need to do all that. Just choose whatever image you want?
Title: Re: add004basic
Post by: -Ash- on August 10, 2016, 05:00:54 am
I've found how to do it pages back in this thread, the problem now is...

(http://i.imgur.com/NBWpaTf.png)

Anybody?
Title: Re: add004basic
Post by: Memo on August 10, 2016, 05:06:02 am
What happened to the lifebars? I just got it again after 2 years and now it loads up a screenpack. Anyway I can skip the screenpack and just use the bars?
Title: Re: add004basic
Post by: 2Dee4ever on August 10, 2016, 05:09:02 am
Lol well you kinda have to resize the ports. Let me say it as I always do over and over.. These bars are super customizable. You can change the size and all that with a lil editing.

You don't need the mugen with the bars. Just carry the bars over as you would any other.
Title: Re: add004basic
Post by: -Ash- on August 10, 2016, 05:11:26 am
The thing is that i'm using the 3vs3 patch.

What happened to the lifebars? I just got it again after 2 years and now it loads up a screenpack. Anyway I can skip the screenpack and just use the bars?

You have to copy the system.def of the screenpack you're using and paste in the add004 lifebar overwriting the MM2 system.def
Title: Re: add004basic
Post by: Maligno555 on August 17, 2016, 07:47:07 pm
(http://i.imgur.com/roAyWgP.png)

i have patched most of my characters succesfully but for some reason it won't work with this ryo. which piece of the character should i examine?
Title: Re: add004basic
Post by: 2Dee4ever on August 17, 2016, 07:57:32 pm
If you are having issues with the patcher(specific character) manually input the line of code in the correct place.
Title: Re: add004basic
Post by: Maligno555 on August 17, 2016, 08:17:48 pm
from where should i copy the piece of code? and where should i paste it?
Title: Re: add004basic
Post by: 2Dee4ever on August 17, 2016, 08:23:07 pm
-2 statedef
It also wouldn't hurt to read back pages, the answer you are looking for may have already been solved.
Title: Re: add004basic
Post by: Maligno555 on August 17, 2016, 08:43:10 pm
-2 statedef
It also wouldn't hurt to read back pages, the answer you are looking for may have already been solved.

i did. if i ask it is because i did not find the answer i need. thanks
Title: Re: add004basic
Post by: 2Dee4ever on August 17, 2016, 09:23:13 pm
1. "Everything" can be customized with the common.cns.
2. You have the transparency issue because you patched over a character that was already patched. Check inside the cns & you will see.
3. Yes it works with mugen via some sort of hack. It works with Ikemen by default there never was any update for it because it had already supported multiple players+inputs.
4. It looks like you are using the wrong fight.def. There are several for most common resolutions.
5. When you patch a character it will search to find the best place suitable &/or/if it may just place itself in-between a state & mess it up. To fix this manually add it in if a character breaks.
6. Disable the strikers, just null and or see cns

Almost everything is explained in the cns. You can literally customize everything which is the point of it.
You must not be looking hard enough. I mean no ill will just some of the questions I see here have been answered multiple times. It's really to benefit you though, you won't have to rely on someone else and you'll learn more about the system in the process.
Title: Re: add004basic
Post by: MR. IBZS II on August 17, 2016, 09:24:37 pm
What is the best way to edit the lifebar graphics?

Hopefully looking through the .cns can fix the issue of some characters not being able to spawn helpers unless in 2P slot...
Title: Re: add004basic
Post by: Maligno555 on August 17, 2016, 11:03:51 pm
1. "Everything" can be customized with the common.cns.
2. You have the transparency issue because you patched over a character that was already patched. Check inside the cns & you will see.
3. Yes it works with mugen via some sort of hack. It works with Ikemen by default there never was any update for it because it had already supported multiple players+inputs.
4. It looks like you are using the wrong fight.def. There are several for most common resolutions.
5. When you patch a character it will search to find the best place suitable &/or/if it may just place itself in-between a state & mess it up. To fix this manually add it in if a character breaks.
6. Disable the strikers, just null and or see cns

Almost everything is explained in the cns. You can literally customize everything which is the point of it.
You must not be looking hard enough. I mean no ill will just some of the questions I see here have been answered multiple times. It's really to benefit you though, you won't have to rely on someone else and you'll learn more about the system in the process.

dude that answer does not help if you are not a coder. if you don't want to help fine just let other people answer the questions or simply ignore the topic
Title: Re: add004basic
Post by: 2Dee4ever on August 17, 2016, 11:13:07 pm
You don't have to be a coder. That's the point of these damn lifebars everything is done for you. If you don't want to take the time to do a lil reading then that's on you. All the information is in front of you. There is even a read me, but whatever it is what it is.
Title: Re: add004basic
Post by: YugaCurry on August 18, 2016, 06:41:07 am
The patch does break a few character intros though such as gokuz2. So placement is an issue in these cases but most characters seem unaffected. 
@Juaniquillo555: Refer other patched characters. You will get an idea of where the code goes. Trial and error man.
Title: Re: add004basic
Post by: Maligno555 on August 18, 2016, 07:24:36 pm
The patch does break a few character intros though such as gokuz2. So placement is an issue in these cases but most characters seem unaffected. 
@Juaniquillo555: Refer other patched characters. You will get an idea of where the code goes. Trial and error man.

thanks i finally discovered how to fix them, i was having issues because the characters had their own common files. 
Title: Re: add004basic
Post by: Zazamyon2 on August 23, 2016, 11:47:27 am
Hmmm.......I just noticed something weird

In watch mode, with tagteams , after a player on either team is K.Oed, the other partner jumps out to keep fighting and the round continues.

But in arcade mode, if one of the cpu team members is knocked out, the round just ends and the partner doesnt continue to fight some reason.

Is this normal? Or is there a way to change that?
Title: Re: add004basic
Post by: -Ash- on August 23, 2016, 02:20:22 pm
(http://i.imgur.com/XEwsFtt.png)

Ayy, finally fixed custom portraits size.

Now...

how to reduce guard bar? i want to know exactly where i have to change numbers to make it weaker.

KojiroBadness has posted a code to implement assist move for chars who haven't, i've tried doing this by myself but no sucess, any of you guys are willing to try this code for me if i send a character?
Title: Re: add004basic
Post by: Flowrellik on August 24, 2016, 04:35:44 am
honestly Idk how to do that. Best bet I've done is figured out how to somewhat do hitsparks and HDSM BG.
Title: Re: add004basic
Post by: MR. IBZS II on August 24, 2016, 09:37:32 pm
HDSM BG?

Add004 comes with it's own hyper background? Is Tatsu's characters the only ones who use it?
Title: Re: add004basic
Post by: Flowrellik on August 24, 2016, 09:48:20 pm
Technically yes, BUT you can incorporate a certain code FROM his characters to use on your own characters!
So far I tried it on a few characters of my own, 119way blanka was pretty great, Sagat from KOFEXUM is flawless, Still a bit iffy on DonDrago's Ryu, as when I tried to incorporate it, it still does a his lvl 3 HDSM attack with a minor pause (gotta find out what that is)
But yeah, for your Lvl 3 just add this code where the lvl 3 specialty pause is
Spoiler, click to toggle visibilty
Now this is important. For both state 0s, the anim = 3400 is actually the LVL3 attack used, gotta match that to whatever animation your character uses for his lvl 3 attack.
for the second state 0, two things you should know; there are 2 statenos you can use: 88870 and 88872.
For 88870, the size.height is open game, and can go up from 0 - 8.
0 = blue, 1 = red, 2 = green, 3 = yellow, 4 = cyan, 5 = Purple
6 = Orange/Red, 7 = Gradient, 8 = Faded violet. For the KOF fans, you can use 2 for an even fancier 2k2um type effect or be like me and have certain BG's fit a character's aura (Ryu being Blue, Kyo being Orange red, Gouki Deep Red, Vega being violet etc).
88872, on the other hand, you must keep size.height at 0. This is usually used as a special "Hidden HDSM", which is seen with Tatsu's E.Ryu's Shungokusatsu.

Keep in mind, you might need to do some slight editting on certain characters, but overall this code should work flawless. As said, I'm having slight difficulty getting Don Drago's Ryu to work the way I wanted him to be.
Title: Re: add004basic
Post by: MR. IBZS II on August 24, 2016, 09:52:02 pm
...Well... I'll attempt this, I guess... There's not that many characters that I have with real, legit Level 3 hypers... But, I'll try it.

EDIT: The results:

Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: Flowrellik on August 24, 2016, 10:21:35 pm
from what I saw, and from what Tatsu told me, best look at his characters and apply it to your own characters.
Title: Re: add004basic
Post by: MR. IBZS II on August 24, 2016, 10:32:59 pm
...I like it the way it is, though. It makes finally doing that hyper even more satisfying...

Actually, does it HAVE to be on Level 3 hypers? Can I put it on Level 1s, too?
Title: Re: add004basic
Post by: Flowrellik on August 24, 2016, 10:45:12 pm
technically yes you can, just place the code in the attack and adjust the animation to whatever attack you want.
Title: Re: add004basic
Post by: Negi Springfield on August 25, 2016, 09:23:42 pm
Okay can someone help me? I just started a fresh Mugen (again) and I downloaded the bars and the update but enemies are still spamming Just Defend in the SVC mode. What am I doing wrong?
Title: Re: add004basic
Post by: Flowrellik on August 26, 2016, 06:37:14 pm
Pretty much nothing wrong there bud. the SVC Bars are prone to that sort of blocking because of how the lifebars are coded. Same said for the C/Z palette select for single characters having the same thing.
Title: Re: add004basic
Post by: Negi Springfield on August 27, 2016, 12:53:08 am
I thought one of the updates mention a page or two ago said this was fixed though? Oh well... back to the one functional pair of bars then <_<
Title: Re: add004basic
Post by: MR. IBZS II on August 27, 2016, 01:28:53 am
So, I'm putting this code underneath the super pause section of code of hypers I like, and it works on very few characters in Add004. What else do I need to do? I'm doing the anim adjustment part, too.
Title: Re: add004basic
Post by: -Ash- on August 27, 2016, 01:34:17 am
Its possible to make Just Defense work on other modes instead of only Single Player?
Title: Re: add004basic
Post by: YugaCurry on August 27, 2016, 08:51:49 am
I thought one of the updates mention a page or two ago said this was fixed though? Oh well... back to the one functional pair of bars then <_<

It wasn't fixed but there's a way to prevent it. Just comment out the just defend code from the common.cns in the add004 folder in data.  Search for just defend and comment out the projectile code too. On my phone so will post the code if you can't find it later.
Title: Re: add004basic
Post by: Flowrellik on August 27, 2016, 08:54:18 am
I wonder, in curiousity, is there a way to implement the groove select to tag/team based modes besides singleplayer + a way to change different assist type attacks by palette? Call me a stickler, but I kinda like them.
Title: Re: add004basic
Post by: Flowrellik on September 01, 2016, 06:16:36 pm
Bump Post: Tatsu released Maki + showed 3 vids of an upcoming add004 experiment. Characters can now use SFXT style switch cancel in his vids. Might be in an upcoming release.
https://www.youtube.com/watch?v=l0PJuBZLHJc
Title: Re: add004basic
Post by: BurningSoul on September 01, 2016, 07:01:22 pm
When fightining against AI(Example:Scorpion jumps in right after I beat Subzero)but when I lose my entire team loses.Is there any way to find a solution to this
Is there a way can I activate Guard Crush and Dizzy I remember it was working on previous add04 version
Can I code my own lifebar or change current version's graphics?
How does add004 work is it coded on Lifebars or common.cns?
does bat files make any difference? I'm curious about what they do.
sorry to bother you guys
Title: Re: add004basic
Post by: Memo on September 01, 2016, 07:11:59 pm
You can
When fightining against AI(Example:Scorpion jumps in right after I beat Subzero)but when I lose my entire team loses.Is there any way to find a solution to this
Is there a way can I activate Guard Crush and Dizzy I remember it was working on previous add04 version
Can I code my own lifebar or change current version's graphics?
How does add004 work is it coded on Lifebars or common.cns?
does bat files make any difference? I'm curious about what they do.
sorry to bother you guys

You can use your own bars just replace the fight.def, everything is coded in the cns I've tried it myself
Title: Re: add004basic
Post by: BurningSoul on September 01, 2016, 07:19:23 pm
You can use your own bars just replace the fight.def, everything is coded in the cns I've tried it myself


ok but I still haven't got any answer to my other questions
Title: Re: add004basic
Post by: Memo on September 01, 2016, 07:30:03 pm
You can use your own bars just replace the fight.def, everything is coded in the cns I've tried it myself


ok but I still haven't got any answer to my other questions


I dont know the rest, I dont really use this, I just know you can use your own bars because I've asked and tried it. Have you looked thru the common file, look for stun or dizzy with the search function in fighter factory
Title: Re: add004basic
Post by: -Ash- on September 02, 2016, 01:55:32 am
When fightining against AI(Example:Scorpion jumps in right after I beat Subzero)but when I lose my entire team loses.Is there any way to find a solution to this
Is there a way can I activate Guard Crush and Dizzy I remember it was working on previous add04 version
Can I code my own lifebar or change current version's graphics?
How does add004 work is it coded on Lifebars or common.cns?
does bat files make any difference? I'm curious about what they do.
sorry to bother you guys

;; uncomment to disable (ƒRƒƒ“ƒg‚ðŠO‚·‚Æ–³Œø‚É‚Å‚«‚Ü‚·)
   trigger1=1 || var(7):=(var(7)^1)        ;; 1st - dizzy/stun system
   trigger1=1 || var(7):=(var(7)^2)        ;; 2nd - guard_break system
;   trigger1=1 || var(7):=(var(7)^4)        ;; 3rd - show combo_counter
;   trigger1=1 || var(7):=(var(7)^8)        ;; 4th - show message
   trigger1=1 || var(7):=(var(7)^16)       ;; 5th - show score/cpu_level
;   trigger1=1 || var(7):=(var(7)^32)       ;; 6th - show result_panel
;   trigger1=1 || var(7):=(var(7)^64)       ;; 7th - play system voice
   trigger1=1 || var(7):=(var(7)^128)      ;; 8th - show key_input
;   trigger1=1 || var(7):=(var(7)^256)      ;; 9th - show lifebar
;   trigger1=1 || var(7):=(var(7)^512)      ;;10th - show powerbar
;   trigger1=1 || var(7):=(var(7)^1024)     ;;11th - tag system
;   trigger1=1 || var(7):=(var(7)^2048)     ;;12th - tag_assist
;   trigger1=1 || var(7):=(var(7)^4096)     ;;13th - round_call
;   trigger1=1 || var(7):=(var(7)^8192)     ;;14th - ko_call
;   trigger1=1 || var(7):=(var(7)^16384)    ;;15th - show ground_dust effect
;   trigger1=1 || var(7):=(var(7)^32768)    ;;16th - show portrait / face
   trigger1=1 || var(7):=(var(7)^65536)    ;;17th - slow camera (warning: this may break your characters)
   persistent=0

Put ";" on guard and dizzy lines to activta them.

Yes, you can code your own lifebar, its all in the "work" folder.

common.cns.

bat files are for disable AI.
Title: Re: add004basic
Post by: PeXXeR on September 03, 2016, 10:11:49 pm
Guys I pretty much fixed all my shit and when you get stuff working its amazing, but still GM's chars just REFUSE to work, a crash whatever I do, tried moving stuff around, still nothing is it cause the cns files are in japanese ?
Title: Re: add004basic
Post by: JoeStarX on September 04, 2016, 01:02:13 am
I enjoy the hell out of this system but I keep getting this error state machine stuck in loop stopped after 2500 loops I haive no idea what to do or what to delete to prevent this
Title: Re: add004basic
Post by: -Ash- on September 05, 2016, 05:18:30 pm
New Update!

add004 basic update 20160905

 -bugfix:jump-command
   -[statedef 40] > ;[.06]
   -[statedef 40] > ;[.06b]
   -[statedef 40] > ;[.06c]

 -bugfix: camera-work
   -[statedef 90900] > ;>>sys::camera::set > updated

 -bugfix: blocking / just-defended
   -[statedef 195500] > ;[.03a1] > fixed
   -[statedef 195500] > ;[.03a2] > added new sctrl

 -bugfix:dizzy-system
   -[statedef 5001] > ;[.04] > changed trigger
   -[statedef 5001] > ;[.05] > changed trigger
   -[statedef 5011] > ;[.04] > changed trigger
   -[statedef 5011] > ;[.05] > changed trigger
   -[statedef 5111] > updated
   -[statedef 195110] > ;[.21] > added new sctrl
   -[statedef -2] > ;sys::-2::goto-dizzy_s/c > value fixed
     -"add004pie.ini" > updated

 -new:tag-system
   -[statedef 90900] > ;>>sys::tag_mode_cmd_change > updated
   -[statedef 90900] > ;>>sys::tag_mode_cmd_change_interrupted > added new sctrl
   -[statedef 190190-190199] > changed
   -[statedef -2] > ;sys::-2::partners_standby > updated
     -"add004pie.ini" > updated
   -[statedef -2] > ;sys::-2::partners_change_interrupted > added new sctrl
     -"add004pie.ini" > updated.

Tatsu is really a god, this system just keep getting better and better.
Title: Re: add004basic
Post by: Flowrellik on September 05, 2016, 06:30:49 pm
I just hope the AI can utilize the system very well. I recall one of his past updates had the AI of any character (regardless of how easy or hard they are) to use add004's full potential, both assist attacks and when health is low even use tag ins!
Title: Re: add004basic
Post by: Koopa901 on September 05, 2016, 08:33:30 pm
So exactly what to download?
Title: Re: add004basic
Post by: 2Dee4ever on September 05, 2016, 09:22:53 pm
Don't do it you^
This is old(for the public)
Title: Re: add004basic
Post by: Koopa901 on September 05, 2016, 10:08:32 pm
Lmao
Title: Re: add004basic
Post by: 2Dee4ever on September 05, 2016, 10:15:24 pm
LOL Bakaaaa
Title: Re: add004basic
Post by: -Ash- on September 10, 2016, 11:28:20 am
Hey guys, if any of you have tested the new tag system i want to know something, it is possible to change the run animation back to the old one? i'm asking because some of my characters bugs when trying to leave the screen, then i want to keep the SFxT tag system but with jump animation instead of running.
Title: Re: add004basic
Post by: BurningSoul on October 15, 2016, 09:50:44 pm
I want Level 1,Level 2 and Level 3 stuff in my lifebars,but it starts with Maximum  and turns into Super,any way to change it?
Title: Re: add004basic
Post by: MR. IBZS II on October 15, 2016, 10:02:03 pm
It is dependent on which palette you select the character with. It's supposed to function like CvS's grooves, I can't remember the exact formula for which palette equals which "Groove" but I'm fairly certain the 2nd palette, or medium kick is giving you that Maximum Groove. The first palette, and a few others should give you the typical Level system.
Title: Re: add004basic
Post by: BurningSoul on October 15, 2016, 10:20:39 pm
It is dependent on which palette you select the character with. It's supposed to function like CvS's grooves, I can't remember the exact formula for which palette equals which "Groove" but I'm fairly certain the 2nd palette, or medium kick is giving you that Maximum Groove. The first palette, and a few others should give you the typical Level system.

Is there any way to disable that groove thing in it?
and I really do want to revert back to old assist function,with jumping,new one has bugs,
Title: Re: add004basic
Post by: MR. IBZS II on October 15, 2016, 10:36:15 pm
I hope someone figures that out, too. I'm not a big fan of it, either.

Haven't tried the new assist style, though. What's it do?
Title: Re: add004basic
Post by: BurningSoul on October 15, 2016, 10:47:35 pm
I hope someone figures that out, too. I'm not a big fan of it, either.

Haven't tried the new assist style, though. What's it do?
I'm unsure,It could be SFXT system too, I hope add004 gets updated fast,Electro and cyclops tries to spam ultimates at the start of round but they can't because they are assists,This didn't happened in old Add004
Title: Re: add004basic
Post by: Zazamyon2 on October 16, 2016, 11:51:01 am
I went back to the older vwrsion from july with The jump in tag-not a fan of the walking assist.
But Tbh i noticed that my characters that dont work properly in add004 are usually broken to begin with-some  were missing req states etc. Needless to say ineither fix or delete those chars
Title: Re: add004basic
Post by: BurningSoul on October 19, 2016, 10:25:20 pm
Needless to say ineither fix or delete those chars
fixing works,but characters still have problems in new tag system,I didn't had any problems on previous version.
I guess I will wait for the update.
Title: Re: add004basic
Post by: sluigi123 on October 19, 2016, 11:00:12 pm
I certainly love this stage a lot!
Title: Re: add004basic
Post by: Flowrellik on October 21, 2016, 06:54:16 am
Ik its wrong spot but yeah it's a great stage! it's released in his stage onedrive too :)
Title: Re: add004basic
Post by: -Ash- on October 21, 2016, 07:04:06 am
Did he released already this stage?

Edit: Thanks for the heads up Flowrellik.
Title: Re: add004basic
Post by: -Ash- on October 23, 2016, 08:24:31 am
Hey guys, is it possible to increase the life recovery on tag mode?
Title: Re: add004basic
Post by: PeXXeR on November 01, 2016, 03:57:24 pm
Can someone help me use the bars with none of the tag functionality ? thanks in advance.
Title: Re: add004basic
Post by: tiloger on November 01, 2016, 04:37:35 pm
in the latest version of tag where in the file commando I can enlarge or reduce the size of the portraits?
Title: Re: add004basic
Post by: Flowrellik on November 11, 2016, 07:54:01 pm
Add004 update update20161111c5
just a txt file but I'm not sure how to implement it into add004.
Title: Re: add004basic
Post by: YugaCurry on November 12, 2016, 05:24:56 am
I'm not sure how to implement it into add004.

These are common1.cns updates. So copy/paste in the existing common file.
Title: Re: add004basic
Post by: MR. IBZS II on November 12, 2016, 05:45:41 am
Such as?
Title: Re: add004basic
Post by: Mr.Karate JKA on November 13, 2016, 04:36:17 am
Question: how can i make To player does not fade out when KOed?? I tried remove the code in statedef -2 but did not work
Title: Re: add004basic
Post by: -Ash- on November 14, 2016, 11:55:03 am
Have any of you guys figured out how to give assist moves to characters who haven't?
Title: Re: add004basic
Post by: -Ash- on November 17, 2016, 07:34:00 pm
New update of ADD004 released guys.
Title: Re: add004basic
Post by: MR. IBZS II on November 17, 2016, 07:38:12 pm
Any noticeable differences?
Title: Re: add004basic
Post by: WooshaQ on November 23, 2016, 11:49:00 am
Is it possible to somewhat configure the add patch? I mean the dizzy state that i saw in plenty of videos that presents the lifebars as well, which i assume is a part of the add004, can i disable the dizzy state or will i stuck with it?
Title: Re: add004basic
Post by: President Devon on November 23, 2016, 12:50:38 pm
go into common1.cns and you can disable it in the options.
Title: Re: add004basic
Post by: Kanami no Ken on November 24, 2016, 12:09:38 am
In the common1.cns
Could you specify the "Config.System.Switch" Type for the state ?
Cause I'm drawing a blank when it comes to disable and enabling
Title: Re: add004basic
Post by: YugaCurry on November 24, 2016, 01:34:53 am
There's a menu of options. To disable remove the semicolon before the line.
Title: Re: add004basic
Post by: President Devon on November 24, 2016, 02:13:35 am
Code:
;These options are enabled (use semi-colon)
; trigger1=1 || var(7):=(var(7)^256)      ;; 9th - show lifebar
; trigger1=1 || var(7):=(var(7)^512)      ;;10th - show powerbar

;These options are disabled (no semi-colon)
trigger1=1 || var(7):=(var(7)^1024)     ;;11th - tag system
trigger1=1 || var(7):=(var(7)^2048)     ;;12th - tag_assist
Title: Re: add004basic
Post by: Koopa901 on November 26, 2016, 08:10:14 pm
Ok guy...be patient with me....I haven't used this system in mugen in a while now.....which folder to download? along with the chars i see several folders to download.....which is what?
Title: Re: add004basic
Post by: Realra on November 26, 2016, 10:50:49 pm
Ok guy...be patient with me....I haven't used this system in mugen in a while now.....which folder to download? along with the chars i see several folders to download.....which is what?

Download mugen_a4b_20160321.zip then patch with mugen_a4b_20161116p6.zip or latest patch.
Title: Re: add004basic
Post by: Koopa901 on November 27, 2016, 12:32:17 am
Thank you @SpazMaster
Title: Re: add004basic
Post by: Realra on November 27, 2016, 01:27:33 am
Um, does anyone else have the glitch where the characters will forever have the [needs update] banner even after restoring and repatching the characters?

Also what does this setting do when enabled in the system switches?
Code:
;	trigger1=1 || var(7):=(var(7)^16384)    ;;15th - show ground_dust effect
; trigger1=1 || var(7):=(var(7)^32768)    ;;16th - show portrait / face
trigger1=1 || var(7):=(var(7)^65536)    ;;17th - slow camera (warning: this may break your characters)
trigger1=1 || var(7):=(var(7)^131072)   ;;18th - tag_special_partners    <<<<<<<<<<<<< This
Title: Re: add004basic
Post by: MR. IBZS II on November 27, 2016, 01:44:16 am
I have never seen that banner before.
Title: Re: add004basic
Post by: Realra on November 27, 2016, 01:49:53 am
Here is a screenshot:

(http://image.prntscr.com/image/864021694fd240bd8bb68c6cdfbce870.png)
Title: Re: add004basic
Post by: Realra on November 27, 2016, 02:05:46 pm
Nevermind I forgot to move the common cns to the main mugen directory because I'm using a different screenpack.
Title: Re: add004basic
Post by: Flowrellik on November 28, 2016, 07:28:53 pm
ADD004 UPDATE: Dan and Nakoruru Released!
Title: Re: add004basic
Post by: -Ash- on December 02, 2016, 09:03:10 pm
It is possible to change the assist/change command?
Title: Re: add004basic
Post by: Realra on December 02, 2016, 10:06:06 pm
It is possible to change the assist/change command?

Yeah go into a patched character's CMD and change the command.
Title: Re: add004basic
Post by: -Ash- on December 03, 2016, 08:09:10 am
Thank you.

Edit: Didn't worked, apparently, the CMD file is not patch with add004.
Title: Re: add004basic
Post by: Ky_Kiske on December 05, 2016, 06:31:00 pm
ADD004 UPDATE: Vega Released!
Title: Re: add004basic
Post by: lui on December 07, 2016, 12:08:15 am
is it dictator vega or claw vega?
Title: Re: add004basic
Post by: President Devon on December 07, 2016, 06:08:52 am
Probably Dictator, since he was in the last video uploaded.
Title: Re: add004basic
Post by: YugaCurry on December 07, 2016, 06:30:27 am
Probably Dictator, since he was in the last video uploaded.

Yes, m.bison
Title: Re: add004basic
Post by: Flowrellik on December 10, 2016, 07:30:19 am
Seems like Tatsu's been busy with Upgrading his chars + ADD004 UPDATE!
New updates for some of the chars + add004 updated for 12/6/16!
Title: Re: add004basic
Post by: President Devon on December 16, 2016, 01:23:35 am
kfma4a_20161215 is in the onedrive but my virus protection wants nothing to do with it. It's just a false positive, right?

edit: I also can't open the latest add004 update
Title: Re: add004basic
Post by: YugaCurry on December 16, 2016, 08:09:41 am
kfma4a_20161215 is in the onedrive but my virus protection wants nothing to do with it. It's just a false positive, right?

edit: I also can't open the latest add004 update

It's your antivirus. I download his stuff all the time and face no problem.
Title: Re: add004basic
Post by: President Devon on December 16, 2016, 01:39:15 pm
Yeah I had to shut off Real Time Protection to get the stuff. The minigames are kind of cool.
Title: Re: add004basic
Post by: Flowrellik on December 27, 2016, 03:38:34 am
Here's a decent discovery. In looking through his KFM, I found a program called p2s. From what i understand, with this program, this is essentially made for creating multi-sprited characters.
So, anyone here up in making Gundam battle assault chars :D? I found this under the rar called work.
Title: Re: add004basic
Post by: Realra on December 27, 2016, 02:30:18 pm
Here's a decent discovery. In looking through his KFM, I found a program called p2s. From what i understand, with this program, this is essentially made for creating multi-sprited characters.
So, anyone here up in making Gundam battle assault chars :D? I found this under the rar called work.

Oh yeah forgot about that. Old stuff.
Title: Re: add004basic
Post by: PhantomD on December 30, 2016, 07:14:40 am
I see it wasnt really mentioned anywhere but for I'll just put this out there.
The November update fixes the Dizzy fall state bug with certain characters, Particularly Mr X.File characters (Vdan/Shin Go/rugal etc), while the latest December update should theoretically fix the tag compatibility errors with Fishbed Character edits such as Heraklonas, Constantinus etc.
I reported these character bugs to Tatsu a few months ago but I have been absent from mugen since then - upon returning I see he has updated twice and also posted videos of all those chars working fine in tag mode which is fantastic.
Title: Re: add004basic
Post by: MR. IBZS II on December 30, 2016, 07:31:41 am
Has there ever been a update to fix the issue where certain characters cannot use their built in assists unless they are in the 2nd player (Simul mode) spot?

I've missed out on like 10 updates. I have to know if this annoying bug was fixed. That, or it could be due to the fact that my character choices aren't exactly the highest quality characters...

ALSO. Can the patcher finally handle subfolders and .cns files written in a different language?
Title: Re: add004basic
Post by: PhantomD on December 30, 2016, 08:35:17 am
I know tatsu has made alot of changes to the triggers and the tag system before the June update - but as for the assist system, I'm not 100% sure what that bug might be you are refferring to as I haven't encountered that yet.

As far as the assist attacks,, all I can tell you is that for the June 2016 upwards builds, the assist for P2 and P4 works fine, and vice versa when P2 and P4 are active and P1/P3 are in stadnby, their tag assists are working fine.

If you experience a bug with a character though, post it here and I can have a look at it and test on the December build if you like - I have yet to test it but I just downloaded it.
Title: Re: add004basic
Post by: MR. IBZS II on December 30, 2016, 12:33:45 pm
It's not tag assists. It's strikers the character normally has. They only work with the character if they're in the 2P slot in Simul mode, as a teammate, and maybe on 4P slot.
Title: Re: add004basic
Post by: BurningSoul on December 30, 2016, 01:15:24 pm
Ok so,Electro by Loganir and Trunks by Shinlucho kinda tries to use their Hyper's after the start of round but they are assists,any idea to fix this,It more likely an AI problem.
Ermac,Subzero and Scorpion by Sean Altly edited by Odb718 gets stuck while punching,I didn't had this problem in old builds such as october build.
And just asking does Tatsu's Hyper BG code gets affected by Angledraw? and it doesn't cause Mugen 1.1 zoom problem's right?this is kinda important,
Title: Re: add004basic
Post by: YugaCurry on January 01, 2017, 02:53:09 am
Tatsu himself recommends mugen 1.1 so it doesn't break with zoom and the like. The characters you stated don't give me any problems though, even on the latest update.
Title: Re: add004basic
Post by: Shiyo Kakuge on January 02, 2017, 03:15:26 pm
thanks to everyone who comment, reply, report-bugs, answer-questions...
even I didn't reply all comments and messages,
I am reading every information here, and trying to fix any bugs as I can.
please feel free to comment, any feedback is welcomed !

I hope this year will be a happy one for you my friends :)
Title: Re: add004basic
Post by: Realra on January 02, 2017, 03:31:41 pm
He has spoken.
Title: Re: add004basic
Post by: IkuTronHD on January 02, 2017, 03:39:32 pm
My add004pie says Overflow
My computer essentials:
Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: WooshaQ on January 03, 2017, 01:01:41 am
Is there any tutorial how to patch characters using add004?
Title: Re: add004basic
Post by: MR. IBZS II on January 03, 2017, 01:02:26 am
You just use the add004pie thingy and choose the character you want to patch.

It won't patch if characters have subfolders in their folder that have a title that's written in a different language, though. It just crashes.
Title: Re: add004basic
Post by: Flowrellik on January 03, 2017, 03:51:22 am
I just wonder from me if you ever read my PMs Tatsu, also on figuring out how to get that multi-groove setup to work on tag mode.
Title: Re: add004basic
Post by: 2Dee4ever on January 05, 2017, 12:37:57 pm
@Shiyo Kakuge: I never realized it until now, well I thought it was an Ikemen thing, health is connected to the combo counter. Which means as health depletes will it activate. It freezes the counter. Oddly enough the score still activates. I know you watch the videos, but one thing I forgot to mention. Here is an example.
https://vid.me/b8Mt

Also the A.I,(Man I hate A.I) tries it's hardest to override the interruption you have set. Characters a lot of the time will start off the match doing an assist before round start(believe this was said above) or random try to do a super when running back out. Just some suggestions for the public version.

Title: Re: add004basic
Post by: Gladiacloud on January 05, 2017, 12:50:08 pm
@Shiyo Kakuge: I never realized it until now, well I thought it was an Ikemen thing, health is connected to the combo counter. Which means as health depletes will it activate. It freezes the counter. Oddly enough the score still activates. I know you watch the videos, but one thing I forgot to mention. Here is an example.
https://vid.me/b8Mt

Also the A.I,(Man I hate A.I) tries it's hardest to override the interruption you have set. Characters a lot of the time will start off the match doing an assist before round start(believe this was said above) or random try to do a super when running back out. Just some suggestions for the public version.



I noticed some time ago that hit counter are not counted by add004 if the hits don't cause damage; you should add a damage amount to hitdef of hyper move.
Title: Re: add004basic
Post by: Flowrellik on January 08, 2017, 10:41:35 pm
You know one thing has me wondering thus far: for the 004.bat files, how do I enable the other 2 power bars for tag/ team battle modes? Idk how or even why but I was hoping there might be a way around this. I want to be able to enable such coding for mugen, and I know the codes are in add004's common01.cns, but atm I am not sure how to edit it so the other bars show for different modes.
(http://i1012.photobucket.com/albums/af249/flowrellik/Mugen/mugen025_zpsfrlhgre3.png) (http://s1012.photobucket.com/user/flowrellik/media/Mugen/mugen025_zpsfrlhgre3.png.html)
For Single character, these bars are palette based selection.
For the left (Pal 3,6,9,12) are SVC/Samsho type bars. This bar enables energy for the powerbar by blocking and getting hurt, with Just Defend for additional energy/damage cancel. 50% energy grants lvl 1 supers, while MAXIMUM gives the lvl.2-3 attacks at the cost of 50% energy (This part has the bar draining as well, and I think this also increases the damage for lvl 3 Idk for sure).

the Right (Pal 2,5,8,11) are SFA/KOF Based. This mode has parrying for healing a smidge of life. you start with only lvl.1 attacks at Max. When your life is at 25%, Max becomes super, the power bar slowly regenerates to full, and gives lvls 2-3 attacks.
In hopes of adding some sort of variety I was hoping to get assistance from Shiyo about giving them a slight upgrade and use for team/tag mode, maybe even giving them different abilities to switchup gameplay.
EX: Normal (original) bars can have Alpha countering (at the cost of one bar) and technical recovery with EX Attacks at 50% energy bar(Defensive Balanced), SFA/KOF type can have ki charge up and meteor combo (offensive), SVC/Samsho can have EX attacks, and when health is at 25%, your character could have that CVS2 red glow, marking that lvl 3 attacks can be done with devastating 25% additional damage at the cost of only doing it ONCE per battle, so choose your character wisely(Defensive/Offensive).
Believe it or not a good palette-based ISM powerbar system can work and have a balance, and can be a good alternative download. I just wish someone could listen to this and realize it.
Title: Re: add004basic
Post by: MR. IBZS II on January 08, 2017, 10:54:22 pm
So... You mean the other two lifebars... Or the other "groove" settings?

I really hope there's a better work around to "groove" selecting than palettes at this point.
Title: Re: add004basic
Post by: Flowrellik on January 08, 2017, 11:23:38 pm
Well, either groove select or even pal-ism select can work fine. It would be an awesome sight to see for the game either way. It could be like a select mode during intro (Like up and down for grooves, left and right for first up select).
Title: Re: add004basic
Post by: Shiyo Kakuge on January 09, 2017, 01:56:44 pm
@ReixSeiryu:
about hit-counters codes, many years ago, K' gave me these neat codes that solved our problems.
it uses life-change to detect "HitAdd" SCtrl, just like what exactly Gladiacloud said (thanks for the perfect comment).
(see ";sys::combo_" in [statedef 90900] for details)
but your video is right, counter will stop increasing when life reached zero or unchanged.

there is a combo font "_combo.fnt" in "res" folder, for using default system.

 or

please use this controller blow temporary instead of "HitAdd" without life-change in your chars.

* works for mugen 1.x and ikemen only.
* NOT guaranteed to work in the future.


[state 0]
   type=null
   trigger1=numenemy
   trigger1=(enemy,sysfvar(0)>0) && (playeridexist(floor(enemy,sysfvar(0))))
   trigger1=playerid(floor(enemy,sysfvar(0))),var(0)=90900
   trigger1=1|| playerid(floor(enemy,sysfvar(0))),cond(1, var(11):= var(11)+1 ,0)


ai-codes are almost in [ststedef 0] in "common1.cns", please clear my dirty codes and relax :)
characters have own ai-codes in their cmd, I guess those triggers in [statedef -1] are
top-priority to execute by mugen engine, and to cancel them is hard and nonsence,
except we edit the cmd directly.

let's find out some better way.



@Flowrellik:
as you "discoverd": by way of entertainment some options were added in add004 ;)
hope this can help you to edit:
find
in "common1.cns" - [statedef 90900]
-blocking/jd_system

 ";sys::blocking/jd_system"

-system and bar type

 "var(22)"
   1: N: normal
   2: C: blocking
   3: S: just-defence
   4: T: tag


your idea is instructive!! very nice !!!
I am so happy that someone else improved this add-on.
add004 is Open-source, please share your own system in this good forum :)
Title: Re: add004basic
Post by: BurningSoul on January 09, 2017, 06:21:56 pm
hey shiyo,Add004 is tight,but there are some stuff,you should know and stuff I should ask

Sandman by McCready & Loganir snd Electro by McCready & Loganir and Odb718's( edits are assists and they try to use their Supers(Hypers) at the start of round as assist or while assisting.

At the end of round,If I did chose Kyo as an assist and Ryu as player,Kyo leaves screen and then falls from sky,can you fix it(make it different so he runs in after match is finished and does his winpose)


I noticed that your Hyper Background code has its own Superpause and Superpause effect,please teach me a way to deactivate it or show me lines
of code(I beg you)

I'm kinda curious about your special hitsparks,I want to code my own into common.cns
Can you show me all lines of codes related with your hitsparks?(Begging even more)


Title: Re: add004basic
Post by: Flowrellik on January 09, 2017, 07:37:30 pm
@Flowrellik:
as you "discoverd": by way of entertainment some options were added in add004 ;)
hope this can help you to edit:
find
in "common1.cns" - [statedef 90900]
-blocking/jd_system

 ";sys::blocking/jd_system"

-system and bar type

 "var(22)"
   1: N: normal
   2: C: blocking
   3: S: just-defence
   4: T: tag


your idea is instructive!! very nice !!!
I am so happy that someone else improved this add-on.
add004 is Open-source, please share your own system in this good forum :)
That sounds like a good idea to me, and that's exactly the spot I had my eyes on. Thing is, I wonder how to implement all 3 bars with the tag system. I tried before to mess with the values and sure enough, N, C and S works with tag/team mode at the cost of ridding the tag assist. Mind you this kind of coding I'm new with so I may very well need your help, even if it's via PM.

EDIT!
I managed to discover this line for changing power modes. Now one thing I wonder is how the hell to make said alt. powerbars work because besides what I shared before, this seems to be a key.
Spoiler, click to toggle visibilty
In changing a code in var (22) I managed to get the other bars working with a slight few hiccups
A) Tag mode no longer works for assists (2 on 2)
B) Team mode. Works but if enemy is defeated, it will go back to the original bar regardless of palette.

@Shiyo Kakuge: Please, I need your help in this.
Title: Re: add004basic
Post by: 2Dee4ever on January 11, 2017, 10:59:49 pm
Alright I will see what I can do. Also I want to see if I can accomplish what we discussed before about the tag-team stuff.
I want to make this fully functional with the tag-team attacks I'm working on. I'll post again once I make some reasonable progress. Also in that last update you did publicly you had the special and super triggers reversed. I.E 1000-2000 triggered the super text & vise verse. Just a head ups idk if you fixed, but I did manually.
Title: Re: add004basic
Post by: BurningSoul on January 12, 2017, 03:52:45 pm

haha I can't believe this,I'm so happy
Title: Re: add004basic
Post by: MR. IBZS II on January 12, 2017, 05:28:18 pm
Wait, what happened? What's the test for?
Title: Re: add004basic
Post by: -Ash- on January 12, 2017, 08:08:47 pm
Same, I have no clue on what's going on.
Title: Re: add004basic
Post by: Realra on January 12, 2017, 09:30:20 pm
Maybe he never used it before.
Title: Re: add004basic
Post by: YugaCurry on January 13, 2017, 02:20:15 am
Read a few posts above, you'll get why he posted that video.
Title: Re: add004basic
Post by: MageKing17 on January 13, 2017, 03:14:23 am
First, I'd just like to say that this was awesome enough to make me finally get off my ass and register an account here just so I could post in this thread.

Secondly:
@ReixSeiryu:
about hit-counters codes, many years ago, K' gave me these neat codes that solved our problems.
it uses life-change to detect "HitAdd" SCtrl, just like what exactly Gladiacloud said (thanks for the perfect comment).
(see ";sys::combo_" in [statedef 90900] for details)
but your video is right, counter will stop increasing when life reached zero or unchanged.

there is a combo font "_combo.fnt" in "res" folder, for using default system.

 or

please use this controller blow temporary instead of "HitAdd" without life-change in your chars.

* works for mugen 1.x and ikemen only.
* NOT guaranteed to work in the future.


[state 0]
   type=null
   trigger1=numenemy
   trigger1=(enemy,sysfvar(0)>0) && (playeridexist(floor(enemy,sysfvar(0))))
   trigger1=playerid(floor(enemy,sysfvar(0))),var(0)=90900
   trigger1=1|| playerid(floor(enemy,sysfvar(0))),cond(1, var(11):= var(11)+1 ,0)

Going through all of these roundabout steps to try to figure out the current combo count when the game exposes that information to you (via calling GitHitVar(hitcount) on the hit player) seems counterproductive. By making a couple simple changes, I made the combo counter work even if life doesn't change (e.g. in training mode when the enemy has 0 life left already), and it doesn't require modifying characters to manually increment combo counter variables:
Code:
;---
;sys::combo_indicate_nums
;; コンボ数計算
[state 0]
type=varset ;note the change from varadd
trigger1=(var(11)/10000)=(var(11)%10000) && (playerid(var(15)),stateno!=[120,159]) && (playerid(var(15)),ctrl=0)
;old; trigger1=var(40)>(playerid(var(15)),life) && (var(9)&16) ;;<-life changed && getting damage
trigger1=var(9)&16
;old; var(11)=1 +( var(12):=var(12)+(playerid(var(15)),stateno=[5000,5199]) )*0 ;;<-real combo set
var(12)=(var(12)/10000)*10000 + playerid(var(15)),GetHitVar(hitcount)
[state 0] ;this controller is new
type=varset
trigger1=var(12)%10000 != var(11)%10000
var(11)=(var(11)/10000)*10000 + var(12)%10000

Thirdly: Your support character, the moment the match starts, suddenly gets shunted from state 190191 (offscreen, waiting to become ready for an assist attack) to state 0, then immediately (in the same frame) shunted back to state 190190, because sysfvar(4) still says it should be offscreen (since I can't find a state controller responsible for this sudden shove to state 0, I assume it's hardcoded into the engine). For characters with the default 320x240 localcoords, this isn't noticeable since they're below the bottom of the screen. However, as you can see with kfm720, the offsets in question aren't being run through Const240p(), so he winds up visibly appearing and then running offscreen again. I'm not sure how many other values may need this treatment, but changing these in particular at least got kfm720 to stop visibly running offscreen twice at the start of every match (this is in statedef 190190):
Code:
;---
;sys::partner_goto-standby1
[state 0]
type=changestate
triggerall=time>59 ;;<<- (60F) interval ; 間隔
trigger1=(backedgedist<Const240p(-100) || frontedgedist<Const240p(-100)) ;here
trigger2=(pos y>Const240p(100)) || time>218                              ;and here
value=190191
ctrl=0
;---
;sys::player_pos_y_outscreen1
[state 0]
type=posset
trigger1=backedgedist<Const240p(-60) || frontedgedist<Const240p(-60) ;and here
y=Const240p(180)                                                     ;and here
To be honest, it's probably that last one (the y value of the posset controller) that's the important one, but I did the others just to be on the safe side.
Title: Re: add004basic
Post by: Flowrellik on January 13, 2017, 03:58:08 am
well at least there was one problem solved, What about the problem with having multiple powerbars for team/tag mode @Mageking17: , seeing how I managed to find out what they do and all
Title: Re: add004basic
Post by: MageKing17 on January 13, 2017, 06:04:11 am
well at least there was one problem solved, What about the problem with having multiple powerbars for team/tag mode @Mageking17: , seeing how I managed to find out what they do and all
Sorry, but since I have no interest in the alternate modes, I likewise have no interest in putting in the effort to integrate them with tag-team mode. :P

On the other hand, it probably wouldn't be too hard to just change all the checks for var(22)=4 to var(22)>=4, and all the checks for var(22)=1, 2, or 3 with var(22)%4=1, 2, or 3 (EDIT: okay obviously that won't work, but you can just subtract 3 instead) (EDIT AGAIN: I must be tired, because that very obviously wouldn't work. Much better to just go with the original modulo and just remember to set var(22) to 5/6/7 instead of 4/5/6)... although you then have to take into account other variables getting assigned the value of var(22), so that's something to watch out for.
Title: Re: add004basic
Post by: MageKing17 on January 14, 2017, 03:13:17 am
Code:
;---
;sys::combo_indicate_nums
;; コンボ数計算
[state 0]
type=varset ;note the change from varadd
trigger1=(var(11)/10000)=(var(11)%10000) && (playerid(var(15)),stateno!=[120,159]) && (playerid(var(15)),ctrl=0)
;old; trigger1=var(40)>(playerid(var(15)),life) && (var(9)&16) ;;<-life changed && getting damage
trigger1=var(9)&16
;old; var(11)=1 +( var(12):=var(12)+(playerid(var(15)),stateno=[5000,5199]) )*0 ;;<-real combo set
var(12)=(var(12)/10000)*10000 + playerid(var(15)),GetHitVar(hitcount)
[state 0] ;this controller is new
type=varset
trigger1=var(12)%10000 != var(11)%10000
var(11)=(var(11)/10000)*10000 + var(12)%10000
Okay, after playing with this a bit more (and using more than one test character), I found a couple problems with this, which I have now fixed.

The first problem was that var(9)&16 (the "taking damage" flag) gets set whether or not the opponent actually took a hit, and GetHitVar(hitcount) never resets itself back to 0 (it just starts counting from 1 again the next time a combo starts), so if the opponent blocked your next attack after you pulled off a big combo, you'd get the combo result popup again without the combo counter ever appearing (and it would spam itself to fill up all available notification slots, too); a simple GetHitVar(guarded) check fixed that.

Secondly, however, GetHitVar(hitcount) obviously doesn't account for hitadd state controllers and and numhits attributes on hitdefs, so some way to manually tell the system that an extra hit has occurred in such a scenario is still needed; with a shrug, I adapted that code snippet @Shiyo Kakuge posted earlier (for manually incrementing the combo counter). I had to change the combo meter code to use an extra variable for it to work; I wound up giving var(11)'s old function to var(10) and making var(11) the "artificial combo inflation" variable since var(10) didn't seem to be in use, despite the _svc common1.cns claiming it is, and this way code can increment the counter in both the unmodified and modified versions of add004. Since the character I was testing this with started getting credit for combos involving hitadd controllers, I think this version of the code is ready for sharing.

Here's my current combo meter code in its entirety (note that I did my work in the base add004 common1.cns, so if there are differences in the combo meter code in the _bs or _svc versions, you'll need to adapt my changes accordingly):
Code:
;------------------------
;------------------------
; combo indicator, code by k' d(^-^)b
; modified by MageKing17
; コンボ数表示、K'さんより
; v10: nums Temp + Now ([0-9999]*1000 + [0-9999])
; v11:  extra hits
; v12: real combo + timer (timer[0-9999]*1000 + [0-9999])
; v13: pos_x / timer
; v14: temp: combo_counter / hittype
;--- ---
; >03 hits: good
; >05 hits: great
; >10 hits: beautiful
; >15 hits: fantastic
; >20 hits: marvelous
; >25 hits: m.u.g.e.n
;;--- announcer.combine + msg_combo (opponent)
;sys::sound_announcer_combo
[state 0]
type=playsnd
trigger1=(roundstate=2) && var(38)<99999999 && numenemy
trigger1=(enemy,sysfvar(0)>0) && (playeridexist(floor(enemy,sysfvar(0))))
trigger1=(playerid(floor(enemy,sysfvar(0))),var(0)=90900) && (playerid(floor(enemy,sysfvar(0))),var(10)%10000<1) && var(14):=(playerid(floor(enemy,sysfvar(0))),var(12)%10000) + (playerid(floor(enemy,sysfvar(0))),var(11))
trigger1=var(14)>2 || playerid(floor(enemy,sysfvar(0))),cond(1, var(11):=0, 0)
trigger1=(var(38):=var(38)*100+10+(var(14)>4)+(var(14)>9)+(var(14)>14)+(var(14)>19)+(var(14)>24)) && (var(14)>4) && (var(7)&64) ;; system_switch
value=f10100,3 +(var(14)>9)
channel=1
abspan=ifelse(teamside=1,-1,1)*facing*320

;sys::combo_real_reset
[state 0]
type=varset
trigger1=!(var(10)%10000)
var(12)=0
;---
;sys::combo_indicate_nums
;; コンボ数計算
[state 0]
type=varset
trigger1=(var(10)/10000)=(var(10)%10000) && (playerid(var(15)),stateno!=[120,159]) && (playerid(var(15)),ctrl=0)
;old; trigger1=var(40)>(playerid(var(15)),life) && (var(9)&16) ;;<-life changed && getting damage
trigger1=var(9)&16
;old; var(10)=1 +( var(12):=var(12)+(playerid(var(15)),stateno=[5000,5199]) )*0 ;;<-real combo set
var(12)=(var(12)/10000)*10000 + playerid(var(15)),GetHitVar(hitcount)*(!playerid(var(15)),GetHitVar(guarded))
[state 0]
type=varset
trigger1=!(var(10)%10000)
var(11)=1-playerid(var(15)),GetHitVar(hitcount)
[state 0]
type=varset
trigger1=1
var(10)=(var(10)/10000)*10000 + cond(var(12)%10000, cond(var(12)%10000 + var(11) > 1, var(12)%10000 + var(11), 1), 0)
[state 0]
type=varset
trigger1=var(10)/10000 != var(10)%10000
var(12)=var(12)%10000
;sys::combo_indicate_init
[state 0]
type=varset
triggerall=(var(10)%10000)>0
trigger1=!(var(9)&16) ;;<-not getting damage
trigger2=(roundstate!=2) || (var(9)&4096) ;;<-bonus stage
trigger3=(playerid(var(15)),ctrl)||(playerid(var(15)),stateno=[0,159])||(playerid(var(15)),stateno=8200)
var(10)=0
;---
;;>>@Config.Combo.Pos>>
;sys::combo_d_pos ;; v13: pos x (240p)
[state 0]
type=null
trigger1=(var(10)%10000=2) && ((var(10)/10000)!=(var(10)%10000))
trigger1=1|| var(13):=ifelse(teamside=2,-150,floor(var(3)/fvar(0))+150) ;;<-init pos x
trigger2=(var(10)%10000>1) && (var(10)/10000)<(var(10)%10000) ;;<-combo update
trigger2=1|| var(13):=var(13)+4*ifelse(teamside=2,-1,1) ;;<-shake
;sys::combo_d_pos_x_shift
[state 0]
type=varadd
;op; trigger1=numexplod(97800)
trigger1=(teamside=2 && var(13)<50) || (teamside=1 && var(13)>270)
var(13)=(ifelse(teamside=2,50,floor(var(3)/fvar(0))-50)-var(13))/3+teamside*2-3
;---
;sys::combo_d_cls
[state 0]
type=removeexplod
trigger1=(var(10)%10000>1) && ((var(10)/10000)!=(var(10)%10000) || (var(12)/10000=0))
id=97800  +( var(12):= (var(12)%10000) +280000 )*0 ;;<-view time reset
[state 0]
type=removeexplod
trigger1=!numexplod(97800)
id=97801
[state 0]
type=removeexplod
trigger1=!numexplod(97800)
id=97802
[state 0]
type=removeexplod
trigger1=!numexplod(97800)
id=97803
[state 0]
type=removeexplod
trigger1=!numexplod(97800)
id=97804
[state 0]
type=removeexplod
trigger1=!numexplod(97800)
id=97805
;---
;sys::combo_d_bg
[state 0]
type=explod
id=97800
triggerall=(var(7)&4) ;; system_switch
trigger1=(var(10)%10000>1) && !numexplod(97800)
anim=f300155 +( var(14):=(playerid(var(15)),stateno!=[5000,5199]) ) ;;<-hit type
space=screen
postype=left
sprpriority=-1
ownpal=1
scale=0.5,0.15
facing=ifelse(teamside=1,-1,1)
bindtime=-1
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
;sys::combo_d_bg_shadow
[state 0]
type=explod
id=97800
trigger1=numexplod(97800)=1
anim=f300157
space=screen
postype=left
sprpriority=-3
ownpal=1
scale=0.7,1
facing=ifelse(teamside=1,-1,1)
bindtime=-1
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
;sys::combo_d_hits
[state 0]
type=explod
id=97801
trigger1=numexplod(97800) && !numexplod(97801)
anim=f300150+var(14)
space=screen
postype=left
sprpriority=0
ownpal=1
scale=0.5,0.5
bindtime=-1
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
;sys::combo_d_nums
[state 0]
type=explod
id=97802
trigger1=(var(10)%10000>1) && numexplod(97800) && !numexplod(97802)
anim=f300050+((var(10)%10000)%10)  +var(14)*10
space=screen
postype=left
sprpriority=1
ownpal=1
scale=0.25,0.25
bindtime=-1
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
[state 0]
type=explod
id=97803
trigger1=(var(10)%10000>9) && numexplod(97800) && !numexplod(97803)
anim=f300050+(((var(10)%10000)/10)%10)  +var(14)*10
space=screen
postype=left
sprpriority=1
ownpal=1
scale=0.25,0.25
bindtime=-1
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
[state 0]
type=explod
id=97804
trigger1=(var(10)%10000>99) && numexplod(97800) && !numexplod(97804)
anim=f300050+(((var(10)%10000)/100)%10)  +var(14)*10
space=screen
postype=left
sprpriority=1
ownpal=1
scale=0.25,0.25
bindtime=-1
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
[state 0]
type=explod
id=97805
trigger1=(var(10)%10000>999) && numexplod(97800) && !numexplod(97805)
anim=f300050+(((var(10)%10000)/1000)%10)  +var(14)*10
space=screen
postype=left
sprpriority=1
ownpal=1
scale=0.25,0.25
bindtime=-1
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
;---
;sys::combo_d_changed
[state 0]
type=modifyexplod
trigger1=numexplod(97800)
id=97800
postype=left
pos=floor(var(13)*fvar(0)), floor(75*fvar(0))
[state 0]
type=modifyexplod
trigger1=numexplod(97801)
id=97801
postype=left
pos=floor((var(13)+(numexplod(97803)+numexplod(97804)+numexplod(97805))*7.5-17)*fvar(0)), floor(69*fvar(0))
[state 0]
type=modifyexplod
trigger1=numexplod(97802)
id=97802
postype=left
pos=floor((var(13)+(numexplod(97803)+numexplod(97804)+numexplod(97805))*7.5-9)*fvar(0)), floor(79*fvar(0))
[state 0]
type=modifyexplod
trigger1=numexplod(97803)
id=97803
postype=left
pos=floor((var(13)+(numexplod(97803)+numexplod(97804)+numexplod(97805))*7.5-24)*fvar(0)), floor(79*fvar(0))
[state 0]
type=modifyexplod
trigger1=numexplod(97804)
id=97804
postype=left
pos=floor((var(13)+(numexplod(97803)+numexplod(97804)+numexplod(97805))*7.5-39)*fvar(0)), floor(79*fvar(0))
[state 0]
type=modifyexplod
trigger1=numexplod(97805)
id=97805
postype=left
pos=floor((var(13)+(numexplod(97803)+numexplod(97804)+numexplod(97805))*7.5-54)*fvar(0)), floor(79*fvar(0))
;---
;sys::combo_update_counter
[state 0]
type=varset
trigger1=(var(10)/10000)!=(var(10)%10000)
var(10)=(var(10)%10000)*10001
;sys::combo_d_display_time
[state 0]
type=varadd
trigger1=(var(12)>=10000)
var(12)=-10000

;;--- ---
;[state 0] ; combo
; type=displaytoclipboard
; trigger1=1
; text="attack=[ %d ] gethit=[ %d ] extra_combo=[ %d ] real=[ %d ] type=[ %d ]"
; params=playerid(var(15)),gethitvar(hitcount), var(10),var(11),var(12),var(14)
; ignorehitpause=1
;;--- ---
You may have noticed I changed the sprpriority of the combo meter's explods; I found it weird that the combo meter would sometimes go behind characters' super backgrounds, so I bumped their priority up to match that of the power bars' explods. If you don't like that change, well, feel free to revert it; it's not like anybody's stopping you. :P

If you want the end-of-match ranking to also accommodate extra combo hits, you'll need to modify the relevant controller appropriately:
Code:
;sys::rank_get_hitcombo
[state 0]
type=varset
trigger1=numenemy && roundstate=2
trigger1=(enemy,sysfvar(0)>0) && (playeridexist(floor(enemy,sysfvar(0))))
trigger1=(playerid(floor(enemy,sysfvar(0))),var(0)=90900) && fvar(3)<((playerid(floor(enemy,sysfvar(0))),var(12)%10000)+(playerid(floor(enemy,sysfvar(0))),var(11)))
fvar(3)=(playerid(floor(enemy,sysfvar(0))),var(12)%10000)+(playerid(floor(enemy,sysfvar(0))),var(11)) ;;<-real combo

And here's the modified snippet I used as a base for manually incrementing the combo meter:
Code:
[state 0]
   type=null
   triggerall=numenemy
   triggerall=(enemy,sysfvar(0)>0) && (playeridexist(floor(enemy,sysfvar(0))))
   triggerall=playerid(floor(enemy,sysfvar(0))),var(0)=90900
   trigger1=1|| playerid(floor(enemy,sysfvar(0))),cond(1,var(11):=var(11)+1,0)
I made the first three conditions triggerall because I had one condition that needed to be split into trigger1 and trigger2, so this was the most convenient way to do it. Yes, that is the only difference; it's still more convenient to have the code repeated here like this, for copy&pasting. :P

The way I used it was to find every hitadd controller and paste that controller under it, and then copy its trigger condition(s) over. For instance, if I had this:
Code:
[State 4001, hitadd]
type = hitadd
trigger1= animelem = 6 || animelem = 25
value = 1
I'd put this below it:
Code:
[state 0]
   type=null
   triggerall=numenemy
   triggerall=(enemy,sysfvar(0)>0) && (playeridexist(floor(enemy,sysfvar(0))))
   triggerall=playerid(floor(enemy,sysfvar(0))),var(0)=90900
   trigger1=animelem = 6 || animelem = 25
   trigger1=1|| playerid(floor(enemy,sysfvar(0))),cond(1,var(11):=var(11)+1,0)
Title: Re: add004basic
Post by: MageKing17 on January 15, 2017, 12:01:23 am
Another bugfix for my modified combo meter: sometimes GetHitVar(hitcount) doesn't reset when it logically should. I noticed this occasionally happening when one character, after taking a large combo, got back up, blocked and attack, and then got thrown. The combo immediately jumped back up to what its previous value was; fortunately, I discovered that by assuming every combo would start with a single hit, initializing my "extra hits" variable to 1-var(12)%10000 when a combo starts counteracted this effect. While I was at it, I also made my modifications handle negative combo modifiers better (by making the minimum value it will assign to the "current combo" value be 1 as long as var(12)%10000 is nonzero).

I modified my previous post rather than just paste the whole thing here again, so look there for the fixed version.
Title: Re: add004basic
Post by: 2Dee4ever on January 15, 2017, 12:42:19 am
Will have to find some time to try this out. Nice work.
Title: Re: add004basic
Post by: President Devon on January 17, 2017, 02:13:52 am
Does anyone know how to get the CPU-1 icon showing for the CPU character in the first match of Arcade Mode instead of the score?
Title: Re: add004basic
Post by: MageKing17 on January 17, 2017, 06:14:19 pm
Does anyone know how to get the CPU-1 icon showing for the CPU character in the first match of Arcade Mode instead of the score?
You need to enable AIlevel detection. Find this section of the code:
Code:
;>>sys::ai_switch
;;>>@Config.AI>>
;; ai判定  v51 [def:0 / ai:1-8 / hum:-1]
[state 0]
type=varset
trigger1=1
;;--- vWin
var(51)=ifelse((matchno>1&&ishometeam=1), ifelse(matchno+roundno-1<8, matchno+roundno-1, 8), 0)
;;--- v1.0
;;v1.0 var(51)=(root,ailevel) ;; (v1.x)
Just comment out the first var(51)-setting line and uncomment the second.
Title: Re: add004basic
Post by: MR. IBZS II on January 17, 2017, 06:33:45 pm
Random question... Does that do anything else, and does that also affect VS mode?
Title: Re: add004basic
Post by: President Devon on January 17, 2017, 08:48:17 pm
You need to enable AIlevel detection. Find this section of the code:
Code:
;>>sys::ai_switch
;;>>@Config.AI>>
;; ai判定  v51 [def:0 / ai:1-8 / hum:-1]
[state 0]
type=varset
trigger1=1
;;--- vWin
var(51)=ifelse((matchno>1&&ishometeam=1), ifelse(matchno+roundno-1<8, matchno+roundno-1, 8), 0)
;;--- v1.0
;;v1.0 var(51)=(root,ailevel) ;; (v1.x)
Just comment out the first var(51)-setting line and uncomment the second.
Hey thanks my man, I would never have thought to look there. Now I just need to adjust my AI Ramping.

Random question... Does that do anything else, and does that also affect VS mode?
AIlevel won't show for P2.
Title: Re: add004basic
Post by: Shiyo Kakuge on January 18, 2017, 10:35:39 pm
there will be a update(bugfix) soon.  :)

@MageKing17:
wow, excellent!
would it be alright if I used your codes in next update?
Title: Re: add004basic
Post by: MageKing17 on January 19, 2017, 02:25:58 am
there will be a update(bugfix) soon.  :)
Looking forward to it.

@MageKing17:
wow, excellent!
would it be alright if I used your codes in next update?
Absolutely! I posted my modifications in the hopes that they would be as useful to somebody else as they were to me, so do whatever you want with them.

I've been testing the modified combo meter pretty heavily (with the built-in combo meter also enabled for comparison purposes) and found very few differences (once I modified the character to manually increment var(11) alongside hitadd, of course); obviously this combo meter doesn't count everything exactly the same (the reset conditions appear to be slightly different, so sometimes the state-based combo meter will consider a combo "over" when the built-in one does not, and the built-in combo counter will count hitting a projectile as a combo hit when the state-based one has no way to track that), but since I haven't found any more major bugs, it should be relatively safe to use as-is. It could maybe use some extra comments for clarity... if you want me to document my code better before you incorporate it, just let me know.

I actually considered rewriting the combo meter again to use something like state -2 to track every increment of UniqHitCount and using that to increment the team's combo meter (since UniqHitCount is automatically affected by numhits and hitadd), but it wouldn't detect projectiles... I could use (projhit=1), but then two projectiles hitting in the same frame wouldn't get detected (whereas projectile hits are automatically detected by GetHitVar(hitcount)). I guess a projectile using numhits also wouldn't get handled properly by such a system (but, then, the current system doesn't do anything about it either). Also, anything using hitcountpersist would violate the assumption that a state change automatically resets the hit count...

...Upon reflection, that sounds like more trouble than it's worth, compared to just sticking with what works. :P
Title: Re: add004basic
Post by: Flowrellik on January 19, 2017, 08:19:02 am
there will be a update(bugfix) soon.  :)

@MageKing17:
wow, excellent!
would it be alright if I used your codes in next update?
Would it be possible for your assistance via PM @Shiyo Kakuge: ?
Title: Re: add004basic
Post by: -Ash- on January 19, 2017, 01:20:03 pm
there will be a update(bugfix) soon.  :)

@MageKing17:
wow, excellent!
would it be alright if I used your codes in next update?


I have a question for you, it is possible to change the tag change commands? it conflicts with some characters who have those buttons as a move, turning impossible to switch them.
Title: Re: add004basic
Post by: President Devon on January 19, 2017, 01:49:07 pm
open common1.cns and search for ";;>>@Config.Tag_Command>>" without quotes.
Title: Re: add004basic
Post by: -Ash- on January 19, 2017, 02:28:23 pm
Thanks man.
Title: Re: add004basic
Post by: MageKing17 on January 22, 2017, 04:24:59 am
I finally got fed up with the "TAINING" typo in the menu font and fixed it (http://deviance.duckish.net/downloads/menu.fnt). Just download that and stick it in your \data\mm2\ folder to get this:
(http://deviance.duckish.net/pictures/mugen001.png)
Title: Re: add004basic
Post by: Flowrellik on January 22, 2017, 05:01:51 am
Thanks buddy! I was wondering how to fix this XD
Title: Re: add004basic
Post by: BurningSoul on January 22, 2017, 05:28:06 pm
can anyone tell me how to add these water effect to my stages? I tried it but it didn't work,
here is the code from common1.cns
can someone tell me what I'm doing wrong,I pasted WATER to author,changed p1's X and p2's  X it still doesn't works

Code:
;---
;>>sys::stage_type_set
;;>>@Config.Stage_Type>>
; stage type: ( 0: normal 1: water... )
[state 0] ;[.04]
type=varset
triggerall=!time && (var(7)&16384) ;; system_switch
;;--- vWin
trigger1=abs(floor(root,pos x*fvar(0)))=73 || floor(root,p2dist x*fvar(0))=146 ;; 73+73
;;--- v1.0
;v1.0; trigger2=stagevar(info.author)="WATER" ;(v1.0)
var(24)=1
Title: Re: add004basic
Post by: YugaCurry on January 22, 2017, 05:30:45 pm
Change p1 and p2 starting positions to 73 respectively in the stage.
Title: Re: add004basic
Post by: BurningSoul on January 22, 2017, 05:45:02 pm
add004 is updated I guess

and It seems like I figured it out but it doesn't works on some stages,
and it appears on some stages randomly even if it isn't author=WATER
Title: Re: add004basic
Post by: YugaCurry on January 23, 2017, 03:21:34 am
add004 is updated I guess

and It seems like I figured it out but it doesn't works on some stages,
and it appears on some stages randomly even if it isn't author=WATER

Author  =  Water is not necessary. Changing the p1 and p2 positions to 73 from the default 70 does the trick.
Title: Re: add004basic
Post by: MageKing17 on January 23, 2017, 04:43:31 am
@Shiyo Kakuge:
Nice update, although... I'm not sure why you asked to use my code, since you appear to have come up with an improved version all on your own; the only even tangential reference to my version seems to be in comments. :S I feel almost like I got thanked for wasting my time, since my goal was simply to decouple the combo meter from life-change detection, and you did that with much less effort.

Author  =  Water is not necessary. Changing the p1 and p2 positions to 73 from the default 70 does the trick.
Actually, having an absolute X-coordinate of 73 is just one way to trigger the water detection; if the distance between player 1 and player 2 is 146 (73 * 2), it will also work (so you could, for example, have player 1 start at 150 and player 2 start at 296). Sadly, the logic trying to account for different resolution characters is broken; this code
Code:
	trigger1=abs(floor(root,pos x*fvar(0)))=73 || floor(root,p2dist x*fvar(0))=146
should be this instead:
Code:
	trigger1=abs(floor(root,pos x/fvar(0)))=73 || floor(root,p2dist x/fvar(0))=146
Title: Re: add004basic
Post by: YugaCurry on January 23, 2017, 04:50:53 am
Yes a multiple of 73.
Title: Re: add004basic
Post by: Shiyo Kakuge on January 23, 2017, 09:59:57 am
thank you friends for the feedback!
update and bugfix #20170122

@MageKing17:
thank you for allowing me to use your code.
I tested your hitcount-detector, and copied a part of it in this update (I slightly altered the addon so that combo-meter-system works well in the future)
the codes you wrote are clearly customizable, very useful for any project.
this time, even though i didn't use your code exactly as it is, your codes tips and ideas enlightened me quite much. continuing to learn from your codes above. :wideeyed:
Title: Re: add004basic
Post by: BurningSoul on January 23, 2017, 02:30:16 pm
@MageKing17:

interesting but what about p3x and p4x positions in stage and why this code still doesn't works on some stages,but works perfectly on another one?
Title: Re: add004basic
Post by: Gladiacloud on January 23, 2017, 04:41:55 pm
thank you friends for the feedback!
update and bugfix #20170122

@MageKing17:
thank you for allowing me to use your code.
I tested your hitcount-detector, and copied a part of it in this update (I slightly altered the addon so that combo-meter-system works well in the future)
the codes you wrote are clearly customizable, very useful for any project.
this time, even though i didn't use your code exactly as it is, your codes tips and ideas enlightened me quite much. continuing to learn from your codes above. :wideeyed:

You should change the helper 9005 in common1.cns with another unused number (like 90005): there are some characters in mugen that use the [Statedef 9005] in their .cns files.
Title: Re: add004basic
Post by: MageKing17 on January 23, 2017, 08:49:24 pm
@MageKing17:
thank you for allowing me to use your code.
I tested your hitcount-detector, and copied a part of it in this update (I slightly altered the addon so that combo-meter-system works well in the future)
the codes you wrote are clearly customizable, very useful for any project.
this time, even though i didn't use your code exactly as it is, your codes tips and ideas enlightened me quite much. continuing to learn from your codes above. :wideeyed:
Well, I'm glad it was at least helpful as inspiration, then!

@MageKing17:

interesting but what about p3x and p4x positions in stage
Irrelevant; only one main helper spawns per team, so only the p1 and p2 positions matter (and if you use "WATER" detection, the starting positions are irrelevant anyway).

and why this code still doesn't works on some stages,but works perfectly on another one?
There's no way to possibly answer that without being able to look at the code for the stage(s) in question.
Title: Re: add004basic
Post by: IkuTronHD on January 23, 2017, 09:32:17 pm
@MageKing17:You will notify lifebar updates?
Title: Re: add004basic
Post by: MageKing17 on January 24, 2017, 08:23:18 pm
@MageKing17:You will notify lifebar updates?
Huh? I have no idea what you're asking.
Title: Re: add004basic
Post by: IkuTronHD on January 24, 2017, 09:20:38 pm
@MageKing17:You will notify lifebar updates?
Huh? I have no idea what you're asking.

You will be notified if there is an update of the Lifebars.
Title: Re: add004basic
Post by: lui on January 24, 2017, 09:35:29 pm
he's asking if you'll notify the thread if there is an add004basic because I'm sure he thinks youre an expert or something
Title: Re: add004basic
Post by: MageKing17 on January 24, 2017, 10:36:34 pm
I first heard about the most recent update when I read this post; I don't have some kind of inside scoop.
Title: Re: add004basic
Post by: Shiyo Kakuge on January 25, 2017, 11:24:10 am

@MageKing17:

sorry for being late for reply, please let me post the test-result and my personal thoughts of your system above:
add004, add004_bs0 and add004_svc are using same combo-mater, and working fine with your system.
------
1)

;old;   trigger1=var(40)>(playerid(var(15)),life) && (var(9)&16) ;;<-life changed && getting damage
   trigger1=var(9)&16

the trigger "var(9)&16"(Get_Hit_Flag) is not so strictly in its state, this is my fault. so we had to make "var(40)>life" (Life_Changed_Flag) and "var(9)&16" be one-set for a trigger in "old" one. and by using Life_Changed_Flag, we do Not need to find every "HitAdd" SCtrl and add special one under it, just find "HitAdd" without "LifeAdd". any "LifeAdd" will be counted automatically whether you wanted or not, but this looks naturally.


2)

 type=varset
 trigger1=!(var(10)%10000)
 var(11)=1-playerid(var(15)),GetHitVar(hitcount)

as you said, "GetHitVar(hitcount) never resets itself back to 0". thats why i avoided using "GetHitVar(hitcount)", until we found a better way. (your way is much better than mine) besides, the trigger "playerid(var(15))" is redirected to the player with main player, that may cause unexpected-issues in tag-mode.

3)

 var(12)=(var(12)/10000)*10000 + playerid(var(15)),GetHitVar(hitcount)*(!playerid(var(15)),GetHitVar(guarded))

this is so smart to use "GetHitVar(guarded)"  :)

------
Known Issues / Notes

* We have to add a Sctrl manually, for displaying a "HitAdd" without "Life-Add".
* "numhits" in Hitdef and Projctile works as "=1".
* Max-Counter is 9999.
   up to 2147483648 by variable-separation.
    (var(11):AAAA*10000+ BBBB to var(10):AAAA & var(11):BBBB)
* and many others.

------
It must have been so inconvenient for you to alter my dirty codes. if you could use more vars and in your own style, you could make a perfect system. thank you for your help again :) please feel free to share whatever you thought. never mind my rude late reply  :drunk:


@Gladiacloud:

I'm planning to change "9500" to "99500". any other ideas please?


@IkuTronHD:

update details (#20170122)
 -fixed bugs written here (but not all)
 -updated combo-counter-system (used MageKing17's code)
   -fixed counter-reset after roundstate=2 or zero-life.
 -changed portrait/face-displaying sctrl in [statedef -2]
 -stabilized partners moves in tag-mode. (but not enought)
 -updated [statedef 190190-190199] (by MageKing17 in #755 above)
 -changed svc "timer.fnt" and "fight_#.def"
 -many other bugfix and changes, sorry :(

to update
 1) override all files and folders or make a new mugen folder.
 2) use "add004pie.exe" for "Restore" all chars first.
 3) "Change" all chars again.
 4) run "*.bat" for playing.





Title: Re: add004basic
Post by: IkuTronHD on January 25, 2017, 04:38:28 pm
Quote
update details (#20170122)
 -fixed bugs written here (but not all)
 -updated combo-counter-system (used MageKing17's code)
   -fixed counter-reset after roundstate=2 or zero-life.
 -changed portrait/face-displaying sctrl in [statedef -2]
 -stabilized partners moves in tag-mode. (but not enought)
 -updated [statedef 190190-190199] (by MageKing17 in #755 above)
 -changed svc "timer.fnt" and "fight_#.def"
 -many other bugfix and changes, sorry :(

Thank You
Title: Re: add004basic
Post by: MageKing17 on January 25, 2017, 10:32:15 pm
@MageKing17:

sorry for being late for reply, please let me post the test-result and my personal thoughts of your system above:
add004, add004_bs0 and add004_svc are using same combo-mater, and working fine with your system.
------
1)

;old;   trigger1=var(40)>(playerid(var(15)),life) && (var(9)&16) ;;<-life changed && getting damage
   trigger1=var(9)&16

the trigger "var(9)&16"(Get_Hit_Flag) is not so strictly in its state, this is my fault. so we had to make "var(40)>life" (Life_Changed_Flag) and "var(9)&16" be one-set for a trigger in "old" one. and by using Life_Changed_Flag, we do Not need to find every "HitAdd" SCtrl and add special one under it, just find "HitAdd" without "LifeAdd". any "LifeAdd" will be counted automatically whether you wanted or not, but this looks naturally.
The problem with relying on life changes is that when the player's life stops changing (training mode after life has been exhausted, or a super move combo that refuses to kill the opponent until it's done), the combo meter stopped working. That was pretty much the sole thing I set out to fix, and then you went and came up with an even better fix for it. ;)

2)

 type=varset
 trigger1=!(var(10)%10000)
 var(11)=1-playerid(var(15)),GetHitVar(hitcount)

as you said, "GetHitVar(hitcount) never resets itself back to 0". thats why i avoided using "GetHitVar(hitcount)", until we found a better way. (your way is much better than mine) besides, the trigger "playerid(var(15))" is redirected to the player with main player, that may cause unexpected-issues in tag-mode.
Reliance on playerid(var(15)) is true of either system, so if it would cause problems with one, it would cause problems with the other, so I wasn't too worried about that.

3)

 var(12)=(var(12)/10000)*10000 + playerid(var(15)),GetHitVar(hitcount)*(!playerid(var(15)),GetHitVar(guarded))

this is so smart to use "GetHitVar(guarded)"  :)
Well, you say that, but I still took me hours before I finally figured out why I was getting spurious combo level announcements...

It must have been so inconvenient for you to alter my dirty codes.
Not at all; as I mentioned in my very first post, this system impressed me enough to drive me to create an account here (although I will admit that I had been struggling with the severe limitations of "regular" lifebars immediately beforehand, so that may have influenced exactly how impressed I was at the time). Even when there are bugs (and let's face it, releasing something without bugs is damned near impossible, in MUGEN or otherwise), the code is still incredible; the fact that I can spend so much time immersed in the implementation details of the combo meter of a system that includes full-blown tag-team functionality is downright mind-blowing.

if you could use more vars and in your own style, you could make a perfect system.
Hah! You have a lot more faith in my abilities than I do. More vars don't help if you don't know what they should be storing; I felt like my need for even one extra var in my modified system was a major failing, but I couldn't think of a way to do it the way I did without using at least one extra var.

thank you for your help again :) please feel free to share whatever you thought. never mind my rude late reply  :drunk:
Your reply was neither late nor rude; I didn't expect such an in-depth comparison at all. If I come up with any interesting ideas, I'll be sure to share them; at the moment, though, the major changes I've needed to make have been to the character, not the system... mostly to take out a few modifications I made to account for my modified combo meter. :P
Title: Re: add004basic
Post by: Flowrellik on January 26, 2017, 06:59:22 am
@Shiyo Kakuge:
Idk how or even why but when I change the powerbars around for tag/team mode on 004.bat, it starts to get weird.
For Tag, the bars show up, but tag assists are no longer there.
For Team mode, the Bar shows up on the first round, but when the first character is defeated, and next one shows, the powerbar goes back to 004.bat normal bar. Help plz?
Title: Re: add004basic
Post by: 2Dee4ever on January 28, 2017, 02:29:51 pm
So with that settled, I think we can agree that the next "biggest" issue is the stun system. What are your thoughts on it. I suggest disabling it for simul/tag, and adapting strengths via ID. Is that how it already is? Afik, although some attacks do not trigger it.
Title: Re: add004basic
Post by: Flowrellik on February 02, 2017, 02:58:25 am
For those who wish to try, place this in the add004 folder in data of your add004 MUGEN/IKEMEN.
This common01.cns enables alternate powerbars for team battle mode!
Mind you it's experimental as I am also trying for tag mode as well. Hopefully I can do
http://www.mediafire.com/file/esa8qeut7bfhy2v/common1-ALTPOWERBARTEAMMODE.cns
Vid should be be coming soon! if anyone else wants to make one for posting do so plz!
See Spoilers for a quote on what the alternate bars do :)
Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: Vincee on February 02, 2017, 07:54:24 pm
How i can upgrade my add004 ?  my lifebars are always saying needs update and dont show the score , and i dont know where i can place the files from the work  folder, and how to use te tag mode ? theres a mode to make guard break gauge work ? and stun?  thx alot i'm still new in mugen. i want to make my mugen look like this https://www.youtube.com/watch?v=H1Q_6MqkoIQ
Title: Re: add004basic
Post by: -Ash- on February 03, 2017, 12:22:47 am
For those who wish to try, place this in the add004 folder in data of your add004 MUGEN/IKEMEN.
This common01.cns enables alternate powerbars for team battle mode!
Mind you it's experimental as I am also trying for tag mode as well. Hopefully I can do
http://www.mediafire.com/file/esa8qeut7bfhy2v/common1-ALTPOWERBARTEAMMODE.cns
Vid should be be coming soon! if anyone else wants to make one for posting do so plz!
See Spoilers for a quote on what the alternate bars do :)
Spoiler, click to toggle visibilty


Do you know how to activate the Just defence/Blocking for others mode besides single player?
Title: Re: add004basic
Post by: Flowrellik on February 03, 2017, 01:13:30 am
It's pretty much the same config as you would for CVS2. Parrying by pressing forward the instant an attack hits you, same with just defend by blocking instantly.
How i can upgrade my add004 ?  my lifebars are always saying needs update and dont show the score , and i dont know where i can place the files from the work  folder, and how to use te tag mode ? theres a mode to make guard break gauge work ? and stun?  thx alot i'm still new in mugen. i want to make my mugen look like this https://www.youtube.com/watch?v=H1Q_6MqkoIQ
you can upgrade your add004 by getting the latest update from shiyo's file, placing it in Mugen, and with add4pie, restoring and then reapplying the code in the characters.
guardbreak, stun etc can be achieved by looking through the common01.cns and finding this
Spoiler, click to toggle visibilty
You place a ; to any part you want coded and remove said ; if you do not.
Title: Re: add004basic
Post by: Vincee on February 03, 2017, 06:21:03 pm
Thaaanks, i add stun and guardcrush now. but my chars doesnt switch in tag.
And cpu control the second char in tag.
when i upgrade the chars the lifebar portrait change, how can i change the lifebar portraits, i dont want same portrait of player select in lifebar  thanks bro
Title: Re: add004basic
Post by: -Ash- on February 04, 2017, 03:08:11 pm
It's pretty much the same config as you would for CVS2. Parrying by pressing forward the instant an attack hits you, same with just defend by blocking instantly.
Huh... I think you didn't got my question right, I was talking about "enabling" JD/Parry on other modes besides single player, like you did with the bars.
Title: Re: add004basic
Post by: 2Dee4ever on February 05, 2017, 02:36:03 am
Alright so.. Suggestions for the interruption you have set. Which would be the best route to implement tag supers. As is, they are hard-coded to not be interrupted right? A.I obviously does whatever it wants ha.

Let me start off by saying I have no experience using partner, or simul.
Here is something I did a while ago as a test, hadn't touched it since, but now I'm working on a lot of tag supers so I thought its a good time to continue. This was made for simil so I just tweaked it a bit to work with the system, this is earlier though before you added this new code as such it no longer works as intended. Old video example

This is just them being both being on the screen simil. What could be done so that they simply have to be on the same team for it to be read? Aka whilst on standby they'll automatically jump out and do the move. I believe Mousers ngbc characters have this ability.

This is what currently what happens, look at the powerbar.
https://sendvid.com/7gyd0i3y
Using @BeterHans: characters (also showing those 1.1 "exclusive" supers working in Ikemen.) With tweaks easily can do more cinematic stuff, but here is the main point.

More than anything I'd just like some suggestions on methods to do this "without" breaking the current system or removing something. I really want to go crazy with tag supers so I'm just looking to get started in the right direction. I'll just message you here about it in case anyone else is interested in something similar.

Title: Re: add004basic
Post by: Flowrellik on February 05, 2017, 03:31:52 am
If that is aimed at me, I believe that's best to hard code in the characters, case in point of that one ryu/ken tag partner team, unless somehow by chance you modify common01.cns for something more Marvel vs Capcom, but this....seems more aimed for Neogeo Battle Collesium/ SFEX orientated, and it really hits me good in the nostalgia region seeing that in your vid. Perhaps you can teach me in private on how to do that sometime?
Atm I was fortunate to get the team mode alt. powerbars to work and pretty soon for next week I'll try my hand at tag mode again, and see about getting that fangled thing to work.
atm I wonder now if there is some way, like for tag mode, where I can implement a certain button combo just to initiate a specific mode based on certain bars, like MAX COMBO for max bar and maybe custom combo for the SVC Bar.
Title: Re: add004basic
Post by: 2Dee4ever on February 05, 2017, 03:47:26 am
No it isn't aimed at you. lol
Title: Re: add004basic
Post by: Flowrellik on February 05, 2017, 03:53:34 am
XD Fair enough I tried. Did you try that common01 team mode edit by chance shinrei? I was wondering if you can offer insight on it.
Title: Re: add004basic
Post by: 【MFG】gui0007 on February 05, 2017, 10:59:59 pm
Just to inform you guys that Shiyo released a WINMUGEN version of add004. :D
Title: Re: add004basic
Post by: Flowrellik on February 06, 2017, 05:05:03 am
oh my! He did a winmugen version too?! (and I mean the updated one not the past one)
Title: Re: add004basic
Post by: noseasindio on February 07, 2017, 05:04:29 am
How do you get this to work with Ikemen?  Used add004pie but when i try to run the batch file (changed mugen.exe to ikemen.exe) I get an error in Japanese due to the "-r" command in thebatch.  I don't think ikemen.exe recognizes that specific command.
Title: Re: add004basic
Post by: Mr.Karate JKA on February 08, 2017, 10:53:50 pm
Testing the groove system on turns mode

https://youtu.be/CiLlaslI7CY
Title: Re: add004basic
Post by: Flowrellik on February 08, 2017, 11:08:52 pm
WHOA!
Very nice vid indeed! Thanks JKA!!
Title: Re: add004basic
Post by: -Ash- on February 08, 2017, 11:11:25 pm
You should move the character name to the side of "WIN" instead of the bottom, good stuff btw.
Title: Re: add004basic
Post by: Mr.Karate JKA on February 10, 2017, 02:07:49 am
Added alternate lifebars in tag & turns modes but Parryng and just defence does not work...
Title: Re: add004basic
Post by: Flowrellik on February 12, 2017, 03:12:09 am
Added alternate lifebars in tag & turns modes but Parryng and just defence does not work...

have you updated add004 at all? maybe you are just using an older version of the system. If you send me what you editted so far maybe I can try my hand and see about getting the rest to work. Seems like in your vids you used a way older version of his system.
Title: Re: add004basic
Post by: tiloger on February 15, 2017, 02:58:35 am
In the tag 3x3 and 4x4 does not appear the portrait of the versus in the chars know how to solve that?
Title: Re: add004basic
Post by: Reis007 on February 16, 2017, 03:02:49 am
I Have the same question why 3v3 and 4v4 not show vs Screen ?
Title: Re: add004basic
Post by: Flowrellik on February 18, 2017, 11:35:48 pm
oh my, seems like Tatsu updated add004 the day after valentines day, and very nice about intro for add004 too @Shiyo Kakuge: :D
Title: Re: add004basic
Post by: -Ash- on February 19, 2017, 12:09:00 am
I wonder why he doesn't release videos anymore whenever he updates the system, I guess i'll have to check his OneDrive folder constantly now.
Title: Re: add004basic
Post by: Flowrellik on February 19, 2017, 12:26:44 am
Idk either. Maybe Shiyo is busy perhaps? It's almost near to impossible to just get some assistance from him.
Title: Re: add004basic
Post by: Shiyo Kakuge on February 25, 2017, 09:42:07 pm
thank you guys!

 :gossip:

#20170215.0
  -updated tag-system
  -changed statedef [9005] to [159005]
     -updated all sample chars
  -fixed ">>sys::stage_type_set"
  -fixed menu font "tainning"
     -updated system.def
  -updated convertor
     -updated "add004pie.exe"
     -updated "add004pie.ini"
     -added "add004pie-list1.ini"
       (for modify partner-assist-moves)
  -WinMUGEN ver update


 #20170225.2
  -compatibility-updates
     - :megusta: 1.1,  :) 1.0,  :drunk: Win,  :mthumbs: Ikemen are now using the same system:
        -projctile-helper [91000]
        -blocking / just-defended system [195500]
     -sample
        -all sample chars updated
        -WinMUGEN ver > updated
        -Ikemen ver > 20170221 (customized)

Title: Re: add004basic
Post by: -Ash- on February 25, 2017, 10:04:40 pm
Ayy, he is back bois! Thanks for the update.
Title: Re: add004basic
Post by: MR. IBZS II on February 25, 2017, 10:04:59 pm
Wait. Does the converter still scramble .cns files primarily written in other languages, which prevents the characters from working?
Title: Re: add004basic
Post by: Flowrellik on February 26, 2017, 04:00:51 am
I must say you really improved greatly with this Shiyo! Also love what you added on with that assist move list too! Seriously, you really helped out greatly with that one bud! Good job!!
  :nicepost:
Title: Re: add004basic
Post by: IkuTronHD on March 13, 2017, 10:08:53 pm
Lol Good Update

Add004pie program does not work :C
Title: Re: add004basic
Post by: 2Dee4ever on March 19, 2017, 03:00:54 am
I think I got the core down. Just trial and error from here, but thank you!!!! Finally the wall is gone.
Title: Re: add004basic
Post by: Shiyo Kakuge on March 19, 2017, 04:57:38 pm
well, as I said before, I am really NOT good at coding.
I bet you can understand the mechanism of code and make adjustments to your own style.
good luck :)

Im going to :sleeping:
Title: Re: add004basic
Post by: 2Dee4ever on March 19, 2017, 07:08:20 pm
Nah you've taught me so many things. This is only really fun because of you, I would have quit a long time ago. Thanks as always. I truly appreciate it, always inspiring me.
Title: Re: add004basic
Post by: Flowrellik on March 19, 2017, 07:12:49 pm
Same here! So far for your coding I have figured out plenty, even how to implement hitsparks and whatnot onto characters. The only drawback I face is how to implement that add004 hitspark system onto projectiles...that still annoys the hell out of me. It was also because of add004 that I figured out exactly how you made more solid projectiles, and alternatives in the event that the built in code does not work (Just use greyscale overlay animations with negative alpha).
Title: Re: add004basic
Post by: 2Dee4ever on March 19, 2017, 07:23:02 pm
Idk if you already saw, but I pretty much have it down now. Nothing is stopping me from making these now. Going to be a lot of fun.
Title: Re: add004basic
Post by: ,mem on March 19, 2017, 07:27:03 pm
That's pretty nice looking I mean there's yun appearing looking like it needs to be fixed but you probably already know that. But I do wonder what would the command for this stuff be as in is it universal or not.
Title: Re: add004basic
Post by: 2Dee4ever on March 19, 2017, 07:45:43 pm
He drops from the sky just like Yang originally did. I don't mind the cross either. It's not so much as how it looks after me messing around with it, as it is that this is actually possible at all.
Title: Re: add004basic
Post by: ,mem on March 19, 2017, 07:47:29 pm
Oh okay that makes sense.
Title: Re: add004basic
Post by: 2Dee4ever on March 19, 2017, 07:52:08 pm
Fall outta the sky I mean appear out of nowhere. Too much trouble having them try to run across the screen to do it. We shall see though.
Title: Re: add004basic
Post by: ,mem on March 19, 2017, 07:56:42 pm
Yeah I actually am really surprised by how cool this is. Hopefully if there is a new version a feature like this can be added or improved.
Title: Re: add004basic
Post by: 2Dee4ever on March 19, 2017, 10:11:00 pm
This was something I specifically asked for. It's not automated, you'd have to do each character individually. You'd have to make all the double teams yourself etc. I'm just doing it for the fun of it, so hopefully someone else can help you out if you want it to be a community thang. If anyone is interested that is. I've been talking about this since 2014 & finally it's happening, having a lot of fun with it.
Title: Re: add004basic
Post by: -Ash- on March 25, 2017, 04:15:39 pm
Its possible to add slowdown when a character dies in a tag battle? I've managed to make it freeze for a short time by just coping some code, but i have no ideia on how to reproduce the k.o. slowdown.
Title: Re: add004basic
Post by: D. HoChoy on March 25, 2017, 10:42:27 pm
I can't for the life of me figure out how to add this lifebar.
Title: Re: add004basic
Post by: tiloger on March 29, 2017, 05:35:13 am
How to fix the portrait the scale in the last update? http://imgur.com/a/pR3Hq <img src="http://i.imgur.com/NcYBfd0.png" title="source: imgur.com" /> (http://imgur.com/NcYBfd0)
Title: Re: add004basic
Post by: Koopa901 on April 08, 2017, 11:30:41 pm
New update.....yeee.....i finally got a chance to announce it!
Title: Re: add004basic
Post by: MR. IBZS II on April 08, 2017, 11:43:53 pm
Any details on specifics of stuff?
Title: Re: add004basic
Post by: Koopa901 on April 09, 2017, 12:01:06 am
Gimme a dollar and I'll tell.....gimme 3 and I'll tell you the truth......BUT $5.......I'll share the video
Title: Re: add004basic
Post by: MR. IBZS II on April 09, 2017, 12:04:30 am
Well I have a shit ton of pennies. Although you should start a GoFundMe. Would be a lot easier.
Title: Re: add004basic
Post by: Koopa901 on April 09, 2017, 12:10:10 am
Lmao XD
https://youtu.be/vWKy1JPT9WM

Title: Re: add004basic
Post by: -Ash- on April 09, 2017, 12:23:17 am
Little pause when a character dies in a tag battle, that's what is new, i've asked for something similar few posts above, but instead of pause i want to reproduce the slowdown from the round k.o., at least now i know that he read this thread frenquently.
Title: Re: add004basic
Post by: drewski90 on April 09, 2017, 12:32:42 am
will these lifebars work with any screenpack or just the mugen match screenpack by shiyo? if so how do I do that?
Title: Re: add004basic
Post by: -Ash- on April 09, 2017, 12:38:32 am
Yes, it works with any screenpack.

To install, patch the characters with the add004pie.exe and overwrite the common1.cns in data with the one from the lifebar, it would be good if he edited FP with the instructions so people would stop asking this question.
Title: Re: add004basic
Post by: MR. IBZS II on April 09, 2017, 01:28:11 am
Oh no. A freeze K.O. sounds like it'll be a bit disruptive. A bit easier to notice than the Down message though, which I have no problems spotting.
Title: Re: add004basic
Post by: Flowrellik on April 09, 2017, 02:22:46 am
Well, Tatsu has released a new vid of a possible upcoming update for add004: Apparently now Tatsu is experimenting on some sort of Duo Hyper combo attack using down+tag (Y+A). I just wonder for an attack like this, would it be like MVC2 or different.
https://www.youtube.com/watch?v=vWKy1JPT9WM
Title: Re: add004basic
Post by: ,mem on April 09, 2017, 02:27:31 am
Well, Tatsu has released a new vid of a possible upcoming update for add004: Apparently now Tatsu is experimenting on some sort of Duo Hyper combo attack using down+tag (Y+A). I just wonder for an attack like this, would it be like MVC2 or different.
https://www.youtube.com/watch?v=vWKy1JPT9WM

How would that work? Would you have to make up what the characters do for the tag hyper yourself or does it have to be built in.
Title: Re: add004basic
Post by: BurningSoul on April 09, 2017, 05:21:43 pm
I actually asked himself about how it was in UMVC3 and he said ''simul mode right?''
I guess this will make me create something if he does realeses it.
Title: Re: add004basic
Post by: Bejeeta on April 09, 2017, 05:53:43 pm
He already has code tag dual hypers, download his winmugen test version and use Ryu and Evil Ryu, he has added a dual hyper attack.
I have manage to add dual hypers with his code but you have to do add them your self using his code.
Title: Re: add004basic
Post by: BurningSoul on April 09, 2017, 06:16:47 pm
does normal version has this?,I don't use Winmugen
Title: Re: add004basic
Post by: Bejeeta on April 09, 2017, 06:25:14 pm
The code works for mugen 1.0 & 1.1 also.
Title: Re: add004basic
Post by: BurningSoul on April 09, 2017, 06:52:31 pm
The code works for mugen 1.0 & 1.1 also.

can you post  a copy of code
Title: Re: add004basic
Post by: Bejeeta on April 09, 2017, 07:02:32 pm
Spoiler, click to toggle visibilty


Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: BurningSoul on April 09, 2017, 07:04:27 pm
so where should ı paste the code in cns ?
Title: Re: add004basic
Post by: MR. IBZS II on April 09, 2017, 07:18:30 pm
Oh crap. You have to add it in yourself... I tried to do that with the custom hyper background but I really slacked on that and it flat out wouldn't work on some characters no matter where I put the code.

Could the Add004.pie be expanded later on in a update to add this stuff in characters for you? There could be a options tab to set up the hyper background color, the state number needed for the hyper and whatever other hidden things Add004 does but doesn't patch in for you.
Title: Re: add004basic
Post by: Bejeeta on April 09, 2017, 07:42:13 pm
Add this to a character under [statedef -1] at cmd
Spoiler, click to toggle visibilty

and then copy and rename a hyper statedef to [statedef 1900] to cns and you have universal tag team dual super(you need two characters with this code at simul mode).
Title: Re: add004basic
Post by: ,mem on April 09, 2017, 07:50:26 pm
I doubt I have the skills or imgpagination to make anything interesting. But I am interested in what others will do.
Title: Re: add004basic
Post by: 2Dee4ever on April 09, 2017, 09:15:09 pm
If you are under the impression that using this will grant you universal tag supers you'd be incorrect, although... Let me give you guys a tip for those interested in mvc-esc version of supers. Currently this is set to them both using a projectile. The easiest team up you can do. Switch the states/values around to have them both use whichever hyperstate of your choosing. You could even set it up to trigger with various characters. Of course you'd have to tweak other things like timing etc, but the basic run out is there. Basically this allows for characters to bypass the "no interruption" during their run out sequence and also metaphorically speaking holds them behind a wall aka restricts them acting before assist is ready. For everything else you have to manually do it. here is an example
Spoiler, click to toggle visibilty
Time Stamp 2:09 & 4:30 respectively. Can't go into super detail about it, but you will have to do some work especially if you want something more elaborate. Double hadouken, or basic stuff like that, just mess around with it. Also if there is anyone still trying to navigate this with notepad, just copy & paste all code into fighter factory or whatever you use. You'll see everything in connoted & easier to understand even if you feel as though you are inexperienced. All the labels etc.
Title: Re: add004basic
Post by: Bejeeta on April 09, 2017, 09:37:07 pm
What i mean with universal is that they can add simple dual hypers with this way.If they want well made dual hypers like yours then they need to do a lot of work.
Title: Re: add004basic
Post by: 2Dee4ever on April 09, 2017, 09:51:57 pm
Nah I didn't see what you posted. Same thing you said. The main thing that stopped double teams from working was the "no interruption" as I call it, which forces them to run out after the assist and take no other actions. Literally with this gone you could do anything. Even triple teams & quadruple if you that serious about it lol.
Title: Re: add004basic
Post by: culebrin on April 12, 2017, 09:18:36 pm
(http://i.imgur.com/fsSOm4Z.png)
-----
he usado el add004pie.exe en algunos chars y obtengo ese mensaje de error, alguna manera de arreglarlo?
-----
I've used add004pie.exe on some chars and I get that error message, some way to fix it?
Title: Re: add004basic
Post by: MR. IBZS II on April 12, 2017, 09:25:03 pm
That Mega Man doesn't work quite well with Add004. He still has old Add004 data left in him, which makes Add004.pie thingy screw up.

I get that message on a few characters of mine too and I can't remember how to fix it...
Title: Re: add004basic
Post by: culebrin on April 13, 2017, 02:39:10 am
I removed the add004 and rescheduled it works but the char has glitches
Title: Re: add004basic
Post by: 2Dee4ever on April 13, 2017, 02:46:57 am
Which version of Megaman is that so I can help you.
Title: Re: add004basic
Post by: MR. IBZS II on April 13, 2017, 02:48:13 am
I have no idea why Rei never got around to removing the Add004 data from his characters despite I imagine numerous requests...

Apparently there's coding also added into the .cns during the Add004 patching process. Don't know where you would find it though...
Title: Re: add004basic
Post by: ,mem on April 13, 2017, 02:55:41 am
Rei had basically said that when he releases a character that's all you get no updates or anything.
Which also includes add004 data that he didn't feel like taking out.
Title: Re: add004basic
Post by: YugaCurry on April 13, 2017, 03:01:17 am
It's easy. Just copy the entire code from the new add004 ini file manually and paste on the file with the old code that's been rebuilt in your character. Don't use the patcher.
Title: Re: add004basic
Post by: 2Dee4ever on April 13, 2017, 03:03:49 am
That was done with the update at the time, that would imply that I would have had to continuously update it for those of you that use every new update. Literally all you have to do is manually remove it. To make it easy, just don't use that old crap its trash anyway.
Title: Re: add004basic
Post by: MR. IBZS II on April 13, 2017, 03:04:30 am
But, it's like one of the best Mega Men in Mugen...
Title: Re: add004basic
Post by: YugaCurry on April 13, 2017, 03:05:10 am
But, it's like one of the best Mega Men in Mugen...

Just do it manually.
Title: Re: add004basic
Post by: culebrin on April 13, 2017, 03:31:22 am
Thanks, I followed the steps and it worked
Title: Re: add004basic
Post by: MR. IBZS II on April 13, 2017, 04:45:52 am
Will that fix the Need Update message too?
Title: Re: add004basic
Post by: culebrin on April 13, 2017, 04:50:30 am
No problem, char updated correctly
Title: Re: add004basic
Post by: YugaCurry on April 13, 2017, 05:27:54 am
Will that fix the Need Update message too?

Yes.
Title: Re: add004basic
Post by: MR. IBZS II on April 13, 2017, 05:12:24 pm
Wait. Which file in the character would I need to replace the code in?
Title: Re: add004basic
Post by: noseasindio on April 15, 2017, 07:34:06 pm
Is there a way to make the tag work without CTRL+3 and CTRL+4 in Ikemen?  Tried the main(tag).lua but it results in the character just standing at idle.
Title: Re: add004basic
Post by: Realra on April 15, 2017, 07:48:47 pm
Is there a way to make the tag work without CTRL+3 and CTRL+4 in Ikemen?  Tried the main(tag).lua but it results in the character just standing at idle.

Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: noseasindio on April 16, 2017, 03:58:34 am
Is there a way to make the tag work without CTRL+3 and CTRL+4 in Ikemen?  Tried the main(tag).lua but it results in the character just standing at idle.

Spoiler, click to toggle visibilty

Watched it but his Warzone screenpack already has those additions.

I shouldve been specific and mentioned that the issue is P1 vs CPU.

Also in local versus, gamepad 1 controls P2 as well.  No idea why this is happening as I put the exact same controls for P2 with the [1] bracket in confug.ssz.
Title: Re: add004basic
Post by: TheFclass97 on April 16, 2017, 04:19:25 am
It's the exact same steps with what Realra linked, only you add the additional players. I also answered your question on the topic you created in the ikemen section.

Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: -Ash- on April 16, 2017, 06:33:18 am
Hey guys, i want to ask if it is possible to disable the groove system on the main add004 lifebar, have any of you figured out how to do it?
Title: Re: add004basic
Post by: YugaCurry on April 16, 2017, 09:48:59 am
It was disabled many updates ago.
Title: Re: add004basic
Post by: -Ash- on April 16, 2017, 08:00:29 pm
Oh really?! I wasn't aware of that, thanks for the heads up.

Edit: Ok, new problem, after patching my characters with the lastest version of add004 i've got this error in one of them

(http://oi67.tinypic.com/10eq1he.jpg)

How do i fix this?

Title: Re: add004basic
Post by: Realra on April 17, 2017, 02:24:15 pm
Oh really?! I wasn't aware of that, thanks for the heads up.

Edit: Ok, new problem, after patching my characters with the lastest version of add004 i've got this error in one of them

(http://oi67.tinypic.com/10eq1he.jpg)

How do i fix this?


I had the same problem recently this is how i fixed it.

It means the character doesn't have the recovery command. Add this to the cmd.
Code:
[Command]
name = "recovery"
command = x+y
time = 1
Title: Re: add004basic
Post by: IkuTronHD on April 27, 2017, 05:20:40 pm
I have a problem and it is that some hyper detects them as special moves and that is not special moves. And when it is considered a hyper the yellow screen does not appear and does not detect that it is a hyper ... Ricepigeon chars
Title: Re: add004basic
Post by: Suprizle on May 08, 2017, 01:32:38 am
Is there a way to safely upgrade add004 without having to tear apart your entire Mugen and/or patch every character again? I tried yesterday and failed miserably to put it in kinder words.
Title: Re: add004basic
Post by: YugaCurry on May 08, 2017, 03:15:53 am
Unfortunately, no. You have to go through the process of patching every character or copy/ pasting code in characters every time an update is made.
Title: Re: add004basic
Post by: Suprizle on May 10, 2017, 11:51:52 am
Yeah... that's what I figured. Also, 2 more questions.

Does anyone know how to extend the pre-round time? like before the announcer says "fight". The voices I use now cut off too early and round.time in the fight.def doesn't seem to work no matter what number is present.

In the latest update when characters tag out (including the intro), they run instead of jumping back which I'm not a fan of personally. How would I be able to change it back?
Title: Re: add004basic
Post by: Koopa901 on May 10, 2017, 01:31:00 pm
I know the BS lifebars still use the hop/flip out
Title: Re: add004basic
Post by: The Demonic Surfer on May 14, 2017, 05:14:47 pm
So, I have a bit of a problem

I patched Sennou-Room's Hisui to Add004, and whenever I tag-attack her in while I have 1 or more meter stock, she uses her tag attack and wastes stocks canceling her attack into a super that doesn't come off

Title: Re: add004basic
Post by: Mr.Karate JKA on May 15, 2017, 12:01:16 pm
Yeah... that's what I figured. Also, 2 more questions.

Does anyone know how to extend the pre-round time? like before the announcer says "fight". The voices I use now cut off too early and round.time in the fight.def doesn't seem to work no matter what number is present.

In the latest update when characters tag out (including the intro), they run instead of jumping back which I'm not a fan of personally. How would I be able to change it back?

Same here
Title: Re: add004basic
Post by: Shiyo Kakuge on May 16, 2017, 04:15:32 pm
I have a problem and it is that some hyper detects them as special moves and that is not special moves. And when it is considered a hyper the yellow screen does not appear and does not detect that it is a hyper ... Ricepigeon chars

hitdefattr=sca,sa,sp,st ;special
hitdefattr=sca,ha,hp,ht ;hyper
or
id=[1000-2999] ;special
id=[3000-] ;hyper

Yeah... that's what I figured. Also, 2 more questions.

Does anyone know how to extend the pre-round time? like before the announcer says "fight". The voices I use now cut off too early and round.time in the fight.def doesn't seem to work no matter what number is present.

In the latest update when characters tag out (including the intro), they run instead of jumping back which I'm not a fan of personally. How would I be able to change it back?

Same here


"data/add004/res/fight_240p.def"
[Round]
ctrl.time=120 ;;<- extend this

"data/add004/common1.cns"
;Round-Call helper
[StateDef 180000]
;sys::over-flag

or mod all states

So, I have a bit of a problem

I patched Sennou-Room's Hisui to Add004, and whenever I tag-attack her in while I have 1 or more meter stock, she uses her tag attack and wastes stocks canceling her attack into a super that doesn't come off



i remember theres no problem for Sennou-Room's chars.
maybe that is ai things.


Is there a way to safely upgrade add004 without having to tear apart your entire Mugen and/or patch every character again? I tried yesterday and failed miserably to put it in kinder words.

please use "add004pie.exe"
[restore-all] + [change-all] = [upgrade-all]
this tool may help you to auto-change/restore chars anytime,
so please do NOT use patched-char as a base for editing.
if you know how to code, its more easily than you thought.

Title: Re: add004basic
Post by: The Demonic Surfer on May 16, 2017, 07:26:43 pm
@Shiyo Kakuge

Oh well, I ended up changing her tag attack anyways, so it's fine

Also
Is it possible to use your tag system with other lifebars?
Title: Re: add004basic
Post by: Flowrellik on May 17, 2017, 01:08:42 am
@Shiyo Kakuge:
I have found some minor problems I have discovered in add004 with a couple characters that usually have no problem running in mugen 1.1
Maxima type-B by Crosscat: A messed up intro with some sounds missing
Nakoruru by 119way: Intro where Mamaha flies off Nakoruru's arm ends up having Nako's stand animation flying up until mamaha's flight pattern shows.
(http://i1012.photobucket.com/albums/af249/flowrellik/mugen038_zpsmbge1z9s.png) (http://s1012.photobucket.com/user/flowrellik/media/mugen038_zpsmbge1z9s.png.html)
So far, add004 for IKEMEN and Winmugen plays them no problem, same with Standard Mugen 1.1. Somehow, it is just add004 Mugen 1.1 that is having this sort of problem, and I have no idea how to fix either problem, considering I lack skills in character editting. If I send these chars over to you, would you mind looking at them to see what's going on?
Title: Re: add004basic
Post by: Suprizle on May 17, 2017, 01:16:48 am
Yeah... that's what I figured. Also, 2 more questions.

Does anyone know how to extend the pre-round time? like before the announcer says "fight". The voices I use now cut off too early and round.time in the fight.def doesn't seem to work no matter what number is present.

In the latest update when characters tag out (including the intro), they run instead of jumping back which I'm not a fan of personally. How would I be able to change it back?

Same here


"data/add004/res/fight_240p.def"
[Round]
ctrl.time=120 ;;<- extend this

"data/add004/common1.cns"
;Round-Call helper
[StateDef 180000]
;sys::over-flag

Cool, I found it now. Thank you!
For anyone else looking for it, it's this code right here (assuming it wasn't changed in the newer versions) in the common1.cns under 180000. And as mentioned by Shiyo, change the "ctrl.time" in the fight.def to your liking so your characters aren't moving prematurely.

Code:
[state 0]
type=varset
trigger1=var(1)>100 <-- increase this number to extend the round time
var(0)=1
; if "f1" key pressed ; F1キーが押された場合

please use "add004pie.exe"
[restore-all] + [change-all] = [upgrade-all]
this tool may help you to auto-change/restore chars anytime,
so please do NOT use patched-char as a base for editing.
if you know how to code, its more easily than you thought.

I understand how it works. I was just hoping for a simpler route since some characters in my roster bug out the program when I use [change all]. I also customized some stuff and quite a bit has been upgraded it seems, so it's all on my end really. I'll figure it out though.

Also, where is the "tag in" code? I'd like to revert back to when they jump out instead of running.
Title: Re: add004basic
Post by: -Ash- on May 17, 2017, 01:06:13 pm
Ok, any of guys know how to use add004 and unotag together? Like in this video by Rei



 I've been daydreaming about playing 3vs3 tag with unotag system + add004 features, but i have no ideia on how to do it, any clue on this?
Title: Re: add004basic
Post by: Realra on May 17, 2017, 03:04:53 pm
I've been daydreaming about playing 3vs3 tag with unotag system + add004 features, but i have no ideia on how to do it, any clue on this?

add004 works fine with 3v3 and 4v4. If you really want to use Unotag then all you have to do (i believe) is to patch the characters with both add004 and unotag and then go into the common1.cns for add004 and uncomment the switches for the tag system and assist system. Should work fine unless i missed something.
Title: Re: add004basic
Post by: -Ash- on May 18, 2017, 02:56:30 am
This method only works if you use any lifebar but the add004, my goal is to use the add004 lifebars so i can play 3vs3/4vs4 with unotag system.
Title: Re: add004basic
Post by: SSonic on May 24, 2017, 02:34:00 am
Does anyone know how to change the assist for a character?
Title: Re: add004basic
Post by: MR. IBZS II on May 24, 2017, 03:13:05 am
You'll have to change the "[partner assist state no.]" in the Add004 bar's .def. It requires knowing which state does which with every character you have, though.
Title: Re: add004basic
Post by: 2Dee4ever on May 24, 2017, 06:04:51 am
Ahh man you guys make it so difficult. Add this under the characters -1 state in their command. Literally copy & paste, it gets no easier. Now this should no longer be asked about.
Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: Shiyo Kakuge on May 24, 2017, 02:22:28 pm
@Flowrellik:
thanks for your report  :)

Maxima type-B by Crosscat,
is a cool unique char that is designed for AKOF project.

Nakoruru by 119way,
I checked.
unfortunately, I can not download the latest version from the authors' webpage.

---
"data/add004/res/fight_***.def"
[round]
Start.WaitTime = 5 ;; 0 ;Time to wait before starting intro

change the value of "Start.WaitTime" to ">0"
because "roundstate=0" has bean used in its intro-state.
[this is added to next-update-list of add004]

---
or
you can mod one trigger below:
"119way-nako&mamahaha.cns" >
"[statedef 20190]" >
"trigger1 = roundstate = 0"
Title: Re: add004basic
Post by: Mr.Karate JKA on May 24, 2017, 09:14:02 pm
Does exists any method to delay the time that partner jump out of screen at the beggining of the round??
Title: Re: add004basic
Post by: Flowrellik on May 24, 2017, 11:53:36 pm
@Shiyo Kakuge:
Yeah I am not sure why but somehow this does not seem to work for either character. Maybe it's just Mugen 1.1 acting up idk...
Title: Re: add004basic
Post by: EveryonesKouhai on June 01, 2017, 06:45:52 am
Unfortunately, no. You have to go through the process of patching every character or copy/ pasting code in characters every time an update is made.

Which code would I have to copy and paste, cause the add004pie literally fucks up a lot of my characters, and I would like to prevent that from happening
Title: Re: add004basic
Post by: YugaCurry on June 01, 2017, 09:23:00 am
In the add004.ini everything that's under add004 start all the way to add004 end.
Title: Re: add004basic
Post by: EveryonesKouhai on June 08, 2017, 10:59:32 pm
Is there a reason why my characters' lifebar portrait isn't showing up
Title: Re: add004basic
Post by: IkuTronHD on June 22, 2017, 01:11:28 am
@Shiyo Kakuge:
Parace L'Sia made by Incurable + RagnarokSenshi does not go well at Add004.

Original link of char:https://www.dropbox.com/s/z1j6r4kkn0b4pg8/Parace_L%27sia%20remastered.rar?dl=0
Title: Re: add004basic
Post by: ShinJuvi on June 27, 2017, 12:15:45 am
Hey all,

Quick question: When setting a move for assist, am I able to set the strength of the attack (ie MP Shoryuken instead of LP Shoryuken)? I searched the thread and saw nothing about this.

Thanks!
Title: Re: add004basic
Post by: Koopa901 on June 28, 2017, 07:50:22 am
Is there a was to implement the mvc2 snapback feature to this tag system?
Title: Re: add004basic
Post by: 2Dee4ever on June 29, 2017, 10:10:14 pm
This Tag system is infinite. Yes you can.
Title: Re: add004basic
Post by: LuizFilipeRN on July 29, 2017, 11:51:57 pm
hi i new here in the mugenguild forums but i have been working with M.U.G.E.N stuff since 2011 and since i heard of this tag system i decided to port my private mugen to use add004basic so while testing and patching my chars i released something jedah by rei has a problem i want him to do his sawblade move for his assist but when he does it the sawblade disappears when he gets off the screen is there any way i can change his .cns file so he stay on the screen untill the sawblade ends?
Title: Re: add004basic
Post by: 2Dee4ever on July 30, 2017, 12:28:51 am
add this to the command, you guys no longer have to go through loops to change the assist. I posted this a while back, but if you didn't see it.

;------
;sys::-1::Partner-Assist-Registration
[state 0]
   type=varset
   trigger1=(stateno=190193)
   sysvar(1)=ifelse((p2statetype=a),1100,1000) ;;<-StateNo

1000 = neutral assist
1100 = aerial assist

"p2statetype=a" you can mess around with this, and or add whichever action you want. This means if the opponent is in the air, your assist will use state 1100, just change the values to whatever you want. Well that depends on the character you are using, you have to change the character itself. Normally they leave after the assist is finished aka the animation is over.
Title: Re: add004basic
Post by: MR. IBZS II on July 30, 2017, 05:22:56 am
...When were aerial assists added? Was there some updates not documented?
Title: Re: add004basic
Post by: 2Dee4ever on July 30, 2017, 05:49:43 am
I develop my own system. I'm doing you a favor.
Title: Re: add004basic
Post by: MR. IBZS II on July 30, 2017, 06:40:50 am
So is it an upcoming project for public release soon or such?
Title: Re: add004basic
Post by: 2Dee4ever on July 30, 2017, 08:35:09 am
I more or less am just building my own system for when we play casually. One ultimate tag system with elements from all tag-team games.

In-depth for anyone curious( I do this because I know multiple people read not directed at an individual & I'll answer multiple questions I've been asked) Current state
Spoiler, click to toggle visibilty
Public/Project
Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty
There is a lot of stuff possible.
Title: Re: add004basic
Post by: -Ash- on July 30, 2017, 02:31:16 pm
IMO I see the appeal in UNO tag, but the tagging is brain-dead, you can do it out of everything with those jumpins, here it takes more strategy.
I get what you're saying, but i think that UNO's is more fair overall, only some characters can explore ADD004's tag switch in a pratical way, and some will not use it at all, also UNO's feels really good to perform and watch, example:





Title: Re: add004basic
Post by: electrocaid on July 30, 2017, 03:44:05 pm
previously unannounced update (25/07/17)?
Title: Re: add004basic
Post by: BurningSoul on July 30, 2017, 04:10:37 pm
Holy Shit new update is magnificent,everything Tatsu's edited chars have is noted in a txt file,every visual effects basically.
Title: Re: add004basic
Post by: 2Dee4ever on July 30, 2017, 06:54:21 pm
Chain combos with that tag system is broken, but that's just my opinion. It's more so for those who prefer easy combos. I should add, add004, as I've been doing can be fully customized, you could then, as I do adjust characters towards that, uno is less complicated and easier to use. I can agree that it's Sony Vegas to windows movie maker.
Title: Re: add004basic
Post by: WizzyWhipitWonderful on July 30, 2017, 10:09:56 pm
IMO I see the appeal in UNO tag, but the tagging is brain-dead, you can do it out of everything with those jumpins, here it takes more strategy.
I get what you're saying, but i think that UNO's is more fair overall, only some characters can explore ADD004's tag switch in a pratical way, and some will not use it at all, also UNO's feels really good to perform and watch, example:

[youtube]https://www.youtube.com/watch?v=vO1XVM59oD0[/youtube]





So that's the UNO tag system???

How do i configure it to operate like that?
Title: Re: add004basic
Post by: PeXXeR on July 30, 2017, 10:13:03 pm
Kinda agree on the chain combo broken part, the game boils down to ( if you play with your friends that is) who can get the first combo going and do the most damage. Im not gonna lie though, its cool as hell to watch.
That's the thing with these chars though, you have to use the chains, cause the normals are untouched, they have no comboability otherwise.
Title: Re: add004basic
Post by: 2Dee4ever on July 30, 2017, 10:23:01 pm
You dont have to configure anything. It's chain combos plus, the tag system. Nothing was changed. Some people prefer dial a combos, some don't. It's preference. As for the no combos, try Shiyo's build. It will show you otherwise, watch my videos, will show you otherwise.
Title: Re: add004basic
Post by: -Ash- on July 30, 2017, 10:27:21 pm
So that's the UNO tag system???

How do i configure it to operate like that?
Select Type-R system before patching your characters.

Chain combos with that tag system is broken, but that's just my opinion. It's more so for those who prefer easy combos. I should add, add004, as I've been doing can be fully customized, you could then, as I do adjust characters towards that, uno is less complicated and easier to use. I can agree that it's Sony Vegas to windows movie maker.

Kinda agree on the chain combo broken part, the game boils down to ( if you play with your friends that is) who can get the first combo going and do the most damage. Im not gonna lie though, its cool as hell to watch.
That's the thing with these chars though, you have to use the chains, cause the normals are untouched, they have no comboability otherwise.

Not a fan of those chain combos too,i just used this one as a example because i don't know any other cool combo video using Uno's system.

Title: Re: add004basic
Post by: PeXXeR on July 30, 2017, 10:36:00 pm
That was not aimed at your stuff but imma throw something out there. This was more for the chars I tried from that video.
case and point, your take on POTS/Mwrly Ryu bro, I cant do a CLP,CLK , EX Tatsu with the chains  off.
https://vimeo.com/227646569

POTS/Mwlry Ryu example.
https://vid.me/aKjS

I've seen your videos as well, well the Terry one, THIS IS BASED ON ASSUMPTIONS ! I HAVE NOT USED THE CHAR.
That Terry seems to be doing some weird stuff, chaining MP to HP for 3 or 4 hits, that screams chains = 1 to me. also thats not how terry's double punch works, and that just the top of it, its no biggie, use what you want, play what you like.
Title: Re: add004basic
Post by: 2Dee4ever on July 30, 2017, 10:41:06 pm
Yeah I wasn't talking about the tag-system itself. If you really wanted to with chains & that tag system you can easily touch of death. It's the actual canceling aspect, you can always tweak it though. As for the video, the character is a bit dated anything from MA is just a heads up.
As for the Terry stuff, its from XIV revised. There is difference between chains & target combos. Also you just said that isn't how his double punch works, watch the video. I've researched every single game before I do anything. In XIV what is it? HP to F+HP? I simply altered it in reverse to work with MP instead to fit the control scheme. It's his far HP in cvs kof changes it to a command normal.
Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: Ryu From Streets™ on July 30, 2017, 11:09:23 pm
IMO I see the appeal in UNO tag, but the tagging is brain-dead, you can do it out of everything with those jumpins, here it takes more strategy.
I get what you're saying, but i think that UNO's is more fair overall, only some characters can explore ADD004's tag switch in a pratical way, and some will not use it at all, also UNO's feels really good to perform and watch, example:

[youtube]https://www.youtube.com/watch?v=vO1XVM59oD0[/youtube]





Damn, I didn't know my vid was going to end up in there haha.
Well, I kinda used to chains to make the video look good (And because I love chains combos in general.)

But uhm yeah, Rei's kinda right. Add004 is way more 'complex' than UnoShe.
I still love the shit outta UnoShe as well, that's why I'm still using it on certain Mugens.
Title: Re: add004basic
Post by: BurningSoul on July 30, 2017, 11:15:08 pm
Chains are awesome as long as they don't get ridiculous as MVC3 which was a catastrophy,once opponent pulls sth you can't do anything,just add Combo Breaker to characters if you want chain,or code sth to make it way less ridiculous
Title: Re: add004basic
Post by: PeXXeR on July 30, 2017, 11:21:16 pm
I actually have a seprete build and I have integrated the tag system, but it makes me wanna do even more, that I dont have the knowladge to do, its cool as hell, once you get it all working properly ( which I have not done  yet)
And its annoying as hell to get it to work on mugen with the patches ( I dont trust them at all, the 4v4 stuff etc)
On Ikemen, its a must though. Its a miracle what tatsu did.
Title: Re: add004basic
Post by: Ryu From Streets™ on July 30, 2017, 11:25:55 pm
Chains are awesome as long as they don't get ridiculous as MVC3 which was a catastrophy,once opponent pulls sth you can't do anything,just add Combo Breaker to characters if you want chain,or code sth to make it way less ridiculous

Nah it's not Marvel vs Capcom chains level, lol.
But I kinda like Mugen when it's fast as fuck, only that.

It's funny because when it comes to fighting game, I usually am a slow guy.
Like in Street Fighter, I really am patient, but ay.
It's freaking Mugen.
Title: Re: add004basic
Post by: PeXXeR on July 30, 2017, 11:44:06 pm
I dont like chains at all,( well I did in SFA) I dont like the VS series as well, but I fully understand why people like them.
Seeing these CVS inspired chars, with chains and custom combo, I feel its a waste, if they have chains already, its like 60% of the excel benefit, It would be better for them to have max mode.

I've had some weird stuff happening with both Uno and add004(or maybe its cause of them 3vs3,4vs4 patches)
Like chars flying off the screen and stuff, tbh I blame this on myself though.
Title: Re: add004basic
Post by: Ryu From Streets™ on July 31, 2017, 12:21:39 am
I dont like chains at all,( well I did in SFA) I dont like the VS series as well, but I fully understand why people like them.
Seeing these CVS inspired chars, with chains and custom combo, I feel its a waste, if they have chains already, its like 60% of the excel benefit, It would be better for them to have max mode.

I've had some weird stuff happening with both Uno and add004(or maybe its cause of them 3vs3,4vs4 patches)
Like chars flying off the screen and stuff, tbh I blame this on myself though.

You do know CVS2 also had an option where you could add chain combos, right?
It's quite popular tbh.
But ay, if you say it's a waste I respect that.
Opinions.
Title: Re: add004basic
Post by: PeXXeR on July 31, 2017, 12:45:26 am
I know, but its kinda cheating tbh,(we considerd it cheating xD) from all the people I played from back in the day no one used it. I dont think CVS2 is a good example though its all fine I know why people like them, and I am not gonna deny, its fun as hell, but its not for me tbh.  You said yourself bro, its all opinions. :)
Its actually awesome to have the option ready to go.
Title: Re: add004basic
Post by: davismaximus on August 05, 2017, 05:29:18 am
Am I just a big dummy or does the newest release not include the add004pie.exe?  I keep getting the "Needs Update!" message using my current add004pie.exe patcher.
Title: Re: add004basic
Post by: YugaCurry on August 05, 2017, 07:33:48 am
Yes that's right. It doesn't come with the patcher. What has changed is the common1.cns and changes in the lifebars. You would have to repatch them with your existing .exe
Title: Re: add004basic
Post by: 【MFG】gui0007 on August 05, 2017, 02:27:48 pm
For the people that doesn't follow Shiyo's YT Channel, he posted some new vids.
Title: Re: add004basic
Post by: -Ash- on August 05, 2017, 02:55:01 pm
Everytime i watch these videos i keep trying to figure if there's a hint for some future update.

PS: I love how Tatsu characters play.
Title: Re: add004basic
Post by: BurningSoul on August 07, 2017, 08:30:59 pm
I know a lot people figured this system but I have been thinking about making tutorials about this for newcomers if they want  to use them.
Title: Re: add004basic
Post by: MR. IBZS II on August 07, 2017, 08:49:28 pm
I thought I had this figured out, but "NEED UPDATES" and weird Add004 specific crashes are happening. A guide would help greatly.
Title: Re: add004basic
Post by: BurningSoul on August 07, 2017, 09:07:20 pm
Ok and by the way uncomment to disable is now "comment to disable"
Title: Re: add004basic
Post by: xcheatdeath on August 12, 2017, 12:35:01 am
I do have a question,

I use the localcoord 427,240 on my characters and my stages.

If I do not add the localcord to the stages but I add it to the characters, I can get the water effect for water stages, but if i add the localcoord to my stages, the effect goes away, is there a certain code in the common1 that would help it be more universal with the localcoords?

gonna plug this in here again, just in case anyone can help me with this :)
Title: Re: add004basic
Post by: 2Dee4ever on August 12, 2017, 12:50:45 am
Look for this, but yours should be similar
;---
;>>sys::stage_type_set
;;>>@Config.Stage_Type>>
; stage type: ( 0: normal 1: water... )
[state 0] ;[.04]
   type=varset
   triggerall=!time && (var(7)&16384) ;; system_switch
   ;;--- vWin
;vWin;   trigger1=abs(root,pos x/fvar(0))=73 || abs(root,p2dist x/fvar(0))=146
   ;;--- v1.x / ikemen
   trigger1=stagevar(info.author)="WATER" ;;(v1.0)
   var(24)=1


Need Updates. Your common does not match with your characters patching. Usually this means you aren't restoring, but patching over a pre ver. Restore and update your common1
Title: Re: add004basic
Post by: xcheatdeath on August 12, 2017, 12:58:38 am
yeah, mine is the exact same, what should i try to change?
Title: Re: add004basic
Post by: 2Dee4ever on August 12, 2017, 01:09:02 am
Those are the triggers to activate the FX
Would you not interchange these values to coincide with whatever edits you are doing?
Never changed a local cord for a stage so can't say I know about it.
Title: Re: add004basic
Post by: Jelly on August 20, 2017, 07:42:39 am
a guide on this would be really helpful
Title: Re: add004basic
Post by: 2Dee4ever on August 20, 2017, 08:11:48 am
First page? All the text files and read me inside? Not automated enough? Run exe? Read?
Title: Re: add004basic
Post by: LuizFilipeRN on August 20, 2017, 11:55:24 pm
add this to the command, you guys no longer have to go through loops to change the assist. I posted this a while back, but if you didn't see it.

;------
;sys::-1::Partner-Assist-Registration
[state 0]
   type=varset
   trigger1=(stateno=190193)
   sysvar(1)=ifelse((p2statetype=a),1100,1000) ;;<-StateNo

1000 = neutral assist
1100 = aerial assist

"p2statetype=a" you can mess around with this, and or add whichever action you want. This means if the opponent is in the air, your assist will use state 1100, just change the values to whatever you want. Well that depends on the character you are using, you have to change the character itself. Normally they leave after the assist is finished aka the animation is over.

what exactly i should put that line of code in the .cns? sorry but i dont think i explained very well about my problem so here a video:
Title: Re: add004basic
Post by: 2Dee4ever on August 21, 2017, 11:55:53 am
This looks like a character specific thing. As in it has to do with how the projectile itself was done and not the tag system.
When you patch it should create this.

;//==========================
;// add004-1-sctrls-start
;//==========================
;--- partner_standby
[state 0]
   type=selfstate
   value=190190
   ctrl=0
   trigger1=ctrl && numpartner && !ishelper && roundstate=2 && pos y=0
   trigger1=(sysfvar(4)>0) && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
   trigger1=(playerid(floor(sysfvar(0))),var(0)=90900) && (playerid(floor(sysfvar(0))),var(22)=4)
   ignorehitpause=1
;##Add.List01##
;//==========================
;// add004-1-sctrls-end
;//==========================



;------
;sys::-1::Partner-Assist-Registration
[state 0]
   type=varset
   trigger1=(stateno=190193)
   sysvar(1)=ifelse((p2statetype=a),1100,1000) ;;<-StateNo


Place it under it, this won't fix that issue though. If you can, change for it to destroy itself after a set time instead.

By the way I'll post the read me. I do apologize in advance, but its annoying when trouble was put into making this easy and accessible and people still ignore it.

Read me
Spoiler, click to toggle visibilty

IDs
Spoiler, click to toggle visibilty

System switches
Spoiler, click to toggle visibilty

Use control+f for search, search key words.
Title: Re: add004basic
Post by: LuizFilipeRN on August 21, 2017, 06:47:16 pm
This looks like a character specific thing. As in it has to do with how the projectile itself was done and not the tag system.
When you patch it should create this.

;//==========================
;// add004-1-sctrls-start
;//==========================
;--- partner_standby
[state 0]
   type=selfstate
   value=190190
   ctrl=0
   trigger1=ctrl && numpartner && !ishelper && roundstate=2 && pos y=0
   trigger1=(sysfvar(4)>0) && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
   trigger1=(playerid(floor(sysfvar(0))),var(0)=90900) && (playerid(floor(sysfvar(0))),var(22)=4)
   ignorehitpause=1
;##Add.List01##
;//==========================
;// add004-1-sctrls-end
;//==========================



;------
;sys::-1::Partner-Assist-Registration
[state 0]
   type=varset
   trigger1=(stateno=190193)
   sysvar(1)=ifelse((p2statetype=a),1100,1000) ;;<-StateNo


Place it under it, this won't fix that issue though. If you can, change for it to destroy itself after a set time instead.

By the way I'll post the read me. I do apologize in advance, but its annoying when trouble was put into making this easy and accessible and people still ignore it.

Read me
Spoiler, click to toggle visibilty

IDs
Spoiler, click to toggle visibilty

System switches
Spoiler, click to toggle visibilty

Use control+f for search, search key words.

honestly i want to find a solution that can fix most of my characters's assists like there is a way to make the char do more then one thing on his assist? like taunt?
Title: Re: add004basic
Post by: BurningSoul on August 21, 2017, 08:03:06 pm
Code:
;sys::-1::Partner-Assist-Registration
[state 0]
   type=varset
   trigger1=(stateno=190193)
   sysvar(1)=ifelse((p2statetype=L),195,1000) ;;<-StateNo

;195 = Taunt
;1000=Assist

Taunt will be made if opponent is lying down

You can even remove power bars of Add004,this code at bottom is writen to -2 of chars,just make size.height=1 and bye bye Power Bars.
Code:
;sys::-2::helper::bar004 ; ライフバー
[state 0]
type=helper
triggerall=!ishelper && !numhelper(90900)
trigger1=numpartner
trigger1=id<(partner,id) && partner,numhelper(90900)=0
trigger2=!numpartner
id=90900
stateno=90900
helpertype=normal
ownpal=1
size.air.front=1702252 ;; <<-version
size.height=0     ;
ignorehitpause=1
supermovetime=88888
pausemovetime=88888
pos=0,88888
         
Title: Re: add004basic
Post by: 2Dee4ever on August 21, 2017, 11:15:22 pm
Here I thought you actually read what I said. Why would you want a character to come out and taunt? Taunt before jumping out is a different thing. Neutral,Anti-Air,OTG. You look at the moves and choose. I understand being new to things, but this is so basic with a little reading anyone can do it. It's automated, and if you want to edit things of course you'll have to be willing to take time to learn how. It was just posted again. Patience and you'll see this is nothing to stress about.
Title: Re: add004basic
Post by: BurningSoul on August 21, 2017, 11:21:13 pm
uhm you are talking about him right? sorry I got confused
Title: Re: add004basic
Post by: 2Dee4ever on August 21, 2017, 11:33:35 pm
Yes, I posted this pages back in direct response to what he said.
Title: Re: add004basic
Post by: LuizFilipeRN on August 22, 2017, 07:50:48 pm
Here I thought you actually read what I said. Why would you want a character to come out and taunt? Taunt before jumping out is a different thing. Neutral,Anti-Air,OTG. You look at the moves and choose. I understand being new to things, but this is so basic with a little reading anyone can do it. It's automated, and if you want to edit things of course you'll have to be willing to take time to learn how. It was just posted again. Patience and you'll see this is nothing to stress about.

actually im saying a quick fix for a problem that most of my characters's assists are having im mean like they execute the move then taunt so after the taunt ends he jump back out of the screen taking time so the move normally ends
Title: Re: add004basic
Post by: -Ash- on August 23, 2017, 09:05:31 am
Hey, i want to know if its possible to have some pause effect on the tag switch while the character is running trough the screen, something like MvCI, i think it would make tag combos more fluid and open more possibilities.
Title: Re: add004basic
Post by: BurningSoul on August 23, 2017, 03:36:14 pm
I think you are talking about the way that background becomes inverted color and there is a little pause right?
have a backup of your original common1.cns

find Statedef 190190
add this

Code:
[State 190190,Pause]
type = Pause
trigger1 =(anim=40) && (animtime=-4) && selfanimexist(100)
time = 3
movetime=2
ignorehitpause = 1


Code:
[State 190190, BGInvert]
type = BGPalFX
trigger1 =(anim=40) && (animtime=-4) && selfanimexist(100)
time = 3
invertall = 1
ignorehitpause = 1

I increased x of velset a bit when running,I haven't tested this code
Code:
;sys::partner_run-vel2
[state 0]
type=velset
trigger1=(anim=100)
x=11.6*const(movement.yaccel)
y=0
Title: Re: add004basic
Post by: -Ash- on August 23, 2017, 10:32:28 pm
I think you are talking about the way that background becomes inverted color and there is a little pause right?
I'm talking about the little pause that happens while the character is entering the screen in the middle of a combo(active switch), the code you gave me works when the character is leaving the screen.

Here at 0:27 you can see what i'm talking about.


Title: Re: add004basic
Post by: BurningSoul on August 23, 2017, 11:45:12 pm
I get it,It's because of my code.It's not working properly
try this one to see if it works if not just adjust triggers and time and movetime until you get it working
[State 190190,Pause]
type = Pause
trigger1 =(anim=100)
trigger1= AnimElem = 3
time = 4
movetime=4
ignorehitpause = 1
Title: Re: add004basic
Post by: -Ash- on August 23, 2017, 11:53:17 pm
Fine, thanks for trying to help me.

Edit: Didn't work either, but thanks anyway, i will dig into it later.

Edit2: Kinda managed to make it work it this code.

;[state 0]
trigger1=!time && sysfvar(4)=0 && sysvar(0)>0 && playeridexist(sysvar(0))
trigger1=playerid(sysvar(0)),sysfvar(4)=2 ;; "switch-canneling"
time = 5
movetime=5
ignorehitpause = 1

The problem is, the character running pauses too, do you know how to work this out?
Title: Re: add004basic
Post by: BurningSoul on August 24, 2017, 02:14:21 pm
try messing with movetime,I'm thinking about sth that could work,I will let you know.




Ok Basically I moved some codes into a helper and used a  pausemovetime to make partner be able to move,I haven't tested this code,


Code:
[State 0, Helper]
type = Helper
trigger1=(anim=40) && (animtime=0) && selfanimexist(100)
helpertype = normal ;player
name = "Unaffected by Pause Run"
stateno = 190197
facing = 1
pausemovetime = 10
ignorehitpause =1
ownpal=1

Code:
[statedef 190197]
type=a
movetype=h
physics=n
;anim=40
sprpriority=-2
velset=0,0
ctrl=0
facep2=1


;Bottom code is Pasted directly from statedef 190190,delete any other copies of this code,we don't want same code twice right?
;;---
;sys::partner_run-anim2
[state 0]
type=changeanim
trigger1=(anim=40) && (animtime=0) && selfanimexist(100)
value=100
persistent=0
[state 0]
type=turn
trigger1=(anim=100)
persistent=0
;sys::partner_run-vel2
[state 0]
type=velset
trigger1=(anim=100)
x=12.6*const(movement.yaccel)
y=0

Title: Re: add004basic
Post by: -Ash- on August 24, 2017, 10:56:21 pm
Didn't worked, it also bugs the running animation.
Title: Re: add004basic
Post by: jweezy34 on August 25, 2017, 12:27:13 pm
Out of curiosity is there a code to insert a taunt and sound when you trigger a tag switch???
Title: Re: add004basic
Post by: tiohigh on September 17, 2017, 08:34:39 pm
you guys have any ideia why my P1 cant switch chars but P2 can?
Title: Re: add004basic
Post by: -Ash- on September 20, 2017, 01:30:06 pm
Does this happens with every char you use?
Title: Re: add004basic
Post by: MCX on September 21, 2017, 07:48:52 am
Do I have to patch every char that I have for the lifebar appear? Also my lifebar portrait only appear at one side (for both chars).
This is what I mean:
(https://i.imgur.com/ueO20Zt.png)
Title: Re: add004basic
Post by: -Ash- on September 22, 2017, 10:37:25 am
Do I have to patch every char that I have for the lifebar appear?
Exactly, open add004pie, select mugen.exe and press change, them copy add004's common1.cns to data folder.

Title: Re: add004basic
Post by: MCX on September 22, 2017, 04:33:10 pm
I managed to make it work, but, I still don't know how to add custom ports to it. Any clues? I changed the number of sprite from 9000,0 to the one that I wanted in the fight .def, but apparently doesn't show up
Title: Re: add004basic
Post by: -Ash- on September 22, 2017, 04:39:03 pm
Open the character's patched air.fx, scroll down to the bottom and you will see this:

; as characters face / portrait ; ??????????
[begin action 909002]
9000,0,0,0,-1

Change to the number you want.
Title: Re: add004basic
Post by: MCX on September 22, 2017, 06:38:12 pm
Open the character's patched air.fx, scroll down to the bottom and you will see this:

; as characters face / portrait ; ??????????
[begin action 909002]
9000,0,0,0,-1

Change to the number you want.
Thanks dude!
Title: Re: add004basic
Post by: BurningSoul on September 22, 2017, 09:47:02 pm
Add004pie patches from ini,so if you change Anim 909002 in ini,it applies to any character patched,so you don't need to open each char one by one to change portrait animation,
Title: Re: add004basic
Post by: RΣDDBRIПK on September 23, 2017, 03:08:06 am
Im about to try this out for the first time but quick question. Am i able to change the command for the tag switch?

EDIT: Solved
Title: Re: add004basic
Post by: ReduxMercenaryT on October 02, 2017, 12:12:41 am
Anyone know whats causing Killer Croc to clone in tag? He gets stuck doing a move repetitively sometimes too. Could it be the A.I?
(http://imagizer.imageshack.us/v2/320x240q90/924/7A4ASL.jpg)(http://imagizer.imageshack.us/v2/320x240q90/924/YSan94.jpg)
Title: Re: add004basic
Post by: -Ash- on November 15, 2017, 11:27:03 am
Any of you guys know how to remove the transparency from the power bar on main add004 lifebar?
Title: Re: add004basic
Post by: Rōjenomu on November 15, 2017, 12:27:39 pm
open the air file and remove the ,, Asomethingsomthing at the end
Title: Re: add004basic
Post by: GaziraAgain on November 24, 2017, 06:55:36 pm
I see that add004 works with a most complete common1.cns with possibilities to create multiple actions in the round, fight and ko animations. I download mugen_a4b_20170725p6 version of the archive and I take common1, fightfx and fight_air files and the I give a -1 in the animations of the fight.def file to take from fightfx but works bad. With kfm I see all the animations and lifebars but with other chars nothing... What can I do to see the animations and create codes for all characters? And why kfm have a clone?
(https://i.imgur.com/fxfjpDH.png)
Title: Re: add004basic
Post by: MR. IBZS II on November 30, 2017, 04:01:31 am
After spending all day trying to move onto the current Add004 version... Everyone crashes when I try to select them with this error, when I tried to use a Crash for example:

Error detected.

Lua fatal error: Vector not a valid table

Clipboard tail:
Freeing players
Game loop init
Mode select init
End of mode select loop
Game loop deinit
Gameflow 6
Reset persist vars team 0
Reset persist vars team 1
Gameflow 7
Entering character select.
Unloading match assets
Freeing players
Game loop init
Unreserved all palettes
Charsel init
Selected char 1 on teamslot 0.0
Char MG-Crash.def (1) request pal 0 3F (3F) -> reserved 0 (3E)
Loading character chars/MG-Crash/MG-Crash.def...
  Loading info...OK
  Loading cmd command set crash.cmd...OK
  Loading cns crash.cns...

Yep, everyone has "Vector is not a valid table" errors and I don't know why. He got converted properly too. Don't think I put in THAT many characters who don't work with 1.1... Strangely, this error pops up as soon as I click on any character, as opposed to waiting until before the match.
Title: Re: add004basic
Post by: Koopa901 on December 06, 2017, 06:33:14 pm
Ok I have a couple of chars I've messed around with, and I'm really digging the add004 system. My only issue is how the patch/patcher/system/thing thing tends to break most of my chars. Say if one was to make a full game, what would be the best way to code/edit the chars with the tag system?

...and if the tag system breaks a move, where should I look to correct the error?
Title: Re: add004basic
Post by: PeXXeR on December 06, 2017, 06:38:05 pm
Ok I have a couple of chars I've messed around with, and I'm really digging the add004 system. My only issue is how the patch/patcher/system/thing thing tends to break most of my chars. Say if one was to make a full game, what would be the best way to code/edit the chars with the tag system?

...and if the tag system breaks a move, where should I look to correct the error?

From what I got, you should check the common file that comes with the tag system, if it breaks a move, you have to edit the CMD of  your  char if its a command issue, or the patcher picked a bad place to paste the code.
Title: Re: add004basic
Post by: Koopa901 on December 06, 2017, 06:56:50 pm
Mostly with Venom.... his throws are messed up, and his web super......
Title: Re: add004basic
Post by: PeXXeR on December 07, 2017, 11:19:48 am
Check out what state uses what, follow it and you'll figure it out, you can tweak the tag system however you want.
Title: Re: add004basic
Post by: Koopa901 on December 07, 2017, 11:56:57 pm
Cool cool cool.........but remember...... "YOU'RE NOT MY DAAAAD!"
Title: Re: add004basic
Post by: bis1994 on December 09, 2017, 03:07:18 am
Guys, any clues on how can I configure wich button will be related to each groove (Power Bar Type?? I Just woild Like to remove the third one and use only the two first, the Street Fighter like one and the KOF like one) ??? Or show both Lifebars (P1 and his partner's, P2 and his Partner's) in Team Mode?? Thanks in advance.
Title: Re: add004basic
Post by: Flowrellik on December 09, 2017, 08:46:18 am
In terms of having the alt. power bars for tag team battle, It is possible, but you will have to go in-depth with the powerbar code.
In this case

Spoiler, click to toggle visibilty

You have the power mode setting. the code used for the single character version is custom based upon palette, 1,4,7,10 for the first standard bar, 2,5,8,11 for MAX/SUPER Bar, and the last remaining for that SVC Chaos bar.
You see how it's single and turns? biggest reason why the alt bars don't work right is because Tatsu(Shiyo) created a separate var code (The Var(22) = 4) for tagging and assists. I have yet to find that code to make it work for the other bars. any assistance on this would be greatly appreciated, as I have no clue if Tatsu(Shiyo) has intentions on implementing that said code to work with tag and team. Truth be told having multi bars for the SVC bars would be pretty cool to see too.
Title: Re: add004basic
Post by: YugaCurry on December 09, 2017, 11:32:43 am
@Flowrellik: How would you let alternate power bars show up even in the case of a single player?
Title: Re: add004basic
Post by: Flowrellik on December 09, 2017, 10:00:36 pm
because the systems for single and tag/team modes are SEPARATE.
In this case, the init_mode single uses all 3 bars based on palette, while tag/turn modes uses the bar modified for tag/assist.
when I tried that code on Init_mode turns (Tag and turn mode), turn mode works fine, but tag mode's tag assist and tagging becomes nullified, bringing back the standard mugen "SFA3/SFEX Dramatic battle" mode.
now if anyone can offer me some insight on how to properly add tag/assist to the other two bars, please let me know.
Title: Re: add004basic
Post by: Egnodia on December 10, 2017, 01:33:42 am
pls tell me how to change character strike
Title: Re: add004basic
Post by: YugaCurry on December 10, 2017, 05:02:07 am
@Flowrellik: Is there any setting or edit that needs to be done to get the alt bars in single player? It used to work with palettes but the latest versions have the same default powerbars.
Title: Re: add004basic
Post by: Flowrellik on December 12, 2017, 11:18:38 pm
just apply the code above to the 004 bar's common01 in the place of hte existing one and you should be fine.
Title: Re: add004basic
Post by: YugaCurry on December 14, 2017, 05:38:55 am
Yea that worked. Thanks.
Title: Re: add004basic
Post by: Toxic Masculinity on December 19, 2017, 02:17:18 am
Sorry guys, total noob here as far as add004 goes. Just a few questions hopefully someone can share some information on.

- Is it possible to only use just the lifebars along with the input commands showing, and not utilize any tag system? I have no desire to use any tag system, only the lifebars.

- What files do I download from Googledrive? The first page just says "Download" with a link, then takes you to a directory where none of the file names are very clear on the correct one to download. I'm trying to find the Mugen1.1 build but, I have no idea which one that is. I ended up just downloading the entire directory, not just the "up_add4" but I know I don't need everything in there.

Apologies for the noobness, but this isn't something you can just glance at and say "Okay, that makes total sense".
Title: Re: add004basic
Post by: President Devon on December 19, 2017, 05:29:21 am
Download and install to your mugen directory in this order, overwrite as you go:

up_add4/mugen_a4b_20170225
up_add4/mugen_a4b_20170225p
up_add4/update_20170725/mugen_a4b_20170225p6

Patch characters with add004pie

Open up common1.cns, find ;;>>@Config.System_Switch>>
Follow the directions, you want to enable show key_input and disable tag system.
Title: Re: add004basic
Post by: Toxic Masculinity on December 19, 2017, 06:06:20 am
Download and install to your mugen directory in this order, overwrite as you go:

up_add4/mugen_a4b_20170225
up_add4/mugen_a4b_20170225p
up_add4/update_20170725/mugen_a4b_20170225p6

Patch characters with add004pie

Open up common1.cns, find ;;>>@Config.System_Switch>>
Follow the directions, you want to enable show key_input and disable tag system.
Thank you so much for the help, I appreciate it a lot! Short, sweet, and concise. (Cracks knuckles) Time to get down to business.

Edit:
Thank you again, it all worked perfectly. I just have one more question if that's alright. I scaled the size of the input commands by half, but they are too spaced out now. Is there any way to reduce the spacing distance of the input command displays so they appear closer together?

This is how they look right now. I just want them closer together and semi-transparent if possible.
Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: President Devon on December 19, 2017, 10:07:43 am
You know much about anims? Find the animation in the air.txt files and edit the transparencies in that, as for positioning that's probably a messy thing to sort out, you'll probably find the code you want for that in the common1.cns, just search "key input", "key_input", "input" or whatever. I'd imagine the pos values to be filled with vars and algebra and shit.
Title: Re: add004basic
Post by: GaziraAgain on December 19, 2017, 07:47:39 pm
Download and install to your mugen directory in this order, overwrite as you go:

up_add4/mugen_a4b_20170225
up_add4/mugen_a4b_20170225p
up_add4/update_20170725/mugen_a4b_20170225p6

Patch characters with add004pie

Open up common1.cns, find ;;>>@Config.System_Switch>>
Follow the directions, you want to enable show key_input and disable tag system.

Thank you very much for the explanation, I try lots of times and never work, thanks!
Title: Re: add004basic
Post by: Toxic Masculinity on December 20, 2017, 02:28:23 am
You know much about anims? Find the animation in the air.txt files and edit the transparencies in that, as for positioning that's probably a messy thing to sort out, you'll probably find the code you want for that in the common1.cns, just search "key input", "key_input", "input" or whatever. I'd imagine the pos values to be filled with vars and algebra and shit.
Yeah, I understand anims and was able to make the buttons transparent. You were right about the pos values being vars and other stuff. That stuff I don't understand so much, so I'll just leave it alone. It's okay though, not really a big deal. Thank you again for the help.
Title: Re: add004basic
Post by: GaziraAgain on December 20, 2017, 05:14:36 pm
I can´t change the default screenpack. The problem it´s because I use separated archives for the animations for titlebg, versusbg, etc. The only thing that it´s in the system.sff it´s the character select screen. I copy the system.def in the Add004 folder and other files in the mm2 folder and I edit the system.def but mugen crashes with this error:
(https://i.imgur.com/3FIbjBl.png)
I copy the menu.sff in data or  Add004 folders and I have the same error. Any idea how I can load this files of the system.def? This is the lines of the archives that works fine with the normal mugen.exe
[TitleBGdef]
bgclearcolor = 0,0,0
spr = mm2/menu.sff
Thank you very much.
Title: Re: add004basic
Post by: Koopa901 on December 21, 2017, 08:36:00 am
Has anyone had issues with the system messing with the characters attacks? Once I patched a char, his 600 Group (air attacks) would not connect.....not sure whats up.... it only happens while using tag-arcade, tag-vs, etc
Title: Re: add004basic
Post by: Toxic Masculinity on December 21, 2017, 10:03:20 pm
Can anyone possibly tell me why any time I change the lifebar portrait of a patched character, the portrait palette gets screwed up and either appears blacked out or as inverted colors? Another strange thing is that the portraits appear fine on the select screen, just not in the lifebar.

Example:
I changed P1 Luffy to use the same lifebar portrait as P2 Luffy, but this is the result
Spoiler, click to toggle visibilty

Just fine on Select screen though
Spoiler, click to toggle visibilty

I made 37 new lifebar portraits last night, and every single one had this result. All appearing fine on Select screen though. I'm pretty sure it's not an issue with the portraits I made either, because I didn't make the Luffy one I'm showing. I just extracted it from the P2 Luffy and replaced P1 Luffy's 9000,0 with it, only to have the same result. I also checked all the characters in FF, and none of them have "Shared Palette" checked on their 9000,0 sprite. I don't understand what's happening.
Title: Re: add004basic
Post by: xcheatdeath on December 21, 2017, 10:09:55 pm
It's because P1 luffy and P2 luffy don't share the same palette my dude, and since their default color palettes are different that's why the portraits get messed up in game
Title: Re: add004basic
Post by: Toxic Masculinity on December 21, 2017, 10:37:38 pm
Thanks for the response TB, appreciate it man. What you said does makes total sense, but why do they appear fine on select screen? That's what's been kind of throwing me off. Does that mean I have to apply the characters palette to the new portrait? If so, you don't have to explain that if you don't want as I'm sure it's more than a quick 1-2 sentences. I'm sure a guide on that exists somewhere at this point.

Something that does kind of confuse me though, is that all the new portraits I made were from using sprites from the characters themselves that they are being applied to, then just cropped to 25x25 pixels. That's literally the only thing I did to them, so you would think they would still be using the same palette. I did this exact same process when I used to make lifebar portraits for the DCvM screenpack by Scruffy Dragon, and never ran into this issue.
Title: Re: add004basic
Post by: RΣDDBRIПK on December 23, 2017, 08:56:39 am
So i got this working (for the most part lol) Its pretty fun but i can't seem to get P2 To switch with their partner. Any insight on this?

PS:Their tag attack works fine its just the switch that doesn't for some reason.
Title: Re: add004basic
Post by: theiddenbirthexe on December 26, 2017, 07:43:42 am
hi i am new to this and i wanna know how i change my assist on characters?
Title: Re: add004basic
Post by: Koopa901 on December 26, 2017, 08:12:27 am
Getting this error

Library error message: Died parsing command="a"||command="b"||command="c"||command="x"||command="y"||command="z")

Error detected.

Undefined command label: "command".
If not misspelling in CNS, check CMD
Error parsing trigger1, 2
Error parsing [state 0]
Error in [statedef 195500]
Error in data/add004_bs0/common1.cns:3963
Error loading chars/Rogue/Rogue.def
Error loading p1
Title: Re: add004basic
Post by: Lurker on December 26, 2017, 01:59:32 pm
Maybe its the lack of a parenthesis before command="a"
Title: Re: add004basic
Post by: theiddenbirthexe on December 26, 2017, 02:34:36 pm
How to change partner assist in this tag patch?
Title: Re: add004basic
Post by: Koopa901 on December 26, 2017, 11:09:42 pm
I'll try it when I get home but I kinda doubt it, it only does this to Rogue, none of my other chars has this error. The error is in the common1 file...
Title: Re: add004basic
Post by: preludesirt on January 02, 2018, 05:13:27 pm
Hi There,

Is there anyway to patch 700+ characters all at once?  I just recently discovery this cool life bar and have it working with a few game characters.  My odela is that I have them organize by game folder and characters so the character.def does not exactly match the charach folder name.

Example:
Alien vs Predator\ AVP_Alien_A\Alien_A.def
Alien vs Predator\ AVP_Alien_B\Alien_B.def
Capcom vs SNK\CVS_Evil Ryu\Evil Ryu
Capcom vs SNK\CVS_Evil Ken\Evil Ken.def
SNK vs Capcom\SVC_Terry\01Terry.def
SNK vs Capcom\SVC_Alan\02Alan.def

Add004pie can't seem to to match the character folder name and character.def if they are not the same.  Is there a trick to modify add004pie to achieve bulk patching the characters?

Thanks..
Title: Re: add004basic
Post by: preludesirt on January 03, 2018, 03:59:55 pm
I wanted to move the powerbar next to the guard bar since there seem to be enough space to make it fit.  It just seem to fit the there and also to cleared out the space for the built-in character powerbar. 

Also if any one know how I can fix the name spacing for the character, please tell me where I can correct the problem.  For some reason after patching the character, the space in between name get bunch together .

(https://preview.ibb.co/mkbESG/2018_01_03_085010.png) (https://ibb.co/nHConG)
Title: Re: add004basic
Post by: Ethereal on January 09, 2018, 10:08:29 am
Two questions:

1. What's this file supposed to do? Is it for assigning assist moves to certain characters?
(https://i.imgur.com/AM28FGI.png)
2. How do I change the partner tag/assist command/s? The info pic only mentioned common1.cns, but I'm not quite sure where to go from there.
3. The regular ADD004 lifebars don't seem to have the palette groove select anymore. Is it still present in the current build, and is it affected by a setting in common1.cns?
Title: Re: add004basic
Post by: preludesirt on January 10, 2018, 04:49:40 am
check in the add004 folder.  there you see the common1.csn and in it contain all the trigger.  I am just starting out using the lifebar myself, but there not enough documentation for it.
Title: Re: add004basic
Post by: Shiyo Kakuge on January 12, 2018, 09:03:47 am
@ReduxMercenaryT: (#970)

thanks for your report :)

updated pie.exe. please use the latest one (ver.10019 / add004pie_10019.zip from OneDrive)
restore your char (Killer Croc) and convert him again.

issue details:
old "pie.exe" reads char's info from its *.def file useing case-insensitive.
ex: "common1.com" != "Common1.cns" != "common1.CNS"

pie ver.10019 ignores the case of characters in reading char's info.
ex: "common1.cns" = "Common1.cns" = "common1.CNS"

this may cause unexpected error in future.



@Ethereal: (#1007)

1. That is a setting file to enable individual partner-assist-move registration.
   if you don't like manual editing, pie.exe can read setting-file and add SCtrls to char's cmd automatically.

2. in "data/add004_*/common1.cns",
   ">>@Config.Tag_Command>>"
   ">>sys::tag_mode_cmd_change"
   please mod:
   trigger1=(root,command="y") && (root,command="a") && ((root,command="holdfwd") || (root,command="holdback"))

3. groove mode is OFF by default for more compatibility.
   you can turn it ON, or edit functions(SCtrls) to your own style.
   in "data/add004/common1.cns",
   ">>@Config.Power_Mode>>"
   "[.05a]" "[.05b]"
    "var(22)= #" : #=1:normal,2:cap,3:snk,4:tag=normal,10:off...


thank you all my firends :)
Title: Re: add004basic
Post by: MR. IBZS II on January 12, 2018, 12:05:04 pm
After spending all day trying to move onto the current Add004 version... Everyone crashes when I try to select them with this error, when I tried to use a Crash for example:

Error detected.

Lua fatal error: Vector not a valid table

Clipboard tail:
Freeing players
Game loop init
Mode select init
End of mode select loop
Game loop deinit
Gameflow 6
Reset persist vars team 0
Reset persist vars team 1
Gameflow 7
Entering character select.
Unloading match assets
Freeing players
Game loop init
Unreserved all palettes
Charsel init
Selected char 1 on teamslot 0.0
Char MG-Crash.def (1) request pal 0 3F (3F) -> reserved 0 (3E)
Loading character chars/MG-Crash/MG-Crash.def...
  Loading info...OK
  Loading cmd command set crash.cmd...OK
  Loading cns crash.cns...

Yep, everyone has "Vector is not a valid table" errors and I don't know why. He got converted properly too. Don't think I put in THAT many characters who don't work with 1.1... Strangely, this error pops up as soon as I click on any character, as opposed to waiting until before the match.

How would I fix this issue? I still haven't figured it out.
Title: Re: add004basic
Post by: Shiyo Kakuge on January 12, 2018, 03:11:25 pm
there seems no problem  :???:
 https://youtu.be/pOIAfoxWAoU

maybe a shortage of files in your "date" "data" folder  :S
Title: Re: add004basic
Post by: SSonic on January 12, 2018, 11:20:50 pm
For some reason Infinite's Guile doesn't work. When I start a match it just plays like a normal 2 v 2 with no tag. Anyway to fix this?
Title: Re: add004basic
Post by: Shiyo Kakuge on January 13, 2018, 08:33:04 am
@preludesirt:

mod lifebar
">>@Config.LifeBar>>"
">>@Config.LifeBar_Draw>>"

mod powerbar
">>@Config.PowerBar>>"
">>@Config.PowerBar_Draw>>"


@SSonic:

there is a "common1.cns" in his folder which is outdated.
please disable this "common1.cns" (rename, move or delete...)
and restore > convert "Guile" again.
Title: Re: add004basic
Post by: President Devon on January 13, 2018, 10:11:19 am
Ahh Shiyo while you're visiting I have a question:

I would like to change the function of the guard bar to instead show stun (When bar is empty enemy is dizzy), is this an easy thing to do?
Title: Re: add004basic
Post by: Shiyo Kakuge on January 13, 2018, 02:59:29 pm
change
 var(36): guard point G-P
to
 var(50): stun point S-P



;------------------------
;;>>@Config.GuardBar>>
*
*
*
;---
;sys::guardbar_d_changed ; ガードバー変化
[state 0]
   type=modifyexplod
   trigger1=(var(8)&4)
   id=493000
   postype=left
   facing=ifelse(teamside=1,1,-1)
;;G-P;
;   pos=var(14):=var(31)-floor(((50-var(37))*39/50-3)*fvar(0))*ifelse(teamside=1,1,-1), var(32)+floor(6*fvar(0))
;   scale=(50-var(37))/200.0, 0.25 *(var(37)<50)

;;S-P;
   pos=var(14):=var(31)-floor(((1000-var(37))*39/1000-3)*fvar(0))*ifelse(teamside=1,1,-1), var(32)+floor(6*fvar(0))
   scale=(1000-var(37))/4000.0, 0.25 *(var(37)<1000)


[state 0]
   type=modifyexplod
   trigger1=(var(8)&4)
   id=493010
   postype=left
   facing=ifelse(teamside=1,1,-1)
   pos=var(14),var(32)+floor(6*fvar(0))
;;G-P
;   scale=0.25,0.25 *(var(37)<50)

;;S-P
   scale=0.25,0.25 *(var(37)<1000)

;---
;sys::guardbar_d_frame_warnning ; 外枠2 警告

[state 0]
;;G-P;
;   type=explod
;;S-P;
   type=null
   trigger1=var(37)>39 && numexplod(493010) && !numexplod(493030)
   id=493030
   anim=f210012
   sprpriority=var(46)+6
   ownpal=1
   space=screen
   postype=left
   facing=ifelse(teamside=1,1,-1)
   pos=var(31)+floor(100*fvar(0))*ifelse(teamside=1,-1,1), var(32)
   scale=0.25,0.25
   bindtime=-1
   removetime=-1
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1

;------------------------
;------------------------
;sys::guard_b_modify ; (3rd bit)
; 描画変動
[state 0] ; off
   type=varset
   trigger1=(var(8)&4)
;;G-P;
;   trigger1=var(37)=var(36)
;;S-P
   trigger1=var(37)=var(50)
   var(8)=var(8)|4

[state 0] ; on
   type=varset
   trigger1=!(var(8)&4)
;;G-P;
;   trigger1=var(37)!=var(36)||!time
;;S-P;
   trigger1=var(37)!=var(50)||!time
   var(8)=var(8)^4

;sys::guard_b_memo_guard_point
; ガードポイント保存
[state 0]
   type=varadd
   trigger1=roundstate=2
;;G-P;
;   trigger1=var(37)!=var(36)
;   var(37)=(var(36)-var(37))/8+ifelse(var(37)>var(36),-1,1)
;;S-P;
   trigger1=var(37)!=var(50)
   var(37)=(var(50)-var(37))/8+ifelse(var(37)>var(50),-1,1)


Title: Re: add004basic
Post by: President Devon on January 13, 2018, 11:06:46 pm
My man.

Thank you.
Title: Re: add004basic
Post by: Mr.Karate JKA on January 13, 2018, 11:22:34 pm
Hi shyo! I have a doubt: how can i delay the time that partner jump/ run out of the screen during the “round “ animation? Thanks




Title: Re: add004basic
Post by: SSonic on January 13, 2018, 11:34:59 pm
@preludesirt:

mod lifebar
">>@Config.LifeBar>>"
">>@Config.LifeBar_Draw>>"

mod powerbar
">>@Config.PowerBar>>"
">>@Config.PowerBar_Draw>>"


@SSonic:

there is a "common1.cns" in his folder which is outdated.
please disable this "common1.cns" (rename, move or delete...)
and restore > convert "Guile" again.


Thank you it worked.
Title: Re: add004basic
Post by: -Ash- on January 13, 2018, 11:38:44 pm
Going to bump some old request since Shiyo is watching the thread now.

Hey, i want to know if its possible to have some pause effect on the tag switch while the character is running trough the screen, something like MvCI, i think it would make tag combos more fluid and open to more possibilities.


Here at 0:27 you can see what i'm talking about.

Please tell me that this is possible in some future add004 update.
Title: Re: add004basic
Post by: Shiyo Kakuge on January 14, 2018, 01:07:22 pm
@Mr.Karate JKA:
please use "assertspecial" "flag=timerfreeze"
in stafedef 190190 or 190191 if you need.


@-Ash-:
yes, that is possible and you can do it. (even I do not know how to do everthing  :rolleyes5:)
please try to add a "pause" or "superpause" sctrl in striker stages.
tag-mode.partner.statedef [190190-190199]

Please tell me that this is possible in some future add004 update.
please let me have a think about it. :)
Title: Re: add004basic
Post by: xcheatdeath on January 14, 2018, 01:46:07 pm
yo shiyo, do you plan on adding more variations to the lifebars?

Like what the bars look like, do you plan on making more looks for them? I think an MVC version would be awesome

also, do you plan on doing more stage interaction? Like breaking the signs on suzaku castle or the barrels in guiles stage?
Title: Re: add004basic
Post by: Mr.Karate JKA on January 15, 2018, 06:15:54 pm
@Mr.Karate JKA:
please use "assertspecial" "flag=timerfreeze"
in stafedef 190190 or 190191 if you need.


@-Ash-:
yes, that is possible and you can do it. (even I do not know how to do everthing  :rolleyes5:)
please try to add a "pause" or "superpause" sctrl in striker stages.
tag-mode.partner.statedef [190190-190199]

Please tell me that this is possible in some future add004 update.
please let me have a think about it. :)


Thanks Shyo! It woks!
Title: Re: add004basic
Post by: -Ash- on January 15, 2018, 06:38:43 pm
@Mr.Karate JKA Could you share the code please?
Title: Re: add004basic
Post by: Mr.Karate JKA on January 16, 2018, 01:30:53 am
Shyo, another question: Is this possible add to the commom1 the back light code form the guardian dogs effect? Without patch char by char?

Code

Code:
[State -2]
type = Helper
triggerall = !NumHelper(23680)
trigger1 = StageVar(info.author) = "light"
pos = 0,0
stateno = 23680
id = 23680
ownpal = 1
persistent = 0
ignorehitpause = 1
postype = p1

[State -2]
type = Helper
triggerall = !NumHelper(23681)
trigger1 = StageVar(info.author) = "light"
pos = 134,0
stateno = 23681
id = 23681
ownpal = 1
persistent = 0
ignorehitpause = 1
postype = left

[State -2]
type = Helper
triggerall = !NumHelper(23682)
trigger1 = StageVar(info.author) = "light"
pos = -134,0
stateno = 23682
id = 23682
ownpal = 1
persistent = 0
ignorehitpause = 1
postype = right
;--------------------------------------------------------------
;1aD§3oE?I≫OA
;--------------------------------------------------------------
[Statedef 23680]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -10

[State 3680, 4]
type = changeanim
trigger1 = time%2 = 0
value = 99999

[State 3680, 4]
type = ChangeAnim
triggerall = time%2 = 1
trigger1 = ((root,anim = [0,99999]) && root,movetype != H)
trigger2 = (root,anim = [5000,9999])
value = root,anim
elem = root,animelemno(0)
ignorehitpause = 1
persistent = 1

[State 3680, 0]
type = PalFX
trigger1 = time = 0
time = -1
add = 224,88,0
sinadd = 48,50,32,16
;add = 248,232,192

[State 3680,0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3680, 4]
type=BindToParent
trigger1 = 1
time = -1
facing = 1
pos = (1+ifelse(Parent,fvar(36) = 1,-1,0)+ifelse(Parent,fvar(36) = 2,-2,0))*ifelse(Facing = -1,-1,1),0
;--------------------------------------------------------------
;1aD§×o
;--------------------------------------------------------------
[Statedef 23681]
type    = S
movetype= H
physics = N
velset = 0,0
anim = 99999
sprpriority = -10

[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X > 0 && RootDist X < 52
fvar(36) = 1

[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X < 0
fvar(36) = 0

[State 3680,1]
type = NotHitBy
trigger1 = 1
value = SCA
;--------------------------------------------------------------
;1aD§OO
;--------------------------------------------------------------
[Statedef 23682]
type    = S
movetype= H
physics = N
velset = 0,0
anim = 99999
sprpriority = -10

[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X < 0 && RootDist X > 52
fvar(36) = 1

[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X > 0
fvar(36) = 2

[State 3680,1]
type = NotHitBy
trigger1 = 1
value = SCA

Title: Re: add004basic
Post by: -Ash- on January 16, 2018, 06:25:27 am
@-Ash-:
yes, that is possible and you can do it. (even I do not know how to do everthing  :rolleyes5:)
please try to add a "pause" or "superpause" sctrl in striker stages.
tag-mode.partner.statedef [190190-190199]
@Shiyo Kakuge I've tried doing this by placing a pause sctrl in statedef 190197, but I can't manage to make the character keep running through the screen while the pause effect is triggered, if could help me on this I would appreciate.

Title: Re: add004basic
Post by: lui on January 29, 2018, 08:58:46 am
hey guys so ive been messing around with this and while I got most results I wanted when customizing it, I do want to know, how exactly can you make it so you can switch out during a super move?
Title: Re: add004basic
Post by: Afterthought on February 03, 2018, 02:10:27 pm
@Shiyo (and I guess anyone else who might know the answers), I have some issues I'd like to get corrected if possible.

1. This is a common problem I'm sure but I don't recall seeing a solution. add004 has a weird camera: it follows airborne characters on their way up, but on their way down, they land before the camera can follow them, which makes fighting a bit difficult since for half a second players aren't able to see any action. I'm not sure if this is exclusive to the way add004's camera is coded, a stage zoom issue, or both. I'd like it so that the camera better follows both characters in any situation.

2. I believe I've seen this solved somewhere, maybe in this very thread, but I've forgotten; some characters' actions don't align with the add004 default assist action, meaning some don't attack at all upon called to assist, others glitch out in weird ways, etc. How would I set up custom assist actions for certain characters? If this was solved a link would be splendid.

Any help is appreciated.
Title: Re: add004basic
Post by: xcheatdeath on February 03, 2018, 02:33:23 pm
as far as the assist issue goes i use this

Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: BurningSoul on February 03, 2018, 02:57:23 pm
its this,

##Add.List01[Start]
;sys::-1::Partner-Assist-Registration
[state 0]
   type=varset
   trigger1=(stateno=190193)
   sysvar(1)=##add.Value01## ;;<-StateNo
##Add.List01[End]
Title: Re: add004basic
Post by: Afterthought on February 03, 2018, 04:27:03 pm
Both answers are things I will definitely look into. Thank you both.
Title: Re: add004basic
Post by: ReduxMercenaryT on February 03, 2018, 09:07:30 pm
@ReduxMercenaryT: (#970)

thanks for your report :)

updated pie.exe. please use the latest one (ver.10019 / add004pie_10019.zip from OneDrive)
restore your char (Killer Croc) and convert him again.

issue details:
old "pie.exe" reads char's info from its *.def file useing case-insensitive.
ex: "common1.com" != "Common1.cns" != "common1.CNS"

pie ver.10019 ignores the case of characters in reading char's info.
ex: "common1.cns" = "Common1.cns" = "common1.CNS"

this may cause unexpected error in future.


Awesome Shiyo! He's working on my end now. Please add more fixes like this for new mugen character releases especially the ones that get stuck repeating a move like Omega Rugal by Falcon Rapper. Wonderful tag system so far. 
Title: Re: add004basic
Post by: MR. IBZS II on February 05, 2018, 01:00:08 am
I'm actually getting that vector error even when I boot this roster with normal Mugen and not a .bat file. Even when I restored all the characters too. And I still don't know what could be missing to fix it.
Title: Re: add004basic
Post by: Rōjenomu on February 10, 2018, 02:53:57 am
change
 var(36): guard point G-P
to
 var(50): stun point S-P
.
.

I tested this and seems to work well
but there is an issue that it goes into negative instead of staying empty if more hits hit after stun has been activated and in this case if a move like Dan's Ichi Geki Hissatsu is doing a lot of stun:
(https://i.imgur.com/QjrNWup.png)






Title: Re: add004basic
Post by: BurningSoul on February 10, 2018, 01:32:45 pm
I remember this having tag team super thingy,is there anyway we can have a mahvel style,dual hypers? tried to port some code from Uno but can't make it work.
Title: Re: add004basic
Post by: JarianDaProducer on February 14, 2018, 10:46:40 pm
These Lifebars are really Cool!! They have a very nice Street Fighter V Vibe to them, i like!! :)
Title: Re: add004basic
Post by: HyperClawManiac on March 28, 2018, 03:22:29 pm
I have a problem with add004pie.exe. It gives a Subscript Out Of Range error and won't run. Using Windows 7 if that means anything.
Title: Re: add004basic
Post by: Koopa901 on March 29, 2018, 10:01:40 am
How to Resize the Face Ports in the lifebars? I tried the method used for the default lifebars but it doesn't work with these.....

p1.face.scale = .45,.45
Title: Re: add004basic
Post by: President Devon on March 29, 2018, 11:26:30 am
lifebar ports are coded in common1.
Title: Re: add004basic
Post by: xcheatdeath on March 29, 2018, 09:32:48 pm
actually the code is in the add004pie config file that sits with the patcher.

the code to alter the size of the portraits is found here

Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: drewski90 on March 29, 2018, 10:17:04 pm
i have one question: how can I change assist attacks for each characters? some of them just taunt and that's it
Title: Re: add004basic
Post by: Flowrellik on March 29, 2018, 10:26:24 pm
add004pie-list1 does that automatically. Just find the value for the attack you want for your character (Ex: 1000 = fireball) , and inside the file where it goes

##add.Value01[Start]


#Name="Kung Fu Man",    #Author="Elecbyte", #Value=1060
#Name="Kung Fu Man 720", #Author="Elecbyte", #value=1420

Type the name of the character in the DEF file, the Author of said file, and the value of the attack, save, then use add004pie on said character.
Title: Re: add004basic
Post by: MR. IBZS II on March 29, 2018, 10:29:23 pm
Oh man, that sounds EXTREMELY handy. Must be a new function. How do you find which value does what in a character, though? Can't wait to fix this strange issue I have and try that out.
Title: Re: add004basic
Post by: Flowrellik on March 29, 2018, 10:46:51 pm
look inside your character in fighter factory and go from there. that's how I did it XD
Title: Re: add004basic
Post by: KOFHƎRO77 on April 01, 2018, 01:31:11 pm
hello everyone , how you can make input commands show just like in tatsu video . im sorry if this is a n00bish question.Thanks in advance
Title: Re: add004basic
Post by: President Devon on April 01, 2018, 01:46:31 pm
Yeah, you can turn them on in the common1
Title: Re: add004basic
Post by: KOFHƎRO77 on April 01, 2018, 03:40:44 pm
Please can you tell me how ? Thanks
Title: Re: add004basic
Post by: Bejeeta on April 01, 2018, 10:00:00 pm
Open common1 and find this line:

trigger1=1 || var(7):=(var(7)^128)      ;; 8th - show key_input

and put an ; in front of the line like this:

;  trigger1=1 || var(7):=(var(7)^128)      ;; 8th - show key_input
Title: Re: add004basic
Post by: KOFHƎRO77 on April 02, 2018, 01:11:00 pm
Thanks
Title: Re: add004basic
Post by: PundiGandiHeYessapaMudesiNaye on April 08, 2018, 08:51:16 pm
Can Someone tell me please, how can i add the special HitSparks from ADD004-Lifebar on every Characters?
I know it's really annoying difficult.
Title: Re: add004basic
Post by: ShinJuvi on April 11, 2018, 07:46:46 am
add004pie-list1 does that automatically. Just find the value for the attack you want for your character (Ex: 1000 = fireball) , and inside the file where it goes

##add.Value01[Start]


#Name="Kung Fu Man",    #Author="Elecbyte", #Value=1060
#Name="Kung Fu Man 720", #Author="Elecbyte", #value=1420

Type the name of the character in the DEF file, the Author of said file, and the value of the attack, save, then use add004pie on said character.

So I attempted doing this and I am not getting the move as assist. Am I missing something here?
Title: Re: add004basic
Post by: Flowrellik on April 11, 2018, 08:41:55 pm
If you encoded the character with the add4pie before doing the edit it would not go through. You have to edit the add004pie-list1 FIRST, then encode it. IF a character was already encoded with the add4 tag system, you have to clear it then redo it.
Title: Re: add004basic
Post by: drewski90 on April 11, 2018, 09:00:06 pm
where can i find the add004pie-list.ini at?
Title: Re: add004basic
Post by: ShinJuvi on April 11, 2018, 09:36:41 pm
If you encoded the character with the add4pie before doing the edit it would not go through. You have to edit the add004pie-list1 FIRST, then encode it. IF a character was already encoded with the add4 tag system, you have to clear it then redo it.

I did that, but my Ryu still dokens instead of ryukens. Maybe I got the wrong file?
Title: Re: add004basic
Post by: Flowrellik on April 17, 2018, 09:21:55 pm
Yeah your stages and add004 links are down Shiyo.
Title: Re: add004basic
Post by: BurningSoul on April 30, 2018, 07:52:34 pm
Since this is Shiyo's thread I assume he looks here so  also posting here
http://mugenguild.com/forum/topics/if-anyone-ever-wondered-common1add004-sparks-shiyo-kakuges-charsi-need-help-183592.msg2403959.html;topicseen#msg2403959
Title: Re: add004basic
Post by: XxRenssoxX on May 06, 2018, 07:25:52 am
Hey guys im new on the add004-thingy so maybe this question was answered before on this thread but how do i disable the tag team system?
Title: Re: add004basic
Post by: JoeStarX on May 07, 2018, 04:47:11 pm
Hello what does it mean when it says characters need updates and how do I update them?
Title: Re: add004basic
Post by: KOFHƎRO77 on May 11, 2018, 01:28:33 pm
Hello what does it mean when it says characters need updates and how do I update them?

I assume you are using a shinrei edit but if it wasn't the case you have to restore the patch from the character and then repatch it with the add004pie of the current version you are using
Title: Re: add004basic
Post by: Aura on May 11, 2018, 07:14:48 pm
What exactly is add004basic, and what does it do?
Title: Re: add004basic
Post by: -Ash- on May 11, 2018, 08:05:40 pm
Read first post.
Title: Re: add004basic
Post by: JoeStarX on May 14, 2018, 07:02:45 am
Hello what does it mean when it says characters need updates and how do I update them?

I assume you are using a shinrei edit but if it wasn't the case you have to restore the patch from the character and then repatch it with the add004pie of the current version you are using

Yes its Shin rei's Xiangfei
Title: Re: add004basic
Post by: KOFHƎRO77 on May 14, 2018, 03:29:47 pm
Well just do what i told you if i doesn't work try removing it manually because im facing the same problem so some chars works some don't
Title: Re: add004basic
Post by: YugaCurry on May 14, 2018, 04:54:24 pm
It's simple. Just open the file which has been edited with the patcher manually and add the updated ini code. Do not use the patcher. Copy and paste the code.
Title: Re: add004basic
Post by: JoeStarX on May 15, 2018, 02:42:14 am
Whats the ini code? sorry never heard of it
Title: Re: add004basic
Post by: YugaCurry on May 15, 2018, 05:45:26 am
The add004 package you downloaded would have come with a notepad file named add004.ini. all the codes are in it.
Title: Re: add004basic
Post by: Aura on May 15, 2018, 06:09:48 pm
Read first post.

I asked, because I dont understand some stuff in the first post.
Title: Re: add004basic
Post by: STANLEY69 on May 19, 2018, 06:05:03 pm
So in many of 2dee4ever's recent videos that I watched, I'm guessing he edited the add004 lifebars and they look a bit different than this one. So is there some kind of way to import it over to MUGEN?
Title: Re: add004basic
Post by: PeXXeR on May 19, 2018, 06:11:15 pm
So in many of 2dee4ever's recent videos that I watched, I'm guessing he edited the add004 lifebars and they look a bit different than this one. So is there some kind of way to import it over to MUGEN?

I have no idea who 2dee4ever is and I cant speak about his edits but the bars work on mugen too, if you want to have 4v4 though you have to use a patched exe for mugen, just google 4v4 mugen patch it should pop right up.
Title: Re: add004basic
Post by: BurningSoul on May 19, 2018, 06:53:55 pm
Its same bar,his version is for his own ikemen build thingy,bars look scretched on 720p ikemen so he remade it anyways,bars are bunch of explods inside common1so they can be changed.4v4 work with add although character name doesnt appear on screen
Title: Re: add004basic
Post by: Afterthought on May 22, 2018, 08:02:58 am
I've read around and I've come to learn that the Babel Sword lifebar comes with preset strikers, as we've all seen in Shiyo's videos. Patching my MUGEN to make these strikers available, however, isn't working for me whatsoever. I want to do the opposite of what a few others here seem to want; I want the strikers ON. I'm not sure if their functionality was removed entirely, if there's some code in the common1 I need to edit, or what have you; if anyone has any pointers I'd really appreciate it.
Title: Re: add004basic
Post by: -Ash- on May 22, 2018, 02:33:23 pm
Under @Config.System_Switch, look for the "tag_special_partners" line and put a semicolon at the beginning to enable.
Title: Re: add004basic
Post by: concurseiro on May 22, 2018, 09:27:23 pm
How can i make hyper tag?
Title: Re: add004basic
Post by: STANLEY69 on June 03, 2018, 01:48:41 am
Is there anyway to change the sounds of the announcer for the lifebars?
Title: Re: add004basic
Post by: BurningSoul on June 03, 2018, 02:23:20 pm
there is common.snd file inside res folder of bars,check that out
Title: Re: add004basic
Post by: STANLEY69 on June 07, 2018, 11:49:23 pm
@mete122 And how do I edit the common.snd?
Title: Re: add004basic
Post by: 2Dee4ever on June 09, 2018, 05:24:56 pm
Anyone planning to use these.. Old old thing right, but all this time it’d been assumed that it was poor coding, this system uses many variables that break characters that already use them. For example, the infinite juggle, the prolonged dizzying etc. Whatever the case may be each individual must figure that out themselves. Unused... 28,42,43,44. Secondly, setup your common1 to ultilize vars for alternate forms and this will universally solve the custom state issue. I’m still revisiting when we were trying to discover how to control stun better. Imo, it best works to disable on tag. After some testing, I understand why you limited the use of assists during specials/supers as custom states break them. Trying to think of a way to limit the assist during custom state only. A.I will really abuse this, though you simply need to add tag restrictions to your ai.. There is still the issue with being able to control your character during the actual tag out. Invulnerability during run out will prevent characters from briefly being controlled when hit. An example of the above mention, around 4:15.
The issue is, being able to control the partner using the assist. Oh also maybe a different round state so that skipping won’t prevent changing first character order. That’s it for now.

Next. I see in your recent videos you managed to do the score thing we discussed. The score lasts until the end of arcade mode, well up until you lost. That is exactly what we need to complete the ranking system. Just reply to my message if you are interested in completing this. Also it is possible to add specific round win identifiers. As soon as I get the icons, I will show you. That’s the cheese etc icons btw for anyone who doesn’t know.
Title: Re: add004basic
Post by: BurningSoul on June 09, 2018, 06:08:43 pm
I also wanted to ask ;x Is it possible to detect if my opponent is some sort of custom state? I wanna make sure assist do not trigger when zangief isnt grabbing opponent.Also that tag team super thingy? how do you do it?.Especially triggers
Title: Re: add004basic
Post by: 2Dee4ever on June 09, 2018, 06:42:13 pm
That is what I was telling him, as that is the biggest issue with tag right now. The tag team stuff, I remember when he & I first discussed it, he made a post & video showing you how to do it his way. The trigger is the same trigger as the assist, you can only use it when you can use assist. That’s all there is to it as far as getting it to work. Everything else is case by case how you make your double teams.
Title: Re: add004basic
Post by: BurningSoul on June 09, 2018, 06:42:55 pm
also was going to ask about this one for add004 sparks
sparkno=0+(random%4)*10
guard.sparkno=40
guard.ctrltime=id +0*(var(31):=0 || var(30):= 510584)
fall.envshake.time=id

especially about that guard.ctrltime,like why 510584? what does it do etc
Title: Re: add004basic
Post by: 2Dee4ever on June 09, 2018, 07:15:47 pm
Try changing it. See what it does. Look at the syntax. Those vars are the axis.
Title: Re: add004basic
Post by: BurningSoul on June 11, 2018, 12:06:55 am
did anyone managed to use Pyron by Gal129 with add,he seems to be using ai still,and I dont know japanese so I dont understand what var does what
Title: Re: add004basic
Post by: STANLEY69 on June 13, 2018, 06:41:33 pm
So this "NEED UPDATE" thing keep on bothering me since I already keep on using restore and change of each character I had in my old screenpack and some of them are still had this "NEED UPDATE" up on the screen. It really pissing me off since I already updated the lifebars and stuff and I'm still having this issue, can somebody help me out?
Title: Re: add004basic
Post by: -Ash- on June 15, 2018, 11:09:32 pm
You need to patch the codes manually in those characters.
Title: Re: add004basic
Post by: 2Dee4ever on June 15, 2018, 11:15:17 pm
Why not just stop using characters already patched? Use the original versions. It's not manually patching that will solve it, if the common1 doesn't match, that's what causes it. 9/10 you are using the wrong common1. Solve this by just using a fresh unpatched ver.
Title: Re: add004basic
Post by: Flowrellik on June 24, 2018, 08:28:17 am

I'm not sure why but he seems to be just doing some gameplay vids with visible updates along the way.
Title: Re: add004basic
Post by: -Ash- on June 24, 2018, 10:00:48 am
You mean stage updates!?
Title: Re: add004basic
Post by: BahamianKing242 on June 24, 2018, 04:45:25 pm
wow another video i missed from him. i'm sub to him but for some reason i don't get any of his videos in my subscriptions
Title: Re: add004basic
Post by: SuliOfTheNerdVaid Suli on June 24, 2018, 05:07:58 pm
For anybody that plays mugen on Mac how can i use add004 because i tried using wineskin and every time i use it wineskin it just doesn’t pop up.
Title: Re: add004basic
Post by: 2Dee4ever on June 30, 2018, 11:57:40 pm
1.By "using an unpatched character I mean, use the "non" edited version of that character. Use the original version, from the original author.

2. Lifebar/Transformations
Spoiler, click to toggle visibilty

3. Choose assist
Spoiler, click to toggle visibilty

4. Tag-Team attack example
Spoiler, click to toggle visibilty
This is just an "example"
https://streamable.com/jotgn

Read back a page, add var(whatever you use) for transformed characters, so they don't revert to original sprite.
Title: Re: add004basic
Post by: STANLEY69 on July 01, 2018, 04:19:42 am
Yeah but that doesn't help me, I'm still having the problem mate.
Title: Re: add004basic
Post by: 2Dee4ever on July 01, 2018, 04:42:13 am
what character is it again? Which version are you using? Regular mugen? What is the character? Need update message simply means the code in the -2 of the character and the commom1 don’t match. Also whomever else messaged I answered all above so everyone can see. I suggest learning the basics of what does what so you can say to yourself how easy this is.


Start from 0, download the bars again, then patch those unpatched characters
Title: Re: add004basic
Post by: M206 on July 06, 2018, 06:00:14 pm
Hello everyone, sorry but with ikemen / add004 patch i'm really a newbie..

I'd like to add the "show key_imput" feature to my sagat to prepare a video with all the moves instead of write a readme file..

i've tried, but i'm not able to obtain a mugen or ikemen version with add004 patch working.. even with the standard kfm..

could someone be so kind to guide me (newbie mode) step by step?

for ex.

download this, download that, replace this file, change that line, ect ect..

please help me, thanks in advance, i'd love to finish my sagat!!

Title: Re: add004basic
Post by: qjafri on July 07, 2018, 05:00:21 am
Hey guys dont know if any of you had a chance to try out Card Saga Wars, I got this working with that game but i cant get 3 characters to load if someone can help me out, this is the error code that i receive when i try and pick those characters.

Error message: Undefined command label: "c".
If not misspelling in CNS, check CMD
Error parsing trigger1, 1
Error parsing [state 0]
Error in [statedef 90900]
Error in chars/linko/common1.cns
Error loading chars/linko/linko.def
Error loading p3

Library error message: Died parsing root,command="x"||root,command="y"||root,command="z"||root,command="a"||root,command="b"||root,command="c"
Title: Re: add004basic
Post by: Odb718 on July 10, 2018, 08:01:20 pm
@qjafri: check to see if you have the c command in your cmd file.

[Command]
name = "c"
command = c
time = 1

If not, add it ^^
Title: Re: add004basic
Post by: RΣDDBRIПK on July 12, 2018, 12:17:41 am
is there a way i can change the way characters are tagged in? like to jump in instead of running in?
Title: Re: add004basic
Post by: BurningSoul on July 12, 2018, 12:29:21 am
use add004_Bs0
Title: Re: add004basic
Post by: PIZZAHIGHFIVE on July 12, 2018, 12:58:58 am
I've been tinkering with the Add004's Common1.def file and you can actually edit a lot.   

I got it where it doesnt remove any bar if you do a switch cancel and I got it where you can switch cancel during supers.

If you press ctrl+F and search for "power"  find where it says -500 and change it to 0 

I'm thinking of just sharing my edited common1.def to ya'll people.  I made it to be more like MVC infinite's tag system


Title: Re: add004basic
Post by: Bejeeta on July 12, 2018, 01:58:48 am
You can edit anything you want at common1.def
For jump during tag in change this:

Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: STANLEY69 on July 12, 2018, 06:14:45 am
(https://i.imgur.com/K77BSg1.png)

So there's some kind of bug where Daniel is split in two which I don't understand if I caused this problem or the Lifebars did.

Either way, could someone help me out to fix this bug please?
Title: Re: add004basic
Post by: -Ash- on July 12, 2018, 06:32:42 am
I'm thinking of just sharing my edited common1.def to ya'll people.  I made it to be more like MVC infinite's tag system
Does it have the pause effect while tag switching? Been wanting this for a while.
Title: Re: add004basic
Post by: MR. IBZS II on July 12, 2018, 06:46:07 am
I didn't even know edited common1s for Add004 that could change the whole system was a thing. We definitely should do that.
Title: Re: add004basic
Post by: PIZZAHIGHFIVE on July 12, 2018, 08:50:38 am
I'm thinking of just sharing my edited common1.def to ya'll people.  I made it to be more like MVC infinite's tag system
Does it have the pause effect while tag switching? Been wanting this for a while.

nah, They switch cancel but there isn't that pause you're talking about.  I did change the speed of the partner character when he comes in and I had it be super fast but it looked ugly so i changed it back to the default.    but like Beejeta said you can almost edit anything on the common1.def but I have not yet figured out if you can have that pause... If you're into tinkering and editing go ahead and carefully tinker with you common1.def if you do understand someone of mugen coding.  I'm glad people are actually editing the common1.def now
Title: Re: add004basic
Post by: Tabris666 on July 13, 2018, 08:04:19 pm
i liked this one but from the few info i got the others had more features i am talking about the add003,add003 ex,add005,add006 and add007 sadly unavailable i hope you could upload those and yes i still use winmugen since there are stuff only achievable on winmugen like add007
Title: Re: add004basic
Post by: Tabris666 on July 13, 2018, 08:16:48 pm
I'm thinking of just sharing my edited common1.def to ya'll people.  I made it to be more like MVC infinite's tag system
Does it have the pause effect while tag switching? Been wanting this for a while.

nah, They switch cancel but there isn't that pause you're talking about.  I did change the speed of the partner character when he comes in and I had it be super fast but it looked ugly so i changed it back to the default.    but like Beejeta said you can almost edit anything on the common1.def but I have not yet figured out if you can have that pause... If you're into tinkering and editing go ahead and carefully tinker with you common1.def if you do understand someone of mugen coding.  I'm glad people are actually editing the common1.def now

editing the common1.cns isnt new problem is mugen toxic community made dissapear almost all the systems made like mvc common1,or svc common1,fatal fury common1,the shitty mortal kombat common1,the awesome kof96 common1 and then we have the ones custom made for commercial games sadly those games got unavailable and people on forums get banned when they mention the names (weird they didnt have troubles with the scam made team aiduzzi) of the games just because they used mugen and created the content from scratch including plugins (no surprise thee since most of the coding functions are widelly known even the new plugin coding to make plugins that support adx,spc or other formats or adding mp4 movies through lua on 1.1) but envy from the community because they made high quality content was laughable they deleted said content because was better then anything they made at those times and was original custom made content in fact the community keep making claims such as "they shouldnt sell their games made from scratch with original custom made content" or "to avoid people stealing your content you have to use molebox" but those claims are plain stupid and wrong since according to elecbyte you have to send them a mail asking for permit to sell and thats it (even i got permit from them to sell games on steam,gamejolt or similar platforms) the only thing you cant have in your sold game is content made by elecbyte either kung fu man,default screenpack,default fonts or similar stuff since you arent allowed to use those as base since are just a demo of what can be achieved on the engine in fact the redist for sold games was in their site
Title: Re: add004basic
Post by: BurningSoul on July 13, 2018, 09:38:22 pm
https://www.youtube.com/watch?v=rtZOOH7kY2w I wanna know about other versions of this addon too,
Title: Re: add004basic
Post by: Tabris666 on July 13, 2018, 10:08:11 pm
https://www.youtube.com/watch?v=rtZOOH7kY2w I wanna know about other versions of this addon too,

it looks similar to add005 is for winmugen
Title: Re: add004basic
Post by: KOFHƎRO77 on July 13, 2018, 10:53:34 pm
https://www.youtube.com/watch?v=rtZOOH7kY2w I wanna know about other versions of this addon too,

I think you could find it by going to tatsu's old site with webarchive cause i went there for the kof 2000 portraits ,everything seems to be downloadable execpt the portraits sadly
Title: Re: add004basic
Post by: BurningSoul on July 13, 2018, 11:40:26 pm
name of webpage?
Title: Re: add004basic
Post by: Tabris666 on July 14, 2018, 02:23:58 am
https://www.youtube.com/watch?v=rtZOOH7kY2w I wanna know about other versions of this addon too,

I think you could find it by going to tatsu's old site with webarchive cause i went there for the kof 2000 portraits ,everything seems to be downloadable execpt the portraits sadly

the website is accessible but the download dont,this is why i asked here if he could upload the other systems since he has more content but none to be found online either be system snd,add system,the mvc system (unavailable online) the portraits he have are good but those are available in the onedrive with the respective chars.

One of his systems is Tsmugen available here https://web.archive.org/web/20050413203715/http://roo.to:80/Mugen-Spirit/ and that would be the only one available for now the rest dont which is regretable.
Title: Re: add004basic
Post by: RΣDDBRIПK on July 14, 2018, 03:02:03 am
Is there anything i'm supposed to do before patching POTS Styled characters?
EDIT: Reason i'm asking is because using the tag system causes some of characters moves to act funky. an example would be gouki by mrwrly. using his tatsumaki senpukyaku or his gouhadou for the first attack would work fine. using them after that, the hit def just stops working. this happens to light tatsumaki and all variants of gouhadou.
Title: Re: add004basic
Post by: KOFHƎRO77 on July 14, 2018, 01:21:05 pm
name of webpage?
https://web.archive.org/web/20070317001836/http://solid-collection.hp.infoseek.co.jp:80/zip/add006.zip
https://web.archive.org/web/20071215124826/http://solid-collection.hp.infoseek.co.jp/zip/add004.zip
https://web.archive.org/web/20071213164704/http://solid-collection.hp.infoseek.co.jp/zip/add004basic.zip
https://web.archive.org/web/20071225084253/http://solid-collection.hp.infoseek.co.jp/zip/add004pie.zip

Title: Re: add004basic
Post by: BurningSoul on July 14, 2018, 01:29:50 pm
ayeee thanks man
ok appereantly it only works in 320,240 screenpacks,winmugen? perhaps,couldnt download ini or pie tho so barsaint apearing
Title: Re: add004basic
Post by: KOFHƎRO77 on July 14, 2018, 02:09:33 pm
No Problem
Title: Re: add004basic
Post by: BurningSoul on July 14, 2018, 02:11:19 pm
at least I can port some of these
Title: Re: add004basic
Post by: kamui 2.0 on July 14, 2018, 03:20:25 pm
I want to add warusaki3's and Jesuszilla's chars. but it seems there's no way to remove power bar. there're some patches, which one really works?
newbie question, cvs2 works with this lifebar ?
-Ash- since u're brazilian could ask some question ?
È só seguir esse video https://www.youtube.com/watch?v=HVZ170C6cKc ? ou esse video está desatualizado ? não entendo nada de mugen factory, tem necessidade fazer algum coding ?
os chars do warusaki3 funciona perfeitamente nessa lifebar de tag ? Eu sei que do Jesuszilla provavelmente deve funcionar, já que estão sempre atualizados ?
valeu
Title: Re: add004basic
Post by: BurningSoul on July 14, 2018, 03:45:53 pm
this isnt the place to ask,I think,but you can keep cvs powerbars and just disable add powerbars tho
in add004 ini,before patching the character change size.height to  1 and patch the character with pie
;sys::-2::helper::bar004 ; ライフバー
[state 0]
   type=helper
   triggerall=!ishelper && !numhelper(90900)
   trigger1=numpartner
   trigger1=id<(partner,id) && partner,numhelper(90900)=0
   trigger2=!numpartner
   id=90900
   stateno=90900
   helpertype=normal
   ownpal=1
   size.air.front=1702252 ;; <<-version
   size.height=1
   ignorehitpause=1
   supermovetime=88888
   pausemovetime=88888
   pos=0,88888
Title: Re: add004basic
Post by: BurningSoul on July 14, 2018, 04:21:33 pm
Is there anything i'm supposed to do before patching POTS Styled characters?
EDIT: Reason i'm asking is because using the tag system causes some of characters moves to act funky. an example would be gouki by mrwrly. using his tatsumaki senpukyaku or his gouhadou for the first attack would work fine. using them after that, the hit def just stops working. this happens to light tatsumaki and all variants of gouhadou.

dont edit over patched characters,also bakcup before patching,I don't know about anything else idk.Haggar seems to show a clone in my end
Title: Re: add004basic
Post by: KOFHƎRO77 on July 14, 2018, 04:39:37 pm
dont edit over patched characters,also bakcup before patching,I don't know about anything else idk.Haggar seems to show a clone in my end
I have the same issue
Title: Re: add004basic
Post by: BurningSoul on July 14, 2018, 04:44:20 pm
Also Juri by Prime doesnt work either,she is floating in air while trying to grab,
Title: Re: add004basic
Post by: kamui 2.0 on July 14, 2018, 06:41:26 pm
this isnt the place to ask,I think,but you can keep cvs powerbars and just disable add powerbars tho
in add004 ini,before patching the character change size.height to  1 and patch the character with pie
;sys::-2::helper::bar004 ; ライフバー
[state 0]
   type=helper
   triggerall=!ishelper && !numhelper(90900)
   trigger1=numpartner
   trigger1=id<(partner,id) && partner,numhelper(90900)=0
   trigger2=!numpartner
   id=90900
   stateno=90900
   helpertype=normal
   ownpal=1
   size.air.front=1702252 ;; <<-version
   size.height=1
   ignorehitpause=1
   supermovetime=88888
   pausemovetime=88888
   pos=0,88888

Sorry for the stupid question i'm going to ask, which file I need to open to change size.height to  1 ?
how I patch with these configurations"-2::helper::bar004 ; ライフバー" ? in the add004pie.exe there's no configuration button
Do I need to know how to use mugen factory ?
Sorry, I'm newbie with coding
Title: Re: add004basic
Post by: BurningSoul on July 14, 2018, 06:55:42 pm
not really just do it with notepad,there should be a text there named add004pie.ini,then save it and patch your character
Title: Re: add004basic
Post by: RΣDDBRIПK on July 14, 2018, 10:58:19 pm
Is there anything i'm supposed to do before patching POTS Styled characters?
EDIT: Reason i'm asking is because using the tag system causes some of characters moves to act funky. an example would be gouki by mrwrly. using his tatsumaki senpukyaku or his gouhadou for the first attack would work fine. using them after that, the hit def just stops working. this happens to light tatsumaki and all variants of gouhadou.

dont edit over patched characters,also bakcup before patching,I don't know about anything else idk.Haggar seems to show a clone in my end
He is most likely missing the animations for add004. Make sure that this is in the animation data
I will most likely be remaking Haggar so expect an update for him somepoint in the future.
Code:
;---------
; as characters face / portrait ; キャラの顔として登録
[begin action 909002]
9000,0,0,0,-1
;---
[begin action 909601] ;; empty
0,-1,0,0,1
[begin action 909602]
clsn1: 1
clsn1[0]=-20,-20,20,20
0,-1,0,0,1
[begin action 909603]
clsn2: 1
clsn2[0]=-30,-30,30,30
0,-1,0,0,1
;---------
Title: Re: add004basic
Post by: STANLEY69 on July 15, 2018, 05:47:04 am
Speaking of add004pie.ini. I can't seen to find the file for myself
Title: Re: add004basic
Post by: Tabris666 on July 15, 2018, 09:42:36 am
name of webpage?
https://web.archive.org/web/20070317001836/http://solid-collection.hp.infoseek.co.jp:80/zip/add006.zip
https://web.archive.org/web/20071215124826/http://solid-collection.hp.infoseek.co.jp/zip/add004.zip
https://web.archive.org/web/20071213164704/http://solid-collection.hp.infoseek.co.jp/zip/add004basic.zip
https://web.archive.org/web/20071225084253/http://solid-collection.hp.infoseek.co.jp/zip/add004pie.zip

add004,add004 basic and add004 pie are already on shiyo onedrive so no need for those and i dont know where you got that site but seems like an older version sincethis was tatsu website
https://web.archive.org/web/20040413124851/http://tatsu2004.hp.infoseek.co.jp:80/

if you check the addon link it shows all the systems inckuding thos thatare better but unavailable
Title: Re: add004basic
Post by: Alester on July 19, 2018, 09:22:58 am
Question : I wanna change a in game message pop up (Ex. First Attack, Assist Ok, Change or Down). Well mostly the "Assist ok" animation to an animation in the "character".anim itself. Any idea's or methods on this ?
Title: Re: add004basic
Post by: kamui 2.0 on July 19, 2018, 01:58:12 pm
sorry guys, this is not place to ask for explanations so I removed it
AND thank u mete122 for the explanation
Title: Re: add004basic
Post by: STANLEY69 on July 30, 2018, 04:24:30 am
You know MH_Daniel isn't working when I patched him.
Title: Re: add004basic
Post by: Beautiful Girl I Come on July 31, 2018, 03:28:49 am
really great job,dude
Title: Re: add004basic
Post by: Flowrellik on August 09, 2018, 07:04:42 pm

Hey Shiyo, we see new updates to MM2 and brand new stages....any plans on release?
Title: Re: add004basic
Post by: PeXXeR on August 10, 2018, 01:21:05 pm
Im really bummed out that Shiyo stopped releasing things, any idea what happened ?
Title: Re: add004basic
Post by: Mordecool™ on August 10, 2018, 08:06:45 pm
Maybe he got tired of the mugen comunity, or just wait for a new release.
Title: Re: add004basic
Post by: KOFHƎRO77 on August 10, 2018, 10:09:13 pm
If that's true,that's so damn sad cause shiyo is a big member of the mugen community
Title: Re: add004basic
Post by: Virtua Richie (kenmasters2812) on August 11, 2018, 05:13:13 am
How about just being patient? I have a feeling the releases will still come but will be ready when they are ready. In any case, I think tatsu's intent was for the community to learn off his work, and he has given us enough examples to learn from already
Title: Re: add004basic
Post by: Mordecool™ on August 11, 2018, 07:49:03 am
How about just being patient? I have a feeling the releases will still come but will be ready when they are ready. In any case, I think tatsu's intent was for the community to learn off his work, and he has given us enough examples to learn from already

Yeah man, he give to the people full resources to make fullgames.
I think that the people just need to wait please
Title: Re: add004basic
Post by: kamui 2.0 on August 12, 2018, 07:05:41 pm
God...
Can somebody make another(update) tutorial how to add this tag system and lifebar ?
Title: Re: add004basic
Post by: BurningSoul on August 13, 2018, 08:01:30 pm
download all of mugen_a4b from onedrive https://onedrive.live.com/?authkey=%21AB69MXIhExeFFTo&id=D1C297A61B1EF0FA%21263&cid=D1C297A61B1EF0FA
except work folder,copy paste common1 from whatever folder of bar you are using to data folder(you use add004,add004bs0,or add004svc)

If you wanna update it then click over name of that zip in onedrive(update_20170725) and inside that download mugen_a4b_2017725,and paste it to whatever bar you are using(if you are using add004 folder version or add004_bs0 or add004_svc)

Patch characters and profit,do not edit over patched characters
Title: Re: add004basic
Post by: STANLEY69 on August 14, 2018, 03:02:56 am
What do you mean do not edit over patched characters? Also, how do I change the fight time?
Title: Re: add004basic
Post by: Flowrellik on August 14, 2018, 04:03:44 am
he means edit the character BEFORE patching. add004pie works by making a backup file section of the original characters BEFORE patching for tag mode, that way should something come afloat where there's a problem, you can unpatch and the file will be good as new.
Title: Re: add004basic
Post by: STANLEY69 on August 14, 2018, 07:02:46 am
he means edit the character BEFORE patching. add004pie works by making a backup file section of the original characters BEFORE patching for tag mode, that way should something come afloat where there's a problem, you can unpatch and the file will be good as new.


And how can I do that? I mean I'm just a newbie at new things, just to be honest
Title: Re: add004basic
Post by: Flowrellik on August 20, 2018, 06:20:20 pm

SHiyo's really got his A-game going now. I see Tabasa!
Title: Re: add004basic
Post by: RΣDDBRIПK on August 28, 2018, 12:42:14 am
Is there any way to disable the Hyper KO FX in add004?

EDIT: Solved
Title: Re: add004basic
Post by: 1nonly on August 31, 2018, 02:33:31 am
Which files do I have to download?
Title: Re: add004basic
Post by: kritovall on August 31, 2018, 06:55:28 am
how i install this, we need a tutorial please!
Title: Re: add004basic
Post by: BurningSoul on August 31, 2018, 12:07:41 pm
download all of mugen_a4b from onedrive https://onedrive.live.com/?authkey=%21AB69MXIhExeFFTo&id=D1C297A61B1EF0FA%21263&cid=D1C297A61B1EF0FA
except work folder,also download pie
paste bat and text files to where your mugen.exe is,copy and paste the bar folder you wanna use inside rar(add004,add004_bs0,add004_svc) to data folder,open the folder of bar you wanna use,copy common1.cns,paste it to data folder
copy your system def and paste it to lifebar's folder
open system def and find
fight =

change it to this if you are using svc folder
fight = add004_svc/res/fight_720p.def(other resolutions are available too check them)


change it to this if you are using bs0 folder
fight= add004_bs0/res/fight_720p.def(other resolutions are available too check them)

change it to this if you are using add004 folder
fight = add004/res/fight_720p.def(other resolutions are available too check them)



If you wanna update it then click over name of that zip in onedrive(update_20170725) and inside that download mugen_a4b_2017725,and paste it to whatever bar you are using(if you are using add004 folder version or add004_bs0 or add004_svc)

Finally
Patch your characters using pie.exe,I do it manually so it doesnt miss anyone but you can just click over mugen.exe and patch,which should do all characters
Title: Re: add004basic
Post by: STANLEY69 on September 02, 2018, 01:14:15 am
Aren't there like bonus games like characters only for add004?
Title: Re: add004basic
Post by: KOFHƎRO77 on September 02, 2018, 12:10:13 pm
Aren't there like bonus games like characters only for add004?

I think you are talking about the kfm bonus,its not for add004 only,its in tatsu's onedrive in the sample chars folder.But be aware that the bonus stage will work only with the ai on
Title: Re: add004basic
Post by: culebrin on September 12, 2018, 10:49:32 pm
Download and install to your mugen directory in this order, overwrite as you go:

up_add4/mugen_a4b_20170225
up_add4/mugen_a4b_20170225p
up_add4/update_20170725/mugen_a4b_20170225p6

Patch characters with add004pie

Open up common1.cns, find ;;>>@Config.System_Switch>>
Follow the directions, you want to enable show key_input and disable tag system.

i updated char and get a problem
(https://i.imgur.com/qsaylZI.png)
Title: Re: add004basic
Post by: Flowrellik on September 13, 2018, 08:27:56 pm
looks like Tatsu's showing off some new things for the latest add004 update + there's some new redesigned portraits in his onedrive
https://www.youtube.com/watch?v=bVDDhku6Dt8
https://www.youtube.com/watch?v=mrm7f_bOkWI
https://www.youtube.com/watch?v=5mEtl2-ufQM
https://www.youtube.com/watch?v=4v9HpQzmjuE
https://www.youtube.com/watch?v=OOc4uu5SG8I
Title: Re: add004basic
Post by: STANLEY69 on September 15, 2018, 05:29:18 am
I wonder if he will ever update the add004 life bars cause the latest update one is kinda not good for me tbh.
Title: Re: add004basic
Post by: STANLEY69 on September 15, 2018, 05:31:32 am
Also, not gonna lie, but. Almost of CaptainVulcan's videos shows the CPU-8 thing on top of the right corner and it always bothers me. What does it mean at all?




Title: Re: add004basic
Post by: LuizFilipeRN on September 16, 2018, 12:07:18 am
its meant to be the difficulty level of the cpu being 8 the hardest
Title: Re: add004basic
Post by: EL Parasito De La Web on September 21, 2018, 09:49:06 pm
looks like Tatsu's showing off some new things for the latest add004 update + there's some new redesigned portraits in his onedrive
https://www.youtube.com/watch?v=bVDDhku6Dt8
https://www.youtube.com/watch?v=mrm7f_bOkWI
https://www.youtube.com/watch?v=5mEtl2-ufQM
https://www.youtube.com/watch?v=4v9HpQzmjuE
https://www.youtube.com/watch?v=OOc4uu5SG8I

game mugen
https://www.youtube.com/watch?v=6W9KztaX9TA&t=46s

link file
https://mega.nz/#!3iQBRCIA!n9dI-cnb0qvKn0Lplgj1mv1kMxUSgyAcbkpobOgUcSE
 



Title: Re: add004basic
Post by: EveryonesKouhai on October 03, 2018, 03:32:21 am
So I'm using reddbrinks haggar and his intros stopped working, any fix
Title: Re: add004basic
Post by: RΣDDBRIПK on October 03, 2018, 03:43:07 am
So I'm using reddbrinks haggar and his intros stopped working, any fix
are you using the unfinished beta?
Title: Re: add004basic
Post by: Flowrellik on October 03, 2018, 04:50:02 am

It seems like Tatsu's just showing off the roster he used. No updates on add004 or even stages for that matter.
Title: Re: add004basic
Post by: EveryonesKouhai on October 03, 2018, 08:50:26 pm
So I'm using reddbrinks haggar and his intros stopped working, any fix
are you using the unfinished beta?


I believe I'm using the version you first released
Title: Re: add004basic
Post by: BurningSoul on October 12, 2018, 05:08:57 pm
ok you wanna learn how he does his own sparks?
sparkno=0 ;2  ;3  ;4  5                                                                                                                                                                                                                                   
guard.sparkno=40 ;41 ;42                                                                                                                                                                                                                                                         
guard.ctrltime=id +0(var(31):=0 ;2 ;3 ;4  5|| var(30):= 510584 ;>=last value is equal to y of sparkxy value
For Helper Sparks Stateno 152100
helper size.height=0,2,3,4, 40,41,42(is guarding)
var(31) determines which spark you are using

also paste this to cmd,if you want it to work

;;---
;;---
;; hit_spark / guard_spark (v30-32)
;;--- set
;[state 0]
;    type=varset
;    trigger1=(movecontact=1) && (var(32)=-1)
;    var(32)=hitpausetime ;;<- memo hitpausetime to var
;    ignorehitpause=1
;;--- hit_spark_def
;[state 0]
;    type=explod
;    trigger1=(movecontact=1) && (var(32)=hitpausetime) && (sysfvar(0)<=0)
;    trigger1=var(31)>=0 ;; sparkno
;    anim=f0+ifelse(movehit,ifelse(var(31)%10<3, var(31)%10, 3), 40)
;    ownpal=0
;    postype=p2
;    pos=((var(30)/1000)%1000)-500, floor( (500-(var(30)%1000)) const(size.yscale) -p2dist y)
;    sprpriority=5
;    facing=-1
;    ignorehitpause=1
;[state 0]
;    type=playsnd
;    trigger1=(movecontact=1) && (var(32)=hitpausetime) && (sysfvar(0)<=0)
;    trigger1=var(31)>=0 ;; sparkno
;    value=f5+(movehit=0), ifelse(var(31)%10>4,4,var(31)%10)(movehit>0)
;    ignorehitpause=1
;;--- reset
;[state 0]
;    type=varset
;    trigger1=(var(32)>-1)
;    var(32)=-1


You can even modify sparks within common.cns/fightfx/or air file and do your own thingy an example would be https://www.youtube.com/watch?v=LIi_7btf_Ms
Title: Re: add004basic
Post by: W_G_D3DM4N on October 26, 2018, 09:10:21 pm
Anybody have any idea on how to fix the camera when you k.o. the other team? It's never on my side it's always where the k.o. side landed.
Title: Re: add004basic
Post by: HyperClawManiac on November 03, 2018, 07:41:19 pm
ok you wanna learn how he does his own sparks?
sparkno=0 ;2  ;3  ;4  5                                                                                                                                                                                                                                   
guard.sparkno=40 ;41 ;42                                                                                                                                                                                                                                                         
guard.ctrltime=id +0(var(31):=0 ;2 ;3 ;4  5|| var(30):= 510584 ;>=last value is equal to y of sparkxy value
For Helper Sparks Stateno 152100
helper size.height=0,2,3,4, 40,41,42(is guarding)
var(31) determines which spark you are using

also paste this to cmd,if you want it to work

;;---
;;---
;; hit_spark / guard_spark (v30-32)
;;--- set
;[state 0]
;    type=varset
;    trigger1=(movecontact=1) && (var(32)=-1)
;    var(32)=hitpausetime ;;<- memo hitpausetime to var
;    ignorehitpause=1
;;--- hit_spark_def
;[state 0]
;    type=explod
;    trigger1=(movecontact=1) && (var(32)=hitpausetime) && (sysfvar(0)<=0)
;    trigger1=var(31)>=0 ;; sparkno
;    anim=f0+ifelse(movehit,ifelse(var(31)%10<3, var(31)%10, 3), 40)
;    ownpal=0
;    postype=p2
;    pos=((var(30)/1000)%1000)-500, floor( (500-(var(30)%1000)) const(size.yscale) -p2dist y)
;    sprpriority=5
;    facing=-1
;    ignorehitpause=1
;[state 0]
;    type=playsnd
;    trigger1=(movecontact=1) && (var(32)=hitpausetime) && (sysfvar(0)<=0)
;    trigger1=var(31)>=0 ;; sparkno
;    value=f5+(movehit=0), ifelse(var(31)%10>4,4,var(31)%10)(movehit>0)
;    ignorehitpause=1
;;--- reset
;[state 0]
;    type=varset
;    trigger1=(var(32)>-1)
;    var(32)=-1


You can even modify sparks within common.cns/fightfx/or air file and do your own thingy an example would be https://www.youtube.com/watch?v=LIi_7btf_Ms

Do I have to change every hitdef in a char's files for the sparks?
Title: Re: add004basic
Post by: BurningSoul on November 03, 2018, 08:42:26 pm
yep,also I seem to have some error with this,not sure why or how but it works sometimes,and sometimes it doesnt so might as well just try this cmd code
for characters that use pots sparks etc(example: sparkXY = -10 + 0 * (var(35) := 59), var(36):= -78 will be changed to sparkXY=-10,-78)
I also suggest disabling sparkno or guardno or whatever if a problem occurs

Code:
;--------------------
; hit_spark / guard_spark (v30-32)
;--- set
[state 0]
type=varset
trigger1=(movecontact=1) && (var(32)=-1)
var(32)=hitpausetime ;;<- memo hitpausetime to var
ignorehitpause=1
;--- hit_spark
[state 0]
type=helper
trigger1=(movecontact=1) && (var(32)=hitpausetime) && (sysfvar(0)>0) && (sysvar(4)=0)
trigger1=var(31)>=0 ;; sparkno
id=152100
stateno=152100
helpertype=normal
ownpal=0
keyctrl=0
postype=p2
pos=((var(30)/1000)%1000)-500, floor( (500-(var(30)%1000)) *const(size.yscale) -p2dist y)
size.height= (var(31)%10) +(moveguarded)*40 ;; hit/guard_spark
facing=1
ignorehitpause=1
;--- hit_spark_def
[state 0]
type=explod
trigger1=(movecontact=1) && (var(32)=hitpausetime) && (sysfvar(0)<=0) && (sysvar(4)=0)
trigger1=var(31)>=0 ;; sparkno
anim=f0+ifelse(movehit,ifelse(var(31)%10<3, var(31)%10, 3), 40)
ownpal=0
postype=p2
pos=((var(30)/1000)%1000)-500, floor( (500-(var(30)%1000)) *const(size.yscale) -p2dist y)
sprpriority=5
facing=-1
ignorehitpause=1
;;[state 0]
;; type=playsnd
;; trigger1=(movecontact=1) && (var(32)=hitpausetime) && (sysfvar(0)<=0) && (sysvar(4)=0)
;; trigger1=var(31)>=0 ;; sparkno
;; value=f5+(movehit=0), ifelse(var(31)%10>4,4,var(31)%10)*(movehit>0)
;; ignorehitpause=1
;;--- reset
[state 0]
type=varset
trigger1=(var(32)>-1)
var(32)=-1
Title: Re: add004basic
Post by: Umezono on November 04, 2018, 01:56:40 am
Put the above in code tags for easier viewing.
Title: Re: add004basic
Post by: BurningSoul on November 05, 2018, 07:09:00 pm
I cant seem to call assist no matter what I do with this,am I doing sth wrong?
I use 6 buttons characters nothing calls out the assists
Title: Re: add004basic
Post by: Robnius on November 21, 2018, 08:15:37 pm
Well, I made some progress on my own, since the "help" you get here is not much to collaborate on. Most of what you get here is "read the docs".

But overall, I wanted to show some stuff i have managed to accomplish.


This is my attempt at creating a 2 player hyper move.
Spoiler, click to toggle visibilty

This is my attempt at creating a 2 player hyper move for a total of 2 per character. (So far)
Spoiler, click to toggle visibilty

This is another attempt (All 3 of them have been implemented) to make a super and tag out for more custom control.
Spoiler, click to toggle visibilty

This is the assists I have been able to code in. Anti-Air, close range, medium range and far away. (4 Different in total)
Spoiler, click to toggle visibilty

Some other stuff I have been working on. Call another player while being dizzy or whatever.
Spoiler, click to toggle visibilty

And lastly, a chain of supers as long as you have power bar.
Spoiler, click to toggle visibilty

Sorry for the quality of the videos. First time recording. Let me know your taughts, ideas and opinions.

Thanks.

Title: Re: add004basic
Post by: -Ash- on November 21, 2018, 09:24:42 pm
Thats really good stuff, I think that calling other characters while dizzy ain't necessary imo, since you're supposed to be vunerable while dizzy, and the chain supers might be a bit too much of a cluster.

Since you're open to ideas...

Hey, i want to know if its possible to have some pause effect on the tag switch while the character is running trough the screen, something like MvCI, i think it would make tag combos more fluid and open more possibilities.


0:27 for reference.

Title: Re: add004basic
Post by: Robnius on November 21, 2018, 09:42:04 pm
...Calling other characters while dizzy ain't necessary imo, since you're supposed to be vunerable while dizzy....

...
Chain supers might be a bit too much of a cluster.

Since you're open to ideas...

First, I'm not releasing any of the code. It's not mine. I just learned it and modified it. Was trying to show what "we" can do. I did this by myself, and I haven't release or been involved in MUGEN for like 10 years. Mind you, that this was made with 4 characters. They all have 2 Team Super Moves and 1 Tag Out super move, with 4 assists each.

1. I know, but it's not what it's supposed, it's what I manage to do. Also, in a Team Battle, I would jump in for my partner and help. It's for me.

2. MvC was always a cluster of characters with assists and team hypers. Again, it's for me. I was just showing.

3. I have tried MANY times with the knowledge I know, and I can't get it to pause like that. It always pauses the ENTIRE team.

Im reading more into UNOSHE's code (Uno Tag). I was able to understand it and port some of it to Add004. I'll keep checking because I know, there is a small "pause" when you tag in the partner like what you want. (I would also like it) See next note.

Things that I would still like to do:
1. Tag in with an attack
2. A character template created by "us" (The active Mugen community) to perfection (No bugs, better versions of old codes). So that future characters will be better, more compatible with each other and more "universal".

I wish we can come together and create a full game, work together, help each other learn and understand, so that they can be better.

This, "read the docs" crap is not working. It didnt work in the old "Mugen Development Forum" if some of you remember that place. That's where I started.

I hope, some day.....
Title: Re: add004basic
Post by: -Ash- on November 21, 2018, 10:11:17 pm
Ok man, I wish you luck on whatever you're up to, thanks for clarifying.
Title: Re: add004basic
Post by: EveryonesKouhai on November 25, 2018, 12:44:00 am
so redhot's morrigan doesn't wanna work with add004, anyway to fix this
Title: Re: add004basic
Post by: Koopa901 on November 27, 2018, 11:59:09 pm
Has anyone added this system to Ikemen+?
If so how to add this in?
Title: Re: add004basic
Post by: Bejeeta on November 28, 2018, 12:22:51 am
Ikemen go plus already has the system, you dont have to patch the characters.
Title: Re: add004basic
Post by: XANDERAC on December 06, 2018, 01:45:38 am
I recall running into a similar issue with the Uno Tag system before and I wasn't sure how to correct it, basically I patched a character (in this case with just the add004 patch) and for some reason all seems well but the EX Flash Kick on Trololo's Charlie/Nash does a substantial more damage than it's supposed to. I remember in a video it mentioned something about going into the state and editing the damage value of the move, but even after looking through the characters files, I can't seem to figure this one out, any solutions possibly? sorry if this seems like the wrong place to ask
Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: BurningSoul on December 11, 2018, 06:23:50 pm
Anyone knows If I can use Bs0 lifebar with running in tag system?
Title: Re: add004basic
Post by: Virtua Richie (kenmasters2812) on December 12, 2018, 02:29:59 am
Edit: Nevermind I misread.

I don't think there is a config switch for Run in VS Jump in

If you want the characters to run into the screen while tagging instead of jumping in, you'll have to overwrite the jump in states in BS0 with the run in states from Add004.
Title: Re: add004basic
Post by: JoeStarX on December 19, 2018, 09:12:26 am
Hey guys i'm really enjoying the 3v3 mugen its so much fun but i'm having an issue as you can see Chun Li during intros is facing the wrong way making it look like she is on the player 1 team how do I fix that? sorry for grammar and pronunciation issues.

https://imgur.com/a/gL4QEyz
Title: Re: add004basic
Post by: -Ash- on December 19, 2018, 10:14:40 am
Try restoring and patching again.
Title: Re: add004basic
Post by: JoeStarX on December 19, 2018, 10:53:09 am
Try restoring and patching again.

Thanks for the reply I've done that and i'm still getting the same result. I feel perhaps I might be restoring incorrectly
Title: Re: add004basic
Post by: -Ash- on December 19, 2018, 12:10:08 pm
Yeah maybe she(or other character used) has some codes left causing that bug, try redownloading just in case.
Title: Re: add004basic
Post by: JoeStarX on December 20, 2018, 01:10:22 am
Hey guys i'm curious if there is a separate way to patch characters to work in the 3v3 tag format? At the moment I use Capcom Vs SNK tag team as a base and i'm noticing in the characters files they're are to def files and one of them says 3V3. I was just wondering how that gets done
Title: Re: add004basic
Post by: -Ash- on December 20, 2018, 01:43:13 am
You can patch characters separately by using their .def file instead of mugen.exe
Title: Re: add004basic
Post by: STANLEY69 on December 22, 2018, 02:23:13 am
How do I perform super cancels with a partner assist, cause I try to attempt it and it didn't work. Can somebody help me out?
Title: Re: add004basic
Post by: NerdyAlias on December 22, 2018, 08:15:39 pm
Does anyone know the 3v3 add-on needed to use 3v3 tag in add004?
Title: Re: add004basic
Post by: -Ash- on December 24, 2018, 01:23:31 am
You need the 3vs3 mugen.exe patch.
Title: Re: add004basic
Post by: NerdyAlias on December 24, 2018, 05:03:16 pm
Also, how do you edit the commands to change and do an assist?
Title: Re: add004basic
Post by: kamui 2.0 on December 24, 2018, 09:05:17 pm
download all of mugen_a4b from onedrive https://onedrive.live.com/?authkey=%21AB69MXIhExeFFTo&id=D1C297A61B1EF0FA%21263&cid=D1C297A61B1EF0FA
except work folder,also download pie
paste bat and text files to where your mugen.exe is,copy and paste the bar folder you wanna use inside rar(add004,add004_bs0,add004_svc) to data folder,open the folder of bar you wanna use,copy common1.cns,paste it to data folder
copy your system def and paste it to lifebar's folder
open system def and find
fight =

change it to this if you are using svc folder
fight = add004_svc/res/fight_720p.def(other resolutions are available too check them)


change it to this if you are using bs0 folder
fight= add004_bs0/res/fight_720p.def(other resolutions are available too check them)

change it to this if you are using add004 folder
fight = add004/res/fight_720p.def(other resolutions are available too check them)



If you wanna update it then click over name of that zip in onedrive(update_20170725) and inside that download mugen_a4b_2017725,and paste it to whatever bar you are using(if you are using add004 folder version or add004_bs0 or add004_svc)

Finally
Patch your characters using pie.exe,I do it manually so it doesnt miss anyone but you can just click over mugen.exe and patch,which should do all characters

thank u mete122
but I'll wait for video tutorial, I'm kind stupid
Title: Re: add004basic
Post by: Akito on December 28, 2018, 04:23:58 pm
Guys, sorry for question, but what the size of small portraits in Shiyo Screenpack?

(https://i.imgur.com/0wQYWBx.png)
Title: Re: add004basic
Post by: carlosspeed on December 28, 2018, 04:42:37 pm
Guys, sorry for question, but what the size of small portraits in Shiyo Screenpack?

(https://i.imgur.com/0wQYWBx.png)

Try size 25x25 with fighter factory.
Title: Re: add004basic
Post by: Akito on December 28, 2018, 04:57:43 pm
No, It's not 25x25, the Ryu (in left) have this size, and is not the right size of screenpack.
Title: Re: add004basic
Post by: STANLEY69 on December 29, 2018, 05:43:01 am
Does anyone know where I should download add004pie.ini? Cause @Ash told me to copy the codes on add004pie.ini, and paste under the designated states on the character's files, replacing the old codes.
Title: Re: add004basic
Post by: STANLEY69 on December 29, 2018, 06:03:08 am
Also, I noticed that welloxz (AKA the guy who made the Capcom VS Snk Tag Mugen stuff.) managed to patch Kim Dong Hwan and Kim Jae Hoon without creating a clone of each other. I mean he must've patch those characters without using the add004.exe. Like how?
Title: Re: add004basic
Post by: KoEnder on January 01, 2019, 09:18:59 pm

Hello, I'm having some trouble with the lifebar. Specifically, it either doesn't show up completely or it does what's in the screenshot. I'm using IKEMAN Plus, not Mugen or Vanilla Ikeman to be clear. So I was wondering if someone could help, and show me how to properly install this addon with no future issues of this kind of magnitude. Any information on how to install this to IKEMAN Plus would be very much appreciated.

Screenshots of issues I mentioned: https://imgur.com/a/msfv4bb
Title: Re: add004basic
Post by: Akito on January 02, 2019, 12:34:27 pm
Guys, where can I change the portrait numbering of lifebar 9000.0? I want to put 9000.4. I dont find in system of add004.
Title: Re: add004basic
Post by: -Ash- on January 02, 2019, 01:06:48 pm
add004pie.ini, you need to repatch the characters after changing it.
Title: Re: add004basic
Post by: NerdyAlias on January 02, 2019, 04:39:05 pm
There was an update
Title: Re: add004basic
Post by: Flowrellik on January 03, 2019, 06:45:29 am
I really dig the new stuff involved for this version of Add4 Shiyo! Keep up the awesome work :D
Btw, those other stages you've shown in your videos that are not released, are those alphas?
私は本当にAdd4 Shiyoのこのバージョンに関わる新しいものを掘り下げます!素晴らしい仕事を続けてください:D
ところで、あなたがあなたのビデオの中で公開されていない他のステージは、それらのアルファですか?
Title: Re: add004basic
Post by: XANDERAC on January 04, 2019, 05:41:09 am
I'm a bit confused as to how to change the actual tag command, I assume it's this line in the common1.cns "Config.Tag_Command"
but I can't figure out what command I need to change and I couldn't find it by searching myself, if anyone could help it would be appreciated.
Title: Re: add004basic
Post by: NerdyAlias on January 04, 2019, 09:25:25 pm
I tried changing the change input to start but then I got an error that said this
Spoiler, click to toggle visibilty
Does anyone know how to fix this?
Title: Re: add004basic
Post by: xcheatdeath on January 05, 2019, 03:00:23 am
I'm a bit confused as to how to change the actual tag command, I assume it's this line in the common1.cns "Config.Tag_Command"
but I can't figure out what command I need to change and I couldn't find it by searching myself, if anyone could help it would be appreciated.

look for

Code:
trigger1=(root,command="y") && (root,command="a")

and change the y and a to whatever you want
Title: Re: add004basic
Post by: XANDERAC on January 06, 2019, 06:18:26 am
thank you so much!
Title: Re: add004basic
Post by: BahamianKing242 on January 16, 2019, 03:16:52 am
oh wow finally he release the new add004
Title: Re: add004basic
Post by: KoEnder on January 16, 2019, 12:17:13 pm
oh wow finally he release the new add004


How do I get the link? Is it just the one on the first page.
Title: Re: add004basic
Post by: carlosspeed on January 16, 2019, 01:21:56 pm
oh wow finally he release the new add004


How do I get the link? Is it just the one on the first page.

yes
Title: Re: add004basic
Post by: BahamianKing242 on January 16, 2019, 02:42:22 pm
oh wow finally he release the new add004


How do I get the link? Is it just the one on the first page.

yes and you can see by the date to on it
Title: Re: add004basic
Post by: KoEnder on January 16, 2019, 03:36:22 pm
One more question, I've been trying to get the Input Display working, but I'm having trouble getting it to work. Is there a specific process or something?
Title: Re: add004basic
Post by: GaziraAgain on January 16, 2019, 05:35:14 pm
Could you please tell me what's new in this version versus the other? If I want to use it,  I need to restore the characters first and re-patch with the new add004pie file inside the compressed file? Thank you very much for the help.
Title: Re: add004basic
Post by: K。血 on January 19, 2019, 04:13:23 am
This basic lost something. Like different kind of open fight sound...
Title: Re: add004basic
Post by: orion on January 24, 2019, 02:43:32 am
Hi, Shiyo Kakuge. I'm happy you continue to tweak your TAG system patch on mugen. I noticed that you solved the bug of the sprite of change that did not appear at the time of the previous version change.

I personally did not like some things in the new update (02.01.2019). The punctuation system disappeared, something innovative of version 25.07.2017. I am in favor of this system to return, because we can observe in real time the score made by the character. This leaves the games more dynamic.

The Dizzy system in battle that is linked to 5300 animation also disappeared. I am in favor of him to come back too, because in sequential combos it is interesting that the char simulate dizziness. Taking as much kicking and lifting as if nothing had happened is strange. This innovation that came up in the previous version should also remain in my opinion.

Thanks for your effort.
Title: Re: add004basic
Post by: TiE on January 31, 2019, 09:52:39 am
Plain "WOW!" for what this has become over the past years.
I still have to fight my way through the thread. So I can't give proper feedback, yet.

Just started reading today & had to pause at page 7, so please pardon me, if this was mentioned before...
Are you aware that the info.gif in your initial post misses the first "r" in the word "partner", @Shiyo Kakuge?
Title: Re: add004basic
Post by: Virtua Richie (kenmasters2812) on January 31, 2019, 06:21:04 pm
Hi, Shiyo Kakuge. I'm happy you continue to tweak your TAG system patch on mugen. I noticed that you solved the bug of the sprite of change that did not appear at the time of the previous version change.

I personally did not like some things in the new update (02.01.2019). The punctuation system disappeared, something innovative of version 25.07.2017. I am in favor of this system to return, because we can observe in real time the score made by the character. This leaves the games more dynamic.

The Dizzy system in battle that is linked to 5300 animation also disappeared. I am in favor of him to come back too, because in sequential combos it is interesting that the char simulate dizziness. Taking as much kicking and lifting as if nothing had happened is strange. This innovation that came up in the previous version should also remain in my opinion.

Thanks for your effort.

All these features are still in the latest version of Add004. You need to re-enable them again in config.system_switch if you just updated to the latest version
Title: Re: add004basic
Post by: Icarusu on January 31, 2019, 08:59:46 pm
A few questions..
How do i fix when the match ends upon the death of only 1 player instead of both? cause i used to back then have to defeat the two characters of the team and now i don't know what i did but for some reason now it only takes one to K.O the match plus the second member has AI for both sides, i've tried all other .bat files too.
Is it also safe to update? i'm using the one from MugenMatch 2.1 (well i'm using MugenMatch) will i need update all characters again? if i have to replace all old files won't that mean resetting from step 1? is it even worth updating?
Title: Re: add004basic
Post by: orion on February 01, 2019, 02:05:03 am
Friend @kenmasters2812, where can I find this config.system_switch to re-enable the score and system of dizzy?

Title: Re: add004basic
Post by: President Devon on February 01, 2019, 03:24:58 am
Friend @kenmasters2812, where can I find this config.system_switch to re-enable the score and system of dizzy?


common1.cns

The first place you should look.
Title: Re: add004basic
Post by: culebrin on February 05, 2019, 09:38:44 am

- download (onedrive > up_add4)
 https://1drv.ms/f/s!AvrwHhuml8LRggcevTFyIRMXhRU6


(https://hj8i6a.blu.livefilestore.com/y4mWXt2xBh1M3QBpBzFxbmb2C1kamSyVes1QK6kep3xCHdQD-eacHN3VsPory4rLILKrBNtnCsakhDsLnT2rmjbkw2k-AaBjQxmZxhOqLvc7v8jDzDM9K20OephsNYcdwvvWNqfuVKVZ-ZIcS0RcmSTiAqfS-cIGLKolopXmxwWndDNwhvQMd2QEFIL_yC2MgLffsuQcyqbrlqrk_XtLPkoeQ)

(https://hj8plw.by3302.livefilestore.com/y4mAzQtQgnfmuN-Y91bzDDhbFBcLdqAZGtFSVHzPBkkDyqwBVT5m2U8CV7V09eQaXMHXDnzw8rnkq-cT5S7OtxqHPLqHRXo10OIpTCGWCqzSqV-y4mViZTrQ892B_EmzQ1MJApACqybwkBdN0CZ3JdYsPEKwpxp51rC2OUmLjZAIZ_azEBcLe63EMb1FoZ6xsXJRflRyqymzTPMycKnxSao2A)

- download (onedrive > up_add4)
 https://1drv.ms/f/s!AvrwHhuml8LRggcevTFyIRMXhRU6

- preview
 http://youtu.be/qywbGoVs3gs

Broken link
Title: Re: add004basic
Post by: Virtua Richie (kenmasters2812) on February 05, 2019, 11:51:17 am
Broken link

The link to one drive works fine
Title: Re: add004basic
Post by: culebrin on February 05, 2019, 12:03:59 pm
Broken link

The link to one drive works fine
I tested on another computer, if you already logeed on onedrive appears offline, then I login out and work fine is a rare issue
Title: Re: add004basic
Post by: REDHOT on February 17, 2019, 06:03:03 pm
Hi! i`m thinking to use the add004 patch for the characters and lifebars.. someone know how to code the scale of a lifebar´s damage like this? and if it is possible that it is not deformed

(https://i.imgur.com/5H3pb59.png)
Title: Re: add004basic
Post by: Flowrellik on February 25, 2019, 04:25:27 pm
Ikemen version is released.
Title: Re: add004basic
Post by: -Ash- on February 25, 2019, 04:59:50 pm
What exactly was released tho? Its seems to be missing a lot of files in this Ikemen version.
Title: Re: add004basic
Post by: BurningSoul on February 25, 2019, 05:10:50 pm
its a probably a patch,you grab the first version then apply the ikemen one if you want to use it in ikemen
Title: Re: add004basic
Post by: -Ash- on February 25, 2019, 05:14:33 pm
Ohhhhh, I see, thanks man.
Title: Re: add004basic
Post by: junkerde on February 28, 2019, 08:35:29 pm
edit: doesn't really work.
Title: Re: add004basic
Post by: Azul Crescent on March 16, 2019, 11:25:21 pm
So it's probably be answered thousands of times but i really don't feel like scowering through 61 pages to find a possible answer...

Is there anyway to prevent or easily fix it if during the patching progress, even though it says successful, characters breaking?

When i tried to patch my entire roster (I even did it a few at a time just to be safe), a couple characters broke. And not just 1 or 2, at least 5 or 6 maybe more (didnt try every single one) broke out of 1/2 of my roster i tried (I have about 130 characters in my roster).  They were mostly command % state issues.

Idk if it matters, but i use Mugen 1.1
Title: Re: add004basic
Post by: culebrin on March 23, 2019, 04:59:09 am
(https://i.imgur.com/66ZZP7C.png)
I have this problem when i try run the patcher
Title: Re: add004basic
Post by: 2Dee4ever on March 24, 2019, 11:41:55 am
Nice work on updates! Going to check them out now.
It looks as though the name displays are no longer an issue for anyone interested in 3v3+.
The last thing would be the unique scores for arcade.
I'll be working on it.
Title: Re: add004basic
Post by: Flowrellik on March 24, 2019, 03:17:44 pm
Oh man this is sweeeeet! Keep up the great work Shiyo!
Title: Re: add004basic
Post by: PeXXeR on March 24, 2019, 03:38:10 pm
Im checking the ini file that came with the latest update, which code should I remove so the patcher patches only the bars and the splash/dust explods, I do not want to use the tag functionality or add just defend to the chars ?

Or a list of what vars are associated with what functionality so I can edit as I go ?

EDIT: I found it.
Title: Re: add004basic
Post by: REDHOT on March 24, 2019, 04:26:08 pm
Excellent work!!, Mugen is totally another thing with the patch that you created, and this is a great update.
Title: Re: add004basic
Post by: PeXXeR on March 24, 2019, 04:38:17 pm
after extracting the file in the first page on a fresh mugen patching a single char gives me this error
(https://images-ext-1.discordapp.net/external/e6XFHsZfrnp-aT0uPWCvIK7gOxGKoe8XmiJx3wF9atY/https/i.gyazo.com/thumb/1200/c425807212ecff28f4b544ee1c5b9cef-png.jpg?width=410&height=237)
Any idea whats happening ?

EDIT: IT happens only on Soy Sauce chars ?
Title: Re: add004basic
Post by: Stone-Wolf on March 24, 2019, 04:52:35 pm
after extracting the file in the first page on a fresh mugen patching a single char gives me this error
(https://images-ext-1.discordapp.net/external/e6XFHsZfrnp-aT0uPWCvIK7gOxGKoe8XmiJx3wF9atY/https/i.gyazo.com/thumb/1200/c425807212ecff28f4b544ee1c5b9cef-png.jpg?width=410&height=237)
Any idea whats happening ?

EDIT: IT happens only on Soy Sauce chars ?

worked fine here, tested with ryo and mr karate
Title: Re: add004basic
Post by: PeXXeR on March 24, 2019, 05:38:41 pm
I'm assuming im missing something is the file on the first page the 7mb one the full tag system ? seems a bit small ?
Even after I removed the tag functionality from the install I still have it
If I remember correctly do I need some patched Exe's for mugen or something like that ?
Title: Re: add004basic
Post by: REDHOT on March 24, 2019, 05:40:43 pm
after extracting the file in the first page on a fresh mugen patching a single char gives me this error
(https://images-ext-1.discordapp.net/external/e6XFHsZfrnp-aT0uPWCvIK7gOxGKoe8XmiJx3wF9atY/https/i.gyazo.com/thumb/1200/c425807212ecff28f4b544ee1c5b9cef-png.jpg?width=410&height=237)
Any idea whats happening ?

EDIT: IT happens only on Soy Sauce chars ?

I think that mugen tells you that Ryo doesn´t have that comand in his cmd file.
Mugen reads some state that contains that comand in the line 5025 in his cns file, the problem it´s that comand doesn´t exist in his cmd file.
Title: Re: add004basic
Post by: PeXXeR on March 24, 2019, 05:45:56 pm
Thanks I'll investigate on whats happening. I pretty much figured everything out bar the Soy Sauce chars issue.
Title: Re: add004basic
Post by: kaczor787 on March 24, 2019, 06:57:36 pm
for me is still hard to install add004 to my mugen. ;(
Title: Re: add004basic
Post by: PeXXeR on March 24, 2019, 06:59:26 pm
after extracting the file in the first page on a fresh mugen patching a single char gives me this error
(https://images-ext-1.discordapp.net/external/e6XFHsZfrnp-aT0uPWCvIK7gOxGKoe8XmiJx3wF9atY/https/i.gyazo.com/thumb/1200/c425807212ecff28f4b544ee1c5b9cef-png.jpg?width=410&height=237)
Any idea whats happening ?

EDIT: IT happens only on Soy Sauce chars ?

worked fine here, tested with ryo and mr karate

Wolf did you use the latest versions of the chars ? also the latest version of the patcher ?

I believe I know whats happening me not having the japanese language pack installed and the pie exe cannot read the commands properly I may have to install that, thats why the command prompted in the error is a mess of letters.

Nope I even changed the system local and its the same.

Interesting though even after the windows tweaking its not taking effect in the CMD the chars still look like a garbled mess.
I have a feeling this is the cause.
(https://i.gyazo.com/41bcd45cc00742b45d9512e159509a8c.png)
Title: Re: add004basic
Post by: Stone-Wolf on March 24, 2019, 07:32:35 pm
i download from the soy sauce collection here in the forum,im using latest 004 update, mugen 1.1, 4v4 patch, looking at the line 5025 in the cns is trigger1 = command = "交代" is not from add004pie, but maybe get messy when updated by it, try manually insert the codes
Title: Re: add004basic
Post by: junkerde on March 24, 2019, 08:14:21 pm
how do you make it so you can call your other partner in a 3v3 to assist? As default it only allows you to have 1 assist from 1 of your teammates, I couldnt figure out which var does this. Where in switching you can switch to eitehr partner, assist does not do this. aka "Assist from Partner 1, and Assist from Partner 2, while you are playing the 3rd partner on your team"
Title: Re: add004basic
Post by: PeXXeR on March 24, 2019, 08:15:55 pm
i download from the soy sauce collection here in the forum,im using latest 004 update, mugen 1.1, 4v4 patch, looking at the line 5025 in the cns is trigger1 = command = "交代" is not from add004pie, but maybe get messy when updated by it, try manually insert the codes

The issue was fixed once I reset my fonts for my OS and change the Local, now the patcher patches correctly.
I double tested with the code and it worked but I wanted the patcher to do it and that did the trick.

Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: Icarusu on March 24, 2019, 11:28:22 pm
Can anyone tell me how to update 004? do i just repatch all characters or is there a easier way?
Please, i need one reply!
Title: Re: add004basic
Post by: jenngra505 on March 25, 2019, 12:17:35 am
Finally got to applying this to my roster and for the most part it works pretty well. The only problem is I can't apply the patch to YU-TOHARU's Hatsune Miku because it keeps saying "Bad file name or number" when I try to test it with Restore.
Title: Re: add004basic
Post by: -Ash- on March 25, 2019, 12:19:20 am
Can anyone tell me how to update 004? do i just repatch all characters or is there a easier way?
Please, i need one reply!

You need to restore first, then repatch with the updated 004.
Title: Re: add004basic
Post by: GaziraAgain on March 25, 2019, 05:57:58 am
It would be possible using the files that add004 brings to create animated portraits for the versus screen? Thank you very much.
Title: Re: add004basic
Post by: Flowrellik on March 25, 2019, 05:59:44 am
seems like now you can do custom sprites for names now for the characters now.
This can bring some wonderful ideas :D
Title: Re: add004basic
Post by: junkerde on March 25, 2019, 06:01:20 am
seems like now you can do custom sprites for names now for the characters now.
This can bring some wonderful ideas :D

yeah always thought that using an explod as 3rd member for name display would be the right fix, heck health bars for the rest of the players worked before similarly using this way.
Title: Re: add004basic
Post by: Flowrellik on March 25, 2019, 06:09:26 am
only thing left now for coding is one little code that I remember seeing: Light effect.
I remember seeing in KOFEXUM, which used a similar coding based on Add004, where on some stages where author = "light", there's that glow background that gives it that glimpse of a fire light on the character.
Title: Re: add004basic
Post by: Tanky Blobbit on March 25, 2019, 07:52:00 am
When I restored and re-patched my characters, it ended up butchering most of them from refusing to tag in most of the times, to not working at all and crashing mugen. This kinda bummed me out tbh. I'm using 1.1 btw and using the bs0 lifebars.
Title: Re: add004basic
Post by: GaziraAgain on March 25, 2019, 10:31:52 am
seems like now you can do custom sprites for names now for the characters now.
This can bring some wonderful ideas :D

Maybe with this it´s possible create the animated portraits for versus screen? Where I can find this new option please? I wanna try it, thank you very much.
Title: Re: add004basic
Post by: 2Dee4ever on March 25, 2019, 10:55:57 am
Not sure how that is related to animated portraits for vs screen.
Title: Re: add004basic
Post by: GaziraAgain on March 25, 2019, 11:40:46 am
Not sure how that is related to animated portraits for vs screen.

Maybe it´s only related to lifebar names... oooh...
Title: Re: add004basic
Post by: junkerde on March 25, 2019, 08:21:06 pm
any idea what I could do in 3v3 to be able to call in any teammate to do an assist? By default you can only call 1 teammate to do their assist. Tried messing with how being able to switch to any partner was done but, alas nothing. thoughts?
Title: Re: add004basic
Post by: PeXXeR on March 25, 2019, 09:59:14 pm
Just curious, how do I nuke just defend from the bars ?
Title: Re: add004basic
Post by: Icarusu on March 29, 2019, 12:05:48 am


Am i missing something out?
Or is this private?
Like, the fact he can do 4vs4, the different styled lifebar that has littlle icons and names for the other 3 people on your team, the ''cpu level'' whatever could it mean..and much more..
Can someone just tell me if this is just all private or i'm not realizing i can do it too on latest update?
Title: Re: add004basic
Post by: RagingRowen on March 29, 2019, 12:11:10 am
The 4vs4 requires the 3v3/4v4 Mugen Patch and the CPU Level is shown for CPU opponents.
Haven't checked the icons yet.
Title: Re: add004basic
Post by: Icarusu on March 29, 2019, 12:22:28 am
The 4vs4 requires the 3v3/4v4 Mugen Patch and the CPU Level is shown for CPU opponents.
Haven't checked the icons yet.

Okay,  please tell me if the icons are private or work at the latest update somehow.

also apparently i need restore/repatch every single char to work on newer update or else it glitches, is there a way to just patch everyone that has been patched before or it just assumes i dont have too mucch chars?
Title: Re: add004basic
Post by: PeXXeR on March 29, 2019, 09:09:20 pm
Gonna ask again, how do I tell the patcher not to patch just defend in my chars ?
Ive seen some the code about it and I dont want to go char by char and remove the JD code.
If I can tell the patcher to not patch JD in, that would be the ideal solution.
Title: Re: add004basic
Post by: RagingRowen on March 29, 2019, 09:52:46 pm
IIRC you used to be able to do that when you went to this in your add004's common1.cns ;;>>@Config.System_Switch>> and uncommented at the just defend bit.
Title: Re: add004basic
Post by: junkerde on March 29, 2019, 11:51:04 pm
i love add004, but the thing that is lacking is documentation etc, for example there's lots of documentation for unotag and its also a simpler system, but all I see are video uploads of features not explained, and what makes it harder is that add004 is a more difficult system to edit. I get that theres a release notes and everything but it would be a whole lot easier if there was something from the author of this to explain.  its why i dont want to fully implement it over unotag just yet (for 3v3)
Title: Re: add004basic
Post by: PeXXeR on March 30, 2019, 12:42:13 am
IIRC you used to be able to do that when you went to this in your add004's common1.cns ;;>>@Config.System_Switch>> and uncommented at the just defend bit.

I grabbed the latest version of add004 there was no switch like this in there.
Title: Re: add004basic
Post by: 2Dee4ever on March 30, 2019, 12:47:35 am
As automated as it is already, you only have to have general knowledge to edit it further, but when I still see things like "how do I install?" Right there in the notes.. "How do I take this off?" Right there in the notes.. Do "I" have to unpatch all "my" characters to use this update? Huh?? lol. Everything is organized to be dummy proof. Everything has a config switch etc. Once you want to get creative and do your own thing, should you not have the knowledge to do so on your own? Anything that isn't here, if you want to implement, if you know your code, what does it have to do with documentation(even though its there clear as day)? At that point, you are adding something to it on your own no? What each var does is listed, everything is listed and documented.

;;---
;; Find these Marks to Config.
Spoiler, click to toggle visibilty

Forgot to add this "How to" that is also included..
Spoiler, click to toggle visibilty


You may have seen it, but not many realise that this exisits.
Spoiler, click to toggle visibilty

This tells you exactly what the patcher does. If you are having trouble with your characters working, I suggest reading it. Once you do, you'll see that you can manually fix those specific errors. "Start" "End" Keywords. Once you have patched your characters once already, those are the only things you need to change, copy and paste to the right area.
Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: PeXXeR on March 30, 2019, 01:13:00 am
Posting walls upon walls of code and switches for people that don't know or have not used the bars is  not very helpful.
To someone who's been using them for years at this point its easy. I started messing with them last week.

Its like showing you a Wireshark log, you won't understand anything bar basic stuff and asking you why is the level 3 header not pointing to the right address.

I'll figure it out, thanks though.
Title: Re: add004basic
Post by: 2Dee4ever on March 30, 2019, 01:30:48 am
Everything was a reply to.. Junkerde asked, I answered. Had nothing to do with your troubles.
i love add004, but the thing that is lacking is documentation etc, for example there's lots of documentation for unotag and its also a simpler system, but all I see are video uploads of features not explained, and what makes it harder is that add004 is a more difficult system to edit. I get that theres a release notes and everything but it would be a whole lot easier if there was something from the author of this to explain.  its why i dont want to fully implement it over unotag just yet (for 3v3)
There is a "How to" read me. Most who post here were able to get it as well as many others who probably took the two secs to read it. The OP made it real simple for everyone to use, if you choose to ignore the information, its on you.
Title: Re: add004basic
Post by: PeXXeR on March 30, 2019, 01:46:42 am
"How to" read me huh.
(https://i.gyazo.com/f91276759b0f6916ae20092b06a960b0.png)
This is what the latest zip contains, Ive checked all of those.

Yep, I understand all of it. (mm2 I would assume is for the screenpack)
(https://i.gyazo.com/6a2ced0e304075c6bc3ab8f9abe05cdb.png)

Either try to assist people by pointing them to the right direction on what they need to delete/look/whatever
or stop posting pages of code you don't understand yourself.


Anyway, i'm studying the ini's to find the JD code I need to remove, once I figure it out I can post it here so people know exactly what to remove.
Title: Re: add004basic
Post by: 2Dee4ever on March 30, 2019, 02:01:36 am
That is in the right direction.. Hmm posting the "how to" so you can see.. Posting the "changlelog"so you can see. What you are posting now, is slowly getting into that tilt area. You opened the SP file btw, not the lifebars.. For anyone who can read and read context, I'm sure it'll help them, or at least if you didn't know about that information, now you do. Good luck with learning how to read Pexxer, I'm sure you'll get it eventually.
Title: Re: add004basic
Post by: PeXXeR on March 30, 2019, 02:08:35 am
That is in the right direction.. Hmm posting the "how to" so you can see.. Posting the "changlelog"so you can see. What you are posting now, is slowly getting into that tilt area. You opened the SP file btw, not the lifebars.. For anyone who can read and read context, I'm sure it'll help them, or at least if you didn't know about that information, now you do. Good luck with learning how to read Pexxer, I'm sure you'll get it eventually.

Those kiddie replies aren't worth my time mate.
Title: Re: add004basic
Post by: 2Dee4ever on March 30, 2019, 02:48:11 am
You may need to re-download the most recent version if you are missing files. It has all of which I posted, including the how to. Open everything in notepad++ or fighter factory, will make it easier to read. If you.. Take a moment to read what I'm telling you.. Because everything is labeled you simply read it like a table of contents. So after looking at the notes you want "statedef 195500"
 
That means, you search for it. If you do you'll end up. That's where you would begin.
Spoiler, click to toggle visibilty
Again, let me reiterate, "if" you want to customize something, how could you, if you don't know how to read code? It's not a jab, its once you know the basics, you can easily edit this. It's made that way to allow that type of customization.
Title: Re: add004basic
Post by: PeXXeR on March 30, 2019, 03:19:37 am
I did grab the latest version. There was no "how to" file, however, I know which file you are referring to  when I was looking for just the SP someone had hosted it with an older version of the bars and the "how to" file was there.

Also some of the states appear as gibberish on my end ( I know what's causing it)

I did find that code from the get go, but I was unsure if JD was mandatory by that I mean if I was to remove it will it cause other issues.

I don't have much time during the workdays but I really want to get it going properly its super cool.
I'll mess about with it and see what happens that's the fastest way to learn it.

Thanks.


Title: Re: add004basic
Post by: STANLEY69 on March 30, 2019, 05:48:46 am
Alright, so apparently. 1 month ago, I messaged to the creator who made Capcom VS Snk Evolution Rev 2 game about how did he fixed Jae's cloning glitch bug thing or something and he said that the character got bad codes. So he said "Clones means bad codes. You need to open MUGEN, choose JAE HOON and when the fight starts press Ctrl + D to enable debug mode. Then, make the clone appear and watch in what's state has the error. Usually happens with an EXPLOD and your incorrect ANIM group. To solve this you need to create an empty animation group (I usually use the 9999 group) and indicate this group for the ANIM. If the ANIM is already in 9999, try changing to 1." Not only that but he posted me two images.

(https://i.imgur.com/tFYJu6j.png) (https://i.imgur.com/7rlPPSA.png)

I keep on finding the 90900 state that was causing and there was nowhere to be found, I keep on finding it and no results. I read through his tutorial and I got that, but I couldn't find the result that I was looking for. Like I searched through every single tab and they have the same number which is really confusing to me since I don't know which one is causing the problem.

So I'm kinda curious that is there anyone who have go through this kind of stuff before? If so, let me know.

Title: Re: add004basic
Post by: junkerde on March 30, 2019, 06:46:04 am
lol its cool we're all friends here

@2Dee4ever, so I got dual hypers to work like a few weeks ago, but wondering if you know what var can allow me to call any of my partners out? Right, so i tried reading the readme and code but its not working as it should, i also tried to mimic how you are able to tag in and out any partner in 3 on 3 as well. Basically, assist button defaults to only allowing 1 of your partners to assist, how do i manipulate the var so that it can also call out my 2nd partner? You have more add004 knowledge than me
Title: Re: add004basic
Post by: BurningSoul on March 30, 2019, 12:39:55 pm
Pexxer delete this in ini restore your chars and repatch.
;sys::-2::bk/jd_system ; ブロキング/ジャストD
[state 0]
   type=hitoverride
   triggerall=!ishelper && roundstate=2 && alive && (ctrl || stateno=52)
   trigger1=numprojid(195502)||numprojid(195503)
   trigger2=numpartner
   trigger2=partner,numprojid(195502)||partner,numprojid(195503)
   attr=sca,na,sa,ha,np,sp,hp
   stateno=195500
   time=1
   ignorehitpause=1
Title: Re: add004basic
Post by: PeXXeR on March 30, 2019, 03:28:10 pm
Pexxer delete this in ini restore your chars and repatch.
;sys::-2::bk/jd_system ; ブロキング/ジャストD
[state 0]
   type=hitoverride
   triggerall=!ishelper && roundstate=2 && alive && (ctrl || stateno=52)
   trigger1=numprojid(195502)||numprojid(195503)
   trigger2=numpartner
   trigger2=partner,numprojid(195502)||partner,numprojid(195503)
   attr=sca,na,sa,ha,np,sp,hp
   stateno=195500
   time=1
   ignorehitpause=1

Heyy that did it, thanks !
Title: Re: add004basic
Post by: 2Dee4ever on March 30, 2019, 09:10:06 pm
lol its cool we're all friends here

@2Dee4ever, so I got dual hypers to work like a few weeks ago, but wondering if you know what var can allow me to call any of my partners out? Right, so i tried reading the readme and code but its not working as it should, i also tried to mimic how you are able to tag in and out any partner in 3 on 3 as well. Basically, assist button defaults to only allowing 1 of your partners to assist, how do i manipulate the var so that it can also call out my 2nd partner? You have more add004 knowledge than me
You have to look where the commands are for the assist itself. As far as what you do, I’d have to actually do it to know, not interested in 3v3 though. He reads this though. Ikemen... I know it’s a hard transition, but that extra button is perfect for this just saying. Vs type games usually have dedicated assist buttons, or at the very least controlled by a directional input.
Title: Re: add004basic
Post by: PeXXeR on March 31, 2019, 03:23:32 am
Dunno where to ask but imma ask here, I have the add004 portraits pack, I want to use the mm2 screenpack, Im just curious the ports (the ones I have) are bigger then the boxes themselves(I know I can edit the cells themselves but thats not the point) and do not scale properly on the left side of the side of the screen (the p1 big port)

Even Shiyo's pre-made chars  the ports also don't fit in the MM2 screenpack. they use the default LC.
When I use the ports provided they do not scale like this.
The only thing I can think of is that Shiyo resizes them to the default mugen big port size.


Can anyone shed some light on this ? if not im just gonna have to edit the SP.

Thanks


Fixed
Title: Re: add004basic
Post by: -Ash- on April 02, 2019, 03:08:53 am
Does anyone here knows how to enable the palette bars/JD/Parry on other modes besides single player?
Title: Re: add004basic
Post by: K。血 on April 10, 2019, 03:34:50 pm
...How you all can make that portraits, Can anyone teach me how to make it?
Title: Portrait Problem
Post by: RagingRowen on April 13, 2019, 11:53:25 am
I'm trying to add Legacy ports to the BS0 lifebar but they come out huge.
I tried to edit the scale in the add004 txt and common1 files but nothing.
(http://i63.tinypic.com/2cf71mv.jpg)
Title: Re: add004basic
Post by: YugaCurry on April 13, 2019, 01:40:37 pm
I'm trying to add Legacy ports to the BS0 lifebar but they come out huge.
I tried to edit the scale in the add004 txt and common1 files but nothing.
Spoiler, click to toggle visibilty

In add004.ini

;;>>@Config.Face>>
;sys::-2::face_d ; portrait (顔)
[state 0]
   type=explod
   trigger1=!ishelper && alive && !numexplod(490600) && selfanimexist(909002)
   trigger1=sysfvar(0)>id && playeridexist(floor(sysfvar(0)))
   trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),numexplod(490600)
   trigger1=movetype!=h || (stateno=[120,159]) || (stateno=[5000,5199]) || (stateno=[190190,190196])
   id=490600
   anim=909002
   space=screen
   postype=left
   facing=ifelse(teamside=1,1,-1)
   ownpal=1
   bindtime=-1
   removetime=-1
        scale=.3,.3   <----- To be added
Uncomment---->;scale=playerid(floor(sysfvar(0))),fvar(32-(id=playerid(floor(sysfvar(0))),var(15))*10), playerid(floor(sysfvar(0))),fvar(33-(id=playerid(floor(sysfvar(0))),var(15))*10)
   pos=floor(const240p(playerid(floor(sysfvar(0))),fvar(30-(id=playerid(floor(sysfvar(0))),var(15))*10))), floor(const240p(playerid(floor(sysfvar(0))),fvar(31-(id=playerid(floor(sysfvar(0))),var(15))*10)))..................

Do the exact same thing in the common1.cns under the heading
>>@Config.Face>>
Title: Re: add004basic
Post by: 2Dee4ever on April 14, 2019, 12:22:51 am
Use animscale for best results. In this way you can scale each portrait individually based on size and retain quality.
Title: Re: add004basic
Post by: jenngra505 on April 23, 2019, 11:21:22 pm
A piece of advice for your next update: The root player can read a helpers variables with a piece of code like this helper(99),var(1) =1. This means you can make another helper and prevent glitches on characters that utilize the variables you use for add004 for something important. I also made a temporary code modification that lets your assists use a special that isn't state 1000 if the user feels that character should be in a different state. https://pastebin.com/eGkuGGrh Didn't see the full extent of the config when I posted the striked part.
Title: Re: add004basic
Post by: MageKing17 on April 24, 2019, 12:15:34 pm
You know the framework already supports characters defining what state they want to use for assists, right?
Title: Re: add004basic
Post by: K。血 on April 27, 2019, 08:30:50 am
Use animscale for best results. In this way you can scale each portrait individually based on size and retain quality.

I have not idea about the  animscale. That portraits I use PS is always break. And I need to draw by myself to fix it....
Title: Re: add004basic
Post by: RagingRowen on April 27, 2019, 05:30:00 pm

So far as of the previous update, he's gotten a Cinematic VS screen and, as seen with Tron, an animated portrait that blinks.
Title: Re: add004basic
Post by: 2Dee4ever on April 27, 2019, 10:46:20 pm
Animescale is scaling via anim code. You add the scale size at the end of your line. You use this when you only need specific things to be resized. You don’t need to use it K.. You need the port itself no? What exactly are you trying to do?

You could have always had animated portraits, doing that for all your characters though? *whew*, only this guy. The name changes though, the idea came from using name explodes surely. This is great for 2in1’s Ryu/E.Ryu. I remember someone was asking if you could add ports for “taking damage” etc. If you draw them, yes.

Have you thought about linking stun to 1v1 only? You’ve been doing a lot of 2v2 as of late.

Title: Re: add004basic
Post by: jenngra505 on April 30, 2019, 02:12:35 am
You know the framework already supports characters defining what state they want to use for assists, right?

Huh, good to know there's something I could've used as a template that would've worked better.
Title: Re: add004basic
Post by: BurningSoul on May 06, 2019, 08:39:44 pm
does anyone know how hyper bg works? sometimes it appears and sometimes it doesn't
Title: Re: add004basic
Post by: ROCK STAR on May 07, 2019, 06:17:25 pm


combo meter bugfix?

Combo Matters do not work when 'ground.hittime' or 'pausetime' of 1 frame occurs
Title: Re: add004basic
Post by: 2Dee4ever on May 07, 2019, 07:36:21 pm
Use streamable. Here I was hoping you had something new to show, boring around here.
Title: Re: add004basic
Post by: GaziraAgain on May 14, 2019, 06:04:39 pm
I would like to add a hyperBg animation. There are none by default that I can modify? I can´t find anything related with this... If not, in what part of the common1.cns file should I add the code to appear on the screen? I would like that the same animation appears for level 1,2 and 3 hyper moves. Thank you very much.
Title: Re: add004basic
Post by: Smoker5 on May 15, 2019, 08:26:27 am
Does anyone know how to make the smallest portraits? (http://i67.tinypic.com/8win3a.png)
Title: Re: add004basic
Post by: REDHOT on May 15, 2019, 02:07:43 pm
I would like to add a hyperBg animation. There are none by default that I can modify? I can´t find anything related with this... If not, in what part of the common1.cns file should I add the code to appear on the screen? I would like that the same animation appears for level 1,2 and 3 hyper moves. Thank you very much.

The add004 hyperBG is a bit complex, I suggest that if you want to add a hyperBG, you do it inside the character with a helper or explod (helper better), take a reference with a MvC mouser character (he use vars and helpers to create it)
Title: Re: add004basic
Post by: GaziraAgain on May 15, 2019, 05:58:59 pm
I would like to add a hyperBg animation. There are none by default that I can modify? I can´t find anything related with this... If not, in what part of the common1.cns file should I add the code to appear on the screen? I would like that the same animation appears for level 1,2 and 3 hyper moves. Thank you very much.

The add004 hyperBG is a bit complex, I suggest that if you want to add a hyperBG, you do it inside the character with a helper or explod (helper better), take a reference with a MvC mouser character (he use vars and helpers to create it)

Thanks again Redhot but I'd like to add them in the fightfx file because blazblue hyperbg it´s a pretty heavy file and with this I only add one time. But yes... it´s complex because I can´t find the statedef in the common1.cns.
I find in fight_air.txt the corresponding animations:
super / hyper effect
; lv1
[begin action 100]
; lv2
[begin action 101]
; lv3
[begin action 102]
But there are not appear in the common1.cns archive, the only [Statedef 100] and it´s definition is ; Run forward...???
That's wrong when you do not understand anything...  :???:



Title: Re: add004basic
Post by: REDHOT on May 15, 2019, 06:24:16 pm
I would like to add a hyperBg animation. There are none by default that I can modify? I can´t find anything related with this... If not, in what part of the common1.cns file should I add the code to appear on the screen? I would like that the same animation appears for level 1,2 and 3 hyper moves. Thank you very much.

The add004 hyperBG is a bit complex, I suggest that if you want to add a hyperBG, you do it inside the character with a helper or explod (helper better), take a reference with a MvC mouser character (he use vars and helpers to create it)

Thanks again Redhot but I'd like to add them in the fightfx file because blazblue hyperbg it´s a pretty heavy file and with this I only add one time. But yes... it´s complex because I can´t find the statedef in the common1.cns.
I find in fight_air.txt the corresponding animations:
super / hyper effect
; lv1
[begin action 100]
; lv2
[begin action 101]
; lv3
[begin action 102]
But there are not appear in the common1.cns archive, the only [Statedef 100] and it´s definition is ; Run forward...???
That's wrong when you do not understand anything...  :???:

You can add perfectly the effect in the fightfx, and then create the explod in the character`s cns with the letter F of the anim.
For example, If this anim you put the number 8550, inside the explod you should put the anim number like this:
Code:
anim = f8550

What means the "F"? means that the anim is INSIDE of the fightfx.air file
Title: Re: add004basic
Post by: GaziraAgain on May 15, 2019, 06:37:26 pm
Ok, I understand, and yes, the anim it´s only in one archive. Thank you very much REDHOT.
Title: Re: add004basic
Post by: STANLEY69 on May 16, 2019, 01:39:57 am
How do I make the guard bar decreases faster since the guard system just makes the guard bar decreases slowly.
Title: Re: add004basic
Post by: AVPboy on May 16, 2019, 03:16:38 am


I just tested it, gotta say, it works very good, and i truly want to exploit it's true potential, thanks.
Title: Re: add004basic
Post by: K。血 on May 19, 2019, 05:28:15 am
The new basic's portraits side is not good. I like the old style.
Title: Re: add004basic
Post by: reporter vesgo on May 19, 2019, 07:41:54 pm
does anyone know how to make raaja boy chars work on add004?
Title: Re: add004basic
Post by: BurningSoul on May 19, 2019, 07:46:57 pm
They do work on mine
Title: Re: add004basic
Post by: reporter vesgo on May 19, 2019, 07:58:23 pm
I summon satsuki and she stays there doing nothing

(http://[img]https://i.imgur.com/63GqnKK.png)[/img]
Title: Re: add004basic
Post by: BurningSoul on May 19, 2019, 09:23:25 pm
paste this to -1 in cmd
;------
;sys::-1::Partner-Assist-Registration
[state 0]
   type=varset
   trigger1=(stateno=190193)
   sysvar(1)= 1000
check your chars special moves and pick one then write that number to sysvar(1)
Title: Re: add004basic
Post by: Flowrellik on May 22, 2019, 04:20:31 am
Haggar's portrait's on his onedrive for anyone who wants it!
Title: Re: add004basic
Post by: K。血 on May 22, 2019, 04:06:53 pm
I just can find his three onedrive link, did any body know where is portraits onedrive?
Title: Re: add004basic
Post by: 2Dee4ever on May 23, 2019, 02:33:10 am
Where can I see the hyperBG you are trying to implement @GaziraAgain:
I need the source reference to see how it looks in game.

Does anyone know how to make the smallest portraits? (http://i67.tinypic.com/8win3a.png)
;---------
; as characters face / portrait
; ??????????
[begin action 909002]
9000,3, -53,-11, -1,,,0.1,0.1<x axis/y axis "anim scale"
*You can use this for many things such as scaling without loss of quality.
Title: Re: add004basic
Post by: XANDERAC on May 24, 2019, 02:10:11 am
I've been wanting to ask, but is there any simple mode of adding in a super for a team super or a command for it? Similar to how there's the one for assists that you place into the CMD? Like the one below

Code:
;------
;sys::-1::Partner-Assist-Registration
[state 0]
   type=varset
   trigger1=(stateno=190193)
   sysvar(1)=ifelse((p2statetype=a),1100,1000) ;;<-StateNo

1000 = neutral assist
1100 = aerial assist
Title: Re: add004basic
Post by: STANLEY69 on May 25, 2019, 05:35:48 am
So how do I make add some Special Assist Characters in when switching to another character during the fight? Cause I have seen a lot of it in Shiyo's videos.
Title: Re: add004basic
Post by: STANLEY69 on May 25, 2019, 05:36:06 am
Like turning them on that is.
Title: Re: add004basic Problem
Post by: RagingRowen on June 04, 2019, 02:36:46 pm
Problem: How do I get the portrait behind the Lifebar itself?
(https://imgur.com/xh5KLsk.png)
Title: Re: add004basic
Post by: Mr.Karate JKA on June 10, 2019, 03:51:55 am
How can i disable tag only on team coop?
Title: Re: add004basic
Post by: Smoker5 on June 10, 2019, 08:59:29 pm
Where can I see the hyperBG you are trying to implement @GaziraAgain:
I need the source reference to see how it looks in game.

Does anyone know how to make the smallest portraits? (http://i67.tinypic.com/8win3a.png)
;---------
; as characters face / portrait
; ??????????
[begin action 909002]
9000,3, -53,-11, -1,,,0.1,0.1<x axis/y axis "anim scale"
*You can use this for many things such as scaling without loss of quality.


hello friend those commands that you measured are not in the system1 are I looking for them in the system1 or where can I look for those commands?



I already check and it's in the air that command but I put that command that you used as an example and nothing comes out
Title: Re: add004basic
Post by: REDHOT on June 10, 2019, 09:39:59 pm
the scales, pos, offsets and sprprioritys of names and portraits are coded with fvars.
I don´t remember well WHAT fvar was.. but find fvar(24) in the common.cns and inmediatily you will be in that code.
Check the title if says something like "face".. it´s all very specified, you can change the scales right there.
Title: Re: add004basic
Post by: BurningSoul on June 10, 2019, 09:50:35 pm
you guys are making this complicated,
there is add004pie.ini txt file that comes with add004
open it
search for this line

;sys::-2::face_d_main ; portrait (顔)
[state 0]
   type=explod
   trigger1=!ishelper && alive && !numexplod(490600) && selfanimexist(909002)
   trigger1=(sysfvar(0)>0) && playeridexist(floor(sysfvar(0))) && roundstate=2
   trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),numexplod(490600)
   trigger1=id=playerid(floor(sysfvar(0))),var(15)
   trigger1=movetype!=h || (stateno=[120,159]) || (stateno=[5000,5199]) || (stateno=[190190,190196])
   id=490600
   anim=909002
   space=screen
   postype=left
   facing=ifelse(teamside=1,1,-1)
   ownpal=1
   bindtime=-1
   removetime=-1
   pos=floor(const240p(playerid(floor(sysfvar(0))),fvar(20))), floor(const240p(playerid(floor(sysfvar(0))),fvar(22)))
   scale=playerid(floor(sysfvar(0))),fvar(24), playerid(floor(sysfvar(0))),fvar(26)
   sprpriority=floor(playerid(floor(sysfvar(0))),fvar(32))
   trans=addalpha
   alpha=floor(playerid(floor(sysfvar(0))),fvar(28))/1000, floor(playerid(floor(sysfvar(0))),fvar(28))%1000
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1

change    scale=playerid(floor(sysfvar(0))),fvar(24), playerid(floor(sysfvar(0))),fvar(26) to scale=.5,.5 for example or anything you like then save the file
open add004pie.exe restore your characters then repatch them
Title: Re: add004basic
Post by: STANLEY69 on June 10, 2019, 10:19:31 pm
Yeah but where could the add004pie.ini txt file that comes with add004 could be at?

EDIT: Nevermind I found it.
Title: Re: add004basic
Post by: BurningSoul on June 10, 2019, 10:21:18 pm
it should be there when you download add004 lazy,check it if not redownlaod it
Title: Re: add004basic
Post by: 2Dee4ever on June 10, 2019, 11:43:40 pm
Where can I see the hyperBG you are trying to implement @GaziraAgain:
I need the source reference to see how it looks in game.

Does anyone know how to make the smallest portraits? (http://i67.tinypic.com/8win3a.png)
;---------
; as characters face / portrait
; ??????????
[begin action 909002]
9000,3, -53,-11, -1,,,0.1,0.1<x axis/y axis "anim scale"
*You can use this for many things such as scaling without loss of quality.


hello friend those commands that you measured are not in the system1 are I looking for them in the system1 or where can I look for those commands?



I already check and it's in the air that command but I put that command that you used as an example and nothing comes out
In the characters .air. Obviously use the correct sprite numbers/axis for your sprites.
You don't have to use vars, nor would you edit any other code... Doing it this way, Vs. setting a universal scale for all of your portraits would allow you to resize them individually. I.E You may have some ports bigger than others. I gave you a shortcut, but feel free to listen to these other suggestions, whatever works for you.
Title: Re: add004basic
Post by: Smoker5 on June 11, 2019, 12:05:15 am
it should be there when you download add004 lazy,check it if not redownlaod it
I liked your advice if it is more fasil but I got a new error if I put scale = .5, .5 is very large and if it is scale = .3, .3 is very cool and if I leave scale = .4 ,. There is a big way to give it a good size and do not lose the quality of the portrait

Title: Re: add004basic
Post by: REDHOT on June 11, 2019, 01:13:11 am
This is where you can and SHOULD change the scale:

Code:
;---face draw info ; Šç•`‰æî•ñ
;; fv30-36
;; player-main:     f20-21: pos_x/y,  f22-23:scale,  f24-25:alpha,  f26:spr-priority
;; player-partners: f30-31: pos_x/y,  f32-33:scale,  f34-35:alpha,  f36:spr-priority
;sys::lifebar_face_partner_info ; ƒp[ƒgƒi[Šç•`‰æî•ñ

;;--- player-main
trigger1=1|| fvar(20):=var(31)/fvar(0) + (var(30)+42.5) *ifelse(teamside=1,-1,1) ;;Pos_X [142]
trigger1=1|| fvar(22):=var(32)/fvar(0) - 3 ;;Pos_Y
trigger1=1|| fvar(24):=0.11 || fvar(26):=0.11 ;;Sacle_X/Y
trigger1=1|| fvar(28):=256000 ;;Alpha_SSS/DDD
trigger1=1|| fvar(32):=var(46)+1 ;;Spr-Priority
;;--- partners
trigger1=1|| fvar(21):=var(31)/fvar(0) + (var(30)+42) *ifelse(teamside=1,-1,1) ;;Pos_X [136]
trigger1=1|| fvar(23):=var(32)/fvar(0) + 18 ;;Pos_Y
trigger1=1|| fvar(25):=0.082 || fvar(27):=0.082 ;;Sacle_X/Y
trigger1=1|| fvar(29):=256000 ;;Alpha_SSS/DDD
trigger1=1|| fvar(33):=var(46)+5 ;;Spr-Priority
;---
trigger1=1|| fvar(34):=ifelse(teamside=1,-8,8.5) || fvar(35):=8.9 ;;OffSet_X/Y
trigger1=1|| fvar(36):=0 ;;OffSet_Scale_X&Y

In fvar(24) you can change the X scale of your character Portrait and in fvar(26) the Y scale

Code:
	trigger1=1|| fvar(24):=0.11 || fvar(26):=0.11 ;;Sacle_X/Y

In fvar(25) you can change the X scale of your PARTNER Portrait and in fvar(27) the Y scale

Code:
	trigger1=1|| fvar(25):=0.082 || fvar(27):=0.082 ;;Sacle_X/Y

Just change that values.

EDIT: you have to understand that changing this values will be change ALL the portraits scales. The other way is changing the values inside the explod like Mark said to you.
Title: Re: add004basic
Post by: Smoker5 on June 11, 2019, 03:57:50 am
thank you very much everyone if I work another faor but hehe not know how to moisten the faces of simul know what is the command to move them from place
(http://i64.tinypic.com/10scj8g.jpg)
Title: Re: add004basic
Post by: STANLEY69 on June 21, 2019, 05:45:03 pm
How do I enable the score system? Cause I don't think I see on top of the lifebars anymore.
Title: Re: add004basic
Post by: PackManMUGEN on July 07, 2019, 06:27:47 pm
Well, using the new March 24 version of the Add004 screenpack, I got this after selecting the stage... (btw I'm making an upcoming MYTHOS compilation MUGEN)

(https://i.ibb.co/JR3yv6L/error.png) (https://ibb.co/DDr89cX)

What's up with the black stuff?
Title: Re: add004basic
Post by: Koopa901 on July 10, 2019, 11:39:31 pm
Is it possible to edot the char entrance, something similar to the Versus series? Where do i edit the code, in the commons?
Title: Re: add004basic
Post by: Flowrellik on July 11, 2019, 05:03:01 am
ok I'm stumped. I'm trying to get that "Special KO" Effect via add004 that somehow works automatically on POTS Style chars but not so much on KOF Characters. I'm trying to fix that up but I'm not sure about the code used for it. any ideas?
Title: Re: add004basic
Post by: BurningSoul on July 11, 2019, 02:01:28 pm
gotta make first letter of arg2 of attr in def H
So if your super's hitdef has attr=S,SP
you gotta change it to atttr=S,HP
Title: Re: add004basic
Post by: MR. IBZS II on July 12, 2019, 10:24:28 pm
Not sure if this is a good place, but can Add004 aesthetic/sound edits be posted in this thread or released separately?

I don't have any, just curious.
Title: Re: add004basic
Post by: -Ash- on July 19, 2019, 12:44:20 pm
Does anybody here knows how to make the name sprites like Shiyo does for his characters?
Title: Re: add004basic
Post by: THE_LOST_HOPE on August 14, 2019, 07:31:38 am
Hello sorry, you can pass the exe files of the tool, I would like to install it on the ikemen plus 0.3, the link is only the update, but there are no exe files to patch the chars ....
Title: Re: add004basic
Post by: RagingRowen on August 15, 2019, 07:36:33 pm
The Ikemen version doesn't require you to patch the characters, as long as the characters don't have a stcommon set to anything other than common1.cns.
Title: Re: add004basic
Post by: BurningSoul on August 15, 2019, 07:48:55 pm
He isnt using latest Ikemen,he is using Plus which still needs patching
Title: Re: add004basic
Post by: NecusX on September 01, 2019, 05:11:31 pm
I'm using mugen, and the key inputs doesn't seem to work although it is on
Title: Re: add004basic
Post by: BurningSoul on September 01, 2019, 07:43:00 pm
search config.system.switch on common1 there should be a config for it
Title: Re: add004basic
Post by: NerdyAlias on September 07, 2019, 03:24:29 pm
Is the version last  released only for Ikemen?
Title: Re: add004basic
Post by: junkerde on September 09, 2019, 05:12:52 am
yeah sooo i was gonna say too, wtf. the dude literally deleted the main add004 files and only left the ikemen variant up. whats up with that? what hte heck
Title: Re: add004basic
Post by: RagingRowen on September 14, 2019, 07:19:34 pm
Should be the latest Mugen version:
https://mega.nz/#!TuZWmK6J!ymepNMLdYG4U6GxnFdm8kBTLby2YXD_F9kM39EJRSKM
Title: Re: add004basic
Post by: Yuko on September 14, 2019, 10:08:21 pm
Thank you Rowen, was looking for it!
Title: Re: add004basic
Post by: concurseiro on September 15, 2019, 06:03:33 pm
Please.... Can someone explain How can I change my partners in 4v4 ADD004 during hypers? I want make the same that MVC infinite.

The best exemple is in 1:46 instante of this amazing video BY PIZZAHIGHFIVE, he make 4 hypers

https://www.youtube.com/watch?v=gnU4clI5vCk
Title: Re: add004basic
Post by: diablo2388 on October 06, 2019, 04:20:38 pm
how do I get the the add004 file for mugen I only see the the 1 for ikeman in the link???
Title: Re: add004basic
Post by: RagingRowen on October 06, 2019, 04:34:20 pm
how do I get the the add004 file for mugen I only see the the 1 for ikeman in the link???

It's in the Mega link above your post.
Title: Re: add004basic
Post by: diablo2388 on October 06, 2019, 06:31:00 pm
thank you
Title: Re: add004basic
Post by: SPandSBRulesEst2003 on October 06, 2019, 11:34:39 pm
i like this ikemen version is because mugen and ikemen is the best
Title: Re: add004basic
Post by: DaCul123Buster on October 10, 2019, 09:26:25 pm
Hey does somebody know how to give individual characters a different assist ( im using the add004 from the link RagingOwen posted btw)  thx
Title: Re: add004basic
Post by: RagingRowen on October 10, 2019, 09:59:49 pm
Hey does somebody know how to give individual characters a different assist ( im using the add004 from the link RagingOwen posted btw)  thx

The traditional way is to add the wanted characters to add004pie-list1.ini
Title: Re: add004basic
Post by: Zer0666 on October 14, 2019, 02:34:46 am

I need some help, how can I change the wizard configuration for tag 3v3 I press the button assignment that tells me in the notepad and doesn't any character change any help? please :)
Title: Re: add004basic
Post by: DaCul123Buster on October 15, 2019, 06:31:56 pm
Hey does somebody know how to give individual characters a different assist ( im using the add004 from the link RagingOwen posted btw)  thx

The traditional way is to add the wanted characters to add004pie-list1.ini

And how do I do that sry
Title: Re: add004basic
Post by: RagingRowen on October 15, 2019, 06:48:18 pm
See here:
##add.Value01[Start]


#Name="Kung Fu Man",    #Author="Elecbyte", #Value=1060
#Name="Kung Fu Man 720", #Author="Elecbyte", #value=1420


##Add.Value01[End]
Add your character's name with it's author then the desired state number to the list.
Title: Re: add004basic
Post by: NecusX on October 19, 2019, 08:30:47 pm
for some reason, the input display still ain't working
Title: Re: add004basic
Post by: DJMouF on October 19, 2019, 09:51:32 pm
Man I've really been trying to understand how to set the new lifebars up on legacy, but it's not turning out right... Can anyone provide me with a link of their mugen (with no chars) that's already setup?  Therefore I can just patch my chars...
Title: Re: add004basic
Post by: RagingRowen on October 19, 2019, 09:52:23 pm
You should probably post a screenshot so I/we can judge.
Title: Re: add004basic
Post by: Yuko on October 19, 2019, 09:57:19 pm
for some reason, the input display still ain't working

it works for me.
Title: Re: add004basic
Post by: RagingRowen on October 19, 2019, 10:03:57 pm
Can't you not use Imgur?
Title: Re: add004basic
Post by: RagingRowen on October 19, 2019, 10:30:10 pm
I'm gonna assume you used add004pie.exe in the process?
Title: Re: add004basic
Post by: DJMouF on October 19, 2019, 10:39:43 pm
You should probably post a screenshot so I/we can judge.
my images always turn out blurry with giphy for some reason smh... I thought it would be a simple request... just make copy of your or someone's Legacy mugen with the updated lifebars etc. with no chars or stages.

Can't you not use Imgur?

It doesn't work for som'e reason.. That's why I'm always posting videos of my work

I'm gonna assume you used add004pie.exe in the process?
I've done that and also without it. Idk what I'm doing wrong. That's why I was asking if someone could just provide me the link instead of trying to work on it
Title: Re: add004basic
Post by: RagingRowen on October 19, 2019, 10:43:11 pm
Is it missing the portraits or lifebars in general?
Title: Re: add004basic
Post by: DJMouF on October 19, 2019, 10:57:22 pm
It was missing both at one point. I've done so many ways to see what I was doing wrong lol. Also it said it couldn't load up the system.def file too
Title: Re: add004basic
Post by: RagingRowen on October 19, 2019, 11:30:27 pm
I'm assuming you followed the instructions on my release post?
I'm gonna send you a working preset in the next hour or so, it's got the Default Ryu from the Screenpack if you don't mind.
Stay alert.
Title: Re: add004basic
Post by: DJMouF on October 20, 2019, 01:08:06 am
Thanks Bro
Title: Re: add004basic
Post by: diablo2388 on October 21, 2019, 12:21:59 am
So I went and patched Infinite's edit of Guile, but when I went in to any mode to fight as him, the lifebar doesn't even show up
I went and looked everywhere to see if their was a fix, I tried older add004 pies but no luck.
https://imgur.com/c1HclxQ
Anybody know an actual fix for this?
Title: Re: add004basic
Post by: Smoker5 on October 23, 2019, 12:51:27 am
Someone will know how to correct this error
(https://cdn1.imggmi.com/uploads/2019/10/23/8dbfae017a6fc439e6e9a24cacfceea1-full.png) (https:///) upload (https://imggmi.com)
Title: Re: add004basic
Post by: -Ash- on October 23, 2019, 12:59:19 am
Try manually patching the character.
Title: Re: add004basic
Post by: Smoker5 on October 23, 2019, 01:12:34 am
and how do I manually patch it
Title: Re: add004basic
Post by: Egnodia on November 03, 2019, 11:55:45 pm
can you have like two assist for add004 , one for base and the other for  transformation ?
Title: Re: add004basic
Post by: NecusX on November 05, 2019, 04:58:36 am
got this error, any help is appreciated:
Library error message: Died parsing command = "‹ً}‰єБO"

Error detected.

Undefined command label: "command".
If not misspelling in CNS, check CMD
Error parsing trigger1, 2
Error parsing [state a]
Error in [Statedef 2205]
Error in 2003terry2.cns:1867
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/terry-2003-kofa/terry-2003-kofa.def
Error loading p1

Clipboard tail:
Versus screen init
End of versus screen loop
Game loop deinit
Gameflow 11
Loading match assets...
Loading stage...
Info: stage KOF'95 - Garou Stage loading in pre-1.0 compatible mode
  Loading BG...OK
Stage loaded OK
Setting game resolution 850x638...OK
  Allocating helpers...OK
Match RNG seed: 1801500391
Reset persist vars team 0
Reset persist vars team 1
Loading character chars/terry-2003-kofa/terry-2003-kofa.def...
  Loading info...Info: Terry 2k3 loading in pre-1.0 compatible mode
OK
  Loading cmd command set 2003terry.cmd...OK
  Loading cns 2003terry.cns...OK
  Loading cns 2003terry2.cns...Character terry-2003-kofa.def failed to load
Title: Re: add004basic
Post by: REDHOT on November 05, 2019, 12:58:04 pm
got this error, any help is appreciated:
Library error message: Died parsing command = "‹ً}‰єБO"

Error detected.

Undefined command label: "command".
If not misspelling in CNS, check CMD
Error parsing trigger1, 2
Error parsing [state a]
Error in [Statedef 2205]
Error in 2003terry2.cns:1867
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/terry-2003-kofa/terry-2003-kofa.def
Error loading p1

Clipboard tail:
Versus screen init
End of versus screen loop
Game loop deinit
Gameflow 11
Loading match assets...
Loading stage...
Info: stage KOF'95 - Garou Stage loading in pre-1.0 compatible mode
  Loading BG...OK
Stage loaded OK
Setting game resolution 850x638...OK
  Allocating helpers...OK
Match RNG seed: 1801500391
Reset persist vars team 0
Reset persist vars team 1
Loading character chars/terry-2003-kofa/terry-2003-kofa.def...
  Loading info...Info: Terry 2k3 loading in pre-1.0 compatible mode
OK
  Loading cmd command set 2003terry.cmd...OK
  Loading cns 2003terry.cns...OK
  Loading cns 2003terry2.cns...Character terry-2003-kofa.def failed to load

Go to Statedef 2205 in 2003terry2.cns, there something wrong with the command "‹ً}‰єБO"
Title: Re: add004basic
Post by: Smoker5 on November 05, 2019, 06:49:14 pm
Hello, someone will know how I can focus my life bars
(http://s2.subirimagenes.com/privadas/previo/thump_2450188milk8001111.png) (http://www.subirimagenes.com/privadas-milk8001111-2450188.html)
Title: Re: add004basic
Post by: NerdyAlias on November 10, 2019, 08:21:09 pm
Is it possible to make it so that you can tag during supers like in this video?
Title: Re: add004basic
Post by: Ethereal on November 12, 2019, 07:19:56 am
So I decided I'd get back into MUGEN, and when I gave the sample characters a shot, I see that they've got some unique stuff...
(https://i.imgur.com/L4k3bwG.png)

- Is there a sample font or something similar for the name sprites?
- Is integrating the name sprite and the portrait as simple as just inserting the respective sprites into the SFF, or is extra coding involved?
Title: Re: add004basic
Post by: REDHOT on November 12, 2019, 01:06:06 pm
So I decided I'd get back into MUGEN, and when I gave the sample characters a shot, I see that they've got some unique stuff...
(https://i.imgur.com/L4k3bwG.png)

- Is there a sample font or something similar for the name sprites?
- Is integrating the name sprite and the portrait as simple as just inserting the respective sprites into the SFF, or is extra coding involved?

Im not sure if this happens in the three samples that add004 have, but the one that Im using the names are a sprite into the SFF o each character (just the name).
Shiyo (the add004 creator) needed to do that cause he put it in a explod code, to do the changes that he wanted, and one important thing, to work in a 3vs3 or 4vs4.
Title: Re: add004basic
Post by: diablo2388 on November 17, 2019, 07:31:37 pm
lol its cool we're all friends here

@2Dee4ever, so I got dual hypers to work like a few weeks ago, but wondering if you know what var can allow me to call any of my partners out? Right, so i tried reading the readme and code but its not working as it should, i also tried to mimic how you are able to tag in and out any partner in 3 on 3 as well. Basically, assist button defaults to only allowing 1 of your partners to assist, how do i manipulate the var so that it can also call out my 2nd partner? You have more add004 knowledge than me

how do u  do dual hypers and did anyone figure out how to do this?
Title: Re: add004basic
Post by: PeXXeR on December 16, 2019, 12:10:28 am
Sorry if this is not the right place but the version of Bonus KFM in the link on the first page when fighting against it it does not want to activate the bonus game.

Any idea why this is happening ? if I hit contol + 2 in a VS game it does activate it, however when using arcade it does not want to activate bonus mode.

I have an older version of this working as it should under 1.1 with no patch, I tried chaging some of the settings around in the config files but same result.
Title: Re: add004basic
Post by: Infantry00 on December 16, 2019, 03:50:54 pm
Excuse me. where's a add004pie.exe patch system I can't download with this stuff, it's missing
Title: Re: add004basic
Post by: GaziraAgain on December 16, 2019, 05:08:23 pm
I can't patch succesfully Sengoku Basara characters regardless of the author who created them. Anyone know how to make them work correctly?
Title: Re: add004basic
Post by: Yuko on December 16, 2019, 05:25:45 pm
Excuse me. where's a add004pie.exe patch system I can't download with this stuff, it's missing

Try this link uploaded by RagingRowen
https://mega.nz/#!TuZWmK6J!ymepNMLdYG4U6GxnFdm8kBTLby2YXD_F9kM39EJRSKM
Title: Re: add004basic
Post by: 100_Sad_Pandas on December 21, 2019, 02:36:28 am
I see that people have different add004 lifebars. Is it something to do with the version of add004 download or can i change the lifebar through the add004 application?

also i was having trouble with the tag function. when i run mugen.exe and go to team co op, arcade, etc and i switch to my second character, they seem to be controlled by the ai. Is there any way to change it so I have control over the second character?
Title: Re: add004basic
Post by: Infantry00 on January 03, 2020, 03:45:28 pm
is there a way to fix problems with mugen messing up commands, like for instance, kof kyo he was working just fine till I've patched him ( take note that I didn't upgrade the mugen version neither) and now there is supposedly something wrong with his commands

Library error message: Died parsing command = "áĐꂿ2"

Error detected.

Undefined command label: "command".
If not misspelling in CNS, check CMD
Error parsing trigger1, 1
Error parsing [state a]
Error in [Statedef 1120]
Error in EX-Kyo-S.cns:363
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/kyo-kofa/kyo-kofa.def
Error loading p1

Clipboard tail:
Versus screen init
End of versus screen loop
Game loop deinit
Gameflow 11
Loading match assets...
Loading stage...
Info: stage Castle Ice loading in pre-1.0 compatible mode
  Loading BG...OK
Stage loaded OK
Setting game resolution 850x638...OK
  Allocating helpers...OK
Match RNG seed: 1518680506
Reset persist vars team 0
Reset persist vars team 1
Loading character chars/kyo-kofa/kyo-kofa.def...
  Loading info...Info: Kyo loading in pre-1.0 compatible mode
OK
  Loading cmd command set EX-Kyo.cmd...OK
  Loading cns EX-Kyo.cns...OK
  Loading cns EX-Kyo-S.cns...Character kyo-kofa.def failed to load
I've tried looking at his cns but they look the same and are actually defined I couldn't see any solutions on here so if anybody know some kind of solution please tell me, any help is very appreciated.

The problem is was missing on his command or it swtich into unicode texts
Title: Re: add004basic
Post by: NecusX on January 04, 2020, 04:17:34 am
checked and it wasn't missing, the problem is that for some unknown reason add004 messed up kyos continuation to his Aragami move, and also how can I be sure if it is Unicode, does mugen not read unicode well, if so then what does it read well s that I can convert the text into the format that mugen is good at reading.
Title: Re: add004basic
Post by: Flowrellik on January 05, 2020, 06:36:01 am
Im curious about something. For add004pie-list1, is there a way to add MULTIPLE assist attacks based upon the palette you use?
Title: Re: add004basic
Post by: Slayer. on January 14, 2020, 05:11:57 pm
Would anyone have a link to the latest version for MUGEN? Judging from the Tatsu videos, the version I'm using isn't the latest:
Spoiler, click to toggle visibilty

And his Onedrive link has only the version for IKEMEN.
Title: Re: add004basic
Post by: Yuko on January 14, 2020, 07:34:11 pm
If he ever updated it, he didn't gave us a link yet. The link I posted above a month ago is probably the latest release.
Title: Re: add004basic
Post by: Slayer. on January 14, 2020, 09:00:07 pm
I see. Thank you.
Title: Re: add004basic
Post by: NecusX on January 20, 2020, 04:36:52 am
I can't patch succesfully Sengoku Basara characters regardless of the author who created them. Anyone know how to make them work correctly?

Patch the characters manually, instead of using the patcher which mess them up
Title: Re: add004basic
Post by: GaziraAgain on January 20, 2020, 09:22:41 am
I can't patch succesfully Sengoku Basara characters regardless of the author who created them. Anyone know how to make them work correctly?

Patch the characters manually, instead of using the patcher which mess them up

Thank you very much for the response but... I see lines of code to paste in [statedef -2] ,[statedef -1] and cmd files. I understand the 2 first actions, but, in which place of the cmd I need to copy the last part?

;; below Commands will be written in cmd file
;; 以下はCMDファイルに追加されます

;; * Only 128 unique commands labels allowed in a "*.cmd".
;; * 一つの "*.cmd" では、コマンド数の上限は、個別の128個です。

;Add.Cmd.Basic[Start]
;;---------
;[command]
;   name="addoo4_cmd_sample" ;; <- name what you need
;   command=~D,F,D,B,x
;   time=32
;;---------
;Add.Cmd.Basic[End]

;; above Commands will be written in cmd file
;; 以上はCMDファイルに追加されます

Thank you very much!
Title: Re: add004basic
Post by: Bejeeta on January 20, 2020, 09:47:17 am
you dont need to paste this, mugen doesnt read any code with ; at the start.
Title: Re: add004basic
Post by: GaziraAgain on January 20, 2020, 06:03:35 pm
you dont need to paste this, mugen doesnt read any code with ; at the start.

Thank you, you're right. I try to copy the lines manually ( statedef -2 and .air files) using notepad+ since with the normal it gave me errors of coding (UTF-8), and the cmd part with fighter factory, Now the character works fine but  the lifebars doesn't show on the screen... someone has patched sengoku basara characters fine? Thank you very much.
Title: Re: add004basic
Post by: NecusX on January 23, 2020, 01:04:25 am
Change the coding format instead of UTF-8
Title: Re: add004basic
Post by: NecusX on January 23, 2020, 01:52:19 am
I'm in need of that versus screen though, y'all I.K.E.M.E.N users are lucky to have that versus screen
Title: Re: add004basic
Post by: STANLEY69 on January 26, 2020, 07:03:19 pm
How do I make the guard bar decreases faster?
Title: Re: add004basic
Post by: RaitoADV on January 30, 2020, 06:39:17 pm
Where's the add004pie.exe file on the add004 (25.10.19) for Ikemen Go Plus zip file? I can't find it.
Title: Re: add004basic
Post by: RagingRowen on January 30, 2020, 06:51:20 pm
Where's the add004pie.exe file on the add004 (25.10.19) for Ikemen Go Plus zip file? I can't find it.

The character's already patched as long as it doesn't have a file set to stcommon that's not common1.cns
Title: Re: add004basic
Post by: RaitoADV on January 31, 2020, 05:40:35 am
So...now I have another problem.

I installed Add004 on Ikemen GO, but lifebars and the other stuff doesn't appear on screen (only names and timer).

I followed the instructions that came with the zip file (adding it to the "data" folder" and changing the fight.def on system.def) but still nothing.
I'm using Ikemen GO Plus (x86), downloaded from here: https://ci.appveyor.com/project/Windblade-GR01/ikemen-go/build/artifacts

Was there something else I had to do?
Title: Re: add004basic
Post by: Bejeeta on January 31, 2020, 07:23:50 am
delete ikemen's common1 from data folder and add common1 from add004. If you have 2 common1 files ikemen reads the original and not the add004 file.
Title: Re: add004basic
Post by: RaitoADV on January 31, 2020, 09:00:01 am
It worked...but now I have some other problems (sorry!)

https://imgur.com/a/dwr8xCa

I changed the resolution to 1280x720 (without changing the fight_240p file to 720p), and the HUD seems to be slightly off. Lifebars are 1 pixel off-center (notice the missing slim line on P2's lifebar), the guard guages are way too high from where they should be and the timers seems to be also higher.

Is that normal?
Title: Re: add004basic
Post by: CrimsonK0F on January 31, 2020, 03:14:15 pm
Does anyone know how to display inputs in add004 I've been trying all day
Title: Re: add004basic
Post by: RaitoADV on January 31, 2020, 06:14:32 pm
Does anyone know how to display inputs in add004 I've been trying all day

Open common1.cns (or common1.cns.zss if you're using Ikemen) and search for a line that says "#;;>>@Config.System_Switch>>"

Then search for a line under it that says "#; 8th - show key_input" and uncomment it by removing the semicolon at the beginning of the line, where the "var(7)" is.
Title: Re: add004basic
Post by: CrimsonK0F on February 01, 2020, 04:27:53 am
Thank's i had a hard time trying to find how to enable it.
Title: Re: add004basic
Post by: Fauxcry on February 06, 2020, 06:30:46 pm
Wait if you are trying to make a tag game for personal play lets say a jump game it's no longer possible because we can't patch the characters anymore only those prepatched will work or is every character made now come already patched I'm lost.
Title: Re: add004basic
Post by: Bejeeta on February 06, 2020, 06:37:09 pm
What are you using mugen or ikemen?
Title: Re: add004basic
Post by: Mr.Karate JKA on February 08, 2020, 01:14:39 am
How can i disable tag mode?
Title: Re: add004basic
Post by: Koopa901 on February 11, 2020, 07:28:43 am
How to manually patch chars?
Title: Re: add004basic
Post by: Bejeeta on February 11, 2020, 08:08:40 am
open add004pie config settings with text editor copy states -2 and paste them under statedef -2 of the character, do the same for states -1 copy them at cmd of the character under statedef -1 and animation codes at the air file of the character.
Title: Re: add004basic
Post by: Koopa901 on February 12, 2020, 05:15:28 am
can't find the config.....only stuff for ikemen
Title: Re: add004basic
Post by: -Ash- on February 12, 2020, 05:29:02 am
its the .ini file.
Title: Re: add004basic
Post by: Bejeeta on February 12, 2020, 06:27:48 am
Check page 69 of this thread you will find the link for mugen version, Shiyo has removed the mugen files from his onedrive.
Title: Re: add004basic
Post by: -Ash- on February 12, 2020, 07:14:08 am
Does anyone here knows how to make the SvC lifebar have only one health layer instead of two?
Title: Re: add004basic
Post by: Koopa901 on February 12, 2020, 09:30:15 pm
Can the BS lifebars work with ikemen GO? I tried swtiching the fight files but it didnt work that way
Title: Re: add004basic
Post by: Nate on February 12, 2020, 11:17:15 pm
Can the BS lifebars work with ikemen GO? I tried swtiching the fight files but it didnt work that way


not yet, and neither do the SvC Lifebars, and those i want to be ported to GO lol
Title: Re: add004basic
Post by: GaziraAgain on February 13, 2020, 06:33:10 am
I'm looking for how to correctly position player02 lifebar. I have taken several captures of various people and always appear 1 pixel misaligned to the right. In my case I use 1280x720 resolution in the mugen.cfg. How could this error be corrected? Many thanks.
Title: Re: add004basic
Post by: EX_DANIEL_97 on February 15, 2020, 12:57:33 am
I have a problem with a krizalid char,
the problem is that the character does not respond to the couple's assistant, when he defends you
I noticed what states it was and these are the following:
; ActionID: 909002
; STATE no: 190191
and then change to =
; ActionID: 40
; STATE no: 40
I tried to solve but I couldn't do it
but not the only one apparently is the same problem of some KOF chars

https://www.4shared.com/rar/Du53bl29da/KRIZALID_2002_UM.html?
http://mugenguild.com/forum/topics/elementkofm-lv2-fix-18112012-143473.0.html
Title: Re: add004basic
Post by: Vegaz_Parrelli on February 15, 2020, 02:01:16 am
This got to be the most lit thread evah. Almost a million views. Maybe I'll finally use it one day...
Title: Re: add004basic
Post by: MR. IBZS II on February 15, 2020, 03:37:56 am
I would suggest snagging a copy of it. Really livens up Mugen, but has a lot of kinks to iron out and a little bit of manual patching.
Title: Re: add004basic
Post by: NecusX on February 16, 2020, 03:07:37 am
I have a problem with a krizalid char,
the problem is that the character does not respond to the couple's assistant, when he defends you
I noticed what states it was and these are the following:
; ActionID: 909002
; STATE no: 190191
and then change to =
; ActionID: 40
; STATE no: 40
I tried to solve but I couldn't do it
but not the only one apparently is the same problem of some KOF chars

https://www.4shared.com/rar/Du53bl29da/KRIZALID_2002_UM.html?
http://mugenguild.com/forum/topics/elementkofm-lv2-fix-18112012-143473.0.html

Manually patch it, fixs majority of the problem

Title: Re: add004basic
Post by: CrimsonK0F on February 17, 2020, 02:45:36 pm
need help in the portraits when i play a match the portraits are just black and covers a big part of the screen i use ikemen go and not mugen so i dont know what to do
Title: Re: add004basic
Post by: NecusX on February 18, 2020, 03:47:59 am
need help in the portraits when i play a match the portraits are just black and covers a big part of the screen i use ikemen go and not mugen so i dont know what to do

update the character, thats what will happen if the character is not patched, but since you're using I.K.E.M.E.N I suggest re implementing it since you don't need to patch chars unlike mugen.
Title: Re: add004basic
Post by: CrimsonK0F on February 18, 2020, 06:22:21 am
need help in the portraits when i play a match the portraits are just black and covers a big part of the screen i use ikemen go and not mugen so i dont know what to do

update the character, thats what will happen if the character is not patched, but since you're using I.K.E.M.E.N I suggest re implementing it since you don't need to patch chars unlike mugen.

How?
Title: Re: add004basic
Post by: GaziraAgain on February 20, 2020, 05:12:14 am
Please could you tell me what values I should modify so that the image I use in this action is shown below name, faces and time found in the fight file? I try to modify the sprpriority with negative valors but nothing... I hope you can help me, thank you very much!

;---
;sys::img_d_Lifebar_Anim
[state 0]
   type=explod
   trigger1=!var(20) && var(1)=1 && !numexplod(1)
   anim=f199130
   id=199130
   space=screen
   postype=left
   sprpriority=1
   ownpal=1
   bindtime=-1
   pos=var(11),var(12)
   scale=0.5,0.5
   ontop=1
   removetime=-1
Title: Re: add004basic
Post by: CrimsonK0F on February 20, 2020, 01:14:37 pm
Also is  there a way  to make the round announcer longer because i changed the sounds at the first round but because its too long it cuts at the middle i need help
Title: Re: add004basic
Post by: GaziraAgain on February 20, 2020, 01:58:48 pm
Also is  there a way  to make the round announcer longer because i changed the sounds at the first round but because its too long it cuts at the middle i need help

You need to modify the time for the Fight. You can find here, first go to  >>@Config.Round_Fight>> and modify the time with the value that you need.

;---
;sys::over-flag
[state 0]
   type=varset
   trigger1=var(1)>100 ;; timer
   var(0)=1 ;; set
Title: Re: add004basic
Post by: CrimsonK0F on February 20, 2020, 03:23:45 pm
Also is  there a way  to make the round announcer longer because i changed the sounds at the first round but because its too long it cuts at the middle i need help

You need to modify the time for the Fight. You can find here, first go to  >>@Config.Round_Fight>> and modify the time with the value that you need.

;---
;sys::over-flag
[state 0]
   type=varset
   trigger1=var(1)>100 ;; timer
   var(0)=1 ;; set


Thanks
Title: Re: add004basic
Post by: NoilKaizen on February 25, 2020, 05:41:02 pm
I'll have to check this out myself, but I never seem to get it to work right, whether it's trying to get it on other screenpacks or else.
Title: Re: add004basic
Post by: CrimsonK0F on March 14, 2020, 08:06:51 am
Does anyone know how to change the lifebars at ikemen go i cant seem to get it to change
Title: Re: add004basic
Post by: pokeOne33 on March 14, 2020, 03:08:44 pm
is there a way to prevent calling both assists on screen at the same time? https://i.imgur.com/wzHer5g.png

I'm thinking if one assist is triggered, the other shouldn't be active.

edit: I figured it out, by modifying last line of this section in common1.cns.zss

Code:
#;; striker-call / summon [v48=12] ; ストライカー呼出
#;>>sys::tag_mode_cmd_call
if roundstate=2 && numpartner && var(22)=4 && !var(48) && (var(7)&2048) {
if playerid(var(15)),sysfvar(4)<1 && playerid(var(15)),movetype!=h && playerid(var(15)),gethitvar(isbound)=0 && (playerid(var(15)),stateno!=[190190,190199])
&& (playerid(var(49)),stateno=190192) #; <----- checks if BOTH asssists are in READY state
Title: Re: add004basic
Post by: NecusX on March 15, 2020, 04:48:49 pm
Damn, shiyo haven't uploaded for 2 weeks
Title: Re: add004basic
Post by: RagingRowen on March 15, 2020, 04:57:43 pm
Damn, shiyo haven't uploaded for 2 weeks

He might be either AFK or working on the Ikemen GO version because he said he would to K4thos' comment.
Title: Re: add004basic
Post by: NecusX on March 16, 2020, 06:04:44 pm
Wait a sec, every update he released for mugen are always around spring, so maybe he may be releasing it soon, but that's just my theory
Title: Re: add004basic
Post by: Vegaz_Parrelli on March 17, 2020, 02:36:13 am
Or he just got other things to do?

 :thumbsup:
Title: Re: add004basic
Post by: RagingRowen on March 20, 2020, 04:16:30 pm


New Ikemen version released.
Title: Re: add004basic
Post by: NecusX on March 20, 2020, 05:09:02 pm
Do anyone know the template shiyo uses for those displaynames?
Title: Re: add004basic
Post by: STANLEY69 on March 20, 2020, 11:35:49 pm
I have a problem with a krizalid char,
the problem is that the character does not respond to the couple's assistant, when he defends you
I noticed what states it was and these are the following:
; ActionID: 909002
; STATE no: 190191
and then change to =
; ActionID: 40
; STATE no: 40
I tried to solve but I couldn't do it
but not the only one apparently is the same problem of some KOF chars

https://www.4shared.com/rar/Du53bl29da/KRIZALID_2002_UM.html?
http://mugenguild.com/forum/topics/elementkofm-lv2-fix-18112012-143473.0.html

Manually patch it, fixs majority of the problem



Yeah but how can we manually patch it if we don't know about it. Somebody needs to like to upload a youtube video on how to manually patch a character for add004.
Title: Re: add004basic
Post by: NecusX on March 21, 2020, 01:38:15 am
Do some exploring, go to one of the files then you will see one file that will have all of the code that is engraved to the characters by the patcher, copy and paste it to the places you suppose to have them in in which the document will specify, and there.
Title: Re: add004basic
Post by: XANDERAC on March 21, 2020, 02:18:01 am
Can someone remind me how to change the tag in style, I prefer the jump in, to the run in as some characters don't have running animations (also is there a way to set this to jump out instead of run out?)
Title: Re: add004basic
Post by: pokeOne33 on March 21, 2020, 07:40:58 am
Can someone remind me how to change the tag in style, I prefer the jump in, to the run in as some characters don't have running animations (also is there a way to set this to jump out instead of run out?)
the way I did it, was to comment or remove [Begin Action 100] from my character's *.air files
Title: Re: add004basic
Post by: XANDERAC on March 21, 2020, 04:00:48 pm
I recall there was a simpler way that had you change something in the common1.cns, but I can't find the exact answer I got for this before so I'm not sure
Title: Re: add004basic
Post by: STANLEY69 on March 25, 2020, 04:01:22 am
Do some exploring, go to one of the files then you will see one file that will have all of the code that is engraved to the characters by the patcher, copy and paste it to the places you suppose to have them in in which the document will specify, and there.

One file? But you haven't even told me the name of the file unless you were referring to add004pie. Cause I'm kinda lost there, mate and that still doesn't answer the question on what am I supposed to do, tbh. But could you explain it a little  bit better or explain it in images so I would understand please? ^^;
Title: Re: add004basic
Post by: YugaCurry on March 25, 2020, 04:21:01 am
add004pie.

Yes. Copy from add004 start to add004 ends and paste paste in character file with add004 code.
Title: Re: add004basic
Post by: STANLEY69 on March 26, 2020, 05:38:47 pm
Alright, so just make things clear. I'm manually patching Daniel 2X but do I put the code in just command1.cns of his character file or somewhere related to cns?


UPDATE: Okay so, I didn't realize that command1.cns is not the character file. But which character file are you referring to? The DEF one or what?
Title: Re: add004basic
Post by: NecusX on March 27, 2020, 07:33:48 pm
Also, do any of y'all know how to make the display name sprites, when I asked tatsu all he said is FF, although you can't create sprites in Fighter Factory.
Title: Re: add004basic
Post by: Flowrellik on March 28, 2020, 07:08:53 am
Also, do any of y'all know how to make the display name sprites, when I asked tatsu all he said is FF, although you can't create sprites in Fighter Factory.
actually you can make new ones, so long as you have a palette made. you can make and or edit sprites in fighter factory using Image Editor.
Title: Re: add004basic
Post by: CrimsonK0F on March 28, 2020, 11:09:30 am
Guys question? What kind of coding does the add004basic use?
Title: Re: add004basic
Post by: RaitoADV on March 29, 2020, 09:38:04 am
Is there any way to fix the misalignments of the lifebars?

(http://i.imgur.com/AajBxqb.png)
Title: Re: add004basic
Post by: monello on March 29, 2020, 11:44:39 pm
ok Finally manage to got Add004 to work with the awesome MM2 MUGEN Match 2.1 by Tatsu.
Only problem now running the 004.bat I cant get the key input to show even if I uncomment it in the common1.

heres what it looks like. Any clue?


;;>>@Config.System_Switch>>
;; ƒVƒXƒeƒ€Ý’è
; v07: bit flag
[state 0] ;[.01]
 type=null
 trigger1=!time
 trigger1=1 || var(7):= 1073741823 ;;2147483647 ;; ;; default (enable all) (‰Šú’l‘S—LŒø)
;; uncomment to disable (ƒRƒƒ“ƒg‚ðŠO‚·‚Æ–³Œø‚É‚Å‚«‚Ü‚·)
 trigger1=1||var(7):=(var(7)^1)        ;; 1st - dizzy/stun system
; trigger1=1||var(7):=(var(7)^2)        ;; 2nd - guard_break system
; trigger1=1||var(7):=(var(7)^4)        ;; 3rd - show combo_counter
; trigger1=1||var(7):=(var(7)^8)        ;; 4th - show message
 trigger1=1||var(7):=(var(7)^16)       ;; 5th - show score/cpu_level
; trigger1=1||var(7):=(var(7)^32)       ;; 6th - show result_panel
; trigger1=1||var(7):=(var(7)^64)       ;; 7th - play system voice
 trigger1=1||var(7):=(var(7)^128)      ;; 8th - show key_input
; trigger1=1||var(7):=(var(7)^256)      ;; 9th - show lifebar
; trigger1=1||var(7):=(var(7)^512)      ;;10th - show powerbar
; trigger1=1||var(7):=(var(7)^1024)     ;;11th - tag system
; trigger1=1||var(7):=(var(7)^2048)     ;;12th - tag_assist
; trigger1=1||var(7):=(var(7)^4096)     ;;13th - round_call
; trigger1=1||var(7):=(var(7)^8192)     ;;14th - ko_call
; trigger1=1||var(7):=(var(7)^16384)    ;;15th - show ground_dust effect
; trigger1=1||var(7):=(var(7)^32768)    ;;16th - show portrait / face
 trigger1=1||var(7):=(var(7)^65536)    ;;17th - slow camera (warning: this may break your characters)
 trigger1=1||var(7):=(var(7)^131072)   ;;18th - tag_special_partners
 trigger1=1||var(7):=(var(7)^262144)   ;;19th - ai action switch
;@@Debug@@;
Title: Re: add004basic
Post by: SDK123 on March 30, 2020, 01:12:05 am
Quote
ok Finally manage to got Add004 to work with the awesome MM2 MUGEN Match 2.1 by Tatsu.
Only problem now running the 004.bat I cant get the key input to show even if I uncomment it in the common1.

heres what it looks like. Any clue?

Uncomment will actually disable. You have to comment it.

If you want to turn on one of the system switch, like show the key inputs, you have to put the semicolon in one of them.

Here's how it looks like. Again, you have to add the semicolon:
Code:
;	trigger1=1||var(7):=(var(7)^128)      ;; 8th - show key_input
Title: Re: add004basic
Post by: monello on March 30, 2020, 12:36:13 pm
Quote
ok Finally manage to got Add004 to work with the awesome MM2 MUGEN Match 2.1 by Tatsu.
Only problem now running the 004.bat I cant get the key input to show even if I uncomment it in the common1.

heres what it looks like. Any clue?

Uncomment will actually disable. You have to comment it.

If you want to turn on one of the system switch, like show the key inputs, you have to put the semicolon in one of them.

Here's how it looks like. Again, you have to add the semicolon:
Code:
;	trigger1=1||var(7):=(var(7)^128)      ;; 8th - show key_input


Thanks SDK123, noticed I read it as enable instead of disable.
Now my only question is, I would prefer the add004_bs0 over the basic one but is Key Input not suppose to function/work with that lifebar selection?
I noticed the common1 in the add004_bs0/ folder doesnt look like the common1 as in the add004/ folder with those options. am I missing something?
Title: Re: add004basic
Post by: SDK123 on March 30, 2020, 04:19:48 pm
Quote
Now my only question is, I would prefer the add004_bs0 over the basic one but is Key Input not suppose to function/work with that lifebar selection?
I noticed the common1 in the add004_bs0/ folder doesnt look like the common1 as in the add004/ folder with those options. am I missing something?

The key inputs does work in the ADD004 Bs0 lifebars. The common1 in the add004_bs0 folder does have the same system switch options just like the common1 in the add004 folder.
Title: Re: add004basic
Post by: Mordecool™ on March 30, 2020, 05:01:21 pm
How i can get it installed into Ikemen or Mugen? This is more complex that i though...
Title: Re: add004basic
Post by: monello on April 02, 2020, 10:39:53 am
OK ever since I got this working a couple of days ago, I learnt a lot, and thats thanks to you all so thanks for sharing everyone and also a Huge thanks to Tatsu himself.
except from minor things I would like to adjust I'm woundering, at the select screen, without reading all 72 pages. have anyone of you changed the size of the font?
lets say I choose Training, both names of each characters but mostly Stage names, I have plenty of long stage names and I need to scale the font size down a bit,

anyone did this already and would like to point me in the right direction? Thanks a lot
Title: Re: add004basic
Post by: Zazamyon2 on April 04, 2020, 01:18:55 pm
Question for Shiyokakuge if hes here.
I have the 03.25.19 (off top my head) version of mugen add004 from last year
But i see that you have updated it since then on your youtube channel.
When i follow the youtube link to your onedrive folder,
there is only a download link for the ikemen version.
Is this correct or am I doing something wrong?
Did you stop working on the mugen version?
Title: Re: add004basic
Post by: NecusX on April 07, 2020, 08:36:42 pm
Question for Shiyokakuge if hes here.
I have the 03.25.19 (off top my head) version of mugen add004 from last year
But i see that you have updated it since then on your youtube channel.
When i follow the youtube link to your onedrive folder,
there is only a download link for the ikemen version.
Is this correct or am I doing something wrong?
Did you stop working on the mugen version?

He haven't uploaded the update for mugen yet, for the time, we just need to wait till he uploads an update for mugen, I need those versus screens.
Title: Re: add004basic
Post by: STANLEY69 on April 08, 2020, 05:19:31 pm
So wait. Do we use the Ikemen Version for Mugen for now?
Title: Re: add004basic
Post by: NecusX on April 08, 2020, 07:47:46 pm
So wait. Do we use the Ikemen Version for Mugen for now?
Mugen is not compatible with IKEMEN, you just need to wait till tatsu releases next update for mugen add004
Title: Re: add004basic
Post by: NerdyAlias on April 10, 2020, 10:39:26 pm
https://imgur.com/UzJMwGi How would I fix this?
Title: Re: add004basic
Post by: STANLEY69 on April 21, 2020, 03:57:28 am
So I installed the lifebars for Ikeman but it's not working. Is there's a problem with it?
Title: Re: add004basic
Post by: CrimsonK0F on April 22, 2020, 12:18:47 am
So I installed the lifebars for Ikeman but it's not working. Is there's a problem with it?

Read the read me.
Title: Re: add004basic
Post by: STANLEY69 on April 22, 2020, 02:51:30 am
Where's the read me?
Title: Re: add004basic
Post by: STANLEY69 on April 22, 2020, 02:59:45 am
I found it but it refers to mugen.cfg even though Ikemen doesn't have a cfg file.
Title: Re: add004basic
Post by: CrimsonK0F on April 22, 2020, 08:16:43 am
Question are you using ikemen 0.90? If so you need the latest version of the add004.
Title: Re: add004basic
Post by: THE_LOST_HOPE on April 22, 2020, 07:58:10 pm
Read the topic

https://mugenguild.com/forum/topics/ikemen-go-184152.1480.html
Title: Re: add004basic
Post by: Inactive user on April 23, 2020, 09:04:09 pm
I simply don't know how to use it.

i would like to use the 3vs3 mode, but i would like to know if is it possible to  change lifebar looking for another?
Title: Re: add004basic
Post by: Icarusu on April 24, 2020, 05:02:44 pm
What happened?
http://prntscr.com/s5aul7
i can't see a download for normal mugen for months, only for ikemen
Title: Re: add004basic
Post by: STANLEY69 on April 28, 2020, 05:36:04 pm
By the way. How do I config the ikeman add004 lifebars?
Title: Re: add004basic
Post by: diablo2388 on May 02, 2020, 06:45:52 am
how do i speed up the speed the assist comes in and leaves?
Title: Re: add004basic
Post by: Ultra Ryu on May 16, 2020, 12:16:02 am
Where i can download latest version for mugen 1.1?
Title: Re: add004basic
Post by: NecusX on May 18, 2020, 01:39:16 am
how do i speed up the speed the assist comes in and leaves?

Edit the common1.cns in around the 190190-190196 stateno.
Title: Re: add004basic
Post by: Zatoichi Flash! on May 22, 2020, 09:15:52 pm
To save the time of anyone else coming by and combing through 70+ pgs of replies I made a brief tutorial on changing a characters assist:

Title: Re: add004basic
Post by: Smoker5 on May 30, 2020, 03:14:28 pm
hello good morning can someone tell me how can I solve this problem or how can I manually patch it
(http://thumbs.subefotos.com/bbb98e733ed5439c7d82a7fda0a04516o.jpg) (https://subefotos.com/ver/?bbb98e733ed5439c7d82a7fda0a04516o.png)
Title: Re: add004basic
Post by: OskeinO on June 02, 2020, 12:38:54 pm
To save the time of anyone else coming by and combing through 70+ pgs of replies I made a brief tutorial on changing a characters assist:

[youtube]n3LJgKSijus[/youtube]

neat tutorial my only question from that video is how did you make it so theres more room to add characters in the select screen
Title: Re: add004basic
Post by: Zatoichi Flash! on June 02, 2020, 08:23:01 pm
To save the time of anyone else coming by and combing through 70+ pgs of replies I made a brief tutorial on changing a characters assist:

[youtube]n3LJgKSijus[/youtube]

neat tutorial my only question from that video is how did you make it so there's more room to add characters in the select screen

In your screenpack's system.def file under [Select Info] you have to edit various values through trial and error until you are satisfied.

such as:

rows =
columns =
pos =
cell.size =
portrait.scale =
p1.cursor.active.scale (& p2) =
p1.cursor.done.scale =

Default System.def's usually have loads of comment descriptions next to the values so use those as reference.

Another optional step is going into an image editor (Photoshop, Clip Studio Paint, etc) and manually resizing the Random select icon to fit your newly altered cell's. I could also make a brief, condensed tutorial on that.
Title: Re: add004basic
Post by: NecusX on June 03, 2020, 12:49:09 am
hello good morning can someone tell me how can I solve this problem or how can I manually patch it
(http://thumbs.subefotos.com/bbb98e733ed5439c7d82a7fda0a04516o.jpg) (https://subefotos.com/ver/?bbb98e733ed5439c7d82a7fda0a04516o.png)

Manually patch what? Your chars? If that is the case, go to one of the .ini files of add004, then you'll see the -2 state of coding, animation coding, and CMD coding, in which you just copy and paste to the character, there you go.
Title: Re: add004basic
Post by: LuizFilipeRN on June 04, 2020, 08:04:22 pm
i wonder... is there a way i can change the hitbox of the character's "tag out" animation so i can hit them in that state?
like in street fighter ex3 you could still hit the characters running off n all
Title: Re: add004basic
Post by: jenngra505 on June 11, 2020, 12:49:30 am
When I try to play Jango's Pupa, this error pops up.
.\external\script\start.lua:1458: chars/Pupa/Pupa.def:
data/add004/a4b_main.zss
data/add004/a4b_main.zss:4065:
未定義の関数: fnc_varaddoo
stack traceback:
   [G]: in function 'game'
   .\external\script\start.lua:1458: in function 'f_selectSimple'
   external/script/main.lua:1970: in function <external/script/main.lua:1949>
   external/script/main.lua:2487: in function 'loop'
   external/script/main.lua:2966: in main chunk
   [G]: ?
Title: Re: add004basic
Post by: Fauxcry on June 14, 2020, 08:24:38 pm
So wait. Do we use the Ikemen Version for Mugen for now?
Mugen is not compatible with IKEMEN, you just need to wait till tatsu releases next update for mugen add004

I wish the old one was still up had a pc failure lost the addpie.exe but had all the other files can't find that blasted thing nowhere online and now I've moved on to Ikemen but with the latest update don't know how to convert characters making me retreat to my steam games until there is an update. Skyrim I'm coming Home.

Can I get help with this? I imported a character after testing it with kfm the tag patch works but when I add a character I get things like this right before the VS screen.

.\external\script\start.lua:1458: chars/Ruby Rose/Ruby Rose.def:
data/add004/a4b_main.zss
data/add004/a4b_main.zss:4065:
未定義の関数: fnc_varaddoo
stack traceback:
   [G]: in function 'game'
   .\external\script\start.lua:1458: in function 'f_selectSimple'
   external/script/main.lua:2082: in function <external/script/main.lua:2064>
   external/script/main.lua:2487: in function 'loop'
   external/script/main.lua:2411: in function 'f_checkSubmenu'
   external/script/main.lua:2470: in function 'loop'
   external/script/main.lua:2966: in main chunk
   [G]: ?
Title: Re: add004basic
Post by: STANLEY69 on June 17, 2020, 09:57:52 am
How do I enable or add Tag Cancel, Delayed Hyper Combo, and Team Hyper Combo just like Uno Tag System?
Title: Re: add004basic
Post by: Gacel on June 19, 2020, 05:50:01 am
Can I get help with this? I imported a character after testing it with kfm the tag patch works but when I add a character I get things like this right before the VS screen.

.\external\script\start.lua:1458: chars/Ruby Rose/Ruby Rose.def:
data/add004/a4b_main.zss
data/add004/a4b_main.zss:4065:
未定義の関数: fnc_varaddoo

When I try to play Jango's Pupa, this error pops up.
.\external\script\start.lua:1458: chars/Pupa/Pupa.def:
data/add004/a4b_main.zss
data/add004/a4b_main.zss:4065:
未定義の関数: fnc_varaddoo

It seems that is caused because because Ruby has his own common1.cns that clashes with add004.
You could change.
Code:
stcommon = Ruby_common.cns
With:
Code:
st4     = Ruby_common.cns
stcommon = common1.cns
Similar process with Pupa.

It should override the all default mugen common states with the custom char ones while still keeping the new add004 ones.
Title: Re: add004basic
Post by: CrimsonK0F on June 22, 2020, 04:02:26 pm
I need help, everytime its the final round and i win using Adelheid by jin edited by zelgadis. The background and the character just becomes black, when its the first round and i win it shows the win pose. Is there a way to fix this!
Title: Re: add004basic
Post by: CrimsonK0F on June 27, 2020, 04:48:06 pm
I need help, everytime its the final round and i win using Adelheid by jin edited by zelgadis. The background and the character just becomes black, when its the first round and i win it shows the win pose. Is there a way to fix this!

Fix it. And does anyone know how to disable the other 2 lifebars
Title: Re: add004basic
Post by: junkerde on July 01, 2020, 09:34:04 am
EDIT: I swear I keep fixing everything I ask in a few minutes, anyway I was stupid, I forget since he starts in mode 1, his run sprite is 10040 and not 40, so I changed the code to:

persistent(0) if (anim=10040) && (animtime=0) && (name="my_character") && (var(0)) && selfanimexist(100) { changeanim{value:10100} }
persistent(0) if (name="my_character") && (var(0)) && (anim=10100) { turn{} }

and everything worked. I'm really liking the way add004 has been implemented, easier code to understand vs mugen's psuedocode and I can just add exceptions in the common for characters instead of going to each characters cns, very convenient. Anyway, Below was my issue I just solved

Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: Tenma_1 on July 02, 2020, 05:11:07 am
This was probably asked before but how do i apply the lifebars and the fight.air, Common.snd, fight.sff  to any mugen that i have because i swapped them in before and all i got where the names only but no actual life bars or hit icons or super meter.
Title: Re: add004basic
Post by: CrimsonK0F on July 02, 2020, 04:37:26 pm
This was probably asked before but how do i apply the lifebars and the fight.air, Common.snd, fight.sff  to any mugen that i have because i swapped them in before and all i got where the names only but no actual life bars or hit icons or super meter.

Are you using the latest because if so it only works on ikemen.
Title: Re: add004basic
Post by: xcheatdeath on July 02, 2020, 06:12:57 pm
it only works on ikemen.

wait really? if so can a mod move this thread to the ikemen section then?
Title: Re: add004basic
Post by: CrimsonK0F on July 02, 2020, 07:26:44 pm
wait really? if so can a mod move this thread to the ikemen section then?


There is a mugen version of add004 but it hasn't been updated
Title: Re: add004basic
Post by: junkerde on July 03, 2020, 12:27:53 am
edit:fixed
Title: Re: add004basic
Post by: airforce111 on July 15, 2020, 05:44:20 am
not sure if it was just the way it was made, but adding some ignorehitpauses to the move cancels code makes it activate easier. I find the original you have to wait for your attack to no longer to make contact to cancel, which is kind of hatd.
Title: Re: add004basic
Post by: supersmashgaming on July 26, 2020, 05:15:04 pm
It's so hard to find the latest version of add004pie. Do any one have it here?
Title: Re: add004basic
Post by: Sweetpink on July 27, 2020, 06:16:37 pm
https://mega.nz/folder/wr4xzLBD#LFk-ggYxmx4YoSJEGCOQsw
Title: Re: add004basic
Post by: airforce111 on July 27, 2020, 08:09:34 pm
it only works on ikemen.

wait really? if so can a mod move this thread to the ikemen section then?


Agreed, I think the author even prefers ikemen/ikemen go at this point anyway, all the development has moved there.
Title: Re: add004basic
Post by: THE_LOST_HOPE on July 28, 2020, 10:26:58 am
if you could answer these questions...
Is there a bars or indicator for the crush guard or dizzy?
*I have activated the native options of ikemen 0.94 and it doesn't behave like version 0.90 of add004basic

(https://serving.photos.photobox.com/05735458cfd07acedd214f8633a6eb7e44000b0c27dca471bdfef148499a38eb5949ba9a.jpg)

(https://serving.photos.photobox.com/94695583c38ce00305fb1d8ca005c899569db9a03aac4b9c0d3600263b224563b009741b.jpg)


Dizzy and Guardcrush animations don't match states
Did the options or not change anything in options? ... that I had to modify for the dizzy and guardcrush to work according to add004
Title: Re: add004basic
Post by: supersmashgaming on July 29, 2020, 11:57:27 pm
https://mega.nz/folder/wr4xzLBD#LFk-ggYxmx4YoSJEGCOQsw

Thank
Title: Re: add004basic
Post by: Flowrellik on July 30, 2020, 10:06:20 pm
Shiyo's back!
SFII Ryu released!
Title: Re: add004basic
Post by: XANDERAC on August 07, 2020, 06:11:11 pm
I've been trying to get characters to work with a current copy of Ikemen Go but their bars don't show up, unless I run them through add004 pie first, but then I have the issue with that being too old, so the black screen issue happens. Is there a newer version of the add004 pie? I never had to use it for my older version of Ikemen Go

unpatched characters just don't get lifebars otherwise
(https://i.gyazo.com/b382ced18785a46480ddb0713a633d28.png)
Title: Re: add004basic
Post by: airforce111 on August 07, 2020, 06:15:25 pm
I've been trying to get characters to work with a current copy of Ikemen Go but their bars don't show up, unless I run them through add004 pie first, but then I have the issue with that being too old, so the black screen issue happens. Is there a newer version of the add004 pie? I never had to use it for my older version of Ikemen Go

unpatched characters just don't get lifebars otherwise
(https://i.gyazo.com/b382ced18785a46480ddb0713a633d28.png)

make sure your config.json looks like this in the commonstates section

   "CommonStates": [
      "data/dizzy.zss",
      "data/guardbreak.zss",
      "data/score.zss",
      "data/add004/a4b_screen.zss",
      "data/add004/a4b_main.zss",
      "data/add004/a4b_rank.zss",
      "data/add004/a4b_tag.zss"
   ],

make sure the regular tag.zss is not on there
Title: Re: add004basic
Post by: XANDERAC on August 07, 2020, 06:51:51 pm
I was having issues with adding those lines, as everytime I did it kept running into problems

getting this error message when I add those in to the config file, this is with just a basic kfm unmodified

Code:
.\external\script\start.lua:1402: chars/kfm/kfm.def:
data/add004/a4b_main.zss
data/add004/a4b_main.zss:4065:
未定義の関数: fnc_varaddoo
stack traceback:
[G]: in function 'game'
.\external\script\start.lua:1402: in function 'f_selectSimple'
external/script/main.lua:2230: in function <external/script/main.lua:2208>
external/script/main.lua:2723: in function 'loop'
external/script/main.lua:2634: in function 'f_checkSubmenu'
external/script/main.lua:2705: in function 'loop'
external/script/main.lua:3352: in main chunk
[G]: ?
Title: Re: add004basic
Post by: airforce111 on August 07, 2020, 06:55:02 pm
I was having issues with adding those lines, as everytime I did it kept running into problems

you have to make sure all your characters stcommon is equal to common1.cns

if they already have an stcommon, just rename it to st(and whatever number isnt taken) and make sure stcommon=common1.cns
Title: Re: add004basic
Post by: XANDERAC on August 07, 2020, 07:06:14 pm
Code:
cmd     = kfm720.cmd        ;Command set
cns     = kfm720.cns        ;Constants
st      = kfm720.cns        ;States
stcommon = common1.cns      ;Common states (from data/ or motif)
sprite  = kfm720.sff        ;Sprite
anim    = kfm720.air        ;Animation
sound   = kfm.snd           ;Sound
ai      = kfm720.ai         ;AI hints data (not used)
movelist = movelist.dat     ;Ikemen feature: Movelist

ok, so I made sure the characters I'm testing all have the stcommon=common1.cns , there was only 1 I had to change

Code:
.\external\script\start.lua:1668: chars/kfm/kfm.def:
data/add004/a4b_main.zss
data/add004/a4b_main.zss:4065:
未定義の関数: fnc_varaddoo
stack traceback:
[G]: in function 'game'
.\external\script\start.lua:1668: in function 'f_selectArcade'
external/script/main.lua:1984: in function <external/script/main.lua:1943>
external/script/main.lua:2723: in function 'loop'
external/script/main.lua:2634: in function 'f_checkSubmenu'
external/script/main.lua:2705: in function 'loop'
external/script/main.lua:3352: in main chunk
[G]: ?

still getting this error though
Title: Re: add004basic
Post by: airforce111 on August 07, 2020, 07:50:37 pm
Sorry if this is a stupid question to add on, but are the rest of these paremeters in your config.json like this?

   "CommonAir": "data/add004/common.air",
   "CommonCmd": "data/add004/common.cmd",

and then

   "Motif": "data/add004/system.def",
         

Just wondering because latest add004 and latest ikemen is working for me
Title: Re: add004basic
Post by: XANDERAC on August 07, 2020, 09:12:58 pm
They are, I actually did fix it, I'm not sure if maybe one of the files was directing to the wrong area, so I just basically copied and pasted all the files into the default data folder, as well as the fight.def files and it seems to have fixed it, thank you for your help. I was using a clean ikemen go, with a clean add004 and when I went into the config.json file and added the lines it said in the text file it usually wouldn't launch at all. So I'm sure there's a link between them somewhere that wasn't going to the right place.
Title: Re: add004basic
Post by: airforce111 on August 16, 2020, 07:35:22 pm
Example of said issue: https://streamable.com/i6y5cz

After testing and using this system for a few months, and being familiar with unotag as well, there is one BIG fallback that it doesnt address in tagteam fighting games. Non-active partners (assists) are treated as active players if called which means the enemy will autoturn if they are closer than the main player (especially during crossups).

This doesn't happen in tag style fighting games.  If you watch any tagteam fighting games with assist, if an assist is called, you arent autoturning to those characters, you always stay facing the main active player. This really messes up gameplay in crossups where you shouldnt be turning to non-actives. Even if you cross up and your enemy simply calls their partner, and the partner is still in their running state in add004 and they are near you, you will autoturn to them if they are closest (which again shouldnt happen on non-active players).

I realize this is a limitation of mugen and that a new assertspecial is coming in the next version of ikemen go to address this, but there is a workaround (for regular mugen) that UNOTAG uses to avoid this (kind of). Mugen treats non-player type helpers as a seperate entity so this means your character doesnt autoturn to these helpers. What unotag does is use helpers as jumping in/assisting/running in states and animations, which avoids this problem.

The only issue that persists is, once they change into their assist attack state, they are no longer helper characters and if they are near during a crossup, you will autoface them. I'd reccomend using Ikemen GO anyway since an update is coming to address this problem (you could probably just drop this in state -4 in tag mode if your sysfvar(4)=1 which is the varset for a character when they are called for an assist) but for mugen, you'd probably have to code all running in and out states as helper types and rewrite the assist state as a helper as well.

I realize this is probably a small problem for some, but I think it messes up some of the smoothness in gameplay during certain moments.

 
Title: Re: add004basic
Post by: XANDERAC on August 16, 2020, 08:40:07 pm
I know I've run into problems with this before, didn't know there was an update releasing soon to fix that. It was always annoying your active character would focus on the character doing the assist at times, even more so if the assist didn't leave properly and got stuck slightly off screen.

I meant to ask as well I remember someone told me but it's been a very long time ago now, how do you go about swapping the run-in animation for a jump out animation instead? I used to have it set so they would jump in, but they would run out, I was hoping to know how to set it so they jump in as well as out, as some characters don't have running animations and they look strange when they try to use the animation and sort of just slide off screen.
Title: Re: add004basic
Post by: airforce111 on August 16, 2020, 09:53:54 pm
heres a quick followup, although this will be fixed in ikemen go soon, for the people still using mugen this is just a quick and messy example of changing non-actives to helpers instead of making the actual player go on screen: https://streamable.com/4q9a9m

as you can see this fixes the turning issue. With a few edits id probably have the running and running out fixed, but I'm not gonna mess with it any further since I'm not on mugen anyway, but just a thought (an alternative is to create helpers that go into running state, and create a custom assist state for each character/global in common cns thats spawns a helper that goes to the attack state)

Also as I posted before, tag cancel doesnt work well on default config since you cant hit the switches on hitpauses (which is the point of a tag cancel lol), to do this you have to add a bunch of ignore hitpauses and this should fix it


how do you go about swapping the run-in animation for a jump out animation instead?

if youre using ikemen go version of add004, find and disable the sections:
state 190194
#;sys::partner_run-anim2
#;sys::partner_goto-assist1

state190190
#;sys::partner_run-anim2

This assumes you have animations 40-47  for each character, and that 40-43 dont have a negative/infinite time on their animation. If it messes up then those are probably one of the issues.
Title: Re: add004basic
Post by: XANDERAC on August 17, 2020, 04:14:04 am
Ah well thank you very much, I appreciate your help!

edit:You actually seemed to have fixed an error I actually didn't mean to fix, previously my characters would sometimes run from front which would seem strange so thank you! I meant more for assists, in my older build I had it set up so they could jump in for assists but would still run out, I was wondering if there was a way to set it to just jump in and out, as you can see in the last example how characters missing a running animation look, where they just loop their dash animations.

Jump In (old build)
Spoiler, click to toggle visibilty
Run In (current build)
Spoiler, click to toggle visibilty

Character without running animation
Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: airforce111 on August 17, 2020, 07:23:52 am
the above should've worked, its working for me (all jump in and out instead of run), are you sure you deleted these?

(https://i.imgur.com/7vDNh8p.jpg)
Title: Re: add004basic
Post by: XANDERAC on August 17, 2020, 07:52:18 am
ah I thought it worked like in the cns/system files where I just placed a semicolon ":" symbol before the line, as that usually blocks functions, I will try just deleting the line completely though, thanks!

Edit:

I assume the lines I need to edit are just the ones in the a4b_tag. zss file right? I did that and it still has them running in, unless it's in another file, I am using Ikemen Go, latest version for both the add004 patch and Ikemen Go as well if that helps
Title: Re: add004basic
Post by: carlosspeed on August 17, 2020, 06:42:19 pm
Ah well thank you very much, I appreciate your help!

edit:You actually seemed to have fixed an error I actually didn't mean to fix, previously my characters would sometimes run from front which would seem strange so thank you! I meant more for assists, in my older build I had it set up so they could jump in for assists but would still run out, I was wondering if there was a way to set it to just jump in and out, as you can see in the last example how characters missing a running animation look, where they just loop their dash animations.

Jump In (old build)
Spoiler, click to toggle visibilty
Run In (current build)
Spoiler, click to toggle visibilty

Character without running animation
Spoiler, click to toggle visibilty

Kain R. Heinlein the character you referring to never has a running animation in his origin game (Garou MOTW), he can only step dash. Also not all characters have running animation and it's pretty common to most fighting game characters.
Title: Re: add004basic
Post by: airforce111 on August 17, 2020, 06:58:27 pm

I assume the lines I need to edit are just the ones in the a4b_tag. zss file right? I did that and it still has them running in

in zss to comment out you have to use # instead of ;

and yeah thats where you should comment it out/delete them from. make sure its the correct file and correct state numbers, maybe you mightve deleted in the wrong section. If you see any change anim controllers to anim:100 that might be why. Heres mine working:

https://streamable.com/jmqasw



Title: Re: add004basic
Post by: XANDERAC on August 17, 2020, 11:27:02 pm
oh I know why he doesn't have a running animation carlos, that's partially why I wanted characters to jump in and out, as opposed to running in as there are several characters that only have dashes, so I figured it would be best for everyone to just hop in and out, just to eliminate the issue.

Ah I didn't know you had to use # to block lines in zss, I'll make sure to try again as I made sure to save a backup file as well. If not I'll back here to discuss my results, I'm pretty sure I deleted the right lines, but I will try again on a fresh copy of my backup to make sure.

edit:

So I went back to my backuo for the a4b_tag.zss file and it still seems to have running animations playing regardless, I found these and deleted them and tried blocking them with the # at the front but it still has them doing their run-ins as opposed to jumps oddly. So I'm confused, I actually ran the old version of add004 I used for mugen as opposed to ikemen to see what the change was on my old build but I don't think the same method can be used in Ikemen Go

This was my old mugen builds, left being the jump in/run out, right is run in/run out (default)
Spoiler, click to toggle visibilty


Code:
#;sys::partner_run-anim2
persistent(0) if (anim=40) && (animtime=0) && selfanimexist(100) { changeanim{value:100} }
persistent(0) if (anim=100) { turn{} }

Code:
#;sys::partner-out-set4
if !time && sysvar(0)>0 && playeridexist(sysvar(0)) {
nothitby{value:sca; time:ifelse(playerid(sysvar(0)),alive=0,25,10) }
}

if (pos y<0) { assertspecial{flag:noshadow} }

screenbound{value:0; movecamera:0,0}
playerpush{value:0}

#;sys::partner_goto-assist1
if (anim=[41,46]) {
if (pos y>=0) || ((pos y+vel y>=0)&&(vel y>0)) {
changestate{value:190195}

Not sure if this is just because of the characters I'm using, as I said the fix you gave me does happen to fix characters sliding from across the front of the screen to assist/tag in which is nice but, unfortunately, unless I did something wrong again, it doesn't seem to make the characters jump in/out so I'm not sure. As mentioned I tried deleting the lines as well as just blocking them with a # symbol


Title: Re: add004basic
Post by: airforce111 on August 18, 2020, 05:45:21 pm


Code:
#;sys::partner_run-anim2
persistent(0) if (anim=40) && (animtime=0) && selfanimexist(100) { changeanim{value:100} }
persistent(0) if (anim=100) { turn{} }

Code:
#;sys::partner-out-set4
if !time && sysvar(0)>0 && playeridexist(sysvar(0)) {
nothitby{value:sca; time:ifelse(playerid(sysvar(0)),alive=0,25,10) }
}

if (pos y<0) { assertspecial{flag:noshadow} }

screenbound{value:0; movecamera:0,0}
playerpush{value:0}

#;sys::partner_goto-assist1
if (anim=[41,46]) {
if (pos y>=0) || ((pos y+vel y>=0)&&(vel y>0)) {
changestate{value:190195}



So this is code you deleted or this is the code you left in? Either or I see whats wrong, but depends on your answer
Title: Re: add004basic
Post by: Zatoichi Flash! on August 18, 2020, 09:05:49 pm
Made another tutorial on how to synchronize the 3v3/4v4 patch with the add004 patch for 1.0/1.1. Most of you probably already know this but it'll be helpful for newcomers.

Title: Re: add004basic
Post by: XANDERAC on August 18, 2020, 11:35:01 pm

So this is code you deleted or this is the code you left in? Either or I see whats wrong, but depends on your answer


I tried deleting it, as well as blocking it with the # symbol as you mentioned but in both cases they still don't jump in, and just continue running in for their assists, those were the correct lines right?


also Zatoichi 03 very good job, I don't use the mugen version myself anymore but that should definitely help a lot of people start it up, nice work
Title: Re: add004basic
Post by: airforce111 on August 19, 2020, 12:50:49 am
I think there are 2 "#;sys::partner_goto-assist1", one of them is the one you posted, which shouldnt be deleted, I think you deleted the wrong one. the entire block:

Code:
#;sys::partner-out-set4
if !time && sysvar(0)>0 && playeridexist(sysvar(0)) {
nothitby{value:sca; time:ifelse(playerid(sysvar(0)),alive=0,25,10) }
}
 
if (pos y<0) { assertspecial{flag:noshadow} }
 
screenbound{value:0; movecamera:0,0}
playerpush{value:0}
 
#;sys::partner_goto-assist1
if (anim=[41,46]) {
if (pos y>=0) || ((pos y+vel y>=0)&&(vel y>0)) {
changestate{value:190195}

shouldnt be deleted.
 
there is another "#;sys::partner_goto-assist1" that has: ((anim=100) && (time>=20)) [changestate{value:190195}} that is below it, thats the one you should comment out/delete.
Title: Re: add004basic
Post by: XANDERAC on August 19, 2020, 05:33:39 am
So the goto-assist should look like this right?
Spoiler, click to toggle visibilty


and like this for run-anim2?
Spoiler, click to toggle visibilty

This is what I tried again, and they still run in
Also tried just blocking/deleting this and they would still run in, so I'm not sure. Thanks for all your help so far btw~
Code:
#;sys::partner_goto-assist1
#if (anim=[41,46]) {
#if (pos y>=0) || ((pos y+vel y>=0)&&(vel y>0)) {
# changestate{value:190195}
}}
Title: Re: add004basic
Post by: STANLEY69 on August 19, 2020, 05:53:29 am
So what font did add004 use?
Title: Re: add004basic
Post by: airforce111 on August 19, 2020, 07:02:48 am
So the goto-assist should look like this right?

everything is good except your first changed example, this should be disabled:

#;sys::partner_run-anim2
if !time && roundstate=2 && selfanimexist(100) { changeanim{value:100} }

Title: Re: add004basic
Post by: XANDERAC on August 19, 2020, 09:55:26 pm
I disabled that and they still run in, for their assists unfortunately
Title: Re: add004basic
Post by: airforce111 on August 20, 2020, 04:23:42 am
i might just give you my edited file lol. did you do any heavy modifying in yours? if not i can just give you a clean edited version.
Title: Re: add004basic
Post by: XANDERAC on August 20, 2020, 04:51:38 am
Lol, I've been going crazy cause I double checked, tried with the deleting as well as #symbols and again thanks for guiding me through that, like I said it fixed the issue where assists/tags would come from the players' front which was nice, because it meant they would at least come in from behind the player so that itself was really nice lol.

I actually didn't edit it at all until I was going through the bits you mentioned to fix it, so it was just a clean version of the file, if you could send that, I'd appreciate it tremendously lol
Title: Re: add004basic
Post by: airforce111 on August 20, 2020, 05:37:49 am
i tested it out myself, everyone jumps in for switches, cancels ,and tags

Quote
http://www.mediafire.com/file/z79go4of95nchst/file
Title: Re: add004basic
Post by: XANDERAC on August 20, 2020, 06:33:55 am
 Thank you so much! It works, I realized my mistake suddenly lol. I was editing the wrong version this whole time :zombie:, I forgot that the tag file was set up in the save/config file, for some reason I was convinced that it was from the fight.def file. I copied and pasted it into the folder where I thought it was reading from...and I forgot there was another one in the default "res" folder, copied and pasted into that one and tested it and immediately realized my mistake.

Gosh I'm so sorry for all this trouble but I genuinely appreciate all the trouble and help you've given. You seem pretty knowledgeable about the system considering the work on your full game. Now that I'm on the right version, I have one last question for now. I usually use this method to add a assist move to my characters' ST file, however I notice that characters

1) stay on screen too long and I'd like them to leave sooner since they seem to sometimes perform supers, the AI (against CPU players) will just activate and basically stay on screen for a while and just behave like normally instead of just popping in and out

2)how do I choose which animation I want for the assist? I think by default most characters I've used only have 1 state number (like 1000, 1100, 1200, etc) for every variation of a light/medium/heavy attack. Whenever I add their number (like 1000) to them I think it usually defaults to their light versions, I wasn't sure if there was a better/proper way of implementing specific animations for assists instead.

Again I'm sorry for all the trouble but I appreciate all the help you've given, thanks for your patience.

Code:
;--------------------------
; Partner Attack
; land>roundover
; ??>??????
;--------------------------
[statedef 190195]
type=s
movetype=i
physics=s
anim=47
sprpriority=-2
velset=0,0
ctrl=0
;---
[state 0]
   type=nothitby
   trigger1=1
   value=sca
   time=8 ;;<-options
[state 0]
   type=screenbound
   trigger1=1
   value=0
[state 0]
   type=playerpush
   trigger1=1
   value=0
[state 0]
   type=posset
   trigger1=!time
   y=0
;---
[state 0]
   type=changestate
   trigger1=(animtime=0) && (roundstate=2) && (sysfvar(4)>0) && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
   trigger1=(playerid(floor(sysfvar(0))),var(0)=90900)
   value=1000 ;;Change this to set support move
   anim=150 ;; guarding anim for stateno-checking
   ctrl=0

; ex-change (for safety)
; ???
[state 0]
   type=changestate
   trigger1=animtime=0
   value=0
   ctrl=1

-------------------
Title: Re: add004basic
Post by: airforce111 on August 20, 2020, 06:59:08 am
I was editing the wrong version this whole time :zombie:,

goddamnit.....jk. Its all good, shit happens. I dont really understand the assist question I guess, because you can't do this

Code:
[state 0]
   type=changestate
   trigger1=(animtime=0) && (roundstate=2) && (sysfvar(4)>0) && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
   trigger1=(playerid(floor(sysfvar(0))),var(0)=90900)
   value=1000 ;;Change this to set support move
  >>>> this thing should not be here >>>>  anim=150 ;; guarding anim for stateno-checking
   ctrl=0

The animation is stuck to whatever state is calling it, I mean technically you can change animation in state -2 but that would mess up the move. For example if your assist attack is statedef 1000, statedef 1000 will probably start something like this

Code:
[Statedef 1000]
type = S
movetype = A
physics = S
ctrl = 0
>>> this one anim = 1000
So whatever anim is put there is the one its going with, is that what youre trying to say? Either way, you might have to change hitdef triggers if you change animations and check for correct hitboxes.

So in add004, sysfvar(4) designates what type of tag state you are in. =1 triggers the assist, =2 triggers the tag cancel. CPU seems to like to stay on for both of these.

 I tried doing a global state -4 where if sysfvar(4) = [1,2] then cpu cant do any other moves thannthe moves in assist state and tag cancel state. For some reason it still didnt work.

What ended up happening was, I went through EVERY character's AI file and added a triggerall to each changestate EXCEPT for their assist state they are assigned:

triggerall = sysfvar(4)!= [1, 2]

The only characters this happens on is with characters with custom AI. So yes, youll painstakingly go through all the AI changestates and add that trigger as long as its not the assist state. Leave that. For the assist state your AI calls, add the trigger triggerall = sysfvar(4)!=  2 instead, this means dont do it if tag cancelling.

I know this is a convoluted way to do it, but I tried globally putting in the statedef -4 in the common zss that "if you are in assist mode and your stateno=0, or you are hurt, or you are not in your assist state or you previously fell ,or are in guard state, switch back out" and it would never completely stop it. This was the only thing that completely stopped it. So it might take a while.

Example, usually var(59) is the AI trigger youll see if its set to 1, or greater than 1

Code:
[State -1 AI]
type = ChangeState
triggerall = !NumPartner || NumPartner && (sysvar(4) != [8,9]) && (sysvar(4) != 12) && (StateNo != [1251109,1251114])
value = 200
triggerall = sysfvar(4)!= [1,2]   <--------I added this to every AI changestate, but on the assist state used in state 190195, I put triggerall = sysfvar(4)!= 2
triggerall = stateno!= 3000
triggerall = var(59)>0 && roundstate = 2          <----this means trigger when AI is on
triggerall = p2statetype != L && P2BodyDist X = [0,30]
triggerall = random <= 500
trigger1 = statetype != A
trigger1 = ctrl && p2movetype != A

Unotag doesnt have this problem because it autopatches all the AI to not trigger when tagging or assisting, but for these youll have to do it manually. There is an easier way to do it but for some reason doesnt completely stop it. Doing it this more convoluted way should squash it, althought you might wanna put a trigger all in each character, that when their sysfvar(4)=1 and trigger1 is prevstateno = (whatever assistno they  are) then selfstate into 190190. They might assist twice if the AI wants since technically AI can call the assist move since you arent telling it to change state in that state, so this measure is just detecting if it was done twice.

Though, this is only a problem in FULL CPU teams.



Title: Re: add004basic
Post by: XANDERAC on August 20, 2020, 07:33:17 am
Ah ok, as far as the assist attacks thank you, I figured there wasn't really a simple way, I know the way most CVS-style characters like the ones I use normally just have 1 number for each attack animation, like hadouken being 1000, shoryu being 1100, etc. I wasn't sure if there was a way to force an animation number to trigger instead. I know from what I recall most MVC-type characters I used with unotag in the past usually had separate values for each strength of the attack, like light version would be 1000, then medium would be 1010, and heavy would be 1020. Thanks for clearing that up though!

Hmm, shame there isn't a universal way to prevent them currently, I may try to see if I can work it into at least the more problematic AI characters at least to start with, as it can be annoying when they tag in and suddenly it becomes a simul battle for a bit lol. Last question, as I assume it can be done but I'm not sure but when you call an assist, can you make a character jump and then perform an assist, (for example, Akuma coming in, jumping and then performing a Zanku Hadoken/Aerial hadoken). Again thanks for all your help it's very appreciated, I'll try and mess around with some of this in the mean time.

Also I didn't realize the video creator of this replied, idk if this was posted before but adding stage transitions is possible and it's pretty straight forward to incorporate apparently
(https://i.gyazo.com/34e8f27b8ee0fe6154b2d958217ff4fd.png)

Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: airforce111 on August 20, 2020, 09:07:32 pm
ahh ok i get it, there are probably some moves that have a changeanim trigger that triggers if something is met, like if you select a different groove or whatever. Just look at the state, see what changanim is triggering, see if their are any corresponding hitdefs that trigger because of it, and add a trigger seperate from whatevers triggering it that is "trigger(whatever number is not taken)= sysfvar(4)=1 and itll trigger when you go into assist

Title: Re: add004basic
Post by: XANDERAC on August 21, 2020, 06:16:05 pm
hmm I'm not quite sure I understand, but that's ok, thank you for helping out again.

I was wondering if there was a solution for this problem.
It's for Buckus' Dudley as well as the edits by Mr.Ansatsuken/Mark85(<this being I know I used) I used to experience similar problems with some characters here and there when I used to use add004 for mugen, and could sometimes fix it by deleting/blocking their AI states in their system/cns files
I've tried that, even just seeing if blocking the line that appears in the error message but then another one causes the same error with a different line being referenced.
(https://i.gyazo.com/3ba30ff095685e6d5240d3ebb6ea98fd.png)
Title: Re: add004basic
Post by: Ziltoid on August 23, 2020, 10:50:53 am
I know I'm taking the risk of sounding like a complete noob (which I am by all means) and that this has probably been answered more than once in the maze of the 70+ pages of this thread. I'm sorry.

How can I implement the tag system in my own mugen? The instructions on the link are a bit vague for my tiny brain, and the fact that the folder has "ikemen" on its name confuses me. Which files do I need to install on my mugen to make it work, and do I need to replace/edit something? Do I need to also edit the characters? Also, am I "forced" to implement also the lifebars and stuff, or can I just have the tag system and nothing else?

Many thanks and many good things in life to whoever wants to explain this to me.
Title: Re: add004basic
Post by: airforce111 on August 23, 2020, 09:36:07 pm
@XANDERAC maybe you kept some garbage code in there or didnt delete some state fully, idk its kind of case by case each character is too specific but thats a general idea

@ziltoid apparently the author stopped making add004 for original mugen, and has since only release for ikemen. Delete whatever you downloaded, and I believe a few pages back someone posted a link to the latest mugen add004 pie on mega.nz, youll have to use that version. You can disable add004 lifebars etc its not mandatory (can be disabled in one of the common cns i think, i kind of forget how the original mugen one works) but also I think you have to patch characters too for mugen....I think thats what the add004 pie is for.
Title: Re: add004basic
Post by: XANDERAC on August 24, 2020, 12:39:37 am


I would suggest looking up a tutorial, for the mugen version the download should come with a thing called add004pie which you will have to use to patch your characters, it's usually better to patch them manually as you go, but from what I recall you can just go to your select.def I think and just patch it from there. Just be aware I think this just gives everyone a default state for their assist move and you'll probably have to manually fix this yourself as you test characters out.

The Ikemen version isn't compatible with mugen as airforce111 said, that's for Ikemen which is a different engine from mugen, and that one doesn't require patching of each character, it works slightly differently and has more features but...if you're not familiar with Ikemen it might be more difficult to set up initially.

@XANDERAC maybe you kept some garbage code in there or didnt delete some state fully, idk its kind of case by case each character is too specific but thats a general idea

ah ok, I mean I might just go through process of elimination and delete/block the line that triggers it to close due to an error and just try again, until it might work, not really as familiar with the coding, but that still helps so thank you


Title: Re: add004basic
Post by: Ziltoid on August 25, 2020, 07:07:06 pm
Thank you both for your answers!

@ziltoid apparently the author stopped making add004 for original mugen, and has since only release for ikemen. Delete whatever you downloaded, and I believe a few pages back someone posted a link to the latest mugen add004 pie on mega.nz, youll have to use that version. You can disable add004 lifebars etc its not mandatory (can be disabled in one of the common cns i think, i kind of forget how the original mugen one works) but also I think you have to patch characters too for mugen....I think thats what the add004 pie is for.

I see, that's why the link had only the Ikemen version. I'm not (currently) interested in switching to Ikemen so that's unfortunate.

I believe you're talking about this link, am I right? https://mega.nz/folder/wr4xzLBD#LFk-ggYxmx4YoSJEGCOQsw


I would suggest looking up a tutorial, for the mugen version the download should come with a thing called add004pie which you will have to use to patch your characters, it's usually better to patch them manually as you go, but from what I recall you can just go to your select.def I think and just patch it from there. Just be aware I think this just gives everyone a default state for their assist move and you'll probably have to manually fix this yourself as you test characters out.

Thanks! How can I patch them manually? I dug up the codes of a character already patched and I found some codes on the Statedef -2. Should I copypaste those codes or there's something more to do?
Title: Re: add004basic
Post by: XANDERAC on August 25, 2020, 10:18:50 pm
those should be the correct links, as far as patching characters to work for mugen, that add004pie exe file is what you'll use for that
(https://i.gyazo.com/75064c5ecc507cd828eb6a8943d7ad5e.png)

when launched it will look something like this
(https://i.gyazo.com/45286510dcda7967610062ae60445408.png)
Title: Re: add004basic
Post by: Ziltoid on August 26, 2020, 06:29:06 pm
Got it, thank you so much! I'm a bit hesitating in using a tool to update them, because my chars are heavily edited and I don't wanna risk to lose my edits or having them replaced (also, I'm a control freak). Maybe I'll try with one and see what changed. EDIT: nevermind, I found the stuff in the .ini file.

Last question (hopefully): I managed to make the tag system work, but my partner is CPU controlled unless I press ctrl+3. Is there a way to make it playable by default?
Title: Re: add004basic
Post by: XANDERAC on August 26, 2020, 06:39:45 pm
There is a restore tool as well, otherwise just make backups of your characters, if you're using Mugen specifically the folder should have included all these files right? basically they correspond to different lifebars/systems as some allow things like universal just defends and other functions, think of them kind of like CVS Grooves/Ism's from Alpha 3, you'll notice the lifebars look different but should also offer slightly different functionality depending on which one you go with if I remember right.
(https://i.gyazo.com/bddb701554fc182f685ef91d7916d605.png)

Long story short, pick one of the launchers with P1 if you want P1 side, P2 for P2 side, VS if you want to disable the AI so 2 human players can play, and I think the ones without an addition just leave the AI like normal, apologies if I make a mistake but I haven't used the mugen version in a while
Title: Re: add004basic
Post by: BurningSoul on August 26, 2020, 07:07:14 pm
I must also say never ever edit a patched character,when you restore it all changes will be erased,learned it the hard way
Title: Re: add004basic
Post by: Ziltoid on August 26, 2020, 07:24:58 pm
Long story short, pick one of the launchers with P1 if you want P1 side, P2 for P2 side, VS if you want to disable the AI so 2 human players can play, and I think the ones without an addition just leave the AI like normal, apologies if I make a mistake but I haven't used the mugen version in a while

Aw crap, so those files are actually alternative launchers? I thought they were add-ons files or something. I play mugen on a mac through wineskin, I'm trying to make it launch those files somehow but I couldn't yet. Thanks anyway.

Edit: no success. I'll try to mess with the codes to see if it can be changed without resorting to the .bat files.

I must also say never ever edit a patched character,when you restore it all changes will be erased,learned it the hard way

That's exactly why I don't want to use that tool.
Title: Re: add004basic
Post by: Ziltoid on August 26, 2020, 09:13:46 pm
I apologize for the double post, but I found a solution: add004+mugenhook.

Mugenhook's tag mode, normally, allows the characters to be controlled at the same time, but they're also on screen at the same time. Combining it with add004, p2 goes off screen as usual, but stays controllable. So, I managed to have an actual tag team system.
Title: Re: add004basic
Post by: XANDERAC on August 27, 2020, 06:47:00 am
I must also say never ever edit a patched character,when you restore it all changes will be erased,learned it the hard way

yeah do your edits before you patch them, otherwise they'll get removed if you patched them, did some changes and then restore them, I've noticed that with a lot of the old characters that have been uploaded prepatched, and then you can't update them and fix them, but if you restore them it just breaks them in some cases
Title: Re: add004basic
Post by: STANLEY69 on August 27, 2020, 07:55:18 am
So like I can control my characters do supers while assisting?


I mean is Mugenhook's tag mode worth merging with add004?
Title: Re: add004basic
Post by: XANDERAC on August 27, 2020, 08:11:41 am
I didn't even know mugenhook had a tag mode yet, I remember the option was there but it wasn't completed before. I think if you're trying to say you want to do like a team super you might still be better with unotag, as I know there are ways to implement combo supers but it's a lot more involved unless I'm mistaken. One of the more experienced users probably can give you a better answer
Title: Re: add004basic
Post by: Ziltoid on August 27, 2020, 08:28:11 am
I remember the option was there but it wasn't completed before.

That's right. By itself, mugenhook only brings back the old tag beta where the characters are awkwardly controlled with the same inputs, which looks funny but is impratical gameplay-wise.

So like I can control my characters do supers while assisting?

I mean is Mugenhook's tag mode worth merging with add004?

No, you can tag in and out and do assists as normal, the only difference is that both characters are always controlled by you (as in normal tag fighting games). If that's what you want, it's worth it.
Title: Re: add004basic
Post by: STANLEY69 on August 27, 2020, 09:02:46 am
But I have an question. Is there's like a setting where you can do a somewhat super assist from another character like in Marvel VS Capcom games?
Title: Re: add004basic
Post by: Ziltoid on August 27, 2020, 09:11:55 am
But I have an question. Is there's like a setting where you can do a somewhat super assist from another character like in Marvel VS Capcom games?

A setting? No. But you can make it anyway, if you know how to code a bit.

Add004 uses, by default, the Statedef 1000 move as an assist (which is hadouken for Ryu, kikosho for Chun-Li etc), but you can change it by following the instructions in the video below. If you want a super move as an assist, change the number to something corresponding to a super (like Statedef 3000, for example).

Title: Re: add004basic
Post by: STANLEY69 on August 27, 2020, 09:14:12 am
Alright, sounds reasonable. But was wondering on how can you merge Mugenhook's tag mode to add004?
Title: Re: add004basic
Post by: Ziltoid on August 27, 2020, 09:36:00 am
No need to "merge" anything, just install mugenhook on your game with add004. Here you can find all the instructions for the installation and setting of mugenhook: https://github.com/ermaccer/mugenhook/wiki

Note that the "tag mode" mugenhook gives you is the old and unfinished one that was in development for Mugen 1.1, and was abandoned and hidden. Mugenhook just makes it show up. By itself, it's pretty much unplayable. But if your game runs on the add004 system, you can switch in and out and use assists during tag, making it much more complete.
Title: Re: add004basic
Post by: STANLEY69 on August 27, 2020, 08:29:38 pm
Alright, so I installed it but it doesn't said MugenHook is installed and nothing changed.
Title: Re: add004basic
Post by: Ziltoid on August 27, 2020, 09:38:21 pm
Alright, so I installed it but it doesn't said MugenHook is installed and nothing changed.

Then you missed something. Re-read the instructions and try again. If you have doubts, I suggest you asking in the mugenhook thread 'cause we're getting off topic now: https://mugenguild.com/forum/topics/mugenhook-upgrade-your-m-u-g-e-n-187885.0.html
Title: Re: add004basic
Post by: STANLEY69 on August 28, 2020, 06:58:57 am
Oh sorry. Well either way, back on topic. When I refer to a setting where you can do a somewhat super assist from another character like in Marvel VS Capcom games. Well, I meant to be referring to a MVC Mugen Game called  Marvel vs Capcom Maximum and it shows that you can tag everytag and do assist like crazy which shown in the trailer.






I tried asking the owner on how he did it but he doesn't wanted to tell me about it on his discord server.
Title: Re: add004basic
Post by: Ziltoid on August 28, 2020, 08:27:51 am
From the youtube comment section of the video:

Quote
I edited add004 files for you to be able to tag out during anytime, even during supers.  so all that is happening is I do a super, then tag out then do super with next char. Kinda like MvC Infinite.

So yeah, basically what he did was edit add004 to enable to tag during supers. I don't think he also changed the assists to be supers themselves, but I may be wrong, I can't tell from the video.

Unfortunately I can't help you with that, I don't know how to change the tag time. Maybe someone more knowledgeable can tell us. Honestly, I would like to know too.
Title: Re: add004basic
Post by: airforce111 on August 28, 2020, 08:36:37 am
he said all he does is switch cancels in and then just does the hyper using normal key combinations the player uses to do a hyper while the other partner is still in hyper state (that war machine/ironman tagteam video).

just look for: ;>>sys::tag_mode_cmd_change_interrupted

you'll see:

trigger1=playerid(var(15)),sysfvar(4)<1 && playerid(var(15)),alive && playerid(var(15)),stateno<3000 && playerid(var(15)),time>2

change it to this:

trigger1=playerid(var(15)),sysfvar(4)<1 && playerid(var(15)),alive && playerid(var(15)),time>2

the system assumes you have all of your hypers in the state 3000 range, so if your characters arent, youll have to renumber. After changing it, you'll see you can tag cancel while in a hyper state (has to be state 3000 or higher, but I like to keep it to 3000 - 3999) and your partner will come in and you can control him. Having them on at hte same time during hyper cancel, is assuming your character is still doing their hyper then both will be on the battle floor and you just play your character like normal and press whatever keys to initiate a super. This is his method I am guessing by the way, by the way he explained it, not the one I personally use, I edited mine to automatically gon into a hyper during a cancel. His is mvc1/infinite style from what he said
Title: Re: add004basic
Post by: BurningSoul on August 29, 2020, 12:45:03 am
any chance you can share yours? It really wouldnt matter if its for zss I can try converting to this
Title: Re: add004basic
Post by: airforce111 on August 29, 2020, 11:48:08 am
First I'll warn you, there's some ikemen only sctrl's that are being used so you will have to find a workaround in mugen, so I would advise against copy pasting. But I think as long as I explain the ideas, it could properly be modified. There's ALOT happening I'll warn you first, its very oriented to fit into my custom game.

There's some very specific things (for example, it only really works good with power bar being maxed at level 3 the way its coded). It's a hybrid of a traditional tag cancel and team hyper. Usually hyper cancel will cancel the active player and they exit, in this the main player stays on until the hyper is finished and the tagged in partner lands and automatically initiates their hyper (different to pizza high fives where they just change to state 0 on land during hyper). Sample Video here of what it looks like:



Also note, my edit is strictly 3 on 3, so if its 4 on 4, idk it might work or break....The most important things to note in the zss are:

There is a new var48 being set to 15 in state 90900 which designates a tag cancel during a hyper

Which comes to the 2nd important change, sysfvar(4) now has a value equal to 3 (it originally is just values 0-2), sysfvar(4)=3 when active player's var48 = 15, and it tells the character tagging in "hey, when I land after state 190195, I have to initiate my hyper move"

Code in question:

Spoiler, click to toggle visibilty

also you need to edit hte id search for partners to include a trigger for the new var(48)=15, in zss it looks like this

Spoiler, click to toggle visibilty
then to the next point...

In my edit, each and every character has their exceptions and hypers since all of them do have their hypers in range 3000-3999, but not al lare exactly 3000. If all of your characters have the ideal hyper you want in state 3000, you could just edit it so its global without the "name" trigger. In state 190195 in land, it has this

Spoiler, click to toggle visibilty

As you can see, again, its very specific to my game, with the power trigger and everything. But like I said, if you understand the thought process of this it should be easily modified for your own game.

Now in ikemen, there is a state -4 that ignores all kinds of pauses or super pauses so I am unsure how its coded in original mugen, its this state:

Spoiler, click to toggle visibilty
Basically,exit if you are no longer in state 3000-3999 (designated hyper states) if you called to cancel into your next partner.

Also some extras, if hyper cancel, then instead of turning blue when tag cancel, turn red and also do a superpause:

Spoiler, click to toggle visibilty

This might be it, I thought I would just explain the basics of what I did so it might be workable for a more general sense if things. Again I would not reccomend copy and pasting, the code is set up to only work wit ha very specific system.

Title: Re: add004basic
Post by: RagingRowen on August 31, 2020, 01:38:48 pm

New Ikemen GO version released today, peeps.
Title: Re: add004basic
Post by: XANDERAC on August 31, 2020, 06:28:28 pm
It seems by default the dizzy effect is on and if you switch it off from the menu's the add004 files seem to override it, is there a way to turn this off? I haven't had to do this for Ikemen, I remember for mugen there used to just be a section where you could turn features on or off, but I'm not sure where that's located in the Ikemen version
Title: Re: add004basic
Post by: RagingRowen on September 01, 2020, 01:14:11 am
Kinda glad with the easy config stuff with the common.const.
Love it when someone puts out what's possible with the constant Ikemen updates.
Title: Re: add004basic
Post by: Bejeeta on September 01, 2020, 06:57:25 pm
Disable dizzy Ikemen:

add004/a4b_main.zss put #

Spoiler, click to toggle visibilty
Title: Re: add004basic
Post by: RagingRowen on September 01, 2020, 07:49:31 pm
You can do the same thing in add004/common.const but with the simple 1/0 selection.
Title: Re: add004basic
Post by: XANDERAC on September 02, 2020, 02:32:43 am


Thank you that did the trick!
Title: Re: add004basic
Post by: supersmashgaming on September 03, 2020, 04:23:56 am
You know as much as I like the add004 patch their has always be one thing that confuses me, the MUGEN version of the patch not in the one drive link. I mean along side the videos for IKEMEN we see Shiyo Kakuge also post videos from MUGEN which includes more stuff then what is in the latest available version of MUGEN add004.

So I just need to ask, whats going on? Is Shiyo waiting to release the next MUGEN version and/or has anyone try to contact them about re-uploading the MUGEN version to the one drive.

I'm just confused on that part.
Title: Re: add004basic
Post by: MR. IBZS II on September 03, 2020, 04:52:23 am
For what it seems, Shiyo has solely moved add004 only to IKEMEN. It is unknown why he removed the last Mugen version, or if he will ever make an updated Mugen version.
Title: Re: add004basic
Post by: Flowrellik on September 03, 2020, 06:01:15 am
 Same can be said for a lot of the other newer stages that still remain unreleased. Tbh I want to give a try out on a couple stages like his take on the sonson market stage.
Title: Re: add004basic
Post by: STANLEY69 on September 10, 2020, 06:24:20 am
Hey so uh.. I tried mantually patching Clairen and this is what I get?


Library error message: Died parsing command="recovery" || command="holdback")

Error detected.

Undefined command label: "command".
If not misspelling in CNS, check CMD
Error parsing trigger1, 2
Error parsing [state 0]
Error in [statedef 5050]
Error in data/common1.cns:2553
Error loading chars/Clairen/Clairen.def
Error loading p1

Anyway to fix it?
Title: Re: add004basic
Post by: Ziltoid on September 10, 2020, 07:29:56 am
Error detected.

Undefined command label: "command".
If not misspelling in CNS, check CMD
Error parsing trigger1, 2
Error parsing [state 0]
Error in [statedef 5050]
Error in data/common1.cns:2553
Error loading chars/Clairen/Clairen.def
Error loading p1

Anyway to fix it?

99% of the times the message itself tells you what's wrong. Open the common1.cns file, go to line 2553, and check for misspelling errors on that line, such as missing/additional brackets and stuff like that, or a misspelled command.
Title: Re: add004basic
Post by: STANLEY69 on September 10, 2020, 08:02:37 pm
I don't see the line 2553.
Title: Re: add004basic
Post by: Ziltoid on September 10, 2020, 08:17:05 pm
(https://i.imgur.com/aOJgVNs.png)

Whenever you open a file in Fighter Factory, you can see in which line you are over there. Or, if you use a normal text editor, you can search for the line in some way (such as a search bar).
Title: Re: add004basic
Post by: STANLEY69 on September 10, 2020, 08:39:53 pm
Alright, I see it the line on [Statedef 3301].. But I don't see any misspelling errors that cause an error.

If you wanted to help me a bit more then here's a CNS paste file of the character.
https://pastebin.com/V1JStEXT
Title: Re: add004basic
Post by: airforce111 on September 10, 2020, 08:40:46 pm
Hey so uh.. I tried mantually patching Clairen and this is what I get?


Library error message: Died parsing command="recovery" || command="holdback")


Anyway to fix it?

EDIT: why is there a parenthesis at the end? shouldnt be there, the trigger should just be: trigger(whatevernumber) =  command="recovery" || command="holdback"

Title: Re: add004basic
Post by: Ziltoid on September 10, 2020, 08:47:10 pm
EDIT: why is there a parenthesis at the end? shouldnt be there, the trigger should just be: trigger(whatevernumber) =  command="recovery" || command="holdback"

Guess we found the misspelling.
Title: Re: add004basic
Post by: NerdyAlias on September 13, 2020, 05:47:18 pm
How do use the water effects in the IKEMEN version of add004? Also how do you change the assists in the IKEMEN version?
Title: Re: add004basic
Post by: XANDERAC on September 14, 2020, 02:11:37 am
go to the stage's .def file, and make sure the author is listed as "WATER"

Code:
[Info]
name="Ring-Rain2014"
displayname="Ring-Rain2014"
versiondate=11,26,2017
;; mugenversion=1.1
author="WATER";<-----like this

just without the ";<-----"

add004 will then register those as stages with splash effects when it reads them
Title: Re: add004basic
Post by: BurningSoul on September 17, 2020, 02:34:04 pm
https://streamable.com/wdjxpz
So I managed to adapt the tag cancel thats been written down here a page ago from airforce111,to the mugen version and it works fine,just wanted to share,probably gonna share it soon
Title: Re: add004basic
Post by: STANLEY69 on September 23, 2020, 01:06:34 am
So I installed add004 to my Ikemen but there's a problem. The names doesn't show up, the P2 Portrait looks a bit off and the lifebars are looked like they are cut up. Can someone help me to fix this? Thanks!
(https://i.imgur.com/9EZw2FI.png)
Title: Re: add004basic
Post by: THE_LOST_HOPE on September 26, 2020, 06:46:42 am
So I installed add004 to my Ikemen but there's a problem. The names doesn't show up, the P2 Portrait looks a bit off and the lifebars are looked like they are cut up. Can someone help me to fix this? Thanks!
(https://i.imgur.com/9EZw2FI.png)

The names appear as one more sprite ... do not use the mugen fonts the add ... you must locate in the sff with the group 9001,0 and they will appear in the ikemen

(https://i.postimg.cc/cvDcHXzX/ejemplo.png) (https://postimg.cc/cvDcHXzX)
(https://i.postimg.cc/rd3CGzM4/ikemen000.png) (https://postimg.cc/rd3CGzM4)
(https://i.postimg.cc/qtzxC2V0/ikemen001.png) (https://postimg.cc/qtzxC2V0)

You can also use the map (def file) to use the proper states for tag system calls

[map]
a4b_sparkno=31
a4b_sparkxy=30
a4b_assist3=1000 ;; tiger Shot
a4b_assist1=1100 ;; tiger upper
a4b_assist2=1200 ;; tiger Crush
a4b_assist_hp=3100 ;; tiger Genocide
 
If anyone knows more about customization ... it would be good to share it for more info ...
Title: Re: add004basic
Post by: Speedpreacher on September 26, 2020, 07:07:03 am
English outside of the international parts of the forum please
Title: Re: add004basic
Post by: THE_LOST_HOPE on September 27, 2020, 03:50:11 am
English outside of the international parts of the forum please
Really ... sorry ... corrected
Title: Re: add004basic
Post by: STANLEY69 on September 28, 2020, 09:26:24 pm
https://streamable.com/wdjxpz
So I managed to adapt the tag cancel thats been written down here a page ago from airforce111,to the mugen version and it works fine,just wanted to share,probably gonna share it soon

This makes me wonder on how did you manage to get those sprites?
Title: Re: add004basic
Post by: STANLEY69 on September 28, 2020, 09:26:58 pm
So I installed add004 to my Ikemen but there's a problem. The names doesn't show up, the P2 Portrait looks a bit off and the lifebars are looked like they are cut up. Can someone help me to fix this? Thanks!
(https://i.imgur.com/9EZw2FI.png)

The names appear as one more sprite ... do not use the mugen fonts the add ... you must locate in the sff with the group 9001,0 and they will appear in the ikemen

(https://i.postimg.cc/cvDcHXzX/ejemplo.png) (https://postimg.cc/cvDcHXzX)
(https://i.postimg.cc/rd3CGzM4/ikemen000.png) (https://postimg.cc/rd3CGzM4)
(https://i.postimg.cc/qtzxC2V0/ikemen001.png) (https://postimg.cc/qtzxC2V0)

You can also use the map (def file) to use the proper states for tag system calls

[map]
a4b_sparkno=31
a4b_sparkxy=30
a4b_assist3=1000 ;; tiger Shot
a4b_assist1=1100 ;; tiger upper
a4b_assist2=1200 ;; tiger Crush
a4b_assist_hp=3100 ;; tiger Genocide
 
If anyone knows more about customization ... it would be good to share it for more info ...

Do I like find the names in the lifebars sprites or something?
Title: Re: add004basic
Post by: THE_LOST_HOPE on September 29, 2020, 09:26:00 am
Do I like find the names in the lifebars sprites or something?



I don't like them, to tell the truth, but this is how the system comes, and the ikemen function still does not work properly with the desired effect in my opinion ... maybe in the future that detail can be fixed
Title: Re: add004basic
Post by: Zatoichi Flash! on September 30, 2020, 10:12:11 pm


Another tutorial I made on how to both fix common character patch errors and how to manually patch a character
Title: Re: add004basic
Post by: STANLEY69 on October 03, 2020, 05:07:04 am
Nice tutorial but I have one question. What if the character doesn't have Recover?
Title: Re: add004basic
Post by: airforce111 on October 04, 2020, 08:54:53 pm
Nice tutorial but I have one question. What if the character doesn't have Recover?

then you add it (cmd), its also default in common cns (if its not in common cns, take it from a character that has it, it should be there though)
Title: Re: add004basic
Post by: Smoker5 on October 20, 2020, 04:08:36 pm
Ammm the Zatoichi Flash tutorial! Your tutorial is appreciated but it is a bit accelerated and does not show how to record and the chars of the author Violin Ken no more cannot be patched with your tutorial or with the add004basic https://www.mediafire.com/file/4l65nir7bfvc5az/Poison.7z /proceedings
Title: Re: add004basic
Post by: STANLEY69 on October 23, 2020, 02:06:49 am
Can anyone do like a tutorial or show how to add different round and fight callout sounds to the lifebars just like 2Dee4ever did to his lifebars? For example; If you watched one of 2Dee4Ever, you'll notice that each round and fight callout sound are quite different than the CVS2 Callout sounds that Shiyo used in his lifebars.
Title: Re: add004basic
Post by: Ysaquerai on October 23, 2020, 04:19:27 am
i'm using the latest ikemen go v0.95 and latest add004 for v0.94

when in arcade tag mode 3v3 or 4v4 most of the time random characters got stuck in the edge of the screen when that happens i cannot tag or assist the character until the time runs out?

can i delete some line/s in the tag script of add004 for this to not happen?
Title: Re: add004basic
Post by: STANLEY69 on November 10, 2020, 06:55:57 pm
How do I edit the hitsparks?
Title: Re: add004basic
Post by: diablo2388 on December 07, 2020, 12:56:20 am
First I'll warn you, there's some ikemen only sctrl's that are being used so you will have to find a workaround in mugen, so I would advise against copy pasting. But I think as long as I explain the ideas, it could properly be modified. There's ALOT happening I'll warn you first, its very oriented to fit into my custom game.

There's some very specific things (for example, it only really works good with power bar being maxed at level 3 the way its coded). It's a hybrid of a traditional tag cancel and team hyper. Usually hyper cancel will cancel the active player and they exit, in this the main player stays on until the hyper is finished and the tagged in partner lands and automatically initiates their hyper (different to pizza high fives where they just change to state 0 on land during hyper). Sample Video here of what it looks like:

[youtube]https://www.youtube.com/watch?v=aMngB7CvRzY[/youtube]

Also note, my edit is strictly 3 on 3, so if its 4 on 4, idk it might work or break....The most important things to note in the zss are:

There is a new var48 being set to 15 in state 90900 which designates a tag cancel during a hyper

Which comes to the 2nd important change, sysfvar(4) now has a value equal to 3 (it originally is just values 0-2), sysfvar(4)=3 when active player's var48 = 15, and it tells the character tagging in "hey, when I land after state 190195, I have to initiate my hyper move"

Code in question:

Spoiler, click to toggle visibilty

also you need to edit hte id search for partners to include a trigger for the new var(48)=15, in zss it looks like this

Spoiler, click to toggle visibilty
then to the next point...

In my edit, each and every character has their exceptions and hypers since all of them do have their hypers in range 3000-3999, but not al lare exactly 3000. If all of your characters have the ideal hyper you want in state 3000, you could just edit it so its global without the "name" trigger. In state 190195 in land, it has this

Spoiler, click to toggle visibilty

As you can see, again, its very specific to my game, with the power trigger and everything. But like I said, if you understand the thought process of this it should be easily modified for your own game.

Now in ikemen, there is a state -4 that ignores all kinds of pauses or super pauses so I am unsure how its coded in original mugen, its this state:

Spoiler, click to toggle visibilty
Basically,exit if you are no longer in state 3000-3999 (designated hyper states) if you called to cancel into your next partner.

Also some extras, if hyper cancel, then instead of turning blue when tag cancel, turn red and also do a superpause:

Spoiler, click to toggle visibilty

This might be it, I thought I would just explain the basics of what I did so it might be workable for a more general sense if things. Again I would not reccomend copy and pasting, the code is set up to only work wit ha very specific system.



this is perfect ive been trying to do this 4 a long time great job
Title: Re: add004basic
Post by: diablo2388 on December 18, 2020, 06:00:29 pm
does anyone know how to add more combo messages?
Title: Re: add004basic
Post by: airforce111 on December 31, 2020, 11:34:16 am
NOTE: I'm using the Ikemen go version of add004, on 0.96, these might be ikemen specific but if you experience this behavior on mugen, this may help. you will have to translate it to mugen cns if you’re on the mugen version

To download a prebuilt file with example characters, use this link: https://drive.google.com/file/d/1cDHE6JHCGLpR_Ekb1rnxfa3rwNWsPEfl/view?usp=sharing

Ok so after 8 months of using add004 for ikemen and understanding the ins and outs, the current vanilla version has quite a few flaws, and hopefully my post will assist users in optimizing it for better usage. I've now basically modified it enough on my end where it responds way better and reacts as it should. If you're big into fighters like me then one of the most important things is responsiveness and timing. By default, the timing of when you can do actions (like tag in or tag out) is not that great, and tag cancel actions don't respond well at all depending on the move. Below I’ll go through some fixes that solves all this:

One has to do with the amount of time you go from state 190190 (exiting state) to state 190192(standby). The problem is, the interval (amount of time) in the main loop you can call for a character switch is shorter than your actual going to standby state. So, what happens (as I still see in some peoples’ videos and games) is if you switch and spam the switch button quick enough, your exiting partner won’t have enough time to exit and it'll force whoever is coming up to come in and "land" at the edge of the screen instead of where your partner's position was supposed to be. The run/jump out cycle is way too slow in conjunction with the tag in/out interval. So, in state 190190, to your liking, in "#;sys::partner_run-vel2" change the vel x to something higher, for me I put 12.6. But take note, you'll have to calculate everything else then and time it perfectly, these are the numbers I use. They all must be perfectly timed well.

Another problem is when the round starts, there is a small bug where if player 2 is near the edge of the side your p1 partners exited during the first seconds of the game, they will automatically turn to that edge randomly for a quick second. This is because in "#;sys::player_pos_y_outscreen1" in state 190190, your partner's presence suddenly triggers p2 to turn since they are near that position again for a few frames. This only happens at the start of a round since it SETS your partners to pos y of 0, triggering the sudden enemy p2 turn to the edge. to fix this I put "if TimeElapsed > 200" before it which avoids this all together. In Mugen you can just spawn an invisible explod for 200 or so frames and trigger it when numexplod(whatever number) equals zero.

Another problem is once you adjust the timing, it messes a bit with how player 2's ability to tag or call for an assist is in the beginning. What happens is p2 gets to call for an assist or switch in the beginning of the round quicker, to fix this I also put the same timeelapsed >200 trigger in the beginning of the #;sys::partner_goto-standby1 section, since this only happens as the round starts. Still in that section, the time it takes to go to state 190191 is 1 second, I changed mine to half a second. Instead of time?59, I put time >29.

In the section  #;sys::partner_goto-standby2 #;;<<- (158F) interval / charge-time ; I also changed "time >= 158" to "time>=29". a HUGE change, this is because the default interval when you can switch in and out or call an assist is so short, we're adjusting it accordingly so it doesn’t bug out and make your partner land on the edge of the screen (if switched quick enough).

And finally, the biggest part I changed, is how var changes happen. Making the player have to set var(48) to 11 BEFORE doing a tag cancel is counterproductive. I just separated them. There are a lot of problems with assist interval counter resetting even if it didn’t execute. Now they look like as follows:

Code:
ignorehitpause if var(48)=11 { mapset{map:"i_Assist_Interval"; value: 100} mapset{map:"time"; value: 1} }
ignorehitpause if var(48)=21 { mapset{map:"i_Assist_Interval"; value: 100} mapset{map:"cancelexit";value:1}} #ORIGINALLY 30
ignorehitpause if var(48)=12 { mapset{map:"i_Assist_Interval"; value: 120} }

if you are using my custom hyper cancel/tag code, just adjust accordingly and literally make it like the chunk of tag cancel code, but instead tirrger it when stateno = [3000,4000].

Notice how I adjusted the interval as well; this is because we’ve adjusted timing and also, I find this delay in timing personally for me works best. anywhere from 80 and above work better. Feel free to adjust lower but you WILL run into switching to the wrong character issues if switching too fast or characters ending on the edge of the screen. I have all the varsets all separate, it’s easier to keep track this way. instead of just var48 trigger and var48=12.

Again, we want the timer to run correctly and make sure that timer resets correctly if partner exits so you don't get sometimes buggy switches (which happens by default, not often, but sometimes). That’s why I have another mapset I put when var48 is set to 11 and 21. Then I added the below:

Code:
ignorehitpause if map(i_Assist_Interval)=0 { mapset{map:"time"; value: 0} }
ignorehitpause if map(time)=1 &&
(playerid(var(15)),target,incustomstate=1 ||
playerid(var(15)),target,gethitvar(isBound)=1 ||
playerid(var(15)),hitdefattr = SCA, NT ) {
mapset{map:"i_Assist_Interval"; value: 0} }

Personally, for me, if you are grappling, I don't want to just switch while they are in a grapple move, so this prevents a grapple to cancel out of.


and then it proceeds to start the next if statement. Please feel free to remove any playerid(var(15)),numtarget triggers there, because in my case I wanted characters to be able to tag cancel if they hit someone with a projectile. Move contact does not count projectiles. Numtarget is buggy if not properly managed (I haven’t posted the code here since it might be too much). Anyway......

This should prevent both those things from happening. What ends up happening is it won’t reset the interval back to 120 (at least in my case the number I set to) again. Assisting in and out should be way smoother now.

Then I made changes to the triggers of how the varsets are made because we want to separate a tagout and a tag cancel, we don’t want to have to set var48 to 11 before canceling to set 12, this just brings a slew of bugs. So I modified it to this (in #;>>sys::tag_mode_cmd_change):

Code:
#;; change [v48=11] ; 交替
#;>>sys::tag_mode_cmd_change
ignorehitpause if map(i_Assist_Interval)=0 && map(supertimer)=0 &&
roundstate=2 && numpartner && var(22)=4 && !var(48) && map(i_Assist_Interval)=0 && map(supertimer)=0 &&
(playerid(var(15)),statetype != A && (playerid(var(15)),stateno!=[45,51] || playerid(var(15)),movecontact != 0)) &&
(playerid(var(15)),movetype = I && playerid(var(15)),ctrl = 1 && playerid(var(15)),statetype != A && playerid(var(15)),movetype != A && playerid(var(15)),movetype != H ){
ignorehitpause if var(15)!=var(49) && playeridexist(var(49)) {
ignorehitpause if (playerid(var(49)),stateno=190192) && (playeridexist(var(15))) && (playerid(var(15)),stateno!=[2999,3999]) { #; if in hyper cancel, ignore p1 idle status if P3 so P3 can hyper cancel
##;;--- player-controlled ;; 操作交替
ignorehitpause if ((root,command="shift_fwd") || (root,command="shift_back")) {
ignorehitpause if var(51)<1 && var(28)>200 && (var(7)&1024) {
var(48):=11;
}}
##;;--- ai
if var(51)>0 && var(28)>200 && (var(7)&1024) {
if playerid(var(15)),sysfvar(4)<1 && (random%50=0) && playerid(var(15)),life<playerid(var(49)),life {
var(48):=11;
}}
##;;--- forced change (not-alive, stand-by) ;; 強制交替(終止、待機中)
if playeridexist(var(15)) {
if (playerid(var(15)),alive=0 && playerid(var(15)),stateno=5150) || (playerid(var(15)),stateno=[190191,190192]) {
var(48):=11;
}}
}}}

and for var48=21 (tag cancel), important note, you must add the AI code from var48=11 to this now since they are seperate and so cpu can use these functions :

Code:
#;; "Switch-Canceling"
ignorehitpause if map(i_Assist_Interval)=0 && map(supertimer)=0 && var(15)!=var(49) && playeridexist(var(49)) {
ignorehitpause if playerid(var(49)),stateno=190192 && power>=500 {
ignorehitpause if playerid(var(15)),sysfvar(4)<1 && playerid(var(15)),alive && playerid(var(15)),stateno!=[2999,3999] {
ignorehitpause if playerid(var(15)),movetype=A && playerid(var(15)),gethitvar(isbound)=0 &&
  ((playerid(var(15)),movecontact && playerid(var(15)),target,movetype=H) ||
  (playerid(var(15)),movecontact) ||
  (playerid(var(15)),numtarget>0 && playerid(var(15)),target,incustomstate=0 && playerid(var(15)),Target,StateNo != [5110,5955] && playerid(var(15)),target,movetype=H)) {
ignorehitpause if ((root,name!="BAGAN" && ((root,command="shift_fwd") || (root,command="shift_back"))) && var(51)<1 && var(28)>200 && (var(7)&1024)) ||
   (var(51)>0 && var(28)>200 && (var(7)&1024) && playerid(var(15)),sysfvar(4)<1 && (random%50=0) && playerid(var(15)),life<playerid(var(49)),life ) {
   var(48):=21;
}}}}}

Please modify to how you create your system, for example switch cancelling does not cancel on states 2999->3999 in the trigger because i have a custom hyper cancel tag I use for those statenumbers, so please look at the code and adjust accordingly before simply copy pasting.

Now this is optional, this is to FORCE cancelling partner to exit after you initiate a tag cancel, by default you may be able to do a movecontact combo with the character that is supposed to exit until they are no longer in an attack state, I prefer they exit after a cancel initiates since this messes up timing and 99% of fighting games behavior is like this, in main loop 90900 in a4b_main, I put:

Code:
ignorehitpause if map(cancelexit) > 0 { mapset{map:"cancelexit"; value: map(cancelexit) + 1} }

We already set up the map cancelexit in the above when var(48)=21. So now that it is 1, it will continue increasing by 1 each frame, we want this so in statedef -4 we can trigger a force exit with this code (put in statedef -4 to ignore superpauses):

Code:
ignorehitpause if playerid(floor(sysfvar(0))),map(cancelexit) > 5 && (stateno != [190190,190196] || prevstateno!= [190195,190196]) && movetype = A && pos y >= 0{
changestate{value:190190}
mapset{map:"cancelexit"; value: 0; RedirectID:floor(sysfvar(0))}
}

ignorehitpause if playerid(floor(sysfvar(0))),map(cancelexit) > 5 && (stateno != [190190,190196] || prevstateno!= [190195,190196]) && movetype = A && pos y < 0{
changestate{value:50;ctrl:0}
velset{x:0;}
mapset{map:"cancelexit"; value: 0; RedirectID:floor(sysfvar(0))}
}

Ok that's good, but now we must set it up so it doesnt bug out any other characters to exit, so in state 190190 && for good measure also in 190191 in a4b_tag we put:

Code:
mapset{map:"cancelexit"; value: 0; RedirectID:floor(sysfvar(0))}
We redirect the mapset to the helper90900 and set it to 0 whenit confirms the person is exiting

Then in statedef 190195 we put:
Code:
ignorehitpause if playerid(floor(sysfvar(0))),map(cancelexit) > 0 { mapset{map:"cancelexit"; value: 0; RedirectID:floor(sysfvar(0))}  }

Just so before landing in as the main character, teh cancelexit is still not running and accidently sends the character exiting.

And in statedef 190193, replace the code sections referenced below with mine here. The default does not calculate the main player's postition right in some cases which ends up making them land on the edge of the screen. This should fix that bug:

Code:
#;sys::partner-out-set2
if sysvar(0)>0 && playeridexist(sysvar(0)) {

if facing!=playerid(sysvar(0)),facing { turn{} }
posset{
x: (playerid(sysvar(0)),pos x) - ( playerid(sysvar(0)),backedgebodydist +const240p(90) )*facing;
y:-const240p(180) }

#;sys::partner-landing-pos2
if !time && !ishelper && roundstate=2 && sysfvar(4)=0 && !numhelper(909606) && sysfvar(0)>0 && playeridexist(floor(sysfvar(0))) {
if (playerid(floor(sysfvar(0))),var(0)=90900) && !(playerid(floor(sysfvar(0))),var(7)&65536) {
helper{
pos:(playerid(floor(sysfvar(0))),pos x-pos x)*facing, (playerid(floor(sysfvar(0))),pos y-pos y);
id:909606; stateno:190202 }
}}

#;sys::partner-out-vel2
velset{x:abs(pos x-playerid(floor(sysfvar(0))),pos x)*0.05; y:abs(pos y)*0.05 }
#;sys::partner-out-vel3
if (roundstate>2) {
velset{x:abs(pos x-playerid(sysvar(0)),pos x +const240p(28)*(id-sysvar(0))*facing )*0.035;
y:abs(pos y)*0.035 }
}

}

Then to prevent some weird things from happening like characters activating a switch but not actually switching (super rare), I added this when var(48) is set to 11 in state 90900:

Code:
ignorehitpause if var(48)=11 { mapset{map:"i_Assist_Interval"; value: 100} mapset{map:"time"; value: 1} mapset{map:"unsettimer"; value: 1}}

Below I also added to check if it stays stuck and no characters actually switched in, to set it back to 0:
Code:
ignorehitpause if map(i_Assist_Interval)=100 && map(time)=1 && map(unsettimer) > 2 && playerid(var(15)),stateno!=[190193,190195] { mapset{map:"i_Assist_Interval"; value: 0} mapset{map:"time"; value: 0}}

Now we remove the current #;sys::partner-landing-pos2 and replace with these two:

Code:
		#;sys::partner-landing-pos2
if timeelapsed <= 235 && !time && !ishelper && roundstate=2 && sysfvar(4)=0 && !numhelper(909606) && sysfvar(0)>0 && playeridexist(floor(sysfvar(0))) {
if (playerid(floor(sysfvar(0))),var(0)=90900) && !(playerid(floor(sysfvar(0))),var(7)&65536) {
helper{
pos:(playerid(floor(sysfvar(0))),pos x-pos x)*facing, 50+(playerid(floor(sysfvar(0))),pos y-pos y);
id:909606; stateno:190202 }
}}

#;sys::partner-landing-pos2
if timeelapsed > 235 && !time && !ishelper && roundstate=2 && sysfvar(4)=0 && !numhelper(909606) && sysfvar(0)>0 && playeridexist(floor(sysfvar(0))) {
if (playerid(floor(sysfvar(0))),var(0)=90900) && !(playerid(floor(sysfvar(0))),var(7)&65536) {
helper{
pos:(playerid(floor(sysfvar(0))),pos x-pos x)*facing, floor(playerid(sysvar(0)),pos y-pos y);
id:909606; stateno:190202 }
}}


Also its good practice to make sure noturntarget is asserted if the character you are sending out is not the main character, this is because enemies will still try to automatically turn to your standby characters if called out and are close enough, but this ruins the mechanics. This is NOT behavior in tagteam fighting games, main fighters should not be turning to standby fighters who are called in for assisting.

The combo counter system in add004 is also innacurate, compare it with the actual fight.def counter on and you'll see add004 drops some hits sometimes. I'd disable it all together and just enable native combo count system on ikemen/mugen.

Mini rant here, I personally think a lot of stuff here is over-engineered and complex for no reason (for example the explod system for messages). I don't understand the point of making every single thing a variable and writing confusing code no one can really read. I mean cmon, what is this:

Code:
var(14):= var(15)+1+(time%numpartner) -(var(15)-sysvar(0)+1+(time%numpartner)>numpartner)*(numpartner+1);
pos:var(3)*(teamside=2)+floor(5*fvar(0))*ifelse(teamside=1,1,-1) , floor((50+(var(47)%100)*8)*fvar(0));

What are we even trying to do here? Imo, some good examples of easy and clean code to read concerning tag systems are unotag and ikemen's tag system that gacel and k4thos created. I think add004 is waaaay to over complicated for no good reason, it could benefit from some refactoring. For example, why are there 2 standby states? having 2 kind of bugs everything out on default and making it be able to enter as a main player in state190191 doesn't make sense if theres 1 more standby state you have to go thorugh, why not just 1 standby state at that point then? I digress.


I think that’s pretty much the basics but this should make things way smoother and more responsive. Works way better for me this way. Again, unsure of how the mugen version is, but at least in Ikemen it was this way until I did all these modifications.


Title: Re: add004basic
Post by: diablo2388 on January 01, 2021, 07:28:36 am
this helped alot thanks
Title: Re: add004basic
Post by: airforce111 on January 09, 2021, 09:41:33 pm
https://streamable.com/wdjxpz
So I managed to adapt the tag cancel thats been written down here a page ago from airforce111,to the mugen version and it works fine,just wanted to share,probably gonna share it soon

im having trouble sending you PM's, it says you are mete123 but it doesnt appear in the list so i sent to BurningSoul but everytime I send it fails. also that error message you sent, that is really weird because timeleft is what it was called in the old version, did I accidently send the wrong files? In anycase, I have updated and made a few tweaks since then but have not been able to send pm's to you for some reason. please try this:

https://drive.google.com/file/d/1cDHE6JHCGLpR_Ekb1rnxfa3rwNWsPEfl/view

It's an entire example prebuilt. I am on ikemen 0.96. Im not sure what happened before
Title: Re: add004basic
Post by: BurningSoul on January 10, 2021, 03:45:42 pm
its mete122 must have been a mistake
Title: Re: add004basic
Post by: airforce111 on January 10, 2021, 08:09:29 pm
its mete122 must have been a mistake
edit: is your inbox full?? that might eb the problem.

yeah it doesnt show up in my list either, its really weird, i only get to send to burningsoul but i can no longer send you PM's or even start a new conversation. i had talked to the mods. Someone else was experiencing hte same thing.
Title: Re: add004basic
Post by: theiddenbirthexe on January 27, 2021, 07:41:23 am
do anyone know how to change a characters dizzy state on ad0004
Title: Re: add004basic
Post by: EX_DANIEL_97 on February 02, 2021, 10:30:21 pm
good.
is there a way to fix this error?
the problem is that some characters not all, they do not attend when I call him to defend
Spoiler, click to toggle visibilty
and I think it's the states
Title: Re: add004basic
Post by: KOFHƎRO77 on May 13, 2021, 10:31:42 pm
Bump,does anyone have the 2017 version of add004,or just any version that doesnt have that weird thing in simul/tag where p3 & p4 has his own lifebar.
Title: Re: add004basic
Post by: DaHatMan on May 31, 2021, 08:24:07 pm
So I haven't been able to find a fix for this yet and I'm unsure if it's an issue you fix with the character files of the common1.cns but I've seen it mentioned before in this thread but no fix for it after reading through like 40 pages. How exactly do you fix infinite juggle? I know it has something to do with var(15) & Var(16) but I'm unsure exactly what to change there without breaking something.

https://streamable.com/stcg5z
Title: Re: add004basic
Post by: Marco_Kang on July 22, 2021, 03:25:40 pm
is there a Newest Version of Add004 for Mugen?
Title: Re: add004basic
Post by: Tanky Blobbit on July 22, 2021, 04:33:52 pm
Unfortunately no. And probably won't be a new update anytime soon from the looks of it.
Title: Re: add004basic
Post by: diablo2388 on July 29, 2021, 03:31:55 am
Does anyone know or can help me program a snap back feature to force tag characters in?
Title: Re: add004basic
Post by: Stone-Wolf on August 20, 2021, 04:04:05 pm
mugen a4b_20210813 update. the groove select on the versus screen is pretty interesting.
Title: Re: add004basic
Post by: Tanky Blobbit on August 20, 2021, 06:19:14 pm
IT"S BEEN UPDATED?!....IT'S BEEN UPDATED! oh my weekend is ruined (in a good way) I'm gonna be having a blast with this.
Title: Re: add004basic
Post by: Tanky Blobbit on August 20, 2021, 09:52:43 pm
On IKEMEN: Is the lifebars display only limited to 480p? Because when I'm using 720p or 1080p, 2nd Player's icon is waaay off.
Title: Re: add004basic
Post by: Marco_Kang on August 23, 2021, 05:23:32 am
I'm kinda having a little problem about repatching my characters with this new update
Title: Re: add004basic
Post by: Stone-Wolf on August 23, 2021, 06:09:54 am
no problems here, but i redownloaded the chars and did a fresh patch. recommend you do the same.
Title: Re: add004basic
Post by: BurningSoul on September 02, 2021, 12:21:45 am

Well I had to post this
Title: Re: add004basic
Post by: reporter vesgo on September 11, 2021, 04:29:54 am
(https://media.discordapp.net/attachments/500109278582013954/886075614728192020/mugen041.png)

Does anyone know how to fix the assistance of raajaboy characters in the new add004?
Title: Re: add004basic
Post by: BurningSoul on October 03, 2021, 10:22:35 pm

DHC's work,setable with patcher,or manually addable with assist code

I could use feedback on add004 general,bugs issues,
I already know dizzy and guard crush and guard bars are broken
Current stuff that needs update is fuckin Just Defend and above
I wanna find a univeersal fix for Infinite Juggle Bug as well
Down the road is learning and teaching stuff to use from common1.cns while knowing you cant take chars out without clones popping with this

applying the effects sparks maybe change them up
Changing Helper Dusts or explods dusts with water splashes on water stages for mugen users,tho this is deprecated way since Ikemen has it now
and finally for people who know how to code tag supers,the ngbc tag team supers,
Title: Re: add004basic
Post by: BurningSoul on October 03, 2021, 10:26:15 pm
(https://media.discordapp.net/attachments/500109278582013954/886075614728192020/mugen041.png)

Does anyone know how to fix the assistance of raajaboy characters in the new add004?
this in statedef -1,if opponent in air set anti air assist,if not set another
;------
;sys::-1::Partner-Assist-Registration
[state 0]
   type=varset
   trigger1=(stateno=190193)
   sysvar(1)=ifelse((p2statetype=a),1100,1000) ;;<-StateNo

Title: Re: add004basic
Post by: supersmashgaming on October 16, 2021, 02:56:45 pm
Is there a way to disable the bonus game for KFM, KFW, & KFR-01
Title: Re: add004basic
Post by: SuliOfTheNerdVaid Suli on October 18, 2021, 09:35:56 pm
How do I change an assist attack for the Ikemen version of Add004? (If its possible)
Title: Re: add004basic
Post by: BurningSoul on October 18, 2021, 10:08:02 pm
[map]
a4b_assist1=1000 ;; tiger Shot

add this to def file and change 1000 to whatever you want
Title: Re: add004basic
Post by: SuliOfTheNerdVaid Suli on October 18, 2021, 11:09:31 pm
[map]
a4b_assist1=1000 ;; tiger Shot

add this to def file and change 1000 to whatever you want

Thank you so much Mr. Soul
Title: Re: add004basic
Post by: BurningSoul on October 18, 2021, 11:27:34 pm
you are welcome hope it worked,I'm sure it would,but ya never know with this tag lol
Title: Re: add004basic
Post by: SuliOfTheNerdVaid Suli on October 20, 2021, 12:49:15 am
you are welcome hope it worked,I'm sure it would,but ya never know with this tag lol

yeah I'm hip lmao but it surprisingly worked
Title: Re: add004basic
Post by: BurningSoul on October 22, 2021, 02:42:48 pm
https://mugenguild.com/forum/topics/add004-team-hyper-combo-194626.0.html
well in case its useful,uses latest version
Title: Re: add004basic
Post by: STANLEY69 on December 19, 2021, 07:05:53 am
So I installed add004 to my Mugen, patched all of my chars. And the first thing that I see is.. where's the fuck are the names? Like I'm not seeing any names popping up during a match or training. Is this some kind of a bug?
Title: Re: add004basic
Post by: Yuko on January 03, 2022, 03:02:49 pm
So I installed add004 to my Mugen, patched all of my chars. And the first thing that I see is.. where's the fuck are the names? Like I'm not seeing any names popping up during a match or training. Is this some kind of a bug?

Go to data/add004/res/, rename "_name.fnt" to "name.fnt" (remove the "_").
If you use bs0 or svc, go to their respective folders instead.
Title: Re: add004basic
Post by: MugenNinja on August 30, 2022, 12:48:06 pm
Sorry if this is tiresome as I've seen this question appear often, but I've looked through all of these pages (though I've probably missed something) and I couldn't figure out how to add the lifebars for ikemen go without changing the screenpack. If its worth noting, I'm using the Infinite Legacy screenpack. I've seen some say to replace the system.def but that didn't work. If someone could explain how to do this step-by-step, that'd be great.

Edit: So I've figured it out. My only issue is the lifebar doesn't look completely aligned, like it has cuts in it.
Title: Re: add004basic
Post by: BOOTofANGEL on September 02, 2022, 05:46:42 am
you have to go into your add004 folder and open up a4b_main.zss, ctrl+f  fvar(0):=ScreenWidth and play with those screenheight and screenwidth numbers to fit your screen. try editing the width part first.
Title: Re: add004basic
Post by: MugenNinja on September 03, 2022, 01:05:10 pm
That worked, thank you.
Title: Re: add004basic
Post by: Awannta2007 on September 04, 2022, 01:21:41 pm
Hi i'm currently make my lifebar but

How can i add More Combo Message?

like: 30 Combo = Unbelievable!!!
Title: Re: add004basic
Post by: STANLEY69 on September 22, 2022, 11:54:12 am
So I installed add004 to my Mugen, patched all of my chars. And the first thing that I see is.. where's the fuck are the names? Like I'm not seeing any names popping up during a match or training. Is this some kind of a bug?

Go to data/add004/res/, rename "_name.fnt" to "name.fnt" (remove the "_").
If you use bs0 or svc, go to their respective folders instead.


Alright and what about Ikemen? The names are not popping up in there either. I tried removing the _ from name and combo but the names still won't pop up.
Title: Re: add004basic
Post by: THE_LOST_HOPE on November 16, 2022, 10:31:38 am
Greetings to the community, my question is how to correct the problem of the life bars of player 2 (p2) when using the AttachedChar in a scenario using the add004 system in ikemen go 0.98.2, I have realized that only when using the scenarios that use The AttachedChar occurs that problem that the reduction of the life of player 2 is not appreciated very well, if it is not used it works well, someone managed to solve this detail?

Title: Re: add004basic
Post by: Mammoth1425 on December 01, 2022, 03:11:18 pm
Does anyone know the code in the common1 for removing these "grooves"?

 https://cdn.discordapp.com/attachments/1035525664520011830/1047875999041343508/image.png
Title: Re: add004basic
Post by: Fenix2609 on December 18, 2022, 09:16:28 pm
Hi guys I have downloaded the latest add004 patch, but it hasn't any data folder inside the file I downloaded, and when I launch any exe, like the svc, it crashes and says these things:

Error detected.

Can't open data/add004_svc/system.def
Error loading system data: data/add004_svc/system.def

Clipboard tail:
Allocating game variables
Reading configuration file...Setting language "en".
OK
Initializing timer...performance timer enabled...frequency 10000000...OK
Initializing keyboard...configuring...OK
Initializing input engine...OK
Initializing sound...Could not initialize sound mixer.
Initializing graphics...gameCoord 1280x720...render mode 2_20...trying 1280x720x32 mode 0x0...success...OK
Setting callbacks...OK
Initializing font...OK
Initializing game variables...OK
Session RNG seed is 1671394239
Loading system fonts...OK
Loading options...
Initializing pads...OK
Reinitializing input engine...OK
Remapping keys...OK
Reinitializing input engine...OK
Options loaded OK
Loading system...
  Load system file system.def...

I knew how to use the older add004 patch, but with this new one I have too much problems, if you have a good tutorial about how to patch  mugen (from zero) with add004 patch please send it to me with a reply
Title: add004basic
Post by: Arcadeboi on January 10, 2023, 09:04:30 am
Im using add004 with Mordecool's version of luffy, and his normal portraits that shows in the character select wont show in game (E.g vs screen, during the game)
Title: Re: add004basic
Post by: Marco_Kang on May 19, 2023, 10:03:25 pm
Hello, i have a little problem with add004 while playing sf3 characters(GM), each button i press triggers a super does anyone who why do it keep happening?
Title: Re: add004basic
Post by: BurningSoul on July 30, 2023, 12:52:59 am
Alright for people messing with fullgames and wanna use this tag for mvc
first you have to download mugen version of latest add004(only the one in add004 folder I didnt add it for bs0 and svc) and install it like usual then you replace your common1 in add004 folder and your ini file with the one I provided and follow the readme provided
https://1drv.ms/u/s!AispdDQgkFaao1ah7nBqfvDMwQVd?e=7bQZ1Z
Inside you will find a cns file for you to implement into your character and a readme that will guide you through steps to do so

Now this code isnt perfect some moves whill whiff or not have enough velocity then required to hit
its up to you to figure it out
var(48) = 20 inside common1 controls dual hypers
changestates to dual hyper states are in 190193
190282 and 190284 send you to 190191 which send you to 190193
changestates detect  if you are in dual hyper state and force your character to jump in

and lastly this is an alternative method to the method airforce111 provided,his method is better and has been implemented before by me,however you can't choose which supers you wanna be able to dual hyper from in his method which causes you to be able to dual hyper lv3 or grab moves



 
Title: Re: add004basic
Post by: BurningSoul on August 08, 2023, 03:19:34 pm

so I'm figuring it out ye