Yes, and hopefully that one is still a very simple compiler
my turn to ask questions !
When doing some test with a cns file i came across something i didn't expected:
[State 1]
type = Helper
trigger1 = NumHelper(303) = 0
trigger1 = IsHelper = 0
trigger1 = p1name = "apocalypse"
trigger1 = time = 200
helpertype = normal
name = "head"
id = 303
postype = p1
pos = 0,0
stateno = 306
keyctrl = 0
ownpal = 1
priority = 1
[State 191, 1] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time = [0,240]
flag = Intro
[State 500, 1]
type = ChangeAnim
trigger1 = time = 200
value = 191
[State 500, 1]
type = ChangeAnim
trigger1 = time = 220
value = 0
[State 3300, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,6
[State 3300, 1]
type = PlaySnd
trigger1 = Time = 180
value = 0,12
[State 3300, 1]
type = PlaySnd
trigger1 = Time = 200
value = 0,13
[State 3300, 1]
type = PlaySnd
trigger1 = Time = 160
value = 0,10
First the states are not grouped like i expected, here state 500,1 and the statedef 500 is not even around.... all unrelated states without their statedef "header" (ok i can eventually live with that it's not much a problem)
but there is 4 "[State 3300, 1]" , so ? whats going on here?? if i try to apply what i know of game logic i guess only the last one will be kept by the legacy mugen engine, unless i missed something and all 4 state are kept ??? But in that case, i don't see the point to have those nice numbers after "[State " if there are nearly useless.
Your knowledge greatly wanted here.
edit : this is Apocalypse.cns file in case of you wonder