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JasonThePhoenix

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Messages by JasonThePhoenix

    

Howdy, the name's Jason!

 November 08, 2023, 03:02:55 am View in topic context
 Posted by JasonThePhoenix  in Howdy, the name's Jason! (Started by JasonThePhoenix November 08, 2023, 03:02:55 am
 Board: Introductions and Guides

Howdy, the name's Jason!

I intend to create the greatest fighting game of all time, in accordance with some of the things I love most about fighting games and want to iterate on and improve.

What I create might end up sucking, but that's a risk I'm willing to take.
    

My Launcher is infinite and shouldn't be! How can I limit 1 Launcher per combo?

 November 07, 2023, 06:21:24 am View in topic context

2H in Dragon Ball Fighter Z, S attacks in Marvel VS Capcom 3, Dust in Guilty Gear, every real anime airdasher needs a Launcher. But how do you code a Launcher attack so that it can only be used once per combo, and can only combo into a jump followed by an aerial combo?

Right now it's an easy infinite and it shouldn't be, you can use it to keep foes in the air forever by repeatedly knocking the foe back into the air.

I thought about making it launch midair foes downwards but I can't do that, doing that would ruin its ability to be used as an anti-air that's immune to aerial attacks and enables air combos as if it was used on a standing foe.

Adding the Skullgirls Infinite Combo Prevention System would fix this, does anyone here know how to give a character a free Burst if they are hit with the same attack more than once during the same combo?

This is my Launcher attack's code, if that helps.

[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 0
poweradd= 35
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 410, 3] ;
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 30
animtype = Up
guardflag = M
hitflag = MAF
priority = 7, Hit
pausetime = 20,28
guard.sparkno = -1
sparkno = 0
sparkxy = -14,-14
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 20
ground.velocity = -2,-20
airguard.velocity = -2,-1
air.type = High
air.velocity = -4,-2
air.hittime = 20
air.fall = 1
fall=1
Fall.Recover = 1
Fall.RecoverTime = 46
yaccel = .75
ground.cornerpush.veloff = -12

[State 410, 4]
type = ChangeState
trigger1 = command = "holdup"
trigger1 = movecontact && hitshakeover
value = 40
ignorehitpause = 1

[State 410, 5]
type = NotHitBy
trigger1 = 1
value = A

[State 410, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
    

Re: How do you Faultless Defense correctly?

 November 07, 2023, 06:16:23 am View in topic context
 Posted by JasonThePhoenix  in How do you Faultless Defense correctly? (Started by JasonThePhoenix November 01, 2023, 05:08:21 am
 Board: M.U.G.E.N Development Help

    

Re: MUGEN Guild starter pack: Attack Regulation A (a prepacked MUGEN starter kit)

 November 06, 2023, 03:41:53 am View in topic context

This pack contains a very old version of Goku Z2. When was it last updated?
    

What fighting game feature do you wish Mugen also had?

 November 06, 2023, 03:39:25 am View in topic context
 Posted by JasonThePhoenix  in What fighting game feature do you wish Mugen also had? (Started by JasonThePhoenix November 06, 2023, 03:39:25 am
 Board: Fighting Games

What fighting game feature do you wish Mugen also had?

Guilty Gear XX Accent Core Plus R lets you save Replays of your match, view the replays, pause the replays, and take over during your replay. It's an awesome way to recreate a situation that beat you and figure out what options can and cannot beat that.

I think if more games had this (and a Training Mode that works, and doesn't charge you extra for something basic like frame data or hitboxes, and a Lobby system that works for getting friends to play together while other friends optionally watch with no extra bells and whistles unless they're optional) fighting games would get solved faster and understood better, and Fighting Game Twitter would be less painful to scroll through as a result.

Replays are also the ultimate anti-cheater tool, because if your opponent cheats with a controller that automatically inputs defensive options upon detecting certain offensive actions from a foe within the correct distance, you can show people the replay to prove it.
    

Re: How do you Faultless Defense correctly?

 November 06, 2023, 02:20:22 am View in topic context
 Posted by JasonThePhoenix  in How do you Faultless Defense correctly? (Started by JasonThePhoenix November 01, 2023, 05:08:21 am
 Board: M.U.G.E.N Development Help

Are site users supposed to make one new thread for every mugen development question they have?
    

Re: My Throw input took over my Light Attack button and my Launcher is Infinite!

 November 04, 2023, 07:27:11 am View in topic context

Thank you, this is correct.
    

Re: How do you Faultless Defense correctly?

 November 02, 2023, 10:12:40 pm View in topic context
 Posted by JasonThePhoenix  in How do you Faultless Defense correctly? (Started by JasonThePhoenix November 01, 2023, 05:08:21 am
 Board: M.U.G.E.N Development Help

In Ikemen you can use the (I think) NoGuardDamage AssertSpecial flag. But I assume you're using Mugen. I've never done Faultless Defense, but I figure there are two ways to do it:

Easy but less accurate: You'd enter a certain state by doing the command and that state would use a HitOverride to block hits. I think you can disable damage if the second state is not movetype H.

Hard but more accurate: You'd override the guard states and code Faultless Defense side by side with regular defense. Damage would be undone by regaining a life amount equal to GetHitVar(Damage). You'd probably need to use a NoKO AssertSpecial flag and a LifeSet to 1 to avoid chip death.

Maybe with this info you can already understand how other chars did it.

Well that didn't work.

https://www.youtube.com/watch?v=Kfkyf63rIMA

states:
;Faultless Defense
[Statedef 1315]
type = A
physics = N
anim = 1315
ctrl = 0

[State 1315, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1315, 2]
type = PowerAdd
trigger1 = AnimTime = 0
value = -5
;ignorehitpause =
;persistent =

[State 1315, 3]
type = HitOverride
trigger1 = AnimTime = 0
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = -1
time = 1
forceair = 0
;ignorehitpause =
;persistent =

commands:

[State -1, Faultless defense]
type = ChangeState
value = 1315
triggerall = (command="holdback")&&(command="holdYZ")
trigger1 = (ctrl)&&(power>0)

edit:

This doesn't work either https://www.youtube.com/watch?v=X8myNI3beKA

[Statedef 1315]
type = A
physics = N
anim = 1315
ctrl = 0

[State 1315, 1]
type = ChangeState
trigger1 = command!="holdback"&&command!="holdYZ"
value = 0
ctrl = 1

[State 1315, 2]
type = PowerAdd
trigger1 = Time >= 0
value = -5
;ignorehitpause =
;persistent =

[State 1315, 3]
type = HitOverride
trigger1 = AnimTime = 0
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = -1
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State -1, Faultless defense]
type = ChangeState
value = 1315
triggerall = (command="holdback")&&(command="holdYZ")
trigger1 = (ctrl)&&(power>0)


edit: This didn't work either

;Faultless Defense
[Statedef 1315]
type = A
physics = N
anim = 1315
ctrl = 0

[State 1315, 1]
type = ChangeState
trigger1 = command!="holdback"&&command != "yz"
value = 0
ctrl = 1

[State 1315, 2]
type = PowerAdd
trigger1 = Time >= 0
value = -5
;ignorehitpause =
;persistent =

[State 1315, 3]
type = HitOverride
trigger1 = AnimTime = 0
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = -1
time = 1
forceair = 0
;ignorehitpause =
;persistent =

;FD
[Command]
name = "yz"
command = y+z
time = 1

Mugen is still being a total Mugen about this.

This is supposed to work like Blazblue's Barrier Block and Guilty Gear Xrd's Faultless Defense, where a special type of blocking costs meter but negates chip damage and increases the distance you and your foe are pushed away from each other when blocking his attacks.
https://www.dustloop.com/w/GGXRD-R2/Defense#Faultless_Defense
https://www.dustloop.com/w/BBCF/Mechanics#Barrier

It even enables blocking grounded attacks in the air (normally in my game you can't block grounded attacks in the air, or grounded moves that put you in the air like the Shoruyken)

Once this is working correctly, how do I limit its use to an onscreen Barrier Meter like in Blazblue?
    

How do you Faultless Defense correctly?

 November 01, 2023, 05:08:21 am View in topic context
 Posted by JasonThePhoenix  in How do you Faultless Defense correctly? (Started by JasonThePhoenix November 01, 2023, 05:08:21 am
 Board: M.U.G.E.N Development Help

Tried taking inspiration from other characters who should have Faultless Defense but the Japanese characters are garbled and the english ones aren't much clearer and ChatGPT doesn't know how to disable chip damage or increase the pushback on blocked attacks either.

State code:
[Statedef 130]
type = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = 1
value = 130

[State 130, -1]
type = VarSet
trigger1 = 1
var(7) = 0

[State 130, -1]
type = VarAdd
trigger1 = command = "holdback" && power > 0
trigger2 = var(7) = 0
var(7) = 1

[State 130, 2]
type = PowerAdd
trigger1 = var(7) = 1
trigger2 = power > 0
value = -10

[State 130, 3]
type = HitDef
trigger1 = var(7) = 1
attr = A

[State 130, Hi to Lo]
type = StateTypeSet
trigger1 = command = "holddown"
statetype = C
physics = C

[State 130, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback" || power <= 0
value = 120

[State 120, -1]
type = VarSet
trigger1 = 1
var(7) = 0

[State -2, -1]
type = VarSet
trigger1 = roundstate = 2
var(7) = 0


Controls:
[State -1, Faultless defense]
type = ChangeState
value = ifelse(statetype=A,132,ifelse(statetype=C,131,130))
triggerall = (var(7)!=1)&&(command="holdback")&&(command="holdYZ")
trigger1 = (ctrl)&&(power>0)
    

Faultless Defense except you're invincible

 November 01, 2023, 04:05:03 am View in topic context
 Posted by JasonThePhoenix  in Faultless Defense except you're invincible (Started by JasonThePhoenix November 01, 2023, 04:05:03 am
 Board: Tips, Tricks, Tutorials

; FD except not really
[Statedef 1315]
type = S
ctrl = 0
anim = 1315
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 1315, 1]
type = ChangeState
trigger1 = !command = "holdXY"
value = 0
ctrl = 1

[State 1315, 2]
type = ChangeAnim
trigger1 = command = "holdXY"
value = 0
elem = 1

[State 1315, 3]
type = PowerAdd
trigger1 = command = "holdXY"
value = -25
ignorehitpause = 1

[State 1315, 4]
type = NotHitBy
trigger1 = command = "holdXY"
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[State 1315, 5]
type = ChangeState
trigger1 = power = 0
value = 0
ctrl = 1

For Controls:

[State -1, Not FD]
type = ChangeState
value = 1315
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = power >= 100
trigger1 = command = "yz"

[Command]
name = "yz"
command = y+z
time = 1

[Command]
name = "holdXY";Required (do not remove)
command = /$x+y
time = 1
    

My Throw input took over my Light Attack button and my Launcher is Infinite!

 October 31, 2023, 10:37:29 pm View in topic context

I tried coding a throw input like in Blazblue and DBFZ but it's taken over my Light Attack button. How do I fix this? Pressing X+Y together should make the character throw, but he's throwing instead of attacking when I just press X. Crouch+X works fine and attacks. Aerial X works fine and attacks. The Y button works fine and attacks. But standing X is always read as Grab.

;THROW
[Command]
name = "xy"
command = xy
time = 1

;---------------------------------------------------------------------------
;Throw
[State -1, Throw Forward]
type = ChangeState
value = 800
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "xy"
;trigger1 = command = "holdfwd"
;trigger1 = p2bodydist X < 12
;trigger1 = (p2statetype = S) || (p2statetype = C)
;trigger1 = p2movetype != H
;trigger2 = command = "holdback"
;trigger2 = p2bodydist X < 20
;trigger2 = (p2statetype = S) || (p2statetype = C)
;trigger2 = p2movetype != H

Also how do you code a Launcher attack so that it can only be used once per combo, and can only combo into a jump followed by an aerial combo?

Right now it's an easy infinite and it shouldn't be, but I can't make it launch midair foes downwards without ruining its ability to be used as an anti-air that's immune to aerial attacks and enables air combos as if it was used on a standing foe.

Adding the Skullgirls Infinite Combo Prevention System would fix this, does anyone here know how to give a character a free Burst if they are hit with the same attack more than once during the same combo?

[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 0
poweradd= 35
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 410, 3] ;
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 30
animtype = Up
guardflag = M
hitflag = MAF
priority = 7, Hit
pausetime = 20,28
guard.sparkno = -1
sparkno = 0
sparkxy = -14,-14
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 20
ground.velocity = -2,-20
airguard.velocity = -2,-1
air.type = High
air.velocity = -4,-2
air.hittime = 20
air.fall = 1
fall=1
Fall.Recover = 1
Fall.RecoverTime = 46
yaccel = .75
ground.cornerpush.veloff = -12

[State 410, 4]
type = ChangeState
trigger1 = command = "holdup"
trigger1 = movecontact && hitshakeover
value = 40
ignorehitpause = 1

[State 410, 5]
type = NotHitBy
trigger1 = 1
value = A

[State 410, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
    

Re: My Air Projectile move leaves me grounded in midair and my Projectile Immune das

 October 29, 2023, 02:34:44 am View in topic context

I don't think this is the cause. Anyway, there is a much simpler code you can use:

[State -1, Air Dash]
type = ChangeState
value = 110
trigger1 = ctrl
trigger1 = prevstateno !=110
trigger1 = statetype = A && Pos Y<-12
trigger1 = command = "FF" || command = "c"

or

[State -1, Air Dash]
type = ChangeState
value = 110
triggerall = ctrl
triggerall = prevstateno !=110
triggerall = statetype = A && Pos Y<-12
trigger1 = command = "FF"
trigger2 = command = "c"



Have you tried searching for "playsnd" with ctrl+F?
Another thing you can do too is to enable debug, pause the game, open the console (ctrl + ~) and type "changestate 1 110", close the console, then go one frame forward (scroll lock) and look at the debug to see what is happening.

Using the debug console trick doesn't reveal anything that explains this.

The only playsnd code for the Air Dash state is:

[State 110, 2]
type = PlaySnd
trigger1 = time = 1
trigger1 = stateno = 110
value = S0,0
volume = 90
channel = -1
freqmul = 1.0
loop = 0
pan = 0

Tried changing the controller codes to one of the simpler codes you provided, neither stops the "plays sound effect twice" bug.

Sometimes mashing the button makes the sound effect play twice and sometimes it doesn't. Air Dashing into the foe or over the foe seems to usually make the sound effect play twice when mashing. I don't seem to be Air Dashing twice, just playing the sound effect twice.

Is there a way to give the "Playsnd" code a condition that a certain variable must be 0, and air dashing will set that variable to 1 until you land? Would that fix things?
    

Re: My Air Projectile move leaves me grounded in midair and my Projectile Immune das

 October 28, 2023, 05:52:54 am View in topic context

Is there a way to prevent the glitch? Having the sound effect play twice even though only one airdash comes out is pretty annoying.
    

Re: My Air Projectile move leaves me grounded in midair and my Projectile Immune das

 October 27, 2023, 07:45:31 pm View in topic context

There's this weird bug where mashing the AirDash button makes the sound effect at the start of the Air Dash play twice even though the Air Dash is coded to only happen once per jump max, what's causing it?

Either your character is somehow entering the stateDef twice very quickly, or the sound is playing in a different stateDef. Or maybe the same sound is assigned to another value.

Nothing in the above code would make it play twice.

Oh.

Is this causing the glitch?

 ;---------------------------------------------------------------------------
[State -1, Air Dash]
type = ChangeState
value = 110
trigger1 = ctrl
trigger1 = prevstateno !=110
trigger1 = statetype = A && Pos Y<-12
trigger1 = command = "FF"
;---------------------------------------------------------------------------
[State -1, Air Dash shortcut]
type = ChangeState
value = 110
trigger1 = ctrl
trigger1 = prevstateno !=110
trigger1 = statetype = A && Pos Y<-12
trigger1 = command = "c"
    

Re: My Air Projectile move leaves me grounded in midair and my Projectile Immune das

 October 27, 2023, 06:01:41 am View in topic context

Looking at the video, the character is changing to state 920, but you posted state 925. Check that.
Also, it is going back to state 0 after the animation is done, it should not change state until the character lands on the ground:

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y > -Vel Y
value = 52

Check KFM's normal air attacks to have an idea on how aerial moves are done.

Is there a way to have an invisible projectile spawn when dashing forwards, match the creator's position and hitbox, delete itself while giving its creator power if hit by a projectile, and delete itself without a power bonus when it's deleted at the end of the dash?

That would be a lot of work. Should be doable in a full game where the characters share the same code. As a stand alone character you'd have to break your head to come with something consistent...

What I can think of is to use Ink's projectile detector code and work from there.

Thank you. You were right, an error in my Controller code put my character in 920 for both versions of the move. Air Fireball should have been 925.

There's this weird bug where mashing the AirDash button makes the sound effect at the start of the Air Dash play twice even though the Air Dash is coded to only happen once per jump max, what's causing it?

;Air Dash forward 16F
[Statedef 110]
type = A
physics = N
anim = 102
ctrl = 0

[State 110, 1]
type = ctrlset
trigger1 = time = 16
value = 1

[State 110, 2]
type = PlaySnd
trigger1 = time = 1
value = S0,0
volume = 90
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 110, 3]
type = velset
trigger1 = Time = 0
x = 30
y = 0
trigger2 = Time >= 5
y = 0.75

[State 110, 4]
type = assertspecial
trigger1 = Time <= 17
flag = noairguard

[State 110, 5]
type = ChangeState
trigger1 = Time = 17
value = 51
ctrl = 1
    

Re: My Air Projectile move leaves me grounded in midair and my Projectile Immune das

 October 26, 2023, 09:38:18 pm View in topic context

Weird. Since it's type = A and physics = A, it should make you fall down and land.
Are you sure the character is changing to this state?
Since you recorded a video of the issue, can you do the same with debug on? Would help identifying what is going on. The shortcut for it is ctrl + D.

Edit: oh, and about getting a bonus... maybe you can do something with ReversalDef, but is unreliable and it would make the enemy projectile change state or disappear. There is not a "right way" to do it other than workarounds, as far as I know.

Here's the footage. https://www.youtube.com/watch?v=hfhbEOY3nlc

Is there a way to have an invisible projectile spawn when dashing forwards, match the creator's position and hitbox, delete itself while giving its creator power if hit by a projectile, and delete itself without a power bonus when it's deleted at the end of the dash?

By the way there's some "ms-gamingoverlay-link" warning from Windows that pops up sometimes when opening a game, it's annoying. Is there a way to fix it? It's been there since I got this piece of junk PC, popping up every time I start a game.
    

Re: My Air Projectile move leaves me grounded in midair and my Projectile Immune das

 October 25, 2023, 02:48:27 pm View in topic context

Check if your air projectile move has type = A.

For the projectile invencibility, you need to specify if it's a stand, crouch or air move first, or just leave a comma if you want everything. The correct would be:

[State 100, 1]
type = nothitby
trigger1 = Time = [0,12]
value = , AP
time = 1

Thank you, the nothitby code is working as intended. Is it possible to make the forward dash projectile immune and grant the user bonus power if it is used to pass through a projectile?

Here is the broken Air Projectile code:

(It's supposed to be an aerial fireball aimed diagonally forwards and down like Akuma's)

[Statedef 925]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 5
ctrl = 0
anim = 600
sprpriority = 2

[State 925, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 925, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 191
Projhitanim = -1
Projremanim = -1
projcancelanim = -1
projremovetime = -1
projedgebound = 55
offset = 50,-250
projpriority = 1
projsprpriority = 4
velocity = 12,-12
ProjID = 1000
attr = S, SP
damage= 63
animtype = Heavy
hitflag = MAF
guardflag = MA
pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
guard.sparkno = -1
sparkxy = -40, -304              ;X-offset for the "hit spark" rel. to p2,
hitsound = 5, 0                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
ground.type = High
ground.slidetime = 19
ground.hittime = 19
air.hittime = 19
guard.ctrltime = 19
ground.velocity = -12,0
guard.velocity = -10
air.velocity = -4, -5.5
airguard.velocity = -6.3,-1
air.juggle = 8
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
getpower = 0,0
givepower = 0,0  ;03
nochainID = 0
yaccel = .5
    

My Air Projectile move leaves me grounded in midair and my Projectile Immune das

 October 24, 2023, 10:58:17 pm View in topic context

My Air Projectile move leaves me grounded in midair https://www.youtube.com/watch?v=GUA2__-hcrA

And my Projectile Immune dash is not projectile immune. This is my forward dash's code.

[Statedef 100]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 100
sprpriority = 1

[State 100, 2]
type = velset
trigger1 = Time = 0
x = 80
y = 0

[State 100, PlayerPush]
type = PlayerPush
trigger1 = Time = [0,12]
value = 0

[State 100, 4]
type = ChangeState
trigger1 = Time = 12
value = 0
ctrl = 1

[State 100, 1]
type = nothitby
trigger1 = Time = [0,12]
value = SCA
time = 1

That last part makes my character's forward dash invincible to everything.

If I change this to "value = P" or "value = NP,SP,HP" Mugen crashes and I get an error message that says this:

Error parsing [State 100, 1]
Error in [Statedef 100]
Error in kfm.cns:3663
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/ffs_0/ffs_0.def
Error loading p1

My mugen version is 1.1. My character has "mugenversion = 1.0" in his code.

Also your verification questions are still buggy and unreliable. Number of attempts before it let me post: 3
    

Re: Does this thing exist?/who is the author?/etc. thread.

 May 13, 2023, 09:21:58 pm View in topic context
 Posted by JasonThePhoenix  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Is there a version of Mugen that works on Batocera? If so please tell me about it, I have a Batocera machine but every version of Mugen I try putting on it either fails to load or loads and then misreads my PS4 controller's inputs.
    

How do I get ANY version of Mugen working on Batocera?

 May 04, 2023, 01:48:04 pm View in topic context
 Posted by JasonThePhoenix  in How do I get ANY version of Mugen working on Batocera? (Started by JasonThePhoenix May 04, 2023, 01:48:04 pm
 Board: M.U.G.E.N Configuration Help

When I tried running Mugen on a Batocera arcade machine, the PS4 controller's D-Pad inputs incorrectly map themselves onto a mix of movement and attack buttons (or attack and move at the same time) or cause a random glitch where my character walks left unless L2 is being held to make him walk right.

Doesn't seem to matter what I set the PadToKey profile options to, or whether I get mugen to read my keyboard and then use Pad To Key to assign my controller to those controller buttons.

Regular mugen, ikemen go, anything else, I don't care what version of mugen I have to use to make it work.

Also your verification questions are error-prone. I write the correct answers, I get "The following error or errors occurred while posting this message:
The letters you typed don't match the letters that were shown in the picture.
You did not answer the verification questions correctly.", and the questions change on me. Took me four retries before it finally accepted the correct answers without changing the questions on me.

There's a mugen character I want to make, but if I can't even get mugen itself working on the machine I want him running on what's the point?