M.U.G.E.N Central => M.U.G.E.N Discussion => Development => Topic started by: JustNoPoint on January 27, 2017, 06:25:27 am
Title: Screen Pack Docs?
Post by: JustNoPoint on January 27, 2017, 06:25:27 am
So I'm working on a screen pack and I'm noticing there are no actual docs for all the controllers in it. I take it the best(only) docs for this are in the ,def files that come with MUGEN? Maybe combined with some stage controller knowledge?
Title: Re: Screen Pack Docs?
Post by: Jesuszilla on January 27, 2017, 06:27:19 am
You'd sadly be correct. This led to some many often unused things being discovered by looking into the EXE, such as "death by suicide" icons.
Title: Re: Screen Pack Docs?
Post by: JustNoPoint on January 27, 2017, 06:29:06 am
Well okay then. Looks like I have some work to do "rolls up sleeves"
17 years of MUGEN and not a thing has been made for this. I tell ya what guys....
Title: Re: Screen Pack Docs?
Post by: JustNoPoint on January 27, 2017, 06:46:09 am
Screen Pack roll call. Let's get some Motif Makers up in here!
Guys and/or gals! Report for duty! Did I miss anyone that's active and knows this stuff?
I'm calling you guys here because I'm going to use this thread to educate myself and others about screenpack making! It's late so this is just a shout out, any of you guys interested in helping out? The info learned here will be fed into MUGEN Class so we can finally document screen pack making and aid others!
Thank you for your time!
Title: Re: Screen Pack Docs?
Post by: HUNGRY WOLF on January 27, 2017, 06:56:20 am
I'm not on the list but I know my shit haha. I'd be happy to share some knowledge.
Title: Re: Screen Pack Docs?
Post by: President Devon on January 27, 2017, 07:28:32 am
I'm honored. You should tag Spectra (http://mugenguild.com/forum/profile/spectra-75029) as well because I tried and I have no idea.
Title: Re: Screen Pack Docs?
Post by: HUNGRY WOLF on January 27, 2017, 07:44:43 am
@IanB3000: is another well knowledgeable person. Same goes for @PhantomD:
Title: Re: Screen Pack Docs?
Post by: JustNoPoint on January 27, 2017, 11:28:21 am
Hah, sorry about missing names. I went down the list of topic starter names in 1.0+ releases. I'll begin putting this together later today :) thanks guys!
Title: Re: Screen Pack Docs?
Post by: JustNoPoint on January 27, 2017, 04:35:03 pm
Okay I'm not sure where to start so I guess we should start with what comes with elecbyte's motif starting with system.def
Is there anything that can be added to, updated, or corrected in the following blocks? Does anyone reading this have any questions about anything in these blocks?
It is better to first open the def in fighter factory 3 the new one and there is the sff of the Screen Pack automatically. You make the images and the size will depend on which resolution you give you for example if you do with localcoord = 1280,720 you will have to make the base of the image 1280x720 and if you have already the images are placed with this option:
Spoiler, click to toggle visibilty
(http://i.imgur.com/w1DPvPS.png)
I recommend that you first place the image and then the cuts are automatically aligned and you save space.
And you insert the sprites in this way:
Spoiler, click to toggle visibilty
Code:
[XBG BG] type = normal spriteno = X,0 start = 0,0 mask = 0
; Notes about fonts: ; - up to 10 fonts can be specified in the [Files] section. ; - fonts indexed here do not refer to the ones in fight.def ; - fonts are search in directories in the following order: ; 1. system directory ; 2. mugen program directory (not recommended to keep custom fonts here) ; 3. data/ (not recommended to keep custom fonts here) ; 4. font/
;---------------------------- [Info] name = "MUGEN1" ;Name of motif author = "Elecbyte" ;Motif author name versiondate = 01,01,2011 ;Version date of motif (MM-DD-YYYY) (new in MUGEN 1.0) mugenversion = 1.0 ;Version of M.U.G.E.N motif is compatible with (new in MUGEN 1.0) localcoord = 1280,720 ;Local coordinate space width and height (new in MUGEN 1.0)
;---------------------------- ;Directories are checked in this order: ;1. current directory system.def is in ;2. data/ ;3. your MUGEN directory ;eg. If you write "spr = system.sff", and this system.def file ; is in ~/mugen/data/mymotif/, then Mugen will first look ; for ~/mugen/data/mymotif/system.sff. If it does not find ; it there, it looks for ~/mugen/data/system.sff (the default). ; Finally, if that is not found, it will look for ; ~/mugen/system.sff.
[Files] spr = system.sff ;Filename of sprite data snd = system.snd ;Filename of sound data logo.storyboard = ;Logo storyboard definition (optional) intro.storyboard = ;Intro storyboard definition (optional) select = select.def ;Character and stage selection list fight = fight.def ;Fight definition filename ;System fonts font1 = f-4x6.def font2 = name14.def font3 = enter48.def font4 = arcade.def font5 = mssansserif-tt36.def ;font5.height = 36 ;Uncomment to override the size of the font (Truetype fonts only) font6 = infofont.def
; Load alternative victory quote font (font5) if language is "ja". [ja.Files] spr = system.sff ;Filename of sprite data snd = system.snd ;Filename of sound data logo.storyboard = ;Logo storyboard definition (optional) intro.storyboard = ;Intro storyboard definition (optional) select = select.def ;Character and stage selection list fight = fight.def ;Fight definition filename ;System fonts font1 = f-4x6.def font2 = name14.def font3 = enter48.def font4 = arcade.def font5 = msgothic-tt36.def ;font5.height = 36 ;Uncomment to override the size of the font (Truetype fonts only) font6 = msgothic-tt36.def font6.height = 13
BLOCK 2
Code:
;---------------------------- [Music] ;Put a filename for a MOD, MP3 or MIDI here, or just leave it ;blank if you do not want music. If an invalid filename is ;given, then no music will play. ;To play mymusic.mp3 from the sound/ directory, put: ; title.bgm = sound/mymusic.mp3 ;Music will continue to play between screens if the files names ;are the same, and both BGMs are specified to loop. ;Music to play at title screen. title.bgm = title.bgm.volume = 100 ;volume scaling factor in percent. 100 is default title.bgm.loop = 1 ;Set to 0 to prevent looping title.bgm.loopstart = title.bgm.loopend = ;Music to play at char select screen. select.bgm = select.bgm.volume = select.bgm.loop = 1 select.bgm.loopstart = select.bgm.loopend = ;Music to play at versus screen. vs.bgm = vs.bgm.volume = vs.bgm.loop = 0 vs.bgm.loopstart = vs.bgm.loopend = ;Music to play at victory screen. victory.bgm = victory.bgm.volume = victory.bgm.loop = 0 victory.bgm.loopstart = victory.bgm.loopend =
BLOCK 3
Code:
;------------------------------------------------------------------- ;Title screen definition [Title Info] fadein.time = 10 fadeout.time = 10 menu.pos = 640,380 menu.item.font = 4,0,0 ;First value is the font of choice. the second is the color and the third is the alignment. Alignment: 0 is center, 1 is left and -1 is right. The second font parameter denotes the sprite group of the font's .sff if you're using 1.0's updated font format (.def+.sff instead of .fnt), so while it implies it loads the palette of the sprites in that group, it actually loads the sprites themselves, meaning you can technically get away with using multiple fonts within a single .sff (useful for P1/P2-exclusive fonts).
menu.item.active.font = 4,5,0, 224,240,240 menu.item.spacing = 0, 54 ; Names for each of the items in the menu. Names must be in quotes. ; Use "" to disable an item. If all are disabled, goes straight to demo mode ; (hold Esc to quit demos). menu.itemname.arcade = "ARCADE" menu.itemname.versus = "VS MODE" menu.itemname.teamarcade = "TEAM ARCADE" menu.itemname.teamversus = "TEAM VS" menu.itemname.teamcoop = "TEAM CO-OP" menu.itemname.survival = "SURVIVAL" menu.itemname.survivalcoop = "SURVIVAL CO-OP" menu.itemname.training = "TRAINING" menu.itemname.watch = "WATCH" menu.itemname.options = "OPTIONS" menu.itemname.exit = "EXIT" ; These parameters define the window in which the items are visible ; in.
menu.window.margins.y = 40, 34 ;This parameter of window handles only the values on y axis. The first value is for the upper margin, the second is for the lower.
menu.window.visibleitems = 5 menu.boxcursor.visible = 1 ;Set to 0 to disable default cursor display menu.boxcursor.coords = -298,-35,298,6 ; These are the sounds for cursor movement cursor.move.snd = 100,0 cursor.done.snd = 100,1 cancel.snd = 100,2
This is where we'll focus now. I'll come back with questions and/or comments myself.
Anyone may feel free to work ahead. Try to stay in this format please.
Keep things bite sized. Explain which file we are working in, etc
Title: Re: Screen Pack Docs?
Post by: Foobs on January 27, 2017, 04:46:01 pm
To a completely inexperienced user the default system.def is almost worthless.
It doesn't explain how fonts work, it doesn't explain where the coordinate 0,0 is on the screen, it doesn't explain how windows work and it assumes the user already knows the basics about stage creation.
Title: Re: Screen Pack Docs?
Post by: IkuTronHD on January 27, 2017, 05:00:06 pm
It is better to first open the def in fighter factory 3 the new one and there is the sff of the Screen Pack automatically. You make the images and the size will depend on which resolution you give you for example if you do with localcoord = 1280,720 you will have to make the base of the image 1280x720 and if you have already the images are placed with this option:
Spoiler, click to toggle visibilty
(http://i.imgur.com/w1DPvPS.png)
I recommend that you first place the image and then the cuts are automatically aligned and you save space.
And you insert the sprites in this way:
Spoiler, click to toggle visibilty
Code:
[XBG BG] type = normal spriteno = X,0 start = 0,0 mask = 0
JNP edit to reduce space
Title: Re: Screen Pack Docs?
Post by: JustNoPoint on January 27, 2017, 05:04:36 pm
To a completely inexperienced user the default system.def is almost worthless.
It doesn't explain how fonts work, it doesn't explain where the coordinate 0,0 is on the screen, it doesn't explain how windows work and it assumes the user already knows the basics about stage creation.
I've never made a stage and my experience with screenpack was back in the dinosaur age around 2000 or 2001 and I just messed with the select screen hah
Do you have any tips on how we could start this? I could be going about it all wrong.
Edit: thanks IkuTronHD! I may want to try and totally rebuild the motif I'm making to follow this thread better. I'm in charge of updating the HDBZ one.
Title: Re: Screen Pack Docs?
Post by: Jesuszilla on January 27, 2017, 05:19:38 pm
The lifebars by Phantom Blood for my MFJ screenpack in particular may be of good use. It's how I found out about the suicide icon.
Title: Re: Screen Pack Docs?
Post by: Slayer. on January 27, 2017, 05:37:51 pm
Sir, yes, sir! *continence
The 1st and 2nd blocks are pretty basic, I think there's no need of add any info, except for the loop part, I think, although I've never did handle that parameter. On the 3rd block, could have some info for the fonts:
menu.item.font = 3,0,0 First value is the font of choice. the second is the color and the third is the alignment. Alignment: 0 is center, 1 is left and -1 is right.
menu.window.margins.y = 12, 8 This parameter of window handles only the values on y axis. The first value is for the upper margin, the second is for the lower.
Those blocks are pretty simple, I don't think that something more can be added, but maybe it's just me.
Title: Re: Screen Pack Docs?
Post by: PlasmoidThunder on January 27, 2017, 05:57:33 pm
To add to what you said about the second font parameter, it denotes the sprite group of the font's .sff if you're using 1.0's updated font format (.def+.sff instead of .fnt), so while it implies it loads the palette of the sprites in that group, it actually loads the sprites themselves, meaning you can technically get away with using multiple fonts within a single .sff (useful for P1/P2-exclusive fonts).
Title: Re: Screen Pack Docs?
Post by: JustNoPoint on January 27, 2017, 06:55:31 pm
@JMorphMan: I know you're busy actually being out there and fighting for our country because you're damn awesome but when you get a moment can you help coordinate and add to this thread as well? Thank you!
And thanks for the feedback thus far. I'll be adding the info to the 1st post soonish. Note I'll have to work my normal three 12s the next 3 days so as usual I won't be as active then. So don't think I've abandoned this if I don't respond in those days or add to it :)
Title: Re: Screen Pack Docs?
Post by: XGargoyle on January 27, 2017, 11:48:19 pm
Open the system.def within data/mugen1 folder. It contains the most up to date code and documentation. In the blocks you posted you are missing all the new stuff such as the infobox or language localization, because you are opening the system.def from the data folder
Title: Re: Screen Pack Docs?
Post by: JustNoPoint on January 28, 2017, 01:00:40 am
[TitleBG 1] type = normal spriteno = 100,0 layerno = 0 start = 0,0 tile = 1,1 velocity = -1, -1 window = 0,332, 1279,334 trans = add1
[TitleBG 2] type = normal spriteno = 100,0 layerno = 0 start = 0,0 tile = 1,1 velocity = -1, -1 window = 0,632, 1279,634 trans = add1
[TitleBG Title Logo] type = normal spriteno = 0,0 layerno = 0 start = 0,140 mask = 1
BLOCK 5
Code:
;---------------------------- [Infobox] ;(new in MUGEN 1.0) text.font = 6,0,1
;---------------------------- [Infobox Text] ;(new in MUGEN 1.0) Welcome to M.U.G.E.N 1.0! _ * New to M.U.G.E.N? Read docs/mugen.html to get started. _ * Meet the M.U.G.E.N community! Visit http://elecbyte.com/forum. _ * To add a character, extract it into its own directory in chars/ and edit data/select.def. * To add a stage, extract it into stages/ and edit data/select.def. Put music files inside sound/. _ * The current motif is "mugen1". To make changes to this motif (including this text), open data/mugen1/system.def with a text editor such as Notepad. _ * To increase then number of character slots, use the "big" motif. Change the motif line in mugen.cfg to: motif = data/big/system.def _ * Installation instructions for motifs vary. Some require you to overwrite system files. If you do install a motif that overwrites files, you may need to change the motif line in mugen.cfg to: motif = data/system.def
@JMorphMan: I know you're busy actually being out there and fighting for our country because you're damn awesome but when you get a moment can you help coordinate and add to this thread as well? Thank you!
I'm not quite sure what you need me to do, but I'll try and do all I can!
Title: Re: Screen Pack Docs?
Post by: OldGamer on January 30, 2017, 12:02:00 am
here my way of a simple explanation on how each setting are for the select screen :) Im truly sorry if I misspelled a few words on these simple explanation :hyo:
Spoiler, click to toggle visibilty
Code:
;Character select definition [Select Info] fadein.time = 10 fadeout.time = 10 rows = 2 ;Row is a display from Top to bottom for the Cell Display(Cell stand for Small Boxes) columns = 5 ;Colums is a display from Left to Right for the Cell Display (Cell stand for Small Boxes) wrapping = 0 ;1 to let the cursor wrap around from other side of the screen pos = 90,170 ;This is a Position Cell Display(Cell stand for Small Boxes) showemptyboxes = 0 ;1 to show empty boxes This will remove the Cell Display(Cell stand for Small Boxes) moveoveremptyboxes = 0 ;1 to allow cursor to move over empty boxes This will place the Cell Display(Cell stand for Small Boxes) cell.size = 27,27 ;x,y size of each cell (in pixels) This will control the size for the Cell Display(Cell stand for Small Boxes) cell.spacing = 2 ;This make the Spacing between each of the Cell Display(Cell stand for Small Boxes) cell.bg.spr = 150,0 ;This is a display for the image/sprite location on the group/index for Cell Display(Cell stand for Small Boxes) ;cell.bg.anim = ;This is a display for the image/sprite location on the Animation Code Cell Display(Cell stand for Small Boxes) cell.random.spr = 151,0 ;This is a display for the image/sprite location on the random select Icon (don't use animation) cell.random.switchtime = 4;This is a display control the Time to wait before by changing to another random portrait p1.cursor.startcell = 0,0 ;This is a Position for the Player1 Cursor Display(Cursor stand for Player 1 icon Display sprite) p1.cursor.active.spr = 160,0 ;This is a display for the image/sprite location on the group/index for the Player1 Cursor Display ;p1.cursor.active.anim = ;This is a display for the image/sprite location on the Animation Code Cell Display for the Player1 Cursor p1.cursor.done.spr = 161,0 ;This is a Player1 Cursor Display for the image/sprite location after selecting a Character ;p1.cursor.done.anim = ;This is a Player1 Cursor Display for the image/sprite location on the Animation Code after selecting a Character p1.cursor.move.snd = 100,0 ;This is a Player1 Cursor Display for the sound/location while the cursor is moving p1.cursor.done.snd = 100,1 ;This is a Player1 Cursor Display for the sound/location while the cursor by selecting a Character p1.random.move.snd = 100,0 ;This is a Player1 Cursor Display for the sound/location for Random select has been displayed p2.cursor.startcell = 0,0 ;This is a Position for the Player2 Cursor Display(Cursor stand for Player 2 icon Display sprite) p2.cursor.active.spr = 170,0 ;This is a display for the image/sprite location on the group/index for the Player2 Cursor Display ;p2.cursor.active.anim = ;This is a display for the image/sprite location on the Animation Code Cell Display for the Player1 Cursor p2.cursor.done.spr = 171,0 ;This is a Player2 Cursor Display for the image/sprite location after selecting a Character ;p2.cursor.done.anim = ;This is a Player2 Cursor Display for the image/sprite location on the Animation Code after selecting a Character p2.cursor.move.snd = 100,0 ;This is a Player2 Cursor Display for the sound/location while the cursor is moving p2.cursor.done.snd = 100,1 ;This is a Player2 Cursor Display for the sound/location while the cursor by selecting a Character p2.random.move.snd = 100,0 ;This is a Player2 Cursor Display for the sound/location for Random select has been displayed random.move.snd.cancel = 0 ;1 to have random move sound cancel itself when played repeatedly for sound/location stage.move.snd = 100,0 ;This is a sound/location for The Stage selection Screen Display (this is for moving and selecting a stage name display) stage.done.snd = 100,1 ;This is a sound/location for after selecting a Stage (this is for selecting a stage name display) cancel.snd = 100,2 ;This is a sound/location for canceling and Exiting Menu/Mugen game(cancel sound display) portrait.spr = 9000,0 ;This is a display for the image/sprite location for the Character's small portraits display on the select screen portrait.offset = 0,0 ;This is a Position for the image/sprite location for the Character's small portraits display on the select screen portrait.scale = 1,1 ;This will control the size image/sprite for the Character's small portraits display on the select screen title.offset = 159,13 ;This is a Font Position for the title (Arcade Mode, etc) title.font = 3,0,0 ;This Font path is for "font3 = jg.fnt" located in the Font folder and display on the select screen ;Big portraits p1.face.spr = 9000,1 ;This is a display for the image/sprite location for the Player1 Character's Big portraits display on the select screen p1.face.offset = 18,13 ;This is a Position for the image/sprite location for the Player1 Character's Big portraits display on the select screen p1.face.scale = 1,1 ;This will control the size image/sprite for the Player1 Character's Big portraits display on the select screen p1.face.facing = 1 ; This control the Player1 Character's Big portraits display on the select screen *set to -1 facing right* & *set to 1 facing left* p2.face.spr = 9000,1 ;This is a display for the image/sprite location for the Player2 Character's Big portraits display on the select screen p2.face.offset = 218,13 ;This is a Position for the image/sprite location for the Player2 Character's Big portraits display on the select screen p2.face.scale = 1,1 ;This will control the size image/sprite for the Player1 Character's Big portraits display on the select screen p2.face.facing = 1 ; This control the Player2 Character's Big portraits display on the select screen *set to 1 facing left* & *set to -1 facing right* ;Name p1.name.offset = 10,162 ;This is a Font Position for the Player1 Character's Name Display p1.name.font = 3,4,1 ;This Font path is for "font3 = jg.fnt" for the Player1 Character's Name Display ;p1.name.font = 3,0,1, 0,0,0 ;This Font set to add any color for p1.name.font = 3,0,1, RED,GREEN,BLUE p2.name.offset = 309,162 ;This is a Font Position for the Player2 Character's Name Display p2.name.font = 3,1,-1 ;This Font path is for "font3 = jg.fnt" for the Player2 Character's Name Display ;p2.name.font = 3,0,-1, 0,0,0 ;This Font set to add any color for p1.name.font = 3,0,1, RED,GREEN,BLUE ;Stage select stage.pos = 160,237 ;This is a Font Position for the Stage name Display stage.active.font = 3,0,0 ;This Font path is for "font3 = jg.fnt" for the Stage name Display ;stage.active.font = 3,0,0, 0,0,0 ;This Font set to add any color for p1.name.font = 3,0,0, RED,GREEN,BLUE stage.active2.font = 3,2 ;This Font path Second font number is color for to blinking the Stage name Display stage.done.font = 3,0 ;This Font path is after you select your stage name display ;Team menu teammenu.move.wrapping = 1 ;1 to let the cursor wrap around from other side of the screen p1.teammenu.pos = 20, 30 ;This is a Font Position for the P1 Team Menu *Simple/Simul/Turn* Font display ;p1.teammenu.bg.spr = ;This is to add the for the Player1 Team Menu *Simple/Simul/Turn* display ;p1.teammenu.anim.spr = ;This is to add the animation code for the image/sprite for the Player1 Team Menu *Simple/Simul/Turn* display p1.teammenu.selftitle.font = 3,0, 1 ;This Font path is for "font3 = jg.fnt" for the Player1 Team Menu display p1.teammenu.selftitle.text = Select team mode ;This is to text the Player1 Team Menu p1.teammenu.enemytitle.font = 3,0, 1 ;This Font path is for "font3 = jg.fnt" for the Player1 Team Menu hide display p1.teammenu.enemytitle.text = Opponent team mode ;This is to text the Player1 Team Menu p1.teammenu.move.snd = 100,0 ;This is a Player1 Team Menu Cursor Display for the sound/location while the cursor is moving p1.teammenu.value.snd = 100,0 ;This is a Player1 Team Menu Cursor Display for the sound/location while the cursor is being selected p1.teammenu.done.snd = 100,1 ;This is a Player1 Team Menu Cursor Display for the sound/location while the cursor is been selected p1.teammenu.item.offset = 0,20 ;This is a Player1 Team Menu Position set between the *Simple/Simul/Turn* Icon image/sprite p1.teammenu.item.spacing = 0,15 ;This spacing the *Simple/Simul/Turn* Icon image/sprite p1.teammenu.item.font = 3,0, 1 ;This Font path is for "font3 = jg.fnt" for the Player1 Team Menu name display p1.teammenu.item.active.font = 3,3, 1 ;This Font for the Player1 Team Menu name is being highlighted p1.teammenu.item.active2.font = 3,0, 1 ;This Font path Second font number is color for to blinking the Player1 Team Menu name Display p1.teammenu.item.cursor.offset = -10, 0 ;This is a Player1 Cursor Team Menu Position set between the *Simple/Simul/Turn* Icon image/sprite p1.teammenu.item.cursor.anim = 180 ;This is a Player1 Cursor Team Menu Display for the image/sprite location on the Animation Code p1.teammenu.value.icon.offset = 60,1 ;This is a Player1 Team Menu small icon Position p1.teammenu.value.icon.spr = 181,0 ;This is a Player1 Cursor Team Menu Display for the small icon image/sprite location p1.teammenu.value.empty.icon.offset = 60,1 ;This is a Player1 Team Menu empty small icon Position p1.teammenu.value.empty.icon.spr = 182,0 ;This is a Player1 Cursor Team Menu Display for the empty small icon image/sprite location p1.teammenu.value.spacing = 6,0 ;This spacing the Icon image/sprite for the Player1 Cursor Team Menu Display ;p2 team p2.teammenu.pos = 299, 30 ;This is a Font Position for the P2 Team Menu *Simple/Simul/Turn* Font display ;p2.teammenu.bg.spr = ;This is to add the for the Player2 Team Menu *Simple/Simul/Turn* display ;p2.teammenu.anim.spr = ;This is to add the animation code for the image/sprite for the Player2 Team Menu *Simple/Simul/Turn* display p2.teammenu.selftitle.font = 3,0, -1 ;This Font path is for "font3 = jg.fnt" for the Player2 Team Menu display p2.teammenu.selftitle.text = Select team mode ;This is to text the Player1 Team Menu p2.teammenu.enemytitle.font = 3,0, -1 ;This Font path is for "font3 = jg.fnt" for the Playe21 Team Menu hide display p2.teammenu.enemytitle.text = Opponent team mode ;This is to text the Player1 Team Menu p2.teammenu.move.snd = 100,0 ;This is a Player2 Team Menu Cursor Display for the sound/location while the cursor is moving p2.teammenu.value.snd = 100,0 ;This is a Player2 Team Menu Cursor Display for the sound/location while the cursor is being selected p2.teammenu.done.snd = 100,1 ;This is a Player2 Team Menu Cursor Display for the sound/location while the cursor is been selected p2.teammenu.item.offset = 0,20 ;This is a Player2 Team Menu Position set between the *Simple/Simul/Turn* Icon image/sprite p2.teammenu.item.spacing = 0,15 ;This spacing the *Simple/Simul/Turn* Icon image/sprite p2.teammenu.item.font = 3,0, 1 ;This Font path is for "font3 = jg.fnt" for the Player1 Team Menu name display p2.teammenu.item.active.font = 3,3, -1 ;This Font for the Player2 Team Menu name is being highlighted p2.teammenu.item.active2.font = 3,0, -1 ;This Font path Second font number is color for to blinking the Player2 Team Menu name Display p2.teammenu.item.cursor.offset = -10, 0 ;This is a Player2 Cursor Team Menu Position set between the *Simple/Simul/Turn* Icon image/sprite p2.teammenu.item.cursor.anim = 190 ;This is a Player2 Cursor Team Menu Display for the image/sprite location on the Animation Code p2.teammenu.value.icon.offset = -60,1 ;This is a Player2 Team Menu small icon Position p2.teammenu.value.icon.spr = 191,0 ;This is a Player2 Cursor Team Menu Display for the small icon image/sprite location p2.teammenu.value.empty.icon.offset = -60,1 ;This is a Player2 Team Menu empty small icon Position p2.teammenu.value.empty.icon.spr = 192,0 ;This is a Player2 Cursor Team Menu Display for the empty small icon image/sprite location p2.teammenu.value.spacing = -6,0 ;This spacing the Icon image/sprite for the Player1 Cursor Team Menu Display ;Sounds
[Begin Action 180] ;This the animation code for the P1 Team mode cursor 180,0, 0,0, 1 180,0, 1,0, 1 180,0, 2,0, 1 180,0, 3,0, 1 180,0, 4,0, 1 180,0, 5,0, 1 180,0, 6,0, 1 180,0, 7,0, 1
[Begin Action 190] ;This the animation code for the P2 Team mode cursor 190,0, 0,0, 1 190,0,-1,0, 1 190,0,-2,0, 1 190,0,-3,0, 1 190,0,-4,0, 1 190,0,-5,0, 1 190,0,-6,0, 1 190,0,-7,0, 1
Title: Re: Screen Pack Docs?
Post by: OldGamer on February 01, 2017, 01:43:05 am
here my way of a simple explanation on how each setting are for the select screen :) Im truly sorry if I misspelled a few words on these simple explanation :hyo:
Spoiler, click to toggle visibilty
Code:
;Character select definition [Select Info] fadein.time = 10 fadeout.time = 10 rows = 2 ;Row is a display from Top to bottom for the Cell Display(Cell stand for Small Boxes) columns = 5 ;Colums is a display from Left to Right for the Cell Display (Cell stand for Small Boxes) wrapping = 0 ;1 to let the cursor wrap around from other side of the screen pos = 90,170 ;This is a Position Cell Display(Cell stand for Small Boxes) showemptyboxes = 0 ;1 to show empty boxes This will remove the Cell Display(Cell stand for Small Boxes) moveoveremptyboxes = 0 ;1 to allow cursor to move over empty boxes This will place the Cell Display(Cell stand for Small Boxes) cell.size = 27,27 ;x,y size of each cell (in pixels) This will control the size for the Cell Display(Cell stand for Small Boxes) cell.spacing = 2 ;This make the Spacing between each of the Cell Display(Cell stand for Small Boxes) cell.bg.spr = 150,0 ;This is a display for the image/sprite location on the group/index for Cell Display(Cell stand for Small Boxes) ;cell.bg.anim = ;This is a display for the image/sprite location on the Animation Code Cell Display(Cell stand for Small Boxes) cell.random.spr = 151,0 ;This is a display for the image/sprite location on the random select Icon (don't use animation) cell.random.switchtime = 4;This is a display control the Time to wait before by changing to another random portrait p1.cursor.startcell = 0,0 ;This is a Position for the Player1 Cursor Display(Cursor stand for Player 1 icon Display sprite) p1.cursor.active.spr = 160,0 ;This is a display for the image/sprite location on the group/index for the Player1 Cursor Display ;p1.cursor.active.anim = ;This is a display for the image/sprite location on the Animation Code Cell Display for the Player1 Cursor p1.cursor.done.spr = 161,0 ;This is a Player1 Cursor Display for the image/sprite location after selecting a Character ;p1.cursor.done.anim = ;This is a Player1 Cursor Display for the image/sprite location on the Animation Code after selecting a Character p1.cursor.move.snd = 100,0 ;This is a Player1 Cursor Display for the sound/location while the cursor is moving p1.cursor.done.snd = 100,1 ;This is a Player1 Cursor Display for the sound/location while the cursor by selecting a Character p1.random.move.snd = 100,0 ;This is a Player1 Cursor Display for the sound/location for Random select has been displayed p2.cursor.startcell = 0,0 ;This is a Position for the Player2 Cursor Display(Cursor stand for Player 2 icon Display sprite) p2.cursor.active.spr = 170,0 ;This is a display for the image/sprite location on the group/index for the Player2 Cursor Display ;p2.cursor.active.anim = ;This is a display for the image/sprite location on the Animation Code Cell Display for the Player1 Cursor p2.cursor.done.spr = 171,0 ;This is a Player2 Cursor Display for the image/sprite location after selecting a Character ;p2.cursor.done.anim = ;This is a Player2 Cursor Display for the image/sprite location on the Animation Code after selecting a Character p2.cursor.move.snd = 100,0 ;This is a Player2 Cursor Display for the sound/location while the cursor is moving p2.cursor.done.snd = 100,1 ;This is a Player2 Cursor Display for the sound/location while the cursor by selecting a Character p2.random.move.snd = 100,0 ;This is a Player2 Cursor Display for the sound/location for Random select has been displayed random.move.snd.cancel = 0 ;1 to have random move sound cancel itself when played repeatedly for sound/location stage.move.snd = 100,0 ;This is a sound/location for The Stage selection Screen Display (this is for moving and selecting a stage name display) stage.done.snd = 100,1 ;This is a sound/location for after selecting a Stage (this is for selecting a stage name display) cancel.snd = 100,2 ;This is a sound/location for canceling and Exiting Menu/Mugen game(cancel sound display) portrait.spr = 9000,0 ;This is a display for the image/sprite location for the Character's small portraits display on the select screen portrait.offset = 0,0 ;This is a Position for the image/sprite location for the Character's small portraits display on the select screen portrait.scale = 1,1 ;This will control the size image/sprite for the Character's small portraits display on the select screen title.offset = 159,13 ;This is a Font Position for the title (Arcade Mode, etc) title.font = 3,0,0 ;This Font path is for "font3 = jg.fnt" located in the Font folder and display on the select screen ;Big portraits p1.face.spr = 9000,1 ;This is a display for the image/sprite location for the Player1 Character's Big portraits display on the select screen p1.face.offset = 18,13 ;This is a Position for the image/sprite location for the Player1 Character's Big portraits display on the select screen p1.face.scale = 1,1 ;This will control the size image/sprite for the Player1 Character's Big portraits display on the select screen p1.face.facing = 1 ; This control the Player1 Character's Big portraits display on the select screen *set to -1 facing right* & *set to 1 facing left* p2.face.spr = 9000,1 ;This is a display for the image/sprite location for the Player2 Character's Big portraits display on the select screen p2.face.offset = 218,13 ;This is a Position for the image/sprite location for the Player2 Character's Big portraits display on the select screen p2.face.scale = 1,1 ;This will control the size image/sprite for the Player1 Character's Big portraits display on the select screen p2.face.facing = 1 ; This control the Player2 Character's Big portraits display on the select screen *set to 1 facing left* & *set to -1 facing right* ;Name p1.name.offset = 10,162 ;This is a Font Position for the Player1 Character's Name Display p1.name.font = 3,4,1 ;This Font path is for "font3 = jg.fnt" for the Player1 Character's Name Display ;p1.name.font = 3,0,1, 0,0,0 ;This Font set to add any color for p1.name.font = 3,0,1, RED,GREEN,BLUE p2.name.offset = 309,162 ;This is a Font Position for the Player2 Character's Name Display p2.name.font = 3,1,-1 ;This Font path is for "font3 = jg.fnt" for the Player2 Character's Name Display ;p2.name.font = 3,0,-1, 0,0,0 ;This Font set to add any color for p1.name.font = 3,0,1, RED,GREEN,BLUE ;Stage select stage.pos = 160,237 ;This is a Font Position for the Stage name Display stage.active.font = 3,0,0 ;This Font path is for "font3 = jg.fnt" for the Stage name Display ;stage.active.font = 3,0,0, 0,0,0 ;This Font set to add any color for p1.name.font = 3,0,0, RED,GREEN,BLUE stage.active2.font = 3,2 ;This Font path Second font number is color for to blinking the Stage name Display stage.done.font = 3,0 ;This Font path is after you select your stage name display ;Team menu teammenu.move.wrapping = 1 ;1 to let the cursor wrap around from other side of the screen p1.teammenu.pos = 20, 30 ;This is a Font Position for the P1 Team Menu *Simple/Simul/Turn* Font display ;p1.teammenu.bg.spr = ;This is to add the for the Player1 Team Menu *Simple/Simul/Turn* display ;p1.teammenu.anim.spr = ;This is to add the animation code for the image/sprite for the Player1 Team Menu *Simple/Simul/Turn* display p1.teammenu.selftitle.font = 3,0, 1 ;This Font path is for "font3 = jg.fnt" for the Player1 Team Menu display p1.teammenu.selftitle.text = Select team mode ;This is to text the Player1 Team Menu p1.teammenu.enemytitle.font = 3,0, 1 ;This Font path is for "font3 = jg.fnt" for the Player1 Team Menu hide display p1.teammenu.enemytitle.text = Opponent team mode ;This is to text the Player1 Team Menu p1.teammenu.move.snd = 100,0 ;This is a Player1 Team Menu Cursor Display for the sound/location while the cursor is moving p1.teammenu.value.snd = 100,0 ;This is a Player1 Team Menu Cursor Display for the sound/location while the cursor is being selected p1.teammenu.done.snd = 100,1 ;This is a Player1 Team Menu Cursor Display for the sound/location while the cursor is been selected p1.teammenu.item.offset = 0,20 ;This is a Player1 Team Menu Position set between the *Simple/Simul/Turn* Icon image/sprite p1.teammenu.item.spacing = 0,15 ;This spacing the *Simple/Simul/Turn* Icon image/sprite p1.teammenu.item.font = 3,0, 1 ;This Font path is for "font3 = jg.fnt" for the Player1 Team Menu name display p1.teammenu.item.active.font = 3,3, 1 ;This Font for the Player1 Team Menu name is being highlighted p1.teammenu.item.active2.font = 3,0, 1 ;This Font path Second font number is color for to blinking the Player1 Team Menu name Display p1.teammenu.item.cursor.offset = -10, 0 ;This is a Player1 Cursor Team Menu Position set between the *Simple/Simul/Turn* Icon image/sprite p1.teammenu.item.cursor.anim = 180 ;This is a Player1 Cursor Team Menu Display for the image/sprite location on the Animation Code p1.teammenu.value.icon.offset = 60,1 ;This is a Player1 Team Menu small icon Position p1.teammenu.value.icon.spr = 181,0 ;This is a Player1 Cursor Team Menu Display for the small icon image/sprite location p1.teammenu.value.empty.icon.offset = 60,1 ;This is a Player1 Team Menu empty small icon Position p1.teammenu.value.empty.icon.spr = 182,0 ;This is a Player1 Cursor Team Menu Display for the empty small icon image/sprite location p1.teammenu.value.spacing = 6,0 ;This spacing the Icon image/sprite for the Player1 Cursor Team Menu Display ;p2 team p2.teammenu.pos = 299, 30 ;This is a Font Position for the P2 Team Menu *Simple/Simul/Turn* Font display ;p2.teammenu.bg.spr = ;This is to add the for the Player2 Team Menu *Simple/Simul/Turn* display ;p2.teammenu.anim.spr = ;This is to add the animation code for the image/sprite for the Player2 Team Menu *Simple/Simul/Turn* display p2.teammenu.selftitle.font = 3,0, -1 ;This Font path is for "font3 = jg.fnt" for the Player2 Team Menu display p2.teammenu.selftitle.text = Select team mode ;This is to text the Player1 Team Menu p2.teammenu.enemytitle.font = 3,0, -1 ;This Font path is for "font3 = jg.fnt" for the Playe21 Team Menu hide display p2.teammenu.enemytitle.text = Opponent team mode ;This is to text the Player1 Team Menu p2.teammenu.move.snd = 100,0 ;This is a Player2 Team Menu Cursor Display for the sound/location while the cursor is moving p2.teammenu.value.snd = 100,0 ;This is a Player2 Team Menu Cursor Display for the sound/location while the cursor is being selected p2.teammenu.done.snd = 100,1 ;This is a Player2 Team Menu Cursor Display for the sound/location while the cursor is been selected p2.teammenu.item.offset = 0,20 ;This is a Player2 Team Menu Position set between the *Simple/Simul/Turn* Icon image/sprite p2.teammenu.item.spacing = 0,15 ;This spacing the *Simple/Simul/Turn* Icon image/sprite p2.teammenu.item.font = 3,0, 1 ;This Font path is for "font3 = jg.fnt" for the Player1 Team Menu name display p2.teammenu.item.active.font = 3,3, -1 ;This Font for the Player2 Team Menu name is being highlighted p2.teammenu.item.active2.font = 3,0, -1 ;This Font path Second font number is color for to blinking the Player2 Team Menu name Display p2.teammenu.item.cursor.offset = -10, 0 ;This is a Player2 Cursor Team Menu Position set between the *Simple/Simul/Turn* Icon image/sprite p2.teammenu.item.cursor.anim = 190 ;This is a Player2 Cursor Team Menu Display for the image/sprite location on the Animation Code p2.teammenu.value.icon.offset = -60,1 ;This is a Player2 Team Menu small icon Position p2.teammenu.value.icon.spr = 191,0 ;This is a Player2 Cursor Team Menu Display for the small icon image/sprite location p2.teammenu.value.empty.icon.offset = -60,1 ;This is a Player2 Team Menu empty small icon Position p2.teammenu.value.empty.icon.spr = 192,0 ;This is a Player2 Cursor Team Menu Display for the empty small icon image/sprite location p2.teammenu.value.spacing = -6,0 ;This spacing the Icon image/sprite for the Player1 Cursor Team Menu Display ;Sounds
[Begin Action 180] ;This the animation code for the P1 Team mode cursor 180,0, 0,0, 1 180,0, 1,0, 1 180,0, 2,0, 1 180,0, 3,0, 1 180,0, 4,0, 1 180,0, 5,0, 1 180,0, 6,0, 1 180,0, 7,0, 1
[Begin Action 190] ;This the animation code for the P2 Team mode cursor 190,0, 0,0, 1 190,0,-1,0, 1 190,0,-2,0, 1 190,0,-3,0, 1 190,0,-4,0, 1 190,0,-5,0, 1 190,0,-6,0, 1 190,0,-7,0, 1
here are some coding controllers for intros this is also work on all the system.def
Here the Command for all them
[TitleBGCtrlDef]<<<<<<<this stand for Title Background Control Definition>>>>>>>>>>> [SelectBGCtrlDef]<<<<<<<this stand for Select Background Control Definition>>>>>>>>>>> [VersusBGCtrlDef]<<<<<<<this stand for Versus Background Control Definition>>>>>>>>>>> [VictoryBGCtrlDef]<<<<<<<this stand for Victory Background Control Definition>>>>>>>>>>> [OptionBGCtrlDef]<<<<<<<this stand for OptionBackground Control Definition>>>>>>>>>>>
here a code simple explanation for the Background Control Definition
Spoiler, click to toggle visibilty
Code:
[TitleBG 9] type = anim actionno = 57 layerno = 0 start = 70,-20 mask =1 ID = 57<<<<<< this is the path for code controllers
[TitleBGCtrlDef] <<<<<< this is the command controllers CtrlID = 57
[TitleBGCtrl Shake Amount Y] <<<<<< this is the path command controllers let you control the shake type = SinY <<<<<< this is the path SinY command>>>>>>> time = 0 <<<<<< this is the control number timer how mush u delay to start shaking>>>>>>> value = 2,90,0 <<<<<< this is the control number how how fast or slow you want to shake>>>>>>>
Here a video for two super heroes moving up and down that make look like they are floating on the air with the use of the title Background Control code
Here a Video Guide by Electro and he explain what the background controller do. this also effect on the screen pack's system.def if you use the command that I posted and shown you :D
Spoiler, click to toggle visibilty
Title: Re: Screen Pack Docs?
Post by: President Devon on February 01, 2017, 02:37:19 am
BGCtrl works for screenpacks too? Huh, I didn't know any of that shit.
Title: Re: Screen Pack Docs?
Post by: Jesuszilla on February 01, 2017, 04:12:09 am
Neither did I. Goes to show you how LITTLE this has been documented until now! Great job, everyone!
Title: Re: Screen Pack Docs?
Post by: OldGamer on February 01, 2017, 04:30:01 am
BGCtrl works for screenpacks too? Huh, I didn't know any of that shit.
xD when I was making this screen pack I wanted to add background controller for the tittle screen at first I type like was on the mugen document, but I could never get Dr.Fate or Magneto from floating. then I played around with it and type like this [TitleBGCtrlDef] and made them move. funny thing is I never seen it on none the mugen document but also maybe I never over looked all the setting on there site. also I learn that Background controller from Electro. longest you can give the command you can make thing move xD like how I did with CC screen pack :)
Title: Re: Screen Pack Docs?
Post by: OldGamer on February 01, 2017, 04:33:37 am
Neither did I. Goes to show you how LITTLE this has been documented until now! Great job, everyone!
glad I could help out. I am still learning from making screen pack :D I know there a lot thing I don't know mush, but that part of the trails and error xD I'm still got long way to go when come to coding screen pack in general :D Im still in the novice status as screen pack creator ^^
Title: Re: Screen Pack Docs?
Post by: JustNoPoint on February 01, 2017, 05:29:24 am
Yes great job to everyone thus far! Thank you so much!!! If we continue to pool what we've learned this will be of enormous assistance! I'll update everything tomorrow but wanted to take the time to post and say thank you for all that's been contributed!!!
Title: Re: Screen Pack Docs?
Post by: Vans on February 01, 2017, 09:08:41 am
Errr, this has been fairly known guys. It is documented.
Quote from http://network.mugenguild.com/justnopoint/1.0docs/bgs.html:
Quote
Besides the obvious use in stages, backgrounds objects are used in M.U.G.E.N for the backgrounds of all system screens such as the title screen and the character select screen, as well as for use in storyboards. These types of backgrounds are referred to as "system backgrounds" and "storyboard backgrounds" respectively. Background objects used for stages are called "stage backgrounds". Besides their intended use, there is essentially no difference between the different types of backgrounds. This document covers stage settings as well as the background object format.
I made extensive use of these controllers for storyboard objects.
Title: Re: Screen Pack Docs?
Post by: OldGamer on February 01, 2017, 01:05:35 pm
Errr, this has been fairly known guys. It is documented.
Quote from http://network.mugenguild.com/justnopoint/1.0docs/bgs.html:
Quote
Besides the obvious use in stages, backgrounds objects are used in M.U.G.E.N for the backgrounds of all system screens such as the title screen and the character select screen, as well as for use in storyboards. These types of backgrounds are referred to as "system backgrounds" and "storyboard backgrounds" respectively. Background objects used for stages are called "stage backgrounds". Besides their intended use, there is essentially no difference between the different types of backgrounds. This document covers stage settings as well as the background object format.
I made extensive use of these controllers for storyboard objects.
umm yeah for the stages but not for screen pack :P that what we are doing by helping justnopoint and help him understand each setting for the screen pack but the documents don't explain the real setting in great details for the screen pack or life bars in general. so is better to share and help each other to make a better use of explanation for the Screen Pack and life bars setting. I feel that is best to make a New Document for Screen Pack and Life Bars that they never cover completely. make better understanding for everyone :)
Title: Re: Screen Pack Docs?
Post by: Vans on February 01, 2017, 02:46:06 pm
It is documentation for all the "BG" type objects, this includes the screenpack. It is just very easy to miss that this is the case.
I am just pointing out that the docs do address it, although it is just in a one-liner.
Title: Re: Screen Pack Docs?
Post by: JustNoPoint on February 01, 2017, 05:33:05 pm
BLOCK 7
Code:
;------------------------------------------------------------------- [VS Screen] time = 150 ;Time to show screen fadein.time = 20 fadeout.time = 25 ;Match text in arcade modes match.text = "Match %i" ;%i can be used for the match number match.offset = 20, 709 match.font = 2,0,1 ;Big portraits p1.spr = 9000, 1 p1.offset = 60,30 p1.facing = 1 p1.scale = 1,1 p1.window = 60,30, 539,589 p2.spr = 9000, 1 p2.offset = 1220,30 p2.facing = -1 p2.scale = 1,1 p2.window = 741,30, 1220,589 ;Names p1.name.offset = 110,650 ;Position to put name p1.name.font = 3,3,1 ;Set to -1 for no display p1.name.spacing = 0,44 ;Space between each name for players on the same team p2.name.offset = 1170,650 p2.name.font = 3,1,-1 p2.name.spacing = 0,44
BLOCK 8
Code:
;----------------------- ;VS Match up screen background [VersusBGdef]
[VersusBG BG] type = normal spriteno = 204,0 start = 0,0 mask = 0
[VersusBG BG for 4:3] type = normal spriteno = 100,0 start = 0,0 tile = 1,1 velocity = 0,0 window = 0,720, 1279,959
[VersusBG 4] ;VS Logo Shadow type = anim actionno = 201 layerno = 1 ; Front start = -18,300 velocity = .25,0
[VersusBG 5] ;VS Logo type = anim actionno = 200 layerno = 1 ; Front start = 0,300
[VersusBG 6] ;Next Match type = anim actionno = 202 layerno = 1 ; Front start = 18,38 velocity = -.25,0
[Begin Action 200] 200,0, 0,0, -1
[Begin Action 201] 201,0,-70,0, 1, , S 201,0,-60,0, 1, , S 201,0,-50,0, 1, , S 201,0,-40,0, 1, , S 201,0,-30,0, 1, , S 201,0,-20,0, 1, , S 201,0,-13,0, 1, , S 201,0, -8,0, 1, , S 201,0, -5,0, 1, , S 201,0, -2,0, 1, , S 201,0, -1,0, 1, , S 201,0, 0,0, -1, , S
;------------------------------------------------------------------- ;Demo mode definition [Demo Mode] enabled = 1 ;Set to 1 to enable demo mode, 0 to disable select.enabled = 0 ;Set to 1 to display select screen, 0 to disable vsscreen.enabled = 0 ;Set to 1 to display versus screen, 0 to disable title.waittime = 600 ;Time to wait at title before starting demo mode fight.endtime = 1500 ;Time to display the fight before returning to title fight.playbgm = 0 ;Set to 1 to enable in-fight BGM, 0 to disable fight.stopbgm = 1 ;Set to 1 to stop title BGM (only if playbgm = 0) fight.bars.display = 0 ;Set to 1 to display lifebar, 0 to disable intro.waitcycles = 1 ;Cycles to wait before intro cutscene is played again debuginfo = 0 ;Set to 0 to hide debugging info (debug mode only)
Title: Re: Screen Pack Docs?
Post by: XGargoyle on February 02, 2017, 12:04:19 am
block 8 is basically a normal stage/background coding. Just refer to BG making tutorials for learning how they work
Title: Re: Screen Pack Docs?
Post by: Ryon on February 03, 2017, 11:56:50 am
Sorry I'm late!!!
I have to read all of this over, but from what I noticed this is strictly 1.0, are we going to mention some of the scale features included with 1.1? such as being able to scale the character background/cursor icons as seen here -
and yeah its all single images that are scaled in 1.1 (this makes making multiversion screenpacks SUPER EASY.
Title: Re: Screen Pack Docs?
Post by: JustNoPoint on February 03, 2017, 01:30:11 pm
I focus on 1.0 first then go back and explain 1.1 differences. So both will be covered and if you wish to work ahead just be sure to let me know what version etc
Title: Re: Screen Pack Docs?
Post by: OldGamer on February 21, 2017, 12:00:26 am
[VS Screen] time = 150 ;Timer to show the screen will show up fadein.time = 20 fadeout.time = 25 ;Match text in arcade modes match.text = "Match %i" ;%i can be used for the match number match.offset = 20, 709 match.font = 2,0,1 ;Big portraits p1.spr = 9000, 1 ;this is the path for the mugen character big Portraits this can be changed depend on the group and index on the character portraits
p1.offset = 60,30 ;this is the position of the mugen character big Portraits
p1.facing = 1 this is a reverse position of the mugen character big Portraits. setting it to 1 is facing to the right of the screen and add a -1 will face pointing to the left screen
p1.scale = 1,1 ;this to control the size of the mugen character big Portraits ( 1,1 is stander ) ( .5,.5 is medium size *great for 640x480*) ( .25,.25 small size) ( .1,.1 tiny size)
p1.window = 60,30, 539,589 ;window boarder background setting the mugen character big Portraits
p2.spr = 9000, 1 p2.offset = 1220,30 p2.facing = -1 p2.scale = 1,1 p2.window = 741,30, 1220,589 ;Names p1.name.offset = 110,650 ;Position to put name p1.name.font = 3,3,1 ;Set to -1 for no display p1.name.spacing = 0,44 ;Space between each name for players on the same team p2.name.offset = 1170,650 p2.name.font = 3,1,-1 p2.name.spacing = 0,44
Title: Re: Screen Pack Docs?
Post by: JustNoPoint on February 22, 2017, 06:10:02 am
Sorry I've not been back on this like I should have. I do have a question though. What are the best programs to use to make screenpacks? Still FF3?
What about .fnt files? What is our most used program to create and edit them now?
Title: Re: Screen Pack Docs?
Post by: PlasmoidThunder on February 22, 2017, 03:58:59 pm
Pretty sure it's still Font Factory, though don't most people use 1.0's .sff + .def font format nowadays?
Title: Re: Screen Pack Docs?
Post by: JustNoPoint on February 22, 2017, 04:16:34 pm
Well, I opened up the .fnt files in FF3 from HDBZ and it shows their def files but it doesn't show their sprites.
Title: Re: Screen Pack Docs?
Post by: XGargoyle on February 22, 2017, 04:24:39 pm
You don't see a sff file because it's already embedded in the FNT. The FNT file is just a container the holds the definition file+sff
See work/font/f-4x6/f-4x6.def for information on creating the sff
Title: Re: Screen Pack Docs?
Post by: JustNoPoint on February 22, 2017, 04:35:22 pm
Ah okay. That's a lot more complicated than I thought! :P
Looking at the options I don't see anything to adjust kerning. Is this correct?
Title: Re: Screen Pack Docs?
Post by: PlasmoidThunder on February 22, 2017, 04:44:23 pm
Curiously enough, some .fnt files when opened in FF3 do show sprites, even though there's no .sff; rather than being one long spritesheet, they're automatically split into individual sprites and given the correct index according to the glyph they represent, unless that glyph is not supported by the ASCII charset 1.0 fonts use.
Or going by Font Factory's interface... Space between letters: [ 1 ] [ 0 ]
DEF [Def] ; This is a bitmap font Type = bitmap ; Size of font: width, height. Width is used for spaces. Size = 3,6 ; Spacing between font glyphs: width, height. Spacing = 1,0 ; Drawing offset: x, y. Offset = 0,100 ; Filename of the sff containing the glyphs. Use sff v2 only. File = f-4x6.sff
My apologies if I didn't make that clear in my original post :P
Title: Re: Screen Pack Docs?
Post by: JustNoPoint on February 22, 2017, 05:29:53 pm
No you're right. I was just looking in the work folder files still. I had even quoted the spacing parameter earlier. I thought all the info would be in the work folder too. This stuff is kinda all over the place!
Title: Re: Screen Pack Docs?
Post by: XGargoyle on February 22, 2017, 10:58:11 pm
well, if the fonts are bitmaps, you could add a gap between each character and play with the axis position in the sff
Edit: Oh yeah, spacing in the definition file, forgot about this option. It's the same one as in FNTv1 files
Title: Re: Screen Pack Docs?
Post by: JustNoPoint on February 23, 2017, 04:07:59 am
Ugh, I guess this was made the old fashion way because I can't edit them in notepad or FF3
Can I get a link to the latest version of Font Factory? Every site I googled seemed kinda sketchy.
Title: Re: Screen Pack Docs?
Post by: PlasmoidThunder on February 23, 2017, 05:44:51 pm
Title: Re: Screen Pack Docs?
Post by: JustNoPoint on February 23, 2017, 05:46:27 pm
Quote
Forbidden
You don't have permission to access /data/downloads/fntf10.exe on this server.
Additionally, a 403 Forbidden error was encountered while trying to use an ErrorDocument to handle the request.
Thanks for trying. JMorphMan was able to get me a copy. I'll upload it to MFG soon.
Title: Re: Screen Pack Docs?
Post by: PlasmoidThunder on February 23, 2017, 10:28:49 pm
Odd, the link worked (and still works) fine for me. But yeah, having a reliable download location outside an archived version of VirtuallTek's website is the better option.
Title: Re: Screen Pack Docs?
Post by: JustNoPoint on March 02, 2017, 06:06:42 pm
I'm having an issue I cannot figure out while making a new font. I cannot get the colors correct. I got the transparency working fine. But the palette is simply wrong. And I don't know how to correct it or what I did to cause the issue since there is no pal options in the non sff method.
What does Color Depth do? Changing the value doesn't seem to effect anything.
EDIT: Figured out what's wrong
draw.font = 6,0,0, 300,0,0 had another color changing the fonts in the screenpack!
Title: Re: Screen Pack Docs?
Post by: JustNoPoint on March 07, 2017, 06:52:36 pm
Are you able to add music to the Continue screen?
Title: Re: Screen Pack Docs?
Post by: OldGamer on March 28, 2017, 09:08:04 am
no you cant. but you can add sound with in the mugen character. also about more info on font
when your adding a font for the Continue Screen the path need to be located on the fight.def and not on the system.def here I show you what I Mean and I try my very very best to explain in text but anyone is welcome to help incorrect some my wording. its hard for me to explain all in details but I do the best I can with out messing up my words haha
Also about the color change on the font only work on title screen, versus screen, victory screen select screen, continue screen and also lifebars. you can change the color on any font setting on system def and lifebars :D
also here a reminder as well. The true type font on the mugen 1.0 software you can be resize and make big and small but you cant space between them for some odd reason. I should know I try may way to tinker with it and I could never get to touch each other. so I don't know the trick on that one at moment. but as for bitmaps you can use the Spacing = 0,0 by spacing each letter on the def
also here another remind that the font on Continue screen running on the Fight.def and not on the System.def another the path font for the Continue screen is threw Fight.def
if you go to the mugen1 folder on the data directory and find the fight.def you see font1 = enter48.def here screen shot of continue screen running enter48.def on the fight.def (http://i.imgur.com/PlEetdn.png)
[Files] sff = fight.sff snd = fight.snd font1 = enter48.def <<<<<<<<<<<<<< this guy located here font2 = num48.def font3 = name14.def font4 = num1.def fightfx.sff = fightfx.sff fightfx.air = fightfx.air common.snd = common.snd
now let say I want to change the font with different one ? I can use True type font or make my own bitmap design
Here True type font when its replace with [Files] sff = fight.sff snd = fight.snd font1 = Square1.def <<<<<<<<<<<<<< this New guy been replace with enter48.def font2 = num48.def font3 = name14.def font4 = num1.def fightfx.sff = fightfx.sff fightfx.air = fightfx.air common.snd = common.snd
(http://i.imgur.com/ue4zIcM.png)
but if I want to add my own bitmap sprite for the continue screen I have to use the ASCII character set are supported by bitmap fonts chart that located here http://www.elecbyte.com/mugendocs/fonts.html#ascii-character-reference
and set the bitmap sprite as the Index number the Letter C is 0,67 the letter Y is 0,89 and the letter N is 0,78 with bit of a manipulation and go by the ASCII character chart you can set the Contiue screen like this
;Continue screen definition [Continue Screen] enabled = 1 ;Set to 1 to show continue screen, 0 to disable pos = 320,120 ;Position ;***Known issue*** The display elements below use the fight.def resources ;instead of the ones defined in this file. continue.text = "C" <<<<<<<<<<<<<<<<<<<<<<<<<<< i used the Capital letter C continue.font = 3,0,0 continue.offset = 0,0 ;Inactive and active (selected) YES/NO text yes.text = "YES" yes.font = 7,0,0 yes.offset = -80, 60 yes.active.text = "Y" <<<<<<<<<<<<<<<<<<<<<<<<<<< i used the Capital letter Y yes.active.font = 6,0,0 yes.active.offset = -80, 60 no.text = "NO" no.font = 9,0,0 no.offset = 80, 60 no.active.text = "N" <<<<<<<<<<<<<<<<<<<<<<<<<<< i used the Capital letter N no.active.font = 8,0,0 no.active.offset = 80, 60
To make my bitmap look like this
(http://i.imgur.com/7j1LQY5.png)
How ever the bitmap have down side of thing... and that is you cant use *Size =* instead you have to use *scale =* method for some part for the screen pack. when dealing with bitmap sprites :)
okay so the continue bitmap sprite is too big but I cant use *Size =* instead you have to use *scale =* method by adding this code text commad
continue.text = "C" continue.font = 3,0,0 continue.scale = .5,.5 <<<<<<<<<<<<<this guy here :D continue.offset = 0,0
I made the continue bitmap sprite small (http://i.imgur.com/hcHrjIg.png)
:D with a bit of understanding the ASCII character chart you can make any bitmap font to show on the Continue screen or any part of the screen pack