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Re: PNG portrait with low quality

 July 01, 2023, 03:00:55 am View in topic context
avatar  Posted by NotAGoodName  in PNG portrait with low quality (Started by Muttley Creations June 29, 2023, 02:13:09 pm
 Board: M.U.G.E.N Configuration Help

Sorry, it took me a while to get back to this thread.

I don't know anything about Ikemen Go because I've never bothered with trying it, but it is possible to use hardware scaling in Mugen 1.1 OpenGL mode.  This can regain some (not all) image quality.  How you want to do this exactly will depend on your current screenpack and monitor, so I will only provide an example based on what I do.  Your results will vary.

Step 1: Configure Mugen for your screenpack
In my case, I use a 640x480 screenpack.  Mugen can be run in whole multiples of the screenpack size, so I choose x3.
Code:
[config]
GameWidth = 1920
GameHeight = 1440

Step 2: Hardware scaling
Now I am going to scale that down to my monitor size (1920x1200).  Since my screenpack is 4:3, this will result in a 1920x1200 window with vertical black bars on the side (1600x1200).  There are some settings further in the video section for managing that behavior if desired.
Code:
[video]
Width  = 1920
Height = 1200

Result?  I have way more pixels available than normal, and I'm using the video card to hide the evidence when I scale something.  That means I can scale any of my characters to an appropriate size and they won't look ugly.  Pretty cool trick.
    

Re: PNG portrait with low quality

 June 30, 2023, 12:15:36 am View in topic context
avatar  Posted by NotAGoodName  in PNG portrait with low quality (Started by Muttley Creations June 29, 2023, 02:13:09 pm
 Board: M.U.G.E.N Configuration Help

Ok. 

320 / 427 = 0.749~~ (less than 75%).  And then you are scaling it another 33%.  That is a gigantic amount of scaling.  So if the original resolution was 200px wide, it is now 49.461~~.  A very unclean number, and less than 25% of its original size.  So unless you are running Mugen in a resolution with a vertical of 1920px (2560x1920), you are going to lose a huge amount of quality.
    

Re: can't find where to change move command

 June 23, 2023, 11:21:47 am View in topic context
avatar  Posted by NotAGoodName  in can't find where to change move command (Started by mienshao200 June 23, 2023, 07:46:22 am
 Board: M.U.G.E.N Development Help

Ok.  After seeing what was going on here, I debated even replying, but I'm going to reply just to put some information out there.

So we've got this code for the state:
Spoiler, click to toggle visibilty

And you see all of those lines about helper(10371)?  Ok.  That's what people call a buffering system.  Why do they do this?  I dunno.  Supposedly this is a better or more accurate way to do inputs in Mugen.  I never really saw the point, but I don't play fighting games for money.  In any event, that makes this very difficult.

So what are our options?  Well, the best and most reasonable option would be for you to go get a better keyboard or a game controller, because you should be able to do a command like QCF+PPP.  Unfortunately, that costs money, and you probably have a number of reasons for not doing it.  The other option would be to modify the command somehow (to what?).  Tell you what.  You start shopping for a game controller, and I'll start reverse engineering the buffering system.  It seems easy enough, and we might learn something interesting.

triggerall = helper(10371),var(21)
If the helper's var(21) is 1...so this is for the QCF motion obviously.

triggerall = (helper(10371),var(0) = [1,3]) && (helper(10371),var(1) = [1,3]) && (helper(10371),var(2) = [1,3]) || (helper(10371),var(4) = [1,3])
And surely this must be for pushing X+Y+Z...but what is that variable 4?  That might be helpful.  Where else do we find that?

After some scouring, the helper variables that we need seem to be (a huge mess):
Spoiler, click to toggle visibilty

So you could use that information to change the command.  Or you could just push QCF+b
    

Re: Add the SS2 mod to Mugen

 April 29, 2023, 05:44:26 am View in topic context
avatar  Posted by NotAGoodName  in Add the SS2 mod to Mugen (Started by Charles_2011 April 26, 2023, 03:47:44 pm
 Board: M.U.G.E.N Configuration Help

If you can find it, Kuroko by laiso_7 has this feature.  It should be possible to rip everything out since the items are able to effect both players.  Or you know, just convert this character into a null/blank character without removing the helpers.

You could then, in theory, play the game in 2v1 simul mode, and have what you need.

The super mega nerd mode option would be to rip out all of this code from the Kuroko character, convert everything into code that can fit in common1.cns, add the graphics to fightfx, create the main helper in one of the intro states, and hope that at least one character in the fight doesn't override all of it.  This would be stupid risky and I definitely do not recommend trying this, unless you are 100% sure that no characters are using any of the states that you need.  Keep in mind that there is no common negative state in Mugen, so yeah.
    

Re: I can't test my char in Fighter Factory 3

 April 07, 2023, 01:41:54 am View in topic context
avatar  Posted by NotAGoodName  in I can't test my char in Fighter Factory 3 (Started by Rabano April 06, 2023, 11:04:29 pm
 Board: M.U.G.E.N Configuration Help

I see people having problems with this feature all the time.  My recommendation is to not even bother with it.  Make a batch file (.bat) in your Mugen directory and just use that.

1) Create a text file with something like this in it.  (In your Mugen folder!)
Code:
set p1=Chuck_PLED
set p3=
set p2=cvsryu/cvsryu_normal.def
set p4=
set st=kof2k2_training
"mugen.exe"  -p1 "%p1%" -p2 "%p2%" -p3 "%p3%" -p4 "%p4%" -s %st% -p1.color 1 -p2.color 1 -p3.color 1 -p4.color 1 -p1.ai 0 -p2.ai 0 -p3.ai 0 -p4.ai 0

The important bits are that p1 is the character that you are testing, p2 is a character that you want to test against, st is stage that you want to test on.  I included all of the other options so that you can modify this for other purposes, including AI battles, simul testing, and palette testing.

2) Save the file with a name like Test Character.bat
Note that the file extension needs to be .bat.  Not .bat.txt.

3) Just run it when you need to test.  If you need to edit it for another character, right click on the file and click edit.  If you want the icon on the desktop, make a shortcut.  The batch file won't work (as is) outside of your Mugen directory.

You can use this method to create batch files for multiple projects, or shortcuts to bonus stages and boss fights...things like that.  Really helpful.
    

Re: Super World Warriors: Global Fighters Royal

 December 25, 2022, 08:03:06 am View in topic context
avatar  Posted by NotAGoodName  in Super World Warriors: Global Fighters Royal (Started by Nexus Games June 16, 2022, 04:21:57 am
 Board: Projects

I'll jump in and say that while I'm not really the sorts that is ever interested in full game projects, and I don't have nearly as much free time as I used to have, your work actually does look impressive.  The sprite work is particularly impressive, and you should probably expect to see some of it getting yoinked.  But other than that, I have no dog in the fight, and probably a lot of others are the same.  No one is going to post a comment saying "Wow!  That Terry/Mai/Michael looks great!  Can't wait to steal the sprites for a POTS conversion!" because uhh...lol.

Anyways.  Hope you have a nice holiday.
    

Re: Final Fight's El Gado spritesheet

 December 22, 2022, 07:32:56 am View in topic context
avatar  Posted by NotAGoodName  in Final Fight's El Gado spritesheet (Started by Rabano December 04, 2022, 11:55:03 pm
 Board: Sprite Projects

RE: the scorpion pose thing

It's nothing unusual for characters to have moves that aren't very useful.  Since you already have the move animated (including the kick!), you could use it as a dodge.  Either like POTS-style characters, or just a special move with a very low hitbox and invincible to grabs.
    

Re: FFS_Ryo2019 - W.I.P.

 October 14, 2022, 10:14:15 pm View in topic context
avatar  Posted by NotAGoodName  in FFS_Ryo2019 - W.I.P. (Started by Charles_2011 October 14, 2022, 05:44:12 pm
 Board: Projects

Giving a like isn't really a thing, here, but I still wanted to drop feedback because:

1) I really like this idea.  It looks fantastic.

2) I always made those two palettes for Terry and Ryo when I played CVS2.  Really takes me back.
    

Re: Resize of an entire group using Fighter Factory

 October 03, 2022, 03:32:15 am View in topic context
avatar  Posted by NotAGoodName  in Resize of an entire group using Fighter Factory (Started by Tiger-Boy October 03, 2022, 12:00:00 am
 Board: M.U.G.E.N Development Help

Uhh...just scale the explod or helper?  I think you can even scale it from the animation side, but that's just as tedious.
    

Re: Simplifying quarter circle commands and the like

 September 26, 2022, 02:33:55 am View in topic context
avatar  Posted by NotAGoodName  in Simplifying quarter circle commands and the like (Started by DuckyBoi September 26, 2022, 02:09:12 am
 Board: M.U.G.E.N Configuration Help

As far as bulk changing of files, this is dangerous but somewhat possible with notepad++.  It can do find-replace for multiple files with the find in files function.  Just hit ctrl+H and it's on the next tab for the window that pops up.  I've never done this for buffering systems, but where there's a will, there's a way.

I've done that to fix things like half-circles and 360s, but this is all kind of besides the point.  If your current situation makes a quarter-circle too difficult, you should be looking into using a controller or something.  If you're really that much of a keyboard guy, then uhh...USB keyboard is also an option.
    

Re: Character cliping through the floor after the Shoryuken move

 August 29, 2022, 07:47:29 am View in topic context
avatar  Posted by NotAGoodName  in Character cliping through the floor after the Shoryuken move (Started by Walruso August 28, 2022, 11:37:19 pm
 Board: M.U.G.E.N Development Help

So, usually the way you do these sorts of moves is that you changestate to a landing state, like the one when you land after jumping.  You can have that state posset y to 0.  Alternatively, if you're using a custom idle state, you could just have that check your Y value and fix it, but this might break character interaction with some bonus stage type things if you don't keep that in mind.  There's other ways to gimmick this effect.  Whatever works for you, I guess.
    

Re: Forgotten Fighting Games

 July 10, 2022, 08:54:50 am View in topic context
avatar  Posted by NotAGoodName  in Forgotten Fighting Games (Started by AJZ July 10, 2022, 03:32:51 am
 Board: Fighting Games

Not really sure how forgotten is forgotten, but here's some less popular ones that I recall enjoying.

Advanced Variable Geo 2
Fighting Layer
Power Instinct (series)
Tech Romancer
Toukidenshou - Angel Eyes
Waku Waku 7
    

Re: Adelheid Bernstein [CVS/PotS]

 May 02, 2022, 02:32:28 pm View in topic context
avatar  Posted by NotAGoodName  in Adelheid Bernstein [CVS/PotS] (Started by AuMiO VXC April 07, 2022, 08:04:33 am
 Board: Found Releases 1.0+

One last bit of feedback after the update:  Kaiser Wave gives power on hit.  Probably a copy paste error when converting it to chargeable.  Easy fix.

Other than that, he now seems to do what my little remaining muscle memory expects him to do, so that's nice.
    

Re: Adelheid Bernstein [CVS/PotS]

 April 09, 2022, 10:49:27 am View in topic context
avatar  Posted by NotAGoodName  in Adelheid Bernstein [CVS/PotS] (Started by AuMiO VXC April 07, 2022, 08:04:33 am
 Board: Found Releases 1.0+

I dunno why this thread is such a troll magnet but I wanted to say that I first found this on an evil site that must not be mentioned and was super surprised that it wasn't hot garbage.  It's still not perfect, but I guess/hope that it's something of a WIP and will get some more updates.  I don't have enough free time to really be as familiar with any character as I used to, so I only noticed a couple of issues.  There's still no cancel version of reppuken, which feels strange.  Pretty sure the combo in XI was HCB+K into QCF+K and it did the hop version of reppuken.  The other is the weird command for kaiser wave.  Pretty sure that it has always been F,HCF+P.  I can't even remember a time that QCF,B,F+P was a thing.
    

Re: Turning safe mode off breaks the character

 January 29, 2022, 11:36:10 pm View in topic context
avatar  Posted by NotAGoodName  in Turning safe mode off breaks the character (Started by WastedCoder January 29, 2022, 07:24:59 pm
 Board: M.U.G.E.N Development Help

Safemode uses a lower OpenGL instruction set, disables hardware scaling, and probably some other things that I can't think of.

I can't think of a good reason for a character to require safemode.  Seems that this would indicate a problem with the OpenGL driver.  Unfortunately, this is a common occurrence with modern Windows.
    

Re: Do anyone knows from where this song came from?

 January 14, 2022, 08:20:12 am View in topic context
avatar  Posted by NotAGoodName  in Do anyone knows from where this song came from? (Started by Kagami January 13, 2022, 07:05:00 am
 Board: Off-Topic Help

I mean, it's not hard to find on YouTube.  And there's a mediafire link.
    

Re: Do anyone knows from where this song came from?

 January 13, 2022, 07:47:32 am View in topic context
avatar  Posted by NotAGoodName  in Do anyone knows from where this song came from? (Started by Kagami January 13, 2022, 07:05:00 am
 Board: Off-Topic Help

Apparently this is the GMRemix version.  From an album made in China, I gather?
    

Re: How to make boss stages not show up in arcade run until I reach the boss?

 January 05, 2022, 06:09:56 am View in topic context
avatar  Posted by NotAGoodName  in How to make boss stages not show up in arcade run until I reach the boss? (Started by Boxuu December 30, 2021, 02:38:58 pm
 Board: M.U.G.E.N Configuration Help

Make sure that you have not added the stage to the stages section of your select.def.  Otherwise it should work, but it wouldn't exactly be a shock to me if that weren't the issue.

Slightly off-topic, I have no idea how mugen is able to read that file name correctly, but if it actually works, then uhh...great.
    

Re: How to record Mugen I need help?

 December 18, 2021, 10:01:10 am View in topic context
avatar  Posted by NotAGoodName  in How to record Mugen I need help? (Started by OneForAll December 18, 2021, 09:10:04 am
 Board: Off-Topic Help

YMMV, but in my limited experience...

Mugen 1.1 can be recorded with fraps, but you need to be using OpenGL with safe mode (video setting in mugen.cfg, not Windows).  Safe mode does not support hardware scaling, so if you use crazy settings like me, you'll want to have multiple CFG files saved to help you keep track of this.

Mugen 1.0 can be recorded using the OpenGLScreen video mode with no further issues.

I've never used any sort of modern screen recorders, so I can't help you any further than this.  Sorry.
    

Re: The worst fighting game to ever exist...

 November 28, 2021, 02:47:15 am View in topic context
avatar  Posted by NotAGoodName  in The worst fighting game to ever exist... (Started by Professor Voodoo November 27, 2021, 05:00:21 pm
 Board: Fighting Games

I still maintain that it's the Genesis/Mega Drive version of TMNT Tournament Fighters.  Why?  Relativity.

That Capoeira game looks awful to play, but it's on the Amiga, the graphics aren't horrible, and it was probably made from scratch by a single person.  TMNTTF was an actual commercial game made for a mainstream game console in late 1993.  It would be perfectly reasonable to compare the Genesis version to the NES and SNES versions.  It would be perfectly reasonable to expect that the Genesis version would be as good as the other two versions.  The NES version was great and I played the hell out of it.  The SNES version is an incredible game and deserves to be so fondly remembered.  So how about that Genesis version?!  Hot garbage with no redeeming qualities.  Ugly graphics.  Bad gameplay.  Doesn't use the 6-button controller because reasons.  Small roster of ugly and unlikable characters.  If you straight ported the NES game to the Genesis, you would literally have a better game.