Post one of those statedefs. Like statedef 1300 in add004basic.reb1 for Weiss.
It's looking for an undefined command. You need to know what command it's looking for and why, and then add the command (or modify the statedef) accordingly.
Just to clear this up and increase my post count high enough to reply to a PM, there's a huge difference between system, DirectX, and OpenGL. OpenGL (not OpenGLScreen) uses the actual GL capability of the video card to render. IIRC, it requires full GL 2.1 capability which is why wrappers and shitty video cards typically don't work. It's much faster than software modes and allows for cool stuff like hardware scaling.
DirectX uses DirectX 5 (not D3D) to render a flat surface. Fast, but nothing special. System uses GDI to render a flat surface, like it's 1995. Awwyeah. Neither of those options supports proper GPU usage at all, so they work on crappy hardware but are useless at large resolutions. Mugen does multithread pretty decently, but that only helps so much.
As for why your Mugen was running slow...dunno. Sometimes Windows/drivers can mess up and not work quite right. I've had issues where a program locks up my OpenGL system and won't let Mugen render a window. Forcing stuff to close will eventually stop solving the problem. Time for restart!
Re: Any way to fix/enable/hack/do match logging in MUGEN 1.1b?
I looked at this a bit. I don't have a solution, but some thoughts...
If someone knows enough LUA, it has to be possible. There is already a function implemented that adds a line to the log (helpfully called mugen.log). I just don't know where or how exactly you'd use it to add what you're looking for.
Hacking the exe is a possibility, but would be difficult. When I did 3v3 and 4v4 versions of 1.1a4 and 1.1b1, I was just comparing 1.0, modified 1.0, and 1.1. If you know what to look for, it has to be possible. LUA isn't handling all of the logging.
I don't need no stinkin' extra frames of animation. Projhitanims are for the weak. You'll get 4 frames for all of your hit states and you'll like it.
Retimed for 30 to 60fps. Finished normals. Worked out KFX normal canceling. It's not complicated. This character just makes it hard by only having 2. Worked out hitvels, or at least found a method I like. Added backhop. Added teleport. Created a taunt because reasons. Added the first of a million projectile moves.
Double projectile move method is probably not accurate to the original, but the animation would look dumb throwing out a second fireball as late as possible. This double strike sort of thing is much better.
This character will wind up being targeted at being a 2v2 support character. She's rangey and has lots of projectiles to spam with, but that's about it. There's some moves for healing which I'm not going to accurately port for obvious reasons. Her only normal cancels are LK and HK. LK,HK,HP should be a valid combo, but she's so slow and her knees so short ranged that it doesn't work. That leaves you with HK,HP and whatever HK,specials wind up able to connect. That silly command move is going to be a thing you spam for power, because there's no other reason to have it.
Because I am a nefarious person, I am in the process of porting this ancient KFX character to Mugen. I'm using as much actual data from the original files as possible because why not? Unfortunately, KFX does things differently from Mugen, so that's why I've posted this.
1) Framerate KFX apparently runs at 25fps? I'm currently using a table I've concocted to port frame durations to 60fps and I'm using velocity/2 to port KFX vels to Mugen. So far, so good, based on sheer luck, but maybe I should just port it as if it's 30fps before I start getting too deep into this? The two crouching kick slides are accurate, but they just happen to use durations that are the same as d*2 while moving. Either way, my animations aren't moving the same speed as the KFX character editing software displays it, so...
2) Sounds and sparks Character didn't come with any. I'm using ROTD sounds and sparks that I've modified to not flicker because I don't like it. I guess I could use CVS2? I think these sprites suit the ROTD/Matrimelee style better, but whatever. I'm not doing both.
3) Character data I don't know how much health characters have in KFX. Judging by the damage of attacks, it might be 100. If my translated readme is any use, it might also be 144 because I have an attack doing 72 damage that is apparently intended to finish off an opponent at 50% health. If anyone happens to know, it'd be helpful.
I totally guess and checked gravity. Not sure if KFX uses any sort of friction system, so I'm just using what numbers I had available there. I'm just bullshitting hitdef velocities for now because I haven't determined how KFX handles that. I bet it's really simplified, though. Haven't figured out normal canceling, but I know it's a thing.
If anyone has any other characters for KFX worth looking at, I'd like to take a gander. I need all of the files. Not just the char.bmp or a sprite sheet.
In the -1 changestate, change your command to something like triggerall = (command = "holdfwd") && (command = "b") where holdfwd is a valid defined command for holding forward. Also, it has to come before your regular b button attack in your CMD file.
Figured I'd post this here to see if I could get some meaningful feedback and maybe make one character that isn't a total hack job. Might be too late for that though.
Anyways. This is a CVS-ish not-even-POTS arrangement of Ryo Sakazaki from AOF1 using Demongorne's sprites. I really liked the sprites, but hated that they got slapped on an AOF base character, so I went through and ripped the poor thing apart until it resembled something playable. A lot of animation data was stolen from Warusaki's cvsryo. Hitdef data was stolen and adapted from cciryo95. Movelist is based on KOF94/95 Ryo with some changes based on personal preference and what I had to work with. There's a rubbish juggle system and damage dampener to prevent anything too horrible from happening. AI is adequate enough to help me wipe out some bugs and win some matches.
SYSTEM: dash, dodge, roll (f/b), parry, power charge, wall jump, SFA-ish throw
QUICK MOVE LIST: Ko'ou Ken qcf+P Kohou dp+P Hien Shippu Kyuku (db),f+K Zan Retsu Ken hcb+P Haoh Shoukou Ken f, hcf+P
Haoh Shoukou Ken qcf,qcf+P (PP for Lv2) Ryuko Ranbu qcf,hcb+P (PP for Lv3)
Hopefully, a Google Drive link is good enough. Don't reckon you guys like 4Sh here.