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Ikemen GO (Read 1222572 times)

Started by K4thos, May 26, 2018, 03:04:27 am
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Re: Ikemen GO Plus
#381  March 06, 2019, 04:49:06 pm
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Knockback is higher in IKEMEN, which also extends to cornerpush.

Oh, I want a diagram. I fucking love diagrams.
Re: Ikemen GO Plus
#382  March 06, 2019, 07:48:09 pm
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I cant compile it in Linux... :(

Quote
src/main.go:46:21: undefined: syscall.NewLazyDLL
src/main.go:48:21: too many arguments in call to syscall.Syscall
src/main.go:49:20: undefined: syscall.GetStdHandle
src/main.go:49:41: undefined: syscall.STD_OUTPUT_HANDLE
src/main.go:50:19: undefined: syscall.GetStdHandle
src/main.go:50:40: undefined: syscall.STD_INPUT_HANDLE

Re: Ikemen GO Plus
#383  March 07, 2019, 03:56:51 am
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If I was updating the engine I would fuse all of your branches into 1 its way more user friendly, gonna keep an eye on this.

A question as well, I have used ikemen and I dunno, how does it handle the little intricacies when it comes to mugen chars ? It felt a bit off when using some of the chars I've been using for years at this point.

I know mugen is closed source and you guys are doing your best to emulate it and its a teething period but I believe its still worth asking about.

Because we are not a team we work on our own branches but we always merge our work so our branches are almost the same.
So any changes that we made is going to be on the 2 branches. (Counting on the fact the we update it)



A question as well, I have used ikemen and I dunno, how does it handle the little intricacies when it comes to mugen chars ? It felt a bit off when using some of the chars I've been using for years at this point

They've made some huge progress, but yes I do have the same feelings about just the little intracracies as well. Example, this code behaves differently in Ikemen GO, vs Mugen 1.0, 1.1 (this is during an attack in which the character's position can be moved if holding forward):

[State 1900, GoFwd1]
type = VelAdd
trigger1 = command = "holdfwd"
x = 1.2

[State 1900,GoFwd2]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = Vel X < 0
x = 0

In Ikemen the velocity is atleast 2x greater than it should be, but I think if we post examples it will give them a good idea of what some issues are at present. But I have full faith in their ability to fix things like this.

Also there is no "SPEED" option in the menu, for example Normal, Fast 1, Fast 2, etc. Ctrl + S toggles speed but its either to ofast or too slow, and you have to click keys every round.

Knockback is higher in IKEMEN, which also extends to cornerpush.

That is bad. Maybe there is a problem with the implementation.
Make the code behave exactly like mugen is a problem because is closed source and the docs (our only specification) well... they say almost nothing about the internal workings.
I will check when I'm free. (I'm drowning with college homework and exams)

Also I don't plan (I don't know about the others) to implement a "SPEED" option, it would require an insane amount of code and I don't see if its worth the effort for what it provides. (Considering that changing the framerate have almost the exact same effect)

I cant compile it in Linux... :(

Quote
src/main.go:46:21: undefined: syscall.NewLazyDLL
src/main.go:48:21: too many arguments in call to syscall.Syscall
src/main.go:49:20: undefined: syscall.GetStdHandle
src/main.go:49:41: undefined: syscall.STD_OUTPUT_HANDLE
src/main.go:50:19: undefined: syscall.GetStdHandle
src/main.go:50:40: undefined: syscall.STD_INPUT_HANDLE


That's a very big problem. It's caused because it call windows only functions on a Linux environment.
I will try to make time tomorrow to fix it.

EDIT

Also has anyone noticed that shinlucho deleted his Ikemen GO repo?
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: March 07, 2019, 04:02:35 am by Gacel
Re: Ikemen GO Plus
#384  March 07, 2019, 05:00:06 pm
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oh shoot you're right, I didn't know about the framerate option. I rebuilt it by changing the framerate to 70 and it's the exact speed I need. thanks!
Re: Ikemen GO Plus
#385  March 07, 2019, 06:51:52 pm
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I cant compile it in Linux... :(

Quote
src/main.go:46:21: undefined: syscall.NewLazyDLL
src/main.go:48:21: too many arguments in call to syscall.Syscall
src/main.go:49:20: undefined: syscall.GetStdHandle
src/main.go:49:41: undefined: syscall.STD_OUTPUT_HANDLE
src/main.go:50:19: undefined: syscall.GetStdHandle
src/main.go:50:40: undefined: syscall.STD_INPUT_HANDLE


That's a very big problem. It's caused because it call windows only functions on a Linux environment.
I will try to make time tomorrow to fix it.

It seems that you are trying to compile k4thos build. That one is very outdated and that build does not compile on Linux, in the other repos the windows only calls are removed so it should compile. Try to compile my repo and see if tit trows any errors.
https://github.com/Windblade-GR01/Ikemen_GO

I will try to build it but it seems that GO does not have cross compilation if the program uses CGO

EDIT

So I was like 1hour trying to cross-compile Ikemen on windows to linux.
I couldn't do it. When I'm back from college (About 10pm) I will install a Ubuntu VM.

EDIT 2

So I noticed that my build instuctions for linux mention K4thos repo instead of mine.
Well now it's updated with the rigth command.

Code:
git clone https://github.com/Windblade-GR01/Ikemen_GO.git
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: March 08, 2019, 01:31:11 am by Gacel
Re: Ikemen GO Plus
#386  March 08, 2019, 03:15:08 am
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Thank you for your hard work man! :D
But now I'm receiving this error when compiling:

Quote
# github.com/hajimehoshi/oto
go/src/github.com/hajimehoshi/oto/driver_linux.go:23:10: fatal error: alsa/asoundlib.h: No such file or directory
 #include <alsa/asoundlib.h>
Re: Ikemen GO Plus
#387  March 08, 2019, 06:40:25 am
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https://github.com/hajimehoshi/oto

Quote
Linux
libasound2-dev is required. On Ubuntu or Debian, run this command:

Code:
apt install libasound2-dev

In most cases this command must be run by root user or through sudo command.

So try to install libasound2-dev.
(This is the first time I see someone trying to compile my repo on Linux so this is blind guiding the blind)
Sorry if I could not be of more help.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: March 08, 2019, 04:45:07 pm by Gacel
Re: Ikemen GO Plus
#388  March 08, 2019, 09:11:30 pm
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Gacel,looks like you fixed left-right input bug on keyboard.But this bug still exist on gamepad controllers.I cant do ryu shin hadoken-shoryuken on left side with my controller.I even tried 2 controllers to be sure.

dan

Re: Ikemen GO Plus
#389  March 09, 2019, 05:48:35 pm
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https://github.com/hajimehoshi/oto

Quote
Linux
libasound2-dev is required. On Ubuntu or Debian, run this command:

Code:
apt install libasound2-dev

In most cases this command must be run by root user or through sudo command.

So try to install libasound2-dev.
(This is the first time I see someone trying to compile my repo on Linux so this is blind guiding the blind)
Sorry if I could not be of more help.

Hey Gacel, thanks for the great work!
I manage to compile it well on Linux without errors, however I was unable to run the binary.
It crashes with the following error message:

Code:
./Ikemen_GO 
panic: 0:1(264): error: could not implicitly convert operands to arithmetic operator
0:1(328): warning: `y' used uninitialized
0:1(388): warning: `y' used uninitialized


goroutine 1 [running, locked to thread]:
main.chk(0x9576a0, 0xc4200108c0)
/home/dan/code/Ikemen_GO/src/main.go:22 +0x4a
main.RenderInit.func2(0xc400008b30, 0x90f360, 0x309, 0x1)
/home/dan/code/Ikemen_GO/src/render.go:112 +0x178
main.RenderInit()
/home/dan/code/Ikemen_GO/src/render.go:131 +0xa4
main.(*System).init(0xd0b040, 0x1e000000280, 0xc42000e0b0)
/home/dan/code/Ikemen_GO/src/system.go:264 +0x1b6
main.main()
/home/dan/code/Ikemen_GO/src/main.go:234 +0x1377

I'm using a Ubuntu 18.04 VM with go 1.10.4

I will give a try on windows build. But just in case, can you check if you pushed all your changes?
Thanks a lot!

dan

Re: Ikemen GO Plus
#390  March 09, 2019, 06:57:34 pm
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Gacel, it failed to run on Windows 10 64, golang 1.12 too.
Code compiles correctly and crashes in the same way.
Re: Ikemen GO Plus
#391  March 09, 2019, 09:04:15 pm
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Hey, have y'all checked the add004 support?
I use Gacel's build and it crashed when I try a lifebar that's not the default.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Ikemen GO Plus
#392  March 09, 2019, 10:09:34 pm
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it works fine on my end
Re: Ikemen GO Plus
#393  March 09, 2019, 10:14:04 pm
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WIP Schedule:
The next Street Fighter All-Stars update

dan

Re: Ikemen GO Plus
#394  March 10, 2019, 12:09:37 am
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Last Edit: March 10, 2019, 12:23:29 am by dan
Re: Ikemen GO Plus
#395  March 10, 2019, 08:19:28 pm
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Gacel,looks like you fixed left-right input bug on keyboard.But this bug still exist on gamepad controllers.I cant do ryu shin hadoken-shoryuken on left side with my controller.I even tried 2 controllers to be sure.

That's weird nobody has touched the input code.
https://github.com/Windblade-GR01/Ikemen_GO/commits/master/src/input.go
As you can see the last change was on Jan 7.

Maybe were changes to GLFW but I'm not sure.
EDIT The last update to GLFW was on August 18 so it was not that. EDIT END

Gacel, it failed to run on Windows 10 64, golang 1.12 too.
Code compiles correctly and crashes in the same way.

golang 1.12!? Thats a new release. (That probably broke stuff :() OK, when I am home I'll update golang to 1.12 (I use 1.11) and check if the same error happens and fix it.
I was the whole weekend outside my home sorry for not responding sooner. (I will be back home later the PC I'm writing now it's not mine)

EDIT 2
Dan I have very bad news, it seems that it compiles correctly on GoLang 1.12 and checking the code with the error that you posted it seems that you PC couldn't handle the shader compilation.

I could ask what GPU you PC uses?
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: March 11, 2019, 05:20:16 am by Gacel

dan

Re: Ikemen GO Plus
#396  March 11, 2019, 11:16:40 am
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EDIT 2
Dan I have very bad news, it seems that it compiles correctly on GoLang 1.12 and checking the code with the error that you posted it seems that you PC couldn't handle the shader compilation.

I could ask what GPU you PC uses?
[/quote]

Sure, I'm using a Macbook pro with intel GPU Intel HD Graphics 4000, 1.5GB MB.
I understand it is not a new one but didn't think Ikemen would require much more resources (I might be wrong).
I also tried to compile it and run inside two VMware (Fusion 11) VMs: Ubuntu  18.04 and Windows 10, and compile/run natively in OSX using xQuartz and using docker.
All these attempts failed so far, with the same error.

I am a programmer, but I don't know Golang yet (although I have been searching a project to work on and learn for a while, and think this is a great opportunity).
Thus, the error messages - specially without details - are still not clear to me.
I hope I can make it work and be able to contribute. If you can provide any pointers I would be happy to help.
Thanks for the great work!

EDIT - spelling errors and clarity.
Last Edit: March 11, 2019, 11:31:28 am by dan
Re: Ikemen GO Plus
#397  March 11, 2019, 07:35:00 pm
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Re: Ikemen GO Plus
#398  March 11, 2019, 07:46:58 pm
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New commit from NeatUnsou build

https://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/415ecd6b0cce630661c04a1f259bb8d38c8e79d3

I will merge it later.

EDIT 2
Quote
Dan I have very bad news, it seems that it compiles correctly on GoLang 1.12 and checking the code with the error that you posted it seems that you PC couldn't handle the shader compilation.

I could ask what GPU you PC uses?

Sure, I'm using a Macbook pro with intel GPU Intel HD Graphics 4000, 1.5GB MB.
I understand it is not a new one but didn't think Ikemen would require much more resources (I might be wrong).
I also tried to compile it and run inside two VMware (Fusion 11) VMs: Ubuntu  18.04 and Windows 10, and compile/run natively in OSX using xQuartz and using docker.
All these attempts failed so far, with the same error.

I am a programmer, but I don't know Golang yet (although I have been searching a project to work on and learn for a while, and think this is a great opportunity).
Thus, the error messages - specially without details - are still not clear to me.
I hope I can make it work and be able to contribute. If you can provide any pointers I would be happy to help.
Thanks for the great work!

EDIT - spelling errors and clarity.

A Intel HD Graphics 4000 should work, that's a problem, could you post the error logs you get on every OS.
You only posted the linux logs

Also anyone is welcome to contribute! Ikemen GO is also the first time I use GoLang ever.
I dint know it existed before know about Ikemen GO.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: March 11, 2019, 08:40:47 pm by Gacel

dan

Re: Ikemen GO Plus
#399  March 11, 2019, 11:44:06 pm
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A Intel HD Graphics 4000 should work, that's a problem, could you post the error logs you get on every OS.
You only posted the linux logs

Also anyone is welcome to contribute! Ikemen GO is also the first time I use GoLang ever.
I dint know it existed before know about Ikemen GO.

Here follows the log in OSX

Code:
./Ikemen_GO 
panic: ERROR: 0:1: '-' does not operate on 'int' and 'float'
ERROR: 0:1: Use of undeclared identifier 'y'
ERROR: 0:1: Use of undeclared identifier 'y'
ERROR: 0:1: Use of undeclared identifier 'left'
ERROR: 0:1: Use of undeclared identifier 'left'
ERROR: 0:1: Use of undeclared identifier 'right'
ERROR: 0:1: Use of undeclared identifier 'right'
ERROR: 0:1: Use of undeclared identifier 'left'
ERROR: 0:1: Use of undeclared identifier 'left'
ERROR: 0:1: Use of undeclared identifier 'right'


goroutine 1 [running, locked to thread]:
main.chk(...)
        /Volumes/data/Users/dan/devel/Ikemen_GO/src/main.go:22
main.RenderInit.func2(0x8b30, 0x44e4e0a, 0x309, 0x1)
        /Volumes/data/Users/dan/devel/Ikemen_GO/src/render.go:112 +0x229
main.RenderInit()
        /Volumes/data/Users/dan/devel/Ikemen_GO/src/render.go:131 +0xe0
main.(*System).init(0x480b200, 0x1e000000280, 0xc0001b2010)
        /Volumes/data/Users/dan/devel/Ikemen_GO/src/system.go:264 +0x1bf
main.main()
        /Volumes/data/Users/dan/devel/Ikemen_GO/src/main.go:234 +0x14bf
Re: Ikemen GO Plus
#400  March 12, 2019, 12:34:52 am
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This is an error copied over from vanilla IKEMEN, but in char.ssz/char.go, yvel is assigned the value of an attack's ground hit y velocity instead of the attack's ground guard y velocity when a character is blocking. For the most part, characters don't actually suffer vertical knockback on ground block and thus wouldn't care about this, but certain custom cornerpush systems rely on yvel to be 0 for the cornerpush to be applied, so moves that knock down or launch won't apply cornerpush as intended.

The problem is that while you have hd.airguard_velocity[0] (x) and hd.airguard_velocity[1] (y) for air blocking, you only have hd.guard_velocity (x) for ground blocking, which means there's nothing to check for vertical ground guard velocity. However, were you to implement hd.guard_velocity[0] and hd.guard_velocity[1], they're supposed to default to the hit velocities when omitted from the HitDef, so the actual issue is that xvel and yvel are being written to even when the opponent isn't moving.

Sorry if that's a bit confusing.

Oh, I want a diagram. I fucking love diagrams.