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K4thos

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Messages by K4thos

    

Re: Ikemen Plus

 January 15, 2018, 07:36:05 pm View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

Quote
-64 bits executable.
GO compiler is 64-bit only, so the outcome is probably too.
Quote
-Palette select in the character select screen.
maybe in future but this feature has low priority
Quote
-Portraits for stages.
as above
Quote
-I see that you include a second portrait for select screen, can you add more portraits for versus and winner screens?
already implemented
Quote
-32bits .png images.
request it to ikemen author if you're interested. Is there even mugen 1.1 SFF files documentation available? In mugen community probably only VirtuallTek knows how latest SFF files work internally.  Implementing it in engine is far beyond my programming skills either way. But does this even needs to be implemented? According to HUNGRY WOLF 32bit files already works on ikemen.
http://mugenguild.com/forum/topics/ikemen-disscussion-thread-167617.msg2372928.html#msg2372928
http://mugenguild.com/forum/topics/ikemen-opengl-shader-support-181489.msg2377713.html#msg2377713
Please test it yourself or at least provide SFF file that I could check.
Quote
-Continue screen.
already implemented
Quote
-More actions for lifebars animations.
It would require good understanding of source code. I'm not interested in it to spend time analyzing it.
Quote
-Possibility to include videos like animations.
no (unless you can find a video decoder written in GO language that works on windows, linux, mac and mobile at the same time - I'm not interested in writting dedicated code for different platforms)
    

Re: Ikemen Plus

 January 14, 2018, 06:30:29 am View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

Quote
just explain to this old man with a simple answer YES OR NO will your version 4 will be release for window and will its have a EXE to launch the program
yes.

-----------

Nice screenpack. As mentioned forget about lua. Code it for mugen (screenpack DEF file) but with FNTv1 fonts - it will work with next version (and every other version that will be released in future). That's the whole point. Sorry if my messages are confusing. English is not my first language.

Btw. Credits for ikemen plus in title screen are not needed – it’s your screenpack, but of course thanks :)
    

Re: Ikemen Plus

 January 14, 2018, 02:56:46 am View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

Quote
the truth is to do a mega tutorial of this I congratulate you for this great job! I do not know how to add the tag add004 also where is the screen resolution and if the openlg is managed? many questions
many questions indeed, but I don't really understand any of them. Ok, this one is clear - add004 will work in the next version and short tutorial how to install it without patching characters will be available.

Quote
K4thos wait so your switching to Ikemen GO ? and then Ikemen Plus Im using now is outdated ?
yes. Unless there are game breaking bugs compared to s-size ikemen (I didn't notice any problems yet) than I don't see a good reason to stick with that version of the engine.

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Im soooooooooo freaking confuse right now man... so I have a question for you.. Will Ikemen GO plus going to be for window 7,8,10 user for the pc ? Will Ikemen GO plus be compatible to for all windows users? because I really do want this baby to be Windows. because this is a very promising software I want to get into. I want to learn so mush about it. can you pretty please tell us from your own words will Ikemen GO plus can run on windows ? will Ikemen Go plus will have a executable ?
errr, why wouldn't it? From GO language wiki:
Quote
Google's Go compiler, "gc", developed as open-source software. It targets various platforms including Linux, OS X, Windows, various BSD and Unix versions, and also (since 2015) mobile devices (including smartphones)
s-size ikemen is windows exclusive. Ikemen GO supports multiple platforms including Windows. In fact only windows executable has been compiled for now. Before release I will try to compile it also for Linux. As for mobile platforms ShinLucho mentioned that he will try to mess with it. From what I've researched there may be a problem with opengl 3.0 support on mobile - I didn't try it yet, so can't say for now.

Quote
also is there going to be a Ikemen GO version 4 ? I have so many question about it
I think there is a bit of misunderstanding here. Neither I, nor Shinlucho, are engine developers. What this topic is about is a project that adds mugen features to ikemen via Lua language (which is a script language that author enabled for screenpack coders). The only changes to engine are minor stuff needed if current functionality is not enough to implement these mugen features. The end goal is to request merging our code with official Ikemen branch. So what we aim to release is fourth version of "ikemen plus" (or in this case first version of "ikemen go plus"), not Ikemen GO version 4 (progressing the engine further is outside the scope of this project, the engine is developed by supersuehiro - last edit made 5 days ago).

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What are the benefits of Ikemen GO over the Vanilla?
well, GO language ;D Which allows anyone with programming knowledge to edit the source code directly because it's a well documented language. Other stuff needs to be tested. I wouldn't be surprised if online play will be better here. Above mentioned support for linux is a plus. Some features that I couldn't figure out how to implement in s-size version should be doable now (stuff like communicating between Lua and GO during match etc.)

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I'm decently proficient in coding and have been working with SSZ for a while accordingly while playing with the engine.
That's impressive. I couldn't make sense out of SSZ at all. If you have programming background and have time to study GO language a little, your help would be really appreciated since there are still some engine changes that needs to be made in order to implement all planned features without workarounds. Please contact me via PM if you're interested.

Quote
Does anyway have an ETA for the next patch?
No ETA yet. Still finishing up screenpack support. And after polishing the lua code remaining source code changes awaits. Although the faster the release, the better, since I'm quite embarrassed of v0.3 lua code.
    

Re: SF1 Ryu, Joe, Retsu, Geki and Lee (Street Fighter Alpha style)

 January 12, 2018, 04:58:28 am View in topic context
 Posted by K4thos  in Retsu, Geki, Lee, and Joe -- and SF1 Ryu (Street Fighter Alpha style) (Started by SiL3Nt J June 27, 2017, 06:35:26 pm
 Board: Graphics

reference sprite for retsu found on Capcom site:


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He could look cool without his shoes.
:( Can't say I agree. But it's your project.
    

Re: Ikemen Plus

 January 10, 2018, 11:48:09 pm View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

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WOW this very useful Info and I don't understand on what do you mean by I need to code it with Winmugen and winmugen plus method ??
it means that it's better idea to just make a normal mugen screenpack now (you know, the DEF file that controls everything) instead of worrying that something doesn't work in ikemen. The next version aims to support mugen screenpacks, so if your 320x240 screenpack works fine in winmugen (or 1.0 with localcoord set to 320x240, although winmugen is safer bet) than it should also work once new version is released. (if it won't I will ask you to upload the screenpack, so we can analyze what's up).

For example yesterday I tested HDBZ Champ edition mugen version (not ikemen one) and simply copied whole data and font directories into ikemen plus. After doing so the screenpack that has been created for mugen works just fine already after starting the game (well, almost, since it uses TrueType font for options and RGB parameters for fonts, which are not supported yet).

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Didn't worked, plays char select music instead.
I will look into it in next version.
    

Re: Ikemen Plus

 January 10, 2018, 09:27:35 pm View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

Quote
also when I add a sprite in the Ikemen plus I get this issue
is there a way to make the green not show on the title background. because Im 100% correct that I made the green color to be indexed and transparent correctly
Nice screenpack. If it's 320x240 or 640x480 I'd suggest coding it for winmugen / winmugen plus - if it works correctly there it should also work in next version of ikemen plus. If it uses localcoord test it on mugen 1.0 since I didn't have any problems with SFF file that Elecbyte distributed with it (720p default screenpack). Not sure about mugen 1.1 RGB sprites, I haven't test them yet.

If you still prefer to code it in pure lua (which as mentioned will make it incompatible with next version of ikemen plus if you base it on v0.3 code) than here is a documentation of all available anim stuff:

Code:
animName = animNew(sysSff, [[ 
grpNo, imgNo, x, y, time, facing, trans
]])
Assigns new animation to animName variable of your choice
Required parameters:
grpNo: SFF sprite's group number, imgNo: SFF sprite's image number
x: X offset to the sprite's position; y: Y offset to the sprite's position
time: length of time to display the element before moving onto the next, measured in game-ticks (-1 for static)
Optional parameters:
facing: H = Flip horizontally; V = Flip vertically
trans: transparency blending a = add; a1 = add1; s = sub; AS???D??? (??? - values of the source and destination alpha)

Code:
animSetTile(animName, hTiling, vTiling) 
Specifies if the background element should be repeated (tiled) in the horizontal and/or vertical directions, respectively.
0 = no tiling; 1 = infinite tiling; any value greater than 1 = element to tile that number of times

Code:
animSetScale(animName, scaleX, scaleY) 
scaleX: horizontal scale factor; scaleY: vertical scale factor

Code:
animSetWindow(animName, x1, y1, x2, y2) 
Limits animation to window starting at x1, y1 coordinates; x2, y2 enlarges window by specified amount of pixels moving right and down from the x1, y1

Code:
animAddPos(animName, addX, addY) 
Dynamically assigns x- and y-velocities movement in direction depending on the value

Code:
animSetPos(animName, setX, setY) 
Changes x- and y-position

Code:
animUpdate(animName) 
Updates previously specified animation

Code:
animDraw(animName) 
Shows element on screen [Refresh() function resets the screen, so this one often needs to be used at each frame, even if the element is static]

Code:
animSetAlpha(animName, transRange1, transRange2) 
Assigns alpha channel to element. Ranges: 0-255

Code:
animSetColorKey(animName, colorKey) 
Sets background color from palette (0-255), -1 if background shouldn't be removed . 0 by default

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so what I really like to know how to make green transparent NOT TO SHOW UP on Ikemen plus title screen what the real command for it ? or what the parameter for the green from not showing on the screen ??
If you correctly indexed the palette background should not show up by default (or at least I've never noticed this problem and I already tested several screenpacks with new ikemen). Try animSetColorKey if you need to force specific color key.

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Ok, I have something in mind, its possible to make the game music keep playing throught victory screen?
https://youtu.be/vIrfCs_O47Q?t=41s
Something like this.
yes. In v0.3 version delete "playBGM(bgmVictory)" in scripts/select.lua and the stage music should still play in that screen (untested).

edit: in next version there is also 1 new anim related lua function:
Code:
animReset(animName) 
Resets animation frames back to first one (useful for anim data that has last frame set to -1 which stops the animation from looping once that frame is reached). This feature is a new source code change, so it’s not available in v0.3 or default ikemen.
    

Re: Ikemen Plus

 January 10, 2018, 03:32:35 pm View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

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You mean it's now possible to map 8 action buttons instead of 6?
Yes.
Quote
Or they are limited  to built-in tag system?
no, they aren't. There is also no built-in tag system (at least until JNP releases his common system or Tatsu contribute a dedicated code for this since including whole add004 seems a bit excessive when it comes to sample screenpack), but it's extremely easy to install add004 or uno tag and such systems no longer require characters patching. As for enabling/disabling Tag mode from Team mode selection it’s a matter of using new
teammenu.itemname.tag = "Tag"
parameter under [Select Info] in screenpack (like in vanilla mugen leaving itemname blank with "" disables an item from menu)
In other words global Tag systems can be a part of screenpack releases.

It's up to players/coders how the new buttons will be used. There is even a way to use them globally (for example referencing them in "common1.cns") without patching characters CMD files because there is also a new "common.cmd" file available within data directory that contains this declaration by default:
Code:
[Command]
name = "v"
command = v
time = 1

[Command]
name = "w"
command = w
time = 1

So once again, when it comes to features that affects characters globally new ikemen plus will have:
- common1.cns (already exists in vanilla mugen but ikemen version supports 3 new negative states: -30, -20, -10 that work the same as -3, -2, -1, but are loaded before them and work even if character's cns files already use negative states)
- common.snd / fightfx.air / fightfx.sff - same functionality as in vanilla mugen
- common.air - loaded right after character's air file (I don't know much about mugen coding, so please let me know if it should have lower priority than character's air file instead of higher)
- common.cmd - loaded right after character's cmd file
All of this allows to add stuff like interactive stages (stage fatalities etc.), global tag system etc. without patching characters.

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Also about the question I've asked before - with moving to GO version is it now possible to add tug-o-war mode? I think it'll add to fun...
I don't know what you mean by this. If it's something like this:

than why would you need ikemen Go build to implement it? Looks like something that can be implemented via normal bonus character. If you're asking if a single character created can be used as a base for whole separate mode than yes it can (that's how Training mode is implemented and also mini games sub-menu created automatically when you add "bonus=1" parameter to select.def)

When it comes to new modes created around characters what I would love to see is Tekken Ball Mode:

Not sure how hard would be creating such bonus character, probably a big effort considering no one released anything like this in all these years.

edit: ahh, you mean this mode: http://mugenguild.com/forum/msg.2387423
It's possible but would need tons of stuff coded in common files, probably also changes in lifebar source code, so don't count on me adding it. Learn how to code mugen stuff and read some GO language tutorials and implement it yourself, if you want to see it.
    

Re: Ikemen Plus

 January 09, 2018, 06:45:17 pm View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

Another minor change to the engine: 2 new unique buttons are now supported, so implementing MVC2 style Tag system for 6 buttons characters is now possible without awkward Assist command mapping. Also fullscreen can be enabled in options so forget about Alt-entering.
    

Re: Ikemen Plus

 January 09, 2018, 03:28:08 am View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

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I was testing the sprites on the Ikemen Plus and when I try to changes the P1cursor on the System.sff and saved it and I try to launch the Ikemen Plus I got a 396.lau error message. on vanilla Ikemen never crashed but this version did
The version on github is no longer supported, sorry. In fact that repository will be delated soon because we switched to Ikemen GO engine (mentioned in previous page), so trying to find problems in old engine and/or outdated lua code doesn't sound like a good idea.

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or something in those lines. be nice to keep it make short but also friendly for users
that way make thing easy to find them
short but easy understanding :D
sure, although with native screenpack support why not just make normal screenpack DEF file instead of coding it in lua? Changes to lua code would make your screenpack incompatible with future releases of ikemen plus (there are tons of features still planned and I'm expecting massive changes in code until project will be considered stable). As for the lack of comments in lua code, everything in new version refers to parsed screenpack data (which is stored in a giant table). For example this:
Code:
selectColumns = 4
selectRows = 12
offsetRows = 0
setSelColRow(selectColumns, selectRows)
setRandomSpr(sysSff, 151, 0, 1, 1)
setSelCellSize(12+4, 12+4) --first number 12 is CellSize and Second Number 4 Is CellSpacing
setSelCellScale(.5, .5)--scale size for small Portraits

function f_selectReset()
   if data.p2Faces then
      p1FaceX = 10
      p1FaceY = 170
      p2FaceX = 169
      p2FaceY = 170
   else
      p1FaceX = 134 --P1Face X and Y move small portraits cells
      p1FaceY = 38
      p2FaceX = 134
      p2FaceY = 38
now looks like this:
Code:
local selectColumns = sp.select_info.columns
local selectRows = sp.select_info.rows
local offsetRows = sp.select_info.rows_scrolling
setSelColRow(selectColumns, selectRows)
setRandomSpr(sp.files.spr_data, sp.select_info.cell_random_spr[1], sp.select_info.cell_random_spr[2], sp.select_info.cell_random_scale[1], sp.select_info.cell_random_scale[2])
setSelCellSize(sp.select_info.cell_size[1] + sp.select_info.cell_spacing, sp.select_info.cell_size[2] + sp.select_info.cell_spacing)
setSelCellScale(sp.select_info.portrait_scale[1], sp.select_info.portrait_scale[2])

function select.f_selectReset()
if main.p2Faces and sp.select_info.double_select == 1 then
p1FaceX = sp.select_info.pos_p1_double_select[1]
p1FaceY = sp.select_info.pos_p1_double_select[2]
p2FaceX = sp.select_info.pos_p2_double_select[1]
p2FaceY = sp.select_info.pos_p2_double_select[2]
else
p1FaceX = sp.select_info.pos[1]
p1FaceY = sp.select_info.pos[2]
p2FaceX = sp.select_info.pos[1]
p2FaceY = sp.select_info.pos[2]
end

It may look confusing at the first glance, but these are all references to stuff existing in mugen screenpack DEF file (+ some new stuff, for example double select screen feature doesn't exist in mugen, so I've added new optional "double.select", "pos.p1.double.select" and "pos.p2.double.select" parameters under [Select Info]).

-------------------------------

Some new features planned for next release:
- localcoord support for screenpacks (still need to solve some minor issues, but it looks promissing) - if this will be implemented we will probably switch to mugen 1.0/1.1 720p screenpack by default (there is still no support for FNTv2 though),
- ikemen can now not only assign negative states in a common way but also AIR code that works with character’s SFF, so those interested in add004 Tag system won't need to patch characters anymore at all - lifebar resources, common1.cns and common.air in data directory is enough to make this Tag system work.
    

Re: Ikemen Plus

 January 06, 2018, 03:16:43 am View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases


Quote
Omg I just found this out just now.. OMG .. Im going to have fun filed day with this and start coding and making stuff for the new Ikemen plus
If you mean creating dedicated screenpacks based on it than keep in mind that the next version will work with vanilla mugen screenpacks. At least that's the goal.
    

Re: Ikemen Plus

 December 30, 2017, 11:11:23 am View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

mete, check "debug/t_selStages.txt" file. If the table is empty than there are no valid stages in your installation that can be selected manually, so you should double check your select.def. If the file is not empty please upload it so I can see what's up.
    

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

 December 29, 2017, 03:23:25 pm View in topic context
 Posted by K4thos  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

    

Re: Ikemen Plus

 December 26, 2017, 04:55:25 am View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

from what I see that repository has ikemen written in Go programming language, so yes, it should probably work on mobile devices. It's not compiled for any device though. No idea how stable it is compared to old version. Both have been updated at the same time, so s-size build is not abandoned yet, which may suggest that Go version is not on par. I would actually prefer switching to Go one considering it's a language with easy syntax, so adding new features directly to source code would be infinitely easier. No problem with porting ikemen plus to Go version in future since it still uses Lua for scripting the same way as s-size ikemen.
    

Re: Ikemen Plus

 December 26, 2017, 02:15:03 am View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

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After I've formatted to Windows 10 I got some error too(maybe the same) and it only got back to working after installing some of stuff, so I think you're on the same situation, trying installing NET framework too.
strange that it requires external stuff considering Ikemen also works on Android: https://osdn.net/users/supersuehiro/pf/ikemen_go/wiki/FrontPage
If you guys can figure out what is causing it maybe we will be able to add missing dll file into the directory to eliminate this dependency.

Quote
Will there be options for more than 16 players?
No by default. Notice that 16 slots may be even 64 different characters when you count team players. I struggle to think about any fighting game that starts tournament mode from "Round of 32". It's pretty much the same thing as playing 2 full "Round of 16" tournaments anyway.

edit: of course anyone can edit the screenpack to add features like this.
    

Re: Ikemen Plus

 December 24, 2017, 11:37:18 pm View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

Cyborg, maybe try resetting your computer since this looks like something I've encountered on a weak PC when I was testing 10 vs 10 simul battle (so probably caused by not enough memory). Unsure if it's the same error since the message is in Japanese. Unfortunately I can't reproduce it now to check if this is the case because on my current PC even those crazy 20 different characters on screen fights are not enough to crash the game.
    

Re: Ikemen Plus

 December 24, 2017, 12:02:34 pm View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

Quote
Also, can you choose ONLY simul or team yet? In case someone wished to disable one of the other
Not sure if this is what you mean (please clarify if I misunderstood your question). In the next version (v0.4) every single item on interface can be swapped or disabled via simple moving / removing rows in lua table. For example:
Code:
t_p1TeamMenu = {
{data = '', itemname = 'single', displayname = 'Single'},
{data = '', itemname = 'tag',    displayname = 'Tag'},
{data = '', itemname = 'simul',  displayname = 'Simul'},
{data = '', itemname = 'turns',  displayname = 'Turns'},
}
You can move Single to the last row and it will show up correctly as the last option in menu. You can remove Single, Simul, Turns rows from the table and in such case only Tag would show up in menu but everything would still work correctly. Same is true for game modes, options in options screen and all the other tables with items. Don't try it with the version uploaded on github since this is a new feature (v0.3 still uses numbers instead of text 'itemname' references to recognize table rows).

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I guess the next thing to attempt is adding something that could detect the mode. Tag or simul.
You mean something like for example new SimulTag trigger which returns true when either of them is selected? Seems kind of bloating to me when you can already use for example:
Code:
trigger1 = enemy, TeamMode=Simul || enemy, TeamMode=Tag
There is also 'NumPartner' trigger that works the same as before.

Or maybe you mean 'GameMode' trigger that detects if it is Arcade, Training etc.?

Quote
so it worked but when i went to change the controls this error came up : script\options.lua:1550:attempt to index local 'tmp' (a nil value)
Sorry, I'm not going back to the v0.3 version on Github (I've already updated files on my local copy and figuring out outdated code would take time that I prefer to spend on adding new features) so you will need to wait for v0.4 to have a working Tag mode.

edit: btw. I'm the guy who Jmorphman was trying to explain what trigger1 = var(7):=(var(7)^4) means on Guild discord yesterday. Current implementation of Tag is a result of my frustration with understanding it (the initial plan was to alter variable value on the fly). Still don't quite get how to interpret those things so Tag has been added to Tatsu code by uncommenting:
Code:
trigger1=1 || var(7):=(var(7)^1024)
and modifying:
Code:
trigger1=!time && (var(7)&1024) ;; system_switch
into:
Code:
trigger1=!time && ((var(7)&1024) || (root,teammode=tag)) ;; system_switch
    

Re: Ikemen Plus

 December 24, 2017, 01:33:10 am View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

im using  ikemen plus  and when i put in add004 into it for some reason when i tag out my char the char doesn't move why does this happen ?
For now you can fix it by replacing this code in ssz/config.ssz
Spoiler, click to toggle visibilty
with this one that supports multiple characters input:
Spoiler, click to toggle visibilty
Keep in mind that until update is released this code won't be compatible with current Options screen input settings, so if you need to change controls do it manually.

-----------------------

I've finished implementing tag system selectable from main menu. Here is a showcase of player1 side using Tag and CPU using Simul at the same time:
https://www.dropbox.com/s/r1fldw04wgcgcmj/I.K.E.M.E.N%2024.12.2017%2001_18_08.mp4?dl=0
I've done it by modifying ikemen source code in order to expand existing TeamMode trigger which now supports additional 4th option: 'Tag'. ShinLucho, Just No Point, what do you guys think about this implementation - is it risky when it comes to compatibility with other characters? The only thing I can think of is a situation in which character uses 'trigger1 = TeamMode = Simul' to detect simul mode, which wouldn't catch 'Tag' because it's now a separate mode. Not sure how problematic it is although none of characters in my roster and not even add004 uses it like this. Feedback if this is right approach to implement it would be valuable.
    

Re: Ikemen Plus

 December 23, 2017, 05:47:38 pm View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

Quote
Hm, It seems that i get the same error when i win a match. Just to let you know.
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Download fresh ikemen plus from github and try to go through the same steps you took to make the bug happen. The simpler the steps are the better, but it’s important to be precise so that we can isolate the cause. Post all repro steps here. One line reports like this are not enough to reproduce the issue locally, which means we can't help you (without spending hours trying to do the same thing you did without proper description of the problem).

Alright, So i spent some time trying to figure this out. I tested the other modes. This problem only happens in arcade mode regardless if i win or lose the match. And the problem is not tied to any characters or stages that comes with the build. Hope this helps.

thanks for testing but this is not enough to find a problem. The next time crash happens please do following things:
- post here which team mode was selected for player and CPU
- post here which match was finished right before the crash happened (for example problem occurred after third opponent/team was defeated)
- post here what was the last screen you've seen (for example VS screen)
- upload (or post in spoiler) following files: 'debug/t_roster.txt' and 'debug/t_selChars.txt'

With this I will be able to reproduce it locally (after downloading characters that were related to the crash and following the steps that lead to it).

edit:
OR if it happened right after some character has been defeated or you have been defeated by that character, and the crash occured before/during Victory screen (which I assume after rereading your post) than simply post a link to that problematic character. If it's unrelated to the chars included in the package than I don't understand why you're not mentioning what character the whole issue is related to.
    

Re: Ikemen Plus

 December 23, 2017, 02:23:02 am View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

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As in make it so that all I have to do is put the name of the character file in Select document and the character file in the character folder.
Ash is right, you're doing something wrong. Simply add character like this:
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kfm
or this:
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kfm/kfm.def
both syntaxes are valid. Of course you should add the character by replacing "randomselect" (or at least add it before those references starts) since just like in vanilla mugen characters outside select screen range set in screenpack won't show up, although they can be still used by CPU (also check out optional parameters). By default screenpack takes into account 10 rows, 5 columns from which 8 rows are scrolling ones and only 2 are visible on screen - which mimics winmugen screenpack design = 50 slots in total. All unoccupied slots use randomselect icon. Instead of 'randomselect' you can also use non existing reference like for example 'blank' to fill a slot. Notice that Catwalk, DuckHunt, and Training are added after 50th [Characters] reference, so they are not visible on select screen.

edit:
btw. if someone needs more slots for characters simply edit these values in 'script/select.lua'
Code:
--;===========================================================
--; GENERAL CONFIG
--;===========================================================
selectColumns = 5
selectRows = 2
offsetRows = 8
offsetRows = 0 disables scrolling rows entirely, so the screenpack works like in mugen.

edit2: one more thing. Unlike mugen current ikemen plus screenpack code is able to move between select screen cells without skipping rows entierly, if there is at least one valid slot in a row. It's hard to explain so please take a look at WooshaQ's screenpack:

Implementing it in ikemen plus wouldn't need any workarounds like in mugen - everything can be done by correct usage of blank slots in select.def
    

Re: Ikemen Plus

 December 23, 2017, 12:13:34 am View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

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Just one thing, its possible to implement simul/tag and turns on this mode, or single only?
all team modes. And each torunament participant can have team mode set separatly, so all kinds of single/team mix matches are possible.

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Letting you know that my next buffer system release will introduce several standards and allow tag matches as well. Combined with your ability to do double redirects it may make for a much easier conversion since you won't have to worry about intruding on other char's vars.
nice. I would also suggest some kind of scoring system standard (maybe a direct copy of add004 one). I think I'm pretty close to implementing character's variable read and storing values externally (already can do so by button press detection, so I hope it's a matter of changing conditions), which will open up possibility for global rankings in ikemen. If your system will be used in ikemen plus by default we would need that scoring handled as well. I don’t know enough about character’s coding to export it from add004's code.