The Mugen Fighters Guild

M.U.G.E.N Central => Projects => Topic started by: ermaccer on September 20, 2019, 03:01:11 PM

Title: MugenHook - upgrade your M.U.G.E.N!
Post by: ermaccer on September 20, 2019, 03:01:11 PM
(https://raw.githubusercontent.com/ermaccer/mugenhook/master/wiki/logo.png)

MugenHook is an opensource project aimed to add features to the M.U.G.E.N engine (1.1 only). It is programmed in C++ (well, mostly) with assembly bits. Most of currently added features are from Mortal Kombat games (cause I like them), though I do accept suggestions and/or feature requests.
It is under constant development, so expect updates often.

Current major features:
There's also some minor ones like random stage select sound.
Help: https://github.com/ermaccer/mugenhook/wiki (https://github.com/ermaccer/mugenhook/wiki)
Download:https://github.com/ermaccer/mugenhook/releases (https://github.com/ermaccer/mugenhook/releases)
Source:https://github.com/ermaccer/mugenhook (https://github.com/ermaccer/mugenhook)

Please report bugs here if possible: https://github.com/ermaccer/mugenhook/issues (https://github.com/ermaccer/mugenhook/issues)

Preview:
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: KOFHERO77 on September 20, 2019, 03:04:47 PM
Ohh shit!! Nice to see you here aswell Ermaccer !
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: RagingRowen on September 20, 2019, 03:16:35 PM
Oh it's that thing from the Mortal Kombat projects.
I'll check it out sometime soon.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: MR. IBZS II on September 20, 2019, 03:19:20 PM
I cannot thank you enough for these features. We truly are in the future.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: 【MFG】gui0007 on September 20, 2019, 03:21:35 PM
Hey bro! :)
Great that you post this amazing stuff here.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: O Ilusionista on September 20, 2019, 03:30:46 PM
Hey. this looks cool.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: altoiddealer on September 20, 2019, 03:42:36 PM
Whoa, good stuff man!  Makes me want to finally make the leap to 1.1
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Websta on September 20, 2019, 04:28:04 PM
This is pretty cool, looking forward to see this get further developed
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: junkerde on September 20, 2019, 05:41:54 PM
I can't believe we had to wait until 2019 to get something like this! Amazing, cant wait for the possibilities in the future!
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: RagingRowen on September 20, 2019, 06:17:55 PM
Some suggestions:
- Having a frameLoader thing for each character like the Animated ports.
- Having P2's teammode change during arcade mode, for example, having a Single character as a boss after Tag/Simul matches.
- Adding new keys which combine the defaults key like for example, x+a.
- Have the string changes expand out to the normal Options screen.
Some feedback:
- Recode the anim selection for the Animated ports, some characters' anims, most notably the stance use anims in the wrong order, unless I use the workarounds mentioned on your wiki.
- No portraits or name appear on the versus screen if I change the amount of characters in Simul mode.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: germanvasquez on September 20, 2019, 06:36:18 PM
great!!,

how do I enable 3v3 tags??
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: HUNGRY WOLF on September 20, 2019, 06:38:47 PM
This sounds pretty awesome. I'll test it out this weekend.
Suggestion: What about an Image stage selector, since the only way now is via custom fonts, which only allows for limited stages.

Example in spoiler.
Spoiler, click to toggle visibilty
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: ermaccer on September 20, 2019, 07:10:02 PM
great!!,

how do I enable 3v3 tags??

There's no real tag mode if you want that, there's 3vs3 and 4s4 just like old mugen hacks. To enable that simply change iSelectableFighters value in the .ini, note you can do 6vs6 and you'll select 6 players for player 1 only and the other will break, so just keep that at 4 max.

Some suggestions:
- Having a frameLoader thing for each character like the Animated ports.
- Having P2's teammode change during arcade mode, for example, having a Single character as a boss after Tag/Simul matches.
- Adding new keys which combine the defaults key like for example, x+a.
- Have the string changes expand out to the normal Options screen.
Some feedback:
- Recode the anim selection for the Animated ports, some characters' anims, most notably the stance use anims in the wrong order, unless I use the workarounds mentioned on your wiki.
- No portraits or name appear on the versus screen if I change the amount of characters in Simul mode.


Frameloader for each character is pointless, and impossible too. There's only one place where i can load extra frames required to display on select screen. The only thing that I am certain is possible is expanding the options string space. Frankly, I've done some research on keys and it seems it might be possible to add new one but that would require expanding script handler as well. Until I find a better way to pull off animations (which I doubt), you'll have to rely on workarounds for now.

This sounds pretty awesome. I'll test it out this weekend.
Suggestion: What about an Image stage selector, since the only way now is via custom fonts, which only allows for limited stages.

-snip-
Can't access system.sff in memory yet (guess that's where images would be kept, to save on loading all stages .sff), so can't say anything at this moment.

Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Ex☆Cham on September 20, 2019, 07:33:43 PM
Was about to ask if would be possible to use both sprites {for the select animation} and normal ports at the same time, then suddenly think one could simply add the animation over the port---

Does need a specific set of sprites and/or AIR animation in general tho or each char can have a custom one?

This is good progress visualy.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Tay on September 20, 2019, 07:56:11 PM
^ each character animation is custom, you can easily create what you're trying to do.

I know what i'm about to do all weekend lol
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Ex☆Cham on September 20, 2019, 08:06:19 PM
^ each character animation is custom, you can easily create what you're trying to do.

I know what i'm about to do all weekend lol

Oh~ Was already liking that Battle Climax screenpack due ports, being able to animate the sprite that goes with the port sounds really good.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Tay on September 20, 2019, 08:41:42 PM
only thing i've encountered is that you'll have to move the portrait position in the system.def which he stated in the tutorial lol

otherwise using the scale code and all that good stuff in the system.def still works for this

A question i do have, is it possible to show P1 and his partner after selecting first fighter during simul/Tag?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: PlasmoidThunder on September 20, 2019, 10:05:26 PM
I get this error:
(https://cdn.discordapp.com/attachments/319049781798240256/624595774168236042/unknown.png)

Latest version of MugenHook, latest version of x86 Ultimate ASI Loader, both placed in the root directory of MUGEN 1.1b.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: k6666orochi on September 20, 2019, 10:15:03 PM
it works but I don't understand why stances animation doesn't appear :/
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: PeXXeR on September 20, 2019, 10:25:17 PM
Holy fuck, amazing !

Gonna test this asap.


Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: ermaccer on September 20, 2019, 10:34:42 PM
only thing i've encountered is that you'll have to move the portrait position in the system.def which he stated in the tutorial lol

otherwise using the scale code and all that good stuff in the system.def still works for this

A question i do have, is it possible to show P1 and his partner after selecting first fighter during simul/Tag?

No idea how would I save previous character pointer for turns mode, it's all linked together. Guess we'll see.

I get this error:
(https://cdn.discordapp.com/attachments/319049781798240256/624595774168236042/unknown.png)

Latest version of MugenHook, latest version of x86 Ultimate ASI Loader, both placed in the root directory of MUGEN 1.1b.

Please check if your antivirus might interefere with the way this whole thing works.
it works but I don't understand why stances animation doesn't appear :/

Have you enabled them in .ini? Make sure you have added required frames (group, index) to frameLoader.dat!
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: PlasmoidThunder on September 20, 2019, 10:42:40 PM
I had already tried that, but somehow trying it again did the trick.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: duracelleur on September 21, 2019, 01:03:55 AM
Excellent Ermaccer!
Made basic tests tonight but I will do a lot more after.

Some suggestions :
Color changing (while holding a key + arrows)
Alternate characters switching (ryu, evil ryu, violent ryu etc.)
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: germanvasquez on September 21, 2019, 01:05:27 AM
Another suggestion,

be able to set different animations scales, for your characters
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: DJMouF on September 21, 2019, 02:18:31 AM
I like this here man. This is really going to stand out. Good deal
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Koopa901 on September 21, 2019, 02:26:21 AM
Same here, I like what i am seeing! Keeping my eye on this project as well!
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: RagingRowen on September 21, 2019, 02:28:00 AM
Another quickie:
- The default big port combined with the Animated one over it.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Tay on September 21, 2019, 08:22:38 AM
^ you can already do that, just, have to make it like you would custom portraits
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Godlike Emerie on September 21, 2019, 08:55:35 AM
Really? Hmm... I should probably remake my Street Fighter with this
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: kenmasters2812 on September 21, 2019, 09:21:01 AM
If I could make a suggestion - ability to adjust the amount of life gain for turns mode.

eg. would like to be able to specify 50% life gain for whatever it currently is

hope this makes sense
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Nedflandeurse on September 21, 2019, 09:24:50 AM
Yes, good stuff!
I like the fact mugen engine can have an evolution.

Some features out of select screen??
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: ermaccer on September 21, 2019, 09:46:45 AM
Another suggestion,

be able to set different animations scales, for your characters

Can implement that.

Another quickie:
- The default big port combined with the Animated one over it.

You can do this with custom sprites, no need to overdo.


Alternate characters switching (ryu, evil ryu, violent ryu etc.)
That's coming as variations. Figured out it will be faster to just read selected palette option and adjust character based on that instead of reading user input.


If I could make a suggestion - ability to adjust the amount of life gain for turns mode.

eg. would like to be able to specify 50% life gain for whatever it currently is

hope this makes sense

Not sure what you want to accomplish.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Marnie ♡ on September 21, 2019, 10:19:57 AM
If I could make a suggestion - ability to adjust the amount of life gain for turns mode.

eg. would like to be able to specify 50% life gain for whatever it currently is

hope this makes sense

Not sure what you want to accomplish.


I think he means recovering 50% of the actual life instead of a fixed value. In turns mode, when you win a round, you recover an amount of life (always the same, don't know how much though), I think he wants to recover life based on the current life after you win the round.

Edit: My turn now. Is it possible to add a sorta sliding effect to the portraits? Similar to SF4 and some other games, the portrait slides into the screen and stops in the right position. Would be also cool a fading effect, thought I think this is possible doing in the animation, playing with alpha and setting the time to -1 when the portrait is fully visible.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: cldz on September 21, 2019, 11:41:41 AM
tyvm, this is great

i also think it'd be better if the 9000,1 sprite appear behind the anim
but you already say no need to overdo, so ...

does the "e - Select Animation" supposed to be loop or not?
i can't make it loop

thanks again, i'll be using this
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: ermaccer on September 21, 2019, 11:48:01 AM
(https://cdn.discordapp.com/attachments/378945421676118019/624902983502528512/mugen000.png)
Per character scale option is finished. Please note that this overwrites system.def scale thing so you need to decide what scale method you want (a new toggle - bEnableAnimationScale).


Edit: My turn now. Is it possible to add a sorta sliding effect to the portraits? Similar to SF4 and some other games, the portrait slides into the screen and stops in the right position. Would be also cool a fading effect, thought I think this is possible doing in the animation, playing with alpha and setting the time to -1 when the portrait is fully visible.
Sliding effect is certainly possible, I have figured an effective way to do so, stay tuned. I do not read alpha, pos and loopstart/end from .air files, so the alpha thing might not be possible.

tyvm, this is great

i also think it'd be better if the 9000,1 sprite appear behind the anim
but you already say no need to overdo, so ...

does the "e - Select Animation" supposed to be loop or not?
i can't make it loop

thanks again, i'll be using this


Loopstart/end from animation is not supported, it goes like this 0->Max frames in air->0->Max frames in air. Maybe support for loopstart/end can be added, I'll have to think about it.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Mark85 on September 21, 2019, 02:41:30 PM
any chance for simul vs screen to be 3v3 compatible or am I asking for too much?
got issues with ports not appearing on 3v3 in simul
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Koopa901 on September 21, 2019, 05:41:20 PM
What about showing both/all characters when selected
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: mkfreak89 on September 21, 2019, 05:42:58 PM
THIS IS GREAT !!! I might use this for my Mugen Project
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: beterhans on September 21, 2019, 06:15:55 PM
COOOOOL!

if you keep doing it
it could be the real 1.1 release?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: IsRageNeko on September 21, 2019, 09:55:29 PM
I'll keep an eye in this project, it looks promising, btw, can you make a video on how to install it?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Koopa901 on September 21, 2019, 09:59:37 PM

havent tried it yet
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: REDHOT on September 22, 2019, 12:37:59 AM
Truly amazing, nice project.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: DarkWolf13 on September 22, 2019, 04:13:00 AM
This could be useful for my project but... do I have to use sprite groups 0, 180, 181 and 182? Some of the characters I have either have a lot of sprites in group 0 or don't have sprite groups 180, 181, 182. It might be tricky with Magneto and Capt. America due to the cape and shield being helpers and not part of the fighter together.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: hulkhogan on September 22, 2019, 04:43:14 AM
cool, the feature that I always wanted, disabling the team mode of single, simul or turns  :8): I hope this engine also remedy the sudden random close down problem as well  :D
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: OldGamer on September 22, 2019, 05:03:07 AM
I love be part of this project software. wow I hope you can also include sound fx for continue screen for the YES AND NO chooses xD

so how do I install this on mugen 1.1 ? because the video that koopa provided not helping because the video was too darn blurry and hard to read
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Tay on September 22, 2019, 05:41:06 AM
This could be useful for my project but... do I have to use sprite groups 0, 180, 181 and 182? Some of the characters I have either have a lot of sprites in group 0 or don't have sprite groups 180, 181, 182. It might be tricky with Magneto and Capt. America due to the cape and shield being helpers and not part of the fighter together.

you can use whatever sprite groups you want, you can also make custom animations using specific sprites for each character if you want (that's what im doin) & yea i've that issue too same with Hayato
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Flowrellik on September 22, 2019, 05:45:10 AM
omg this looks amazing!!!!
I want to ask, is it possible for MugenHook to have Ikemen style select screen where it's a scroll down version, kinda like what you see in games like Kaiser knuckle or evilzone?

an example is shown on the vid of what I'm talking about.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: TheMockery on September 22, 2019, 05:47:18 AM
Is bringing back the FreqMul sctrl possible?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Tay on September 22, 2019, 05:49:38 AM
you can already do the vertical scroll in mugen bro :P

Spoiler, click to toggle visibilty

it's a pain to finesse it but it's possible. it would definitely look sick with the animated portraits tho 100%
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Mr.Karate JKA on September 22, 2019, 05:55:34 AM
Maybe in a future, add the Player two big portrait without using fonts on versus screen!

Is this possible?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Flowrellik on September 22, 2019, 06:04:34 AM
you can already do the vertical scroll in mugen bro :P

Spoiler, click to toggle visibilty

it's a pain to finesse it but it's possible. it would definitely look sick with the animated portraits tho 100%
that's just the cheat way. I mean the IKEMEN way by this
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Kolossoni on September 22, 2019, 07:27:05 AM
This is in fact a very cool feature indeed.

I hope it gets released with many more features in the future!
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: F0b1aZ on September 22, 2019, 08:08:41 AM
Very cool stuff! It could be a good reason to work with MUGEN 1.1! :)
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: galeo on September 22, 2019, 10:21:25 AM
Wow, that's a great tool.

Although it is a report, animation of a character is not correctly displayed when a character is decided by randomselect.

When selecting characters with randomselect, it will be better if the animation of the selected character is displayed correctly.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: ermaccer on September 22, 2019, 11:05:23 AM
Random selects are very specific in how they work, I could allow announcers and animations work for them like with any other character but that would require setting switchtime to 10 or over that value to actually read what's beign selected, anything below that is too fast and impossible to get information. Switchtime over 10 makes random select useless as it selects too slow (lol).

What you want to do is make a one frame animation for stance and winning, then assign that to random select cell. Ugly workaround, but pretty good as no other option is available now.

Cursor sounds are locked to default ones from system.def for random cells too.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Rhythmical on September 22, 2019, 11:06:59 AM
This is really good!!!
 
A suggestion:
It is possible a pause menu interface(movelist, options, etc)?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: galeo on September 22, 2019, 11:41:22 AM
In other words, is it impossible to display different animations for each character by randomselect?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: ermaccer on September 22, 2019, 12:28:34 PM
In other words, is it impossible to display different animations for each character by randomselect?

Yeah, just do the one frame stance/select anim and effect should be the same.
This is really good!!!
 
A suggestion:
It is possible a pause menu interface(movelist, options, etc)?

That can be done with scripting.

Is bringing back the FreqMul sctrl possible?

I have not touched the script engine yet.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Good_Wall533 on September 22, 2019, 12:57:47 PM
I wonder if there's a better way to include boss/hidden characters. Can something be done about that?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: galeo on September 22, 2019, 01:22:26 PM
In other words, is it impossible to display different animations for each character by randomselect?

Yeah, just do the one frame stance/select anim and effect should be the same.

It is a pity. If it was possible to take animation for each character with randomselect, it seemed to be usable in the tournament video ...

Are there any plans to do so in future updates?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: ermaccer on September 22, 2019, 01:59:13 PM

Are there any plans to do so in future updates?

I could enable both announcers/animations for random select with a switch and just leave a disclaimer about the switchtime thing.

Anyway, update!

Development of slide portraits started, proof of concept here:

Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Mr.Karate JKA on September 22, 2019, 03:45:59 PM
I get this error:
(https://cdn.discordapp.com/attachments/319049781798240256/624595774168236042/unknown.png)

Latest version of MugenHook, latest version of x86 Ultimate ASI Loader, both placed in the root directory of MUGEN 1.1b.

Same error here :(
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: OldGamer on September 22, 2019, 03:57:35 PM
lmao hehe how come I feel that everyone is ignored my question when I ask a few pages back on how to install this thing because the video guide that koopa provided did not help because its really hard to see  a blurry video I feel they need to explain in more detail and more friendly user understanding  but oh well I give up already :P seem no one care lol hehehe
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: RagingRowen on September 22, 2019, 04:02:51 PM
lmao hehe how come I feel that everyone is ignored my question when I ask a few pages back on how to install this thing because the video guide that koopa provided did not help because its really hard to see  a blurry video I feel they need to explain in more detail and more friendly user understanding  but oh well I give up already :P seem no one care lol hehehe

Look at his Github wiki for written instructions if you mind that.
https://github.com/ermaccer/mugenhook/wiki
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Marnie ♡ on September 22, 2019, 04:10:48 PM
Same error here :(

whitelist the files in your antivirus, or just turn it off
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: OldGamer on September 22, 2019, 04:22:36 PM
lmao hehe how come I feel that everyone is ignored my question when I ask a few pages back on how to install this thing because the video guide that koopa provided did not help because its really hard to see  a blurry video I feel they need to explain in more detail and more friendly user understanding  but oh well I give up already :P seem no one care lol hehehe

Look at his Github wiki for written instructions if you mind that.
https://github.com/ermaccer/mugenhook/wiki
Thank you so much buddy your awesome <3 and now I can start to learn how use it

Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Mr.Karate JKA on September 22, 2019, 04:25:53 PM
Same error here :(

whitelist the files in your antivirus, or just turn it off

It works!

Another question: TAG mode crashes the engine when selected. Does exixts a way to use it, even with no change chars during the fight?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: REDHOT on September 22, 2019, 04:29:03 PM
Will be possible to add simul (3vs3) in training mode? I will need that in the MvC project that I´m doing.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: KOFHERO77 on September 22, 2019, 04:46:30 PM
Same error here :(

whitelist the files in your antivirus, or just turn it off

It works!

Another question: TAG mode crashes the engine when selected. Does exixts a way to use it, even with no change chars during the fight?

That's a unused/planned feature for mugen that never made it,so its impossible to use.Just there for purposes.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Lurker on September 22, 2019, 05:10:34 PM
Nice extension man.
Its possible to set global animations for the portraits? Like instead of defining animations for each character, just define a default one since most of the characters use the same animation number for the win animation. Other than that it would be good to have a option to use the default mugen cursor sounds together with a custom sound or just use the default sounds+the animations since bHookAnimatedPortraits rely on bHookCursorTable to work.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: ermaccer on September 22, 2019, 05:15:25 PM
Nice extension man.
Its possible to set global animations for the portraits? Like instead of defining animations for each character, just define a default one since most of the characters use the same animation number for the win animation. Other than that it would be good to have a option to use the default mugen cursor sounds together with a custom sound or just use the default sounds+the animations since bHookAnimatedPortraits rely on bHookCursorTable to work.
Well, you can define global animation by defining one line only, as it uses first available entry if none is specified. You'd stilll have wrong animations playing as it would read specific .air file.
Split animated portraits and cursor sounds will be in next update.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Lurker on September 22, 2019, 05:42:46 PM
Lol I was testing only with kfm thats why I didn't noticed, and it is like you said, it works, but it's still reading the defined animation with the other character sprites. Is there a way to "automate" the process?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Flowrellik on September 22, 2019, 10:05:43 PM
Lol I was testing only with kfm thats why I didn't noticed, and it is like you said, it works, but it's still reading the defined animation with the other character sprites. Is there a way to "automate" the process?
I too wish to know if this is possible. it seems like it reads the animations frame by frame via frameLoader instead of just taking it directly from the created .air file of choice. I hope there's an alternative around this.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: ermaccer on September 22, 2019, 10:12:22 PM
Nah, It does read animations from .air, you can easily test this with frametime changes.
Guess I should rename frameLoader to spriteLoader or something similar to avoid confusion.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Flowrellik on September 22, 2019, 10:51:01 PM
so the sprite data's in the frameloader? interesting.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: galeo on September 22, 2019, 10:55:45 PM
I could enable both announcers/animations for random select with a switch and just leave a disclaimer about the switchtime thing.

Anyway, update!

When will the update appear?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Bane84 on September 23, 2019, 12:37:13 AM
I wonder if there's a better way to include boss/hidden characters. Can something be done about that?

I second this.  It would be cool if there could be conditions to unlock them.

I'll be following this project.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Reginukem on September 23, 2019, 01:48:06 AM
Very important stuff here :) Thanks for your hard work.  Could be possible an option to include the loser portrait in victory screen?

Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: IKEISLEGEND on September 23, 2019, 04:48:11 PM
Interesting, Nice addition
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: GDPenguin on September 23, 2019, 04:56:51 PM
How about a single player arcade mode select?
With a bigger stage select, which normally would overlap the player 2 portrait?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: F0b1aZ on September 23, 2019, 07:43:36 PM
Hi! Can I suggest a thing?

When you enter in Team Arcade or Team Versus mode, actually the cursor's initial position is on "Simul". Can be moved to "Single"?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: germanvasquez on September 23, 2019, 07:44:19 PM
Hi,

How do you set animations and big potraits to appear at the same time?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Ex☆Cham on September 23, 2019, 08:12:45 PM
Hi,

How do you set animations and big potraits to appear at the same time?

Just add the animation over the portrait in Photoshop.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: germanvasquez on September 23, 2019, 08:17:34 PM
well, I could do that,
but the air and sff of the chars have the resources to do that without editing.

Maybe in a next version could something be done ? like an option to not disable the big.potraits when the animations are enabled?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: RagingRowen on September 23, 2019, 09:31:58 PM
well, I could do that,
but the air and sff of the chars have the resources to do that without editing.

Maybe in a next version could something be done ? like an option to not disable the big.potraits when the animations are enabled?


It's also a problem if, let's say the ability to show the palette selected for animated portraits gets added.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Mr.Karate JKA on September 24, 2019, 01:58:49 AM
Is this possible make tag mode to work?

Even like simul mode, with two chars at same time.

With one more mode,  maybe we can use one mode with add004 tag, and another with the Classic dramatic batle!
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: junkerde on September 24, 2019, 04:45:56 AM
can it ressurect elecbyte from the dead?

thank you
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: kenmasters2812 on September 24, 2019, 05:02:56 AM
Sorry, I'll rephrase my original feature request:

Ability to specify life recovery in Turns mode by either % of the character's life value in constants.cns, or an exact amount (as in lifeadd sctrlr)
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: davismaximus on September 25, 2019, 12:08:48 AM
This looks really cool.  My dream setup has always been @glassbox:'s Alpha Storm screenpack with animated ports and tag support, and it looks like it getting closer.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: duracelleur on September 26, 2019, 12:34:35 AM
Made some quick tests :
https://www.youtube.com/watch?v=rskI6ixWtZ8

Issues :
- Animation doesn't work if a sprite is "linked to" another (blank sprites), I had to point to the original indexed sprite in the air file. (Fighter Factory Classic helped with that)
- I think the tool is case sensitive : Some air files needed to be formated (ex Action with A work, not with lowercased first letter). (notepad++ helped too)
- Some issues with palettes (Fighter Factory has an option to apply the good palette to sprites)

As I said, this is a very promising tool.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: RaitoADV on September 26, 2019, 08:39:31 AM
Any plans on adding a proper "Team Order Select" feature?
I know M.U.G.E.N. has one with the arrow keys but it's very confusing and restrictive. A KOF-styled one would be very nice to have, with a button assigned to a character to choose its order before matches.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: EgyLynx on September 26, 2019, 05:07:22 PM
Why not make it in easier? WHY download something MORE also?
I know, you try keep your files so small at possible... but ...
What i seen, all hasnt SAME  long animations... or even same after all...

Example, some if you throw hem just dissapear or KFM show self...

Some at just... change colors.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: RagingRowen on September 26, 2019, 07:04:00 PM
Why not make it in easier? WHY download something MORE also?
I know, you try keep your files so small at possible... but ...
What i seen, all hasnt SAME  long animations... or even same after all...

Example, some if you throw hem just dissapear or KFM show self...

Some at just... change colors.


Yeah, I put this onto Beterhans' pre-patched Mugen 1.1 with his characters and his SF2 Turbo HD Ryu and Ken suffered the animation problems mentioned.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: MR. IBZS II on September 26, 2019, 07:19:33 PM
I actually have a suggestion/idea.

What about "lose portraits" on the winquote screen? Either something like Street Fighter 2, or a simple "greyed out\crossed out" version of the portrait of the defeated character?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: RagingRowen on September 26, 2019, 07:33:15 PM
or have Win/Lose screens when you lose during Arcade Mode?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: President Devon on September 27, 2019, 02:33:52 PM
Can you add an option where we can have the animated sprites show on top of the stage select font?

So I can put visual stage select directly underneath the animations.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Marnie ♡ on September 27, 2019, 02:50:24 PM
I have a few questions.

- Is it possible to fix some problems in 1.1 that were not present in 1.0? Such as sound fx cut-off during transition from a screen to another (for example, from the menu to the character select), portraits not sharing palette with the char in lifebars, etc.
- Is it possible to make character intros unskippable? Just make it so you HAVE to wait until the characters have finished their intros.
- Also unskippable versus / winquote screens, or at least an amount of time that you have to wait before being able to skip it?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: concurseiro on September 27, 2019, 03:20:58 PM
MugenHook Works in mugen1.0?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Marnie ♡ on September 27, 2019, 03:35:09 PM
MugenHook Works in mugen1.0?

He said in the first post is 1.1 only.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: ermaccer on September 27, 2019, 03:39:11 PM
Why not make it in easier? WHY download something MORE also?
I know, you try keep your files so small at possible... but ...
What i seen, all hasnt SAME  long animations... or even same after all...

Example, some if you throw hem just dissapear or KFM show self...

Some at just... change colors.


Ultimate ASI Loader can get updated and MugenHook can not for example, that's why they are seperate downloads.
What do you mean with your animation error?

Sorry, I'll rephrase my original feature request:

Ability to specify life recovery in Turns mode by either % of the character's life value in constants.cns, or an exact amount (as in lifeadd sctrlr)

Should be doable in a .ini toggle.

I have a few questions.

- Is it possible to fix some problems in 1.1 that were not present in 1.0? Such as sound fx cut-off during transition from a screen to another (for example, from the menu to the character select), portraits not sharing palette with the char in lifebars, etc.
- Is it possible to make character intros unskippable? Just make it so you HAVE to wait until the characters have finished their intros.
- Also unskippable versus / winquote screens, or at least an amount of time that you have to wait before being able to skip it?

- No idea, never really used 1.0
- Doubtful
- Should be doable.

Made some quick tests :
https://www.youtube.com/watch?v=rskI6ixWtZ8

Issues :
- Animation doesn't work if a sprite is "linked to" another (blank sprites), I had to point to the original indexed sprite in the air file. (Fighter Factory Classic helped with that)
- I think the tool is case sensitive : Some air files needed to be formated (ex Action with A work, not with lowercased first letter). (notepad++ helped too)
- Some issues with palettes (Fighter Factory has an option to apply the good palette to sprites)

As I said, this is a very promising tool.

- Can do nothing about linked sprites, you'll have to use unique ones.
- Palette is the first available one, can do nothing either until I figured out a way to load more palettes.

I'll take a look with the case sensitive thing (didn't know there are .air files with random case stuff), an update should be done on this weekend featuring sliding portraits and per character scale, could not work much this week as no time.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Koopa901 on September 27, 2019, 06:07:31 PM
Has select sounds been added?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Flowrellik on September 27, 2019, 06:09:29 PM
yes it has. Gotta add them yourself within the screenpack sound file but it's there.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Koopa901 on September 27, 2019, 06:12:20 PM
For the character select announcers voice?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Tay on September 27, 2019, 06:26:04 PM
yea it's a thing already, koop :)
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Solarflared on September 28, 2019, 05:14:14 AM
Oh, yikes, only learned about this today. Shame it's kinda 1.1b exclusive, a thing I was working on was for 1.0.

Is there anything planned for character-specific arcade routes in the future?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: EgyLynx on September 28, 2019, 11:23:48 AM
Oh, yikes, only learned about this today. Shame it's kinda 1.1b exclusive, a thing I was working on was for 1.0.
Is there anything planned for character-specific arcade routes in the future?
Well... that+s are need "bat" file everyone think and select every one... better at just one select file...

Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: PeXXeR on September 28, 2019, 12:13:51 PM
Kinda need help with the announcer, I want to add a char quote from the char SND file, what is the option I need to enable in the hook ?

Because I only use custom ports, I would like to just enable the announcer voice but use char win quotes on selection.

Is there a way to randomize it as well  ? like having 3 samples for 1 char ?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: concurseiro on September 28, 2019, 01:27:34 PM
Its possible with mugenhook  add ilimited stages pictures in playerselect? Because the method used
Is limited in 70 stages.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: tunglashor on September 29, 2019, 01:52:55 PM
This is a really cool idea, I've always wanted custom select sounds  ;D

Unfortunately it crashes my mugen when loading the select screen.  I did some testing and it seems to be caused by the number of cells on the select screen.  You can test it using the default mugen1 screenpack, just make the following change:
Code:
rows = 8
columns = 60
This causes it to crash, whereas setting rows = 7 works fine.  It's nothing to do with any characters, it happens no matter what characters I have on the select screen.

Kinda need help with the announcer, I want to add a char quote from the char SND file, what is the option I need to enable in the hook ?

Because I only use custom ports, I would like to just enable the announcer voice but use char win quotes on selection.

Is there a way to randomize it as well  ? like having 3 samples for 1 char ?
It doesn't work this way unfortunately, it can't read from the character's SND.  Instead you have to add each sound to the system.snd of the screenpack, then update soundAnn.dat to set the sound for each X,Y co-ordinate on the select screen (so if you move a character you have to update this file accordingly).  I assume it's this way because Mugen is only designed to read select screen sounds from system.def, and can't be forced to look elsewhere.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: mugenload on September 30, 2019, 05:17:21 AM
how do you add the animation for the select? Im using EVE screenpack by DJ-VAN but I see no changes even when enabling it in the config file. anyways is it possible to add a 4-player 4 human controller feature like featured in Ikemen and Ikemen GO?

Looks very promising and has potential.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: germanvasquez on October 01, 2019, 06:49:21 PM
(https://raw.githubusercontent.com/ermaccer/mugenhook/master/wiki/logo.png)

MugenHook is an opensource project aimed to add features to the M.U.G.E.N engine (1.1 only). It is programmed in C++ (well, mostly) with assembly bits. Most of currently added features are from Mortal Kombat games (cause I like them), though I do accept suggestions and/or feature requests.
It is under constant development, so expect updates often.

Current major features:
  • Animated portraits/stances on select screen - You can say goodbye to cursor tricks!
  • Animations upon selection - Make your character perfom an animation (eg. win) upon selection.
  • Cell based sounds - Assign different selection sound for every character in your roster (useful for announcers).
  • Hardcoded strings modification - Rename Simul/Single/Turns or customize your button names without hex editor or font tricks.
  • Disable game modes - Don't like a particular game mode in your fullgame? Simply disable it!
  • 3 vs 3 or 4 vs 4 - Spice things up with one switch, no seperate executables required!
There's also some minor ones like random stage select sound.
Help: https://github.com/ermaccer/mugenhook/wiki (https://github.com/ermaccer/mugenhook/wiki)
Download:https://github.com/ermaccer/mugenhook/releases (https://github.com/ermaccer/mugenhook/releases)
Source:https://github.com/ermaccer/mugenhook (https://github.com/ermaccer/mugenhook)

Please report bugs here if possible: https://github.com/ermaccer/mugenhook/issues (https://github.com/ermaccer/mugenhook/issues)

Preview:
[youtube]https://youtu.be/d2m0uE8lkb4[/youtube]


Hey,

you should add a feature in team modes to let players only choose a character one time,

Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Retro Respecter on October 03, 2019, 01:41:01 AM
How long will this take to catch on?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Tickle Nuts on October 04, 2019, 12:39:37 AM
This looks really interesting but can a 4v4 player only control be possible ?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: DarkWolf13 on October 04, 2019, 05:05:19 AM
Quick question regarding MugenHook, can .zip files work too for this? I'm trying to keep the size to a minimum. Also, when I went to test it, when I select any game mode, it closes without error.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: tunglashor on October 04, 2019, 06:33:14 PM
Also, when I went to test it, when I select any game mode, it closes without error.
This sounds like what I was talking about above.  See if reducing the number of rows/columns makes a difference (obviously that's not a solution but it would show it's the same problem)
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: RagingRowen on October 15, 2019, 10:28:25 AM
This may've already been asked but is it possible to have a Simul character limit selector like Turns.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: mugenload on October 17, 2019, 06:01:45 AM
This may've already been asked but is it possible to have a Simul character limit selector like Turns.

its already possible in IKEMEN GO, you should upgrade.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: RagingRowen on October 17, 2019, 09:00:47 AM
That's not the sorta answer I wanted.
I'd do so if it were more reliable, Go Plus has still got issues pointed out in its threads.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Lector on October 17, 2019, 09:56:53 AM
This is very nice tool!

Is it possible to just show big portrait rather than animation? I just want to enable the selection sounds.
I also want to suggest; in simul/turns mode, show partner's portrait in vs/winquote screen?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: lui on October 17, 2019, 10:40:22 AM
How do I disable the ai for p3 and p4? I use a tag team feature for my build and I would like to use it without relying on a 3rd party launcher or a .bat script

Also is it possible to have the cursor automatically only go to simul if you hide both single and turns? I know that you can hide them by default but if you press a button without pressing down you automatically pick single which breaks my build.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Tay on October 17, 2019, 05:14:10 PM
ctrl +3 ctrl +4 to disable AI for partners
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: lui on October 17, 2019, 05:17:52 PM
I know that, but I'm asking if it's' possible to do it automatically so I don't have to rely on that either.

It's annoying especially because I play on stick and occasionally on my TV on a couch.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Igniz on October 24, 2019, 05:22:30 AM
Is it possible to just show big portrait rather than animation? I just want to enable the selection sounds.
Yes, it's possible. Just change

bHookCursorTable = true

while leaving

bHookAnimatedPortraits = false
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: germanvasquez on October 26, 2019, 12:22:43 AM
Is it possible to just show big portrait rather than animation? I just want to enable the selection sounds.
Yes, it's possible. Just change

bHookCursorTable = true

while leaving

bHookAnimatedPortraits = false

if I put true on both what happens?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Fauxcry on October 27, 2019, 11:41:51 PM
Innovation and inspiration, love it anyway the long-awaited feature of music changing upon low energy being a part of this?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: CyraxXXi on November 08, 2019, 01:07:34 AM
(https://raw.githubusercontent.com/ermaccer/mugenhook/master/wiki/logo.png)

MugenHook is an opensource project aimed to add features to the M.U.G.E.N engine (1.1 only). It is programmed in C++ (well, mostly) with assembly bits. Most of currently added features are from Mortal Kombat games (cause I like them), though I do accept suggestions and/or feature requests.
It is under constant development, so expect updates often.

Current major features:
  • Animated portraits/stances on select screen - You can say goodbye to cursor tricks!
  • Animations upon selection - Make your character perfom an animation (eg. win) upon selection.
  • Cell based sounds - Assign different selection sound for every character in your roster (useful for announcers).
  • Hardcoded strings modification - Rename Simul/Single/Turns or customize your button names without hex editor or font tricks.
  • Disable game modes - Don't like a particular game mode in your fullgame? Simply disable it!
  • 3 vs 3 or 4 vs 4 - Spice things up with one switch, no seperate executables required!
There's also some minor ones like random stage select sound.
Help: https://github.com/ermaccer/mugenhook/wiki (https://github.com/ermaccer/mugenhook/wiki)
Download:https://github.com/ermaccer/mugenhook/releases (https://github.com/ermaccer/mugenhook/releases)
Source:https://github.com/ermaccer/mugenhook (https://github.com/ermaccer/mugenhook)

Please report bugs here if possible: https://github.com/ermaccer/mugenhook/issues (https://github.com/ermaccer/mugenhook/issues)

Preview:
[youtube]https://youtu.be/d2m0uE8lkb4[/youtube]

Very interesting, however I tried to only enable the Team mode and it works, but it still makes me move the cursor outside the team mode anyway, and clicking gives me an error.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: MR. IBZS II on November 08, 2019, 11:57:34 PM
Would it be possible for MugenHook to mess with "default Mugen A.I."?

Not make it more brutal or cheap, but just to alter it's behavoir a bit?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Sh1nRa358 on November 11, 2019, 03:53:33 PM
May I request a few things:


-Ability for the controller to still work while disconnected mid game/ability for controller to work after you first turn in on midgame (hotplugging/afterplugging)

-Ability to block certain keys/buttons during character intros

-Ability to dynamically blur a specific layer in a stage in relation to how far a stage is zoomed out

-Add depth data to layers so that mugen can be coded to be in 3D when using sbs3D shaders in reshade. Layers below zero will appear further back. Above = closer.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Shin DANZEY on November 11, 2019, 11:00:35 PM
HI,
i have a important demand.
ARE YOU ABLE TO reintegrate fight.log file like mugen 1.0? because mugen 1.1 don't generate this file during the fight.
if you can copy from mugen 1.0, it will be great!

example like this:
Spoiler, click to toggle visibilty
i will be very grateful to add it in your project!
i follow your your work with great attention !
keep going on ! good luck !
:bjugoi:
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: BahamianKing242 on November 14, 2019, 04:31:59 PM
I have a few questions.

- Is it possible to fix some problems in 1.1 that were not present in 1.0? Such as sound fx cut-off during transition from a screen to another (for example, from the menu to the character select), portraits not sharing palette with the char in lifebars, etc.
- Is it possible to make character intros unskippable? Just make it so you HAVE to wait until the characters have finished their intros.
- Also unskippable versus / winquote screens, or at least an amount of time that you have to wait before being able to skip it?

oh yes these are the issues i would love to be fix for 1.1. and a online mode would be nice to!
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: RagingRowen on November 14, 2019, 07:05:49 PM
The creator doesn't respond as often now, but he said he hasn't touched much of the code and workarounds are recommended.
But I'll wait for updates like I should.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Sh1nRa358 on November 14, 2019, 07:50:33 PM
Ppl seem to always abandon high tier things for some reason. I literally just made an account just for this. Hope it does pick back up though.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: KOFHERO77 on November 14, 2019, 08:42:21 PM
I know ermaccer and he doesn't have mugen only in his mind,he's into game modding aswell and that's what's focusing on atm.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Fauxcry on November 15, 2019, 01:08:54 AM
Tournament mode anyone or better yet is there a way to do 2x3 or 3x4 matches?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: DreamingOni08 on November 15, 2019, 03:12:57 AM
can anybody help me? I have a screenpack with 43 rows and 60 columns and everytime i load the character select it crashes mugen so i was wondering if its because its too big for hook or is there a fix to this? 
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: EgyLynx on November 15, 2019, 10:49:52 PM
can anybody help me? I have a screenpack with 43 rows and 60 columns and everytime i load the character select it crashes mugen so i was wondering if its because its too big for hook or is there a fix to this? 
Are look these "log" files at after crash? Maybe that it just somewhat  bug at somewhere?
Are you sure SP IS mugen 1.0/1.1? it maybe can be even older?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: DreamingOni08 on November 16, 2019, 07:21:37 PM
can anybody help me? I have a screenpack with 43 rows and 60 columns and everytime i load the character select it crashes mugen so i was wondering if its because its too big for hook or is there a fix to this? 
Are look these "log" files at after crash? Maybe that it just somewhat  bug at somewhere?
Are you sure SP IS mugen 1.0/1.1? it maybe can be even older?

I am using M.I.C.A final version edition for 1.1 and the log closes with the game and if you mean the mugen.log it doesn't show me anything im at a loss
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: ermaccer on November 22, 2019, 10:25:48 PM
0.4.3 Released!

This release adds experimental sliding portraits, so you can have MKT like character move-ins.
I've also fixed Training and Watch mode sound playback bugs, they don't repeat/play wrong sounds.
Scaling for each character in animated portraits has been added too.

Preview: https://streamable.com/i1lwy (https://streamable.com/i1lwy)

https://github.com/ermaccer/mugenhook/releases/tag/0.4.3 (https://github.com/ermaccer/mugenhook/releases/tag/0.4.3)

Please copy any new .ini settings that have been added, also animatedPortraits.dat can be updated with values for scaling.
Note that this release might pop up a message saying it has been installed correctly.

This many characters bug is very random, I've been able to load around 1800 character slots without any crashes, but 1864 would crash. Really difficult to trace and debug. I'll try to read last pages of this topic and catch up with what you guys have been suggesting.

Go check out the wiki for any information on new stuff.

 Enjoy!
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: DreamingOni08 on November 23, 2019, 02:23:32 AM
I found out that the reason why it didnt work for me. It was the bHookCursorTable I had to turn it off so that my mugen wouldnt crash on character select and thank you ermaccer for this amazing mod you've made.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: galeo on November 23, 2019, 06:08:07 AM
I downloaded and used it, but randomselect was the previous version.

Hasn't the randomselect related changed?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: ermaccer on November 23, 2019, 07:20:43 AM
Random select would need to be replaced with a new solution to make it useable for anything, it is not even random. I cannot use any data from it as it switches too fast, you can make sounds work with Random cells but only if you use very slow switch time, and that is not that good looking.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: galeo on November 23, 2019, 10:42:27 AM
Umm, that's a shame.
If it was implemented, it would have been usable in the tournament video ...
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Amidweiz on November 23, 2019, 11:19:11 PM
Would there be any way to have a score system implemented with this and have it output to a log file?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: NecusX on December 03, 2019, 06:53:37 PM
it ain't working for me at all
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: NecusX on December 03, 2019, 06:54:08 PM
Would there be any way to have a score system implemented with this and have it output to a log file?

we already got add004 for that
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: RagingRowen on December 03, 2019, 07:04:15 PM
Would there be any way to have a score system implemented with this and have it output to a log file?

we already got add004 for that

I don't think it includes a Log file though, and I think the score only applies to 1 match.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Insigniawarfare on December 03, 2019, 07:29:09 PM
Here's a couple of ideas if possible:
If it's possible to implement a change for the characters shadow into ovals.
Stage interaction implementation would be nice if its possible without the need to make a fullgame.
Implementing something similar to Training by Stupa would be a nice feature addition for training mode.
Character color/palette preview/selection in the select screen would be nice.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: REDHOT on December 03, 2019, 07:54:11 PM
Here's a couple of ideas if possible:
If it's possible to implement a change for the characters shadow into ovals.

You can do that kind of shadow like an explod into the cns of each character, Beximus did that in Capcom Universe proyect.

Some ideas:
- Would be great to disable skip for INTRO and WIN battles. I would like to generate the "after win" code like MvC, disable the win pose pressing start button and continue punching when the enemy is dead.

- Would be great to add the simul and turns mode in training mode.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Flowrellik on December 03, 2019, 08:10:07 PM
One thing that would be super sweet to have is a means of placing alternate versions of one character onto one character slot and you can choose them by holding start and pressing left or right, like for example Ryo: Regular, but when you hold start you can get Mr. Karate II, or Fatal Fury WA Ryo.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: NecusX on December 03, 2019, 09:51:59 PM
there might be something wrong with ultimate asi loader or something because mugenhook isn't enabled for me at all
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Mike77154 on December 19, 2019, 07:23:39 AM
Hello

I want to colaborate with Mugenhook project, I have nice ideas can expand Mugen a little more

I was studying the developing of Mugenhook and ASI plugin, but the thing is ASI plugin are thinked for GTA games but, if I want to develop a ASI plugin for mugen, how settings do I need in the plugin SDK for mugen?

Because I want to add LibOPNMIDI and Tinysoundfont to mugen for adding MIDI arcade nostalgia

And other questión, its posible to add Winmugen the ASI plugin toó?

Thanks in advance
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: SolanoMK on December 25, 2019, 08:54:59 PM
I will use Google Translator, so I hope you understand. Finally, someone bothered to bring individual animations and sounds to the selection screen. This is amazing, and enriching for MUGEN. So thanks for the work. I want to report some issues.

I tried anyway to make MugenHook work on my Mortal Kombat - Solano Edition, but it works only partially. I thought it might be a problem with my project, so I tested it on the official MKP, the MUGEN defaut engine, also on M.U.G.E.N 20th Anniversary, and the problems persisted. Mugen Hook does not work for me, and no matter what I do. I did all the correct procedures. I have all the sounds, the animations, all perfectly configured in the cfg folder. What happens is that the animations on the selection screen appear (in slowdown) but then disappear quickly. As for the name sounds being said, some cells work well, but in others the sounds are not reproduced.

Re-scale characters are not working either

(A suggestion: The sounds played by system.snd on the selection screen sound very low. It would be perfect if you had an option like the "volumescale" parameter to be able to increase the playback volume of this file.)

LINK
[https://youtu.be/nvf8yIcx7k0]
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: ~XKiraYam~ on December 26, 2019, 09:59:18 PM
I will use Google Translator, so I hope you understand. Finally, someone bothered to bring individual animations and sounds to the selection screen. This is amazing, and enriching for MUGEN. So thanks for the work. I want to report some issues.

I tried anyway to make MugenHook work on my Mortal Kombat - Solano Edition, but it works only partially. I thought it might be a problem with my project, so I tested it on the official MKP, the MUGEN defaut engine, also on M.U.G.E.N 20th Anniversary, and the problems persisted. Mugen Hook does not work for me, and no matter what I do. I did all the correct procedures. I have all the sounds, the animations, all perfectly configured in the cfg folder. What happens is that the animations on the selection screen appear (in slowdown) but then disappear quickly. As for the name sounds being said, some cells work well, but in others the sounds are not reproduced.

Re-scale characters are not working either

(A suggestion: The sounds played by system.snd on the selection screen sound very low. It would be perfect if you had an option like the "volumescale" parameter to be able to increase the playback volume of this file.)

LINK
[https://youtu.be/nvf8yIcx7k0]


Hey I think I might be able to help on Your issues. I watched your video and this is what i came up with.

So from what i know so far is that, the first person you put for animated portraits (IE for your case, Scorpion) the engine will set whatever you have first in your animated portraits  as the default guideline for the rest of the cast unless you specify otherwise. In order to specify otherwise you have to do what you did with your lui kang and input his data separatley below scorpion and for others you repeat the process. Alot of times with mugen chars their standing animation isin't  always identical across the map. What do i mean?

Spoiler: Where you may have went wrong according to your video (click to see content)

If You Need more info ill put below in a spoiler what i did to put in the Deadpool.

Spoiler: Putting In Deadpool (click to see content)

So it all sums up to how the character is made. Will their standing animations go from 0,0 to 0,11? or will they repeat or jump to other specific frames. You'll have to figure it out in fighters factory for each character. Id recommend atleast putting a character that has a traditional standing  and select animation (Usually its animation number 181 for select and 0 for standing) so that even if you don't do every character in your screenpack, atleast they wouldn't look too bad when you scroll over them.

I hope this helps. I'm Just now getting into Mugen Code myself so this is the most can try to help with. Goodluck!

Edit: Also here is a link to a video so you can see my setup with some of the same issues as your own so you can see what i was talking about
https://streamable.com/f30du (https://streamable.com/f30du)

As you can see, Chung Li has Errors as well as the cast towards the bottom. I got lazy and decided not to finish them or fix their issues but we have alot of the same issues form what ive seen. :sweatdrop:
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: ermaccer on January 02, 2020, 10:37:41 AM
0.5.0b Released!
Changes:
  - .air files should now load no matter the animation begin block name case (eg. both begin action and bEgIn ActiON should work)
  - Added experimental Fight Log feature from 1.0, currently it supports totalmatches and stage only
  - Crashes on select screen with many characters should now occur less frequent/not at all (needs more testing)
  - Added proper Windows XP support, suppose it is beign used in custom arcade machines.
  - Frame loader now works always, doesn't require animated portraits.

https://github.com/ermaccer/mugenhook/releases/tag/0.5.0 (https://github.com/ermaccer/mugenhook/releases/tag/0.5.0)

Hello

I want to colaborate with Mugenhook project, I have nice ideas can expand Mugen a little more

I was studying the developing of Mugenhook and ASI plugin, but the thing is ASI plugin are thinked for GTA games but, if I want to develop a ASI plugin for mugen, how settings do I need in the plugin SDK for mugen?

Because I want to add LibOPNMIDI and Tinysoundfont to mugen for adding MIDI arcade nostalgia

And other questión, its posible to add Winmugen the ASI plugin toó?

Thanks in advance

Well, .ASI files are just DLL libraries with extension changed, however the ASI loader i use for mugen requires a InitializeASI function to be present in the .dll, other loaders might just use DllMain.

WinMugen and Mugen 1.0 port are I think possible, just someone needs to find required adresses (pattern scanning won't work, 1.0 used a different compiler).


Fight Log is beign worked on. I found everything from 1.0 in 1.1, but please test and report the results of current version.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Shin DANZEY on January 16, 2020, 06:38:13 PM
0.5.0b Released!
Changes:
  - .air files should now load no matter the animation begin block name case (eg. both begin action and bEgIn ActiON should work)
  - Added experimental Fight Log feature from 1.0, currently it supports totalmatches and stage only
  - Crashes on select screen with many characters should now occur less frequent/not at all (needs more testing)
  - Added proper Windows XP support, suppose it is beign used in custom arcade machines.
  - Frame loader now works always, doesn't require animated portraits.

https://github.com/ermaccer/mugenhook/releases/tag/0.5.0 (https://github.com/ermaccer/mugenhook/releases/tag/0.5.0)

Hello

I want to colaborate with Mugenhook project, I have nice ideas can expand Mugen a little more

I was studying the developing of Mugenhook and ASI plugin, but the thing is ASI plugin are thinked for GTA games but, if I want to develop a ASI plugin for mugen, how settings do I need in the plugin SDK for mugen?

Because I want to add LibOPNMIDI and Tinysoundfont to mugen for adding MIDI arcade nostalgia

And other questión, its posible to add Winmugen the ASI plugin toó?

Thanks in advance

Well, .ASI files are just DLL libraries with extension changed, however the ASI loader i use for mugen requires a InitializeASI function to be present in the .dll, other loaders might just use DllMain.

WinMugen and Mugen 1.0 port are I think possible, just someone needs to find required adresses (pattern scanning won't work, 1.0 used a different compiler).


Fight Log is beign worked on. I found everything from 1.0 in 1.1, but please test and report the results of current version.

MAN ! You are so GREAT!!!! thank you so much for your release and work ! fight log should be the same with mugen 1.0 ( my wish is you can copy the mugen 1.0 code to generate a fight log to your mugenhook 1.1) i will test it. for sure
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: oscar123 on January 16, 2020, 09:53:42 PM
Two simple questions:
Does anyone work?
Could you upload a mugen with everything already in it? Please
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: MrPr1993 on January 17, 2020, 12:15:29 AM
Well this is just beautiful! I might check out more of this later~
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Goutetsu2 on January 27, 2020, 05:02:29 AM
Why is there no tutorial for this?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: RagingRowen on January 27, 2020, 08:36:13 AM
Why is there no tutorial for this?

I'm pretty sure there is decent documentation in the .dat files.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Goutetsu2 on January 27, 2020, 09:24:01 PM
Why is there no tutorial for this?

I'm pretty sure there is decent documentation in the .dat files.

This is what I see:
"Installation:
MUGENHOOK WORKS ONLY WITH 1.1 VERSION OF M.U.G.E.N

MugenHook requires https://github.com/ThirteenAG/Ultimate-ASI-Loader/releases Rename the x86 dinput8.dll to ddraw.dll and place the asi in the main mugen folder.

Check out wiki on how to configure.

when I check inside the wiki:
animport.png:
; ermaccer mugenhook - animated portraits
; Format:
; a - Row
; b - Column
; c - Animation
; d - Alternate Animation for P2
; e - Select Animation
; f - Alternate Select Animation for P2
; g - File name (512 max, no spaces)
; ---- These settings require ini bEnableAnimationScale set to true!
; h - Scale X
; i - Scale Y
;
;
0 0 0 0 180 0 chars\kfm\kfm.air 1.0 1.0"


Where do I even put the files?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: RagingRowen on January 27, 2020, 09:33:51 PM
The Wiki should help a fair amount.
The files should go in you main Mugen folder with the exe and other folders (chars, stages, etc).
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Goutetsu2 on January 27, 2020, 09:56:20 PM
The Wiki should help a fair amount.
The files should go in you main Mugen folder with the exe and other folders (chars, stages, etc).

Nevermind, I found what I needed.
The wiki folder here:
https://github.com/ermaccer/mugenhook

is not the same as this wiki:
https://github.com/ermaccer/mugenhook/wiki

thanks for nothing.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: RagingRowen on January 27, 2020, 09:57:45 PM
Somethin' needs updatin'.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Umezono on January 27, 2020, 10:19:18 PM
The Wiki should help a fair amount.
The files should go in you main Mugen folder with the exe and other folders (chars, stages, etc).

Nevermind, I found what I needed.
The wiki folder here:
https://github.com/ermaccer/mugenhook

is not the same as this wiki:
https://github.com/ermaccer/mugenhook/wiki

thanks for nothing.
crazy how if you look at the top bar of the git page (your first link) theres a wiki link right there, which is by common sense wholly different than a folder in the actual git repo.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: PeXXeR on January 27, 2020, 10:25:02 PM
The Wiki should help a fair amount.
The files should go in you main Mugen folder with the exe and other folders (chars, stages, etc).

Nevermind, I found what I needed.
The wiki folder here:
https://github.com/ermaccer/mugenhook

is not the same as this wiki:
https://github.com/ermaccer/mugenhook/wiki

thanks for nothing.

Entitled as all hell.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: InfantryDoubleZero.exe on January 28, 2020, 03:52:45 PM
Thanks for using your M.U.G.E.N Hook. i'm been trying to take edit the feature from my screenpack

Thinking Ideas is:
-Reset the portrait animation when cursor is move
-Face Portrait while in Portrait Animation
-Animated Portrait Moving Position with X and Y axis(Maybe the .air file may work)
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: ermaccer on February 02, 2020, 12:34:42 PM
0.5.1 Released
Features:
 - Added variations, each cell can now have up to 255 characters toggleable with double start press
 - Added magic boxes, a special cell type which can display specified character for a specified amount of time and then close
 - Completely patched up Tag gamemode leftovers and also added extra param for teammode trigger, tag.
 - Added option to toggle left/right movement in main menu screen, useful for screenpacks with horizontal menus.

About tag mode.
This is not a player ready tag mode, it is mostly designed for creators to make any use of it. By default any two characters you will select are controlled by the player who selected them, therefore eliminating the need to press CTRL + 3 each time you want to play as tag partner on Simul based tag modes.

Example tag trigger:
Code:
[State 1000, TagTest]
type = PlaySnd
trigger1 = teammode = tag
value = 4,0

Note that if you decide to use tag for your character, anyone who wants to use it will need to have mugenhook installed as it adds that param, without it engine will pop up that the value is unspecified.

Preview video of stuff:


Go to wiki section for tutorials.

Download (https://github.com/ermaccer/mugenhook/releases)
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: oscar123 on February 02, 2020, 12:44:47 PM
0.5.1 Released
Features:
 - Added variations, each cell can now have up to 255 characters toggleable with double start press
 - Added magic boxes, a special cell type which can display specified character for a specified amount of time and then close
 - Completely patched up Tag gamemode leftovers and also added extra param for teammode trigger, tag.
 - Added option to toggle left/right movement in main menu screen, useful for screenpacks with horizontal menus.

About tag mode.
This is not a player ready tag mode, it is mostly designed for creators to make any use of it. By default any two characters you will select are controlled by the player who selected them, therefore eliminating the need to press CTRL + 3 each time you want to play as tag partner on Simul based tag modes.

Example tag trigger:
Code:
[State 1000, TagTest]
type = PlaySnd
trigger1 = teammode = tag
value = 4,0

Note that if you decide to use tag for your character, anyone who wants to use it will need to have mugenhook installed as it adds that param, without it engine will pop up that the value is unspecified.

Preview video of stuff:
[youtube]https://youtu.be/xIBVnqUFMiM[/youtube]

Tutorials will appear shortly.

Download (https://github.com/ermaccer/mugenhook/releases)

I create new sprites to avoid the flicker of the chars.then I put with another numbering the pose of the chars and so it is solved todo.es very easy, but a little slower
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Shin DANZEY on February 04, 2020, 05:21:02 PM
Hi
0.5.1 Released
Features:
 - Added variations, each cell can now have up to 255 characters toggleable with double start press
 - Added magic boxes, a special cell type which can display specified character for a specified amount of time and then close
 - Completely patched up Tag gamemode leftovers and also added extra param for teammode trigger, tag.
 - Added option to toggle left/right movement in main menu screen, useful for screenpacks with horizontal menus.

About tag mode.
This is not a player ready tag mode, it is mostly designed for creators to make any use of it. By default any two characters you will select are controlled by the player who selected them, therefore eliminating the need to press CTRL + 3 each time you want to play as tag partner on Simul based tag modes.

Example tag trigger:
Code:
[State 1000, TagTest]
type = PlaySnd
trigger1 = teammode = tag
value = 4,0

Note that if you decide to use tag for your character, anyone who wants to use it will need to have mugenhook installed as it adds that param, without it engine will pop up that the value is unspecified.

Preview video of stuff:
[youtube]https://youtu.be/xIBVnqUFMiM[/youtube]

Go to wiki section for tutorials.

Download (https://github.com/ermaccer/mugenhook/releases)

Hi thank you very much for your work !
however, the figh.log from mugen 1.0 don't generate!
i have a ultimate request for me and the community . Mugen 1.0 have a option to do a quick launch with batch file and mugen 1.1 got it but mugen 1.1 don't generate a fight.log so i suggest you to copy or rewrite this code from mugen 1.0 and to give it  to your beautiful Mugenhook 1.1  !
you are a hope for us ! thank you so much for your release. your are the best !
  :thumbsup:
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Fauxcry on February 07, 2020, 02:10:12 AM
Hope I am not asking what someone else already asked. Can you use the turns for the tag mode to select if we want one team to have 2 while the other has 3 or 4 been thinking of street fighter's dramatic battle mode for a while and wanted to see that in mugen  would be nice if somehow you could make a randomizer for arcade mode where you'd go against a tag team of 2 then the next a tag team of three only to find the final person be a OP boss who is all by his/herself. Also lifebar portrait change so implementation of live or dead player could be known or show damages.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: oscar123 on February 08, 2020, 12:17:08 AM
really nice.now can make a pacht for can animated stages?
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Violin Ken on February 09, 2020, 01:31:36 AM
0.5.1 Released
About tag mode.
This is not a player ready tag mode, it is mostly designed for creators to make any use of it. By default any two characters you will select are controlled by the player who selected them, therefore eliminating the need to press CTRL + 3 each time you want to play as tag partner on Simul based tag modes.

Example tag trigger:
Code:
[State 1000, TagTest]
type = PlaySnd
trigger1 = teammode = tag
value = 4,0

Download (https://github.com/ermaccer/mugenhook/releases)

This is a really cool update! 

Some suggestions for future features:
1) A universal cmd file or the addition of more buttons.  ex: qcb + start = tag command.
2) Mugen 1.1 has an input lag of 2 frames.  Not sure if this can be fixed in the future with MugenHook.
3a) Customization of the ini file to force load another standard cns (similar to common1.cns) which wouldn't require editing each character.  This could make universal tag mode or universal animated portraits possible.
3b) With the force load of another standard cns, perhaps the addition of another statedef that's constantly running in the background (similar to statedef -3).  Statedef -4 and beyond.
4) Ability to select the stage in training based on the opponent you selected.  (ex: selecting Ryu as your training opponent, you can press start to automatically have the stage select point to Ryu's assigned stage from the select def.)
5) Standardized command buffering (would probably require too much work upfront).

Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Dragon of Courage on February 14, 2020, 07:38:32 PM
Well done, ermaccer! Kudos for making this possible!

Here's my feedback for future updates:
* Sliding portraits for the versus screen, like in (U)MK3 and MK4.
* After choosing the character, you can choose the color freely and expand the choices beyond the maximum limit of 12.
* Add the unlockable character slot function, complete with conditions.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: NecusX on February 16, 2020, 05:48:30 PM
Now I think that a free battle mode is possible.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: ermaccer on February 18, 2020, 07:22:32 AM
0.5.2 Released
Features:
  - Fixed variation character sprites not appearing in versus mode screen
  - Fixed a bug where you would need to press start * 2 on select screen to choose variation
  - Added beta support for animated portraits with variations
  - Fixed magic boxes, ids are now detected correctly
  - Chars required for magic boxes are now hidden the same way as those for variations

Check wiki for any updated tutorials.

Download (https://github.com/ermaccer/mugenhook/releases)


Now I think that a free battle mode is possible.

Cannot expand default modes selection at this moment, the best you can do is watch mode and control just one player.


This is a really cool update! 

Some suggestions for future features:
1) A universal cmd file or the addition of more buttons.  ex: qcb + start = tag command.
2) Mugen 1.1 has an input lag of 2 frames.  Not sure if this can be fixed in the future with MugenHook.
3a) Customization of the ini file to force load another standard cns (similar to common1.cns) which wouldn't require editing each character.  This could make universal tag mode or universal animated portraits possible.
3b) With the force load of another standard cns, perhaps the addition of another statedef that's constantly running in the background (similar to statedef -3).  Statedef -4 and beyond.
4) Ability to select the stage in training based on the opponent you selected.  (ex: selecting Ryu as your training opponent, you can press start to automatically have the stage select point to Ryu's assigned stage from the select def.)
5) Standardized command buffering (would probably require too much work upfront).


1) Is there any reason to?
2) Would need much more research to even begin something.
3a) Could be done.
3b) Is there any reason to?
4) Can be done, though would be rather heavy to set up.
5) same as 2

Well done, ermaccer! Kudos for making this possible!

Here's my feedback for future updates:
* Sliding portraits for the versus screen, like in (U)MK3 and MK4.
* After choosing the character, you can choose the color freely and expand the choices beyond the maximum limit of 12.
* Add the unlockable character slot function, complete with conditions.


1) A custom cns based versus screen will be better than MugenHook approach to be honest.
2) Not going to happen until pal related stuff is reversed.
3) This will be done in near future.



Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Violin Ken on February 18, 2020, 08:13:09 AM
0.5.2 Released

1) Is there any reason to?
3b) Is there any reason to?


I was primarily thinking of these features for creating a universal tag mode without having to edit each character.  It could also be used for other features im sure. 

1) if we were to build a custom universal tag mode, allowing a universal command that functions as an add-on to a characters current cmd file would allow us to make a universal tag command.
3b) if you can create request 3a, then having a negative statedef that's constantly running in the background would be crucial to having additional universal statedefs function imo.  You could essentially program tag mode without editing each character's statedef -2 or -3 cns file by having a common cns on the data folder with statedef -4 and beyond.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: necro_rk on February 18, 2020, 04:47:17 PM
Amazing work, really interesting, congratulations.
Any chance to play video files that replace intros / endings? This can reduce the full game size and editing time, and maybe you can add animation in stage selection...
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: ermaccer on February 19, 2020, 11:40:45 AM
You do not need to specify any extra values in variations/animated portraits, only thing to understand is that whenever you use variations with animated portraits, each animation number will be increased by 100 * variation. All animations must be in first character .air file, in this example, Ryu SF2 must have 5, 105 and 205 anims.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Just No Point on February 19, 2020, 03:33:02 PM
On the note of allowing more buttons would it be possible to do this so we can make macro buttons like 2 punches or 3 punches, etc?

Can pause and scrlock be changed to different buttons too? As many keyboards are losing these keys.

Any way to have a char load an alt sff mid match or set more to be loaded during the vs screen load?

So we can have true transformations.

Alternatively if it’d be easier would there be a way to trigger things based on sprite number instead of anim? If we could do that we could replace single sprites on the fly like we do with anim. Like a changespr trigger2 or something
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Flowrellik on February 22, 2020, 08:17:48 AM
One thing I would like to point out: For variations, when the alt character is selected for say training or watch mode, it gets stuck on that said character when P2 side is chosen.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Amidweiz on February 23, 2020, 02:19:27 AM
Being able to have the music fade out at the end of the final round would be a nice feature
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Dragon of Courage on February 23, 2020, 03:36:36 AM
Being able to have the music fade out at the end of the final round would be a nice feature

And an option to reset the music themes each time a round is over, like Street Fighter II. That would be cool too.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Flowrellik on February 23, 2020, 07:17:33 AM
I'm actually curious if there's any means for a story mode thing can be done for this.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Just No Point on February 27, 2020, 08:26:41 PM
What? He's been quite active. I don't know what you're talking about. If you're this impatient he doesn't need your "support" anyway
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Dragon of Courage on February 29, 2020, 06:30:09 AM
It seems that his post got deleted.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Shin DANZEY on March 02, 2020, 10:09:21 PM
Ok i have again a suggestion could you be able to implement win victory screen for player 2 or opponent? it would be great !  thank for all. :sweetheart:
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: NecusX on March 06, 2020, 01:58:34 AM
The tag system is really solid, keep up the great work Wodash and Ermaccer
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Fauxcry on March 06, 2020, 04:56:07 AM
there was a feature some time ago that was never fully implemented by the creator I forgot the name of that person but the feature was that the music would change when health got to halfway thought that would be nice sort of like a sonic underwater countdown song. It would add a new feel to a battle.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: adriano gt on March 09, 2020, 09:05:39 PM
everything you've discovered so far is very incredible ... I'm getting to know the tool little by little.

one question:
is it possible to get mugen to read more than 1 select.def file?

a simple example:
select.def 1 "chars kof"
select.def 2 "chars capcom"
select.def 3 "chars db"

this would work like the towers of choose your destiny, in mortal kombat ... the biggest advantage is being able to choose each select.def ... something editable and like a story mode

congratulations on your dedication and time on this
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: PeXXeR on March 09, 2020, 11:10:11 PM
everything you've discovered so far is very incredible ... I'm getting to know the tool little by little.

one question:
is it possible to get mugen to read more than 1 select.def file?

a simple example:
select.def 1 "chars kof"
select.def 2 "chars capcom"
select.def 3 "chars db"

this would work like the towers of choose your destiny, in mortal kombat ... the biggest advantage is being able to choose each select.def ... something editable and like a story mode

congratulations on your dedication and time on this

you can do that with a batch file if you are using 1 sp.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: Violin Ken on March 10, 2020, 08:23:19 AM
One thing that would be fun, if in versus mode, a setting where you can have it so the character chosen will also fight on their corresponding stage for each match.  Ex: ryu vs sagat will make you fight on sagat's stage.  Heck, it could even be random like fight on either ryu or sagat's stage.  I think stage assignments should be available in other modes aside from arcade.
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: decxx1 on March 15, 2020, 06:22:04 PM
The tag system is only for add004, what about "uno tag team system"???
Title: Re: MugenHook - upgrade your M.U.G.E.N!
Post by: President Devon on March 19, 2020, 08:01:21 AM
Would it be possible to add music options from stages/screenpacks into the select.def?

Say you add music to a character:
Code:
ryu/evilryu.def, music=sound/e-ryu.mp3, order=2
then say you add a couple more arguments like so:
Code:
ryu/evilryu.def, music=sound/e-ryu.mp3, musicloop=1, musicvolume=100, musicloopstart=12345, musicloopend=23456, order=2