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Re: MugenHook - upgrade your M.U.G.E.N!

 February 19, 2020, 11:40:45 AM View in topic context
avatar  Posted by ermaccer  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

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.
    

Re: MugenHook - upgrade your M.U.G.E.N!

 February 18, 2020, 07:22:32 AM View in topic context
avatar  Posted by ermaccer  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

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


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.



    

Re: MugenHook - upgrade your M.U.G.E.N!

 February 02, 2020, 12:34:42 PM View in topic context
avatar  Posted by ermaccer  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

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
    

Re: MugenHook - upgrade your M.U.G.E.N!

 January 02, 2020, 10:37:41 AM View in topic context
avatar  Posted by ermaccer  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

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

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.
    

Re: MugenHook - upgrade your M.U.G.E.N!

 November 23, 2019, 07:20:43 AM View in topic context
avatar  Posted by ermaccer  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

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.
    

Re: MugenHook - upgrade your M.U.G.E.N!

 November 22, 2019, 10:25:48 PM View in topic context
avatar  Posted by ermaccer  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

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://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!
    

Re: MugenHook - upgrade your M.U.G.E.N!

 September 27, 2019, 03:39:11 PM View in topic context
avatar  Posted by ermaccer  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

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.
    

Re: MugenHook - upgrade your M.U.G.E.N!

 September 22, 2019, 10:12:22 PM View in topic context
avatar  Posted by ermaccer  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

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.
    

Re: MugenHook - upgrade your M.U.G.E.N!

 September 22, 2019, 05:15:25 PM View in topic context
avatar  Posted by ermaccer  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

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.
    

Re: MugenHook - upgrade your M.U.G.E.N!

 September 22, 2019, 01:59:13 PM View in topic context
avatar  Posted by ermaccer  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects


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:

    

Re: MugenHook - upgrade your M.U.G.E.N!

 September 22, 2019, 12:28:34 PM View in topic context
avatar  Posted by ermaccer  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

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.
    

Re: MugenHook - upgrade your M.U.G.E.N!

 September 22, 2019, 11:05:23 AM View in topic context
avatar  Posted by ermaccer  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

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.
    

Re: MugenHook - upgrade your M.U.G.E.N!

 September 21, 2019, 11:48:01 AM View in topic context
avatar  Posted by ermaccer  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects


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.
    

Re: MugenHook - upgrade your M.U.G.E.N!

 September 21, 2019, 09:46:45 AM View in topic context
avatar  Posted by ermaccer  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

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.
    

Re: MugenHook - upgrade your M.U.G.E.N!

 September 20, 2019, 10:34:42 PM View in topic context
avatar  Posted by ermaccer  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

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:


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!
    

Re: MugenHook - upgrade your M.U.G.E.N!

 September 20, 2019, 07:10:02 PM View in topic context
avatar  Posted by ermaccer  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

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.

    

MugenHook - upgrade your M.U.G.E.N!

 September 20, 2019, 03:01:11 PM View in topic context
avatar  Posted by ermaccer  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects


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
Download:https://github.com/ermaccer/mugenhook/releases
Source:https://github.com/ermaccer/mugenhook

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

Preview:
    

Hello Guys!

 June 10, 2015, 01:30:58 PM View in topic context
avatar  Posted by ermaccer  in Hello Guys! (Started by ermaccer June 10, 2015, 01:30:58 PM
 Board: Introductions and Guides

Hello to the people from MFG.I'am ermaccer from poland.Maybe you heard of me or not but i like creating mods for games.
Got some experience with M.U.G.E.N so i can stand with help also.And a question:Where put MKP Characters?Can go for the Relases?