Interactive Stages Database

Started by Cybaster, June 20, 2011, 07:33:50 AM

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Cybaster

Creating this topic to keep track of interactive stages here. I will consider 3 types of stages in this topic :
1- Stages using the old zoffset method in Winmugen.
2- Stages with massive coding required to patch the characters (ie. only Syn did that IINM). I'm not considering stages that come with characters, such as OmegaPsycho's bosses, or bonus games by Bane84.
3- Stages for Mugen 1.0+, which can actually be triggered with name and authorname now.

It would also be nice to know what kind of interaction you're supposed to add or be able to do with these stages (apart from the highly interactive ones where you'll just patch the characters). I must say, I usually have no idea, so some help would be nice. :P
I'll update the 1st post as new info comes.

1) Zoffset Method stages (list taken from RandomSelect)

Description : Winmugen has an unused p1startz and p2startz position in stages. Setting it to a value different from zero allows to use it to know in which stage you are, and thus apply some particular things to it, such as explods and other graphical stuff.
Detection is done via the ScreenPos trigger that allows to get the value of the player's absolute (screen-relative) position. However, the trigger is only valid for a tick or 2 during the first frames of the roundstate<2, and is no longer valid in mugen 1.0.

The numbers in the list are the zoffset values used in order to detect the stage.


2) Highly interactive stages

Description : These stages use the same z-offset method described previously. However, they have been coded to get some massive stage interaction, with either the stage and music changing over time, either the stage directly affecting the fight, hitting the characters or putting them in various states. These stages come with the code which should be pasted into each of your characters, or a program that automatically patches your characters. Note that some of them have been or will be updated for Mugen 1.0.

Randomly changing backgrounds with alternate music coded representing good and evil. The right statue being struck by lightning in the evil version and changing its physical appearance which affects the good version of the stage. Custom lifebars : when either character shows "danger" on their lifebar, the scenery changes from good to evil and the bgm speeds up a bit playing a loop representing you are close to dying. The floor splashes whether you jump or land or knocked into the air or falling, you will see and hear a splash effect.
  • Meteor Storm by Syn
Inspired from MK Armageddon's stage, with a free fall fighting sequence based from Proxicides popular Mk vs SF 3 flash animation.
  • Strider HQ Data Room by Syn
Strider HQ data feed room is basically a hologram of yourself mimicing your movements. There was a 3 part version of this stage but that is forever lost.


3) Mugen 1.0+ stages

Description :In Mugen 1.0, stages can be detected via stagename (and authorname if needed), thus allowing stage interaction without relying on some odd zoffset trick. This method should be the reference now, especially if you've switched to 1.0.


Orochi Gill

What was this z-offset method? I haven't been around long enough to know of it.

Cybaster

I'm not entirely sure about the details, as I never used it, but there's the ScreenPos trigger that allows to get the value of the player's absolute (screen-relative) position.
Winmugen had an unused p1startz and p2startz position in stages. Setting it to a value different from zero allows to use it to know in which stage you are, and thus apply some particular things to it, such as explods and other graphical stuff.

rednavi -RETIRED

Yeah, the trigger is only valid for a tick or 2 during the first frames of the roundstate<2. No longer valid in mugen 1.0.

mh777

In the Apocalypse Now! example, KFM used it to have a "proper" Apocalypse (as in, having Apoc appear behind the stage floor like in the original games he appeared in).  Note that this method of stage interaction causes MASSIVE slowdown in MUGEN 1.0 (at least, for me...need someone else to confirm it).

Also, what was the TESTP Mt. Fuji interactive bit?  First I've heard of it, actually.  Or maybe I just forgot.  :p

Jesuszilla

I think it was an update by KFM.

Σaxβeta

#6
- Two-Faced Terror by KFM [Gigi's stage] (Warzard/Red Earth)

Gigi by Trasgo7 shares an intro compatible with this stage.

I also want to mention that both Hauzer's stage by LaMissFairy and SFZ/A2 Rundown Back Alley [Gen's Stage] by Neogouki are open to all kinds of reflection/splash effects interactivity.
"We need other people in order to create the circumstances for the learning that we are here to generate" RIP Adam Yauch aka MCA
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Cybaster

Quote from: MaxBeta on June 20, 2011, 08:49:16 PM
I also want to mention that both Hauzer's stage by LaMissFairy and SFZ/A2 Rundown Back Alley [Gen's Stage] by Neogouki are open to all kinds of reflection/splash effects interactivity.
Do they both have a particular zoffset != 0 to ensure possible interaction ?

Σaxβeta

#8
Quote from: Cybaster on June 20, 2011, 11:57:35 PM
Quote from: MaxBeta on June 20, 2011, 08:49:16 PM
I also want to mention that both Hauzer's stage by LaMissFairy and SFZ/A2 Rundown Back Alley [Gen's Stage] by Neogouki are open to all kinds of reflection/splash effects interactivity.
Do they both have a particular zoffset != 0 to ensure possible interaction ?

I would have to get back to you on that one since I'm away from my mugen, but I doubt that they do seeing as no one yet has added the Splash anims/code to either stage ever.

Also available for Mugen 1.0 interaction:
- Spiked Wall Deathmatch (World Heroes, ELECTRO) http://mugenguild.com/forumx/index.php?topic=120480.0
"We need other people in order to create the circumstances for the learning that we are here to generate" RIP Adam Yauch aka MCA
www.instagram.com/tanooki_ninja

ELECTR0

Easiest way to go about stage interaction is using mugen 1.0 & stage var to read the name. Here are a few things I have done ussing this method. o_O

Video : http://youtu.be/ExCCBaHRaxI

Video : http://youtu.be/_MHGmuJhoLs

Video : http://youtu.be/tu-KkazjnQc

Sheng Long

I wouldn't mind seeing someone try to do an interactive version of the Avalon final stage from X-Men COTA. I don't know who's Magneto would fit on it though. But in the actual game, that's a pretty nice, epic intro that I think should be made into Mugen. Not to mention location change would have to be heavily dealt with too I imagine. But if interactive stages are possible in mugen, I'm sure it could be done. :)
It's nice that Mugen 1.0 has new interactive features, so that one wouldn't have to keep relying on a bunch of z-offsets for particular stages.

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Cyanide

Well, the fun thing now is you don't need to particularly check a specific value. Provided people have the stagename the same. So say, Danger Room is always danger room, any character can check that regardless of author.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Cobra Caddie

#12
The stages I have listed have zstart, z-axis recognition so you can identify the stage.

By Cybaster's request, here's what the interaction is for each stage is for. I'll be talking as if I was talking to someone who wanted to add the interaction to their character:

11-Village in the Maniac World (SvC Chaos, Caddie)
12-Power Generation Room (SvC Chaos, Caddie)

These two are for pausing your characters animation until the stage has stopped scrolling, just like in SvC.

15-Vega's Stage, caged version (SFA3, Caddie) : Ability to add Vega's cage crawling move on this stage.
16-Vega's Stage, non-caged version (SFA3, Caddie)

First one is for if you want to add Vega crawling onto the cage that is there, second one is for if you want to add your own cage and have the ability to crawl.

17-Nightmare Geese's stage(RBS, Caddie)

This is if you want to add Geese's cinematic intro to your own Geese. I had planned to do this to a Nightmare Geese I was working on.

18-Krauser's stage(RBS, Caddie)

This stage was never finished. Same idea for Nightmare Geese but useless since the stage was never released. :P

19-Kula's Ship stage(Kof 2000, Caddie)
20-Kula's Factory stage(Kof 2000, Caddie)

These two are if you want to add Kula's Kof 2000 custom intro to the stages.

21-Tung's stage(FFS, Caddie.)

Same as the SvC stages, to pause your characters intros.

23-Akuma's stage, intro version(SF3:SI, Caddie)

This was for if you wanted to add Akuma's custom SF3: Second Impact intro to an Akuma you may be working on.

24-Gill's stage(SF3:SI, Caddie)
25-Gill's stage(SF3:TS, Caddie)

These are both for adding custom Gill intros if you're working on a Gill, or, for the Third Strike one, if you want to add a versus Gill intro.

Cybaster

#13
Thanks, will be modifying the first post shortly. :)

EDIT : done

Negative Edge

In reference to my Requiem of the damned stage, the interactive elements it features:

-randomly changing backgrounds with alternate music coded representing good and evil.
-The right statue being struck by lightning in the evil version and changing its physical appearance which affects the good version of the stage.
-Custom lifebars, if you noticed when either character shows "danger" on their lifebar, the scenery changes from good to evil and the bgm speeds up a bit playing a loop representing you are close to dying
-the floor splashes whether you jump or land or knocked into the air or falling, you will see and hear a splash effect.


Meteor storm was basically me being inspired from MK Arrmageddon's stage and basically implemented a free fall fighting sequence based from Proxicides popular Mk vs SF 3 flash animation. It was basically me experimenting and trying to implement that feature.

Strider HQ data feed room was basically just a hologram of yourself mimicing your movements. there was a 3 part version of this stage but that is forever lost :(

I actually have more than whats stated but the ones offline are severely outdated and needs to be re-coded. I will eventually get back to them sometime in the future.

Thank you.

Cybaster


Saikoro

I think I'm going to start learning how stages are coded. Awesome material!!
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Cybaster

Updated the list with Kung Fu Theater by Amanojaku, Scorpion's Lair by Scratcher, Eternal Champion stage by supermystery.

Lasombra Demon

Just wondering, couldn't those stages' particular bits of code be added to a community-maintained file a la common.cns? That way, all you need to do is copy that file to your folder, reference it from the .def, and voilá. Stage compat for everyone.
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Cybaster

Most stages with real interaction also imply adding graphical stuff, so your best bet is to modify the fightfx.sff in the data folder and indeed modify common.cns or create another cns file to make things compatible. Not everybody knows how to add stuff to a sff though, and create animations, so not really something you can give out "to the whole community".