Characters Crashing.

Started by Zantetsuken, January 24, 2012, 09:50:46 PM

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Zantetsuken

I have 3 characters that cause Mugen 1.0 to crash.

Diane by Sky79
ff1_geese by Rin and Bat
Raging Ken by Ryon

I haven't tested the rest of those Fatal Fury 1 characters but at a guess I'd say I'd have the same problems. These characters all worked fine in old Mugen but they don't seem to have survived the transition so any help would be appreciated.
I rock


squallcolin

Hi Zantetsuken,

The crash could be caused by incompatibility issues.

Maybe firstly, would you post a screenshot of the error message so that the people here can get a clearer picture of your problem and provide you with solutions?

A picture paints a thousand words.

Cheers.

Zantetsuken

#2
This is the one for Geese, I'll get back to you abouth the other 2 shortly.

Error message : Can't open Act/geese.act
Error loading chars/ff1_geese/ff1_geese.def
Error loading p1

Library error message : Error reading sprite ../sff/intro.sff
Cutscene error reading data/bm1point0/brokenMUGEN/def/intro.def

Completely different error for Diana. I doubt very much if she is fixable because she's probably an unfinished, abandoned beta.

Error message : Not a valid elem type :
error parsing [State 130, Explod]
Error in [Statedef 130]
Error in chars/DianaBeta2/common1.cns
Error loading chars/DianaBeta2/DianaBeta2.def
Error loading p1

The one for Raging Ken is even bigger, here goes.

Error message : Different Mugen version for AI hints : 2002, 04,14
Error parsing trigger 1, 1
Error parsing [State 6001, 2]
Error in [Statedef 11002]
Error in RagingKen.cns
Character mugen version is older than this version of Mugen
Error loading chars/Raging Ken/Raging Ken.def
Error while precaching

Library error message : Malformed expression encountered : Time = 30

The time bit just keeps going up by a second, you'd be hard pushed finding a less incompatible character with Mugen 1.0.

Cheers for any help.
I rock


Seravy

#3
QuoteError message : Can't open Act/geese.act
The file is either not there or corrupt. I'd say it's probably not there.

QuoteLibrary error message : Error reading sprite ../sff/intro.sff
Probably the same, the intro.sff file is not there in the defined location.

Quoteerror parsing [State 130, Explod]
Error in [Statedef 130]
Error in chars/DianaBeta2/common1.cns
There is a syntax error in the code, probably the sctrl name is mistyped or invalid.
Look for the controller in state 130 of common1.cns, and fix or delete it.

QuoteError message : Different Mugen version for AI hints : 2002, 04,14
Never seen this one but I guess you need to remove the AI=filename.ai line from the .def

QuoteError parsing trigger 1, 1
Error parsing [State 6001, 2]
Error in [Statedef 11002]
Error in RagingKen.cns
Something is syntactically wrong in the specified location, in the first trigger1= line.

Zantetsuken

#4
Here I was thinking it'd be an easy fix. Anyone wish to explain those problems in plain English while I explain 2 more characters with issues,

Error with cvsyun.snd
Error in [state 191] with Banshee_MVC

Come on people I thought you guys were supposed to know what you are talking about. I would ask the creators direct but I doubt they are still about.
I rock


squallcolin

#5
Check if you have the file "cvsyun.snd" in your character folder CvsYun (or any other folder that you extracted the character) Looks like the sound file is missing.

I'm not too sure about the second one Banshee_MVC. It could be due to the Mugen version is incorrect or something. If this is true then, I guess you have to convert the character to the correct version.

Some of the common mistakes made by users (including myself):

Check your characters .def file. Some of the file could be placed in the wrong folder or something. Another case would the file is missing from the one that is stated in the def file. (If the file is missing, please go back to the creators webpage and look for the missing file and download them, especially those characters sound file is separated from the downloads.)

Others would be the character is not designed for that version or mugen that you are using. If that happens, make a backup of the character first then convert the character and see if it works.

I'm not really a coder, but this is deduction which I can make from my previous encounters.

Note: There are 3 versions of Mugen Characters

1. Mugen Dos version 1.4.2001
2. Winmugen version
3. Mugen RC 1.0

Try to check the character version in the .def file. You might find some clue of the workaround. If the character is DOS version and your Mugen is RC 1.0, then you have to convert them to Winmugen version first , then from the Winmugen version, convert them to Mugen 1.0.

Sorry I cannot help much, this is what I can tell you for now.

Cheers and Good luck.

Zantetsuken

Alright I've checked what you guys were talking about and this is what I have deduced.

'ff1_geese' and 'ff1_Duck' both have those files so I would say 'geese.act' and 'normal.act' respectively must be corrupt so I may have to look into where those characters were downloaded from and redownload them.

'cvsyun' does have the 'snd' file so it must be corrupt. I think 'Warusak'i recently updated his 'cvs creations' so I'll have to download a fixed version.

Any help on 'Diana' and 'Raging Ken' would be appreciated though.
I rock


Seravy

QuoteCome on people I thought you guys were supposed to know what you are talking about.
We can only know the information contained within the error message because that's what you are posting.
Unless you post the part of the code mentioned in the error message, we can't tell you what's wrong with it except that the problem is at that area.

In case of Diana, look for common1.cns, find [statedef 130] in it, then copy all blocks of code below that statedef that start with [State 130,Explod] here so we can tell you where the problem is in it.

In case of Raging Ken, same thing but you are looking for RagingKen.cns, Statedef 11002 and blocks starting with [State 6001,2] in it. The line that's wrong will probably contain "time=30" in it as it is mentioned in the error message.
Also, in case of RagingKen, open the def file and if you see an AI=something.ai line , delete that line.

Zantetsuken

Sorry dude, wasn't meaning to be pushy. Here is the characters I'm having trouble with.

Banshee_MvC

;---------------------------------------------------------------------------
; Intro pose
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

DianaBeta2

[State 130, Explod]
type  Explod
trigger1 = Anim != 133
value = 133

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

RagingKen

[State 6001, 2]
type = Hitadd
trigger1 = Time = 30 || Time = 31 || Time = 32 || Time = 33 || Time = 34 || Time = 35 || Time = 36 || Time = 37 || Time = 38 || Time = 39 || Time = 40 || Time = 41 || Time = 42 || Time = 43 || Time = 44 || Time = 45 || Time = 46 || Time = 47 || Time = 48 || Time = 49 || Time = 50 || Time = 51 || Time = 52 || Time = 53 || Time = 54 || Time = 55 || Time = 56 ||
value = 1

I'm not 100 percent sure if that is the line you require with Ken, cheers for the help.



I rock


Seravy

Quotevelset = 0,0,0
Should be velset=0,0 (there is one 0 too many)

Quote[State 130, Explod]
type  Explod
trigger1 = Anim != 133
value = 133
= is missing from type=Explod

Quote[State 6001, 2]
type = Hitadd
trigger1 = Time = 30 || Time = 31 || Time = 32 || Time = 33 || Time = 34 || Time = 35 || Time = 36 || Time = 37 || Time = 38 || Time = 39 || Time = 40 || Time = 41 || Time = 42 || Time = 43 || Time = 44 || Time = 45 || Time = 46 || Time = 47 || Time = 48 || Time = 49 || Time = 50 || Time = 51 || Time = 52 || Time = 53 || Time = 54 || Time = 55 || Time = 56 ||
value = 1
There is an extra || at the end that should not be there.
Also, this can be written as Time=[30,56] instead, much shorter and easier to read.


Zantetsuken

#10
Cheers dude, weird that these characters work fine in old Mugen but they don't in this version. I'll test them now and see if they work now.

Well Banshee is now crashing on different [Statedef]'s but upon looking down he has velset=0.0,0 on all of them. I think removing all the extra 0's may be the way their.

Just got to check Diana and Ken now.

Well the Banshee character is so badly coded that I've had to edit almost every [Statedef]. Diana is working now but her palette is badly glitched like when we used to run DosMugen characters in WinMugen.

Any way to fix that?

Just got to check Ken now. Ken works fine but I have an error with Rambo now.

Error with states/especialor something?
I rock


Seravy

QuoteCheers dude, weird that these characters work fine in old Mugen but they don't in this version.
In old mugen, most lines with errors in them were simply ignored. Meaning they didn't work as intended there either, but there was no error message, and the line not working didn't have enough effect for players to actually notice.

QuoteError with states/especialor something?
Sounds like there is a file named especialor? Either the file is missing, in wrong place, again I guess.

QuoteDiana is working now but her palette is badly glitched like when we used to run DosMugen characters in WinMugen.
Any way to fix that?
Does she have ANY palette files defined in the SFF? If not and the sprites don't actually contain the palette either, this can happen. In winmugen, characters automatically shared palette with the small portrait, or with sprite 0,0, so you'll most likely find the correct colors in that one.
Fixing it would involve creating a palette file and adding it to the def, and you might also need to add the Remappal controller to the state 5900 if it has a custom one without it, otherwise it won't be used.
Alternatively, you can use FF3, and apply the correct palette to all the character sprites with it (this is probably easier to do, as you see the result right there in FF and works even without adding the Remappal).

Zantetsuken

#12
Well I'll look into working how to create a pallete file and apply it to Diana if thats whats needed. I managed to download an updated Rambo that works in this Mugen now.

I'll probably come across another character on my roster that needs fixing so I'll keep this open for when I found one. You think people will mind if I upload these fixed characters for people to use?

I'll credit you for all the help being as it was you who told me how to do it.

Gave up on Banshee, almost every line of code was giving me grief so I wiped him. Here's a fresh one.

Error message : Need at least 1 command.

Error in wind_MCX_cmd.txt

This is ridiculous.

I rock


Seravy

QuoteError message : Need at least 1 command.

Error in wind_MCX_cmd.txt
Sounds like...there are no commands defined in the command file?
Blocks that start with [command]. Are there any?

QuoteYou think people will mind if I upload these fixed characters for people to use?
People here at guild : No, they won't mind. As long as you credit the author, you can do whatever you want with any character.
People who made the characters : If they really consider their characters important, they should fix the bugs themselves. If they can't even do that, they don't deserve the right to tell us what to do with them.


Zantetsuken

#14
Stupid question but what section is the [command]?

Now this here is confusing, I've looked at Diana in Fighter Factory and her sprites look absolutely fine yet her colour palette on the side of the screen shows the colours which appear whilst using her in Mugen, any clues why?
I rock


Seravy

Well, they are the ones defining the commands. They should be in that file
QuoteError in wind_MCX_cmd.txt
and they normally look like this (a lot more than just 3, and names and actual commands are different for each):
Quote
[Command]
name = "DBX"
command = D,$B,x
time = 20

[Command]
name = "jump"   
command = ~D,$U
time = 10

[Command]
name = "FF"     
command = F, F
time = 10
Maybe they are in another file instead of the one where they belong. I can't really imagine a character that works without any command input, so they must be somewhere...unless the character is CPU only. Even then, commands are needed for activating the AI in Winmugen, so they must be somewhere in the character files.

Zantetsuken

#16
Bizarrely enough she worked fine in old Mugen too. It does prove awkward trudging through her readme files because she houses a lot of gibberish.

Error with 00Leona.

Invalid format specifier in "P2bodydist x:%, psbo"

Error parsing [1460]

Error in state def [1461]

Error in 00Leona.cns

This character version is older than this version of Mugen.

[STate 1460]
type=DestroySelf
trigger1=Moveguarded

[STate 1460]
type=DestroySelf
triggerall=Movecontact=0
trigger1=Parent,Movetype=H
trigger2=Parent,animelem=8
;////////////////////////////////
;ƒn[ƒgƒAƒ^ƒbƒN
[Statedef 1461]
type    = A
movetype= I
physics =N
ctrl = 0
sprpriority = 3
anim=1470

[State 1461]
type=PosSet
trigger1=1
x=-(parent,fvar(19))
y=-(parent,fvar(20))

[State 1460]
type=Changestate
;trigger1=animtime=0
trigger1=Parent,Stateno=1490
trigger1=Parent,Animelem=5
trigger2=Parent,Stateno!=1490
trigger2=Time>=180
value=1480

[state 1460]
type=DisplayToClipboard
trigger1=1
text="p2bodydist X:%lf,p2bodydist Y:%lf,vel X:%lf,vel Y:%lf"
params=p2bodydist X,p2bodydist Y,vel X,vel Y

[STate 1460]
type=destroyself
trigger1=root,movetype=H

Thanks a lot.
I rock


Zantetsuken

Was running the risk of this vanishing into obscurity so I'm going to add this to move the query up the page.
I rock


Seravy

Replace all instances of %lf (which is invalid) with %f.

Zantetsuken

Invalid format specifier in "Prevstateno:%d,Pos X=

Error parsing [state -3]

Error in [statedef -3]

[state -3]
type=DisplayToClipboard
trigger1=1
text="frontedgedist:%d,Backedgedist:%d"
params=frontedgedist,BackEdgeDist

[Statedef -3]
[state -3]
type=null;DisplayToClipboard
trigger1=1
text="var(10):%d,var(13):%d,fvar(21):%lf,P2bodydist=%.0f,P2bodydist=%.0f"
params=var(10),var(13),fvar(21),p2bodydist x,p2bodydist y
[state -3]
type=null;DisplayToClipboard
trigger1=1
text="var(13):%d,var(14):%d,var(15):%d,var(16):%d,var(17):%d"
params=var(13),var(14),var(15),var(16),var(17)
[state -3]
type=DisplayToClipboard
trigger1=1
text="PrevStateno:%d,Pos X=%.3f,Pos Y=%.3f,var(10):%d,fvar(21):%lf"
params=PrevStateno,Pos X,Pos Y,var(10),fvar(21)
;Var
[STate -3];AIƒ‰ƒ"ƒ_ƒ€
type=VarRandom
trigger1=Stateno=5900
trigger1=RounDstate!=2
trigger1=Var(10)!=0
v=10
range=1,3

;Var
[STate -3];X޲
type=VarSet
triggerall=Alive
trigger1=Numhelper(2)=1
trigger1=enemy,facing=-1
;(var(19))
fvar(19)=(Enemynear,backedgebodydist)-150
[STate -3];X޲
type=VarSet
triggerall=Alive
trigger1=Numhelper(2)=1
trigger1=Enemy,facing=1
;(var(19))
fvar(19)=-(Enemynear,backedgebodydist)+140

Hopefully this should be her final problem.
I rock