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Re: two hurttboxes colliding

 January 08, 2024, 05:19:03 am View in topic context
avatar  Posted by NotAGoodName  in two hurttboxes colliding (Started by ryuhoshi490 January 08, 2024, 01:58:56 am
 Board: M.U.G.E.N Development Help

Technically, it could be either, but it's a lot better if it's a helper because the helper can have a working hitdef and create its own hitsparks.  For the motion itself, just have the owner move a specific way, and the helper stops moving when it's a certain distance from the owner.  Basically, rather than the owner and helper actually colliding, you just fake it by referencing position.  This way, you can avoid glitches with things like simul mode or different stage lengths.
    

Re: Problems with the Char KillAll

 January 06, 2024, 08:24:51 pm View in topic context
avatar  Posted by NotAGoodName  in Problems with the Char KillAll (Started by MugenStarter. January 06, 2024, 04:11:18 pm
 Board: M.U.G.E.N Configuration Help

A lot of old characters like this are using a buffer overflow exploit to do things that mugen doesn't allow you to do normally.  The exploit requires the version of Mugen and Windows to be exact.
    

Re: My Air Velocity Control code allows hitstun movement but shouldn't, help!

 November 13, 2023, 03:32:31 am View in topic context

Try adding movetype != H as a trigger.  Air get hit has type =A, but movetype = H.  I mean, yeah.  All the other triggers should be good enough, but Mugen gonna Mugen.
    

Re: X-Men Children of the Atom: What do you like and what would you improve?

 November 12, 2023, 11:54:03 pm View in topic context
avatar  Posted by NotAGoodName  in X-Men Children of the Atom: What do you like and what would you improve? (Started by TrinitroRoy November 12, 2023, 01:02:07 am
 Board: Fighting Games

    

Re: X-Men Children of the Atom: What do you like and what would you improve?

 November 12, 2023, 11:18:32 am View in topic context
avatar  Posted by NotAGoodName  in X-Men Children of the Atom: What do you like and what would you improve? (Started by TrinitroRoy November 12, 2023, 01:02:07 am
 Board: Fighting Games

For a Super XMCOTA'CE Turbo Penultimate Hyper Edition, I guess they would have added Gambit, Rogue, Sabretooth, and maybe Omega Red.  Longer arcade mode with chance of mirror matches.

I dunno.  I'm not super familiar with what is actually different from COTA and later games in terms of gameplay besides the obvious.  It's already a lot like the MVC games.  I guess COTA didn't have any of the special blocking from MSH or MVC, so maybe push blocking would make the cut in an update.
    

Re: How do I separate character palettes

 September 14, 2023, 09:54:15 am View in topic context
avatar  Posted by NotAGoodName  in How do I separate character palettes (Started by Soul_Of_S'Wit September 10, 2023, 04:43:34 am
 Board: M.U.G.E.N Configuration Help

I guess it's possible that the version I found is different from yours.  In the one I downloaded, 12P mode is your typical crazy infinite power thing, and 11P mode spawns clones of your character on either side of the opponent.  You can just spam the qcf+P move and do like 300+ hits of hamburgers and fries.  Filthy epic.

Converting the palno checks into a variable won't change how the character functions, as long as you don't make any mistakes.
    

Re: How do I separate character palettes

 September 13, 2023, 09:13:44 am View in topic context
avatar  Posted by NotAGoodName  in How do I separate character palettes (Started by Soul_Of_S'Wit September 10, 2023, 04:43:34 am
 Board: M.U.G.E.N Configuration Help

Make sure the file that you (hopefully) created for statedef 5900 is actually called config.txt and not config.txt.txt.  Or just tell the DEF file to use whatever name it is.  Also, if you copy and paste from the forum, you should probably remove the tab spaces on the left of the lines.  You can just use replace (ctrl+H) to delete them all at once.

Usually, if the error says that it failed to load a file, it's because the file wasn't found, or Mugen ran out of RAM.  Hopefully, a text file would not cause Mugen to use too much RAM, lol.

Also, lol.  11P might be the cheapest thing I've ever seen.  I can't imagine playing Mugen in a way where a character like this is balanced.

    

Re: How do I separate character palettes

 September 11, 2023, 04:31:57 am View in topic context
avatar  Posted by NotAGoodName  in How do I separate character palettes (Started by Soul_Of_S'Wit September 10, 2023, 04:43:34 am
 Board: M.U.G.E.N Configuration Help

It's refreshing to see that a character request that isn't like 90MB.

So yeah, this is one of those ones that's a bit more complicated.  Luckily, it's not checking for much.  This character has a normal mode, 11P, and 12P.  It barely uses any variables, one CNS file, and has no pre-defined statedef 5900.  BINGO!  I'm gonna show you how to do this the coolest way ever with a config style variable.

Step 1) config.txt
Make a statedef 5900 config.txt (or whatever name) file.  We'll copy, paste, and edit this file later.  Just right now we might as well make the file.
Spoiler, click to toggle visibilty

Step 2) Find and replace
So we established that we're using var(3), and 0 is normal, 1 is 11P, and 2 is 12P.  Just use find and replace (ctrl+H) to change stuff in donald.cns and donald.cmd.
FIND || REPLACE
palno = 11 || var(3) = 1
palno != 11 || var(3) != 1
palno = 12 || var(3) = 2
palno != 12 || var(3) != 2

Once that's done, you can save.

Step 3) DEF files
Ok.  We have to make our DEF file(s) use the config.txt.  This is as easy as adding a single line to the DEF.
Spoiler, click to toggle visibilty

Step 4) Multiple versions.
Now just make two more copies of the DEF file and the config.txt.  Edit the config.txt files with the different config.txt options, and make the new DEF files use the edited configs.

Now all three versions are available and can use any palette!  You might also consider changing the display names and default palettes...stuff like that.  I'll leave that up to you since it's a matter of preference.
    

Re: How do I separate character palettes

 September 10, 2023, 07:10:34 am View in topic context
avatar  Posted by NotAGoodName  in How do I separate character palettes (Started by Soul_Of_S'Wit September 10, 2023, 04:43:34 am
 Board: M.U.G.E.N Configuration Help

There's some different ways to go about this.  It's not really possible to explain the more complicated examples in full detail, but here goes nothing.

1) Easiest (2 form, 6 palette type)
In these cases, you really only need to take advantage of the pal.defaults and [palette keymap] portions of the DEF file.  This is sufficient to split the character.

So first, you're going to make two copies of the normal DEF file.  One for each version of the character.  Then just make some edits so that they are something like this:
Spoiler, click to toggle visibilty

Very basic.  Just make sure that neither you or the CPU can pick the wrong palette, and you'll always get the right version.  Problem solved.

2) Complicated (different modes per palette)
You'll need to search through all of the CNS files for "palno" and try to figure out what changing the palette actually does.  If it changes a single variable and nothing else, then bingo!  You can just make edited copies of the file where the variable is set, force the variable to the one you want all the time, and make a copy of the DEF file that uses the edited CNS file instead of the original.  Honestly, it's easier to describe this if there's a particular character in mind.  Sometimes, the palno is actually used as the variable, so a lot of editing needs to be done.
    

Re: Fighter won't stay down when beaten in Simul matches

 August 31, 2023, 06:42:51 pm View in topic context
avatar  Posted by NotAGoodName  in Fighter won't stay down when beaten in Simul matches (Started by MrSaturn100 August 31, 2023, 07:50:52 am
 Board: M.U.G.E.N Development Help

This is usually because an attack available to the AI doesn't have triggers preventing it from being used while dead.  Usually, it's sufficient to just check if ctrl =  1.  Either you have an attack that has bad triggers, or it doesn't need ctrl, and needs something else added like triggerall = alive
    

Re: How can I make a Buff System??????

 August 27, 2023, 11:02:51 pm View in topic context
avatar  Posted by NotAGoodName  in How can I make a Buff System?????? (Started by Rabano August 27, 2023, 08:50:35 pm
 Board: M.U.G.E.N Development Help

Easiest flow chart for this:

1) The buff move sets a variable.  In CMD file, buff move can check for the variable, but doesn't have to.*

2) CMD file has two versions for each attack that is improved by the buff, using the variable as a triggerall.

3) When the buffed version of a special move is performed, it resets the variable as one of the first SCTRLs.

* Depends on how you want it to work.
Don't check for variable if the buff move can be performed multiple times with no negative consequence.
Check for variable if being buffed prevents the buff move completely
Check for variable and have alternate version of the buff move if it is effected by the buff (how Heavy D! does it)
    

Re: Long Win Text in Arcade Mode

 July 14, 2023, 04:55:31 am View in topic context
avatar  Posted by NotAGoodName  in Long Win Text in Arcade Mode (Started by Tiger-Boy July 12, 2023, 09:34:26 pm
 Board: M.U.G.E.N Configuration Help

It doesn't make sense that it is just magically failing.  Clearly, you can see that Mugen is just trying to print \r\n as text and you don't have a character for \.  My screenshot shows it working properly.  So what's the difference?  Why isn't it being parsed?  Is it a difference of operating system, or maybe even the format of the text file (system.def)?  Who knows...

These random things that refuse to "just work" in Mugen are really annoying.  Oh well.  Operation successfully failed.
    

Re: Help with editing AI generated by AI Generator

 July 14, 2023, 04:06:46 am View in topic context
avatar  Posted by NotAGoodName  in Help with editing AI generated by AI Generator (Started by zzazman July 12, 2023, 04:54:31 am
 Board: M.U.G.E.N Configuration Help

Ok, this will difficult to explain very well because I haven't done it in a very long time.  But basically it's like this.  The followup move, such as the uppercut, needs to have a trigger to tell it that can be performed in that situation.  If that trigger exists, then the followup move should occur pretty often because there is nothing else for the AI to do, but you can add additional triggers, or even make an extra SCTRL with its own triggers just to make it happen more often.

So here's some crappy example
Code:
[State -1, uppercut]
type = ChangeState
value = 10270
triggerall = (roundstate = 2) && (enemynear, statetype != L)  ;; We're fighting and the enemy can feasibly be attacked
triggerall = (AILevel > 0) && (enemynear, alive) && (var(42)  > 0) ;; AI is active, the enemy is alive, and whatever that variable is
triggerall = StateType != A ;; I'm not in the air
triggerall = random < ((AILevel * 11) - (enemynear, pos y)) ;; Do the move more often against a jumping/airborne opponent, basically
triggerall = ((p2bodydist x) < 70) ;; Don't do the move if the enemy is too far away to hit
trigger1 = ctrl = 1 || stateno = 40 || stateno = 52 ;; Can do the move
trigger2 = StateNo = 300 && Time > 4 ;; Some kinda normal cancel
trigger3 = StateNo = 330 && Time > 6 ;; Some kinda normal cancel
trigger4 = Stateno = 400 && Time > 4  ;; Some kinda normal cancel
trigger5 = Stateno = 301 && movehit  ;; !! <-- The important bit.  If this move (301) hit, then I can cancel
trigger6 = Stateno = 310 && time = [5,10]  ;; Some kinda normal cancel
trigger7 = Stateno = 320 && time = [8,14]  ;; Some kinda normal cancel
trigger8 = var(17) > 0
trigger8 = var(17) < 7

If I wanted to guarantee that this happens even more often, I could modify the random bit in my triggerall something like this:
triggerall = random < ((AILevel * (ifelse((Stateno = 301 && movehit),22,11))) - (enemynear, pos y))
And now if I hit that attack, I should be twice as likely to followup...or something like that.  Random number will be less than 176 much more often than 88.
    

Re: Long Win Text in Arcade Mode

 July 14, 2023, 02:13:15 am View in topic context
avatar  Posted by NotAGoodName  in Long Win Text in Arcade Mode (Started by Tiger-Boy July 12, 2023, 09:34:26 pm
 Board: M.U.G.E.N Configuration Help

Ohh...Mugen.  It seems that no matter what it is, it can always magically go wrong for someone.

Yes.  You need '\r\n ' which is to say there's a space after the end of the CRLF.  Judging by my results, you don't want the space after the last word on the line.  Why to either of these things?  Don't know!

Mmm...hardware scaled Mugen and Windows 95 style
Spoiler, click to toggle visibilty
    

Re: Long Win Text in Arcade Mode

 July 13, 2023, 11:06:03 pm View in topic context
avatar  Posted by NotAGoodName  in Long Win Text in Arcade Mode (Started by Tiger-Boy July 12, 2023, 09:34:26 pm
 Board: M.U.G.E.N Configuration Help

It has to be both.  Not just \r and not just \n.   \r\n is the equivalent of new line in Windows.  \r is carriage return, \n is line feed.

Don't make me do this again just to get a screenshot.
    

Re: Long Win Text in Arcade Mode

 July 13, 2023, 08:33:14 am View in topic context
avatar  Posted by NotAGoodName  in Long Win Text in Arcade Mode (Started by Tiger-Boy July 12, 2023, 09:34:26 pm
 Board: M.U.G.E.N Configuration Help

After many F1s and regretting my decision to not modify the number of fights, I tested it, and \r\n works on that line in Mugen 1.1.
    

Re: How do I set Lilith-mode as the default or only mode for MvC1 Morrigan?

 July 08, 2023, 09:08:37 am View in topic context

Ok.  So I'm not going to actually do this because it is going to be insanely tedious, but it is possible.  The fact that the newer version lacks the config.st file isn't very helpful, but that would have only made it possible to automate the process a bit.  This is still going to take some work, so I hope you understand this character better than I do.

The only files that are really necessary are the DEF, CMD, and CNS.  So you only need a version of each for each version that you want.  This character has Morrigan mode (1-6), EX Mode (7-9), and Lilith Mode (10-12), so I guess you need three variants?  If (for example) you split it into Morrigan1.def, Morrigan2.def, and Morrigan3.def, you will also modify the DEF files to use different files.  You might also consider changing the palettes, or at least whatever color is default.

Example for Morrigan1.def
Code:
[Files]
cmd     =morrigan1.cmd ;;change
cns     =morrigan1.cns ;;change
st      =morrigan1.cns ;;change
stcommon =common1.cns ;;don't change this or anything else
sprite  =morrigan.sff
anim    =morrigan.air
sound   =morrigan.snd

And once you have the files separated, you need to modify them however you want them separated.  I have this very clever scheme to make this as easy as possible.  For each new CMD file, you will add this SCTRL.  Just add it to the very end.  For each version of the character, you will change the value to 0 (Morrigan), 1 (EX Mode), or 2 (Lilith).  So if Morrigan1.def is Morrigan mode, then you will use value = 0 in Morrigan1.cmd.

Code:
;; Mode select :: 0, 1, or 2
[State -1, Mode]
type = varset
trigger1 = 1
v = 9
value = 0

Ok, now you're going to find and replace the following for all the new CNS and CMD files that you made.
Search || Replace
palno = [1,6]   ||   var(9) = 0
palno = [7,9]   ||   var(9) = 1
palno = [10,12]   ||   var(9) = 2
palno != [10,12]   ||   var(9) != 2

*edit*
There is probably an even cleaner way to do this.  I think you could share the same CNS file using this method.  Sorry.  I had to rewrite half this post and got a bit lost when I discovered EX Mode.  Oof.  This will still work.
    

Re: the Falling dust doesn't work properly

 July 08, 2023, 01:05:59 am View in topic context
avatar  Posted by NotAGoodName  in the Falling dust doesn't work properly (Started by Rabano July 07, 2023, 09:00:10 pm
 Board: M.U.G.E.N Development Help

I remember I had one character doing this and finally determined to just edit common1.cns.  You can find this explod in statedef 5100 and 5101

Code:
[State 5100, 8]
type = Explod
trigger1 = Time = 1
anim = F(60 + (sysvar(1) > Const720p(20)) + (sysvar(1) > Const720p(56)))
pos = 0, 0
postype = p1 ;;this line is new
sprpriority = ifelse (sysvar(1) <= Const720p(56), -10, 10)

For some reason, no postype is provided, so a character can interpret it wrong.  How and why?  Wish I knew.
    

Re: PNG portrait with low quality

 July 01, 2023, 03:00:55 am View in topic context
avatar  Posted by NotAGoodName  in PNG portrait with low quality (Started by Muttley Creations June 29, 2023, 02:13:09 pm
 Board: M.U.G.E.N Configuration Help

Sorry, it took me a while to get back to this thread.

I don't know anything about Ikemen Go because I've never bothered with trying it, but it is possible to use hardware scaling in Mugen 1.1 OpenGL mode.  This can regain some (not all) image quality.  How you want to do this exactly will depend on your current screenpack and monitor, so I will only provide an example based on what I do.  Your results will vary.

Step 1: Configure Mugen for your screenpack
In my case, I use a 640x480 screenpack.  Mugen can be run in whole multiples of the screenpack size, so I choose x3.
Code:
[config]
GameWidth = 1920
GameHeight = 1440

Step 2: Hardware scaling
Now I am going to scale that down to my monitor size (1920x1200).  Since my screenpack is 4:3, this will result in a 1920x1200 window with vertical black bars on the side (1600x1200).  There are some settings further in the video section for managing that behavior if desired.
Code:
[video]
Width  = 1920
Height = 1200

Result?  I have way more pixels available than normal, and I'm using the video card to hide the evidence when I scale something.  That means I can scale any of my characters to an appropriate size and they won't look ugly.  Pretty cool trick.
    

Re: PNG portrait with low quality

 June 30, 2023, 12:15:36 am View in topic context
avatar  Posted by NotAGoodName  in PNG portrait with low quality (Started by Muttley Creations June 29, 2023, 02:13:09 pm
 Board: M.U.G.E.N Configuration Help

Ok. 

320 / 427 = 0.749~~ (less than 75%).  And then you are scaling it another 33%.  That is a gigantic amount of scaling.  So if the original resolution was 200px wide, it is now 49.461~~.  A very unclean number, and less than 25% of its original size.  So unless you are running Mugen in a resolution with a vertical of 1920px (2560x1920), you are going to lose a huge amount of quality.