YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

*
SuperFromND is Offline
Contact SuperFromND:

SuperFromND

User

Messages by SuperFromND

    

Re: Ikemen GO

 October 11, 2021, 06:50:30 AM View in topic context
 Posted by SuperFromND  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

For some reason, this stage's graphics were implemented by inserting the background elements as tiles piece by piece in a grid like fashion where each tile is in a specific part of the background, then the stage DEF file inserts them all at the same origin point.  There's over 1000 tiles in all.  Not sure why it was implemented this way.

I could be wrong, but I think it was implemented this way so that each tile could have its own color palette, thus allowing the stage to have a ton of colors due to the 256-color limitation of palettes.  This was likely prior to the SFFv2 formats in MUGEN 1.0 and later which allowed for proper PNGs to be used.

Any ideas on how I could fix this in Ikemen?

No clue unfortunately, though from the way it looks I'd be willing to wager this is some sort of floating-point precision issue given the way the stage is set up.
    

Re: Ikemen GO

 September 20, 2021, 05:48:04 AM View in topic context
 Posted by SuperFromND  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

So, does it mean those parameters can be actually functional inside the engine's current build? If so, could you give a bit more info on what's required to proper implement it?
Platforms aren't in the current stable build of IKEMEN GO (v0.97), but they should be available when 0.98 is released (which is probably why there's no documentation about it yet).  I don't have an exact date on when that'll be released though.
    

Re: Ikemen GO

 July 30, 2021, 12:39:13 AM View in topic context
 Posted by SuperFromND  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

    

Re: IKEMEN GO Movelist.dat Generator

 July 26, 2021, 09:50:08 PM View in topic context
 Posted by SuperFromND  in IKEMEN GO Movelist.dat Generator (Started by SuperFromND January 16, 2021, 02:56:32 AM
 Board: IKEMEN Releases

A small update today, nothing too substantial... yet!  I've been slowly planning out a rewrite that should, hopefully, make move detection MUCH more accurate.  I've also been debating whether or not to scrap the web version entirely in favor of rewriting the entire generator in C++, or possibly even Golang since IKEMEN GO is written with it.  That way, it could be used to batch-process an entire folder's worth of characters in one swoop.  At the same time though, it's quite a lot easier to iterate and debug the JavaScript version, and I'm a lot more familiar with it than C++ or Golang.  Let me know in the replies what you think I should do, maybe I should set up a poll or something.

Anyways, the changes:
Changelog
  • Renamed "Super Moves" to "Hyper Moves" to reflect MUGEN Database's article labelling system
  • A small tweak to the detection of PalNo requirements and moves with no commands
  • If no moves are detected, the result field will now print "No moves detected."

Thanks to a little bit of Inkscape magic, I've also managed to create this cool logo for the tool!  (Side question: is there any way to scale down an SVG on the forum?  I can't seem to find any working size parameter...)
    

Re: Ikemen GO

 June 25, 2021, 05:03:55 PM View in topic context
 Posted by SuperFromND  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

The CoreOnly ZIP just contains the IKEMEN GO executables/scripts all on it's own, the non-CoreOnly ZIP has the default motif/content as well.  The latter two are just source code archives, and you shouldn't really need those unless you plan on compiling IKEMEN GO yourself.

Both ZIPs contain both a 32-bit and 64-bit version of IKEMEN GO anyways, so if you're upgrading an existing IKEMEN installation you'll want the CoreOnly ZIP.  Otherwise, get the non-CoreOnly ZIP.
    

Re: Ikemen GO

 June 05, 2021, 11:21:05 AM View in topic context
 Posted by SuperFromND  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases



stage.text = "%s"
stage.random.text = "Random"

Huh, that's really strange; the %s wildcard displays the stage name only on my end:
Code:
;Stage select
stage.pos = 7,237
stage.active.font = 3,3,1
stage.active2.font = 3,3,1
stage.done.font = 3,10,1

stage.text = "%s"
stage.random.text = "Stage: Random"



Maybe try using %i instead, and see if that affects anything?  Or perhaps it's the version of IKEMEN GO you're using (and maybe the wildcards were swapped around at some point)?
    

Re: Ikemen GO

 June 04, 2021, 11:48:25 PM View in topic context
 Posted by SuperFromND  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

I wanna remove the part stage: of the name of the stage.  Where should i go and what should i do? Thank you very much!

You'll want to change these two lines in your system.def (or add them, if they're not present; they go in the [Select Info] definitions below params like stage.active.font):

Code:
stage.text = "Stage %i: %s"
stage.random.text = "Stage: Random"

%i and %s represent a stage's number and name respectively.  I'm assuming you're just wanting the stage name by itself, so it would be changed to:

Code:
stage.text = "%s"
stage.random.text = "Random Stage"
    

Re: IKEMEN GO Movelist.dat Generator

 April 23, 2021, 04:45:16 AM View in topic context
 Posted by SuperFromND  in IKEMEN GO Movelist.dat Generator (Started by SuperFromND January 16, 2021, 02:56:32 AM
 Board: IKEMEN Releases

I haven't really been working on this project much, I just don't think there's much that I want to add still (not to mention my attention has been divided among several other small projects).  That being said, some more small updates!

Changelog
  • A new "Upload File" button, meaning you no longer need to copy-paste a .cmd file using a text editor
  • New option: "Specialized Button Labels", for using LK/MK/HK/LP/MP/HP instead of A/B/C/X/Y/Z
  • More minor tweaks to the backend to make the code more portable

As for the command-line executables I mentioned, I've managed to get them working somewhat!  Unfortunately, there are two giant drawbacks:
  • The executables are utterly MASSIVE (around 26MB, just for some text manipulation!?)
  • There seems to be some non-parity between Node/pkg and in-browser JS, as the resulting .dat files have some differences.

Despite this, I decided to make the repository used to generate the executables public on my GitLab if you want to play around with it anyways.  I'd strongly recommend using the web version regardless!
    

Re: FIGHTING :the game: (based off of ":the game:" series)

 April 18, 2021, 04:06:53 PM View in topic context
 Posted by SuperFromND  in FIGHTING :the game: (based off of ":the game:" series) (Started by SuperFromND April 18, 2021, 03:21:59 PM
 Board: Your Releases, 1.0+

    

FIGHTING :the game: (based off of ":the game:" series)

 April 18, 2021, 03:21:59 PM View in topic context
 Posted by SuperFromND  in FIGHTING :the game: (based off of ":the game:" series) (Started by SuperFromND April 18, 2021, 03:21:59 PM
 Board: Your Releases, 1.0+

FIGHTING: the game
(a.k.a. surprise, it's suddenly 2011 again!)



I was browsing the MUGEN Archive a while back and stumbled upon an unfinished character by WallsRivals.  Though it was an unfinished and very simplistic character, I felt like it could at least use a stage to go along with it.

I tested this stage on MUGEN 1.1 and IKEMEN GO.  Given how simple the stage is, it should also work on WinMUGEN and 1.0, though I didn't test those versions.

Sources
In case you've never heard of it before, :the game: is a trilogy of games by NutcaseNightmare (now known as Nicky Case).  The games themselves are shamelessly evocative of early-2010s Newgrounds and internet culture in general: violent, vulgar, cynical, and hilarious.  Dated?  Very much so, but I find something charming about them regardless.

The ground texture, background color, and music are all ripped from the second entry, Replaying :the game:.
The clouds are custom (which isn't saying much considering they're just blurred scribbles, keeping in line with the source material.)

Download
You can download the stage here!
Note that Replaying :the game: is licensed under CC-BY-NC.
    

Re: Ikemen GO

 April 14, 2021, 07:03:55 AM View in topic context
 Posted by SuperFromND  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

hi could you help me put screenpack in config.json i don't know how to change it i'm new

Open up config.json in a text editor and look for a line that says this:

Code:
"Motif": "data/system.def",

You'll want to change the path to point to the system.def of your screenpack.  As an example, if you have your screenpack stored in a folder called "my-cool-screenpack" inside the data folder, you'd change it to this:

Code:
"Motif": "data/my-cool-screenpack/system.def",

Depending on the screenpack you're trying to install, you might have to add an extra path, but as long as it can find the .def file at the given location you should be fine.
    

Re: IKEMEN GO Movelist.dat Generator

 March 17, 2021, 05:43:27 PM View in topic context
 Posted by SuperFromND  in IKEMEN GO Movelist.dat Generator (Started by SuperFromND January 16, 2021, 02:56:32 AM
 Board: IKEMEN Releases

Another minor update today... or is it?

Changelog
  • Lots of backend changes to make the code more portable
  • Fancy new scrollbars!

Bug Fixes
  • Fixed a bug where certain inputs in certain orders would conflict wth eachother (a replacement-symbol collision)
  • Fixed "Remove One-Button Commands" not functioning due to erroneous JS function name

I've also been experimenting with using Node.js and vercel's pkg to create command-line executables!  They're not quite good enough for me to release them just yet (for an idea of how primitive it is:  you currently have to specify EVERY option for it to even function), but I'll keep all of you up to date on that as new updates to this tool come! :D
    

Re: IKEMEN GO Movelist.dat Generator

 March 12, 2021, 01:15:48 PM View in topic context
 Posted by SuperFromND  in IKEMEN GO Movelist.dat Generator (Started by SuperFromND January 16, 2021, 02:56:32 AM
 Board: IKEMEN Releases

Rise and shine, MUGENites! (or is it IKEMENites now?  IKEMEN GOsts? IKEMEN GOblins?)  Anyways, tool update!

Changelog
  • [Remap] parameters can now be applied (this can be toggled with the new option Apply Button Remap)
  • Debug log now lists both milliseconds and seconds in "Conversion done!" message
  • Debug log now highlights conversion stages using console.warn();

Bug Fixes
  • Fixed debug log not being fully disabled
  • Fixed broken CSS "height" values when viewed at extreme zoom amounts

Same link as usual.  Enjoy your Fridays, everyone! :D
    

Re: Ikemen GO

 February 27, 2021, 05:30:10 AM View in topic context
 Posted by SuperFromND  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

    

Re: IKEMEN GO Movelist.dat Generator

 February 20, 2021, 05:39:50 AM View in topic context
 Posted by SuperFromND  in IKEMEN GO Movelist.dat Generator (Started by SuperFromND January 16, 2021, 02:56:32 AM
 Board: IKEMEN Releases

Minor update today!

Changelog
  • Throws are now listed under a separate category (if there are any detected)
  • "Annotate Palette Requirements" now disabled by default

Nothing too substantial, but it's nice to have.
    

Re: IKEMEN GO Movelist.dat Generator

 February 12, 2021, 08:39:24 PM View in topic context
 Posted by SuperFromND  in IKEMEN GO Movelist.dat Generator (Started by SuperFromND January 16, 2021, 02:56:32 AM
 Board: IKEMEN Releases

Tool's just been updated!  Here's everything that's changed:

Changelog
  • Added support for comment-based move naming
  • Added support for held-down directional buttons
  • Improved merging of similar command inputs
  • Made debug console logging more verbose
  • Some miscellaneous CSS changes and mild optimization
Bug Fixes
  • Fixed erroneous detection of one-button moves that were longer than one input
  • Fixed a method of triggering false-positives on palette requirement detection
  • Fixed custom movetype header colors accidentally updating an empty generated movelist
  • Fixed potential oversight of the generator code not being ran as UTF-8

Same link as usual, https://superfromnd.gitlab.io/ikemen-cmdlist/ .  If you've used the tool recently, you may need to clear the page cache to get the new features.  Enjoy!
    

IKEMEN GO Movelist.dat Generator

 January 16, 2021, 02:56:32 AM View in topic context
 Posted by SuperFromND  in IKEMEN GO Movelist.dat Generator (Started by SuperFromND January 16, 2021, 02:56:32 AM
 Board: IKEMEN Releases

In most modern fighting games, there's a feature that allows you to see what the command inputs for a given character's moves are.  This is meant to be a quality-of-life feature, to help out newer players with remembering how to use special moves.

IKEMEN GO added this feature using a movelist file, named movelist.dat.  This file contains a list of special and super moves, along with their command inputs, and some miscellaneous formatting data.  I think it's especially useful for IKEMEN, since by it's nature you're constantly switching between different fighting game styles.



However, since this feature didn't exist in MUGEN, and since IKEMEN GO is still relatively new and not-yet-widely adopted, almost no characters include such a file by default.  Because of this, I wanted to try and make a tool that can generate these kinds of files as quickly as possible.

My tool attempts to read a character's existing .cmd file, figure out what moves have what commands, and then generate a movelist.dat file with those commands, ready to use with IKEMEN GO.

Usage
Here's a step-by-step guide on how to use the generator:
  • Open the generator.  The link is at the bottom of this post.
  • Find a character's .cmd file.  Usually it's in the same directory as the .def file, but it might also be in a "code" subdirectory.
  • Open the file, and press Ctrl-A to select all of its contents, and then either Ctrl-C or Ctrl-X to copy it.
  • Click the green ".cmd Contents" textfield and hit Ctrl-V to paste the contents of the .cmd file.  The generator will run as soon as you do this.
  • When the generator is done, you can click the Download as .dat button to download the generated file.  I'd recommend placing it in the same directory as the .cmd file.
  • To see the movelist.dat file in IKEMEN, you'll need to add "movelist = movelist.dat" to the character's .def file, under the [Files] section.  Adjust the value if movelist.dat is in a subdirectory.

Options
Since MUGEN/IKEMEN content is extremely variable, I've included many options to tweak to help with getting the generated file you want.  The page already includes basic descriptions of what each option does, but I think it's worth going into a bit more detail here.

Remove AI Commands
Removes any move that contains the word "AI" in the name.
Custom AIs in the winMUGEN typically require the character author to duplicate state controllers in the .cmd file, with AI-specific moves (for example, "press X twenty times in the span of two frames", which is physically and technically impossible for a human to do.)  Modern characters don't need such a move (thanks to the AiLevel trigger, among other methods), and are already filtered out by default.

Remove One-Button Commands
Removes any move that only takes one button input to activate.
This is intended to filter out normals, which only require one button press.  Some characters actually do use single buttons to activate specials and supers (as an example, four-button characters that dedicate C and Z to supers).

Compress Motions
Compresses certain combinations of directional motions into single glyphs.
Along with normal directions, IKEMEN GO also includes a lot of dedicated glyphs for common directional motions (quarter-circles, half circles, full circles, Z motions, etc). This should really only be disabled if your character has an unorthodox directional motion (such as the SF2 Tiger Knee motion's tilted half-circle) or for stylistic reasons (like for Mortal Kombat characters).

Use Comment-Based Move Names
Names moves according to a commented line placed above the state controller header.
This applies to a large portion of MUGEN content (and is encouraged by programs like Fighter Factory).  If no comment is found (or if this option is disabled), the generator will use whatever name is in the state controller header itself.  If there isn't a name there either, it'll default to "Unknown Move".

Apply Button Remap
Applies the settings in the [Remap] section to the movelist.
The [Remap] section of a .cmd file allows a user to rebind the buttons of a particular character, without having to modify every single command input to accomodate.  This is handy for incorporating characters with unusual button layouts (such as Nijikaku characters) into rosters with more conventional button layouts.  This usually won't affect characters that haven't been explicitly modified by the user (as very few authors use [Remap] for any purpose besides disabling certain buttons).

Specialized Button Labels
Uses LK, MK, HK, LP, MP, and HP for buttons.
As an alternative to the more universal A/B/C/X/Y/Z, some fighting games display a more specialized LK, MK, HK, LP, MP, and HP button configuration (to denote different-levels of punches and kicks).  Since this is a purely aesthetic choice (and doesn't work well with non-six-button characters), it's disabled by default.

Annotate Palette Requirements
Adds a "requires ##p" string to moves with a PalNo trigger.
This is particularly useful to many-in-one type characters whose movesets change completely depending on the palette you select.  This string is given a unique color (defaulting to #8080FF), which can be specified in the "Color Options" section.

Debug Console Logging
Disabled by default for performance reasons.  There's not much reason to enable this unless you're debugging, or just want a peek at the generator's logs.

Resources
The IKEMEN GO Github wiki has more info on the movelist.dat specifications: https://github.com/K4thos/Ikemen_GO/wiki/Miscellaneous-Info#movelists

Wish List
This is a list of features I'd personally like to add to this tool in the future.  None of these are guaranteed to be implemented, nor are they listed in any particular order.

  • The ability to auto-denote air/EX moves
  • Reading "commented-move-name" names for moves (which accounts for quite a lot of MUGEN characters) Added 2/12/2021!
  • Better merging of multiple, similar commands Added 2/12/2021!
  • A "Preview Move Display" section
  • A command-line version of the tool, for easy batch-processing
  • Swapping A/B/C/X/Y/Z for LK/MK/HK/LP/MP/HP (ideally accounting for both 6-button and 4-button characters) Added 4/22/2021!

The Tool
The tool can be found here:  https://superfromnd.gitlab.io/ikemen-cmdlist/
    

Re: Ikemen GO

 January 10, 2021, 01:35:16 AM View in topic context
 Posted by SuperFromND  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

For Ubuntu you need to use build_cmpt.sh

This did fix the openal issues during compiling, but it also just lead to a different error whenever attempting to start: https://pastebin.com/raw/Pv9giUs8
I'm assuming that this is what the Android audio issues are referring to?  (there's a mention of an "hajimehoshi/oto" repository for sound within the log, and checking that repo there's an regarding the Pi specifically: https://github.com/hajimehoshi/oto/issues/127 )
    

Re: Ikemen GO

 January 05, 2021, 09:18:34 PM View in topic context
 Posted by SuperFromND  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

So far Android port is on hold because issues with the sound driver.

Huh, didn't know that!  That probably explains all the errors I was getting with the "openal" repository when trying to compile Windblade's fork a few weeks ago on the Pi 4.  I guess I'll just shelve that project until the Android port improves?

While I'm here, I should also re-post something I shared in the IKEMEN Discord a few weeks back:  I wrote a little website generator utility thingy that can take a .cmd file and generate an IKEMEN movelist.dat from it.  It's pretty buggy at the moment and doesn't quite work with a good portion of existing characters yet, but I thought some of you might find it useful/neat: https://superfromnd.gitlab.io/ikemen-cmdlist/
    

Re: Ikemen GO

 December 27, 2020, 06:44:55 PM View in topic context
 Posted by SuperFromND  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Hey quick question, has anyone here (besides me) tried to get IKEMEN GO running on a Raspberry Pi 4?  (Or any Raspberry Pi at all for that matter?)

I've been trying to get the game to compile and run on one for quite a while to no avail (you can read my escapades over on the RetroPie forums: https://retropie.org.uk/forum/topic/28055/i-k-e-m-e-n-go-on-raspberry-pi-4), and I've already mentioned it once in the Discord for IKEMEN GO, but wanted to re-ask here since I imagine this thread is where most people go for updates/info on IKEMEN GO-related stuff.  I know it's a rather niche-within-a-niche thing, but I'm curious (and mildly desperate) to see if anyone else has had any success.