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Messages by SuperFromND

    

Re: 3D Stages are Here! a fairly comprehensive guide

 March 24, 2024, 10:27:20 pm View in topic context
 Posted by SuperFromND  in 3D Stages are Here! a fairly comprehensive guide (Started by SuperFromND November 25, 2023, 07:34:44 pm
 Board: Ikemen General Discussion and Help

    

Re: Super's 3D Stage Releases

 March 22, 2024, 06:31:54 pm View in topic context
 Posted by SuperFromND  in Super's 3D Stage Releases (Started by SuperFromND December 28, 2023, 02:12:12 pm
 Board: IKEMEN Releases

The only thing I don't like about it is how weird it is when you walk into it, it's like it's part of the floor.
Then again, I pretty sure we don't know how to implement that kind of code yet. But still great job.

Presumably right now Ikemen just renders 3D assets before rendering 2D ones on top, so there's no 3D-depth checks or anything that's accounted for. Figured it's best to leave in the foreground rubble just in case Ikemen GO does end up adding support for that down the line, though!
    

Re: 3D Stages are Here! a fairly comprehensive guide

 March 15, 2024, 05:54:57 pm View in topic context
 Posted by SuperFromND  in 3D Stages are Here! a fairly comprehensive guide (Started by SuperFromND November 25, 2023, 07:34:44 pm
 Board: Ikemen General Discussion and Help

Just updated this guide to add a new section explaining armatures, since support was added some time ago. It's right after the Vertex Colors section. Enjoy! <3
    

Re: Super's 3D Stage Releases

 March 11, 2024, 06:08:07 pm View in topic context
 Posted by SuperFromND  in Super's 3D Stage Releases (Started by SuperFromND December 28, 2023, 02:12:12 pm
 Board: IKEMEN Releases

New Stage Release!
Guilty Gear Xrd - Neo New York

This one was something I've wanted to do ever since 3D stages were first implemented, and thanks to a QuickBMS script, UModel, and a lot of paitience manually matching textures and animating certain bits, Neo New York has now been converted. Not 100% sure if I'll do the same for the other stages in Xrd, but this was still a very fun stage to convert and the result is very much worth it IMO!

Note that even with optimizations this stage is fairly heavy on GPU draw calls (~80 according to gltf.report), so I'd recommend some beefier hardware for running this particular stage. Maybe. I haven't actually tested it on anything other than my main PC (which is comically overkill for Ikemen), so try it out and let me know how it goes. Enjoy! <3

[Quick update 3/12/2024: I just pushed out a quiet update to this stage to fix some unassigned textures, oops!]
    

Super's 3D Stage Releases

 December 28, 2023, 02:12:12 pm View in topic context
 Posted by SuperFromND  in Super's 3D Stage Releases (Started by SuperFromND December 28, 2023, 02:12:12 pm
 Board: IKEMEN Releases

Welcome to my stage releases thread! This thread will contain all of my currently-released stages for Ikemen GO, and will also be updated for any future releases I create. This is both for the convenience of users and to not clog up the forums with tons of threads.

If you're looking for how to make 3D stages, see my guide here!

How to Install
All of the stages in this thread require you to be using the latest nightly builds of Ikemen GO as of this writing (December 28, 2023). (If you've downloaded one of these stages and it looks like it's missing something, try updating first!) Once you've installed the nightly build, the rest of the stage installation process is similar to that of normal stages:
  • Download one (or more) of the stages from this thread.
  • Extract the contents of the downloaded ZIPs (which should be 1 .SFF, 1 .DEF, and 1 .GLB file) into the stages folder of your Ikemen installation. If the stage contains a .OGG, place that file into the sound folder instead.
  • Edit the data/select.def file and add the path to the stage's .DEF file under the [Stages] field.

Stages
Stages are sorted by the model's source. Click the title to download the stage.

Original Creations
Spoiler, click to toggle visibilty

Guilty Gear Xrd
Spoiler, click to toggle visibilty

Super Monkey Ball
Spoiler, click to toggle visibilty
    

Re: Cvs2 London 3D by Violin Ken

 December 25, 2023, 09:49:43 pm View in topic context
 Posted by SuperFromND  in CVS2 3D stages by Violin Ken (Started by Violin Ken December 25, 2023, 09:45:07 pm
 Board: IKEMEN Releases

Been following your work on these CvS conversions, nice to finally see one released here!
Also, congrats on what I think is the first 3D stage released on MFG (I've been slacking on making my release thread, LOL).
    

Re: 3D Stages are Here! a fairly comprehensive guide

 December 13, 2023, 01:38:37 am View in topic context
 Posted by SuperFromND  in 3D Stages are Here! a fairly comprehensive guide (Started by SuperFromND November 25, 2023, 07:34:44 pm
 Board: Ikemen General Discussion and Help

I want to make some animations using, sprites 2D to the background, like cameos watching the fight; how can I do this at the stages?

Neither Ikemen nor GLTF itself support animated textures at the moment, so the next best thing would be to make a bunch of planes with all the animation frames you want, and then scaling each of them using animation keyframes set to Constant, like a slideshow.
    

Re: 3D Stages are Here! a fairly comprehensive guide

 November 25, 2023, 07:46:42 pm View in topic context
 Posted by SuperFromND  in 3D Stages are Here! a fairly comprehensive guide (Started by SuperFromND November 25, 2023, 07:34:44 pm
 Board: Ikemen General Discussion and Help

(continued from above):
UV Mapping
Spoiler, click to toggle visibilty

Modifiers
Spoiler, click to toggle visibilty

Animation
Spoiler, click to toggle visibilty

Vertex Colors
Spoiler, click to toggle visibilty

Armatures
Spoiler, click to toggle visibilty

Sorry for the inconvenience!
    

Re: 3D Stages are Here! a fairly comprehensive guide

 November 25, 2023, 07:40:00 pm View in topic context
 Posted by SuperFromND  in 3D Stages are Here! a fairly comprehensive guide (Started by SuperFromND November 25, 2023, 07:34:44 pm
 Board: Ikemen General Discussion and Help

And here's the How to Blender section I wasn't able to include in the original post (continued in reply #3):
How to Blender (cont.)
Spoiler, click to toggle visibilty

Object Mode
Spoiler, click to toggle visibilty

Edit Mode
Spoiler, click to toggle visibilty

Materials
Spoiler, click to toggle visibilty

Textures
Spoiler, click to toggle visibilty
    

3D Stages are Here! a fairly comprehensive guide

 November 25, 2023, 07:34:44 pm View in topic context
 Posted by SuperFromND  in 3D Stages are Here! a fairly comprehensive guide (Started by SuperFromND November 25, 2023, 07:34:44 pm
 Board: Ikemen General Discussion and Help


As I'm sure some of you are aware by now, Ikemen GO recently started experimenting with support for 3D-model-based stages. If you're reading this, then that means 3D stage support has now been made available in the nightly builds! This is something I'm very excited about (if the sheer length of this post is any indication) and I'm eagerly anticipating to see what bonkers things the community can create with it. However, I also imagine many of you aren't very familiar with anything 3D, so I figured it'd be a great idea to share some of my knowledge and advice with Blender, hence this guide.

This guide is intended to help people get to grips with this new way of making stages, covering both how 3D stages work in Ikemen and a crash-course on how to use Blender to create them from scratch. My explanations on Blender are not going to be as comprehensive as many others available online, but hopefully it's good enough to get you folks started!

Table of Contents
  • Background Information
  • Limitations
  • Getting Started
  • How to Blender
    • Object Mode
    • Edit Mode
    • Materials
    • Textures
    • UV Mapping
    • Modifiers
    • Animation
    • Vertex Colors
    • Armatures
  • Preparing for Ikemen
  • Baking Animations
  • Skyboxes
  • Baking Lightmaps
  • Exporting to GLTF
  • Using GLTFs in stages
  • Troubleshooting & Common Blender Questions
  • Miscellaneous Tips
  • Further Reading
  • Special Thanks

Background Information
Since the dawn of M.U.G.E.N, stages have been made using two formats: a .DEF file, and a .SFF file. The .SFF contains 2D graphics data, while the .DEF specifies stage boundaries and dictates where these graphics are to be placed in a 2D space. While you could always use parallax to give stages a sense of depth, and some very clever tricks have been devised over the years to give the illusion of 3D, stages have always ultimately remained as two-dimensional images.



Recently, Ikemen GO introduced the ability to use a 3D model instead of placing 2D graphics. Rather than an SFF, these 3D models use a file format called GLTF (extension either .gltf or .glb); this format is relatively new, but it's completely open-source, standardized, and easy to create and export to using programs like Blender. GLTF is already being adopted by many other projects, including the Godot game engine, and its nature means you can have the entirety of a model - mesh, textures, animations, everything - all in one file, just like a .SFF would have for 2D graphics, making it ideal for stage distribution.

3D stages come with quite a few inherent benefits. On top of just looking really nice, 3D stages are not restricted to one particular resolution, and can look nice and crisp whether you play at 480p or 4K. Depending on the scene, 3D stages can also potentially offer massive reductions in file size compared to a 2D-conversion-of-a-3D-stage; I was able to make a conversion of a Marvel vs. Capcom 2 stage that can fit on a floppy disk! Naturally, this also opens up a whole planet of possible new stage ports from other games that wouldn't have been easy or possible otherwise; I've already experimented with porting areas from a few different Dreamcast and GameCube/Wii games, and I'm sure others will follow suit porting from other games shortly after this guide goes live.

Limitations
Ikemen's implementation of GLTF is fairly simple at the moment, and lacks support for some common elements that might be found in other implementations. Specifically:

  • There is no direct support for light objects or environment maps. However, you can get around this by pre-rendering (or "baking") your lights beforehand and creating a skybox respectively; we'll touch on this later.
  • Related to the above, Ikemen does not currently use any part of a material other than the color map, so no roughness, metallic, specular, normal, emission, etc. are displayed.
  • Armature deformations/weights are not supported. This means that, while models with armatures will be drawn, they won't animate and will most likely default to their base pose. Update 12/26/2023: Armatures are now supported in the latest nightly builds!
  • Volumes/volumetrics of any kind are not supported, which means that things like fog will have to be simulated with a bunch of transparent planes.
  • Currently, only PNG, JPG, and uncompressed DDS textures are supported. Draco compression is also not supported.

It's entirely possible these limitations can be addressed in the future. If you happen to know 3D graphics programming and how to program in Go, and want to help improve our 3D support in Ikemen, consider visiting our Github and making a pull request!

Getting Started
As of the writing of this guide, the latest stable version of Ikemen GO is version 0.99. Future stable versions should include 3D stage support, but for now, you'll need to download the latest nightly builds of Ikemen GO to get support for 3D stages. The nightly build changes every day whenever code changes are made to Ikemen, so it's not as stable or as widely-tested as release versions like 0.99 and features may change or break at any time. Please keep this in mind when designing stages with it!

If you're looking for 3D stages to try this out with (or you just want a complete example), I've created a few stages you can download here. Most notably, I've created an original stage titled Third Heights and I'm releasing it under MIT, same as Ikemen GO itself. I've submitted a PR for this stage to be included in future versions of Ikemen GO, so hopefully it should be available directly from there soon. Other members on MFG have also released 3D stages, such as these Melty Blood: Type Lumina conversions by Eiton and this CvS London conversion by Violin Ken.

For creating 3D models; there's quite a lot of programs out there to create and edit with. Here's what I recommend:

  • Blender: A very well-known free and open-source 3D modelling program. This is what I'm going to be using for this guide, and it's most likely what you'll want to use unless you happen to have a copy and familiarity with other programs like Maya or 3Ds Max. I'm using version 3.4 here, but the general workflow should be more or less the same across all versions past 2.8. [Editor's note: Blender 4.0 released right in the middle of me writing this guide, so if the UI looks slightly different for you than what I'm showing here, that's why!]
  • Rodzilla's Material Maker: Also free and open-source, this program makes it easy to create procedural, seamless textures for use with 3D models. I used it to create the textures in my original stage, Third Heights.
  • If you don't want to make your own textures from scratch, ambientCG.com has thousands of textures available as CC0/public domain, mostly photoreal ones. Ditto for polyhaven.com. I'd still recommend making your own if you can though!
  • Either GIMP, PhotoShop, Paint.net, or some other image editing program. Not strictly necessary, but it's very handy to have on hand for editing textures. (Blender has its own image editing tools built in, but I find them to be clunky personally.)

Note that if you're wanting to rip a stage model from an existing game, that is beyond the scope of this guide and I won't be covering it here since it varies wildly from game to game (and console to console) and requires some pretty intricate technical knowledge. You'll want to check The Models Resource or search for ripping tools for the game or the system(s) it was released on for info on that.

How To Blender
If you already know how to use Blender, you can skip ahead to the section Preparing for Ikemen, as the next several sections are going to cover the basics of how to do basic, common things in Blender.
For the rest of you... get ready for the mother of crash courses.

Quote
Note: Due to MFG post size limitations, I'm not able to include the How to Blender sections in this post. I've split them into two replies to this thread. Click the respective section to be taken to the reply containing it:

Preparing for Ikemen
Spoiler, click to toggle visibilty

Baking Animations
Spoiler, click to toggle visibilty

Skyboxes
Spoiler, click to toggle visibilty

Optimizations
Spoiler, click to toggle visibilty

Baking Lightmaps
Spoiler, click to toggle visibilty

Exporting to GLTF
Spoiler, click to toggle visibilty

Using GLTFs in stages
Spoiler, click to toggle visibilty

Troubleshooting & Common Blender Questions
Spoiler, click to toggle visibilty

Miscellaneous Tips
Spoiler, click to toggle visibilty

Further reading
This post is really only scratching the surface; 3D modelling is an entire skillset in its own right and I can't possibly cover every little detail in one post. As such, here's some great links to learn more about Blender and 3D models in general:


Special Thanks
  • Eiton, for implementing 3D stage support in the first place.
  • Violin Ken and PotS, for proofreading this guide and giving me some feedback.
  • The Blender Foundation for giving us such an incredible 3D tool for free, and making it open source.
  • This also applies to its community. Thanks for giving me the resources to get started on 3D stuff myself!
    

Re: Introducing Iguana: A Golang rewrite of my movelist generator!

 November 20, 2023, 07:16:59 pm View in topic context
 Posted by SuperFromND  in Introducing Iguana: A Golang rewrite of my movelist generator! (Started by SuperFromND August 22, 2023, 06:25:33 pm
 Board: IKEMEN Releases

This is such a great resource and I, for one, have had a lot of fun going into the file after it was made and manually adjusting things. Thank you for making Iguana.

Thank you for the kind words! <3
    

Re: Introducing Iguana: A Golang rewrite of my movelist generator!

 October 09, 2023, 07:57:15 pm View in topic context
 Posted by SuperFromND  in Introducing Iguana: A Golang rewrite of my movelist generator! (Started by SuperFromND August 22, 2023, 06:25:33 pm
 Board: IKEMEN Releases

v1.3.0 came out a couple weeks back, but I forgot to bump this thread until just now, whoops! Changelog can be found here as usual. Have a good week, everyone! :)
    

Re: Introducing Iguana: A Golang rewrite of my movelist generator!

 August 26, 2023, 05:30:08 pm View in topic context
 Posted by SuperFromND  in Introducing Iguana: A Golang rewrite of my movelist generator! (Started by SuperFromND August 22, 2023, 06:25:33 pm
 Board: IKEMEN Releases

While I don't use Ikemen, I've been looking at this thread whenever it shows up in the recent posts and I can see your dedication.
So I'm just passing by to show my support. The tool is very useful and I love the acronym for it. lol
Keep it up. :smitten:

Thank you for the kind words! :heart:
    

Re: Introducing Iguana: A Golang rewrite of my movelist generator!

 August 26, 2023, 04:41:08 pm View in topic context
 Posted by SuperFromND  in Introducing Iguana: A Golang rewrite of my movelist generator! (Started by SuperFromND August 22, 2023, 06:25:33 pm
 Board: IKEMEN Releases

Iguana v1.2.0's out! Changelog can be found here.

This one doesn't improve much in terms of command filtering/merging (I want to focus on that for the next release!), but hopefully makes up for it by adding support for both reading and patching .def files, FF-style command labels, and some other quality of life improvements and fixes.

I'm likely gonna take a short break after 1.2.0 since I've been hammering away at Iguana pretty much exclusively for the past week. Take care, and happy weekend!
    

Re: Introducing Iguana: A Golang rewrite of my movelist generator!

 August 25, 2023, 09:38:24 pm View in topic context
 Posted by SuperFromND  in Introducing Iguana: A Golang rewrite of my movelist generator! (Started by SuperFromND August 22, 2023, 06:25:33 pm
 Board: IKEMEN Releases

- The program could work based on a def file. It'd open the def, check which one is the command file, parse it then add the movelist file to the file list
- Dashing is so common you could filter it to a "system" category or something. Or just omit it

Funny you say these, by the time I read this message I had actually already implemented (at least most of) both of these ideas! The only part I haven't done yet is the part about patching DEF files to include the movelist; that should hopefully be fairly straightforward. (although I'll probably make it either prompt the user for [Y/N] confirmation or require a flag to do it; I generally don't like modifying existing files without at least asking if it's okay first or the user otherwise specifically opting into it)

The issue with this one is the amount of redundancy. It's a pretty tricky subject though. Detecting when a move is or is not redundant.

Mhm, I've thought about maybe adding some kind of heuristic or check for moves named identically save for specific keywords, but the more I thought about it the more I realized that'd just cause more problems than it solves.

I tried to run it for Jade's Lucifer and the results are less than optimal. Just mentioning this in case that char gives you any ideas. I also had to modify the command file extension for it to work.

I've already gotten a few test case files courtesy of Foobs that I suspect have a similar problem to what you're getting here with Lucifer, but thank you anyways for linking me another specific example to test! :heart:
    

Re: Introducing Iguana: A Golang rewrite of my movelist generator!

 August 25, 2023, 12:07:31 am View in topic context
 Posted by SuperFromND  in Introducing Iguana: A Golang rewrite of my movelist generator! (Started by SuperFromND August 22, 2023, 06:25:33 pm
 Board: IKEMEN Releases

Isnt Ikemen go do it AUTOMATE?

I'm assuming you're asking if IKEMEN automatically generates its own movelist.dat files, and no, it doesn't. This tool wouldn't exist if that were the case!
    

Re: Introducing Iguana: A Golang rewrite of my movelist generator!

 August 24, 2023, 02:31:33 pm View in topic context
 Posted by SuperFromND  in Introducing Iguana: A Golang rewrite of my movelist generator! (Started by SuperFromND August 22, 2023, 06:25:33 pm
 Board: IKEMEN Releases

    

Re: Introducing Iguana: A Golang rewrite of my movelist generator!

 August 22, 2023, 10:41:02 pm View in topic context
 Posted by SuperFromND  in Introducing Iguana: A Golang rewrite of my movelist generator! (Started by SuperFromND August 22, 2023, 06:25:33 pm
 Board: IKEMEN Releases


That's just a Windows thing, try surrounding the path in quotes like this:

Code:
iguana.exe -i "E:\Games\Ikemen\Kof Custom\chars\Andy_SS\Andy.cmd"

Ah it's Windows being windows it worked but I've got another error
Errors happens with other Soysause, Koopakoot and Jmorphman chars too, the later use a custom command buffer so I was expected to not work.

Appears to be the same problem PoTS ran into earlier. I've already fixed it, so I guess I'll release a patched version real quick since this is a rather obvious problem. Frankly, I can't believe I somehow missed that when testing, so thank you to both of you!
    

Re: Introducing Iguana: A Golang rewrite of my movelist generator!

 August 22, 2023, 09:03:08 pm View in topic context
 Posted by SuperFromND  in Introducing Iguana: A Golang rewrite of my movelist generator! (Started by SuperFromND August 22, 2023, 06:25:33 pm
 Board: IKEMEN Releases

It seems to have a problem with folders who have a space in their names
Spoiler, click to toggle visibilty

That's just a Windows thing, try surrounding the path in quotes like this:

Code:
iguana.exe -i "E:\Games\Ikemen\Kof Custom\chars\Andy_SS\Andy.cmd"

I'm getting this error on Windows 7:

Spoiler, click to toggle visibilty

Seems like whatever state controller "4" is, is getting read as having no command triggers at all, and thus crashes due to no safeguard being present. Good catch!
I wasn't able to track down this specific version of KFM that has this state controller, but I was able to reproduce it by just removing the trigger from some other move. Will fix this asap!
    

Introducing Iguana: A Golang rewrite of my movelist generator!

 August 22, 2023, 06:25:33 pm View in topic context
 Posted by SuperFromND  in Introducing Iguana: A Golang rewrite of my movelist generator! (Started by SuperFromND August 22, 2023, 06:25:33 pm
 Board: IKEMEN Releases



Introduction
A couple years ago now (man, time flies), I created a web-based tool called the IKEMEN GO Command List Generator (see its original thread here if you're curious). Its goal is to take a character's command input (.cmd) file and turn it into a movelist.dat which can then be viewed in-game. It was reasonably well-recieved, but due to a combination of burnout, other projects I took up, and the general limits of web tools, I abandoned it.

Today, I'm revealing Iguana, a complete rewrite of - and successor to - the Command List Generator, written in Go and released as a standalone command-line executable. It's open-source under the MIT license, and can be found here on Github:
https://github.com/SuperFromND/iguana

Iguana is still a work in progress as of this writing, but I feel it's in a good-enough state to at least post about here. Expect bugs and general wonkiness for now!

Why the new tool?
To put it simply, the web tool was a pigsty in terms of programming. The way it processed things was completely hanky-panky and prone to all manner of weird bugs with even slightly-unorthodoxly-written command files... and given just how loosely-compliant a lot of characters have been written over the years, that isn't very good!

On top of that, having a standalone executable tool for making movelists is something that I and a few others have wanted for some time now, and it doubles as a great way for me to learn how to write in Go. The benefits of having it as an executable include:
  • Near-instantaneous execution due to running native instructions instead of a JS interpreter
  • The complete rewrite means it should also hopefully be less error-prone (your mileage may vary, especially if you're reading this within a few days of posting)
  • I can properly host it as a Github repository, so other can contribute to its code and use it in their own projects
  • A standalone executable means all sorts of extra automation is now possible; this includes auto-patching of characters to use movelists and batch-processing of entire rosters at once

As you probably guessed, this also means that further developement on the web tool is unlikely as I put my focus into Iguana. I appreciate all of the feedback I got on that project and hope that Iguana makes for a more-than-worthy successor!

Usage
Head on over to the releases page and click the link that matches the OS you use under the Assets tab. For convenience, here's some permalinks to download the latest release version:

Download Iguana for Windows
Download Iguana for macOS
Download Iguana for Linux

Extract the ZIP and place the executable wherever you like. (I recommend making a tools folder in your IKEMEN installation for this, but anywhere else is fine too!)

Iguana is a command-line-only tool, meaning that double-clicking it won't do anything beyond ominously flashing a command prompt window for a split-second. In order to use it, you'll need to use a command prompt window.
Quote
Pro tip: Windows has a very convenient shortcut for this; Shift-right-click the folder you put Iguana into and you'll see an option called Open command window here, click it and you should get a command prompt ready to go!

All you have to do is run Iguana using the -i argument, and then type in the file location of either a character's command file or definitions file. Iguana will then do its thing and create a movelist.dat file in the same location as the command file you gave it.
Code:
$ iguana.exe -i path/to/file.cmd
$ iguana.exe -i path/to/file.def

Quote
Pro tip: You can open up a character folder and drag the .cmd or .def file on top of the command prompt, and it will automatically fill in the entire file path. Handy!

You can pass additional parameters as well for customizing Iguana's movelist output. You can get a list of these parameters by either running Iguana with the -h argument or with no argument at all:


Features
As mentioned above, Iguana is still very much a work in progress, and is still missing some functionality/options from the web tool.
Currently available options, in no particular order:

-i filename: Input File
The command (.cmd) or definitions (.def) file that Iguana will interpret. Pass a folder along for bulk-processing of all .def files in the folder's contents. If this argument isn't present, Iguana will print help instead.

-o filename: Output Name
The filename that Iguana will write to (automatically prefixed with the file location of the input file). Defaults to movelist.dat.

-def: Automatically Patch DEF
Automatically adds the movelist = movelist.dat line to the given DEF file. If this argument isn't present, Iguana will prompt you if it should do this instead. This argument has no effect if the input file is neither a .def or a folder.

-keep1: Preserve One-Button Moves
Disables stripping moves that don't use Power and are only a single button press. Iguana strips these moves by default as they are typically Normal attacks, which are not usually listed in movelists.

-keepai: Preserve AI-Only Commands
Disables stripping moves that are determined to be only usable by the AI. Specifically, Iguana strips WinMUGEN-style moves that are physically impossible to input, whether due to the command input time being extremely low or the amount of inputs being extremely high.

-kp: Use Specialized Button Glyphs
Enables the use of LK, MK, HK, LP, MP, and HP glyphs as substitutes for the generic A/B/C/X/Y/Z.

-nomotions: Preserve Raw Directional Inputs
Disables converting raw directions to common motion input glyphs, such as quarter-circle-forward or half-circle-back.

-header hexcolor: Header Color
The hex-color to use for the headers ("<Special Moves>" and "<Hyper Moves>"). Input must be either three or six characters long and consist only of hexadecimal digits (0-F).

-power hexcolor: Power Color
Similar to -header, but for the color used to highlight the amount of Power a move uses.

-d: Debug Logging
Disables file output and logs a lot of information while Iguana parses the command file. Not really useful unless you're a developer or just curious.

A list of features planned to be implemented are available on the Github's readme.

Credits and Thanks
I wanted to give my thanks to a few people in particular:
  • PoTS, who gave me some pointers/advice. (Thanks for all the great stuff you've made over the years, by the way!)
  • Foobs, who's given me quite a few test case files and further advice.
  • The IKEMEN Go dev team and both IKEMEN and MUGEN communities; the reason this tool even exists at all.
  • And finally, anyone who ever tested the Command List Generator or Iguana. Thank you for your time, I appreciate it! :heart: