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Soul_Of_S'Wit

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Messages by Soul_Of_S'Wit

    

How do I update a font for 1.1?

 January 12, 2025, 06:31:05 pm View in topic context
avatar  Posted by Soul_Of_S'Wit  in How do I update a font for 1.1? (Started by Soul_Of_S'Wit January 12, 2025, 06:31:05 pm
 Board: M.U.G.E.N Configuration Help

I am trying to fix the BrokenMUGEN screenpack, which has an issue with the fonts when the render mode is set to OpenGL. Some are just completely black, others are glitched. Is there any way, perhaps in Font Factory, to update these fonts so that they work properly in this version? Note that I need these to work in OpenGL, so do not recommend I change the render mode.

Edit: I have managed to fix the problem.
    

Question about random select function

 January 08, 2025, 01:11:54 am View in topic context
avatar  Posted by Soul_Of_S'Wit  in Question about random select function (Started by Soul_Of_S'Wit January 08, 2025, 01:11:54 am
 Board: M.U.G.E.N Configuration Help

Is there any way to modify the random select function so that when it randomly chooses a character, it also randomly chooses one of their palettes?
    

Character stuck in victory animation loop

 May 06, 2024, 09:35:53 pm View in topic context
avatar  Posted by Soul_Of_S'Wit  in Character stuck in victory animation loop (Started by Soul_Of_S'Wit May 06, 2024, 09:35:53 pm
 Board: M.U.G.E.N Configuration Help

The Slashfang character by Rent has a problem where it gets stuck in an infinite victory animation loop after winning the second or third round. How can I fix this? Is it just a matter of looking through his AIR files?
    

Screenpack not recognizing victory screen

 February 20, 2024, 02:11:53 am View in topic context
avatar  Posted by Soul_Of_S'Wit  in Screenpack not recognizing victory screen (Started by Soul_Of_S'Wit February 20, 2024, 02:11:53 am
 Board: M.U.G.E.N Configuration Help

I am trying to add a victory screen to the Ares Ax screenpack, and have added the relevant sprites to the system.sff and made changes accordingly in the system.def. However, the game still is not recognizing my changes and simply shows a black screen with an oversized portrait.

https://ibb.co/pXGxQNF
    

How do I get rid of the green colour around this font?

 February 15, 2024, 02:18:06 am View in topic context
avatar  Posted by Soul_Of_S'Wit  in How do I get rid of the green colour around this font? (Started by Soul_Of_S'Wit February 15, 2024, 02:18:06 am
 Board: M.U.G.E.N Configuration Help

I edited the player name font for the EvE screenpack to add parentheses to it, but now all the characters have a green colour permeating them. How do I fix this?

https://ibb.co/Jj0z3Tw


    

Re: Help making screenpack use OpenGL

 November 29, 2023, 04:52:32 pm View in topic context
avatar  Posted by Soul_Of_S'Wit  in Help making screenpack use OpenGL (Started by Soul_Of_S'Wit November 29, 2023, 02:41:34 am
 Board: M.U.G.E.N Configuration Help

They already tried that.

This is a known issue with the screenpack and I want to believe it's because of how the sprites were saved, so resaving them might fix it.

Could you please tell me the steps needed for this? I assume I resave them in Fighter Factory?
    

Help making screenpack use OpenGL

 November 29, 2023, 02:41:34 am View in topic context
avatar  Posted by Soul_Of_S'Wit  in Help making screenpack use OpenGL (Started by Soul_Of_S'Wit November 29, 2023, 02:41:34 am
 Board: M.U.G.E.N Configuration Help

I downloaded the 1.1 edit of the Brokenmugen screenpack but was disappointed to find that it was using OpenGLScreen as its renderer. I tried setting it to OpenGL and the screenpack was still playable, but a lot of the fonts were messed up, as were the lifebars and various other elements. Beyond this, OpenGLScreen makes it so that in fullscreen, there are these annoying black borders, that went away in OpenGL. Is there any way to edit the screenpack so that it properly uses OpenGL? This really is an excellent and iconic screenpack otherwise and I'd hate to have to drop it over these issues.
    

Re: How do I separate character palettes

 September 13, 2023, 11:02:32 pm View in topic context
avatar  Posted by Soul_Of_S'Wit  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.



Lol, I did screw up and name it config.txt.txt. After fixing it, it worked. However, the 11th palette is still not working. Indeed, when I was combing through the cns and cmd files, there was no mention of a palno=11, and I looked manually after find and replace failed me. One other question, when I do this variable separation, it doesn't affect the special palette in any way under the hood does it? As in, the character will play the same way through this process as it would had I accessed it when it had to be manually chosen from the base Dark Donald character?

Also yeah lol, it is majorly busted. But I don't really play MUGEN so much as I sit back and enjoy watching the AI go apeshit on each other and fill my screen with epilepsy inducing projectiles and particles. The quality of most characters published for MUGEN is too low for me to bother making an actual balanced fighting game with.
    

Re: How do I separate character palettes

 September 12, 2023, 08:45:26 pm View in topic context
avatar  Posted by Soul_Of_S'Wit  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.


I did everything as you listed, but the game crashed. The crash log said it failed to open the config.txt file.
    

Re: How do I separate character palettes

 September 11, 2023, 03:04:24 am View in topic context
avatar  Posted by Soul_Of_S'Wit  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.

The def separation thing did the trick for several characters, thanks. But it did not work for Dark Donald's alternate palettes. Perhaps you could demonstrate that one for me? Teach a man to fish, yada yada yada. It's the one by kishio and Donalddesu.
    

How do I separate character palettes

 September 10, 2023, 04:43:34 am View in topic context
avatar  Posted by Soul_Of_S'Wit  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

Many characters have special palettes that come with unique AI, moves, sounds, who basically constitute as characters on their own. How do I make them their own characters, as in having them take up a slot?