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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).

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)

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.
    

Re: Where does your Avatar come from?

 December 08, 2015, 02:54:11 AM View in topic context
 Posted by SuperFromND  in Where does your Avatar come from? (Started by Mr. Nate July 13, 2015, 12:19:18 AM
 Board: All That's Left

Mine is self-made.
    

Re: Undertale Stage [From Undertale] (200 DOWNLOADS!!!)

 December 08, 2015, 02:48:57 AM View in topic context
 Posted by SuperFromND  in (UPDATED) Undertale Stage [From Undertale] (Thank you for 1000 Downloads!) (Started by Mr. Nate November 01, 2015, 11:44:04 PM
 Board: Your Releases, 1.0+

It's really cool to finally see Undertale stuff for MUGEN.
(I guess you could say it fills me with determination.)
    

(1.0) Closes itself instantly

 October 20, 2015, 03:49:55 AM View in topic context
 Posted by SuperFromND  in (1.0) Closes itself instantly (Started by SuperFromND October 20, 2015, 03:49:55 AM
 Board: M.U.G.E.N Configuration Help

Okay, so when I open MUGEN 1.0, it just closes immediately.  I have tried everything from reinstalling MUGEN to wiping it clean. 
According to mugen.txt, it crashes as soon as it initializes the game's variables.
    

Re: [Gravity Falls] Kitten Isle, Japan

 October 18, 2015, 08:38:24 PM View in topic context
 Posted by SuperFromND  in [Gravity Falls] Kitten Isle, Japan (Started by SuperFromND October 05, 2015, 05:50:54 AM
 Board: Your Releases, 1.0+

    

[Gravity Falls] Kitten Isle, Japan

 October 05, 2015, 05:50:54 AM View in topic context
 Posted by SuperFromND  in [Gravity Falls] Kitten Isle, Japan (Started by SuperFromND October 05, 2015, 05:50:54 AM
 Board: Your Releases, 1.0+

    

Question about palettes

 September 04, 2015, 03:02:26 AM View in topic context
 Posted by SuperFromND  in Question about palettes (Started by SuperFromND September 04, 2015, 03:02:26 AM
 Board: M.U.G.E.N Development Help

  So this may seem like a dumb question, but is it possible to disable an index color for a specific palette?
I ask this because I'm creating an explod that's supposed to cover the screen and hide anything underneath. The problem is that most of the frames of the explod use an index color, causing most of it to be transparent.
    

Re: "Holy Afterimage" Code?

 September 04, 2015, 12:58:13 AM View in topic context
 Posted by SuperFromND  in "Holy Afterimage" Code? (Started by SuperFromND August 29, 2015, 08:10:48 AM
 Board: M.U.G.E.N Development Help

Thanks! =D
    

"Holy Afterimage" Code?

 August 29, 2015, 08:10:48 AM View in topic context
 Posted by SuperFromND  in "Holy Afterimage" Code? (Started by SuperFromND August 29, 2015, 08:10:48 AM
 Board: M.U.G.E.N Development Help

I've noticed a lot of cheap characters (Chuck Norris, Rare Akuma, Ancient Donald, etc...) have a special afterimage that causes their current sprite to pulse out.  This is called "Holiness". Where can I find a version of this code that is compact or copy-pastable?
    

Re: (1.0) Explods that follow a player?

 August 26, 2015, 10:10:45 PM View in topic context
 Posted by SuperFromND  in (1.0) Explods that follow a player? (Started by SuperFromND August 25, 2015, 10:34:45 PM
 Board: M.U.G.E.N Development Help

for an explod:

bindtime = -1

for a helper just add:

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
time = -1
pos =  x,x
ignorehitpause = 1

somewhere in the helper's state.


Thanks, man!
    

(1.0) Explods that follow a player?

 August 25, 2015, 10:34:45 PM View in topic context
 Posted by SuperFromND  in (1.0) Explods that follow a player? (Started by SuperFromND August 25, 2015, 10:34:45 PM
 Board: M.U.G.E.N Development Help

So recently I've been thinking about how some characters have some kind of Explod behind them. For example, Killer Colonel having the "Floor Aura"
under him, like in this screenshot:

I was wondering: How do you code that?
 I have tried using helpers to follow the player and spawn the Explod at an interval, but that doesn't work.