add004basic

Started by Shiyo Kakuge, June 18, 2014, 05:46:41 PM

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Bejeeta

#1540
Disable dizzy Ikemen:

add004/a4b_main.zss put #

Spoiler (click to show)
#;>>sys::init::system_switch_plus
   #;;>>@Config.System_Switch>>
   #;; システム設定
   #; v07: bit flag
#   var(7):= 1073741823; ## ;;2147483647 ;; ;; default (enable all) (初期値全有効)
#   #; uncomment to disable (コメントを外すと無効にできます)
#   var(7):=(var(7)^1);        #; 1st - dizzy/stun system
#   var(7):=(var(7)^2);        #; 2nd - guard_break system
#;   var(7):=(var(7)^4);        #; 3rd - show combo_counter
#;   var(7):=(var(7)^8);        #; 4th - show message
#;   var(7):=(var(7)^16);       #; 5th - show score/cpu_level
#;   var(7):=(var(7)^32);       #; 6th - show result_panel
#;   var(7):=(var(7)^64);       #; 7th - play system voice
#;   var(7):=(var(7)^128);      #; 8th - show key_input
#;   var(7):=(var(7)^256);      #; 9th - show lifebar
#;   var(7):=(var(7)^512);      #;10th - show powerbar
#   var(7):=(var(7)^1024);     #;11th - tag system
#;   var(7):=(var(7)^2048);     #;12th - tag_assist
#;   var(7):=(var(7)^4096);     #;13th - round_call
#;   var(7):=(var(7)^8192);     #;14th - ko_call
#;   var(7):=(var(7)^16384);    #;15th - show ground_dust effect
#;   var(7):=(var(7)^32768);    #;16th - show portrait / face
#   var(7):=(var(7)^65536);    #;17th - slow camera (warning: this may break your characters)
#   var(7):=(var(7)^131072);   #;18th - tag_special_partners
#   var(7):=(var(7)^262144);   #;19th - ai action switch
#;   var(7):=(var(7)^524288);   #;20th - show vs_screen (1f lag)
#;   var(7):=(var(7)^1048576);  #;21th - mode_select


#if const(Default.Enable.Dizzy)         { var(7):=(var(7)|const(Bit1)); }     
if const(Default.Enable.GuardBreak)      { var(7):=(var(7)|const(Bit2)); }
if const(Default.Enable.SW.Combo)      { var(7):=(var(7)|const(Bit3)); }
if const(Default.Enable.SW.Message)      { var(7):=(var(7)|const(Bit4)); }
if const(Default.Enable.Score)         { var(7):=(var(7)|const(Bit5)); }
if const(Default.Enable.SW.Result)      { var(7):=(var(7)|const(Bit6)); }
if const(Default.Enable.SW.SysVoice)   { var(7):=(var(7)|const(Bit7)); }
if const(Default.Enable.SW.KeyInput)   { var(7):=(var(7)|const(Bit8)); }
if const(Default.Enable.SW.LifeBar)      { var(7):=(var(7)|const(Bit9)); }
if const(Default.Enable.SW.PowerBar)   { var(7):=(var(7)|const(Bit10)); }
if const(Default.Enable.Tag) && (teammode=tag)   { var(7):=(var(7)|const(Bit11)); }
if const(Default.Enable.SW.TagAssist)   { var(7):=(var(7)|const(Bit12)); }
if const(Default.Enable.SW.CallRound)   { var(7):=(var(7)|const(Bit13)); }
if const(Default.Enable.SW.CallKO)      { var(7):=(var(7)|const(Bit14)); }
if const(Default.Enable.SW.GroundDust)   { var(7):=(var(7)|const(Bit15)); }
if const(Default.Enable.SW.DrawFace)   { var(7):=(var(7)|const(Bit16)); }
if const(Default.Enable.SW.SlowCamera)   { var(7):=(var(7)|const(Bit17)); }
if const(Default.Enable.SW.vsScreen)   { var(7):=(var(7)|const(Bit20)); }
if const(Default.Enable.SW.ModeSelect)   { var(7):=(var(7)|const(Bit21)); }

RagingRowen

You can do the same thing in add004/common.const but with the simple 1/0 selection.
WIP Schedule:
CvS Overdrive - Build 1

XANDERAC


supersmashgaming

You know as much as I like the add004 patch their has always be one thing that confuses me, the MUGEN version of the patch not in the one drive link. I mean along side the videos for IKEMEN we see Shiyo Kakuge also post videos from MUGEN which includes more stuff then what is in the latest available version of MUGEN add004.

So I just need to ask, whats going on? Is Shiyo waiting to release the next MUGEN version and/or has anyone try to contact them about re-uploading the MUGEN version to the one drive.

I'm just confused on that part.

MR. IBZS II

For what it seems, Shiyo has solely moved add004 only to IKEMEN. It is unknown why he removed the last Mugen version, or if he will ever make an updated Mugen version.

Flowrellik

 Same can be said for a lot of the other newer stages that still remain unreleased. Tbh I want to give a try out on a couple stages like his take on the sonson market stage.

STANLEY69

Hey so uh.. I tried mantually patching Clairen and this is what I get?


Library error message: Died parsing command="recovery" || command="holdback")

Error detected.

Undefined command label: "command".
If not misspelling in CNS, check CMD
Error parsing trigger1, 2
Error parsing [state 0]
Error in [statedef 5050]
Error in data/common1.cns:2553
Error loading chars/Clairen/Clairen.def
Error loading p1

Anyway to fix it?

Ziltoid

Quote from: STANLEY69 on September 10, 2020, 06:24:20 AM
Error detected.

Undefined command label: "command".
If not misspelling in CNS, check CMD
Error parsing trigger1, 2
Error parsing [state 0]
Error in [statedef 5050]
Error in data/common1.cns:2553
Error loading chars/Clairen/Clairen.def
Error loading p1

Anyway to fix it?

99% of the times the message itself tells you what's wrong. Open the common1.cns file, go to line 2553, and check for misspelling errors on that line, such as missing/additional brackets and stuff like that, or a misspelled command.

STANLEY69

I don't see the line 2553.

Ziltoid



Whenever you open a file in Fighter Factory, you can see in which line you are over there. Or, if you use a normal text editor, you can search for the line in some way (such as a search bar).

STANLEY69

Alright, I see it the line on [Statedef 3301].. But I don't see any misspelling errors that cause an error.

If you wanted to help me a bit more then here's a CNS paste file of the character.
https://pastebin.com/V1JStEXT

airforce111

#1551
Quote from: STANLEY69 on September 10, 2020, 06:24:20 AM
Hey so uh.. I tried mantually patching Clairen and this is what I get?


Library error message: Died parsing command="recovery" || command="holdback")


Anyway to fix it?

EDIT: why is there a parenthesis at the end? shouldnt be there, the trigger should just be: trigger(whatevernumber) =  command="recovery" || command="holdback"


Ziltoid

Quote from: airforce111 on September 10, 2020, 08:40:46 PM
EDIT: why is there a parenthesis at the end? shouldnt be there, the trigger should just be: trigger(whatevernumber) =  command="recovery" || command="holdback"

Guess we found the misspelling.

NerdyAlias

How do use the water effects in the IKEMEN version of add004? Also how do you change the assists in the IKEMEN version?

XANDERAC

#1554
go to the stage's .def file, and make sure the author is listed as "WATER"

[Info]
name="Ring-Rain2014"
displayname="Ring-Rain2014"
versiondate=11,26,2017
;; mugenversion=1.1
author="WATER";<-----like this


just without the ";<-----"

add004 will then register those as stages with splash effects when it reads them

BurningSoul

https://streamable.com/wdjxpz
So I managed to adapt the tag cancel thats been written down here a page ago from airforce111,to the mugen version and it works fine,just wanted to share,probably gonna share it soon

STANLEY69

So I installed add004 to my Ikemen but there's a problem. The names doesn't show up, the P2 Portrait looks a bit off and the lifebars are looked like they are cut up. Can someone help me to fix this? Thanks!

THE_LOST_HOPE

#1557
Quote from: STANLEY69 on September 23, 2020, 01:06:34 AM
So I installed add004 to my Ikemen but there's a problem. The names doesn't show up, the P2 Portrait looks a bit off and the lifebars are looked like they are cut up. Can someone help me to fix this? Thanks!


The names appear as one more sprite ... do not use the mugen fonts the add ... you must locate in the sff with the group 9001,0 and they will appear in the ikemen





You can also use the map (def file) to use the proper states for tag system calls

[map]
a4b_sparkno=31
a4b_sparkxy=30
a4b_assist3=1000 ;; tiger Shot
a4b_assist1=1100 ;; tiger upper
a4b_assist2=1200 ;; tiger Crush
a4b_assist_hp=3100 ;; tiger Genocide

If anyone knows more about customization ... it would be good to share it for more info ...

Speedpreacher

English outside of the international parts of the forum please
Nevermind, there's nothing I can do
Bet your life there's something killing you
It's a shame we have to die, my dear
No one's getting out of here alive
This time
What a way to go, but have no fear
No one's getting out of here alive
This time
It's a shame we have to disappear
No one's getting out of here alive
This time, this time, this time

THE_LOST_HOPE

Quote from: Speedpreacher on September 26, 2020, 07:07:03 AM
English outside of the international parts of the forum please
Really ... sorry ... corrected