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Please help me with setting up the character select screen. (Read 12215 times)

Started by frostedone, November 15, 2009, 04:19:26 am
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Please help me with setting up the character select screen.
#1  November 15, 2009, 04:19:26 am
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I am using the newest edition of the DC vs Marvel screenpack from http://marvelvsdcu.tripod.com/.  It is DCvsMarvel Phase 3 (Summer edition)

(I downloaded the following things:

09-09 New pack of capcomized character and stage releases for this month to add to screenpack downloads includes:
Steel+Researchlab, Dark Phoenix, Omega Red, Isaiah, Green Arrow v2, John Stewart, Flash+Keystone City and a Batman update!

and

6-09 Summer (10-09 Updated!) with new releases of the DCvsM phase 3 screenpack with characters!

the screenpack is the main file + stages, the characters part is all of the characters and is a separate download.)


First off this is how my character select screen currently looks: .

There is 137 characters too.The DC characters are on one left side and the Marvel on the right.

I would like the organize them into rows, much like the older versions of this screenpack (Version 2) used to be, instead of one row where I can't see most of them.

Phase 2 looked like this:

...
The SYSTEM.DEF is here:

; Definitions of system screens

; *** DO NOT MODIFY OR OVERWRITE THIS FILE ***
; To customize, make a copy of this file in a subdirectory of your
; motif's name. See readme.txt for details on motifs.

; *2001.04.01 NEW* symbolizes any new parameters added for the 2001.04.01
; version of M.U.G.E.N.
; *2001.04.14 NEW* symbolizes any new parameters added for the 2001.04.14
; version of M.U.G.E.N.

; Notes about fonts:
;   - do not index fonts greater than 9 (crash)
;   - fonts indexed here do not refer to the ones in fight.def

;----------------------------
;Whole group is *2001.04.01 NEW*
[Info]
name = "DC vs Marvel"          ;Name of motif
author = "ss5ace, Buyog2099, PauTo"       ;Motif author name(s)

;----------------------------
;Directories are checked in this order:
;1. current directory system.def is in
;2. data/
;3. your MUGEN directory
;eg. If you write "spr = system.sff", and this system.def file
;    is in ~/mugen/data/mymotif/, then Mugen will first look
;    for ~/mugen/data/mymotif/system.sff. If it does not find
;    it there, it looks for ~/mugen/data/system.sff (the default).
;    Finally, if that is not found, it will look for
;    ~/mugen/system.sff.

[Files]
spr = system.sff          ;Filename of sprite data
snd = SYSTEM.snd          ;Filename of sound data
logo.storyboard = logo.def        ;Logo storyboard definition (optional) *2001.04.01 NEW*
intro.storyboard = intro.def    ;Intro storyboard definition (optional) *2001.04.01 NEW*
select = select.def       ;Character and stage selection list
fight = fight.def         ;Fight definition filename
font1 = font/dcvm_small.fnt
font2 = font/kof99-remix.fnt

;----------------------------
[Music]
 ;Put a filename for a MOD, MP3 or MIDI here, or just leave it
 ;blank if you do not want music. If an invalid filename is
 ;given, then no music will play. To play CD audio, put
 ;the track number followed by ".da". For example, to play
 ;track 3 from a music CD at the title screen, use:
 ;  title.bgm = 3.da
 ;To play mymusic.mp3 from the sound/ directory, put:
 ;  title.bgm = sound/mymusic.mp3
  ;Music to play at title screen.
title.bgm = sound/_dcvm_title.mp3
title.bgm.loop = 0        ;Set to 0 to prevent looping *2001.04.01 NEW*
  ;Music to play at char select screen.
select.bgm = sound/_dcvm_select.mp3
select.bgm.loop = 1
  ;Music to play at versus screen.
vs.bgm = sound/_dcvm_vs.mp3
vs.bgm.loop = 1

;-------------------------------------------------------------------
;Title screen definition
;All but last 3 parameters are *2001.04.14 NEW*
[Title Info]
menu.pos = 159,158
menu.item.font = 2,0,0
menu.item.active.font = 2,2,0
menu.item.spacing = 0, 16
; Names for each of the items in the menu. Names must be in quotes.
menu.itemname.arcade = "ARCADE"
menu.itemname.versus = "VS MODE"
menu.itemname.teamarcade = "TEAM ARCADE"
menu.itemname.teamversus = "TEAM VS"
menu.itemname.teamcoop = "TEAM CO-OP"
menu.itemname.survival = "SURVIVAL"
menu.itemname.survivalcoop = "SURVIVAL CO-OP"
menu.itemname.training = "TRAINING"
menu.itemname.watch = "WATCH"
menu.itemname.options = "OPTIONS"
menu.itemname.exit = "EXIT"
; These parameters define the window in which the items are visible
menu.window.margins.y = 16,8    ;12, 8
menu.window.visibleitems = 5
menu.boxcursor.visible = 0     ;Set to 0 to disable default cursor display
menu.boxcursor.coords = -48,-10,47,2
; These are the sounds for cursor movement
cursor.move.snd = 100,0
cursor.done.snd = 100,2
cancel.snd = 100,2

;----------------------------
;Title background definition
[TitleBGdef]
bgclearcolor = 0,0,0

[TitleBG 1]
type  = normal
spriteno = 1,0
start = 0,0
tile = 0,0
velocity = 0
mask = 0

[TitleBG 2]
type  = normal
spriteno = 54,1
start = 0, -10
mask = 1



;-------------------------------------------------------------------
;Character select definition
[Select Info]
rows = 1
columns = 200
wrapping = 0
pos = -63,-8;-63,1
showEmptyBoxes = 0
moveOverEmptyBoxes = 0
cell.size = 31,31
cell.spacing = 1,0
;cell.bg.spr = 150,0       ;Note: Don't use animation for cells
cell.bg.layer = 0
cell.random.spr = 151,0   ;Icon for random select (don't use animation)
cell.random.switchtime = 4;Time to wait before changing to another random portrait
p1.cursor.startcell = 0,0
p1.cursor.active.anim = 165
p1.cursor.active.offset = -65,0
p1.cursor.done.anim = 162
p1.cursor.done.offset = -65,0
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,2
p1.random.move.snd = 100,0
p2.cursor.startcell = 0,15
p2.cursor.active.anim = 166
p2.cursor.active.offset = -65,0
p2.cursor.done.anim = 161
p2.cursor.done.offset = -65,0
p2.cursor.blink = 1       ;1 to blink p2's cursor if overlapping p1's
p2.cursor.move.snd = 100,0
p2.cursor.done.snd = 100,2
p2.random.move.snd = 100,0
random.move.snd.cancel = 0  ; 1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,0
stage.done.snd = 100,2
cancel.snd = 100,2
portrait.offset = 1,1
portrait.layer = 1
portrait.scale = 1,1
title.offset = 159,217     ;Position of title (Arcade Mode, etc)
title.font = 2,2,0        ;Font of title (-1 for none)
;Big portraits
p1.face.offset = -160,0    ;Position to put big portrait
p1.face.scale = 1,1
p1.face.facing = 1
p1.face.layer = 1
p2.face.offset = 160,0
p2.face.scale = 1,1
p2.face.facing = 1
p2.face.layer = 1
;Name
;p1.name.offset = 90,235    ;Position to put name
;p1.name.font = 2,2,0      ;Set to -1 for no display
;p2.name.offset = 230,235
;p2.name.font = 2,2,0
;p2.name.scale = -2,-2
;Stage select
stage.pos = 160,145
stage.active.font = 2,2,0
stage.active2.font = 2,2  ;Second font color for blinking
stage.done.font = 2,2
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 20, 30
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 2,0, 1
p1.teammenu.selftitle.text = Select team mode
p1.teammenu.enemytitle.font = 2,0, 1
p1.teammenu.enemytitle.text = Opponent team mode
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,2
p1.teammenu.item.offset = 0,20
p1.teammenu.item.spacing = 0,15
p1.teammenu.item.font = 2,0, 1
p1.teammenu.item.active.font = 2,2, 1
p1.teammenu.item.active2.font = 2,0, 1 ;Second font color for blinking
p1.teammenu.item.cursor.offset = -10, 0
p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 60,1
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 60,1
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 6,0
;p2 team
p2.teammenu.pos = 299, 30
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 2,1, -1
p2.teammenu.selftitle.text = Select team mode
p2.teammenu.enemytitle.font = 2,1, -1
p2.teammenu.enemytitle.text = Opponent team mode
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,2
p2.teammenu.item.offset = 0,20
p2.teammenu.item.spacing = 0,15
p2.teammenu.item.font = 2,1, -1
p2.teammenu.item.active.font = 2,2, -1
p2.teammenu.item.active2.font = 2,1, -1 ;Second font color for blinking
p2.teammenu.item.cursor.offset = 10, 0
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -60,1
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = -60,1
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -6,0
;Sounds

[begin action 165]
165,0,0,0,9
165,1,0,0,9
165,2,0,0,2
165,3,0,0,4
165,4,0,0,9
165,5,0,0,9
160,0,0,0,360

[begin action 166]
166,0,0,0,6
166,1,0,0,6
166,2,0,0,1
166,3,0,0,6
166,4,0,0,6
166,5,0,0,6
160,1,0,0,390

[begin action 162]
161,0,0,0,8
-1,0,0,0,3
161,0,0,0,6
-1,0,0,0,3
161,0,0,0,4
-1,0,0,0,3
161,0,0,0,2
-1,0,0,0,-1

[begin action 161]
161,1,0,0,8
-1,0,0,0,3
161,1,0,0,6
-1,0,0,0,3
161,1,0,0,4
-1,0,0,0,3
161,1,0,0,2
-1,0,0,0,-1

;-----------------------
;Character select screen background
[SelectBGdef]
;spr = graphics/selectbg.sff  ;Filename of sprite data


[SelectBG 0]    ;space background
type  = normal
spriteno = 1,0
layerno = 0
start = 0,0
velocity = 0,0
mask=1


[SelectBG 0]
type = anim
actionno= 500
mask = 1
start = 0,-10


[SelectBG 0] ;"select your fighter" marquee (bottom)
type  = normal
spriteno = 100,1
start = 0, 221
tile  = 1,0
layerno=1
delta=0,0
velocity = -3, 0
mask=1



[Begin Action 500]
1,1,0,0,1
1,2,0,0,1
1,3,0,0,1
1,4,0,0,1
1,5,0,0,1
1,6,0,0,1
1,7,0,0,1
1,8,0,0,1
1,9,0,0,1
1,10,0,0,1
1,11,0,0,1
1,12,0,0,1
1,13,0,0,1
1,14,0,0,1
1,15,0,0,1
1,16,0,0,1
1,17,0,0,1
1,18,0,0,1
1,19,0,0,1
1,20,0,0,1
1,21,0,0,1
1,22,0,0,1
1,23,0,0,1
1,24,0,0,1
1,25,0,0,1
1,26,0,0,1
1,27,0,0,1
1,28,0,0,1
1,29,0,0,1
1,30,0,0,1
1,31,0,0,1
1,32,0,0,1
1,33,0,0,1
1,34,0,0,1
1,35,0,0,1
1,36,0,0,1
1,37,0,0,1
1,38,0,0,1
1,39,0,0,1
1,40,0,0,1
1,41,0,0,1
1,42,0,0,1
1,43,0,0,1
1,44,0,0,1
1,45,0,0,1
1,46,0,0,1
1,47,0,0,1
1,48,0,0,1
1,49,0,0,1
1,50,0,0,1
1,51,0,0,1
1,52,0,0,1
1,53,0,0,1
1,54,0,0,1
1,55,0,0,1
1,56,0,0,1
1,57,0,0,1
1,58,0,0,1
1,59,0,0,1

;-------------------------------------------------------------------
[VS Screen]
time = 150                ;Time to show screen
;Big portraits
p1.pos =  -160,0
p1.facing = 1
p1.scale = 1,1
p1.layerno = 1
p2.pos = 160,0
p2.facing = 1
p2.scale = 1,1
p2.layerno = 1
;Names
;p1.name.pos  =  78,190
;p1.name.font =  -1,0,0
;p2.name.pos  = 241,190
;p2.name.font =  -1,0,0

;-----------------------
;VS Match up screen background
[VersusBGdef]

[VersusBG 0] ;space background
type  = normal
spriteno = 100,0
layerno = 0
start = -160,0
velocity = 0,0
mask=1

[VersusBG 2.A] ;"prepare to fight!" marquee (top)
type  = normal
spriteno = 100,2
layerno = 1
start = 0, 2
delta = 0,0
tile  = 1,0
velocity = 3, 0
mask=1

[VersusBG 2.A] ;"prepare to fight!" marquee (bottom)
type  = normal
spriteno = 100,2
layerno = 1
start = 0, 221
delta = 0,0
tile  = 1,0
velocity = -3, 0
mask=1

;[VersusBG 4] ;VS Logo
;type  = normal
;spriteno = 200,0
;layerno = 1 ; Front
;start = 0,95
;mask=1

;-------------------------------------------------------------------
;Survival mode results screen definition
;This is the screen that is shown when you win in survival mode.
;It will not be displayed if the winning character has an ending.
;Whole group is *2001.11.14 NEW*
[Survival Results Screen]
enabled = 1
winstext.text = Rounds survived: %i  ;Use %i for win counter
winstext.font = 3,0,0
winstext.offset = 159,70
winstext.displaytime = -1
winstext.layerno = 2
fadein.time = 32
show.time = 300
fadeout.time = 64
roundstowin = 5           ;Number of rounds to get win pose (lose pose otherwise)


;-------------------------------------------------------------------
;Demo mode definition
[Demo Mode]
enabled = 1               ;Set to 1 to enable demo mode, 0 to disable
select.enabled = 1        ;Set to 1 to display select screen, 0 to disable
vsscreen.enabled = 1      ;Set to 1 to display versus screen, 0 to disable
title.waittime = 600      ;Time to wait at title before starting demo mode
fight.endtime = 1500      ;Time to display the fight before returning to title
fight.playbgm = 0         ;Set to 1 to enable in-fight BGM, 0 to disable
fight.bars.display = 0    ;Set to 1 to display lifebar, 0 to disable
intro.waitcycles = 1      ;Cycles to wait before intro cutscene is played again
debuginfo = 0             ;Set to 0 to hide debugging info (debug mode only)

;-------------------------------------------------------------------
;Continue screen definition
[Continue Screen]
enabled = 1               ;Set to 1 to show continue screen, 0 to disable

;-------------------------------------------------------------------
;Game over screen definition
[Game Over Screen]
enabled = 0               ;Set to 1 to show game over screen, 0 to disable
storyboard =              ;Game over storyboard filename

;-------------------------------------------------------------------
;Win screen definition
;This is the screen that is shown when you win in arcade mode.
;It will not be displayed if the winning character has an ending.
[Win Screen]
enabled = 1               ;Set to 1 to show win screen, 0 to disable *2001.04.01 NEW*
wintext.text = YOU DID IT!
wintext.font = 1,1,0
wintext.offset = 159,70
wintext.displaytime = -1
wintext.layerno = 2
fadein.time = 32
pose.time = 300
fadeout.time = 64

;-------------------------------------------------------------------
;Game ending screen definition
;This screen shows up after the Win Screen.
;It will not be displayed if the winning character has an ending.
;Whole group is *2001.04.01 NEW*
[Default Ending]
enabled = 0               ;Set to 1 to show credits, 0 to disable
storyboard =              ;Default ending storyboard filename

;-------------------------------------------------------------------
;Ending credits screen definition
;This screen shows up after the Win Screen and Ending
;Whole group is *2001.04.01 NEW*
[End Credits]
enabled = 0               ;Set to 1 to show credits, 0 to disable
storyboard =              ;Credits storyboard filename

;-------------------------------------------------------------------
;Options screen definition
[Option Info]
cursor.move.snd = 100,0
cursor.done.snd = 100,2
cancel.snd = 100,2

;-------------------
;Options screen background
[OptionBGdef]

[OptionBG 0] ;image
type  = normal
spriteno = 0,2
start = -160,-59
delta = 0,0

[OptionBG 1] ;anim
type  = anim
actionno = 201
layerno = 0 ; Front
start =-160,0



[Begin Action 201]
201,0, 0,0, 6
201,1, 0,0, 6
201,2, 0,0, 6
201,3, 0,0, 6


Re: Please help me with setting up the character select screen.
#2  November 15, 2009, 04:21:42 am
  • avatar
  • *
The SELECT.DEF is here:

;Welcome to the DCvsM select Menu of the Largest DC vs Marvel Mugen game out so far!


;------------Menu------------


;*Characters
;*Stages
;*Order
;*Updates

[Characters]

;======================================================================================================

;"Superheroes" (enhanced abilities)

aquaman, stages/deepblue.def, order=3
flash, stages/flashmuseum.def, order=6
batman, stages/paw_gotham.def, order=4
GreenArrow, stages/Whitehouseincident.def, order=5
catwoman, stages/cats_on_the_roof.def, order=1
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
#leave blank#
IronMandcm, stages/Ironman_stage.def, order=4
spiderman20, stages/bugle.def, order=7
Capdcm, stages/avengersmvc.def, order=4
thor, stages/asgard_bifrost.def, order=6
HUlk, stages/gammabase.def, order=6

;Marvel

GUido, stages/Exodus_train.def, order=5
Sandman, stages/RykersIslandPrison, order=7
crystal, stages/cataracts.def, order=3
beast, stages/danger_room.def, order=1
thething, stages/baxterbg.def, order=3
iceman, stages/beach_stage.def, order=5
storm, stages/storm_stage.def, order=5
Bishop,stages/genosha.def, order=6
colossusex, stages/SiberianOutpost.def, order=5
cyclops, stages/starbucksancturom.def, order=7
CaptainMarvel, stages/space.def, order=5
Surfer, stages/spaceout.def, order=6
Gladiator, stages/Mkraan.def, order=7
MissMarvel, stages/Astral.def,order=3
Sentry, stages/Sentry.def, order=4
marrow, stages/X-Mansionschool.def, order=8
blackcat, stages/yancyst.def, order=6
deadpool, stages/Xlab.def, order=5
wolverine, stages/MSHwolverine.def, order=6
ghostrider, stages/cemetery.def, order=5
Sentinel, stages/sentinals.def, order=8
doomdcm, stages/latveria.def, order=7
juggernaut, stages/harbor.def, order=9
venom, stages/Thewebnight.def, order=8
carnage, stages/Rykersislandprison.def, order=7
Magneto, stages/magneto_stage.def, order=9
Galactus, stages/Onslaught.def, order=9
apocalypse, stages/apoc.def, order=10
SymbioteOnslaught, stages/Symbiote Apocalypse.def, order=10
Thanosnew, stages/Thanos_stage.def, order=10
SavageHUlk, stages/gammabase.def, order=6
banshee, stages/irishcastle.def, order=2
Dazzler, stages/DazzlerLive.def, order=3
electrobeta, stages/terrace.def, order=4
vulturebeta, stages/VulturesNest.def, order=3

;Non Select Bonus characters/stages (new releases, bonus characters, copies)

Punisher, stages/terrace.def, order=3
spiderman2099, stages/fmall.def, order=1
Hulk2099, stages/Pgen.def, order=2
wonderman, stages/searchforwanda-EoH.def, order=5
Warmachine, stages/Whitehouseincident.def, order=6
Gambit, stages/cataract.def, order=5
Namor, stages/the_deep.def, order=1
Symbiote Spiderman, stages/web.def, order=5
Forge, stages/hangar.def, order=1
Vision, stages/avengersmvc.def, order=1
wolvenom, stages/Symbiote Apocalypse.def, order=6
masklesswolverine,  stages/MSHwolverine1.def, order=6
blackheart, stages/Blackheart.def, order=8
shuma, stages/endless_desert.def, order=6
Rhino, stages/Newyorkcity.def, order=4
sabretooth, stages/rock.def, order=6
GreenGoblin, stages/Brooklynbridge.def, order=3
CaptainMarvell, stages/spaceout.def, order=7
humantorch, stages/warningfactory.def, order=4
MrFantastic, stages/DoomCastle.def, order=5
nightcrawler, stages/Abandoned_Cathedral.def, order=3
Psylocke, stages/flower.def, order=4
Rogue, stages/bbgenosha.def, order=4
SilverSurfer, stages/avalon.def, order=4
Isaiah, stages/MSHcapam.def, order=4
Hobgoblin, stages/Bugle.def, order=3
omega, stages/SiberianOutpost.def, order=2
omegaRed, stages/TransSiberian.def, order=2
Spiral, stages/Spiral_stage.def, order=5
Cable, stages/mutant_hunting.def, order=6
silversamurai, stages/silversamurai_stage, order=7
Dark Phoenix, stages/theskyisbleeding.def, order=9
Onslaught 1, stages/Onslaught.def, order=9

;Secret Bonus
Onslaught, stages/Onslaught.def, order=9
Onslaught2, stages/Onslaught.def, order=9
Hydra, stages/Hydra.def, order=10

;Emblems (team change)
Elektra, stages/yancyst.def, order=3
Batman2, stages/cats_on_the_roof.def, order=1
Silver Surfer, stages/space.def, order=4

;"Secret Amalgam" (amalgam characters)
ironlantern, stages/Lantern_warzone.def, order=10
SuperSoldier, stages/metropolis.def, order=10
Ironlantern2/ironlantern.def, stages/Fraggedcity.def, order=9
randomselect;Coming Soon
randomselect;Coming Soon
randomselect;Coming Soon
Thanoseid, stages/infinityhour.def, order=9
Ferroman, stages/RealmofDrstrange.def, order=10
Amazon, stages/RealmofDrstrange.def, order=10

;emblem (team change)
Boneclaw_Wolverine, stages/MSHwolverine2.def, order=6
Steel Dc vs Marvel, stages/Steel'sLab.def, order=5
hydroman, stages/Park.def, order=2

;DC Comics start (Bonus)

JohnStewart, stages/OanMoon.def, order=7
InfinityBatman, stages/GothamRooftops.def, order=1
Flashv2, stages/Flash.def, order=8
GreenArrowv2, stages/Whitehouseincident.def, order=4
GuygardnerWarrior, stages/Planetearth.def, order=1
Kon-el2, stages/fos.def, order=5
MartianManhunter, stages/Planetearth.def, order=1

;======Copy N' Paste to show a Major team selection Above This LIne oN tOp oR cReAte yOur OwN======

;"Heroes"  (average power-levels)

plasticman, stages/tower.def, order=1
ice, stages/glacier.def, order=3
killercroc, stages/sewer.def, order=1
plasticzarro, stages/starro.def, order=5
JSAflash, stages/Flash.def, order=5


;"Minor Heroes" (Team Oriented)

cyborg, stages/ivygarden.def, order=1
beastboy, stages/TitansTower.def, order=2
starfire, stages/TitanIsland.def, order=5
nightwing, stages/BreakInAtGCPDStation.def, order=1
robin3, stages/ivygarden.def, order=3


;"Cosmic beings"  (Cosmic Level)

GLguy, stages/glbg.def, order=1
GLhal, stages/Ferris.def, order=6
Kon-el, stages/dailyplanet.def, order=5
Wonder_Woman, stages/themyscira.def, order=6
Superman2, stages/krypton.def, order=6


;"vigilantes"  (no sides, no powers, magical realms)

thedemon, stages/Jason_Blood_Apartment.def, order=5
lobo, stages/lobobar.def, order=5
thequestion, stages/NewYorkMarvel.def, order=2
rorschach, stages/manhattan.def,order=2
Zatanna, stages/Gothamsquare, order=6


; "sub-bosses" (sub bosses)

joker, stages/EscapeFromArkham.def, order=8
Bizarro, stages/dailyplanet.def, order=7
parasite, stages/starlabs.def, order=8
Sinestro, stages/biot.def, order=6
HarleyQuinn, stages/arkham.def, order=4


;"bosses"  (bosses)

Luthor, stages/lexcorp.def, order=9
brimstone, stages/blackheart.def, order=9
Brainiac, stages/brainstar.def, order=9
Mongul, stages/debstamIV.def, order=10
Darkseid,  stages/infinityhour.def, order=10


; Misc (extras, replacements, substitutes)

bane, stages/cats_on_the_roof.def, order=4
Etrigan, stages/Jason_Blood_Apartment.def, order=7
Captain Boomerang, stages/MuseumofMarvels.def, order=3
WonderWoman, stages/themyscira.def, order=2
Superman, stages/metropolis.def, order=3

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;Extra characters (recent revisions to put back look in DCvsM Updates)


;-----------------------
[ExtraStages]

;DC
stages/fos.def
stages/brainstar.def
stages/ironheights.def
stages/war_world.def
stages/kansas.def
stages/biot.def
stages/orinda.def
stages/inside the fortress.def
stages/Doomsday in metropolis.def
stages/fortress.def
stages/fortress of solitude REMIX.def
stages/Kent Farm.def
stages/metrobattle.def
stages/Arkham.def
stages/gothamsquare.def
stages/Atlantis.def
stages/RuinsofMetropolis.def
stages/EscapefromArkham.def
stages/Midnightrooftops.def
stages/PlanetEarth.def

;Marvel
stages/HYdraBaseonAlert.def
stages/space_port.def
stages/web.def
stages/RidersGrave.def
stages/shield_helicarrier.def
stages/shield_lab.def
stages/baxter.def
stages/astral.def
stages/Sentinals.def
stages/blackheart.def
stages/doomcastle2.def
stages/baxterbg.def
stages/StarbucksSancturom.def
stages/doomcastle.def
stages/Superheroes.def
stages/Mkraan.def
stages/MSHwolverine1.def
stages/bluemvc.def
stages/greengoblin.def
stages/irishcastle.def
stages/bbgenosha.def

;DC, Marvel and or Amalgam (Classic Capcom)
;------------Remove section to avoid crashes-------------
stages/avalon.def
stages/crossover_dg.def
stages/Express.def
stages/Cemetery.def
stages/militarytrain.def
stages/subway.def
stages/harbor.def
stages/hangar.def
stages/Raginginferno.def
stages/inferno1.def
stages/Raining Blood.def
stages/temple.def
stages/infinitymoon.def
stages/avalon.def
stages/GreatRefuge.def
stages/chinart.def
stages/Carnival.def
stages/TheSkyIsBleeding.def
stages/mall.def
stages/india.def
stages/thirst.def
stages/Park.def
stages/china.def
stages/chinart.def
stages/bluemvc.def
stages/dol_ts.def
stages/temple.def
stages/terrace.def
stages/judgement.def
stages/moon.def
stages/manhattan.def
stages/Hilltopnight.def
stages/hilltop.def
stages/armybase.def
stages/africa2.def
stages/darkrealm.def
stages/outback.def
stages/Niagara.def
stages/construction.def
stages/cataract.def
stages/cactaract.def
stages/scream.def
stages/dol_ts.def
stages/vtol.def
stages/brazil.def
stages/Rock.def
stages/judgement.def
stages/rainingblood.def
stages/valley.def
;bonus and training stages
stages/DeathCage.def
stages/HYdra.def
stages/glbg.def
stages/starro.def
stages/cerebro.def
stages/doomtraining.def
stages/Danger_Room.def
stages/stage1.def
stages/stage0.def


;---------------------------------------------------------------------
[Options]
arcade.maxmatches = 3,2,1,1,1,1,1,1,1,1

team.maxmatches = 4,2,1,0,0,0,0,0,0,0

;---------------------------------------------------------------------
;Updates:
;All Capcom originals included!
;Non original DCvsM updates may be added (see updates readme).





Thank you very much!
Re: Please help me with setting up the character select screen.
#3  November 16, 2009, 07:31:44 am
Hi buddy

One major thing is, in your system.def you have:

;Character select definition
[Select Info]
rows = 1       ; <----- rows of your roster (number of cells/character slots vertical)
columns = 200  ; <----- cols of your roster (number of cells/character slots horizontal)
wrapping = 0


I don't know if this screenpack is working different but usually you would need to change it to

;Character select definition
[Select Info]
rows = 6       ; <----- like the other pack on your picture
columns = 10   ; <----- like the other pack on your picture


whatever how many cells you'd like to have
If you want spaces between your both teams you can use those #leave blank# (could be anything except a charactername, because since the system can't fill the cell with a non-existing character it stays empty)

But you need to keep the format like:
;-----row one--------
5x DC Heroes
6x #leave blank#
5x Marvel Heroes
;-----row two--------
5x DC Heroes
6x #leave blank#
...

You see? But then you need 16 columns
(sometimes it's some work to do your select file, since the system is filling from left to right)

Have fun and good luck!

Cheers
Mero
Last Edit: November 16, 2009, 08:01:35 am by Merowinger
Re: Please help me with setting up the character select screen.
#4  November 17, 2009, 03:40:45 am
  • avatar
  • *
Thanks for the help Merowinger!

One question though, where do I add the ";-----row one--------
5x DC Heroes
6x #leave blank#
5x Marvel Heroes
;-----row two--------
5x DC Heroes
6x #leave blank#
..."

to?

Do I include the ;-----row one------" part too?

Sorry, I never got the hang of editing MUGEN files.

Thank you.