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> Custom chars' BGM switch in Turn team
ironmugen
Posted: Nov 8 2002, 10:40 PM
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WARNING: This is a Beta test of the code... There may be bugs... And may be changed in a near futur tongue.gif
Hope you like it...


There is a way in Mugen to do like KOF97 (Yamazaki 's team), switch a char's custom music in Turn team mode...
Actually, you can't switch custom musics in Turn mode: it takes the last player's BGM for all the chars...

And I found a way th switch:

1- Put a WAV music in your char's SND (test at 11hz, if you like, you keep... if the quality is too bad, try 22hz)

2- Open your char's CNS, and down the [Statedef -2] write:

=====

[State -2]
type = playsnd
trigger1 = roundstate = 1
trigger1 = id = 33
value = s0,0
channel = 5
volume = 220
loop = 1

[State -2]
type = assertspecial
flag = nomusic
trigger1 = 1
trigger1 = id = 33
ignorehitpause = 1

=====

Roundstate = 1 is at the start of the round
Id = 33 is for the 2nd player (not 3rd or 4th, 2nd only)
Putting a channel number would be better I think

You can also try to do like Kof97/99 for PSX (put different parts of the same song for each rounds)... For this, you'll need 2 WAV musics in your SND....

You'll write in the CNS:

====

[State -2]
type = playsnd
trigger1 = roundno = 1 || roundno = 3
trigger1 = roundstate = 1
trigger1 = id = 33
value = s0,0
channel = 5
volume = 220
loop = 1

[State -2]
type = playsnd
trigger1 = roundno = 2 || roundno = 4
trigger1 = roundstate = 1
trigger1 = id = 33
value = s0,1
channel = 5
volume = 220
loop = 1

[State -2]
type = assertspecial
flag = nomusic
trigger1 = 1
trigger1 = id = 33
ignorehitpause = 1

====

Will play the 1st part in the round 1 or 3, and the 2nd part in the round 2 or 4.... You can also put for more rounds...


I have tested it with my Iron Andy (using Terry 's BGM from Fatal fury 3/Real bout 1 - both OST and AST) and it works nice... OROCHI KOF 97 also tested it wink.gif


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UltraROX
Posted: Nov 8 2002, 10:44 PM
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Indeed this seems to give good feeling during battles. But keep in mind that the SND file size will be very large (almost 7,5 Mb for the SND Iron gave me to test ; contains 2 songs from FF3/FFRB1). If quality increases, the size will also increase.
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ironmugen
Posted: Nov 8 2002, 10:56 PM
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So be sure to not put usless sounds tongue.gif (sometime happen)... Or you can even reduce the quality of the sounds, I saw creator that were using 44hz sounds... reducing then to 11hz for Mugen is not so odd...


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Posted: Nov 9 2002, 12:14 AM
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I think Saiai used this for his old RyuEX character. When you used him and he fought himself, one of Gouki's themes would play.

I'm not sure if it was Saiai or not. It could be someone else... Slack86... Gah, my mind slips, and the names are so similar. >_<
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Man M
Posted: Nov 9 2002, 03:28 AM
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[quote]When you used him and he fought himself, one of Gouki's themes would play.[/quote]

You can do that with trigger1=p2name="thischaractersname" smile.gif This is a little bit different.
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ironmugen
Posted: Nov 9 2002, 02:34 PM
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[quote]You can do that with trigger1=p2name="thischaractersname[/quote]

For Geese it would be great, since in Fatal fury 3 and Rb1 he plays his "Ninikatore" song VS Terry and Andy (and Joe in Fatal fury 3)...

I'll maybe put his code for my UG mugen game, as the boss in UG will be Geese tongue.gif


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ironmugen
Posted: Nov 9 2002, 08:11 PM
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EDIT : Okay!! It does work perfectly now! biggrin.gif

I have tested it with my Iron Andy and my Iron Robert and I feel it GREAT!

Now it use a helper....... Get the new code here:

===== To put in Statedef -2:

[State -2,]
type = Helper
triggerall = 1
triggerall = NumHelper(999) = 0
trigger1 = roundstate = 2
trigger1 = id = 33
trigger2 = roundstate = 2
trigger2 = teamside = 2
trigger2 = id = [34,46]
trigger3 = roundstate = 1
trigger3 = roundno != 1
trigger3 = id = 33
trigger4 = roundstate = 1
trigger4 = roundno != 1
trigger4 = teamside = 2
trigger4 = id = [34,46]
helpertype = normal
name = "BGM"
id = 999
postype = left
pos = 160,0
stateno = 999
keyctrl = 0
ownpal = 1
supermovetime = 1

[State -2,]
type = assertspecial
trigger1 = 1
flag = nomusic
ignorehitpause = 1

=== To put in CNS too, but not in both Statedef -2 or -3....

[Statedef 999]
type = A
movetype = I
physics = N
velset = 0
anim = 999
ctrl = 0

[State 999]
type = playsnd
trigger1 = roundno = 1 || roundno = 3 || roundno = 5 || roundno = 7 || roundno = 9
trigger1 = animelem = 2
value = s0,0
channel = 5
volume = 220
loop = 1

[State 999]
type = playsnd
trigger1 = roundno = 2 || roundno = 4 || roundno = 6 || roundno = 8 || roundno = 10
trigger1 = animelem = 2
value = s0,1
channel = 5
volume = 220
loop = 1

[State 999,]
type = changestate
trigger1 = animtime = 0
value = 998

[Statedef 998]
type = A
movetype = I
physics = N
anim = 999
velset = 0
ctrl = 0

[State 998,]
type = changestate
trigger1 = animtime = 0
value = 998


==== To put in the AIR

[Begin action 999]
-1,0, 0,0, 10
-1,0, 0,0, 10


=====================
You still need the 2 songs in the SND file (as 0,0 and 0,1).
Hope you'll like. biggrin.gif


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Posted: Nov 9 2002, 11:34 PM
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Ya know, you could also make it so the music is in the fight.snd file - that way, you can either download the musicless one, or the huge one with music.

It would take up a LOT of memory, but it's an alternative, nonetheless.
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ironmugen
Posted: Nov 10 2002, 11:40 AM
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[quote]you could also make it so the music is in the fight.snd file [/quote]

That's a good idea biggrin.gif


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Saiai
Posted: Nov 16 2002, 11:21 PM
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[quote]I think Saiai used this for his old RyuEX character. When you used him and he fought himself, one of Gouki's themes would play.

I'm not sure if it was Saiai or not. It could be someone else... Slack86... Gah, my mind slips, and the names are so similar. >_< [/quote]

Indeed I did. The code needed fixing, because when I first made the code, I didn't think about using helpers. You can use this tactic of bringing out a helper to make use of a "KO" song to play. You'd probably use the one from CvS, as it loops and can be reduced to a very small file size.


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ironmugen
Posted: Nov 18 2002, 04:54 PM
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The first try is available in the WIP forum, topic: Kim Hwoa rang


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