# Tutorials about the m.u.g.e.n engine

Learn how to set and customize your game

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## How to rip sprites for mugen 29 29UTC June 29UTC 2009

Posted by mugencharacters in mugen tutorials.
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Some forms are very complicated (for example: Rip sprites of Playstation 1 & 2) while others are not. Per hour I teach the rip some sprites from arcade games of the Super Nintendo (SNES) and Game Boy Advanced (GBA). We will do this with the help of emulators “Final Burn Alpha”, “Z SNES” and emulator “Visual Boy Advance.”

Keep in mind also that there is a huge, glaring difference between rip, for example, the characters of “Super Street Fighter 2″ and ripping the Arcade version of the Super Nintendo. Of course, ripando way “Final Burn” graphics for games of Arcade, you will have the original chars. Be better, bigger and more defined and everything else that a game of Super Nintendo Arcade Game Centers can not be converted to proporcianar. puerility, but very necessary to note that there will be some games that do not exist in the SNES converted from the arcade (like Megaman Battle Power 1 and 2 for example) and there is no good option for mounting your char is just the same.

This tutorial is aimed pro staff “know nothing and no where to start!” the middle M.U.G.E.N.
Pra galera already Manja high technical Sprite Rip is unwise to read (as would be back to CA).

Well then let this: With the (s) emulator (s) in hand (s), or not, let the first FB. It is a short step by step but “explicadinho other.” It is necessary that you not then say “You did not say how you do it …”. You know how right?

EXPLANATION OF Rip WITH FINAL BURN ALPHA:

A) IF YOU DO NOT HAVE THE FINAL BURN: Download eMule.

http://www.easy-share.com/c/8620681

Rom pasted to the game you want to rip the roms folder of FB
After downloading open the FB, Clik load in and load the game.
Once he starts press ESC you put the screen in Full Screen.

B) The RIPANDO BASIC (Select Portraits, Cursors and Etc.):

Say you want to rip the face of “Lancelot” on the screen of selection of player of the game “Knights Of The Round.” It’s easy to do that! When the Character Select screen, go to Misc option and select it and Options Screenshot Screenshot Factory select this option. Go disabling the setting up of the items you want to have (in the case here the three images on the screen to select) on the scene and black. After that press Capture. The image will be inside a folder of Final Burn which is called Snapshot or Screenshots.

*#->> Tip: Leave this box to open Shot factory to be used later <<-#*

C) RIPANDO The animation of the character:

To get the frames / animations of the character is a more complicated pokinho. Start the game, stop the char at any point and remove items from the scene to be only with the char and black. Say you want the frame of the punch (an example): Press the button to punch, and then on the keyboard, press Pause Break, thereby pausing the game.

After you press pause Frame Advance (Shot in the Factory box. Remember that I said “leave it there for later use?”) For the forward step by step animations, saving each with Capture, Referring to disable the items needed for the scenario is capturing the image with the black background as background! With that in mind make these procedures until all frames of the punch (our example here).

D) EDITING THE PAINT:

We will now edit the image in paint to make it in good for use in Fighter Factory. You can follow this step-editing of images and now, after all the images you need. Open paint, with the image that captured and just fit the character, be careful with the edges of the picture ripada because the time frame of the picture you can cut a detail! The bottom of the figure should be, preferably pink.

Finishing just save the picture in BMP of 24 bits and save as say LS1 (Lancelot Soco 1) and the other as LS2, LS3. Once you “find it” easier later.
Of course you do not have to do this part of the appointment, name or no name as you wish.

Well now you know how to get the pictures of chars makes it poses to the rest of it. Walking, standing, leaping, falling, crouching down, running, overview, dropping magic, finally everything necessary to make the char. Go slowly as you get there. The world was not done in a day, and believe, the mugen chars are not made and not edited in a day (only “Sephiroths” of life, Oh lord …).

EXPLANATION OF Rip WITH Z-SNES:

A) We will first download a program called “Animget. What does it do? Well It just captures the framework of a picture frame each time that she was changing on the screen (whohoo!). Here is the link, be quiet because the program is freeware (free):

http://www.gmdsoft.de/menne/z3c/animget.htm

B) Start the emulator with the rom of the game to be ripado. With the emulator running the game, you must remove the elements of the scenario for ripping the char or the char to rip the scene. Press the buttons 1,2,3 and 4 to take the necessary elements of the scenario. Press the button for removing the 5 chars of sprites on stage.

C) Minimize the emulator and go on your Animget in menu “look”, and select Start.

D) Replace the screen Now V.B.A. and perform the desired action for the taking. Keep still, jump, roll, punched, do everything that you give the roof!

E) When you finish click again on your Animget by going to Note menu, select STOP. Then go to the menu of screenshots and save everything. The images are saved to the folder Screenshots of the program.

F) Finally, the whole process of editing the previous paint is valid to be followed here too.

EXPLANATION OF Rip WITH VISUAL BOY ADVANCE (GBA EMule DE):

A) First of all you will need the emulator, get it here on this site:

http://vba.ngemu.com

B) Load the rom of the game in question (to be used for ripping the graphics) and enable Animget.

C) Go back to the game and remove items from the scenario that might muddle their capture by pressing the Ctrl key and then 1 and e 2, maybe 4. The only thing that should be visible is your character ok?

D) Do the same as in step D of the explanation of the SNES. When you finish click again on your Animget by going to Note menu, select Stop. Then go to the menu of Screenshots and save everything. The images are saved to the Screenshots folder
program.

E) Finally, the whole process of editing the previous paint is valid to be followed here as well (Yes I copied it and cheat!)

FAQs:

(Oh great masters, you know that is not how to avoid “curiosity.” So for at least the lower …)

“Why can not I save my pictures with a white background?
I want white and not pink because pink is a thing of who is running astern in kebab! “

Well .. You can take a picture of a blue background rather HOWEVER when you put it in the future Fighter factory for getting the palettes straight (yes, you have to do that, but it is another tutorial explaining …) will give m3 d @ #: If your char has a white shirt, for example, and the background is the same color as the shirt … He gets the shirt transparent and will lose details of the clothes! So be careful with it and remember: The fund has to be a color that is not the same existing at any char pixel of the sprite.

“Why can not I use the filter Xsai video’2 ‘you get the images without serrated?
Better po! I do so, I see my char full of serrated in Mugen!

It is right … So … You can even pick up the images with the filter, it will be cool. But at the time of editing will be a waste: When you use the filter he simply “flattens” the image of sawtoothed. which means? What is an effect that improves the original pixel to the maximum, leaving the texture of it more “redondinha” and therefore will be more pixels than infinite in its sprite! Much further than the original USA.

Once that image will not scroll in legal Fighter Factory. Abort the mission “rip with filter” before it is too late … In any case do not matter: M.U.G.E.N. filter also has a mode until that mode and let the images using “cel shading”, your sprite and imagination are safe. Put the music of “Hallelujah” now …

“I have to save as bitmap of 24 bits in the paint?
There has to be in 256 colors? What an idiot! I did not know it is not? hahaha, You millstone that cookie! “

Go on “smart (a )…” Save in 256 colors is highly unnecessary for this type of work related to MUGEN Has done and is seen as the paint? Well then try … In addition the Fighter Factory (love this program!) Need the sprite CLEAN for generating a color palette decent and normal. But if you still want to save your sprite in 256 colors in paint to make a char … Nothing prevents you, or common sense, go ahead and be happy.

“It has a faster and better method of ripping the final image burn?
I wanted to make a Iorio, but very hard … “

I know that does not. You can even apply the scheme of the FB Animget Only that there are tons of sprites captured unnecessarily and then you mount the animation will be a drunk. So the manual method is slow and reliable 100. Now even if you are in a hurry to make his legendary “Iorio Orochi Skilled Mega 100% Apelation of Darkness” I suggest downloading some among dozens that exist on the Internet. Google it! Just be careful with the launch of papagaidas all these commitments and if you do download a game …

“Why did you save the images speak for renaming them?
This is a bag! I do not want to leave that prefer those crazy numbers that are even “

I told you to do but that is an option. Of course you do not have to do this part of the appointment, I said: you want to name it or not name, however you can get lost in the middle of a bunch of pictures then. Be careful with your work because you may later regret of not being (eg Classic, “Caracas, as I find that image of the punch that edited?
Not changed his name and has several pictures with a lot of numbers too, which sucks!).

Then again: Save your images so that they can be identified more easily as, say, XS1 (Soco X 1) and the other as XS2, XS3 and so on. I advise, also, to separate the animation by folders as punches, kicks, jumps, motion (if he walked, down, jumping) and so you get everything for easy location later. However, as said before, this part is at your own discretion.

## Understand mugen debug mode 28 28UTC June 28UTC 2009

Posted by mugencharacters in mugen tutorials.
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Debug, which is it? Debug for me, and that panel is for you all the information on your character through the game. There you can find the flaws that your character has, and a series of other options that I will explain in this tutorial. We also can add more information to debug, such as life, power, distance from p2, and several other options, which unfortunately I can not explain in this tutorial also.

Well, you can see what a debug, and simple, open a fight in Mugen with any character you want to test. When exactly started the fight of the characters, press Ctrl + D, and debug is enabled. A shot of the debug:

Where this “Frames: 336″ to “p2stateno = 0″ and debug that both are talking. Ali contains several items from his character that are very useful.

This tutorial will be divided into two topics, which are these:

- 1. Explanation of each item in the debug.
- 2. Finding errors in your character.

Carefully read this part of the tutorial, because without doubt it and most important:

FRAMES:?

This shows the number of frames that showed the game at the moment.

ACTIONID:?

This animation shows in which her char in this moment. In the picture above, my char is in the animation 0.

SPR:?,?

This shows the group and the numbering of the sprite that the exact time of char. In this image above, the sprite image of my char and 1 group 0, which is in the char please.

ELEMNO:? /?

This shows the amount of images that contains the animation that this char, and shows in what frame of the animation at this char, 2 = Frame of the animation / 6 = number of frames that contains the animation.

TIME:? /?

This shows the exact amount of total time that the animation of the char, and shows the time that this image. 13 = exact time of the animation that you are / 42 = total time of animation.

Staten:?

Number of state that his character in this moment.

CTRL =?

Shows that the char is in your control or not. If the value 1, you are under control of the char, if you have the value 0, you have no control over it.

TYPE:?

This indicates which type of state that your char. Can be S = Stand | | The Air = | | C = down. Each type has its numerical value.
S = 1
A = 2
C = 3

So in the example above, the char is in the stand (S = 1).

MOVETYPE:?

This indicates which type of movement that your char. Without Movetype can be in state | | A = attacking | | state of H = hit | | I = idle. Each type has its numerical value.
SemMovetype the state = 0
A = 1
H = 2
I = 3

So in the example above, the char is in the state without MoveType.

TIME ²:?

This time indicates the total time you are in the animation. If you leave the animation on the stand will increase the total time of animation. When you do some other command and change the animation, the value of time irar zero.

Well one more step in the tutorial is ready. Now we discover the errinhos of your char?
Run your char and go by the commands until an error in debug. An example of error:

Well the error is there, and moreover, it explains what the error and where it is. So look good, there is saying that the value of 200 state pausetime of this negative. One thing that may not have. Then we go to state 200 to reach this error, changing the value of pausetime to a positive value. Your mistake is now working perfectly.

## How to set up mugen 27 27UTC June 27UTC 2009

Posted by mugencharacters in chars.
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MUGEN (MUGEN or) is a game system and creation of a popular game that allows you to create or recreate fight games and other styles. It is widely used to recreate the fight game arcades . Learn in this tutorial how to set the visual to adjust it to your liking or computer.

The game made with MUGEN does not include a utility or program to adjust the video settings and sometimes do not work right or are not compatible with the computer, monitor or video card used. The main configurations of the game are made in a file with extension CFG located in the game DATA folder.

Despite the extension CFG is a simple text file that can be edited in Notepad or WordPad. Thus, double-click the folder DATA mugen.CFG (on most computers CFG extension is not visible), indicating that Windows can not open the file, select the option to select the program from a list and select the WordPad or Notepad – or your favorite text editor.

Getting Started
Before you edit the configuration file make a backup of the file, copy it to another folder and / or change its name. If a change does not work and you can not revert, delete the file and start again. The video options for MUGEN are located below the line [Video Win] and the main options are these: Width, Height, Depth, Stretch and Double.

Width and Height
Width and Height adjust the video resolution on the screen and mean, respectively, width and height. In general it is better not to change the configuration defined by the creator of the game, but some monitors work best in specific resolutions and may be interesting experience (mainly in larger monitors with higher native resolution).

Examples of resolutions:

640×480 | 800×600 | 960×600 | 1024×768

(click on the options above to see the images in full size)

Depth and Stretch
Depth can be translated to depth and indicates the amount of colors that can be displayed on the screen. In theory the way 16 – or 16-bit, 65,536 colors – is faster, less to show color and generally be the default format, but depending on the mode display 24 or 32 – over 16 million colors – may work better .

Stretch, stretch in Portuguese, defines the MUGEN will stretch the images of the game to fill the entire screen (or resolution of the window defined above), this setting can be useful if the game is a visual “stretched” too, in this case just change the option from 1 to 0, so the game will be centered on the screen and keep the proportion of screen.

with Stretch | Stretch without

Doubles
Doubles doubled or resolution is the setting that determines the filter used in the resizing of images to the screen. Are 4 options, 0 to 3, which can be explained better with pictures than words (click on images to see them full):

0 – off

1 – diagonal edge detection

2 – bilinear filtering

3 – Horizontal Scanlines

Other settings
Mugen.CFG The file also includes other options that range from the rules of play and artificial intelligence to the controls and sounds. Some of the options can be changed in the game. In any case, be careful if you want to change any of the parameters and make backups of changes that worked.

## Change images of chars screenpacks 26 26UTC June 26UTC 2009

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This tutorial serves to change-image from Screenpacks of SFF as well as chars, the procedure is the same, then the only difference between a. SFF a char and a screenpack is the content of the images.
This tutorial was made by me, should not be anywhere without my permission, and that goes for all tutorials and other material mugen even q are not mine, deserve the due authorization of the owners.

Well, in changing the images Fighter Factory, many people think it’s just a sprite change the other (if you do not know what a sprite – which is not the soda – stop reading right here.)

But the simple exchange does not work.
The big “trick” is the image formats.

Open System.def and in the “Title background page” delete all [TitleBG] leaving only the third. Thus:

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

[TitleBG 3]
type = normal
spriteno = 0.0
start = 0, 40
mask = 1
trans = add

;————————————————- ——————

With FF open open the file menu system.sff Sprite.

Logo displayed the first image of q is the mugen logo mugen, note the menu on the left that it is 0 and Image Group 0, that is order of the sprite. In [TitleBG 3] which we leave to file Def, appears “spriteno = 0.0, indicating that this is the image that he will use in TitleScreen.

Now let’s set the image you want to put the Title of mugen.

Click the Editor of pallets on top of the menu and open the image to be used.

HERE IS THE MAIN POINT OF CHANGE IN THE PICTURE!
The image that you use must be in BMP 24 bits, can not be. PCX, or. PNG, or BMP 256 colors, it seems not, but if we work at that time with pcx images, the image is completely crooked then by that use BMP images. And the resolution of the image?
Mugen the only works with 320×240 pixels, but if your image is larger, it will appear in mugen, but will be cut to be larger than the mugen!

When the image is opened by the Editor of pallets, note that it automatically puts the colors qa image

Now clicking Add in the left menu. Making it open again to our image and we apply that palette of colors in it.
Check “Use same name in the pictures” and then click “Add palette image and then save the image.
Note that the FF will save the image with the palette already applies in PCX, BMP in no more, it is anyway.

Now replace that first image of mugen (the logo) for our image saved in PCX and already applied with the palette.

Click “Change” in the left menu and select the saved image in pcx:

(NOTE: You can be creative and not just exchange a picture, but add many pictures, so you click the button to add next to the button to change.)

The new image will appear in place of the former.
Then save by clicking the “Save” shown in the picture:

Mugen Run to see it.
It is likely that the image is out of position on the screen of mugen for it in FF, click on the image and drag it to position it correctly, always checking and saving the changes running mugen!

This is the simplest way to make a Screenpack, no animations or other effects, just changing the images in the background, but so you can customize the mugen more of their style.

From there you can do in Paint even more screens to the Title, Select, and Opitions Versus. Referring to save image in BMP with a resolution of 320×240, and using the palette in the manner indicated in the tutorial here

## Fighter factory ultimate download 25 25UTC June 25UTC 2009

Posted by mugencharacters in m.u.g.e.n.
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The Ultimate Fighter Factory is a publisher of characters for MUGEN capable of providing all the necessary tools for this task.

The new version offers advanced options for Ultimate edition, and offers much more performance to its users.

With the new interface, the program follows the same pattern in all the graphic editors, facilitating its use and concentrating all the options in one place, easily accessible via mouse oo shortcut keys.

With the ability to edit up to 12 characters in the same window, the Ultimate Fighter Factory provides an environment never seen.

Features

Improved Interface

Incredibly superior performance

Less consumption of memory

Possibility of opening up to 12 chars in the same window

Almost all functions accessible via shortcut keys

Format characters for the program itself

Zoom up to 8X

New system of languages, much lighter and faster

New organizdor

Cut and optimize all the images much faster

Inclusion of the editor of pallets in the main window

Increased floor area

Insert images with palette in PCX Clean

Generates optimized palette from multiple images

Viewing of the transparencies in the editor

New system for generating animated GIF

Conversion of bitrate and number of channels made by the program

Resample improved system for using the library LibSampleRate

Display correct information on the WAVE sound

Possibility of individual sounds Resampler

System that supports auto complete function with parameters

System auto complete with the addition of SCtrls from a shortcut key

Click the picture to go to the download site

fiighter factory ultimate

## How to add characters into mugen 24 24UTC June 24UTC 2009

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After acquiring its version of the mugen 2000.07.31 above, locate the folder “DATA” within this has multiple files, open the file called “SELECT.DEF” if the first time you open a file. “DEF” he will ask which program should open this file type, select a text editor (Word Pad, Notepad (notepad in win98), etc …) and select a file open.
After open the file you may notice that there are many lines, but only the lines that has no “” are the beginning lines of configuration, the other is not important here, for I will not add space.
After open the file it should be this:

[Characters]
; Insert characters here (the rest will not be entered, that is so blah, blah, blah)

Kfm, stages / kfm.def

The first line:
[Characters]

Means that from here starts from the file that is on the installation of characters (chars).

The last line:

Kfm, stages / kfm.def

It is the 1st character in the game (already comes with mugen).

If you got your version of mugen from the official website of the program (http://www.elecbyte.com) you may have picked up the option with the 1st character added, the Kung-Fu Man, he is a kind of demonstrative character, if you are in doubt, open the folder “chars” in the folder where you put the mugen (for example, you put the files in the folder “c: \ games \ mugen” inside the folder is the folder mugen chars. ) if you have a folder there is a mugen his character, you will call this folder “Kfm”
Even though a character in your mugen is good to read the instructions below to put future characters.

Since characters added to your mugen go to any page on the Internet for Mugen and get some character.
Having downloaded the character, he certainly coming. “ZIP” (compressed with winzip, to use it zipped explain more below).
After that extract the files to a folder with the same name as the character, and move into the folder “chars” in my mugen.
It should be so, assuming that your character is the “Piccolo”

“C: \ Mugen \ chars \ piccolo”
(noting that the file of definitions (DEF) of your char is picole tb, c is the folder picoloDBZ picole tb picoloDBZ must be ok)
After extracting the files to see if this goes all right, some webmasters make the characters in the compressed folder, then when you extract the files to the folder so they can be:

“C: \ Mugen \ chars \ piccolo \ piccolo”
If this happens just move the second folder to the “chars”.
Now everything is right with the character already present in the “chars” we will begin to configure the file “select.def.
Entering the file select, you will go to the part where it placed the 1st character which I mentioned earlier.
There you enter the following command line:

Kfm, stages / kfm.def
(Now add your char)

piccolo (ready easy and not bite), stages / kfm.def (I do not put another stage and so why add the name of the DEF of any stage that you want for your char, stages are required to continue using the winmugen in earlier versions do not orbigatorio and the addition of stages)
Ready your character is added, along with a stage, but there is an explanation of why it has to be in the right folder and name right.
The mugen is scheduled to do so:
Command line of “Select.def”

Piccolo, stages / kfm.def

The programmed to make mugen is:
Search the “Piccolo”
In the “Piccolo” search “Piccolo.def”
If he does not find the “Piccolo.def” in the specified folder does not go up one folder level in the field and will leave the selection blank.
The folder should be of the same name as the file. “DEF” for the system search based on the file name of the folder or, if you put the different name that will happen (with the file name. “DEF” is Piccolo and not Picolli):
Search Folder “Picolli”
In the “Picolli on search Picollo.def”
If he does not find the “Picollo.def” in the specified folder it will leave the field empty for selection.
If for some reason you want a different folder name you should do it.
In the file “select.def” set to the command line

Picolli \ piccolo.def,
(Pasta) (arquivo.def)

Remember this is how you do with all chars, other char is to put only the names change, and that the character is Trunks, Piccolo instead of you put “Trunks”

After adding 10 characters to the screen selection, the 11 character does not appear in the original mugen ScreenPack, so it appears you will need to change some other setting, a little more complicated

## Super jump code 23 23UTC June 23UTC 2009

Posted by mugencharacters in mugen tutorials.
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in CMD

QUOTE

;-| Super Jump |——————————————– ——————
[command]
name = “DU”
$ command = ~ D, U
time = 15
[command]
name = “DUF”
$ command = ~ D, UF
time = 15
[command]
name = “DUB”
$ command = ~ D, UB
time = 15

paste it in your part of the controls of char (before statedef -1)

after that comes the part to make the command itself:

QUOTE

; Super Jump
;————————-
[state -1, superjump up, fwd and back]
type = changestate
triggerall = (command = “DU” | | command = “DUF” | | command = “DUB”)
triggerall = statetype! = A
trigger1 = ctrl
value = 900

Don’t understand? then we will understand:

type = changestate; mean that you go to the state in question is …
triggerall = (command = “DU” | | command = “DUF” | | command = “DUB”), make one of these commands …
triggerall = statetype! = A, is not in the air …
trigger1 = ctrl and you control the fighter
value = 900; and this is the state for which you will, the jump, duh = P

2) in the CNS

QUOTE
; Super Jump
;————————-
Starts ;—[] —
[statedef 900]
type = S
physics = S
anim = 40
ctrl = 0

[State 900, superjump dir]
type = varset
trigger1 =! time
fvar (19) = ifelse (command = “DUF”, const (velocity.jump.fwd.x) +2, ifelse (command = “DUB”, const (velocity.jump.back.x) -2.0))

[State 900, end]
type = changestate
trigger1 = animtime = 0
value = 901

wtf? quiet, we will break down the man

[statedef 900]
type = S
physics = S
anim = 40
ctrl = 0

simple, you ‘re on the floor, not attacking anyone and anim s it is 40, and you have no control of the char

[State 900, superjump dir]
type = varset
trigger1 =! time
fvar (19) = ifelse (command = “DUF”, const (velocity.jump.fwd.x) +2, ifelse (command = “DUB”, const (velocity.jump.back.x) -2.0))

here we use a lot of fun called I. fvar, which is nothing more than a var you can use numbers broken but that I then used a var?
if used, would be assuming that the values of const in question are integers, and using fvar they can be broken, get it?

now is quite simple, the fvar (19) define the direction of the jump. I could use 3 varsets different, but I prefer to use the ifelse simplify. ifelse mean “if, but …”, I would take to explain its use, but my friend did a kura Naito Office explaining their function, the site will download it and make

but a quick explanation of I.: if you do the command “DUF” speed is the constant forward speed during the jump 2 more, if pressing the command “DUB” will be a constant speed behind least 2, if any another command, where “DU”, the value is 0, no acceleration

[State 900, end]
type = changestate
trigger1 = animtime = 0
value = 901
here to change the state of the jump in the air when the anim 40 comes to an end, and 901 is the state of that part of the code

QUOTE
;—[ Jump] —
[statedef 901]
type = A
physics = A
anim = 41
velset = fvar (19), const (velocity.jump.y) * 1,125
ctrl = 1

[state 901, night]
type = assertspecial
trigger1 = 1
flag = noautoturn

this is the final state of the code, you reach the end of this epic jump

;—[ Jump] —
[statedef 901]
type = A
physics = A
anim = 41
velset = fvar (19), const (velocity.jump.y) * 1,125
ctrl = 1

Cê tá in the air, tá not attacking anyone, animals that leap is 41, the velocity x is the value of fvar (19), and speed and is a constant speed and multiplied by 1,125 (to differentiate the normal height of the jump to go higher value increases the latter), and you have the control of man

[state 901, night]
type = assertspecial
trigger1 = 1
flag = noautoturn
this is for your char not turn himself over the jump, when passing by the opponent

and reached the end of this code, if you want calls to copy and paste this crap without knowing that it is everything, follow below:

QUOTE

in CMD

;-| Super Jump |——————————————– ——————
[command]
name = “DU”
$ command = ~ D, U
time = 15
[command]
name = “DUF”
$ command = ~ D, UF
time = 15
[command]
name = “DUB”
$ command = ~ D, UB
time = 15

; Super Jump
;————————-
[state -1, superjump up, fwd and back]
type = changestate
triggerall = (command = “DU” | | command = “DUF” | | command = “DUB”)
triggerall = statetype!= A
trigger1 = ctrl
value = 900

in CNS

; Super Jump
;————————-
Starts ;—[] —
[statedef 900]
type = S
physics = S
anim = 40
ctrl = 0

[State 900, superjump dir]
type = varset
trigger1 =! time
fvar (19) = ifelse (command = “DUF”, const (velocity.jump.fwd.x) +2, ifelse (command = “DUB”, const (velocity.jump.back.x) -2.0))

[State 900, end]
type = changestate
trigger1 = animtime = 0
value = 901

;—[ Jump] —
[statedef 901]
type = A
physics = A
anim = 41
velset = fvar (19), const (velocity.jump.y) * 1,125
ctrl = 1

[state 901, night]
type = assertspecial
trigger1 = 1
flag = noautoturn

I hope you understand.

## How to add groove to your char 22 22UTC June 22UTC 2009

Posted by mugencharacters in mugen tutorials.
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The Grooves are different modes of gameplay in one char. see the example of cvs2. can also be seen how evil groove of a char, when you start holding the select

the good / let’s go

first of all, we need to determine which variable we use pro groove and puts it in the IntPersistIndex, ’s in the [Data] of its cns. at this Institute, Lets use the variable number 1, but can choose any other. would be more or less like this:

[Date]
life = 1000
power = 3000
attack = 100
defense = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 0
IntPersistIndex = 1 <— 1 persistent variable, ie naum changes between rounds
FloatPersistIndex = 40

Now we can continue /

MODEL chars EVIL

that the easiest way when you choose the evil chars, orochi, son of the demo, angel, holy, is lah whatever name you give

in mugen, the palettes are defined as:

1 = a
2 = b
3 = c
4 = x
5 = y
6 = z
7 = start + a
8 = start + b
9 = start + c
10 = start + x
11 = start + y
12 = start + z

right now, we separate the blades. vai be char half normal and half evil. would be thus:

NORMAL
1 = a
2 = b
3 = c
4 = x
5 = y
6 = z
=====
EVIL
7 = start + a
8 = start + b
9 = start + c
10 = start + x
11 = start + y
12 = start + z
========

Let the planning begin now itself:

we pro state of pre-intro of the char (statedef 190)

we set a value for when the char tiveh with the palettes and a normal value for qd he has with the palettes evil.

for this we will use the sctrl VarSet and triggers! palno time.

would therefore be:

[State 190, VarSet palettes normal]
type = VarSet
triggerall =! time
trigger1 = PalNo = [1, 6]
v = 1
value = 1

here he says that all palettes between 1 and 6 activate the value 1 of variable 1

[State 190, VarSet palettes evil]
type = VarSet
triggerall =! time
trigger1 = PalNo = [7,12]
v = 1
value = 2

same, with palettes only 7 to 12, and the value of the variable will be 2

the ready / jah made his way with char evil. Now is when you do the strokes, the strokes you trigger with his normal var (1) = 1 and the blows of evil way with var (1) = 2

===============================================
nom this simple?
now make a little lets select a groove, as in the chars cvs2

let’s go!
;===============================================

SELECT GROOVE

cvs2 of the chars have 6 grooves

we define the values /

C = 1
A = 2
P = 3
S = 4
N = 5
K = 6

Now, let’s make the images appear vaumara fashions ke indicating that the groove eh ke tah selected the / you can use paint, photoshop, paper and scissors, etc.

done so, Vamo please put the pictures in the air and

any numbers they may have, but eh ke important they are sequencials.

example:

C = 1000
A = 1001
P = 1002
S = 1003
N = 1004
K = 1005

naum eh it mandatory, but helps vcs time to plan

qd put you in the air, you must put the time as 1. thus:

, C-GROOVE
[Begin Action 10000]
10000.1, 0.0, 1

also create a blank anim with qq number. in my case I used the 9999. thus:

; blank anim
[Begin Action 9999]
-1, -1, 0,0, -1

good, now ke vcs jah td did this, lets plan

we have done in an overwrite state boot ke tah in common1.cns. eh Soh copy and paste in your, for modifying the VarRangeSet he reset the value of qd variables the fight started. would be:

BEFORE:
[State 5900, 1]; Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

AFTER
[State 5900, 1]; Clear all int variables
type = VarRangeSet
trigger1 = roundno = 1
trigger2 = = teammode turns
trigger2 = roundno> 1
trigger2 = roundsexisted <= 0
trigger2 = roundstate = 0
value = 0

now we will call a friend var 1, k 2 is called var. var 2 live in the state -2, and serves you find that side of the screen starts to fight the char /

Then, statedef -2:

[State -2, Side of char]
type = VarSet
trigger1 = var (2) = 0
v = 2
value = teamside

explaining: the trigger teamside can have 2 values: 1, qd the char eh the p1, and the qd 2 h the char p2, Entom you save the people he puts in place the value rlz ownz lazy to type: ~ ~ ~

ok, we made all preparations jah \ o / Let now beginning to set the selector

the state of this intro, we will set the initial value of the var 1 (of the grooves, ke vai 1 to 6, remember?). entaum, has two modes. the first h as:

[State 190, VarSet]
type = VarSet
trigger1 =! Time
v = 1
value = 1

but once something eh burrin, Why do you always start with the same groove, and this exciting naum eh u_u

Entom we do this:

[State 190, VarRandom Groove]
type = VarRandom
trigger1 = RoundState = 0 & &! Time
v = 1
range = 1.6

this is the ke? : the range is the range of values, ke vai 1 to 6. ke ke eh is the luck he a value from 1 to 6 * the * means that the variable k has not the same in each fight Falor, Fika random Aid

nooooooooooooooooooooooooow we just …… to begin u_u

now we will call a helperzin o /
eh ke this helper will be the selector itself thus:

[State 190, Helper]
type = Helper
trigger1 =! Time
staten + = 1000 var (1)
name = “Grooves”
postype = left
helpertype = normal
keyctrl = 1
OnTop = 1

Add the keyctrl = 1, that enables you move the selector
the state as random var 1 , may have the following values: 1001, 1002, 1003, 1004, 1005, 1006. ke lindo, exactly the same number of grooves, we have k * o *

Lets go now set the selector o /
So as not to be confusing, lets a put another to do the switch. First, open your def and extra states arise from this: seletor.st
Now you catch your favorite program and save a Arkiv for the name of seletor.st. MALE is that if you, you will do so by the notebook, but can be at fighter factory

now opens Akela Arkiv Vamo seletor.st and begins to set the /

we create the first groove, the C.

[Statedef 1001]
type = S
ctrl = 0
anim = 9999 <— anim blank

[State 1001, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 1
value = 1

pra ke is this? , ~ ~ ParentVarSet the arrow a variable in your char, and the helper naum!

groove as the value of C h var (1) = 1, where the selector into the state of the var Grrove C 1 will be setada to 1

[State 1000, Explode]
type = Explode
trigger1 = 1
anim = 1000
pos = 75 + (169 * ((parent, var (2)) -1)), 200
postype = left
removetime = 1
OnTop = 1
ownpal = 1

here you put the image of the switch itself

look for var2 in the middle of the post-lah / she makes the show just explodes in your hand ke char begins to fight in a matter if he’s running the other side

[State 1000, ChangeState]
type = ChangeState
trigger1 = Command = “up”
Time trigger1 => = 5
value = 1002

this makes changestate you tighten up, he vah to the next groove

[State 1000, ChangeState]
type = ChangeState
trigger1 = Command = “down”
Time trigger1 => = 5
value = 1006

ke the same thing from above, he Soh ke vai pro groove previous

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = RoundState = 2
trigger2 = command = “a” | | command = “b” | | command = “c” | | command = “x” | | command = “y” | | command = “z”

this state is the helper begins to be destroyed qd fight (roundstate = 2) or you choose the qd qq groove pressing one of the buttons.

Now, qd you do for the other grooves, do the same eskema.

for example, in the groove 2, the statedef h in 1002 and will thus fikar:

[State 1001, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 1
value =;

[State 1000, ChangeState]
type = ChangeState
trigger1 = Command = “up”
Time trigger1 => = 5
value = 1003 <— statedef following

[State 1000, ChangeState]
type = ChangeState
trigger1 = Command = “down”
Time trigger1 => = 5
value = 1001 <- Previous statedef

pos = 75 + (169 * ((parent, var (2)) -1)), 200

I have to esplicativa how to account, but never going to work for some cases:

You can use images “mirror” (when the image is to the other side the image will not appear inverted when using a mirror and two animation Sctrl’s to do)

Then change it to:

[State 1000, Explode]
type = Explode
Trigger1 = var (2) = 1
anim = 1000
pos = 75.200
postype = left
removetime = 1
OnTop = 1
ownpal = 1

[State 1000, Explode]
type = Explode
Trigger1 = var (2) = 2
anim = 1000
pos = -75.200
postype = right
removetime = 1
OnTop = 1
ownpal = 1

But the account? How to calculate?

The screen, overall length, is 320px horizontal, then you need to calculate how?

75 +170 +75 = 320 – why that?

If you leave a distance of 75px from the left edge, you have to leave the right money. So you concluded that paragraph 169 (which is wrong, it is 170), is calculated as:

320 – (distance from the edge of the screen x 2) = value to put in brackets

An example: 100px away from the corner:

pos = 100 + (120 * ((parent, var (2)) -1)), 200

because: 320-100 * 2 = 120

Another important bid to remember: To do this, align img HORIZONTAL CENTER has certified that the SFF. Image of a 100 pixels wide, the X axis of the sprite has to be 50

## mugen hi-res effects 21 21UTC June 21UTC 2009

Posted by mugencharacters in mugen tutorials.
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I’ll show the way I use effects to Hi-Res. If you know anything like the tutorial or the Pots of Ilu, well, the way used is almost the same, but I have some differences and such.

Starting, I basically use the Paint Shop Pro 9, it falls like a glove for these tasks mugen. But it can be done with the PS too.

The FX that I chose is Messatsu Gou Hadou’s Shin Gouki CvS2. I upei that sprite trying to vcs on him, if you like, or choose another FX to want more.

This is the screen of the Paint Shop 9, there is the effect, maximized and such.

Note that the background color is pink. We will change to black. Click on Image -> Pallete -> Edit Pallete

Open the editor of the palette, click 2 times on the color, and select the color black, then click OK. (If the color is already black [0,0,0], No need to change it, skip the 2 previous steps)

Now with the effect of black, we will increase the area of fund. Click Image -> add borders.
Select the option to also increase for all sides, and place one edge of 2cm to increase (as shown in the picture). Do it if you crop the image, if you have a legal size, skip this step.

Now double the size of the image. Click Image -> Resize. Set to 200% (upwards and sideways) and click ok.

Now we apply the blur. In this case (and most) the radial blur works well to let these effects in hi-res. Click adjust -> blur -> radial blur, then. If the image is 256 colors, will ask if you want to convert to 16-bits. Click OK.

Now comes the magic. With the radial blur, select the zoom and place the marquinho to the front of the end. Or position as is best for your purpose (if you need a tower position under his power, if such an effect of magic Iorio, stands in his corner, etc.). Change the value of Strength as you wish, as I put 15 for n much to lose definition. Click OK when finished.

Now let all black and white. Click Image -> Greyscale

Now we have 2 options. If you want the effect to better quality and all 256 colors it, click Increase Colors -> 256 colors. If you want to reduce it to any color palette and such a char (and lose a little quality), click Decrease Colors -> x colors, then select the number of colors that you want the effect has (I use 61, 60 color and background color) and click ok.

Now we put color into effect again. Click Adjust -> Color Balance -> Color Balance

Here n has a lot to explain, match the values of RG and B in the 3 fields to find a color you like. A tip: keep a proportion legal tone between 3 fields (shadow, mid and hi), I almost always keep the same rank in the 3rd

That’s it, now you have your purpose Hi-res

## AI ( artificial inteligence )that learns with its mistake 20 20UTC June 20UTC 2009

Posted by mugencharacters in m.u.g.e.n.
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The current methods of AI are only comparisons of position between you and the opponent, there was this attack, a projectile is fired in his direction or even if you have enough energy to activate a super. Activities to identify possible controls to be applied at a specific moment, but in a way that commands are still “blind”.
That advance knowledge of all these features of an opponent if there is no way to predict the effectiveness of the attack?

It’s not funny see an opponent spend one, two, three bars, a special attack that does no harm to you? (Ex: Death-Force vs Zangief)
This update on IA somehow evolves more the perception of the fighter and his opponent is attacking with complete certainty the success of the method through trial and error, if Erre will not repeat this mistake.
This method is very broad and I will depend solely on your character, I quote here only its method of creation and preparation.

Pre-requisites:
>>> Variable IA
>>> different variables on

====================================
Step 01: Setup
====================================

Depending on the type of IA used by your char and the various features of their strokes, the method may Moderate use a large number of variables
Basicamnte the variable should assume different values as “test”, “ACCEPT” and “DISAPPROVED.”
>>> Test and the initial value of variable (zero) and represents the current state of a particular set of movements or a coup. With this value the char will test the scams that could normally be “accepted” or “disapproved”
>>> ACCEPT is the complete acceptance of all of the blow or blows. This value should not be set in the first successful coup, should be given at least 2 attempts to take notes so.
>>> DISAPPROVED is the value of elimination, not blows hit the opponent with the same distance “vulneravies. 2 testing also is needed for proof.

The variable should then at least 5 values:

0 “testing”
1 “accepting”
2 “accepted” <- statement value
3 “reprovadando”
4 “failed” <- statement value

====================================
Step 02: Checker
====================================

To save a large number of variables is advisable to add some blows and implement a set only one variable for this set. You may start using two basic groups that were cited above by the group of “coups arremessáveis” and “senior scams.”

QUOTE
Ex:
variable-verification scams arremessaveis (50)
Current value
Var (50) = 3 <- pitch bad happened, one mistake and the group will be disapproved.

variable verification of senior scams (11)
current value
Var (11) = 2 <- two successful coups, you’re not fighting a char Chibi or your bangs are able to hit him

There is nothing that impessa you to use a variable to a single shot, and there preoculpação in 2 attempts to use the evidence in special moves.

QUOTE
Ex:
variable to verify the coup Galactica Phantom (33)
Current value
Var (33) = 3 <- Special bad happened, variable took the value failed to save waste of energy
Var (33) = 4

Exemplifying the verifier would thereby be put in CMD:

QUOTE
Trigger1 = Var (x)! = 4 <- different value of 4 which is the failure of established
—————————–
trigger1 = Var (x) = 2 <- only active if the coup proved

====================================
Step 03: Applying the Verification
====================================

QUOTE
Summary for activation of IA in DCM basically

[Command]
name = “cpu_1″
command = F, F, F, F, F, F, F, F, F, F
time = 1
[Command]
name = “cpu_2″
command = D, D, D, D, D, D, D, D, D, D
time = 1
[Command]
name = “cpu_3″
command = B, B, B, B, B, B, B, B, B, B
time = 1
[Command]
name = “cpu_4″
command = U, U, U, U, U, U, U, U, U, U
time = 1
;———————–
[State -1]
type = VarSet
triggerall =! Var (59)
trigger1 = command = “cpu_1″
trigger2 = command = “cpu_2″
trigger3 = command = “cpu_3″
trigger4 = command = “cpu_4″
v = 59
value = 1

To demonstrate this part I use the files KungFuMan as guinea pigs.

=====================================
Checking for the group of pitch
variable of IA: a 59
Variable chosen for the group: a 44

Deploying verification

QUOTE
CMD, with the AI settings ready

; Kung Fu Throw
, “Š, °
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = (command = “y” & & Var (59) = 0) | | (Var (59)! = 0 & & Var (44)! = 4)
triggerall = statetype = S
triggerall = ctrl
staten triggerall =! = 100
trigger1 = command = “holdfwd”
trigger1 = p2bodydist X <3
trigger1 = (p2statetype = S) | | (p2statetype = C)
trigger1 = p2movetype! = H
trigger2 = command = “holdback”
trigger2 = p2bodydist X <5
trigger2 = (p2statetype = S) | | (p2statetype = C)
trigger2 = p2movetype! = H

As the Kfm has only one throw of the trigger activation is simple

QUOTE
CNS: Here it is necessary that you know the weaknesses of the coup to the triggers correctly setar

; Kung Fu Throw – Attempt
[Statedef 800]
type = S
movetype = A
physics = S
Juggle = 0
velset = 0.0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT; Attributes: Standing, Normal Throw
hitflag = M-; Affect ground only people who are not being hit
priority = 1, Miss; Throw has low priority, must be dodge or miss type.
sparkno = -1; No spark
sprpriority = 1; Draw in front of p2
p1facing = ifelse (command = “holdfwd”, -1, 1); Turn if holding forwards
p2facing = 1; Force p2 to face Kfm
p1stateno = 810; On success, Kfm 810 changes to state
p2stateno = 820; If hit, p2 changes to state 820 in Kfm’s cns
guard.dist = 0; This prevents p2 from going into state if the guard close
1 = fall, falling down into force p2

[State 800]; test error, easy to be seen in throws (course when not working)
type = VarAdd
triggerall = Var (44)! = 4; forehead until you reached the value of proof of error
trigger1 = AnimTime = 0; check at the end of the state because normally there is a change to another when success
trigger1 = abs (P2dist x) <= 10 & & S = Statetype; checks that the opponent was close enough to be turpentine
v = 44
value = 1

[State 800]; Test correction, if the coup fails after being set to “ACCEPT”
type = VarAdd
triggerall = Var (44) = 2
trigger1 = AnimTime = 0; failed coup with approval
trigger1 = abs (P2dist x) <= 10 & & S = Statetype; if there was a critical failure subject to disapproval
v = 44
Value =- 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;———————————————-
; Kung Fu Throw – Throwing the opponent (Success)
[Statedef 810]
type = S
movetype = A
physics = N
anim = 810
poweradd = 60

[State 810]; imcrementa acceptance
type = VarAdd
trigger1 =! Time & & Var (44)! = 3; coup has not yet been proven
v = 44
value = +1

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1
.
.
.

========================================
Checking for the group of senior scams
variable of IA: a 59
Variable chosen for the group: a 51

Meet the blows that you consider “high” and that may not hit rats

As the following example I setar blows of Kfm
>>> Stand Light Punch
>>> Triple Palm Kung Fu (hyper)

Deploying checks

QUOTE
CMD:

; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (command = “x” & & Var (59) = 0) | | (Var (59)! = 0 & & Var (51)! = 4)
command = triggerall! = “holddown”
trigger1 = statetype = S
trigger1 = ctrl
staten trigger2 = = 200
trigger2 time => 6

; Triple Palm Kung Fu (uses one super bar)
[State -1, Triple Palm Kung Fu]
type = ChangeState
value = 3000
triggerall = (command = “TripleKFPalm” & & Var (59) = 0) | | (Var (59)! = 0 & & Var (51) = 2)
triggerall = power> = 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype! = A
trigger2 = = hitdefattr SC, NA, SA, HA
staten trigger2 =! = [3000.3050]
trigger2 = movecontact

The coup “Triple Palm Kung Fu” will only be activated with the check group’s high “Accepted”

QUOTE
CNS:

; Stand Light Punch
; CNS difficulty: easy
[Statedef 200]
type = S; State-type: S-stand, crouch, C, A-air, L-liedown
movetype = A; Move-type: A-attack, I-idle, H-gethit
physics = S; Physics: Y-stand, crouch, C, A-air
Juggle = 1; Number of air Juggle points move takes
; Commonly-used controllers:
velset = 0.0; Sep velocity (x, y) (Def: no change)
ctrl = 0; Set ctrl (Def: no change)
anim = 200; Change animation (Def: no change)
poweradd = 20; Power to add (Def: 0)
sprpriority = 2; layering priority to Set 2 (in front)

[State 200]; verifying acceptance
type = VarAdd
triggerall = Var (51) <2
trigger1 = Movehit = 1
trigger1 = abs (P2dist x) <= 25
trigger2 = Movecontact
v = 51
value = 1

[State 200]; checking disapproval
type = VarSet
triggerall = Var (51) = 0 | | Var (51) = 2 | | Var (51) = 3
trigger1 = abs (P2dist x) <= 25 & & [b] P2Statetype = S, (corrected)
trigger1 = Movecontact = 0, there is no contact
v = 51
value = ifelse (Var (51) = 0,3,4 – (Var (51) = 2) * 3), if the coup is set as approved and returns fail to test
[/ b]
.
.
.

;————————————–
; Triple Palm Kung Fu (hyper)
[Statedef 3000]
type = S
movetype = A
physics = S
Juggle = 4
velset = 0.0
anim = 3000
ctrl = 0
sprpriority = 2

[State 3000], noting that failure already confirmed the evidence
type = VarSet
triggerall = Var (51) = 2
trigger1 = abs (P2dist x) <= 25 & & [b] P2Statetype = S, (corrected)
trigger1 = Movecontact = 0, there is no contact
v = 51
value = 1
[/ b]

.
.
.

Of course, the test may be suspended and the variable has only 3 values to reduce the chance of errors, it will depend a lot of triggers that you use to query / verify the success of each attack. If there are moves with a minimum level of protection as the “Galactica Phantom” consultations can be avoided in the first disapproved the hyper failure.

====================================
Step 04: Using Verification
====================================

That is the good part where the programmer before the certainty of the efficiency of each group may attack his arm tactics.
The prohibition of strikes shows that the highest possible opponent is Chibi but that does not indicate that all senior scams should be disabled … You can test to make new adjustments when the Chibi is in the air. This without counting the triggers for increased attacks down.

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