# The Mugen Fighters Guild Forum

## M.U.G.E.N Central => Introduction and Guides => Topic started by: Insanius on August 25, 2005, 10:27:25 AM

Title: Mugen's Filetypes
Post by: Insanius on August 25, 2005, 10:27:25 AM

This is just a repost by the way
DEF files are mostly definitions. For characters, it defines the name, author, and included files. In the data folder there are
select.def - defines characters in the select screen and where/when you fight them
system.def - defines how the menu screen, versus screen, and character select screen should look like
fight.def - defines how different fightfx and lifebars should be used/placed during a match
SFF files contain sprites, for characters it obviously cotains any and all sprites for the character. There are also SFF files in the data folder
system.sff - contains sprites for menu screen, versus screen, and select screen
fight.sff - contains sprites for lifebars and other elements such as pre fight text
fightfx.sff - not necessary if every character uses it's own fx, but it contains sprites for various hitsparks and such, for a complete game it is advised that every hitspark be put here.
AIR files contain information about animation times and collision boxes. Every character has one and in the data folder fightfx.air defines the anim times for everything contained in fightfx.sff
SND files contain sounds, not much to explain.
And files that only characters have:
CMD files define commands and usually contain State -1 in it's entirety. Otherwise they are treated exactly like CNS files
CNS files are where all (or most) of the programming is at. You can read the mugen docs to learn more.
ST files are just renamed CNS files.
ACT files are palettes for a character. It consists of 256 3-byte color entries, where each byte defines red,green,and blue respectively.
NEW
FNT files are fonts that mugen uses to display text in the main menu, select screen, and in fight the names of the fighters next to the lifebar. Put simply it's just a PCX image of the various letters compiled together with a text file describing where each letter/symbol is located on the image.
Refer to the helpful mugen tools sticky for how to edit these files.

Title: Re: Mugen's Filetypes
Post by: Alice Margatroid on August 25, 2005, 02:17:47 PM

For those who use system restore and edit CMDs, take note, windows treats CMD files like batch files, and includes them in their backup or restore routines.
Don't be surprised if after using system restore, your CMD files were suddenly reverted.
This applies to Windows ME and XP.

Title: Re: Mugen's Filetypes
Post by: BlackJack on September 03, 2005, 08:48:04 AM

Quote from: aokmaniac13 on August 25, 2005, 10:27:25 AM
CNS files are where all (or most) of the programming is at. You can read the mugen docs to learn more.
ST files are just renamed CNS files.
:no:

@Keiyuuki-chan: and for the same reason, CMDs can be infected by virii.

Title: Re: Mugen's Filetypes
Post by: Byakko on September 03, 2005, 09:20:13 AM

Quote
This applies to Windows ME 2000 and XP.

Title: Re: Mugen's Filetypes
Post by: BlackJack on September 03, 2005, 02:01:59 PM

Enhancement of my previous post:
Basically, the CNS is just one file and only contains the constants of the character (position of the head, size, speed, power, etc.), to the opposite of the ST one(s), where the coding should be placed (not necessarily in one file; the code can be split into several files).
And let's not forget about the STCOMMON file (usually COMMON1.CNS).

Title: Re: Mugen's Filetypes
Post by: Byakko on September 04, 2005, 06:26:15 AM

Quote
Basically, the CNS is just one file and only contains the constants of the character (position of the head, size, speed, power, etc.), to the opposite of the ST one(s), where the coding should be placed (not necessarily in one file; the code can be split into several files).
Random sidenote : the thing that led aokmaniac to this mistake is the fact that you actually can put whatever file extension you wish as long as it contains text (mugen code) and you write the same extension in the .def file.
Heck, you can even put all the code in the .def file after the arcade.storyboard part as long as you write "cmd = blah.def, st1 = blah.def"...
The fact that you can put all the cns code in the cns file, or split it into a cns (containing the constant values as described by Jack above) and an st file (contaning the state definitions) is only and addenda to this.

Title: Re: Mugen's Filetypes
Post by: Insanius on September 04, 2005, 10:56:47 AM

Yeah that pretty much sums it up. I was writing this in a way so people could understand how KFM works (no st files here) and not be confused when looking at other characters later on.

Title: Re: Mugen's Filetypes
Post by: BlackJack on September 04, 2005, 11:50:44 AM

In addition, any file can have its extension changed without any problem (ie: rename KFM.CNS : KFM.LSD), besides the SFF that should always have a .SFF extension.

Title: Re: Mugen's Filetypes
Post by: SlayerGatsu on September 05, 2005, 12:21:08 AM

the Cmd did not work... Or else many Xp problem would be solved....

Title: Re: Mugen's Filetypes
Post by: BlackJack on September 05, 2005, 12:22:57 AM

"The Cmd did not work"... Could you elaborate, SlayerGatsu?

Title: Re: Mugen's Filetypes
Post by: SlayerGatsu on September 05, 2005, 12:37:50 AM

well back in the days, at my newb time i used to be experimenting and i tried to call the cmd Kmd to solf many xp problems the DOS mugen presented(working under xp).
I remember it did not work.
I just tried on MY mugen, i called the Cmd Kmd and changed it in the def.
at first mugen crushed... Now it works perfectly :freak:
Ok... so XP user, TRY renaming the CMD to KMD and changing it in the def file,
TO seve a kmd, you must save the doc with Notepad and select the all files option below.
i suggest editing the cmd file, coping all of it, pasting on a blamk notepad and naming it origianal name + Kmd
then edit the def file, AND as if it was magic, MANY random xp developed problems (during game play as well) should never find a tomorrow B)
PS: Make a try first, AS it may not work for everyone... :ninja:

Title: Re: Mugen's Filetypes
Post by: BlackJack on September 05, 2005, 12:44:36 AM

Renaming a .cmd into a .kmd should always work (added to the fact that copy/pasting the text from a .CMD to a .KMD isn't a solution).
Also, I don't get your "many Xp problems", and how it relates to the CMD (or to the topic, for the same matter).

Title: Re: Mugen's Filetypes
Post by: SlayerGatsu on September 05, 2005, 01:03:18 AM

well...
Quote
In addition, any file can have its extension changed without any problem
and since Cmd cause a lot of internal xp problems (stupid ones, i explained some but you ware not here...) it's probably better to call it kmd!
thus since it did not work as i remembered, I assumed that
! any file can have its extension changed
whie it actually worked now for the winmugen.... --;

Title: Re: Mugen's Filetypes
Post by: BlackJack on September 05, 2005, 01:21:13 AM

Quote from: SlayerGatsu on September 05, 2005, 01:03:18 AM
and since Cmd cause a lot of internal xp problems (stupid ones, i explained some but you ware not here...) it's probably better to call it kmd!
Hmm, that I didn't know; I was only aware of the "problem" described by Orochi Herman earlier.
But what still puzzles me is that:
Quote from: SlayerGatsu on September 05, 2005, 01:03:18 AM
whie it actually worked now for the winmugen.... --;
If it works now (read: no more issue under XP), then it wasn't related to the CMDs.

Title: Re: Mugen's Filetypes
Post by: XGargoyle on September 05, 2005, 07:01:12 AM

Quote from: SlayerGatsu on September 05, 2005, 12:37:50 AM
origianal
???
On-topic: You can always open a notepad window, or even opening any text file, and just drag and drop your CMD to that window. It will display your CMD without any need to change or rename extensions.

Title: Re: Mugen's Filetypes
Post by: Tekkaman Blade on October 07, 2005, 06:34:40 AM

I've found it useful to rename those cmd files with the txt extension. In fact you can rename the cns and state files as well. This makes them easy to edit as well
Powered by SMF 1.1.10 | SMF © 2006-2009, Simple Machines LLC