Professional Documents
Culture Documents
N Updates
-----------------Updates are in order of most recent first. It will be easier to
read this from the bottom up.
15 Apr 2001
===========
At a Glance
----------- Cooperative Team mode returns (it was missing from 2001.04.01)
- You can now swap character order in Turns team mode (see readme.txt)
- Some bugfixes and speed improvements
Code
---- CNS: Projectile controller: new parameter: projscale
scales a projectile by x,y.
- Added Cooperative Team mode (that was missing from 2001.04.01)
Selection scheme is slightly different: p1 gets first selection,
then p2. After that, p1 selects opponent team mode
- CNS: trigger: P1Name is now Name. P1Name remains an alias for
Name.
- CNS: new triggers: IsHomeTeam, AuthorName, TeamSide
- CNS: new triggers: RoundsExisted, TeamMode, NumEnemy, NumPartner
ID, PlayerIDExist
See trigger docs.
*** These triggers are deprecated to begin with. Use at your
own risk ***
- CNS: exp: new redirection keywords: enemy, enemyNear, partner,
playerID
See exp docs section VI (Trigger redirection).
*** These redirection keywords are deprecated to begin with. Use
at your own risk ***
- system.def: [Title Info] group: Added parameters for menu
customization. See data/system.def.
- fight.def: [Round] group: Added roundX.* components. You can
define your own anims/sprites to use for each round (up to
round 9).
- Turns mode: You can now swap player order within your team
before a match and between rounds. Hold forward to rotate your
team order to the next player, backwards to rotate to the last
player, and up to rotate two players (only for 4 players).
For clarity, here is the swap chart:
starting team
1 2 3 4 | 1 2 3 | 1 2
----------+---------+-----fwd: 2 3 4 1 | 2 3 1 | 2 1
back: 4 1 2 3 | 3 1 2 | 2 1
up: 3 4 1 2 |
|
- Command line: replaced all of -nomp3, -nomidi and -nocda options
with -nomusic
-
Fixed
Fixed
Fixed
Fixed
1 Apr 2001
==========
At a Glance
----------- New team mode! Turns mode lets you pick 2 to 4 characters per team.
If one character is knocked out, the next will enter the fight.
You can even mix team types.
- Now M.U.G.E.N supports storyboards! Game intro, character endings
and other cutscenes are now possible.
- New fight demo kicks in if game is left idle at title screen
- Joystick configuration added to options menu
Code
---- *** Changed from previous version ***
common1.cns changed to include guard states.
Affected states: 120, 140
- *** Changed from previous version ***
system.def: Added some new parameters. Search for those labeled
Known issues/Notes
------------------- You cannot change character order in Turns team mode. There is
currently no provision for character intro states past round 1 in
Turns mode. Support for these features will be added later.
- Storyboards lack text and sound options. These will be added
later.
- You cannot enable more than one joystick at a time. This is a
limitation of DOS.
- Specifying an invalid font bank may cause crashes
- Hitdefs with p2stateno may not work right if 3 or more players
interact in collisions at the exact same time
- Palfx might not work if continually asserted between rounds,
such as if done in a state -2
- Helpers used as projectile replacements do not have all the desired
properties of a projectile.
- Soundcards that are not true SB16 tend to have the stereo
backwards. Set reversestereo = 1 in mugen.cfg
- Shadows and reflections will not display correctly for characters
using the AngleDraw controller.
29 Nov 2000
===========
- Fixed a major bug in the player caching system
18 Nov 2000
===========
At a Glance
----------- Some bugfixes
- Minor additions to engine
Docs
---- trigger and sctrls documentation updated with new triggers
and controllers, some corrections made.
Code
---- mugen.cfg:
[Sound]: Added cdadevice option. Selects CD-ROM device (drive).
[Misc]: Added UnloadSystem option. Set to 1 to save some memory.
- system.def: alignmt flag no longer ignored for font elements:
font = fontno, fontbank, alignmt
- Characters turn to face the enemy after KO.
- Characters turn to face the enemy whenever ctrl=1 and a
ChangeState controller is executed.
- CNS: HitDef:
New parameters:
envshake.*, fall.envshake.*, guard.kill, fall.kill
- CNS: GetHitVar trigger:
New parameters: fall.envshake.*, fall.kill
13 Aug 2000
===========
At a Glance
----------- Some optimizations for speed
- Added CD Audio support for BGMs
- Added Random Select to character select screen
- Many bug fixes
Docs
---- trigger and sctrls documentation updated with new triggers
and controllers, some corrections made.
Code
---- A warning is logged if required sprites or animations are missing
- CNS: New trigger: matchno
- *** Changed from previous version ***
- system.def: [Select Info]:
New parameters: cell.random, showemptyboxes and moveoveremptyboxes
1 Jul 2000
==========
At a Glance
----------- Game engine updates:
- Expressions support added to CNS and CMD. Gives much more
control and flexibility over character behaviour
- Lots of additions to the CNS format
- Better customizability for title screen, lifebars, etc
- Animation and text support added
- Control over layering priority and more
- Various win icons, such as "special win", "cheese win", etc
- New sound engine
- panning based on character position on screen
- better sound control
- Better camera algorithm. Less "drunkenness" on tall stages.
- More command line options
- Fixed various bugs
- Fontmaker tool added to toolset
- Updated docs. Full listing of state controllers and triggers available
*** There are compatibility issues with previous version of MUGEN.
Please see incompt2.txt
Docs
---- Most docs have been updated.
Code
---- CNS: SuperPause controller
New parameter: "poweradd". Adds power to the player.
- CNS: HitOverride controller
New parameter: "forceair".
- Added information screen. Info screen comes up automatically
the first time you run MUGEN, or if the medium on which
ground.cornerpush.veloff = ?
(float) velocity at which p1 is pushed back if p2 is hit while
in the corner and on the ground
Defaults to 1.3 * (x-component of guard.velocity)
air.cornerpush.veloff = ?
(float) velocity at which p1 is pushed back if p2 is hit while
in the corner and in the air
Defaults to ground.cornerpush.veloff
down.cornerpush.veloff = ?
(float) velocity at which p1 is pushed back if p2 is hit while
in the corner and in a "down" movetype state (eg. lying down)
Defaults to ground.cornerpush.veloff
guard.cornerpush.veloff = ?
(float) velocity at which p1 is pushed back if p2 guards while
in the corner and on the ground
Defaults to ground.cornerpush.veloff
airguard.cornerpush.veloff = ?
(float) velocity at which p1 is pushed back if p2 guards while
in the corner and in the air
Defaults to guard.cornerpush.veloff
- CNS: AssertSpecial controller updated
"NoShadow" flag only affects p1 now. Use "GlobalNoShadow"
to affect all players, explods and projectiles.
New flags have been added. See sctrl docs for details
- CNS: New controller: Pause
- CNS: Superpause controller
added darken, p2defmul parameters
- CNS: Explod controller
added supermovetime parameter (supermove parameter now deprecated)
added pausemovetime parameter
- CNS: Helper controller
added pausemovetime parameter
- CNS: Projectile controller
added supermovetime parameter
added pausemovetime parameter
- CNS: All PalFX controllers
added invertall parameter
See sctrl docs for details.
- *** Changed from previous version ***
All spark references have been changed from "0, anim#" to just
"anim#". For example, in a HitDef,
sparkno = 0,6
would be:
sparkno = 6
Anim numbers have changed in fightfx.air!
(with the new anim numbers, that '6' would be different too)
Here are the places that are affected in the cns files:
[data]
sparkno = 0, ??
guard.sparkno = 0, ??
[state]
type = HitDef
sparkno = 0, ??
guard.sparkno = 0, ??
All references to anims in fightfx.air should be changed
to reflect the new numbers. Check these also:
[state]
type = Explod
anim = F??
[state]
type = SuperPause
anim = ??
[state]
type = GameMakeAnim
anim = ??
- Each helper's power guage is now linked to its root's. So adding and
subtracting power in the helper's states affects the team's power.
- CNS: New trigger: Const
Returns value of one of the player's constants. See trigger documentation
for details.
- MUGEN command line format changed:
Type MUGEN -h for more info.
- *** Changed from previous version ***
Font format has been changed. You will need to download the new version of
AirView to use the new format.
- *** Changed from previous version ***
Eliminated data/select.cfg, graphics/select.sff, graphics/selectbg.sff,
graphics/title.sff
Moved graphics/system.sff to data/system.sff
Renamed graphics/staticfx.* to data/fightfx.*
data/title.pcx no longer used. Title screen background def will handle it.
Character and stage list is now in data/select.def.
System information and background definitions are in data/system.def
Formats have changed! If you have made custom versions of these files
before, you'll need to update them. Please look inside system.def and
fight.def for details.
- cns: Added BGPalFx controller
Works like the PalFx controller, except it affects the background.
- cns: Added AllPalFx controller
Works like the PalFx controller, but affects everything.
- *** Changed from previous version ***
Added win icons for normal, special, super, time over and other wins.
Fight screen syntax has been standardized, and is now more customizable.
Sorry, older versions of data/fight.def are not compatible.
graphics/fight.sff moved to data/fight.sff
sound/fight.snd has been split into two files and moved.
Announcer sounds such as "round 1" are in data/fight.snd.
Shared sounds between characters, including all the hit noises, are
now in data/common.snd. The PlaySnd controller now plays sounds from
common.snd instead of fight.snd when you use the F prefix.
- *** Changed from previous version ***
Updated common1.cns:
Moved some hard-coded logic into common1.cns, such as standing, walking,
etc. If you overrode these states before, you should take a look at
common1.cns to make sure you don't miss something that was added.
Also, all references to var(9) in common1.cns have been switched to SysVar(0)
in order to prevent clashes with user variables. Please check your state
overrides.
- Added resolution-doubling modes. Look under [Video] in data/mugen.cfg.
- data/mugen.cfg: QuickVS option removed. Now allowed at all times.
- CNS: New trigger: prevno
Returns the previous state number
- CNS: New trigger: GetHitVar
Format: GetHitVar(varname)
where varname is the name of the GetHit variable you request. This trigger
is mainly for common1.cns, and you should take note of its existence when
overriding gethit states.
CNS: HitDef controller: New parameter: yaccel
yaccel = y
where y is the downward acceleration you want p2 to experience if he is hit
into the air
CNS: Helper controller:
Added new parameters that allow you to override members of the [Size] group.
For example, you can override xscale with this parameter:
size.xscale = 2
CNS: TargetBind, BindToTarget controllers:
Added "ID" parameter. If set to a value that is not -1, then controller
affects only a target that was previously hit by a hitdef with a matching
"ID" parameter. Defaults to -1, meaning that it affects any target.
Use to prevent binding to incorrect targets in team mode.
Stages:
- reduced "drunken camera" problem on tall stages
- added new parameter: "floortension" to [Camera] group. Is distance
of highest player from ground before camera starts to move up.
see stages/stage0.def for details.
Bug fix: music on title screen now plays at the correct volume.
If the same music file is specified between two successive screens,
such as between the title screen and select screen, then the music
does not restart between those screens.
mugen.cfg:
"ReverseStereo" parameter added to [Sound] group.
"StereoEffects" parameter added to [Sound] group.
"BufferedRead" parameter added to [Misc] group.
loop = ?
Set to 1 to have the sound sample loop over and over.
Defaults to 0.
pan = p
(mutually exclusive with abspan)
This is the positional offset of the sound, measured in pixels.
If p > 0, then the sound is offset to the front of the player.
If p < 0, then sound is offset to the back.
Defaults to 0.
abspan = p
(mutually exclusive with pan)
Like pan, except the sound is panned from the center of the screen,
not from the player's position.
- CNS: New controller: StopSnd
Required parameters:
channel = c
Stops playback of a sound on channel c, if there is any. If c is
-1, then sounds on all channels are stopped, including those
belonging to other players.
- CNS: New controller: SndPan
Required parameters:
channel = c
pan = p
OR
abspan = p
Pans a sound playing on channel c. c must be >= 0 (-1 not accepted)
See PlaySnd for description on pan and abspan parameters.
You can continually assert this controller as the player moves
across the screen, to have his sound "follow" him.
Bug fixes
--------- Explods (with ownpal = 1) and projectiles are now affected by global
palette changes, such as screen fade in and fade out
- Fixed bug where some explod shadows did not draw in the right place
- Fixed bug that causes a single hitdef to register multiple
hits in team mode
- Hitdefs that affect only one opponent now randomly select
one opponent instead of giving preference to p2
- Fixed problem where offsets of projectiles and bound targets are
updated one frame late during an EnvShake
- Fixed bug where juggles points are reset if comboing into a move
with throw attribute on the HitDef.
- camera "shake" fixed
- fixed bug where anim 5090 is not played back when it should be
- fixed bug that causes the state to be updated twice as a player turns
around
- fixed problem where player would sometimes not fall if hit with a
second attack right after being hit with an attack that should have
caused him to fall
- solved problem where the x-component of the velset parameter in the
StateDef is ignored for p1, if p2 is in a gethit state in the screen
corner. Old method required this strange behavior to push p1 back from
the corner when hitting p2, but now that push-back behavior is handled with
a temporary velocity variable, you do not have to worry about p1's
x-velocity being modified by attacks in the corner.
- dust is now created as explods with sprpriority = 10, preventing them
from showing up over the foreground
- Sound system was changed. Hopefully no major bugs popped up.
- Fixed bug where tabs are not recognised as whitespace.
- Fixed minor animation bug that occurs when you hit a person out of a
custom state with certain HitDefs, such as those with the "Up" animtype.
Tools
----- Sprmaker: -p option (eliminate successive palettes) now works.
You are encouraged to use this option on your stage .sff files,
as having fewer total palettes makes MUGEN run faster.
- Added Fntmaker tool
1 Jan 2000
==========
At a glance:
- Began testing of helpers. Helpers can be used to create and control
player-type objects that have their own states. Assisting characters
such as pets can be done using helpers, but one might find other
uses too.
- Training dummy controls - Press 'M' while paused in training mode.
- Complete documentation is available for state triggers.
- Stages now support reflections for a shiny-smooth effect.
- Explods bugs have been fixed. Explods let you create simple effects.
- Lots of engine updates
Known issues
------------ Camera make shake horizontally when there are opposing players
standing very close to the tension lines on either end of the
screen. This problem goes away if one of the characters move.
- Dust is drawn over the foreground layer of a stage
- Lifebars are not very customizable, especially in team mode
- No tools are available for creating fonts
Docs
---- cns documentation has been updated. Minor points have been
clarified or elaborated on. Trigger documentation has been
moved out of cns.txt.
- full trigger documentation is in trigger.txt. We do not
have full controller documentation yet
- incompatibility issues are addressed in incompat.txt
- a html table of contents is available in docs/ as mugen.htm
Code
---- *** changed from previous version ***
Intro is no longer held by using var9. Instead, use the new AssertSpecial
controller to assert the "Intro" flag:
[State 191, 1]
;In the intro state
type = AssertSpecial
trigger1 = Time = [0,70]
flag = Intro
More on the AssertSpecial controller below.
- *** changed from previous version ***
CNS: MakeExplod controller renamed to Explod
Lots of explod updates
- *** changed from previous version ***
Palette ordering is now:
X Y Z
4 5 6
A B C
1 2 3
As before, holding down start while selecting gives you the
extra palettes (palno+6)
- mugen.cfg: [Arcade] group: "AI.Cheat" added. Check mugen.cfg
for a description of it. You may want to turn this off if a
AI that cheats offends you.
- Players now cannot guard a hit that does enough guard damage to KO them.
- Triggers now allow retargeting. See trigger.txt for details.
- CNS: New controllers: Helper, DestroySelf
See incompat.txt for a mini-guide on helpers.
- CNS: New controller: HitOverride
Overrides the player's gethit state. Useful for preventing helper
characters from changing into clones of p1 if they are hit. Still
under development, so format may change.
- CNS: HitDef controller
Added new optional parameter "AffectTeam". This lets you choose who you
can hit. Valid values are "Enemy", "Friendly" and "Both". Defaults
to "Enemy" if omitted.
- CNS: Projectile controller
Added optional "projcancelanim" parameter. It is the animation to play
when the projectile is canceled out by another.
- CNS: ProjHit, ProjContact, ProjGuarded controllers
Format has changed. Please see docs/trigger.txt for more information.
- CNS: ScreenBound controller
Minor change in parameter "movecamera". It now takes two arguments,
the first for x and the second for y. For example, if you only want the
camera to follow your character horizontally but not vertically, you
would use "movecamera = 1, 0".
This defaults to 0,0 if omitted (camera does not follow at all)
- CNS: New trigger: NumExplod
Returns the number of explods belonging to the player. If you append
an ID number to the trigger name, it counts only explods with a matching
ID. For example, trigger1 = NumExplod1000 < 2
will trigger if there are fewer than 2 explods with ID 1000
- CNS: New controller: MoveHitReset
Resets MoveHit, MoveGuarded and MoveContact flags.
- CNS: New trigger: Lose
Works like the win trigger, except detects if p1's team has lost.
- CNS: Hitdef controller:
Velocity parameters can now take the letter 'n' in place of a velocity
component. This keeps the opponent's velocity unchanged when he is hit.
For example,
ground.velocity = n, -5
x-velocity is unchanged, but y-velocity is set to -5.
- CNS: [Size] group:
Added optional "shadowoffset" parameter. This is the amount by which the
shadow of the character will be offset as it is drawn. Use to prevent
characters from "floating" in the air.
- CNS: New controllers: BindToParent, BindToRoot
Binds a player's position to its parent or root.
Takes parameters:
pos = x,y
time = t
facing = f
x,y is the offset to the position you are binding to
t is the time to bind (default 1). Set to -1 to bind indefinitely
f is the direction to face relative to the parent/root. Valid values
are 1, -1 and 0. Set to 0 to ignore the parent/root's facing direction.
19 Oct 99
=========
At a glance:
- Added Team Battle mode. Go against two computers at
a time if the game's too easy for you.
- More background control
- Implemented explods
- Slightly more control over projectiles
- Planstation joypad support with force-feedback
(through converter)
- Updated some documentation
- Improved camera movement
- Several bug fixes
Known bugs
---------- In team battle, players may occasionally get stuck in a "thrown" state
if the attacker was hit out of start of the throw state.
Docs
---- cns: more trigger information in Appendix A
full documentation of the HitDef controller in Appendix B
- readme: Added HotKeys info
- added mugen.htm, a
- more FAQs in the FAQ
- added spr.gif. Refer to this for required sprites and their axes.
- updated spr.txt
- For cmd docs: see player.cmd
- For background: see stages/stage0.def
Code
---- CNS: Implemented "MakeExplod" controller, which is a more flexible version
of GameMakeAnim. Format may change; we recommend you do not use it yet.
- Background controllers implemented. Still under testing.
These let you have more control over how the background elements
behave. Format may change.
- CNS: Variable added to [Size]:
proj.doscale = ?
Set to 1 if you want to apply scaling to your projectiles. The scale factor
will be the same as the character's.
- CNS: LifeAdd and TargetLifeAdd controllers damages are now affected by the
the player's defense multiplier.
- The players no longer continually update at time 0 of the intro state during
the initial fade-in. Any controller at state time 0 of the intro states will
be executed once at the beginning of the fade-in, and the character will be
frozen until the fade-in is complete.
- Training mode: Training dummy no longer gets KOed. Life will return to full
after 1 second of idle time.
- CNS: [Data]: Added "volume" parameter. Adjust the volume of individual
players' voices using this.
- Support for PSX controllers in place. Final implementation of input devices
still not decided.
- CNS: Projectile controller:
-Added optional "ProjHeightBound" parameter. Has two values:
ProjHeightBound = y1, y2
y1 is the upper bound of the projectile, and y2 is the lower bound. If the
projectile vertically leaves the range between y1 and y2 it will remove
itself. Default value is -240, 1
-Added optional "ProjStageBound" parameter.
The value is the the distance the projectile can travel off the edge of the
stage (not screen) before being deleted. Default value is 40.
-Added optional "ProjRemAnim" parameter. It is the action number of the
animation to play when the projectile removes itself, or when it hits another
projectile. Defaults to the same value as "ProjHitAnim" parameter. Set to -1
if you do not want an animation to play.
-Also, projectile now plays the remove-animation when it deletes itself, eithe
r
when its time runs out, or when it leaves its set boundary ("projedgebound"
and "projheightbound" parameters)
-Added projpriority controller. If projectile collides with
another projectile of equal priority, they will cancel. If
it collides with another of lower priority, it will cancel the
lower-priority projectile, and the higher-priority one will have
its priority decreased by 1.
Defaults to 4.
- data/mugen.cfg:
Tweaked default volume settings.
Added mp3 volume control.
- *** changed from previous version ***
BG on title, options, select and versus screens no longer move on their own.
Assign velocities if you want the background to move.
- Added a few more parameters to data/select.cfg under [Portrait] and
[VS Screen] and [Dimensions]
- Slight update on select screen graphics
- CNS: Projectile controller:
Added "projedgebound" parameter. The value is distance off the edge of the
screen before projectile is deleted. Default value is 40.
- Changed palette controllers to a dynamically-sized array. Will handle palette
effect on an arbitrary number of sprites now (instead of the old 64)
- You can now load up a different def file within a player's directory.
This will allow for distribution of different versions of a character
that use some common files, such as the sff and snd. Within a different
def file, you can specify different cns and air files. See data/select.cfg
for details.
- Better camera algorithm
- Key Config now displays key names instead of scancodes
6x9 FNT files updated with '*' and '~' characters
- CNS: HitDef controller: hitflag parameter:
Added '+' to the list of possible options. If '+' is added, then hit can only
affect people who are in a gethit state
- CNS: HitDef:
All moves with "throw" attribute can now only hit one opponent at a time.
This is so you cannot throw 2 people at the same time in Team Battle.
- CNS: HitDef controller:
Added new parameter "ID". You can assign an ID number to the hit. May be
used to test if an opponent was last hit by a certain move. If omitted
defaults to 0
- CNS: HitDef controller:
Added new parameter "chainID". If included, then the hit can only hit people
that were previously hit by a hit with the same ID value. Use in
conjunction with a hit that has the "ID" parameter.
- CNS: Added TargetDrop controller:
Removes all targets from P1's list of targets (you hit Ctrl-C to see the
list). You should drop unwanted targets if you do not want them to be
affected by controllers such as TargetBind.
This is an advanced controller. You may see little use for it unless you
are making complex chain-type moves. This is mainly intended to make moves
work correctly during Team Battle modes.
No required args.
Optional Args:
excludeID = ?
If an opponent was last hit by a move which has the hitID number
(parameter "ID" of attacker's HitDef controller) equal to the excludeID
value, then he will not be dropped from the list of the attacker's
targets.
- data/fight.def:
Added to [Round]: win2text
- Added Team battle mode.
- CNS: Minor change in "target???" controllers: these controllers no longer
affect targets who are guarding. eg. TargetLifeAdd will change the life
of a target being hit, but not of one who is guarding
- Updated to link with Allegro 3.9.25
- BG: Element: Added optional "positionlink" parameter
Set to 1 to link that bg element's position to the previous element.
The "velocity" and "delta" parameters will be ignored.
The "start" parameter becomes the offset from the previous element.
- BG: Element: Added optional "sin.x" and "sin.y" parameters
Offsets the background position using a sine function.
"sin.x" and "sin.y" are for offsetting the x and y positions respectively.
Each has 3 parameters, ie:
sin.x = M, P, O
M (decimal) is the magnitude in pixels
P (decimal) is the period in game ticks
O (decimal) is the time offset in game ticks
Specifically, the function is computed as such:
offset = M * sine ((ticks+O)/P * 2 * Pi)
- DEF: Added optional "displayname" parameter to [Info].
It is the name to display on the select screen, fight screen, etc.
If omitted, will be same as "name" parameter.
- CNS: Added "p1name" and "p2name" triggers.
p1name returns the name of the player (in the DEF file, under [Info]: name)
p2name returns the name of the opponent
Eg:
trigger1 = p1name = KFM
Case insensitive, so "KFM" is the same as "kfM" and "kfm".
Example use for p1name:
Special reactions for certain characters when they are throw. Ie,
use "p1name" in the states that p2 will get from p1's CNS.
Example use for p2name:
Special reactions towards certain characters, or special intros.
- Background:
The "mask" parameter is no longer ignored for parallax background
elements. An example use for this could be clouds, where you can
see the sky through holes in the clouds.
- CNS: TargetBind controller:
Default value of "time" parameter changed from 0 to 1.
- CNS: HitDef controller:
If the "ground.velocity" parameter has a non-zero y value, then
the "forcestand" parameter's value will default to 1 instead of 0.
It can still be overridden by setting it to 0, but it will look
strange.
- You can now type: mugen <char1> <char2> [stagename]
For example, if you type: mugen kfm kfm mystage
Then the game will load stages/mystage.def for the quickvs stage.
- P2 is now invincible during the p1pausetime of p1's reversal.
Stops projectiles from interrupting the reversal.
- Can now change states right away in intro (state 191).
You can use "p2name" trigger for special intros between people.
Bugfixes
-------- Fixed the floating point exception from having topz and botz being
equal in the stage definition.
- You can't "influence" the AI by whacking its buttons anymore
- Fixed a nasty bug where missing characters would cause Mugen to
crash at the versus screen.
- Fixed problems where P2 bound to P1 by the TargetBind controller
would not fall down if P1 was hit.
- Fixed some problems with reversals. Mainly, some parameters such as fall
and fall.yvelocity, etc were not working before.
3 Sep 99
========
A lot of engine updates this time.
At a glance:
-Added reversal attacks
-Guard cancels
-Character palette effects
-Added Training mode to main menu
-Stage select in all but Arcade mode
-Sound device configuration
-MOD and S3M music capability (thanks to Guan Foo Wah's JGMOD)
-Projectile control improvements
-Lots of updates to state control
-Various bug fixes
Misc
---- Added new hit spark: Use spark 0,6 for blood
- Updated action numbers in docs/air.txt. Also added
something about flipping and transparency in air.
Code
---- Added Training Mode. Will add more functionality later.
If you want to turn on the CPU, Hit Ctrl-1 (p1) or Ctrl-2 (p2)
- Select-cursor positions are now remembered in VS, Watch and Training.
- CNS: Put in mod-playing capability. Supports, MOD, S3M and whatever
works with JGMOD.
New in data/mugen.cfg:
[Sound]
playmod = ?
modvolume = ?
- CNS: Added "height" to [Size] group.
Say you set "height = 60", then it means that if p2 is jumping
over p1 (p1 is standing), and p2's y-pos is < -60, then p2 will
pass through p1. This makes it easy to jump over tall people.
New parameter:
p2attr = attr_list
attr_list is the list of attributes of p2's hitdef that
p1 can catch. eg.
p2attr = SA, NA,SA
means Stand+Air, NormalAttack,SpecialAttack
Use with p1stateno (and optionally p2stateno) for creating
reversal attacks. Use a "targetbind" controller in p1's
reversal-success-state to bind p2, if necessary.
- Fixed minor guard problem, where you could not immediately
guard low attacks if you weren't already crouching
16 Aug 99
=========
At a glance:
- Animated backgrounds
- Change background implementation
- Lots of doc updates, but still far from done
- Music in title, select and versus screens
- Lots of small fixes
Misc
---- Updated docs for most things
- New suggested life for players is 1000, instead of 256.
- Moved all stage defs and sffs from data/ into the stages/ directory
If you made backgrounds, check your defs to set the files to
the stages/ directory.
- Added new hit spark.
Code
---- Added BGM capability at Char Select and VS Screen.
Check select.cfg, under [Music].
- Added BGM capability at Title Screen.
Check system.def, under [Music].
- Does not require "sound = blah.snd" in the DEF file to run
- Added screenshot to title screen
- Changed implementation of backgrounds. Now a background x-position
of 0 corresponds to the middle of the screen. It can move left
(negative) and right (positive). This makes it much easier to
do the def for the backgrounds.
Parallax works slightly different now. If you use "width = ?,?"
it acts like it did before: scales the background to create a
perspective effect. If you use "xscale = ?,?" it doesn't
pull off the scaling. That way if you have a floor that already
looks "3D", it leaves it alone.
Player start x-positions should now be -70 and 70 for all stages.
- Animated BGs at last! The anim data is kept in the def
file for the BGs.
- Added "boundhigh", "boundlow" and "verticalfollow" to [Camera]
in stage0.def. Controls vertical movement.
- Added key config to options
- Now there's a line-fade when you skip the intro
- CNS: Hitdef: Added "P" type to hitflag. If you have a hitflag
with "P" in it, the attack can cancel out projectiles.
- CNS: Added new trigger: AnimExist = actionno