Nuovo Mugen HD Ufficiale: 1.0 RC7 Elecbyte vive
#141
Inviato 23 January 2010 - 09:50
i personaggi senza IA rimangono uguali!?
#142
Inviato 23 January 2010 - 11:10
Il livello di difficoltà in opzioni vale solo su tutti quei chars che NON hanno ai propria. questo settaggio non c'entra.
che vuol dire i personaggi senza ai rimangono uguali? -.-' Ma se stiamo dicendo che serve proprio A LORO!!!!
Saluti
Squall
#143
Inviato 29 January 2010 - 12:02
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It has been stated that the only restrictions on MUGEN (other than the obvious) are the Memory size & Processing power of your PC.
10 years and countless chars/screenpacks/PC System upgrades later, I have reached a point where I have started to push the graphical capabilities and stability of MUGEN to its extremes to determine if this is really true.
Set aside my past MUGEN builds, over the past two years I have been running Winmugen plus on the following setup:
OS: Windows Vista Ultimate 64bit
CPU: Intel Core2Quad Q9450 @ 2.67Ghz
RAM: 8GB
Gfx Card: Nvidia 9800 GTX 512MB
HDConfig: RAID0 1TB (4x250GB)
This is BEASTLY setup for MUGEN or any other game for that matter & Until now I never experienced an "out of memory error" or anything of the sort in regards to MUGEN, so I began combining the MOST GRAPHICAL and oversized Hi Res screenpacks, Fightfx and system.sff files etc and modifying them with Hi Res animations etc to see how far MUGEN could be pushed.
If you are familiar with Rednavi, synhttp://www.youtube.com/user/ClubSyNXTremeTV#p/a/u/0/A2m6od-Muio, MOTVN and MUGENMASON'shttp://www.youtube.com/watch?v=oWATIRk1Zxk highly graphical Hi Res original full games, screenpacks, life bars and 130MB+ stages etc, you will know that many people using these on low spec PC's have experienced out of memory errors in mugen while running these.
Still running fine on my PC, mugen reached the point where it used 24% of my CPU, and 1.78GB of memory just to load up to the main screen (with all pre caching/preaching turned off etc). This is no suprise as my Fightfx.sff is 323MB, my system.sff is over 141MB and my fight.sff is over 77MB after a recent update I made, and many of my hi res stages are over 50MB in size. My roster is in the 100's and all majority are correctly coded COMPLETE chars with LARGE sprite/snd file sizes.
But recently I noticed that no matter how much data it is trying to load, Mugen will NEVER use an excess of 2GB of RAM. I have heard that this is a limitation Mugen has due to being a 32bit app, and it cannot be forced to use more RAM than this.
Now when trying to load a huge 120MB hi-res stage recieved from a friend, Mugen crashes with an "out of memory" error.
Despite having a monster PC and AMPLE available ram, MUGEN is crashing when it suddenly gets forced to exceed 2GB of RAM usage.
When opening the highly animated 120MB Hi Res stage in stage viewer, Stage viewer is using approx 600MB of RAm just to view the stage.
So considering MUGEN was consuming 1.78GB RAM during the char select screen, once forced to play on that particular stage, MUGEN would have to use 2.3GB minimum just to get the stage to appear. On random occasions the stage is able to load, and the stage will load fine when taken out of my highly animated screenpack and placed into another screenpack ie broken mugen, default mugen, hyper chronicles etc, but mostly it will crash when forced to load enough data to push it over the 2.0GB RAM mark.
My next theory was that it may be to do with how mugen reads the coding within the def files, so i tried various things such as moving all anims to the very bottom of the .def files for stages, system files etc, moving the anim strings to DIRECTLY underneath the parameters, and also adding/removing spaces from the anim string text lines and so forth.
All of these seem to make little difference, as it seems that as long as no coding/sprite errors exist, MUGEn will just grab all the data and load it as fast as your system will allow it to.
Hoping that this 2GB MEM usage limit is a myth, and merely a bug with the horrible VISTA64, My next build will consist of the intel i7 Quad Core 3.02Ghz, 12GB RAM, Windows7, and the Radeon HD 5870. VISTA64 also uses DEP (Data Execution prevention) to shut MUGEN down http://www.winvistat...148045.htmlwhen it tries to go over the 2GB Memory limit, and even after PERMANENTLY disabling this via command line prompt, it still manages to close it down randomly
But I would like to hear the opinion of some of the original coders of MUGEN regarding how mugen uses available resources, and if there are ways to give it the maximum resources allowed by my PC.
io sono ancora a 350MB di occupazione totale della memoria quindi per arrivare a 2GB ci ho ancora da fare!! :P
#144
Inviato 03 February 2010 - 22:55
per installarlo basta copiare e sovrascrivere le cartelle data e font del mugen con quelle dello screenpack.
http://img706.imageshack.us/img706/8669/select.th.png
http://dj-van.mugen-....net/screenpack
#145
Inviato 05 February 2010 - 14:47
su mugenguild.com nella sezione mugen 1.0, è bello assai, anche se non ha molti slot,(però tanto io i personaggi che non mi entrano li metto sotto la videata!! :P )
ecco qua, è a 640x480:
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#147
Inviato 08 February 2010 - 20:38
dai non è possibile è più di 2 mesi che è tutto fermo!! :ph34r:
#150
Inviato 09 February 2010 - 12:29
io ho lo screenpack sopra in hires,è tutto in hires apparte il logo, (il title screen, option screen, chars screen e vs screen)però ho il tuo stesso problema e cioè questo!!
http://img19.imageshack.us/img19/1462/immagine2ow.jpg
solo la lifebars che c'è dentro si vede perfetta, le altre tutte rimpicciolite sia quelle lowres sia in hires!! :ph34r:
la sua lifebar è questa!!
http://img199.imageshack.us/img199/7162/mugen013.png
cosa posso fare per vederle correttamente!? -_-
#151
Inviato 09 February 2010 - 15:57
EMILIUX, su 09 February 2010 - 12:29, detto:
io ho lo screenpack sopra in hires,è tutto in hires apparte il logo, (il title screen, option screen, chars screen e vs screen)però ho il tuo stesso problema e cioè questo!!
http://img19.imageshack.us/img19/1462/immagine2ow.jpg
solo la lifebars che c'è dentro si vede perfetta, le altre tutte rimpicciolite sia quelle lowres sia in hires!! :ph34r:
la sua lifebar è questa!!
http://img199.imageshack.us/img199/7162/mugen013.png
cosa posso fare per vederle correttamente!? -_-
servirebbe un localcoord per gestire anche questa cosa che attualmente, che io sappia non si può fare.
io non ho il tuo problema perchè uso il mio screenpack hd con la lifebar originale del mugen1.0 (che trovo molto bella fra l'altro)
il tuo sp invece è hi-res, se vuoi risolvere cambia screenpack e scarica quello che ho linkato io... non è ai livelli del vecchio evebattle ma funziona alla perfezione
#152
Inviato 09 February 2010 - 17:02
EMILIUX, su 09 February 2010 - 12:29, detto:
io ho lo screenpack sopra in hires,è tutto in hires apparte il logo, (il title screen, option screen, chars screen e vs screen)però ho il tuo stesso problema e cioè questo!!
http://img19.imageshack.us/img19/1462/immagine2ow.jpg
solo la lifebars che c'è dentro si vede perfetta, le altre tutte rimpicciolite sia quelle lowres sia in hires!! :ph34r:
la sua lifebar è questa!!
http://img199.imageshack.us/img199/7162/mugen013.png
cosa posso fare per vederle correttamente!? -_-
Ci sono dei parametri di proporzione nel fight.def, devi andare spippettarli, te lo ho 300 volte XD... Io personalmente quel problema lo ho risolto così.
#153
Inviato 10 February 2010 - 10:45
#154
Inviato 12 February 2010 - 00:20
#155
Inviato 16 February 2010 - 21:20
Arsène lupin, su 12 February 2010 - 00:20, detto:
ok, io ho questo fight.def però le lifebar mi si vedono rimpicciolite (apparte quella originale dello screenpack) mi potresti dire quali sono i parametri da spippolare!?
la cosa strana è che la lifebar originale (dello screenpack) è a 640x480 e si vede bene, perchè se ne metto un'altra sia che sia a 640x480 o a 320x240 mi si vede sempre rimpicciolita allo stesso modo!? a 640x480 non si dovrebbe vedere bene come l'originale!?
qui il fight.def completo!!
Quote
; *** DO NOT MODIFY OR OVERWRITE THIS FILE ***
; To customize, make a copy of this file in a subdirectory of your
; motif's name. See readme.txt for details on motifs.
; *2001.11.01 NEW* symbolizes any new parameters added for the 2001.11.01
; version of M.U.G.E.N.
; Notes about fonts:
; - do not index fonts greater than 9 (crash)
; - fonts indexed here do not refer to the ones in
; system.def
;
; See the section "How to Customize" at the end of
; this file.
;-----------------------------------------------------------
;Directories are checked in this order:
;1. current directory fight.def is in
;2. data/
;3. your MUGEN directory
[Files]
sff = fight.sff
snd = fight.snd
font4 = lv.fnt
font5 = CvSCombo.fnt
font6 = CvSTimer.fnt
font7 = CvSFont.fnt
font8 = CvSFont1.fnt
fightfx.sff = fightfx.sff
fightfx.air = fightfx.air
common.snd = common.snd
;-----------------------------------------------------------
[Lifebar]
;Player 1
p1.pos = 280,22
p1.bg0.anim = 10
p1.bg0.scale = 1,1
p1.bg1.spr = 11,0
p1.bg1.scale = 1,1
p1.mid.anim = 56
p1.mid.scale = 1,1
p1.front.spr = 13,0
p1.front.scale = 1,1
p1.range.x = -2,-252
;Player 2
p2.pos = 356,22
p2.bg0.anim = 10
p2.bg0.scale = 1,1
p2.bg0.facing = -1
p2.bg1.spr = 11,0
p2.bg1.scale = 1,1
p2.bg1.facing = -1
p2.mid.anim = 56
p2.mid.scale = 1,1
p2.mid.facing = -1
p2.front.spr = 13,0
p2.front.scale = 1,1
p2.front.facing = -1
p2.range.x = 2,252
[Begin Action 10] ;Darkened lifebar background
10,0, 0,0, 2,
10,1, 0,0, 2,
[Simul Lifebar]
;Player 1
p1.pos = 280,22
p1.bg0.anim = 10
p1.bg0.scale = 1,1
p1.bg1.spr = 21,0
p1.bg1.scale = 1,1
p1.mid.anim = 54
p1.mid.scale = 1,1
p1.front.spr = 21,1
p1.front.scale = 1,1
p1.range.x = -2,-252
;Player 2
p2.pos = 356,22
p2.bg0.anim = 10
p2.bg0.scale = 1,1
p2.bg0.facing = -1
p2.bg1.spr = 21,0
p2.bg1.scale = 1,1
p2.bg1.facing = -1
p2.mid.anim = 54
p2.mid.scale = 1,1
p2.mid.facing = -1
p2.front.spr = 21,1
p2.front.scale = 1,1
p2.front.facing = -1
p2.range.x = 2,252
;Player 3
p3.pos = 280,22
p3.mid.anim = 55
p3.mid.scale = 1,1
p3.front.spr = 21,2
p3.front.scale = 1,1
p3.range.x = -2,-242
;Player 4
p4.pos = 356,22
p4.mid.anim = 55
p4.mid.scale = 1,1
p4.mid.facing = -1
p4.front.spr = 21,2
p4.front.scale = 1,1
p4.front.facing = -1
p4.range.x = 2,242
[Turns Lifebar]
;Player 1
p1.pos = 280,22
p1.bg0.anim = 10
p1.bg0.scale = 1,1
p1.bg1.spr = 11,0
p1.bg1.scale = 1,1
p1.mid.anim = 56
p1.mid.scale = 1,1
p1.front.spr = 13,0
p1.front.scale = 1,1
p1.range.x = -2,-252
;Player 2
p2.pos = 356,22
p2.bg0.anim = 10
p2.bg0.scale = 1,1
p2.bg0.facing = -1
p2.bg1.spr = 11,0
p2.bg1.scale = 1,1
p2.bg1.facing = -1
p2.mid.anim = 56
p2.mid.scale = 1,1
p2.mid.facing = -1
p2.front.spr = 13,0
p2.front.scale = 1,1
p2.front.facing = -1
p2.range.x = 2,252
;-----------------------------------------------------------
[Powerbar]
;Player 1
p1.pos = 280,44
p1.bg0.spr = 41,0
p1.bg0.scale = 1,1
p1.bg0.offset = 38,-20
p1.bg1.anim = 40
p1.bg1.offset = 38,-20
p1.bg1.scale = 1,1
p1.front.anim = 43,0
p1.front.scale = 1,1
p1.front.offset = 38,-20
p1.range.x = -18,-78
p1.counter.offset = -102,-12
p1.counter.font = 4,0, 0
;Player 2
p2.pos = 356,44
p2.bg0.spr = 41,0
p2.bg0.scale = 1,1
p2.bg0.offset = -40,-20
p2.bg0.facing = -1
p2.bg1.anim = 40
p2.bg1.offset = -40,-20
p2.bg1.facing = -1
p2.bg1.scale = 1,1
p2.front.anim = 43,0
p2.front.scale = 1,1
p2.front.offset = -40,-20
p2.front.facing = -1
p2.range.x = 16,76
p2.counter.offset = 100,-12
p2.counter.font = 4,0, 0
; --level sounds---
level1.snd = 21,0
level2.snd = 21,0
level3.snd = 21,0
[Begin Action 40] ;Darkened powerbar background
40,0, 0,0, 2,
40,1, 0,0, 2,
[Begin Action 43]
43,0, 0,0, 2
43,1, 0,0, 2
43,2, 0,0, 2
43,3, 0,0, 2
43,4, 0,0, 2
43,5, 0,0, 2
43,6, 0,0, 2
43,7, 0,0, 2
43,8, 0,0, 2
43,9, 0,0, 2
43,11, 0,0, 2
43,12, 0,0, 2
43,13, 0,0, 2
43,14, 0,0, 2
43,15, 0,0, 2
43,16, 0,0, 2
43,17, 0,0, 2
43,18, 0,0, 2
43,19, 0,0, 2
43,20, 0,0, 2
43,21, 0,0, 2
43,22, 0,0, 2
43,23, 0,0, 2
43,24, 0,0, 2
43,25, 0,0, 2
43,26, 0,0, 2
43,27, 0,0, 2
43,28, 0,0, 2
43,29, 0,0, 2
43,30, 0,0, 2
43,31, 0,0, 2
43,32, 0,0, 2
43,33, 0,0, 2
;-----------------------------------------------------------
[Face]
;Player 1
p1.pos = 36,24
p1.bg.anim = 72
p1.bg.scale = .85,.85
p1.bg.offset = 0,-20
p1.face.spr = 9000,0
p1.face.scale = .85,.85
p1.face.facing = 1
p1.face.offset = 0,-20
;Player 2
p2.pos = 598,24
p2.bg.anim = 72
p2.bg.scale = .85,.85
p2.bg.offset = 0,-20
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.scale = .85,.85
p2.face.facing = -1
p2.face.offset = 0,-20
[Simul Face]
;Player 1
p1.pos = 36,24
p1.bg.anim = 72
p1.bg.scale = .85,.85
p1.bg.offset = 0,-20
p1.face.spr = 9000,0
p1.face.scale = .85,.85
p1.face.facing = 1
p1.face.offset = 0,-20
;Player 2
p2.pos = 598,24
p2.bg.anim = 72
p2.bg.scale = .85,.85
p2.bg.offset = 0,-20
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.scale = .85,.85
p2.face.facing = -1
p2.face.offset = 0,-20
;Player 3
p3.pos = 80,24
p3.face.spr = 9000,0
p3.bg.anim = 72
p3.bg.scale = 0.7,0.7
p3.bg.offset = 0,-16
p3.face.scale = 0.7,0.7
p3.face.facing = 1
p3.face.offset = 0,-16
;Player 4
p4.pos = 558,24
p4.bg.anim = 72
p4.bg.scale = 0.7,0.7
p4.bg.offset = 0,-16
p4.bg.facing = -1
p4.face.spr = 9000,0
p4.face.scale = 0.7,0.7
p4.face.facing = -1
p4.face.offset = 0,-16
[Turns Face]
;Player 1
p1.pos = 36,24
p1.bg.anim = 72
p1.bg.scale = .85,.85
p1.bg.offset = 0,-20
p1.face.spr = 9000,0
p1.face.scale = .85,.85
p1.face.facing = 1
p1.face.offset = 0,-20
p1.teammate.pos = 78,18
p1.teammate.spacing = 24,0
p1.teammate.ko.spr = 71,0
p1.teammate.face.spr = 9000,0
p1.teammate.bg.anim = 72
p1.teammate.bg.scale = 0.45,0.45
p1.teammate.bg.offset = 2,0
p1.teammate.face.scale = 0.45,0.45
p1.teammate.face.facing = 1
p1.teammate.face.offset = 2,0
;Player 2
p2.pos = 598,24
p2.bg.anim = 72
p2.bg.scale = .85,.85
p2.bg.offset = 0,-20
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.scale = .85,.85
p2.face.facing = -1
p2.face.offset = 0,-20
p2.teammate.pos = 556,18
p2.teammate.spacing = -24,0
p2.teammate.ko.spr = 71,0
p2.teammate.ko.facing = -1
p2.teammate.face.spr = 9000,0
p2.teammate.bg.anim = 72
p2.teammate.bg.scale = 0.45,0.45
p2.teammate.bg.offset = -2,0
p2.teammate.bg.facing = -1
p2.teammate.face.scale = 0.45,0.45
p2.teammate.face.facing = -1
p2.teammate.face.offset = -2,0
;-----------------------------------------------------------
[Name]
p1.pos = 12,90
p1.name.font = 7,0, 1
p2.pos = 624,90
p2.name.font = 7,0, -1
[Simul Name]
p1.pos = 12,92
p1.name.font = 7,0, 1
p2.pos = 624,92
p2.name.font = 7,0, -1
p3.pos = 116,76
p3.name.font = 7,0, 1
p4.pos = 520,76
p4.name.font = 7,0, -1
[Turns Name]
p1.pos = 12,90
p1.name.font = 7,0, 1
p2.pos = 624,90
p2.name.font = 7,0, -1
;-----------------------------------------------------------
[Time]
pos = 318,34
; Uncomment the following line to use a bg component
;bg.spr =
; Time count display
counter.offset = 0,0
counter.font = 6,0, 0
; Ticks for each count
framespercount = 60
;-----------------------------------------------------------
[Combo]
pos = 60,140 ;Coords to show
start.x = -416;-173 ;Starting x-coords
counter.shake = 1 ;Set to 1 to shake count on hit
text.text = F%iH ;You can use %i to show count in the text, eg "%i Hit!"
text.font = 5,0
displaytime = 90 ;Time to show text
;-----------------------------------------------------------
[Round]
match.wins = 2 ;Rounds needed to win a match
match.maxdrawgames = 1 ;Max number of drawgames allowed (-1 for infinite) *2001.11.01 NEW*
start.waittime = 20 ;Time to wait before starting intro
; Default position for all components
pos = 0,0
; ROUND X
round.time = 0 ;Time to show round display
round.default.offset = 320, 240
; Default component to show for each round. Text can include a %i to
; the round number. Use "round.default.anim" for animation instead of
; text.
; Sounds to play for each round (optional, specify up to round 9)
round1.snd = 0,1
round2.snd = 0,2
round3.snd = 0,3
round4.snd = 0,1
round5.snd = 0,2
round6.snd = 0,3
round7.snd = 0,1
round8.snd = 0,2
round9.snd = 0,3
round.sndtime = 0 ;Time to play the sounds
round1.anim = 79
round1.scale = 1,1
round1.offset = 320, 240
round2.anim = 79
round2.scale = 1,1
round2.offset = 320, 240
round3.anim = 79
round3.scale = 1,1
round3.offset = 320, 240
round4.anim = 79
round4.scale = 1,1
round4.offset = 320, 240
round5.anim = 79
round5.scale = 1,1
round5.offset = 320, 240
round6.anim = 79
round6.scale = 1,1
round6.offset = 320, 240
round7.anim = 79
round7.scale = 1,1
round7.offset = 320, 240
round8.anim = 79
round8.scale = 1,1
round8.offset = 320, 240
round9.anim = 79
round9.scale = 1,1
round9.offset = 320, 240
; Components to show for each round (optional, specify up to round 9)
; Uncomment to use
;round1.offset = 160, 100
;round1.anim =
; FIGHT
fight.time = 50 ;Time to show FIGHT component
fight.offset = 320, 240 ;Component for FIGHT display
fight.anim = 80 ;.
fight.scale = 1, 1
fight.snd = 1,0 ;Sound to play
fight.sndtime = 55 ;Time to play sound
ctrl.time = 99 ;Time players get control after "Fight"
; KO
KO.time = 0 ;Time to show KO component
KO.offset = 320, 240 ;Component for KO display
KO.scale = 1, 1
KO.anim = 200 ;.
KO.snd = 2,0 ;Sound to play for KO announcement
; Double KO
DKO.offset = 320, 240
DKO.scale = 1, 1
DKO.anim = 200
;DKO.font = 1,5
;DKO.text = Double K.O.
;DKO.displaytime = 60
DKO.snd = 2,0
; Time Over
TO.offset = 320, 140
TO.font = 1,5
TO.text = Time Over
TO.displaytime = 60
TO.snd = 2,2
KO.sndtime = 0 ;Time to play sound for KO, DKO and TO.
slow.time = 60 ;Time for KO slowdown (in ticks)
over.waittime = 45 ;Time to wait after KO before player control is stopped
over.hittime = 10 ;Time after KO that players can still damage each other (for double KO)
over.wintime = 45 ;Time to wait before players change to win states
over.time = 210 ;Time to wait before round ends
; Time to wait before showing win/draw message
;win.time = 60
; Win text
;win.offset = 160, 70
;win.font = 1,0
;win.text = %s Wins
;win.displaytime = 540
; 2-player win text
;win2.offset = 160, 70
;win2.font = 1,0
;win2.text = %s and %s Win
;win2.displaytime = 540
; Draw text
;draw.offset = 160, 70
;draw.font = 1,0
;draw.text = Draw Game
;draw.displaytime = 540
[Begin Action 54]
21,3, 0,0, 1,,AS256D256
21,3, 0,0, 1,,AS250D256
21,3, 0,0, 1,,AS245D256
21,3, 0,0, 1,,AS240D256
21,3, 0,0, 1,,AS235D256
21,3, 0,0, 1,,AS230D256
21,3, 0,0, 1,,AS225D256
21,3, 0,0, 1,,AS220D256
21,3, 0,0, 1,,AS215D256
21,3, 0,0, 1,,AS210D256
21,3, 0,0, 1,,AS205D256
21,3, 0,0, 1,,AS200D256
21,3, 0,0, 1,,AS195D256
21,3, 0,0, 1,,AS190D256
21,3, 0,0, 1,,AS185D256
21,3, 0,0, 1,,AS180D256
21,3, 0,0, 1,,AS175D256
21,3, 0,0, 1,,AS170D256
21,3, 0,0, 1,,AS165D256
21,3, 0,0, 1,,AS160D256
21,3, 0,0, 1,,AS155D256
21,3, 0,0, 1,,AS150D256
21,3, 0,0, 1,,AS145D256
21,3, 0,0, 1,,AS140D256
21,3, 0,0, 1,,AS135D256
21,3, 0,0, 1,,AS130D256
21,3, 0,0, 1,,AS125D256
21,3, 0,0, 1,,AS120D256
21,3, 0,0, 1,,AS115D256
21,3, 0,0, 1,,AS110D256
21,3, 0,0, 1,,AS105D256
21,3, 0,0, 1,,AS100D256
21,3, 0,0, 1,,AS95D256
21,3, 0,0, 1,,AS90D256
21,3, 0,0, 1,,AS85D256
21,3, 0,0, 1,,AS80D256
21,3, 0,0, 1,,AS75D256
21,3, 0,0, 1,,AS70D256
21,3, 0,0, 1,,AS65D256
21,3, 0,0, 1,,AS60D256
21,3, 0,0, 1,,AS65D256
21,3, 0,0, 1,,AS70D256
21,3, 0,0, 1,,AS80D256
21,3, 0,0, 1,,AS85D256
21,3, 0,0, 1,,AS90D256
21,3, 0,0, 1,,AS95D256
21,3, 0,0, 1,,AS100D256
21,3, 0,0, 1,,AS105D256
21,3, 0,0, 1,,AS110D256
21,3, 0,0, 1,,AS115D256
21,3, 0,0, 1,,AS120D256
21,3, 0,0, 1,,AS125D256
21,3, 0,0, 1,,AS130D256
21,3, 0,0, 1,,AS135D256
21,3, 0,0, 1,,AS140D256
21,3, 0,0, 1,,AS145D256
21,3, 0,0, 1,,AS150D256
21,3, 0,0, 1,,AS155D256
21,3, 0,0, 1,,AS160D256
21,3, 0,0, 1,,AS165D256
21,3, 0,0, 1,,AS170D256
21,3, 0,0, 1,,AS175D256
21,3, 0,0, 1,,AS180D256
21,3, 0,0, 1,,AS185D256
21,3, 0,0, 1,,AS190D256
21,3, 0,0, 1,,AS195D256
21,3, 0,0, 1,,AS200D256
21,3, 0,0, 1,,AS205D256
21,3, 0,0, 1,,AS210D256
21,3, 0,0, 1,,AS215D256
21,3, 0,0, 1,,AS220D256
21,3, 0,0, 1,,AS225D256
21,3, 0,0, 1,,AS230D256
21,3, 0,0, 1,,AS235D256
21,3, 0,0, 1,,AS240D256
21,3, 0,0, 1,,AS245D256
21,3, 0,0, 1,,AS250D256
21,3, 0,0, 1,,AS256D256
[Begin Action 55]
21,4, 0,0, 1,,AS256D256
21,4, 0,0, 1,,AS250D256
21,4, 0,0, 1,,AS245D256
21,4, 0,0, 1,,AS240D256
21,4, 0,0, 1,,AS235D256
21,4, 0,0, 1,,AS230D256
21,4, 0,0, 1,,AS225D256
21,4, 0,0, 1,,AS220D256
21,4, 0,0, 1,,AS215D256
21,4, 0,0, 1,,AS210D256
21,4, 0,0, 1,,AS205D256
21,4, 0,0, 1,,AS200D256
21,4, 0,0, 1,,AS195D256
21,4, 0,0, 1,,AS190D256
21,4, 0,0, 1,,AS185D256
21,4, 0,0, 1,,AS180D256
21,4, 0,0, 1,,AS175D256
21,4, 0,0, 1,,AS170D256
21,4, 0,0, 1,,AS165D256
21,4, 0,0, 1,,AS160D256
21,4, 0,0, 1,,AS155D256
21,4, 0,0, 1,,AS150D256
21,4, 0,0, 1,,AS145D256
21,4, 0,0, 1,,AS140D256
21,4, 0,0, 1,,AS135D256
21,4, 0,0, 1,,AS130D256
21,4, 0,0, 1,,AS125D256
21,4, 0,0, 1,,AS120D256
21,4, 0,0, 1,,AS115D256
21,4, 0,0, 1,,AS110D256
21,4, 0,0, 1,,AS105D256
21,4, 0,0, 1,,AS100D256
21,4, 0,0, 1,,AS95D256
21,4, 0,0, 1,,AS90D256
21,4, 0,0, 1,,AS85D256
21,4, 0,0, 1,,AS80D256
21,4, 0,0, 1,,AS75D256
21,4, 0,0, 1,,AS70D256
21,4, 0,0, 1,,AS65D256
21,4, 0,0, 1,,AS60D256
21,4, 0,0, 1,,AS65D256
21,4, 0,0, 1,,AS70D256
21,4, 0,0, 1,,AS80D256
21,4, 0,0, 1,,AS85D256
21,4, 0,0, 1,,AS90D256
21,4, 0,0, 1,,AS95D256
21,4, 0,0, 1,,AS100D256
21,4, 0,0, 1,,AS105D256
21,4, 0,0, 1,,AS110D256
21,4, 0,0, 1,,AS115D256
21,4, 0,0, 1,,AS120D256
21,4, 0,0, 1,,AS125D256
21,4, 0,0, 1,,AS130D256
21,4, 0,0, 1,,AS135D256
21,4, 0,0, 1,,AS140D256
21,4, 0,0, 1,,AS145D256
21,4, 0,0, 1,,AS150D256
21,4, 0,0, 1,,AS155D256
21,4, 0,0, 1,,AS160D256
21,4, 0,0, 1,,AS165D256
21,4, 0,0, 1,,AS170D256
21,4, 0,0, 1,,AS175D256
21,4, 0,0, 1,,AS180D256
21,4, 0,0, 1,,AS185D256
21,4, 0,0, 1,,AS190D256
21,4, 0,0, 1,,AS195D256
21,4, 0,0, 1,,AS200D256
21,4, 0,0, 1,,AS205D256
21,4, 0,0, 1,,AS210D256
21,4, 0,0, 1,,AS215D256
21,4, 0,0, 1,,AS220D256
21,4, 0,0, 1,,AS225D256
21,4, 0,0, 1,,AS230D256
21,4, 0,0, 1,,AS235D256
21,4, 0,0, 1,,AS240D256
21,4, 0,0, 1,,AS245D256
21,4, 0,0, 1,,AS250D256
21,4, 0,0, 1,,AS256D256
[Begin Action 56]
12,0, 0,0, 1,,AS256D256
12,0, 0,0, 1,,AS250D256
12,0, 0,0, 1,,AS245D256
12,0, 0,0, 1,,AS240D256
12,0, 0,0, 1,,AS235D256
12,0, 0,0, 1,,AS230D256
12,0, 0,0, 1,,AS225D256
12,0, 0,0, 1,,AS220D256
12,0, 0,0, 1,,AS215D256
12,0, 0,0, 1,,AS210D256
12,0, 0,0, 1,,AS205D256
12,0, 0,0, 1,,AS200D256
12,0, 0,0, 1,,AS195D256
12,0, 0,0, 1,,AS190D256
12,0, 0,0, 1,,AS185D256
12,0, 0,0, 1,,AS180D256
12,0, 0,0, 1,,AS175D256
12,0, 0,0, 1,,AS170D256
12,0, 0,0, 1,,AS165D256
12,0, 0,0, 1,,AS160D256
12,0, 0,0, 1,,AS155D256
12,0, 0,0, 1,,AS150D256
12,0, 0,0, 1,,AS145D256
12,0, 0,0, 1,,AS140D256
12,0, 0,0, 1,,AS135D256
12,0, 0,0, 1,,AS130D256
12,0, 0,0, 1,,AS125D256
12,0, 0,0, 1,,AS120D256
12,0, 0,0, 1,,AS115D256
12,0, 0,0, 1,,AS110D256
12,0, 0,0, 1,,AS105D256
12,0, 0,0, 1,,AS100D256
12,0, 0,0, 1,,AS95D256
12,0, 0,0, 1,,AS90D256
12,0, 0,0, 1,,AS85D256
12,0, 0,0, 1,,AS80D256
12,0, 0,0, 1,,AS75D256
12,0, 0,0, 1,,AS70D256
12,0, 0,0, 1,,AS65D256
12,0, 0,0, 1,,AS60D256
12,0, 0,0, 1,,AS65D256
12,0, 0,0, 1,,AS70D256
12,0, 0,0, 1,,AS80D256
12,0, 0,0, 1,,AS85D256
12,0, 0,0, 1,,AS90D256
12,0, 0,0, 1,,AS95D256
12,0, 0,0, 1,,AS100D256
12,0, 0,0, 1,,AS105D256
12,0, 0,0, 1,,AS110D256
12,0, 0,0, 1,,AS115D256
12,0, 0,0, 1,,AS120D256
12,0, 0,0, 1,,AS125D256
12,0, 0,0, 1,,AS130D256
12,0, 0,0, 1,,AS135D256
12,0, 0,0, 1,,AS140D256
12,0, 0,0, 1,,AS145D256
12,0, 0,0, 1,,AS150D256
12,0, 0,0, 1,,AS155D256
12,0, 0,0, 1,,AS160D256
12,0, 0,0, 1,,AS165D256
12,0, 0,0, 1,,AS170D256
12,0, 0,0, 1,,AS175D256
12,0, 0,0, 1,,AS180D256
12,0, 0,0, 1,,AS185D256
12,0, 0,0, 1,,AS190D256
12,0, 0,0, 1,,AS195D256
12,0, 0,0, 1,,AS200D256
12,0, 0,0, 1,,AS205D256
12,0, 0,0, 1,,AS210D256
12,0, 0,0, 1,,AS215D256
12,0, 0,0, 1,,AS220D256
12,0, 0,0, 1,,AS225D256
12,0, 0,0, 1,,AS230D256
12,0, 0,0, 1,,AS235D256
12,0, 0,0, 1,,AS240D256
12,0, 0,0, 1,,AS245D256
12,0, 0,0, 1,,AS250D256
12,0, 0,0, 1,,AS256D256
[Begin Action 72]
72,0,0,0,-1,,A1
;"Round" Animation
[Begin Action 79]
78,0, 0,0, 2
78,1, 0,0, 2
79,0, 0,0, 2
78,2, 0,0, 2
79,1, 0,0, 2
78,3, 0,0, 2
79,2, 0,0, 2
79,3, 0,0, 2
78,4, 0,0, 2
79,4, 0,0, 1,,AS240D256
79,4, 0,0, 2,,AS220D250
78,5, 0,0, 1,,AS200D245
78,5, 0,0, 2,,AS180D240
79,5, 0,0, 1,,AS160D235
79,5, 0,0, 2,,AS80D230
79,6, 0,0, 1,,AS160D235
79,6, 0,0, 1,,AS180D240
79,6, 0,0, 1,,AS200D245
79,7, 0,0, 1,,AS215D250
79,7, 0,0, 1,,AS230D256
79,7, 0,0, 1,,AS250D256
79,8, 0,0, 3
79,9, 0,0, 3
79,10, 0,0, 3
79,11, 0,0, 3
79,12, 0,0, 3
79,13, 0,0, 3
79,14, 0,0, 3
79,15, 0,0, 3
79,16, 0,0, 3
79,17, 0,0, 3
79,18, 0,0, 3
79,19, 0,0, 3
79,20, 0,0, 3
79,21, 0,0, 3
79,22, 0,0, 3
79,23, 0,0, 3
79,23, 0,0, 2,,AS240D256
79,23, 0,0, 2,,AS215D250
79,23, 0,0, 2,,AS190D245
79,23, 0,0, 2,,AS165D240
79,23, 0,0, 2,,AS140D235
79,23, 0,0, 2,,AS115D230
79,23, 0,0, 2,,AS90D225
79,23, 0,0, 2,,AS65D220
;"Fight!" Animation
[Begin Action 80]
80,0, 0,0, 2
80,1, 0,0, 2
80,2, 0,0, 2
80,3, 0,0, 2
80,4, 0,0, 2
80,5, 0,0, 2
80,6, 0,0, 2
80,7, 0,0, 4
80,8, 0,0, 4
80,9, 0,0, 4
80,10, 0,0, 4
80,11, 0,0, 4
80,12, 0,0, 4
80,13, 0,0, 4
80,14, 0,0, 2
80,15, 0,0, 2
80,16, 0,0, 2
;"K.O." Animation
[Begin Action 200]
-1,-1, 0,0, 5
200,0, 0,0, 60
200,1, 0,0, 6
200,2, 0,0, 4
200,3, 0,0, 4
200,4, 0,0, 4
200,5, 0,0, 4
200,6, 0,0, 4
200,7, 0,0, 4
200,8, 0,0, 4
200,9, 0,0, 4
200,10, 0,0, 2
200,11, 0,0, 2
200,12, 0,0, 2
200,13, 0,0, 2
200,14, 0,0, 2
200,15, 0,0, 2
200,16, 0,0, 2
200,17, 0,0, 2
200,18, 0,0, 2
;-----------------------------------------------------------
[WinIcon]
p1.pos = 20,40
p2.pos = 618,40
; Offset for next icon (x,y)
p1.iconoffset = 0,-18
p2.iconoffset = 0,-18
; Counter text font and offset for representing wins
p1.counter.offset = 0,0
p1.counter.font = 8,0
p1.counter.scale = 1,1
p2.counter.offset = 0,0
p2.counter.font = 8,0
p2.counter.scale = 1,1
; Win by normal
p1.n.spr = 100,0
p1.n.scale = 1,1
p2.n.spr = 100,0
p2.n.scale = 1,1
; Win by special
p1.s.spr = 101,0
p1.s.scale = 1,1
p2.s.spr = 101,0
p2.s.scale = 1,1
; Win by hyper (super)
p1.h.spr = 102,0
p1.h.scale = 1,1
p2.h.spr = 102,0
p2.h.scale = 1,1
; Win by normal throw
p1.throw.spr = 103,0
p1.throw.scale = 1,1
p2.throw.spr = 103,0
p2.throw.scale = 1,1
; Win by cheese
p1.c.spr = 104,0
p1.c.scale = 1,1
p2.c.spr = 104,0
p2.c.scale = 1,1
; Win by time over
p1.t.spr = 105,0
p1.t.scale = 1,1
p2.t.spr = 105,0
p2.t.scale = 1,1
; Win by suicide (here's a fun one)
p1.suicide.spr = 106,0
p1.suicide.scale = 1,1
p2.suicide.spr = 106,0
p2.suicide.scale = 1,1
; Opponent beaten by his own teammate (another fun one)
p1.teammate.spr = 107,0
p1.teammate.scale = 1,1
p2.teammate.spr = 107,0
p2.teammate.scale = 1,1
; Win by perfect (overlay icon)
p1.perfect.spr = 110,0
p1.perfect.scale = 1,1
p2.perfect.spr = 110,0
p2.perfect.scale = 1,1
; Use icons up until this number of wins
useiconupto = 3
;-----------------------------------------------------------
; How to customize
;-----------------------------------------------------------
; First of all, set filenames under [Files].
;
; Next, you can customize each component of the fight screen.
; A component can be anything from a piece of the lifebar,
; to the text that signals a K.O.
;
; Each component starts with its name, followed by a period,
; and then the names of its elements. For example, a
; component named "bg" with an element of "anim" looks
; like "bg.anim".
;
; There are several main element types:
; 1. anim (animation)
; 2. spr (sprite)
; 3. font (text)
; 4. snd (sound)
;
; 1. anim
; Format: anim = actionno
; actionno is the number of the action to use. You must
; specify a valid action that is defined within this file.
; The sprites for the animation come from the file given
; for the "sff" parameter in the [Files] group below.
; You can define your animation actions anywhere in this
; file, as long as it does not come in the middle of a
; group (an example of a group is the block of text
; starting with [Files], and ending on the next group
; [Lifebar]).
; For example, to use action 5 for the p1.bg0 component:
; p1.bg0.anim = 5
;
; 2. spr
; Format: spr = spritegrp, spriteno
; This is the identifier pair for the sprite you to
; display.
; For example, to show sprite 103,0 for a component named
; p1.throw:
; p1.throw.spr = 103,0
;
; 3. font
; Format: font = fontno, fontbank, alignmt
; text = text
; This lets you set the font (and optionally the content
; text). fontno is the number of the font defined under
; [Files]. For instance, for the line "font2 = font/num1.fnt",
; the fontno is 2.
; fontbank is the color bank of the font to use. Refer to
; the font for what color banks it has.
; alignmt is a number representing the text alignment.
; 1 is left, 0 means center, and -1 is for right-alignment.
; The "text" element should accompany the "font" element
; wherever necessary. The following example will display
; "FIGHT!" using font 1, bank 1, with center-alignment.
; fight.font = 1,1, 0
; fight.text = FIGHT!
;
; 4. snd
; Format: snd = sndgrp, sndno
; This is the identifier pair for the sound effect to
; play. The .snd file that the sound is played from
; is given in the "snd" parameter in the [Files] group.
; This plays sound 21,0 for the "level1" component.
; level1.snd = 21,0
;
; Take note that the anim, spr and font element types are
; mutually exclusive; you can only use one of them per
; component.
;
; The types of elements supported vary with the component.
; Usually the anim, spr and font elements are interchangeable
; for a component. However, in some cases only one element
; type may be used. An example of this is found under [Combo]:
; counter.font = 2,4 ;Font for combo counter
; You cannot use an animation or a sprite to represent a
; numeric counter, so it only makes sense to define a font
; for use.
;
; There are other element types that do nothing on their
; own. They can be used with display element types
; (spr, anim and font) to gain more control. These
; have no meaning when used with the snd element.
; 5. offset
; 6. displaytime
; 7. facing
; 8. vfacing
; 9. layerno
; 10. scale
;
; 5. offset
; Format: offset = x, y
; Displaces the display element horizontally by x pixels,
; and vertically by y pixels.
; If this element is omitted, the offset is assumed to
; be 0,0.
;
; 6. displaytime
; Format: displaytime = time_in_ticks
; This element defines the time to display the component.
; If omitted, the default display time varies with element
; type. For spr and font elements, the default displaytime
; is 1. For anim, it is the looptime of the animation.
; This example displays the text "FIGHT!" for 45 game
; ticks:
; fight.font = 1,1, 0
; fight.text = FIGHT!
; fight.displaytime = 45
;
; 7. facing
; Format: facing = dir
; Sets the horizontal flipping of the display element.
; 1 means no flipping, and -1 means flip horizontally.
; Does not affect "font" elements. Defaults to 1 if
; omitted.
;
; 8. vfacing
; Format: vfacing = dir
; Sets the vertical flipping of the display element.
; 1 means no flipping, and -1 means flip vertically.
; Does not affect "font" elements. Defaults to 1 if
; omitted.
;
; 9. layerno
; Format: layerno = no
; This element lets you set the layer to which the
; display element will be drawn on. 0 is in front of
; the background, but behind the players. 1 is in
; front of the players, but behind the foreground.
; 2 is in front of the foreground. The default is 0
; in most cases.
; An example of where this might be useful is when
; you want to have the life or power bars appear
; on top. In that case, set all the components to
; have layerno = 2.
;
; 10. scale
; Format: scale = xscale, yscale
; Scales the display element by a horizontal scale
; factor of xscale, and vertically by a factor of
; yscale. Defaults to 1,1 if omitted.
; Currently does not affect "font" elements.
;
; Some components have additional elements specific
; to themselves.
#156
Inviato 17 February 2010 - 10:42
#157
Inviato 17 February 2010 - 11:36
allora son disperato!!
ho messo lo screenpack in Evebattle, solamente la lifebar che c'è inclusa dentro mi si vede microscopica, ancora di più di quello prima!! :wacko:
esistono lifebars a 1280x720 scaricabili da qualche parte in modo che non mi si veda misroscopica!?
Edit: messa la lifebar originale del mugen e a 1280x720 funziona alla perfezione!!
ne esistono altre da qualche parte!?
avrei un'altra ddomanda!!
come si aumenta la velocità del cambiamento del personaggio nel Randomselect!?
#159
Inviato 18 February 2010 - 23:14
no cmq ho trovato la soluzione!!
se si spippola qui si risolve!! :P
Quote
più piccolo è il valore dopo "=" più viaggia veloce il "randomselect"!! :D
come ma giocando 2 contro 2 mi freeza spesso il mugen!? da cosa può essere dovuto!? l'RC5 non me lo faceva, come ram occupata sono circa a 550MB, avendo 2GB non dovrebbe essere quella!!
se nel mugen.cfg come render metto "system" anziche "directx" mi freezerà meno o non c'entra nulla!? -_-
#160
Inviato 19 February 2010 - 22:07
EMILIUX, su 18 February 2010 - 23:14, detto:
no cmq ho trovato la soluzione!!
se si spippola qui si risolve!! :P
più piccolo è il valore dopo "=" più viaggia veloce il "randomselect"!! :D
come ma giocando 2 contro 2 mi freeza spesso il mugen!? da cosa può essere dovuto!? l'RC5 non me lo faceva, come ram occupata sono circa a 550MB, avendo 2GB non dovrebbe essere quella!!
se nel mugen.cfg come render metto "system" anziche "directx" mi freezerà meno o non c'entra nulla!? -_-
vedi che quando ti impegni riesci a spippolare bene :D

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