errore mugen screenpack.png (10.13K)
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vi posto anche il file system def nel caso il problema fosse lì:
; ============
; DJ-VAN
; ============
; "Everything Vs Everything"
; version : .77
; www.Mugen-Infantry.net
;----------------------------
[Info]
name = "EVE BATTLE" ;Name of motif
author = "DJ-VAN" ;Motif author name
versiondate = 09,01,2009 ;Version date of motif (MM-DD-YYYY) (new in MUGEN 2009)
mugenversion = 1.0 ;Version of M.U.G.E.N motif is compatible with (new in MUGEN 2009)
localcoord = 1280,720 ;Local coordinate space width and height (new in MUGEN 2009)
;----------------------------
;Directories are checked in this order:
;1. current directory system.def is in
;2. data/
;3. your MUGEN directory
;eg. If you write "spr = system.sff", and this system.def file
; is in ~/mugen/data/mymotif/, then Mugen will first look
; for ~/mugen/data/mymotif/system.sff. If it does not find
; it there, it looks for ~/mugen/data/system.sff (the default).
; Finally, if that is not found, it will look for
; ~/mugen/system.sff.
[Files]
spr = system.sff ;Filename of sprite data
snd = system.snd ;Filename of sound data
logo.storyboard = ;Logo storyboard definition (optional)
intro.storyboard = ;Intro storyboard definition (optional)
select = data/select.def ;Character and stage selection list
fight = data/fight.def ;Fight definition filename
font1 = font/f-4x6.fnt ;System fonts
font2 = font/f-6x9.fnt ;System fonts
font3 = font/jg.fnt ;System fonts
font4 = font/EVE/DJ-VAN_-_MEGA_BLOX.fnt
font5 = font/EVE/DJ-VAN_-_KOF.fnt
font6 = font/EVE/DJ-VAN_-_STAGE.fnt
font8 = font/EVE/DJ-VAN_-_GHOST.fnt
font9 = font/EVE/DJ-VAN_-_SF3.fnt
;----------------------------
[Music]
;Put a filename for a MOD, MP3 or MIDI here, or just leave it
;blank if you do not want music. If an invalid filename is
;given, then no music will play. To play CD audio, put
;the track number followed by ".da". For example, to play
;track 3 from a music CD at the title screen, use:
; title.bgm = 3.da
;To play mymusic.mp3 from the sound/ directory, put:
; title.bgm = sound/mymusic.mp3
;Music will continue to play between screens if the files names
;are the same, and both BGMs are specified to loop.
;Music to play at title screen.
title.bgm = data/Session.mp3
title.bgm.loop = 1 ;Set to 0 to prevent looping
;Music to play at char select screen.
select.bgm = data/select.mp3
select.bgm.loop = 1
;Music to play at versus screen.
vs.bgm = data/versus.mp3
vs.bgm.loop = 0
;Music to play at victory screen.
victory.bgm =
victory.bgm.loop = 0
;-------------------------------------------------------------------
;Title screen definition
[Title Info]
fadein.time = 20
fadeout.time = 20
menu.pos = 751,663
menu.item.font = 4,0,1
menu.item.active.font = 4,0,1
menu.item.spacing = 0, 60
; Names for each of the items in the menu. Names must be in quotes.
; Use "" to disable an item. If all are disabled, goes straight to demo mode
; (hold Esc to quit demos).
menu.itemname.arcade = "@ARCADE"
menu.itemname.versus = "@VS"
menu.itemname.teamarcade = "@TEAM"
menu.itemname.teamversus = "@TEAM VS"
menu.itemname.teamcoop = "@TEAM EX"
menu.itemname.survival = "@RUSH"
menu.itemname.survivalcoop = "@RUSH EX"
menu.itemname.training = "@TRA1N1NG"
menu.itemname.watch = "@WATCH"
menu.itemname.options = "@OPT1ONS"
menu.itemname.exit = "@EX1T"
; These parameters define the window in which the items are visible
; in.
menu.window.margins.y = 60, 0
menu.window.visibleitems = 1
menu.boxcursor.visible = 0 ;Set to 0 to disable default cursor display
menu.boxcursor.coords = -58,-10,57,2
; These are the sounds for cursor movement
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2
;----------------------------
;Title background definition
[TitleBGdef]
bgclearcolor = 0,0,0
[TitleBG 0] ;GRADIENT BG
type = normal
spriteno = 0,2
layerno = 0
start = -640,0
mask = 0
[TitleBG 0] ;CROSS BEAM
type = normal
spriteno = 0,3
layerno = 0
start = -640,0
mask = 0
trans = sub
[TitleBG 0] ;ARROW
type = normal
spriteno = 0,5
layerno = 0
start = -640,0
mask = 0
trans = sub
[TitleBG 0]
type = normal
spriteno = 0,6
layerno = 0
start = -640,-2000
mask = 1
[TitleBG 0] ;EVE LOGO
type = normal
spriteno = 0,1
layerno = 0
start = -525,108
mask = 1
;-------------------------------------------------------------------
;Character select definition
[Select Info]
hires=1
fadein.time = 20
fadeout.time = 20
rows = 25
columns = 44
wrapping = 0 ;1 to let cursor wrap around
pos = 4,0 ;Position to draw to
showemptyboxes = 0 ;1 to show empty boxes
moveoveremptyboxes = 0 ;1 to allow cursor to move over empty boxes
cell.size = 29,29 ;x,y size of each cell (in pixels)
cell.spacing = 0,0 ;Space between each cell
cell.bg.spr = 150,0 ;Note: Don't use animation for cells
cell.random.spr = 151,0 ;Icon for random select (don't use animation)
cell.random.switchtime = 4;Time to wait before changing to another random portrait
p1.cursor.startcell = 5,15
p1.cursor.active.anim = 1600
p1.cursor.done.spr = 161,0
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0
p2.cursor.startcell = 19,28
p2.cursor.active.anim = 1700
p2.cursor.done.spr = 171,0
p2.cursor.blink = 1 ;1 to blink p2's cursor if overlapping p1's
p2.cursor.move.snd = 100,0
p2.cursor.done.snd = 100,1
p2.random.move.snd = 100,0
random.move.snd.cancel = 0;1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,0
stage.done.snd = 100,1
cancel.snd = 100,2
portrait.spr = 9000,0 ;Do not change from 9000,0
portrait.offset = 0,0
portrait.scale = .25,.25
title.offset = 159,13 ;Position of title (Arcade Mode, etc)
title.font = -1 ;3,0,0 ;DJ-VAN Font of title (-1 for none)
;Big portraits
p1.face.spr = 9000,1 ;Do not change from 9000,1
p1.face.offset = 0,0 ;Position to put big portrait
p1.face.scale = .25,.25
p1.face.facing = 1
p2.face.spr = 9000,1
p2.face.offset = 1279,580
p2.face.scale = .25,.25
p2.face.facing = -1
;Name
p1.name.offset = 134,97 ;Position to put name
p1.name.font = 9,0,1 ;Set to -1 for no display
p2.name.offset = 1149, 677
p2.name.font = 9,0,-1
;Stage select
stage.pos = 160,10
stage.active.font = 6,0,1
stage.active2.font = 6,0,1 ;Second font color for blinking
stage.done.font = 6,0,1
;Team menu
teammenu.move.wrapping = 0
p1.teammenu.pos = 0, 0
p1.teammenu.bg.spr = 195,0
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,1
p1.teammenu.item.offset = -14,-12
p1.teammenu.item.spacing = 0,28
p1.teammenu.item.font = 8,0
p1.teammenu.item.active.font = 8,0
p1.teammenu.item.active2.font = 8,0
p1.teammenu.item.cursor.offset = 14,41
p1.teammenu.item.cursor.spr = 195,3
p1.teammenu.value.icon.offset = 196,61
p1.teammenu.value.icon.spr = 193,0
p1.teammenu.value.empty.icon.offset = 232,25 ;hidden?
p1.teammenu.value.empty.icon.spr = 999,0
p1.teammenu.value.spacing = 14,0
p2.teammenu.pos = 0, 0
p2.teammenu.bg.spr = 195,1
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,1
p2.teammenu.item.offset = 442,15
p2.teammenu.item.spacing = 0,28
p2.teammenu.item.font = 8,0
p2.teammenu.item.active.font = 8,0,
p2.teammenu.item.active2.font = 8,0,
p2.teammenu.item.cursor.offset = 666,594
p2.teammenu.item.cursor.spr = 195,4
p2.teammenu.value.icon.offset = 655,614
p2.teammenu.value.icon.spr = 193,0
p2.teammenu.value.empty.icon.offset = 1000,614 ;hidden?
p2.teammenu.value.empty.icon.spr = 999,0
p2.teammenu.value.spacing = -14,0
;Sounds
[Begin Action 1600]
160,0,0,0,5,,a1
160,0,0,0,5,,a
[Begin Action 1700]
170,0,0,0,5,,a1
170,0,0,0,5,,a
;-----------------------
;Character select screen background
[SelectBGdef]
;spr = graphics/selectbg.sff ;Filename of sprite data
[SelectBG 1] ;BLUE CHASE
type = normal
spriteno = 101,0
layerno = 0
start = -640,0
mask = 0
velocity = 20,0
tile = 1,0
[SelectBG 1] ;BLUE CHASE P2
type = normal
spriteno = 101,1
layerno = 0
start = 132,580
mask = 0
velocity = -20,0
tile = 1,0
;[SelectBG 1] ;BLUE CHASE P2
;type = anim
;actionno = 1010
;layerno = 0
;start = 132, 719
;mask = 0
;velocity = -20,0
;tile = 1,0
;[Begin Action 1010]
;101,0,0,0,-1,V ; HV togehter would flip and mirror
[SelectBG 1] ;HAIL CHASE
type = normal
spriteno = 103,3
layerno = 0
start = -640,0
mask = 0
velocity = 24,0
tile = 1,0
trans = add
[SelectBG 1] ;HAIL CHASE P2
type = normal
spriteno = 103,4
layerno = 0
start = -624,580
mask = 0
velocity = -24,0
tile = 1,0
trans = add
[SelectBG 1] ;BLUE SWIRL
type = normal
layerno = 0
spriteno = 105,0
start = -640,0
mask = 0
trans = add
[SelectBG 1] ;BLUE SWIRL P2
type = normal
layerno = 0
spriteno = 105,1
start = 0,580
mask = 0
trans = add
[SelectBG 1] ;ARROW
type = normal
spriteno = 110,1
layerno = 0
start = -640, 0
trans = add
;[Begin Action 1100]
;110,0,0,0,-1, ,A
[SelectBG 1] ;NAME SUBS
type = normal
spriteno = 115, 1
layerno = 0
start = -640,0
trans = sub
mask = 1
[SelectBG 1] ;NAME OUTLINE
type = normal
spriteno = 115, 0
layerno = 0
start = -640,0
mask = 1
;-------------------------------------------------------------------
[VS Screen]
time = 638 ;Time to show screen
fadein.time = 20
fadeout.time = 20
;Match text in arcade modes
match.text = "Match %i" ;%i can be used for the match number
match.offset = 159, 12
match.font = 8,0,0
;Big portraits
p1.spr = 9000, 1
p1.offset = 0,47
p1.facing = 1
p1.scale = .75,.75
p2.spr = 9000, 1
p2.offset = 1277,407
p2.facing = -1
p2.scale = .75,.75
;Names
p1.name.offset = 360,224
p1.name.font = 5,0,1
p2.name.offset = 924,584
p2.name.font = 5,0,-1
;-----------------------
;VS Match up screen background
[VersusBGdef]
[VersusBG 0] ;GRADIENT BG
type = normal
spriteno = 0,2
layerno = 0
start = -640,0
mask = 0
[VersusBG 0] ;ARROW
type = normal
spriteno = 200,1
layerno = 0
start = -640,0
mask = 0
trans = sub
[VersusBG 0] ;BARS
type = normal
spriteno = 200,0
layerno = 1
start = -640,0
mask = 1
[VersusBG 0] ;CONSPIRACY
type = normal
spriteno = 200,4
layerno = 1
start = -640,0
mask = 1
[VersusBG 0] ;VS
type = normal
spriteno = 200,3
layerno = 1
start = -640,0
mask = 1
;-------------------------------------------------------------------
;Demo mode definition
[Demo Mode]
enabled = 1 ;Set to 1 to enable demo mode, 0 to disable
select.enabled = 0 ;Set to 1 to display select screen, 0 to disable
vsscreen.enabled = 0 ;Set to 1 to display versus screen, 0 to disable
title.waittime = 600 ;Time to wait at title before starting demo mode
fight.endtime = 1500 ;Time to display the fight before returning to title
fight.playbgm = 0 ;Set to 1 to enable in-fight BGM, 0 to disable
fight.bars.display = 0 ;Set to 1 to display lifebar, 0 to disable
intro.waitcycles = 1 ;Cycles to wait before intro cutscene is played again
debuginfo = 0 ;Set to 0 to hide debugging info (debug mode only)
;-------------------------------------------------------------------
;Continue screen definition
[Continue Screen]
enabled = 1 ;Set to 1 to show continue screen, 0 to disable
;-------------------------------------------------------------------
;Game over screen definition
[Game Over Screen]
enabled = 0 ;Set to 1 to show game over screen, 0 to disable
storyboard = ;Game over storyboard filename
;-------------------------------------------------------------------
;Victory screen definition
;This is the screen that is shown when you win a match in arcade mode.
;It will not be displayed on the last match of arcade mode.
[Victory Screen]
enabled = 1
time = 300 ;Time to show screen
fadein.time = 8
fadeout.time = 15
;Winner's portrait and name
p1.offset = 100,20
p1.spr = 9000,2
p1.facing = 1
p1.scale = 1,1
p1.window = 0,0, 319,160
p1.name.offset = 20,180
p1.name.font = 3,0,1
;Win quote text
winquote.text = "Winner!" ;Default win quote text to show
winquote.offset = 20,192
winquote.font = 2,0,1
winquote.window = 18,171, 301,228
winquote.textwrap = w ;Word wrap
;-----------------------
;Victory screen background
[VictoryBGdef]
[VictoryBG 1]
type = normal
spriteno = 100,0
start = 0,0
tile = 1,1
velocity = 0,1.5
[VictoryBG 2]
type = normal
spriteno = 100,1
start = 20,13
tile = 1,1
trans = sub
window = 0,19, 319,160
velocity = -2, 0
[VictoryBG 3]
type = normal
spriteno = 100,1
start = 10,170
tile = 1,1
trans = sub
window = 15,170, 304,229
velocity = 0, 0
;-------------------------------------------------------------------
;Win screen definition
;This is the screen that is shown when you win in arcade mode.
;It will not be displayed if the winning character has an ending.
[Win Screen]
enabled = 1 ;Set to 1 to show win screen, 0 to disable
wintext.text = "Congratulations!"
wintext.font = 2,0,0
wintext.offset = 159,70
wintext.displaytime = -1
wintext.layerno = 2
fadein.time = 32
pose.time = 300
fadeout.time = 64
;-------------------------------------------------------------------
;Game ending screen definition
;This screen shows up after the Win Screen.
;It will not be displayed if the winning character has an ending.
[Default Ending]
enabled = 0 ;Set to 1 to show default ending, 0 to disable
storyboard = ;Default ending storyboard filename
;-------------------------------------------------------------------
;Ending credits screen definition
;This screen shows up after the Win Screen and Ending
[End Credits]
enabled = 0 ;Set to 1 to show credits, 0 to disable
storyboard = ;Credits storyboard filename
;-------------------------------------------------------------------
;Survival mode results screen definition
;This is the screen that is shown when you win in survival mode.
;It will not be displayed if the winning character has an ending.
[Survival Results Screen]
enabled = 1
winstext.text = "Rounds survived: %i" ;Use %i for win counter
winstext.font = 3,0,0
winstext.offset = 159,70
winstext.displaytime = -1
winstext.layerno = 2
fadein.time = 32
show.time = 300
fadeout.time = 64
roundstowin = 5 ;Number of rounds to get win pose (lose pose otherwise)
;-------------------------------------------------------------------
;Options screen definition
[Option Info]
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2
;-------------------
;Options screen background
[OptionBGdef]
[OptionBG 0] ;GRADIENT BG
type = normal
spriteno = 0,2
layerno = 0
start = -640,0
mask = 0
[OptionBG 0] ;iBEAM
type = normal
spriteno = 0,4
layerno = 0
start = -640,0
mask = 0
trans = sub
[OptionBG 0] ;EVE LOGO
type = normal
spriteno = 0,1
layerno = 0
start = -280,210
mask = 1

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