Forum MUGENATION: Risoluzione dello skermo nel dosmugen - Forum MUGENATION

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Risoluzione dello skermo nel dosmugen AIUTO STO DISPERANDO!!!!!

#1 L   Greatdani 

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  • Iscritto: 23-August 07

  Inviato 06 September 2007 - 11:07

Raga ma xk quando metto il mugen a ttt skermo mi rimane tagliato verso destra? x farvi capire meglio ad esempio la scritta electbyte in fondo a sinistra mi rimane tagliata oppure sulla skermata di selezione personaggi mi rimangono tagliati fuori due personaggi verso sinistra!!!! XK? Aiutatemi vi prego!!!! Ditemi come faccio a mantenere ttt centrato anke se metto la finestra a ttt skermo!!!!!! Ricordo ke ho dosmugen!!!! Grazie a tttt!!!!!!!! :rolleyes: :rolleyes: :rolleyes:
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#2 L   Greatdani 

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Inviato 06 September 2007 - 11:09

Scusate ho sbagliato a scrivere prima!!!! Riscrivo ttt correttamente:
Raga ma xk quando metto il mugen a ttt skermo mi rimane tagliato verso destra? x farvi capire meglio ad esempio la scritta electbyte in fondo a DESTRA mi rimane tagliata, oppure sulla skermata di selezione personaggi mi rimangono tagliati fuori due personaggi verso DESTRA su ogni riga!!!! XK? Aiutatemi vi prego!!!! Ditemi come faccio a mantenere ttt centrato anke se metto la finestra a ttt skermo!!!!!! Ricordo ke ho dosmugen!!!! Grazie a tttt!!!!!!!!
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#3 L   The RockOne 

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Inviato 06 September 2007 - 12:07

prova a postarci il contenuto del file mugen.cfg e la sezione [Select Info] del file system.def
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#4 L   Greatdani 

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Inviato 06 September 2007 - 12:18

ok allora mugen.cfg:
;-=====================================================-
; Configuration file for mugen.exe
;-=====================================================-

;-------------------------------------------------------
; Game options configurable in M.U.G.E.N's options screen go here.
; Does not include key config.
[Options]
; Basic options
Difficulty = 1
Life = 105
Time = -1
GameSpeed = 0
WavVolume = 65
MidiVolume = 65

; Team-only config
Team.1VS2Life = 150
Team.LoseOnKO = 0

; Not accessible in options screen
motif = data/system.def
;MP3Volume = 100 ;Not yet implemented

;-------------------------------------------------------
[Rules]
;Keep this set at VS. It's the only option supported for now.
GameType = VS

;This is the amount of power the attacker gets when an attack successfully
;hits the opponent. It's a multiplier of the damage done. For example,
;for a value of 3, a hit that does 10 damage will give 30 power.
Default.Attack.LifeToPowerMul = .7

;This is like the above, but it's for the person getting hit.
;These two multipliers can be overridden in the Hitdef controller in the
;CNS by using the "getpower" and "givepower" options.
Default.GetHit.LifeToPowerMul = .6

;This controls how much damage a super does when you combo into it.
;It's actually a multiplier for the defensive power of the opponent.
;A large number means the opponent takes less damage. Leave it at
;1 if you want supers to do the normal amount of damage when comboed
;into.
;Note 1: this increase in defence stays effective until the opponent
; gets up from the ground.
;Note 2: the program knows you've done a super when the "superpause"
; controller is executed. That's the instance when this change
; becomes effective.
Super.TargetDefenceMul = 1.5



;-------------------------------------------------------
[Config]
;Set the game speed here. The default is 60 frames per second. The
;larger the number, the faster it goes. Don't use a value less than 10.
GameSpeed = 60

;Set to 1 to draw shadows (default). Set to 0 if you have a slow
;machine, and want to improve speed by not drawing shadows.
DrawShadows = 1

;Set to 0 to save some memory by disabling frame effects for helpers.
HelperFrameEffects = 1

;This is 1 the first time you run MUGEN.
FirstRun = 0


;-------------------------------------------------------
[Debug]
;Set to 0 to disable starting in debug mode by default.
Debug = 0

;Set to 0 to disallow switching to debug mode by pressing Ctrl-D.
;If Debug = 1, this will be ignored.
AllowDebugMode = 1

;Set to 1 to allow debug keys at all times. Otherwise debug keys
;allowed only in debug mode.
AllowDebugKeys = 0

;Set to 1 to run at maximum speed by default.
Speedup = 0

;Default starting stage for quick versus.
StartStage = stages/stage0.def

;-------------------------------------------------------
[Video]
;Enter the width and height of the resolution you want to set here.
;The optimal resolution is 320x240, but if your video card has problems
;You may want to try 640x480.
Width = 320
Height = 240

;This is the color depth at which to run MUGEN. You should set it to
;16 bit color unless your video card has problems with it.
;16-fastest, 24,32-slower, 8-slowest/worst
Depth = 16

;Set this parameter to 0 to disable screen stretching, and set it to 1 if
;you want to scale it up to fit the current resolution.
Stretch = 0

;Set this parameter to use a resolution-doubling filter. You will
;need a fast machine to use these filters. You will need to increase
;the screen resolution to at least 640x480 for these modes.
;0 - off
;1 - diagonal edge detection
;2 - bilinear filtering
;3 - horizontal scanlines
DoubleRes = 0

;Choose from "1" for VESA1, "Linear" or "Banked" for VESA2, and "3" for
;VESA3.
;Note: VESA1 is very slow on certain video cards, especially the newer
;ones. "Linear" or "3" is usually the fastest for new cards.
;Default is "Linear".
Vesamode = Linear

;Set to 1 to enable vertical retrace synchronization.
VRetrace = 0

;-------------------------------------------------------
; Sound configuration
; Note: WavVolume and MidiVolume here are not the same
; as the ones in [Options], but they all affect the volume.
[Sound]
;Set the following to 1 to enable sound effects and music.
;Set to 0 to disable.
Sound = 1

;Set the following to 1 to enable stereo effects in-game
;Set to 0 to disable.
StereoEffects = 1

;This is the width of the sound panning field. If you
;Increase this number, the stereo effects will sound
;closer to the middle. Set to a smaller number to get
;more stereo separation on sound effects.
;Only valid if StereoEffects is set to 1.
PanningWidth = 240

;Set the following to 1 to reverse left and right channels
;on your sound card.
ReverseStereo = 0

;Wave device to use. Choose from:
; NONE - No wave device
; AUTO - Autodetect
; SB - SoundBlaster (auto)
; SB10 - SoundBlaster 1.0
; SB15 - SoundBlaster 1.5
; SB20 - SoundBlaster 2.0
; SBPRO - SoundBlaster Pro
; SB16 - SoundBlaster 16
; GUS - (not yet supported)
; AUDIODRIVE - ESS Audiodrive
WavDevice = Auto

;Voice Channels to use. Values are from 1 to 16.
;If sound quality is poor, try setting a smaller number, such as 8 or 4.
WavChannels = 8

;Maximum number of voices used for MODs. This number reduces the
;number of available WavChannels. ModVoices must be less than
;WavChannels. If equal, then MODs will get all the available
;channels and therefore no sound effects will play.
ModVoices = 4

;Midi device to use. Choose from:
; NONE - No midi device
; AUTO - Autodetect
; ADLIB - ADLIB
; OPL2 - OPL2
; 2XOPL2 - dual OPL2
; OPL3 - OPL3
; SB - SB MIDI
; MPU - MPU-401
; GUS - (not yet supported)
; DIGMID - Allegro's Digimid driver
; AWE32 - AWE32 (EMU8000)
MidiDevice = Auto

;This is the master volume for all wav sounds (affects mp3 volume).
;Valid values are from from 0 to 255.
MasterWavVolume = 255

;Set the volume of wav, midi, mods and CD audio.
;Note: WavVolume does not affect mp3 or mod volume.
;Valid values are from from 0 to 255.
;For CDAVolume only, using -1 will leave the volume unchanged.
WavVolume = 128
MidiVolume = 128
MP3Volume = 135
ModVolume = 80
CDAVolume = -1

;Set the following to 1 to enable and 0 to disable MIDI, MP3, MOD and CD
;playback.
PlayMIDI = 1
PlayMP3 = 1
PlayMOD = 1
PlayCDA = 1

;Set the drive letter of your CD-ROM (if you have more than one
;drive). eg, To use drive E, put the following:
; CDADevice = E:\
;Leave blank to use your default CD-ROM drive.
CDADevice =


;-------------------------------------------------------
[Misc]
;Number of extra players to cache in memory.
;Set to a lower number to decrease memory usage, at cost of
;more frequent loading.
PlayerCache = 0

;Set to 1 to enable large-buffer reads of sprite and sound data.
;Set to 0 (off) to decrease memory usage, at cost of slower
;loading.
BufferedRead = 1

;Set to 1 to free system.def data from memory whenever possible.
;This decreases memory usage, in exchange for loading time
;before system screens.
UnloadSystem = 1

;Expiry extension key. Do not change this option.
Expires = 11,1,2001,49F1


;-------------------------------------------------------
[Arcade]
;Set to 0 for computer to choose color 1 if possible.
;Set to 1 for computer to randomly choose a color.
AI.RandomColor = 1

;This option allows the AI to input commands without
;having to actually press any keys (in effect, cheating)
;Set to 1 to enable, 0 to disable. Enabling this option
;can give the illusion of a smarter AI.
AI.Cheat = 1

;-------------------------------------------------------
[Input]
P1.UseKeyboard = 1
P2.UseKeyboard = 1
;Joystick type:
;0 - Disable
;1 - Autodetect (not reliable under DOS)
;4 - 4 button
;6 - 6 button
;8 - 8 button
;20 - Sidewinder
;21 - SNESKey
;22 - PSX pad
;23 - N64 pad
P1.Joystick.type = 0
P2.Joystick.type = 0
ForceFeedback = 0 ;True to enable force feedback

;-------------------------------------------------------
; P1 Key config (configurable from M.U.G.E.N)
[P1 Keys]
Jump = 200
Crouch = 208
Left = 203
Right = 205
A = 30
B = 31
C = 32
X = 44
Y = 45
Z = 46
Start = 28
Guard = 0;50 ;Debug only
Run = 0;54 ;Debug only
Turn = 0;157 ;Debug only

;-------------------------------------------------------
; P2 Key config (configurable from M.U.G.E.N)
[P2 Keys]
Jump = 72
Crouch = 80
Left = 75
Right = 77
A = 74
B = 78
C = 156
X = 69
Y = 181
Z = 55
Start = 81
Guard = 0;76 ;Debug only
Run = 0;73 ;Debug only
Turn = 0;83 ;Debug only

[P1 Joystick] ;Default config
Jump = 1
Crouch = 2
Left = 3
Right = 4
A = 5
B = 6
C = 7
X = 8
Y = 9
Z = 10
Start = 11

[P2 Joystick] ;Default config
Jump = 33
Crouch = 34
Left = 35
Right = 36
A = 37
B = 38
C = 39
X = 40
Y = 41
Z = 42
Start = 43

select info system.def:
[Select Info]
rows = 10
columns = 45
wrapping = 0 ;1 to let cursor wrap around
pos = 3,170 ;Position to draw to
showemptyboxes = 0 ;1 to show empty boxes
moveoveremptyboxes = 0 ;1 to allow cursor to move over empty boxes
cell.size = 7,7 ;x,y size of each cell (in pixels)
cell.spacing = 0 ;Space between each cell
cell.bg.spr = 150,0 ;Note: Don't use animation for cells
cell.bg.scale = .25,.25 ;****************
cell.random.spr = 151,0 ;Icon for random select (don't use animation)
cell.random.scale = .25,.25 ;****************
cell.random.switchtime = 4;Time to wait before changing to another random portrait
p1.cursor.startcell = 0,0
p1.cursor.active.spr = 160,0
p1.cursor.active.scale = .25,.25 ;****************
p1.cursor.done.spr = 161,0
p1.cursor.done.scale = .25,.25 ;****************
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0;*2001.04.01 NEW*
p2.cursor.startcell = 0,4
p2.cursor.active.spr = 170,0
p2.cursor.active.scale = .25,.25 ;****************
p2.cursor.done.spr = 171,0
p2.cursor.done.scale = .25,.25 ;****************
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;*2001.04.01 NEW*
random.move.snd.cancel = 0;*2001.04.01 NEW* 1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,0 ;*2001.04.01 NEW*
stage.done.snd = 100,1 ;*2001.04.01 NEW*
cancel.snd = 100,2
portrait.offset = 0,0
portrait.scale = .25,.25
title.offset = 159,13 ;Position of title (Arcade Mode, etc)
title.font = 3,0,0 ;Font of title (-1 for none)
;Big portraits
p1.face.offset = 18,13 ;Position to put big portrait
p1.face.scale = 1,1
p1.face.facing = 1 ;*2001.04.01 NEW*
p2.face.offset = 301,13
p2.face.scale = 1,1
p2.face.facing = -1 ;*2001.04.01 NEW*
;Name
p1.name.offset = 10,162 ;Position to put name
p1.name.font = 3,4,1 ;Set to -1 for no display
p2.name.offset = 309,162
p2.name.font = 3,1,-1
;Stage select
stage.pos = 160,237
stage.active.font = 3,0,0
stage.active2.font = 3,2 ;Second font color for blinking
stage.done.font = 3,0
;Team menu *2001.04.01 NEW* for below
teammenu.move.wrapping = 1
p1.teammenu.pos = 20, 30
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 3,0, 1
p1.teammenu.selftitle.text = Select team mode
p1.teammenu.enemytitle.font = 3,0, 1
p1.teammenu.enemytitle.text = Opponent team mode
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,1
p1.teammenu.item.offset = 0,20
p1.teammenu.item.spacing = 0,15
p1.teammenu.item.font = 3,0, 1
p1.teammenu.item.active.font = 3,3, 1
p1.teammenu.item.active2.font = 3,0, 1 ;Second font color for blinking
p1.teammenu.item.cursor.offset = -10, 0
p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 60,1
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 60,1
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 6,0
;p2 team
p2.teammenu.pos = 299, 30
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 3,0, -1
p2.teammenu.selftitle.text = Select team mode
p2.teammenu.enemytitle.font = 3,0, -1
p2.teammenu.enemytitle.text = Opponent team mode
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,1
p2.teammenu.item.offset = 0,20
p2.teammenu.item.spacing = 0,15
p2.teammenu.item.font = 3,0, -1
p2.teammenu.item.active.font = 3,1, -1
p2.teammenu.item.active2.font = 3,0, -1 ;Second font color for blinking
p2.teammenu.item.cursor.offset = 10, 0
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -60,1
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = -60,1
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -6,0
;Sounds
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#5 L   Zanna 

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  • Iscritto: 08-July 05

Inviato 06 September 2007 - 12:26

è un problema strano... non potrebbe essere che magari lo schermo non è allineato correttamente?
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#6 L   Nobun 

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  • Iscritto: 11-July 04

Inviato 06 September 2007 - 14:42

Non saprei dire nemmeno io...
Ho avuto da sempre lo stesso problema sul fisso, ma nel portatile no (eppure la configurazione Mugen è uguale identica)...

Penso più probabile un problema legato alla scheda video (se fai gli shot con F12 comunque vengono presi bene e non "tagliati").

A me però si "tagliava" a sinistra
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#7 L   The RockOne 

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Inviato 06 September 2007 - 15:34

probabilmente non centra, ma prova a impostare stretch a 1 invece che zero, ripeto che è molto improbabile che risolva in questo caso, tentar non nuoce
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#8 L   Nobun 

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Inviato 06 September 2007 - 15:42

Bhe tentar non nuoce (tale tentativo non l'ho mai fatto perché a me la cosa non dava noia)...

E poi spesso le cose più semplici spesso sono la soluzione al problema...
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#9 L   Greatdani 

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Inviato 08 September 2007 - 12:09

ok problema risolto era solo il mio skermo impostato male
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#10 L   The RockOne 

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Inviato 08 September 2007 - 12:23

ah bene, meglio così se l'hai capito, ad ogni modo, che ne dici di scrivere esattamente qual'era il problema? così se qualcuno ha avuto un problema simile può anche lui risolverlo leggendo il tuo post, grazie :rolleyes:
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#11 L   Nobun 

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Inviato 08 September 2007 - 18:02

Comunque sta roba dal mugen.cfg va tolta che è codice del system.def

(l'ho notato solo ora)

Togli la parte finale del file mugen.cfg e precisamente

Quote

select info system.def:
[Select Info]
rows = 10
columns = 45
wrapping = 0 ;1 to let cursor wrap around
pos = 3,170 ;Position to draw to
showemptyboxes = 0 ;1 to show empty boxes
moveoveremptyboxes = 0 ;1 to allow cursor to move over empty boxes
cell.size = 7,7 ;x,y size of each cell (in pixels)
cell.spacing = 0 ;Space between each cell
cell.bg.spr = 150,0 ;Note: Don't use animation for cells
cell.bg.scale = .25,.25 ;****************
cell.random.spr = 151,0 ;Icon for random select (don't use animation)
cell.random.scale = .25,.25 ;****************
cell.random.switchtime = 4;Time to wait before changing to another random portrait
p1.cursor.startcell = 0,0
p1.cursor.active.spr = 160,0
p1.cursor.active.scale = .25,.25 ;****************
p1.cursor.done.spr = 161,0
p1.cursor.done.scale = .25,.25 ;****************
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0;*2001.04.01 NEW*
p2.cursor.startcell = 0,4
p2.cursor.active.spr = 170,0
p2.cursor.active.scale = .25,.25 ;****************
p2.cursor.done.spr = 171,0
p2.cursor.done.scale = .25,.25 ;****************
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;*2001.04.01 NEW*
random.move.snd.cancel = 0;*2001.04.01 NEW* 1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,0 ;*2001.04.01 NEW*
stage.done.snd = 100,1 ;*2001.04.01 NEW*
cancel.snd = 100,2
portrait.offset = 0,0
portrait.scale = .25,.25
title.offset = 159,13 ;Position of title (Arcade Mode, etc)
title.font = 3,0,0 ;Font of title (-1 for none)
;Big portraits
p1.face.offset = 18,13 ;Position to put big portrait
p1.face.scale = 1,1
p1.face.facing = 1 ;*2001.04.01 NEW*
p2.face.offset = 301,13
p2.face.scale = 1,1
p2.face.facing = -1 ;*2001.04.01 NEW*
;Name
p1.name.offset = 10,162 ;Position to put name
p1.name.font = 3,4,1 ;Set to -1 for no display
p2.name.offset = 309,162
p2.name.font = 3,1,-1
;Stage select
stage.pos = 160,237
stage.active.font = 3,0,0
stage.active2.font = 3,2 ;Second font color for blinking
stage.done.font = 3,0
;Team menu *2001.04.01 NEW* for below
teammenu.move.wrapping = 1
p1.teammenu.pos = 20, 30
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 3,0, 1
p1.teammenu.selftitle.text = Select team mode
p1.teammenu.enemytitle.font = 3,0, 1
p1.teammenu.enemytitle.text = Opponent team mode
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,1
p1.teammenu.item.offset = 0,20
p1.teammenu.item.spacing = 0,15
p1.teammenu.item.font = 3,0, 1
p1.teammenu.item.active.font = 3,3, 1
p1.teammenu.item.active2.font = 3,0, 1 ;Second font color for blinking
p1.teammenu.item.cursor.offset = -10, 0
p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 60,1
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 60,1
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 6,0
;p2 team
p2.teammenu.pos = 299, 30
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 3,0, -1
p2.teammenu.selftitle.text = Select team mode
p2.teammenu.enemytitle.font = 3,0, -1
p2.teammenu.enemytitle.text = Opponent team mode
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,1
p2.teammenu.item.offset = 0,20
p2.teammenu.item.spacing = 0,15
p2.teammenu.item.font = 3,0, -1
p2.teammenu.item.active.font = 3,1, -1
p2.teammenu.item.active2.font = 3,0, -1 ;Second font color for blinking
p2.teammenu.item.cursor.offset = 10, 0
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -60,1
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = -60,1
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -6,0
;Sounds

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