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n updates
------------------
updates are in order of most recent first. it will be easier to
read this from the bottom up.
14 april 2002
=============
at a glance
-----------
- added zipped character support
- some bugfixes
code
----
- select.def: added experimental zip character support (zipped storyboards not yet
supported) .def file must have same name as .zip file
- cns: new trigger: movereversed
- cns: modified triggers: movecontact, moveguarded, movehit
return values now give information about time since hit status change.
- cmd: added [remap] section for button remapping.
- cns: reversaldef controller: sparkxy now treated as spark offset
- cns: hitdef controller: "sprpriority" parameter renamed to "p1sprpriority".
new p2sprpriority parameter added
- cns: pause/superpause controller: new params: pausebg, endcmdbuftime
- training menu: added ai level option to "ai" dummy
- cmd: fixed $ (4-way dir detection) bug: release of a direction was being
detected as a
press by the $ direction modifier. "transfer of charge direction" bug (feature?)
is
still there
- fonts: fixed bug where right/center justified strings are cut off after a
newline
- *** changed from previous version ***
- common1.cns: states 120,130,131,132: added guard-release handling (mugen exe no
longer
does this internally)
- fixed bug in cmd detection, where the same command will get detected multiple
times if the last button is repeatedly pressed
- tweaked precaching (performance may increase or decrease)
14 november 2001
================
at a glance
-----------
- added survival play modes. see how long you can last!
- some bugfixes
code
----
- system.def: [title info]: menu.itemname.*: you can disable an item by using ""
added items for survival modes.
- mugen.cfg: [arcade]: added ai ramping options
- new play modes: survival, co-op survival
- cns: hitdef: ground.type and air.type: hi/lo attributes are swapped if
p2 is hit from behind
1 nov 2001
==========
at a glance
-----------
- platform change to linux. dos platform is no longer supported
- new graphics engine, supports more alpha effects
- select-on-continue
- precaching system that significantly reduces loading times
- multiple joystick support
- many bugfixes, some speed/memory improvements
code
----
- added multiple joystick support.
- implemented precaching system that loads player data as early as possible
while the game is running. this reduces load times, but requires a fast
computer (recommend at least 300mhz).
- cns: angledraw controller: new parameters: value, scale
- cns: helper: setting ownpal=0 no longer allows the helper to affect its
parent's palette.
- bgs: trans parameter accepts "addalpha" value, along with "alpha"
parameter
- *** changed from previous version ***
stages: [shadow]: "reflect" parameter moved to [reflection] group, renamed
to "intensity". value now ranges from 0 (none) to 256 (full). older stages
with "reflect = 1" should be changed to "intensity = 128" to achieve the
same effect.
- stages: [shadow]: new parameters: intensity, fade.range
- air: new transparency type: as???d??? (additive with specifiable alpha
values). ??? is a value from 0 to 256.
eg. for 50% transparency,
0,0, 0,0, 5, , as128d128
- cns: new controller: trans
overrides player animation transparency
- cns: explod controller: new parameter: trans
- cns: afterimage controller: trans parameter accepts "addalpha" value, along
with "alpha" parameter
- cns: projectile controller: new parameters: afterimage.???
adds afterimage effects to projectile.
- graphics engine completely rewritten. improved performance in some cases,
slightly decreased in others. 16-bit sprites will no longer be supported.
please report any incorrect behavior.
- stages: sprite filename should no longer be prepended with "stages/".
(will support old filenames in this version; may not in later versions)
- cns: explod controller: new parameter: ignorehitpause
- cns: trigger: matchover now triggers sooner: a short while after a winner has
been decided.
- afterimages now always drawn behind character sprite
- cns: new parameter for gethitvar trigger: gethitvar(isbound)
returns 1 if player is subject of an attacker's targetbind controller.
useful for debugging throws, to make sure target is bound when he should be.
see kfm.cns state 920 for an example.
- system.def: added fadein.time and fadeout.time parameters to title, select
info and vs screen
- stopped command buffering during superpause
- updated file/directory search routines. may improve system load times very
slightly
- added select-on-continue
- added rule for limiting the number of draw games (in data/fight.def)
- cns: new trigger: inguarddist
- made player caching work a little smarter
- cns: fixed teammode trigger
- fixed minor bug related to palette effects not being shown after round is reset
- round now continues updating during pause/superpause
*** changed from previous version ***
- common1.cns: moved hi/low ground guard switching logic from engine into states.
states affected: 120, 130, 131, 140, 150, 151, 152, 153
- common1.cns: air guard states 132, 155: prevented player from entering ground
guard state if out of opponent guard distance
- common1.cns: fixed mistake in guard states 151, 153 -- player was recoving from
guarding in half the time he was supposed to.
- cns: new triggers: lifemax, powermax
- training mode: training menu toggle is now your character's z button
instead of keyboard 'm'.
- reduced memory consumption for afterimages
- mugen.cfg: [config]:
- removed helperframeeffects option (now always on)
- added new options: afterimagemax, layeredspritemax, explodmax,
sysexplodmax, helpermax and playerprojectilemax
- cmd: [command]: new parameter: buffer.time
allows for command buffering. full description is in kfm.cmd.
- cmd: [command]: new command special character: >
means there must be no other keys pressed between the previous and the
current character. multiple successive direction symbols are expanded
using this character. see kfm.cns.
- cmd: added a [defaults] section.
- common1.cns: added comments on special state handling
- cns: air.fall parameter: now correctly affects juggle points on first hit
- cns: fixed persistent variables bug
- system.def, etc: invalid font banks no longer cause crash
- fight.def: now properly reads [turns lifebar]
- cns: offset sctrl: now works properly for stand and crouch state types
- fixed minor lifebar display bug
- implemented more accurate scaling functions
- fixed a bg anim reset bug
- fixed problem where rapid button jamming can affect the other
player's input
- hitdef: nochainid: matched actual behavior to documented behavior.
- palfx: time parameter: matched actual behavior to documented behavior.
- cns: clipboard controllers: fixed tab character problem.
- bgs: fixed parallax tiling problem (bgs support tile=0 amd tile=1 only)
- bgs: fixed "width" parameter parallax calculations
docs
----
- added full docs for stages/bgs
- stage/bg tutorial updated, in html format
- doc formats are now rtf/html/txt. no more .doc
- updated air, sctrls, trigger docs to reflect changes/additions
- updated character tutorial 4
misc
----
- kung fu man learned a new attack, the powerful kung fu blow
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
----
misc
----
known issues/notes
-------------------
- 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.
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
as "new". [team ?] group names renamed to [simul ?].
- added fight demo. when the game idles at the title screen for
some time, a demo fight will be begin between two characters.
options are configurable in data/system.def
- added storyboard engine. a storyboard is a script that describes
a cutscene. an example of use is for a character ending.
see storybrd docs for details.
- system.def: storyboards added for pre-game logo, game intro,
game over, default ending and credits
- *** changed from previous version ***
char def: storyboards added for arcade intro and ending
see chars/kfm.def for the new groups.
- added -storyboard option to command-line. following argument is
filename of storyboard to play. mugen will play the storyboard,
then exit. use for testing. eg.
mugen -storyboard data/kfm/credits.def
- added joystick configuration to options screen
- bgms: for all non-stage bgms, you can specify a loop parameter.
eg. in system.def under [music]:
title.bgm.loop = 0
will prevent the title music from looping
- cns: statedef: type, movetype and physics parameters:
now can take "u" to leave old value unchanged. documented in
cns.doc section iii.d.
- cns: statetypeset controller:
added "physics" parameter. "value" parameter renamed to "statetype".
old parameter name is still recognized, but may be removed in
upcoming releases
- cns: hitfalldamage controller:
damage taken is now scaled by player's defence
- cns: new trigger: tickspersecond
- match logging: now logs "teamx" instead of "playerx" for
single-person teams as well as multi-person teams.
- cns: targetstate/targetvelset/targetveladd/targetfacing/
targetlifeadd/targetpoweradd controllers:
added "id" parameter.
misc
----
- new kfm motif:
contains logo, game intro and ending credits storyboards, as well
as a replacement title screen. to run: mugen -r kfm
you can look at these files in data/kfm to see how simple
storyboards are done.
- kung fu man perfected his fearsome kung fu knee attack with
a follow-up kick
- kung fu man adds kung fu upper and smash kung fu upper to his
deadly arsenal of attacks. see chars/kfm/readme.txt for his
move list.
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
- cns: new controller: fallenvshake
- cns: new trigger: drawgame
- cns: all palfx controllers (includes palfx parameters to hitdef)
new parameter: color
adjusts the color level. 0 is black and white. 256 is normal.
defaults to 256.
- cns: afterimage controller:
new parameters: palcolor, palinvertall. same effect as for palfx.
- mugen.cfg: [debug] group:
added allowdebugmode and allowdebugkeys.
- mugen.cfg: [video] group:
added vesa3 video mode option.
- clipboard history made to scroll. newest text event is at the bottom of
the clipboard.
- cns: displaytoclipboard and appendtoclipboard:
backslash (\) is now escape sequence. the 3 sequences recognized are:
\" - quote
\n - newline
\\ - backslash
misc
----
- kung fu man mastered a new attack, the kung fu knee
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
----
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
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
mugen is run from is not writable (eg. cd-rom).
- frame skipping ability extended to all screens, not just the
fight screen.
- 4 frame upper limit imposed on auto frameskip. this means that
on slow computers, the game speed might slow down to ensure
regular screen updates.
- 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.
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)
misc
----
- name1.fnt has most characters now
bug fixes
---------
- fixed minor anim bug in selfstate
- recoded some palette-handling functions
- more camera problems have been fixed. camera should be able to scroll
quickly if needed, but stage tension should be kept around 50 in
order for it to look right.
- rewrote combo-counting code. the counter should work properly in team
mode now.
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.
- data/mugen.cfg:
tweaked default volume settings.
added mp3 volume control.
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.
if omitted, defaults to 60.
- cns: "projectile" controller:
added "projid" parameter. set to a number that you want to identify
the projectile with. if omitted, defaults to 0. can ignore this
parameter if you don't want to do advanced projectile stuffs.
- cns: "projectile" controller: "postype" parameter:
added value "p2". if use "p2", then projectile is created relative to
the opponent. useful for explosions that appear under the other guy's
feet and stuff.
- cns: added "numprojid" trigger.
returns the number of projectiles that currently exist (doesn't
count the other player's projectiles, only yours), and
have the specified id number. place the id number right after
"numprojid" (no spaces). eg,
trigger1 = numprojid500 = 0
triggers if there are no projectiles with id number 500.
note: if the id number is omitted, defaults to 0.
- cns: added "projhit", "projguarded" and "projcontact" triggers.
works like movehit, etc, except it detects if a projectile
with the specified id has hit. like numprojid, place the id
number after the triggername. eg,
trigger1 = projcontact1000 = 0
triggers if a projectile with id 1000 has come in contact with p2.
note: it will trigger once for each hit of the projectile, so
a multi-hit projectile can activate the trigger multiple times.
note2: unlike "movehit", etc, the "projhit" triggers are valid only
for one game-tick after hit/contact.
- cns: "superpause" controller:
added "movetime" parameter. set to the number of game-ticks to
allow the player to move during the superpause. eg, "movetime = 30"
lets the player continue moving during the first 30 ticks of
the pause, while everything else in the game is frozen.
- select.cfg: [characters]: stagefilename made optional.
if you omit the stagefilename, a random stage will be chosen.
- cns: "projectile" controller:
p1stateno and p2stateno parameters now work properly
- cmd:
you can now interrupt guard by using a trigger like:
triggerall = command = some_command
trigger1 = stateno >= 150 ; these are the guard
trigger1 = stateno <= 153 ; states.
- added stage select to versus and watch modes.
to name your stage, add a group [info] to your stage def,
and put the name in a parameter called "name". eg:
[info]
name = my stage name
- cns: added new controller "statetypeset".
lets you change the statetype and/or the movetype in the
middle of a state. params:
value = state_type
movetype = move_type
state_type is s, c, a or l
move_type is a, h or i
- changed to dynamically-allocated array for characters
in charsel.c
- fixed bug where you could not guard a hit after being hit
in the air (common1.cns problem that came up when fixing a
small combo-count bug last time)
- fixed bug where guard sounds played from the hit sound bank
instead of its own
- fixed bug in tiled backgrounds that had tilespacing
- allowed animated backgrounds to tile (the tilespacing parameter
must have values > 0)
- added sound configuration routines to data/mugen.cfg
see for details.
- cns: added trigger "p2life" returns amount of life that p2 has
- cns: "lifeadd" and "targetlifeadd" controllers:
added "kill" parameter. set "kill = 0" if you do not want
the player's life to go below 1.
- cns: "hitdef" controller:
added "guard.pausetime" parameter. like "pausetime", except
values are for guarded hits.
- added "draw game" state (state 175 in common1.cns)
will go to this state if both players have same life when
time runs out. if player does not have anim 175, defaults
to "time over" state (state 170)
- you can jump over people lying down in the corner now.
- cmd: added "s" button, for start. use it like any other
button. if you want to make a taunt, you'll need to program
it into the cmd and cns. use state 195 for taunt.
- cns: added "facep2" parameter to statedef. if set to "1",
the player will turn to face p2 at the start of the
state (see cns docs).
- cns: added new triggers: "frontedgedist", "backedgedist",
"frontedgebodydist", "backedgebodydist".
"frontedgedist" is the x-distance of the player's x-axis
from the edge of the screen that is in front of the player.
"frontedgedist" is the x-distance of the player's x-axis
from the edge of the screen that is behind the player.
"frontedgebodydist" and "backedgebodydist" are almost the
same as the other two, except it takes the distance
from the edge to the sides of the players, instead of
the x-axis.
- cns: added new controller: "palfx"
adjusts palette of player.
params:
time = time
mul = mulr, mulg, mulb
add = addr, addg, addb
time (int) - time to keep the palette effect
mul? (int) - 0 for dark, 256 for normal, >256 for contrast
add? (int) - 0 for normal, -1 to -256 for dark, 1 to 256 for
bright
- cns: hitdef controller:
added new parameters:
palfx.time
palfx.mul
palfx.add
these are the same as "palfx". it will do palette effects on
the opponent if the move hits.
- common1.cns: player blinks white when recovering from fall
- cns: projectile trigger:
added optional "projshadow" parameter. set to color of
shadow: eg.
projshadow = 64,64,64
to use stage's shadow color settings, set to -1, eg.
projshadow = -1
- cns: added "reversal" controller
like hitdef, but with limited parameters
p1's clsn1 box catches p2's clsn1 box (attack).
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
1 if actionno exists in p1's air, 0 if not.
used this to fix small animation bug in common1.cns.
kfm
---
- changed life and damage to match new 1000 life.
bugfixes
--------
- fixed skipping intro multiple times
- fixed another bug in common1.cns, where action 5040 would repeat
over and over in state 5040 (air recover)
- fixed the problem where you don't really get pushed back from
the corner if you're doing a combo. so now in the cns, if you have
a "velset = 0" in the statedef, it sets your x-velocity to 0 as
usual, except if the other guy is being hit in the corner.
- fixed bugs on timeover, where characters did not stop guarding
or crouching
- deletes projectiles if skipping intro (no more leftover kfm wood
pieces)
- fixed a bug it did not check hold-commands
for buttons. like, /a and /b etc were not being detected
- fixed bug where keypresses are lost during game slowdown
- fixed the problem where the "command" state controller doesn't
work in the win pose -- useful for selecting the win pose by
holding buttons