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If you have any questions notify me at my E-Mail
Address below:
gohanssm.aceman@verizon.net
First, for reference, a couple demos I did back in 2002 to
demonstrate my process of how
I go about making a character. The first demo (which I won't
finish) is the Young Trunks
Demo from Super Butouden 3. This 'demo' is very basic and
just demonstrates how I use
my existing character (Dabura) as a base and replace the basic
sprites. If I had chosen to
continue on Young Trunks from SB3 then the next step would have been to
do the special
moves and such. That involves pretty much stripping out the
Dabura coding and using
what I can to make Young Trunks. But someone accused me of just
'sprite swapping' and
such which just doesn't happen on my characters EXCEPT for the basic
moves (like
punch / kick, walk, stand, and such). The second demo is the Fat Buu Demo from UB22.
This demo shows how I revamped things to work with the PSX game instead
of the
SNES / Sega games. It is also a 'work in progress' and I plan on
finishing him sometime
and then doing other UB22 / UB27 characters using Fat Buu (and others
likely) as my
new 'template' / 'base'. But this demo is farther along than the
Young Trunks demo and
also shows and tells in the readme about how I go about things.
Hyper Buu was the
'base' for Fat Buu but so much changed in play style because of the
difference between
the SNES games and the PSX game that the coding is drastically
different. Many new
gameplay features and avenues are explored in the Fat Buu demo.
What was left in the
Fat Buu demo was to replace the sound file, redo collision boxes, and
add the last two
'hyper' moves (Super Spitting Fireball, and Buu Bomb). The readme
in v6.41 demo
says v7.00 in it but it is really still v6.41. I put that in
because I know he is nearly
finished and when finished will be v7.00 for the first release.
The difference from v6.4
demo (original demo release) and 6.41 demo is in the Energy Shield
defense (not an
attack). IF you have a full power bar and use all that power up
pressing the Y key,
this will cancel almost anything by the opponent (and the screen will
briefly flash)
including up to 999 projpriority fireballs. That is the only
difference in the versions.
Also note, in the readme it says that I won't publicly release anymore
and it asks others
not to pass it around and such. You can ignore that part
now. Actually could be
ignored since around october / november 2002 when I publicly released
that demo
on a site (which got shut down of course). The demo was done in
about 6 days (and
in about 24 hours over those 6 days) back in august 2002 but not
publicly released
until later. About 4 hours on coding and about 20 hours of
ripping and cleaning sprites.
Since then, about ten minutes more on coding and about another hour on
sprites. With
what is left, will probably be MAYBE another two hours of finishing up
the two moves
and such.
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But enough about the 'demos'...
I have started this to help people learn to code characters in
MUGEN.
Many of the top files
(in the explanation section) are needed to be understood before the
codes could be
understood. Some codes are advanced and some are basic but all
need some form of coding
knowledge to understand what they are and what they do. I
wouldn't
break this down by
difficulty because what may be a difficult code for one person to
understand
may be easy for
another so it is really a personal matter anyway. Any coding
or text presented here is either
done by myself or by Elecbyte (the makers of MUGEN) and as such is
free to do with as you
wish. Elecbyte said use whatever and I say use whatever too but
other authors have their own
wishes also. Not all coding is free to the public and the wishes of
the authors should be upheld
when appropriate (if someone leaves MUGEN or the internet and it is
impossible to get a hold
of them then hey, free game as far as I'm concerned). I myself
have never used anyone's
codes outside those provided by Elecbyte and have honestly never used
anyone else's
codes to figure anything out either. Just me, Kung Fu Man, and
MUGEN's docs folder
and a crap load of trial and error (and time too). About the
only code I see from others
is when I update characters to newer versions of MUGEN (and most of
that is just
missed values in the HitDef or Projectile states) or occasional
postings
in the Help
or coding sections of MUGEN Forums.
One BIG notice now...
BIG HUGE NOTE ALSO... The offset type coding for scaling characters
was picked up
from a post on Mugen Dev Forum by Chon Wang SN with thanks to VIB
(http://pub24.ezboard.com/fmugendevforumfrm10.showMessage?topicID=47.topic)
Please give them credit in your docs if you use this coding in your
characters. This appears
in Tips - Tricks 3 and Top of the cns text files. Please give them
both credit if you use
the offset scaling coding ideas presented (they are modified but the
idea is what is
important here). Until this post I never thought about offsets because
I rarely use
offsets much (most of the offsets are semi-coloned out in my stuff).
And another note on the scaling bit (memories again...). I remember
back at NiteTek
when someone asked if they could use my Li'l Gohan sprites in the game
they were
working on (was either Kao or Nappa SSJ). I said yeah, sure but later
they said
"the sprites are bigger than they are in the game and we can't really
use these sprites,
but how'd you do that...". This was in early september 2000 and about
the time that
TESTP closed its doors for good. I believe a small posting was made
at TESTP
about scaling but TESTP closed down and it wasn't really seen by many.
I don't think
that my Li'l Gohan was the first scaled released char but got attention
because of the
"sprites are too big" post. I believe this was also the last "pow wow"
type coding
discussion until a couple popped up on M.U.G.E.N. Being (which is now
gone too).
Never used to be so many egos back then... Thanks to Mugen Shank Forum
though
most egos have left again to one board and discussions are starting
to appear again.
Coding "pow wows" are about figuring out coding things so that others
can understand
what is going on and how to make it work. A "pow wow" isn't about I
or me but
about solving problems and discussions of possible workarounds and
such. Many
minds usually work better than just one... Egos (and flamer lamers)
kill "pow wows".
This is as much to have coding available as well as to explain "How
to code" and many
coding tricks I've figured out over the year I've been in MUGEN.
I'll divide this up into
2 sections though. Explanation docs and coding docs to make it easier.
There is also some coding history "as Gohan sees fit" so rants may
come
and rants may go
(see above...).
The MUGEN docs folder is the best place for info. Read the
docs
when you get a chance.
Explanations
The Basics (cns, cmd, air, sff)
How to code
Tips & Tricks #1
Tips & Tricks #2
Tips & Tricks #3
Coding Archive
Character Animations checklist Backdash (105) Win, Lose or Draw, and intro poses (170 - 199)
Kamikaze Ghost Attack (250 - 260) Exploding Mine or Projectile Shield (300)
Boomerang Projectile (350 - 360) Powering up (480, 481) Top of the cns [and scaling] (cns)
Fireball Tired [Revised] (cns) Dashing Afterimages (cns) Landing Sound Effetcts (cns)
Knock Down Sound (cns) Lose by Knockout Sound [KO Echo] (cns) Power Reset (cmd)
Steady Power up (cmd) ??? - Kick/Punch (SCA) (200, 210, 400, 410, 600, 610)
Super Butouden type Air Codes (How to use) Air codes themselves (rename .txt to .cns)
Super Butouden Fly code
discussion
on coding it
Coding left to explain and put up here:
450 - Multi hit Dash attack
460 - Standard Dash Attack
465 - Upward Dash Attack
470 - Flaming Kick (mpiccolo)
490 - Energy Drain / Life Add type attack
500 - Multi-hit Projectile (person)
550 - Gotenks' Rolling Thunder Uppercut
580 - Hitpause projectile (person) - Dabura
Spit Ball
650 - Rolling attack
680 - Energy Bullet (Bojack state 300)
700 - Beam Attack (using HitDef not
Projectile)
760 - Air attack (MegaGoku - Flaming Dive
Kick)
800 - Throw - Missing (800, 810, 820)
870 - Mega Android 18's Triple Jumping
Attack (870, 880, 890)
1000 - Animations for fireball (person)
1050 - 5-way blast
1200 - Mega Spirit Bomb
1500 - Energy Shield / Energy Bomb
1600 - Shine Missile
1650 - Solar Flare
1700 - Multiple Energy Dans [Multi-Fire]
1750 - Tracking/Homing projectile
1800 - "Off the screen" smash
1850 - "Off the screen" projectile
1900 - Invincible Ballet Poses
1950 - Kaio Ken
2000 - Body Exchange (version 1 - in use now)
2500 - Body Exchange (version 2 - not used now)
3000 - Hyper Buu's Candy Munch (P2 Custom States)