GohanSSM2's M.U.G.E.N.
Coding Archive Page


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.

----------------------------------------------------------------------------------------

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)
 
 
 

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