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M.U.G.E.N FAQ | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
What is Mugen? M.U.G.E.N is a powerful 2D fighting game engine that lets you supply your own characters. Being highly customizable, M.U.G.E.N gives you great control over how your character behaves. Just like Street Fighter, but you can have almost any character you want. How does it work? Well, like all other Games, you need to download the program. You can get different Versions on our Mugen Main Page. Or you can visit the official MUGEN page at http://www.elecbyte.com/games/mugen/index.html. Well, Some People already made some characters so you can different characters that other people made on our huge selection Charaters Page. Enjoy! The following little section is taken from elecbyte's faq section: How do I add new characters to the select screen? Open `data/select.def'. In the `[Characters]' group at the top, add a line that looks like: `PLAYER, STAGES/STAGE.DEF'. Substitute the name of the player for PLAYER, and the name of his stage for STAGE.DEF. If you do not specify a stage, it will be randomly chosen in the game. The comments in `select.def' have additional information. Like many of the other files, `select.def' is a text file. If you are using Windows to open the file, choose a text editor such as Notepad when prompted. How do I increase the number of slots in the character select screen? Open up `data/system.def' using a text editor, and look at the `[Select Info]' group. Increase the value of `rows' and `columns' to create more slots for additional characters. You may need to adjust the `pos' parameter to place the newly-sized boxes correctly on the screen. A value of 0,0 represents the upper-left corner, and 319,239 is the lower-right. How do I get rid of the numbers and letters at the bottom of the screen? Those "numbers and letters" are the debug information for a character. Press `Ctrl-D' until it goes away or for a more permanent fix, open `data/mugen.cfg' and in the `[Debug]' group, change `Debug 1' to `Debug 0'. How do I enable my gamepad? Open up the `data/mugen.cfg' and find the `[Input]' group. Decide whether you want P1 or P2 to use the joystick. For now, let's assume P1 is using the joystick. Change the setting for `P1.UseJoystick' to 1, and specify the appropriate setting for `P1.Joystick.type' (2,4 or 6 buttons). How can I use two gamepads at the same time? MUGEN does not support multiple gamepads. However, there are programs available on the web that will map gamepad buttons to keys on the keyboard. If you map the second gamepad to player 2's keys, then you can effectively use a pad for each player. Please do not contact us about any key-mapping programs. How do I use my Playstation gamepad? You need to build a converter to connect your joystick to the computer. MUGEN supports the DirectPad Pro converter; schematics are available at `http://www.ziplabel.com'. You do not need to download the DirectPad Pro drivers, although they are recommended for testing your converter. The converter connects to the parallel port, so you will need to disconnect your printer cable if you wish to use the pad. The DirectPad Pro schematics specify a +5V power supply for the main controller electronics, and a +9V power supply for the shock motors. The standard voltages supplied by the Playstation for these purposes are, respectively, +3.5V and +7.6V. It is up to you to decide whether you wish to run at the higher voltages, or build an external power supply to provide the +3.5V and +7.6V inputs. An external power supply, though more inconvenient, may be able to supply more power, to controllers that require it, than the parallel port can. We have received no reports of damage to Playstation controllers from running at +5V/+9V, but that does not mean the possibility does not exist. In any case, neither we nor the DirectPad Pro author can answer questions about the construction of a PSX converter. Please find a friend knowledgeable in electronics to help you if you have difficulties. When your converter is completed and functioning, set `P1.UseJoystick' to 1, and `P1.Joystick.type' to 22. The PSX pad buttons are numbered consecutively, starting from 5, as follows: L2, R2, L1, R1, Triangle, Circle, X, Square, Select, L3, R3, Start. Here is a sample joystick configuration for the Namco PSX joystick. [P1 Joystick] ;Namco stick A 11 B 10 C 6 X 12 Y 9 Z 8 Start 13 Note that you can bind the Start button to any physical button on the PSX joystick, if you choose. The X button functions as a cancel button in most menus. This is not configurable. MUGEN does not support analog input. The L3 and R3 switches are supported. How do I use force feedback with my input device? The only force feedback device currently supported is the Playstation Dual Shock controller. Force feedback defaults to disabled. To enable it, set `ForceFeedback 1' in the `[Input]' section. How do I make a stage and its background? You need a `.def' and an `.sff' in the `stages/' directory. `stages/stage0.def' has some comments on how to make a background. How do I add music to the stage? Edit the `.def' file for the stage, and go to `[Music]'. For `bgmusic', put in the name of the `.midi', `.mod' (also `.s3m') or `.mp'3 file. For example, if you have `music.mp3' in the `sound/' directory, the line should read: bgmusic sound/music.mp3 Or if the file is on another drive, the line should read: bgmusic d:/music/mp3/music.mp3 How do I add music to the title, select and VS screens? Open `data/system.def' with a text editor, and look under `[Music]'. Add the filename of the `.mp3', `.midi' or `.mod' file to the appropriate lines. How do I switch the sounds for the hits and announcers? You'll need to build your own `fight.snd' and `common.snd' and place it in a subdirectory under `data/'. You will need to copy `data/system.def' into that subdirectory, and edit it if necessary. To run with your new `system.def', you will need to use the `-r' switch at the command line. For example, if you put the new files in `data/mymotif', then type: mugen -r mymotif to use your new motif. See `readme.txt' for more on custom motifs. How do I change the graphics for supers and hit sparks and life bars? You'll need to create your own `fightfx.sff' and `fightfx.air' in a subdirectory under `data/'. See the previous question about how to use your custom motifs. How do I change the title screen and character select graphics? All the files we use are under the `data/' directory. If you would like to use your own, you will need to make a copy those files in a subdirectory under `data/', and edit the necessary files. For example, you will need to edit `system.def' to customize the title screen, and supply the the work files we used to make the default motif is available on our web page. See `readme.txt' for more on custom motifs. Why isn't the AI very competitive? The AI implementation is incomplete. For now, engine bug fixes and improvements are the priority. Where are the docs and tutorials? MUGEN documentation may be found in the `docs/' folder or in `readme.txt'. Some areas which are not fully documented are addressed in the comments included in configuration and sample files. Can MUGEN do tag-team or 3-on-3 battles? This is under development. Does MUGEN support hidden characters and other secrets? No, it doesn't. Is MUGEN Free? In the sense of your rights of usage and redistribution, MUGEN is not free. The license agreement in readme.txt indicates the restrictions that you agree to observe by using the software. In the monetary sense, the stock MUGEN distribution on our website is made available at no cost to the general public. Authorized redistributors of MUGEN may charge for their distributions if they so choose. Unauthorized distribution is a criminal act and falls outside the realm of this discussion. Can I sell a game I make with MUGEN? You can't sell MUGEN betas or redistribute them without our permission. What you do with the characters and files you make is your decision, but any distribution of them (whether for profit or not) cannot include the MUGEN environment itself without our approval. See the license agreement in readme.txt. Will you make a Windows/Linux/Macintosh version? No, not yet. We would like to get more engine development done before considering ports to other OSes. A Macintosh version is extremely unlikely. Will you port MUGEN to Dreamcast/PSX? No. Where are character endings, intros, story mode and other goodies? These will be worked on when the game engine is more complete. Will you release the source code for MUGEN? The source for MUGEN is not available for public download at this time. The file formats for `.sff', `.snd' and `.fnt' are published on our website (http://www.elecbyte.com). For more Info Plz Open Read-ME. |
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