<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-4281522582968354433</id><updated>2012-01-19T00:19:06.718-05:00</updated><category term='Mugen Tutorials'/><category term='Vista'/><category term='TV'/><category term='Updates'/><category term='PS3'/><category term='XP'/><category term='Trailers'/><category term='ShugenDo'/><category term='PSP'/><category term='Xbox 360'/><category term='Dreamcast'/><category term='Wii'/><category term='Xbox'/><category term='Comics'/><category term='w.i.p.'/><category term='Mugen Creators'/><category term='Mugen News'/><category term='XMugen'/><category term='Mugen'/><category term='Video Game News'/><category term='NDS'/><category term='PS2'/><category term='PC'/><category term='InfinityCat'/><category term='Movies'/><category term='MAME'/><title type='text'>Mugen Battle Network</title><subtitle type='html'>M.U.G.E.N. tutorials, guides and more!</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>90</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-2364411949997696296</id><published>2008-02-15T16:50:00.000-05:00</published><updated>2008-02-15T16:50:13.090-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen News'/><title type='text'>Card Sagas Wars - The future of Mugen?</title><content type='html'>&lt;object width="425" height="355"&gt;&lt;param name="movie" value="http://www.youtube.com/v/yC0w3NqfwE0&amp;rel=1"&gt;&lt;/param&gt;&lt;param name="wmode" value="transparent"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/yC0w3NqfwE0&amp;rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;EXCh33ky posted a link to this earlier today on &lt;a href="http://www.infinitymugenteam.com/Forum_345/index.php"&gt;IMT&lt;/a&gt;. Here's a list of some characters in the game:&lt;br /&gt;Chun-li&lt;br /&gt;Cloud&lt;br /&gt;Aeris&lt;br /&gt;Yuna&lt;br /&gt;Ryu&lt;br /&gt;Ken&lt;br /&gt;Sailor Mars&lt;br /&gt;Guile&lt;br /&gt;Blanka&lt;br /&gt;ED and AL form FMA&lt;br /&gt;Sonic&lt;br /&gt;Mario&lt;br /&gt;Peach&lt;br /&gt;Samus&lt;br /&gt;Link&lt;br /&gt;Megaman&lt;br /&gt;Master Chief&lt;br /&gt;Mewtwo&lt;br /&gt;Pikachu&lt;br /&gt;Kirby&lt;br /&gt;Asuna from Mahou Sensei Negima!&lt;br /&gt;&lt;br /&gt;This full game looks awesome! You can find out more about it &lt;a href="http://cardgallery.tales-tra.com/main_csw.htm"&gt;here&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-2364411949997696296?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/2364411949997696296/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=2364411949997696296&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/2364411949997696296'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/2364411949997696296'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2008/02/card-sagas-wars-future-of-mugen.html' title='Card Sagas Wars - The future of Mugen?'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-3732503202382127808</id><published>2008-02-11T11:18:00.000-05:00</published><updated>2008-02-11T11:39:07.862-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Updates'/><title type='text'>Sorry &amp; Thanks</title><content type='html'>Sorry for the lack of updates, a lot's been going on lately, so I haven't been able to post too often. I've been working on some stuff lately, and as soon as I'm able to post more you'll all be able to see everything I've been doing. I'll try to add some more tutorials as well. Thanks again to everyone who visited here &amp; &lt;a href="http://mugenbattle.free-web-hosting.biz/forumx/index.php"&gt;the forum&lt;/a&gt;, this blog has over 8,000 pageviews and growing, thanks for the support!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-3732503202382127808?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/3732503202382127808/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=3732503202382127808&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/3732503202382127808'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/3732503202382127808'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2008/02/sorry-thanks.html' title='Sorry &amp; Thanks'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-1981583252942281533</id><published>2008-01-29T18:23:00.000-05:00</published><updated>2008-01-29T20:28:14.041-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Comics'/><category scheme='http://www.blogger.com/atom/ns#' term='Video Game News'/><category scheme='http://www.blogger.com/atom/ns#' term='PC'/><category scheme='http://www.blogger.com/atom/ns#' term='Xbox 360'/><title type='text'>EA/Marvel brawler KO'd!</title><content type='html'>Via &lt;a href="http://www.gamespot.com/news/6185223.html?action=convert&amp;om_clk=latestnews&amp;tag=latestnews;title;2"&gt;GameSpot&lt;/a&gt;:&lt;br /&gt;&lt;br /&gt;When EA Chicago was closed last year, one of the issues unaddressed at the time was the fate of the studio's projects, a Marvel fighting game and a second fighter based on a new intellectual property. That mystery has been cleared up a little, as Electronic Arts and Marvel have terminated both the project and their licensing agreement, according to a GameTap report.&lt;br /&gt;&lt;br /&gt;The deal between Marvel and EA dates back to 2004, when the companies announced a multiyear agreement for fighting games featuring famous Marvel characters alongside new EA-created heroes. The first offspring of the deal was Marvel Nemesis: Rise of the Imperfects, a poorly received effort that saw its price slashed by 40 percent less than two months after its release.&lt;br /&gt;&lt;br /&gt;Another mystery in the wake of the EA Chicago closing--the future of the studio's general manager, Kudo Tsunoda--was recently solved when Microsoft confirmed the developer's hiring. Tsunoda will now work at Microsoft Game Studios under corporate vice president Shane Kim. However, a growing tide of unconfirmed reports has Microsoft's own Marvel project--an Xbox 360 and PC massively multiplayer online role-playing game--being put on indefinite hold.&lt;br /&gt;&lt;br /&gt;A shame really. Why not give Capcom back the license? Then we might enjoy online multiplayer on Live or PSN or even... Marvel vs Capcom 3!!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-1981583252942281533?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/1981583252942281533/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=1981583252942281533&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/1981583252942281533'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/1981583252942281533'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2008/01/eamarvel-brawler-kod.html' title='EA/Marvel brawler KO&apos;d!'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-5680515887790790431</id><published>2007-12-04T20:58:00.000-05:00</published><updated>2007-12-04T21:04:38.917-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Problems Registering On MugenChina? Look No Further!</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_i8mCvwqSmIM/R1YHBq2Jv6I/AAAAAAAAAGU/L584RRDrQ9c/s1600-h/registroendf3.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://4.bp.blogspot.com/_i8mCvwqSmIM/R1YHBq2Jv6I/AAAAAAAAAGU/L584RRDrQ9c/s400/registroendf3.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5140303749952683938" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;I've seen a few people lately have problems registering on MugenChina, where google and babelfish fail to help so I thought I'd make it a little easier...&lt;br /&gt;&lt;br /&gt;on the &lt;a href="http://www.mugenchina.org/phpwind/read.php?tid=13244"&gt;international board there is a link&lt;/a&gt; (!) to help register for english users... try it!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-5680515887790790431?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/5680515887790790431/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=5680515887790790431&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/5680515887790790431'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/5680515887790790431'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/12/problems-registering-on-mugenchina-look.html' title='Problems Registering On MugenChina? Look No Further!'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_i8mCvwqSmIM/R1YHBq2Jv6I/AAAAAAAAAGU/L584RRDrQ9c/s72-c/registroendf3.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-6477924271238150497</id><published>2007-10-29T10:35:00.000-04:00</published><updated>2007-10-29T10:37:16.098-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Samus's Stage Creation Tutorial</title><content type='html'>This should help out many... still online here --&gt;&gt; &lt;a href="http://www.geocities.com/samus1978/help/menu.html"&gt;http://www.geocities.com/samus1978/help/menu.html&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;PART 1&lt;br /&gt;GETTING STARTED&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Overview: Getting your pictures for your background.&lt;br /&gt;The first step in creating a background is getting your image files. If you want to rip a background, you must use an 'emulator'. An emulator is basically a computer program that can play console or arcade games on your computer, there are also emulators for other computers. An emulator won't do anything on it's own, you need a ROM image of the software or game for it to work. The legality of emulators and roms are still being discussed today, but basically under copyright laws you are able to make 1 backup copy of your purchased game, book, tape, cd, movie, ect...&lt;br /&gt;The emulators that I recommend are Project64 (n64), FinalBurn (CPS-2 arcade games), ZSNES (snes), GENESYST (genesis), NESTICLE (nes), and MAME (arcade). Each emulator has it's own way of deleting the layers and capturing a picture. For example, with ZSNES the 1 - 6 keys disable or enable a background or the sprites, from there you then hit the 'F1' key to bring up the pop up menu, where you can choose 'SAVE SNAPSHOT'. Depending on what color depth you have your settings on it will save as either a .pcx (8bit) or .bmp (16bit). With UltraHLE just hit the 'F10' key and it will save a snapshot in the targa format. With CALLUS, GENESYST, and NESTICLE, on the menu if you choose SETTINGS then LAYERS, you can disable whatever layer you want. Then hit 'F9' to save the .pcx. Also a good tip when you want to create multiple layers of backgrounds, try only activating one layer at a time, then take a snapshot. That way it is much easier later.&lt;br /&gt;After capturing all of the needed background(s), the next step is to move them into a folder in you MUGEN directory. Elecbyte suggests a mugen\work\stages\backgroundname folder but you can use whatever your preference is. Now that you've collected all of your files that you are going to be working with, you are now ready to move on to the next step.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;PART 2&lt;br /&gt;GETTING YOUR IMAGES READY&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Overview: Saving your images correctly.&lt;br /&gt;Now that you have all of the files you need into one directory, now you must prep every single one of them!! Yes I know this may seem a little frightening at first, but this must be done. What I really recommend is a paint program, such as Paint Shop Pro or Correl Draw. If you do not have one, you can always check www.download.com for a trial program. It will be an invaluable tool once you get started. Now for my examples I will be going by the Paint Shop Pro menu, but all of the paint programs are basically the same. &lt;br /&gt;Now first OPEN your file, as you can see the picture will load and the background of the picture will most likely be black. Now for beginners sake, black (or color 0-0-0) will be the 'masking' color for all of your backgrounds, the 'masking' color will be the color that is not drawn in MUGEN.&lt;br /&gt;Second you are going to DECREASE THE COLOR DEPTH to a 256 color (8bit) image. Now a problem may arise where if the black background that you want to be drawn may be misunderstood as the masking color. To check to see if this will be a problem, go to EDIT PALLETTE, then choose the upper-left color, which will be black 0-0-0. Change it to a bright color, preferably light red. If that light red shows up where you don't want it to (such as part of the background you want to keep) there is a quick way to fix it.&lt;br /&gt;Here's how. First either hit undo or change the light red back to black 0-0-0. Now somewhere on the palette where a color is not defined (usually by white 256-256-256 or a gray) choose that light red again. Next INCREASE THE COLOR DEPTH to 16bit, then immediately DECREASE THE COLOR DEPTH to 256 color (8bit). Change the black 0-0-0, to something very very close to it... such as 0-0-4 or 0-0-8, then change the light red to 0-0-0. Again INCREASE THE COLOR DEPTH to 16bit, then immediately DECREASE THE COLOR DEPTH to 256 color (8bit), and the problem is solved!&lt;br /&gt;Finally (this next one is easy) click FILE then SAVE AS. And make sure that you are saving the image in the right directory, and saving the image as a PCX - ZSOFT Paintbrush Image Version 5. And when you've completed this with ALL of your images... you're ready to move on to the next step! &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;PART 3&lt;br /&gt;CREATING THE SPRITE FILE&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Overview: Creating a .SFF file for the background.&lt;br /&gt;Now the next step to creating a background is creating the image file for MUGEN to use. This is called an SFF file. This contains all of the sprites or images that you are going to be using to create this stage. What you'll need is SPRMAKER.EXE, from the ELECBYTE homepage in the developer section. Have SPRMAKER.EXE in the same directory as MUGEN.EXE.&lt;br /&gt;Now open Microsoft Notepad from your Accessories folder. What we are going to do next is create a text file for SPRMAKER, just to make life a little easier.&lt;br /&gt;The first thing to do is in the text file, on the first line, write:&lt;br /&gt;stages\backgroundname.sff&lt;br /&gt;Where 'backgroundname' is the name of your background, and it should be no more than 8 characters. This is going to tell SPRMAKER what the name of the file is going to be. Next you will be writing down the path of your PCX files and their image groups. It should look like this: work\stages\backgroundname\image.pcx&lt;br /&gt;0&lt;br /&gt;0&lt;br /&gt;0&lt;br /&gt;0&lt;br /&gt;&lt;br /&gt;The first line:&lt;br /&gt;work\stages\backgroundname\image.pcx&lt;br /&gt;This is the path of your image.&lt;br /&gt;0&lt;br /&gt;This is the 'group number' of the image. Used to help sort each part of the background. For example this number would be different when you want to keep all of the background images in one 'group', and all of the foreground images in one 'group', and all of the images of a background animation in one 'group'.&lt;br /&gt;0&lt;br /&gt;This is the 'image number' of the group. You are to assign each image a different number. If two images are assigned the same 'group' and 'image' number, the first image will be overwritten.&lt;br /&gt;0&lt;br /&gt;0&lt;br /&gt;These are the X and Y values of the image. For all intents and purposes these can remain at 0 and 0.&lt;br /&gt;So when you're finished your text file should look something like this:&lt;br /&gt;stages\backgroundname.sff work\stages\backgroundname\image1.pcx&lt;br /&gt;0&lt;br /&gt;0&lt;br /&gt;0&lt;br /&gt;0&lt;br /&gt;work\stages\backgroundname\image2.pcx&lt;br /&gt;0&lt;br /&gt;1&lt;br /&gt;0&lt;br /&gt;0&lt;br /&gt;work\stages\backgroundname\image3.pcx&lt;br /&gt;0&lt;br /&gt;2&lt;br /&gt;0&lt;br /&gt;0&lt;br /&gt;; end of file&lt;br /&gt;&lt;br /&gt;As you notice there are no spaces in this demonstration. This is very important because as soon as SPRMAKER sees a space, it will assume that this text file is over and will quit.&lt;br /&gt;When you are finished and have all of the images included that you will need for the background... save it as backgroundname.txt. Then go into your MS-DOS prompt by either clicking the 'MS-DOS' icon on your start menu or click 'Run', from the start menu, then write 'command.com' and run it. Then navigate into your MUGEN directory ('cd..' to go up a directory, 'cd foldername' to go into that directory, 'dir' to see a list of the folders.), then choose this command line:&lt;br /&gt;sprmaker.exe &lt; backgroundname.txt.&lt;br /&gt;After you close your MS-DOS prompt you are ready for the next step.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;PART 4&lt;br /&gt;CREATING THE DEFINITION FILE&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Overview: Creating a .DEF file for the background.&lt;br /&gt;OK now this may be (for some) the most difficult portion of creating a background, because it includes a lot of trail-and-error. But keep at it, you'll get it eventually. Also a good template is Kung Fu Man's background DEF file. But we will go through each part of the DEF file just for good measure. Also just a quick note, if you need a remark or a statement in the DEF file that isn't recognized by MUGEN, such as a reminder note, just use a ';' and anything after the comma on that line will be disregarded. OK, let's begin.&lt;br /&gt;Start off the DEF file with:&lt;br /&gt;&lt;br /&gt;[Info]&lt;br /&gt;name = "backgroundname"&lt;br /&gt;This will display the name of the stage in MUGEN. Make sure that the name is enclosed in double quotes.&lt;br /&gt;&lt;br /&gt;[Camera]&lt;br /&gt;startx = 0&lt;br /&gt;starty = 0&lt;br /&gt;These are the starting coordinates for the stage, normally you would keep it at 0 and 0.&lt;br /&gt;&lt;br /&gt;boundleft = -150&lt;br /&gt;boundright = 150&lt;br /&gt;This is the length of the stage to the left and the right. For a longer stage, these values would be a lot larger, for a smaller stage, these values would be smaller. This is where trial-and-error come into play. But to get a general idea where these numbers will be, open your floor image and find the center of the image. There should be a number coordinate of the center displayed somewhere in your program. When get the X coordinate of the center, subtract that by 160, and that should be around the number that you are looking for.&lt;br /&gt;&lt;br /&gt;boundhigh = -20&lt;br /&gt;boundlow = 0&lt;br /&gt;These are the height of the stage. With boundhigh, the bigger the number the farther the camera will follow the character. And this is ALWAYS at a negative number. boundhigh is also going to be the starting Y coordinate of your farthest background. And boundlow will always stay at 0.&lt;br /&gt;&lt;br /&gt;verticalfollow = .2&lt;br /&gt;This is how much the camera will move vertically towards the highest player. Valid values are from 0 to 1. A value of 0 will mean the camera does not move up at all. A value of 1 will makes the camera follow the highest player. Typically .2 for normal-sized backgrounds. You may need to enlarge this value up for taller backgrounds.&lt;br /&gt;&lt;br /&gt;tension = 50&lt;br /&gt;This is the distance player is from edge of the screen before camera starts to move. Typically this will stay at 50.&lt;br /&gt;&lt;br /&gt;[PlayerInfo]&lt;br /&gt;p1startx = -70&lt;br /&gt;p1starty = 0&lt;br /&gt;p1startz = 0&lt;br /&gt;p1facing = 1&lt;br /&gt;p2startx = 70&lt;br /&gt;p2starty = 0&lt;br /&gt;p2startz = 0&lt;br /&gt;p2facing = -1&lt;br /&gt;p1startx is typically -70 and p2startx is 70. These are the staring position of Player 1. p1startx is typically -70 and p2startx is 70, p1starty and p1startz should be 0. p1facing and p2facing is the direction the player faces, 1 is towards the right and -1 is towards the left.&lt;br /&gt;&lt;br /&gt;leftbound = -1000&lt;br /&gt;rightbound = 1000&lt;br /&gt;topbound = 0&lt;br /&gt;botbound = 0&lt;br /&gt;&lt;br /&gt;[Scaling]&lt;br /&gt;topz = 0&lt;br /&gt;botz = 50&lt;br /&gt;topscale = 1&lt;br /&gt;botscale = 1.2&lt;br /&gt;&lt;br /&gt;[Bound]&lt;br /&gt;screenleft = 15&lt;br /&gt;screenright = 15&lt;br /&gt;You don't need to change these values.&lt;br /&gt;&lt;br /&gt;[StageInfo]&lt;br /&gt;zoffset = 200&lt;br /&gt;The Zoffset is the line where the ground is. A larger number places the ground closer to the bottom of the screen, a higher number place the ground closer the top of the screen. This could be any number from 0 to 240, although from 200 - 240 is recommended.&lt;br /&gt;&lt;br /&gt;autoturn = 1&lt;br /&gt;A value of 1 makes the players automatically face each other. A value of 0 allows the player to face any direction. Normally you would want this at 1.&lt;br /&gt;&lt;br /&gt;resetBG = 1&lt;br /&gt;A value of 1 will have the background reset to it's starting animation between rounds. A value of 0 will have the animation continue between rounds.&lt;br /&gt;&lt;br /&gt;[Shadow]&lt;br /&gt;color = 32,32,32&lt;br /&gt;This is the shadow color given in Red,Green,Blue. Valid values for each range from 0 (lightest) to 255 (darkest). The default color is 92,92,92 if omitted.&lt;br /&gt;&lt;br /&gt;yscale = -.1&lt;br /&gt;This is the scale factor of the shadow. Use a big scale factor to make the shadow longer. You can use a NEGATIVE scale factor to make the shadow fall INTO the screen. Defaults to 0.4 if omitted.&lt;br /&gt;&lt;br /&gt;reflect = 0&lt;br /&gt;A value of 0 will draw a shadow. A value of 1 will draw a reflection instead of a shadow.&lt;br /&gt;&lt;br /&gt;[Music]&lt;br /&gt;bgmusic = &lt;br /&gt;You can play MP3, MOD, or MIDI here for the background, or just place a comma in front of it if you don't want music. If an invalid filename is given, then no music will play.&lt;br /&gt;&lt;br /&gt;bgvolume = 0 This adjusts the volume for MP3s or MODs only. 0 is normal, use a negative number for a softer volume, and use a positive for louder volume.&lt;br /&gt;&lt;br /&gt;[BGdef]&lt;br /&gt;spr = stages\backgroundname.sff&lt;br /&gt;This is the location of the SFF file of your background that you created before in step 3. This loads the images that you will be using in the main background definition.&lt;br /&gt;&lt;br /&gt;debugbg = 0&lt;br /&gt;Set this value to 1 if you want to clear the screen to magenta before drawing the default background. This is a great way for spotting "holes" or gaps in your background.&lt;br /&gt;&lt;br /&gt;So far your DEF file should look something like this:&lt;br /&gt;&lt;br /&gt;[Info]&lt;br /&gt;name = backgroundname&lt;br /&gt;&lt;br /&gt;[Camera]&lt;br /&gt;startx = 0&lt;br /&gt;starty = 0&lt;br /&gt;boundleft = -150&lt;br /&gt;boundright = 150&lt;br /&gt;boundhigh = -20&lt;br /&gt;boundlow = 0&lt;br /&gt;verticalfollow = .2&lt;br /&gt;tension = 50&lt;br /&gt;&lt;br /&gt;[PlayerInfo]&lt;br /&gt;p1startx = -70&lt;br /&gt;p1starty = 0&lt;br /&gt;p1startz = 0&lt;br /&gt;p1facing = 1&lt;br /&gt;p2startx = 70&lt;br /&gt;p2starty = 0&lt;br /&gt;p2startz = 0&lt;br /&gt;p2facing = -1&lt;br /&gt;leftbound = -1000&lt;br /&gt;rightbound = 1000&lt;br /&gt;topbound = 0&lt;br /&gt;botbound = 0&lt;br /&gt;&lt;br /&gt;[Scaling]&lt;br /&gt;topz = 0&lt;br /&gt;botz = 50&lt;br /&gt;topscale = 1&lt;br /&gt;botscale = 1.2&lt;br /&gt;&lt;br /&gt;[Bound]&lt;br /&gt;screenleft = 15&lt;br /&gt;screenright = 15&lt;br /&gt;&lt;br /&gt;[StageInfo]&lt;br /&gt;zoffset = 200&lt;br /&gt;autoturn = 1&lt;br /&gt;resetBG = 1&lt;br /&gt;&lt;br /&gt;[Shadow]&lt;br /&gt;color = 92,92,92&lt;br /&gt;yscale = 0.4&lt;br /&gt;reflect = 0&lt;br /&gt;&lt;br /&gt;[Music]&lt;br /&gt;bgmusic = sound\backgroundmusic.mid (.mp3 or .mod)&lt;br /&gt;bgvolume = 0&lt;br /&gt;&lt;br /&gt;[BGdef]&lt;br /&gt;spr = stages\backgroundname.sff&lt;br /&gt;debugbg = 1&lt;br /&gt;&lt;br /&gt;And after you're finished, you're ready to move on to the next step.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;PART 5&lt;br /&gt;MAIN BACKGROUND DEFINITION&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Overview: A library of the sprite data and how to implement it.&lt;br /&gt;This is the part of the DEF file where the each background element is defined. Each element has it's own image, velocity, starting positions, etc... etc... etc... Every element must start off with, [BG x] Where 'x' is a number or word or your choice, which is only for your records to keep track of, incase there is an error in that element, MUGEN would let you know. And element consists of parameters, which I will go over in detail.&lt;br /&gt;&lt;br /&gt;type = parameter&lt;br /&gt;This parameter defines what kind of image will this element be. There are 3 different types:&lt;br /&gt;normal - This is just a flat normal image.&lt;br /&gt;parallax - This gives the image a 3D look by scrolling the image. Sort of like the floors in Street Fighter 2.&lt;br /&gt;anim - This declares the image to be an animation.&lt;br /&gt;&lt;br /&gt;spriteno = group no, image no&lt;br /&gt;This assigns the element an image. The Vaginatax is, spriteno = group number, index number. Make sure you remember what group and index numbers you assigned each image in your SPRMAKER text file.&lt;br /&gt;&lt;br /&gt;start = x, y&lt;br /&gt;This is the starting position of the image based on the top right of the image. x is relative to the center of the stage, which would be directly in between the starting position of the characters. If you want the image to start at the leftmost portion of your stage, it must be a negative number. Or if you want the image to start to the right of the characters you must us a positive number. y is relative to the top of the screen when you start the stage. This number should be around (if not the same) number as 'boundhigh', to be sure that when a character jumps there will still be a background. So you may need to move around these numbers until you get it just right. Also this must be an integer, no decimal places.&lt;br /&gt;&lt;br /&gt;delta x, y&lt;br /&gt;The delta is how fast the background element moves, when the camera pans. This number could be a float, or can have a decimal. A value of 1, moves the background exactly 1 pixel for every 1 camera unit moved. (So if the camera moves over 1 unit the background moves over 1 pixel, get it!?) If the value is bigger than 1, the background will scroll faster, or if the value is smaller than one, the background will scroll slower. Again you must change these values until you get your desired feel for the scrolling.&lt;br /&gt;&lt;br /&gt;trans = parameter&lt;br /&gt;This is to change the transparency of the image if desired. There are 4 types of parameters, they are:&lt;br /&gt;none - Does not make any kind of transparency, this is the default if 'trans' is omitted.&lt;br /&gt;add - Makes the image brighter.&lt;br /&gt;add1 - I suppose it makes the image brighter than 'add' but I cannot tell the difference.&lt;br /&gt;sub - Makes the image darker.&lt;br /&gt;&lt;br /&gt;mask = flag&lt;br /&gt;This flag can hide the color '0' of your palette, so that you can see through the color '0'. This is why we prepped the images in step 2. For the flag, '0' turns masking off, meaning the background will look exactly like it is, this is the default if 'mask' is omitted. A '1' will turn masking on and will not draw the color '0'. This is good when you want to have multiple backgrounds.&lt;br /&gt;&lt;br /&gt;layerno = parameter&lt;br /&gt;This will determine whether the image is drawn in front of the character or in back of the character. If you the image drawn in back of the character, (which you normally do, this being a 'background' and all) use a '0', also this is the default if 'layerno' is omitted. If you want the image drawn in front of the character, you must use a '1'.&lt;br /&gt;&lt;br /&gt;velocity = x, y&lt;br /&gt;This is the speed the background moves at. The value you use is how many pixels the image moves at per game tick. This number can be a float, or can have a decimal. The default number is '0' if 'velocity' is omitted.&lt;br /&gt;&lt;br /&gt;tile = x, y&lt;br /&gt;This will continuously place the image right next to the image, therefore 'tile'ing the image. If you want to tile the image from left to right infinitely, at the x parameter use '1'. Or if you want to tile the image up and down infinitely, at the y parameter use '1'. Or if you only want to image to be tiled a certain number of times, instead of '1', just place that certain number in the parameter instead. The default is '0' if 'tile' or one of the parameters is omitted.&lt;br /&gt;&lt;br /&gt;tilespacing = parameter&lt;br /&gt;This parameter is an integer number, meaning no decimals, of how many pixels to draw between tiles. If omitted than the image tiles 'back to back'.&lt;br /&gt;&lt;br /&gt;sin.x = length,time&lt;br /&gt;This option makes the image circle back and forth on the x axis continuously, or left to right. length is the number of pixels of the radius, and time is the game ticks that it takes to complete one rotation.&lt;br /&gt;&lt;br /&gt;sin.y = length,time&lt;br /&gt;This option makes the image circle back and forth on the y axis continuously, or up and down. length is the number of pixels of the radius, and time is the game ticks that it takes to complete one rotation.&lt;br /&gt;&lt;br /&gt;So an example of a background element would look like this:&lt;br /&gt;[BG TheFloor]&lt;br /&gt;type = normal&lt;br /&gt;spriteno = 1,0&lt;br /&gt;start = -150, 180&lt;br /&gt;delta = .8, .75&lt;br /&gt;mask = 1&lt;br /&gt;As you see you only define what you have to. You only implement what you need to be changed from the default. Just keep in mind, for every image set that you have, you have to create a background element. And if there is an element above this one... that sprite will be drawn behind this image. And if there is an element below this one... that sprite will be drawn in front of this image. See how that works!?&lt;br /&gt;&lt;br /&gt;After you have fiddled and toyed and have been the anal retentive perfectionist you know you are, to make sure these backgrounds look initially how you like it, you're ready to move on to more advanced background definitions.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-6477924271238150497?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/6477924271238150497/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=6477924271238150497&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/6477924271238150497'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/6477924271238150497'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/10/samuss-stage-creation-tutorial.html' title='Samus&apos;s Stage Creation Tutorial'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-3625610861239039488</id><published>2007-10-25T15:14:00.000-04:00</published><updated>2007-10-25T15:13:32.479-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Wii'/><title type='text'>Super Mario Galaxy Coming Soon!</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_i8mCvwqSmIM/RyDVFSkOnEI/AAAAAAAAAGM/okcHbklY0hs/s1600-h/106129-1-1.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://2.bp.blogspot.com/_i8mCvwqSmIM/RyDVFSkOnEI/AAAAAAAAAGM/okcHbklY0hs/s400/106129-1-1.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5125330662807477314" /&gt;&lt;/a&gt;&lt;br /&gt;Via &lt;a href="http://www.1up.com/do/newsStory?cId=3163928"&gt;1up&lt;/a&gt;:&lt;br /&gt;&lt;br /&gt;This week, a verdict was delivered for Super Mario Galaxy in the latest issue of Famitsu, as the game scored 38/40.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.famitsu.com/review/title/0000/0000/0001/9514/"&gt;Famitsu&lt;/a&gt; editors are touting SMG as the game anyone can play. &lt;br /&gt;"The game takes place in a 3D space where you could be walking on the ground or upside down. Normally that would look like it is difficult to control, but you can play this instinctively. The balance is just perfect and it is a game anyone can really play."&lt;br /&gt;&lt;br /&gt;"Gimmicks and actions using the game's unique gravity, and fun boss fights definitely delivers on the Mario name. It is even just fun to watch if you are not playing."&lt;br /&gt;&lt;br /&gt;"The game's pacing is very good, you get hooked more and more. I am glad that the game is not too easy or too difficult. Collecting the star piece by pointing the Wiimote is already fun in itself."&lt;br /&gt;&lt;br /&gt;"The excitement of Mario 64 is back! Lots of features that are perfect for the Wii, and you get addicted wanting to know what kind of obstacles await you in the next stage. Difficulty gradually increases and the map layout is great. Every game fan should play this game." &lt;br /&gt;&lt;br /&gt;Be sure to mark your calendar; Super Mario Galaxy hits North America on November 12. Importers can check out the game 11 days earlier, as Japan receives the game on November 1.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-3625610861239039488?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/3625610861239039488/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=3625610861239039488&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/3625610861239039488'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/3625610861239039488'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/10/super-mario-galaxy-coming-soon.html' title='Super Mario Galaxy Coming Soon!'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_i8mCvwqSmIM/RyDVFSkOnEI/AAAAAAAAAGM/okcHbklY0hs/s72-c/106129-1-1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-7414709170363985051</id><published>2007-10-25T13:46:00.000-04:00</published><updated>2008-02-11T11:17:52.895-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Updates'/><title type='text'>MBN Main Page Updated</title><content type='html'>I've added a &lt;a href="http://mugenbattle.free-web-hosting.biz/index.php"&gt;new main site&lt;/a&gt;, and I'm now able to host for anyone who needs it. Lots of new stuff is in the works, thanks for visiting! Also, if you want to be affiliates, shoot me an email at mugenbattlenetwork@gmail.com and it'll be added by the end of the day.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://mugenbattle.free-web-hosting.biz/index.php"&gt;Mugen Battle Network Main Site&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-7414709170363985051?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/7414709170363985051/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=7414709170363985051&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/7414709170363985051'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/7414709170363985051'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/10/mbn-main-page-updated.html' title='MBN Main Page Updated'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-6947755283799963833</id><published>2007-10-24T10:26:00.001-04:00</published><updated>2008-02-11T11:16:49.623-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Updates'/><title type='text'>MBN Forums are open</title><content type='html'>Just as a reminder, I started a Mugen forum a few days ago, if you wanna join, &lt;a href="http://mugenbattle.free-web-hosting.biz/forumx/index.php"&gt;click this link&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-6947755283799963833?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/6947755283799963833/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=6947755283799963833&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/6947755283799963833'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/6947755283799963833'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/10/mbn-forums-are-open.html' title='MBN Forums are open'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-4264988743532387316</id><published>2007-10-17T12:50:00.000-04:00</published><updated>2007-10-17T19:22:30.510-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Dreamcast'/><category scheme='http://www.blogger.com/atom/ns#' term='Video Game News'/><category scheme='http://www.blogger.com/atom/ns#' term='Xbox'/><category scheme='http://www.blogger.com/atom/ns#' term='PS2'/><category scheme='http://www.blogger.com/atom/ns#' term='PS3'/><category scheme='http://www.blogger.com/atom/ns#' term='Xbox 360'/><title type='text'>Street Fighter IV, Bionic Commando Announced!</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_i8mCvwqSmIM/RxaYcvHTpGI/AAAAAAAAAGE/2nig3s-X-VE/s1600-h/sf4.jpeg"&gt;&lt;img src="http://2.bp.blogspot.com/_i8mCvwqSmIM/RxaYcvHTpGI/AAAAAAAAAGE/2nig3s-X-VE/s400/sf4.jpeg" border="0" alt="" id="BLOGGER_PHOTO_ID_5122449245631390818" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;After nearly 10 years since they last hit the arcades, &lt;a href="http://www.capcom-unity.com/"&gt;Capcom&lt;/a&gt; says its time for a new Street Fighter (and not  SF2THD, which should be hitting the PSN &amp;amp; Xbox Live later this year)! &lt;a href="http://www.streetfighterworld.com/"&gt;Street Fighter IV is currently in development&lt;/a&gt;, and may even reach arcades by late 2008/early 2009. The first two Street Fighter III games were ported to the Sega Dreamcast as a compilation titled Double Impact. Ports of 3rd Strike were released for the Dreamcast, PlayStation 2 and Xbox.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Bionic Commando returns after 2 decades!&lt;/strong&gt;&lt;br /&gt;Though it's been nearly 20 years since the release of the original game, Capcom has revealed that a &lt;a href="http://www.gamespot.com/news/6181070.html?tag=latestnews;title;2"&gt;new Bionic Commando&lt;/a&gt; is in the works, more on this soon! &lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-4264988743532387316?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/4264988743532387316/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=4264988743532387316&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/4264988743532387316'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/4264988743532387316'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/10/street-fighter-iv-bionic-commando.html' title='Street Fighter IV, Bionic Commando Announced!'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_i8mCvwqSmIM/RxaYcvHTpGI/AAAAAAAAAGE/2nig3s-X-VE/s72-c/sf4.jpeg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-8129384677216112995</id><published>2007-10-15T14:34:00.000-04:00</published><updated>2007-10-15T14:46:49.280-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ShugenDo'/><title type='text'>ShugenDo Beta 2.5</title><content type='html'>Here's the changelog:&lt;br /&gt;&lt;br /&gt;Changes are:&lt;br /&gt;&lt;br /&gt;- Increased Compatibilty for mugen chars&lt;br /&gt;- Initial support for Life and Power bars ( take a look at the fight_screen.xml, in the screen pack/default folder)&lt;br /&gt;- Arcade mode is now playable as player1&lt;br /&gt;- Vs Mode is now playable&lt;br /&gt;- A stage converter is available to convert your mugen stages to ShugenDo&lt;br /&gt;- Command detection code is more accurate now&lt;br /&gt;- Keymap is configureable via config.xml file in the data folder( User-interface will be in Beta 3 )&lt;br /&gt;- Player Shadows are visible&lt;br /&gt;&lt;br /&gt;You can get it &lt;a href="http://www.sakirsoft.com/index.php?option=com_content&amp;task=blogcategory&amp;id=1&amp;Itemid=14"&gt;here&lt;/a&gt;. Don't forget to &lt;a href="http://sakirsoft.com/forum/"&gt;leave feedback&lt;/a&gt; and &lt;a href="http://www.petitiononline.com/RSX/petition.html"&gt;sign the petition&lt;/a&gt; for OpenGl support under PS3 Linux.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-8129384677216112995?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/8129384677216112995/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=8129384677216112995&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/8129384677216112995'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/8129384677216112995'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/10/shugendo-beta-25.html' title='ShugenDo Beta 2.5'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-2152844174653979013</id><published>2007-10-05T17:04:00.000-04:00</published><updated>2007-10-10T12:28:17.199-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Game News'/><category scheme='http://www.blogger.com/atom/ns#' term='PS3'/><title type='text'>40GB PS3 €399, U.S, Japan Getting Same Deal Soon?</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_i8mCvwqSmIM/Rwan31pxieI/AAAAAAAAAFk/8xYbEtStt_A/s1600-h/300_ps3b,0.jpg"&gt;&lt;img src="http://1.bp.blogspot.com/_i8mCvwqSmIM/Rwan31pxieI/AAAAAAAAAFk/8xYbEtStt_A/s320/300_ps3b,0.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5117962604290083298" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Via &lt;a href="http://www.joystiq.com/2007/10/05/sony-explains-why-theres-no-bc-in-the-40gb-ps3/"&gt;Joystiq&lt;/a&gt; &amp;amp; &lt;a href="http://www.ps3fanboy.com/2007/10/05/40gbs-loss-of-backwards-compatibility-explained/"&gt;PS3Fanboy&lt;/a&gt;:&lt;br /&gt;In separate interviews today both Sony UK boss Ray Maguire and Sony Europe spokesman Nick Sharples spoke about how the 40GB PS3 lacking backwards compatibility is fine. How is it fine? &lt;a href="http://www.eurogamer.net/article.php?article_id=84831"&gt;Maguire tells Eurogamer&lt;/a&gt; that by this Christmas the PS3 will have a whopping 65 games and so they feel "there's sufficient choice in the marketplace and that we're still better off using that money that we'd put into backwards compatibility in either investing in new games or using that money to help support bringing the price down." Meanwhile, &lt;a href="http://biz.gamedaily.com/industry/feature/?id=17683"&gt;Sharples tells GameDaily&lt;/a&gt;, "We have made clear on many occasions that our priority is on developing innovative new features and services for PS3 and not on backwards compatibility."&lt;br /&gt;&lt;br /&gt;We're not sure how Maguire came to this conclusion, but the PS3's backwards compatibility feature is always one that we've appreciated for a long time. With &lt;a href="http://www.engadget.com/2005/07/25/ps3-expected-to-live-10-years-in-the-market/"&gt;Sony's commitment to a 10-year life span&lt;/a&gt; of its hardware and games still being published for last generation's console, it seems like an odd choice to "cut the cord" at this point.&lt;br /&gt;&lt;br /&gt;This from a company who introduced backwards compatibility to the masses...&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;EDIT:&lt;/strong&gt;The Hollywood Reporter notes that the new PS3 model will have fewer features than the current model, with only two USB ports instead of four, and eliminating the backwards compatibility with the PS2 and PS One.  Sony Japan has made the announcement that they are going to cut the price of the 60GB PS3 and also release a 40GB PlayStation 3 on November 11th in ceramic white!&lt;br /&gt;The new model will retail for USD $399.99. The existing PS3 Starter Pack will be replaced by a 60GB value pack at a price of £349. Additionally, a new 40GB entry level PS3 model will be introduced at £299. Japan will also receive the 40GB version on November 11, 2007. The recommended retail price is 39,980 yen (including tax).&lt;br /&gt;&lt;br /&gt;&lt;img src="http://2.bp.blogspot.com/_i8mCvwqSmIM/Rwz9LoSx6XI/AAAAAAAAAF8/IZBKpXcZNqY/s400/Sony_40GB_PS3_Japan.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5119745252649986418" /&gt;&lt;br /&gt;Last week, &lt;a href="http://www.engadget.com/2007/10/02/sonys-399-ps3-confirmed-by-best-buy/"&gt;rumours surfaced&lt;/a&gt; about the new 40GB SKU, with documents from US retailer Best Buy apparently confirming the USD $399.99 price and early November release date. SCEA has yet to officially confirm the release of the new console. The new 40GB PS3 will be packaged with a matching white DualShock 3 controller as well instead of the old SIXAXIS meaning that the 40GB PS3 will be rumble-enabled out of the box.&lt;br /&gt;&lt;br /&gt;The DualShock 3 will not hit Europe or North America until Spring 2008. North America is now awaiting an announcement as many expect Spider-Man 3 to be packed in on Blu-ray with the release of the 40GB PS3 in that part of the world. Sony Japan is giving away 200,000 copies of Spider-Man 3 on Blu-ray to new 40GB PS3 owners. &lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-2152844174653979013?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/2152844174653979013/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=2152844174653979013&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/2152844174653979013'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/2152844174653979013'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/10/40gb-ps3-399-but-no-backward.html' title='40GB PS3 €399, U.S, Japan Getting Same Deal Soon?'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_i8mCvwqSmIM/Rwan31pxieI/AAAAAAAAAFk/8xYbEtStt_A/s72-c/300_ps3b,0.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-6988053112923873558</id><published>2007-10-03T09:51:00.000-04:00</published><updated>2007-10-06T13:54:34.227-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='XMugen'/><title type='text'>Xmugen 4.9 by r1sky</title><content type='html'>&lt;object width="425" height="353"&gt;&lt;param name="movie" value="http://www.youtube.com/v/gbNGw7sKEqQ"&gt;&lt;/param&gt;&lt;param name="wmode" value="transparent"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/gbNGw7sKEqQ" type="application/x-shockwave-flash" wmode="transparent" width="425" height="353"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;There are 2 versions - e drive and f drive. i doubt i have to explain what the differences are. anyways...&lt;br /&gt;&lt;br /&gt;they go into X:/Games/&lt;br /&gt;1 gb swap file&lt;br /&gt;has mfj screenpack set to doubleres4&lt;br /&gt;speed tweaks&lt;br /&gt;dvd loading merged (just find a tutorial/whatever to create the dvd)&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.mediafire.com/?e0aiwlndnmf"&gt;For E drive&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.mediafire.com/?0ooznx2uteo"&gt;For F drive&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;pretty much, the whole thing is setup to work 100%. its already had lots of testing from new ppl and works great for them. this thing is all drag and drop. just upload the xmugen folder to your 'Games' folder and your good to go. just upload your characters and add them to the select.def. &lt;br /&gt;&lt;br /&gt;i might release a screenpack addon but who knows. so here is a dvd creator addon. its my same setup from before. but you can extract this file anywhere on your hdd and copy over your xmugen setup and make a working dvd. once again, all drag and drop. just follow the readme included. &lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.mediafire.com/?fgxlrc91v21"&gt;DVD Add-on&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-6988053112923873558?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/6988053112923873558/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=6988053112923873558&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/6988053112923873558'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/6988053112923873558'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/10/latest-xmugen-build-49-released-by.html' title='Xmugen 4.9 by r1sky'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-5977793078905439805</id><published>2007-09-29T12:58:00.000-04:00</published><updated>2007-10-03T10:02:09.400-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='PS2'/><title type='text'>SNK Announces Two New Fighters, Overdue U.S. Release</title><content type='html'>via &lt;a href="http://ps2.ign.com/articles/823/823656p1.html"&gt;IGN&lt;/a&gt;:&lt;br /&gt;SNK Playmore announced it has two new titles on the way for the PlayStation 2: The King of Fighters XI and NeoGeo Battle Coliseum.&lt;br /&gt;&lt;br /&gt;The King of Fighters XI, the latest in the long-running fighting franchise, adds Quick Shift and Saving Shift options for more control when switching out characters. A Judgement Indicator avoids draws by measuring player aggression, the number of combos racked up, and special moves performed.&lt;br /&gt;&lt;br /&gt;NeoGeo Battle Coliseum is a two vs. two tag-team fighting game featuring characters from SNK's roster of games such as Metal Slug, World Heroes, Art of Fighting, Fatal Fury, Samurai Showdown, and Last Blade. Set in the year 2017, players will be able to switch characters during matches and team up for special attacks.&lt;br /&gt;&lt;br /&gt;Both King of Fighters XI and NeoGeo Battle Coliseum will arrive this fall. Please note that these games have been available in Japan for a while now, and are only now being released to the U.S.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-5977793078905439805?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/5977793078905439805/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=5977793078905439805&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/5977793078905439805'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/5977793078905439805'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/09/snk-announces-two-new-fighters-overdue.html' title='SNK Announces Two New Fighters, Overdue U.S. Release'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-1847576675924473089</id><published>2007-09-28T23:19:00.000-04:00</published><updated>2007-09-28T23:21:45.712-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='XP'/><category scheme='http://www.blogger.com/atom/ns#' term='Vista'/><title type='text'>Microsoft extends sales of Windows XP till June 2008</title><content type='html'>via &lt;a href="http://www.engadget.com/2007/09/28/microsoft-extends-sales-of-windows-xp-till-june-2008/"&gt;Engadget&lt;/a&gt;:&lt;br /&gt;&lt;br /&gt;Just a week ago, reports were cropping up regarding Microsoft's decision to give Vista Business / Ultimate customers a "downgrade to XP" option amidst complaints over its latest operating system. Now, the Redmond powerhouse has decided to "keep selling Windows XP until the end of June 2008, delaying a scheduled transition to its newer Windows Vista software by five months."&lt;br /&gt;&lt;br /&gt;Originally, the planned phase out date for XP was January 30th of next year, but now the firm has decided to "extend XP sales in response to feedback from computer manufacturers who said there were customers who still wanted to buy the older operating system."&lt;br /&gt;&lt;br /&gt;Of note, Mike Nash, a Microsoft corporate vice president, was quoted as saying that the company was "a little ambitious to think that it would need to make Windows XP available for only a year after the release of Windows Vista," referring to the fact that it typically makes its older OS available for two years after the launch of a new one.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-1847576675924473089?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/1847576675924473089/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=1847576675924473089&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/1847576675924473089'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/1847576675924473089'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/09/microsoft-extends-sales-of-windows-xp.html' title='Microsoft extends sales of Windows XP till June 2008'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-7713912190677200382</id><published>2007-09-27T10:46:00.000-04:00</published><updated>2007-09-27T11:02:06.954-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Stage Template by Eternaga</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_i8mCvwqSmIM/RvrUfmCe4TI/AAAAAAAAAFc/_NFlqup8qTw/s1600-h/StageLayout.gif"&gt;&lt;img src="http://1.bp.blogspot.com/_i8mCvwqSmIM/RvrUfmCe4TI/AAAAAAAAAFc/_NFlqup8qTw/s320/StageLayout.gif" border="0" alt="" id="BLOGGER_PHOTO_ID_5114633966084612402" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.mediafire.com/?a0lxnntydwt"&gt;Eternaga's stage template&lt;/a&gt; [be sure to credit!]&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-7713912190677200382?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/7713912190677200382/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=7713912190677200382&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/7713912190677200382'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/7713912190677200382'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/09/stage-template-by-eternaga.html' title='Stage Template by Eternaga'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_i8mCvwqSmIM/RvrUfmCe4TI/AAAAAAAAAFc/_NFlqup8qTw/s72-c/StageLayout.gif' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-250372577957037534</id><published>2007-09-26T17:00:00.000-04:00</published><updated>2007-09-26T16:58:35.503-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Game News'/><category scheme='http://www.blogger.com/atom/ns#' term='PS3'/><category scheme='http://www.blogger.com/atom/ns#' term='Xbox 360'/><title type='text'>Marvel vs. Capcom for digital download?</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_i8mCvwqSmIM/RvmiJmCe4SI/AAAAAAAAAFU/jiF9l5oORCc/s1600-h/marvelvscapcom.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://4.bp.blogspot.com/_i8mCvwqSmIM/RvmiJmCe4SI/AAAAAAAAAFU/jiF9l5oORCc/s320/marvelvscapcom.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5114297137569390882" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;In an &lt;a href="http://www.gamasutra.com/view/feature/1669/swinging_with_spiderman_justin_.php"&gt;interview with Gamasutra&lt;/a&gt;, Marvel's VP of interactive media Justin Lambros says he hopes to see Marvel vs. Capcom make its way to digital download, saying, "I'm a huge 2D fighting fan ... the Marvel vs. Capcom stuff has a definite close place in my heart, so we definitely wanna see that stuff live on." He says that there are no deals in place, but they may be considering it. If it's anything like Super Street Fighter II Turbo HD Remix, I'm all for it!&lt;br /&gt;&lt;br /&gt;Hopefully if it is eventually available for download, we might get these added features like online multiplayer like the Japanese DC version, new/remixed soundtrack and maybe even a few of the secret characters/bosses from the other games (like Evil Ryu, Cyber Akuma, Shadow Lady &amp; Norimaro), add downloadable versions for ALL next gen consoles &amp; it'd be perfect... Capcom are you listening???&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-250372577957037534?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/250372577957037534/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=250372577957037534&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/250372577957037534'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/250372577957037534'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/09/marvel-vs-capcom-for-digital-download.html' title='Marvel vs. Capcom for digital download?'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_i8mCvwqSmIM/RvmiJmCe4SI/AAAAAAAAAFU/jiF9l5oORCc/s72-c/marvelvscapcom.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-7697266652911449105</id><published>2007-09-25T13:12:00.000-04:00</published><updated>2007-09-25T13:11:28.338-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Game News'/><category scheme='http://www.blogger.com/atom/ns#' term='Xbox 360'/><title type='text'>Halo 3 In Stores Now!</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_i8mCvwqSmIM/Rvk9CmCe4RI/AAAAAAAAAFM/rane3hmSyws/s1600-h/halo-3-chief.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://4.bp.blogspot.com/_i8mCvwqSmIM/Rvk9CmCe4RI/AAAAAAAAAFM/rane3hmSyws/s320/halo-3-chief.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5114185966635901202" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.halo3.com/"&gt;Halo 3&lt;/a&gt; is &lt;a href="http://www.news.com/NYs-Halo-3-launch-was-no-riot,-but-it-was-close/2100-1043_3-6209832.html?tag=nefd.pulse"&gt;now on sale&lt;/a&gt;... GameSpot reported that 4.2 million units of Halo 3 were in retail outlets on September 24, 2007, a day before official release, a world record volume release.&lt;br /&gt;&lt;br /&gt;The game features new vehicles, weapons, and gameplay features not present in the previous titles of the series. Halo 3 focuses on the interstellar war between 26th century humanity and a collection of alien races known as the Covenant, who after a decades-long war have begun the invasion of Earth. The player assumes the role of the Master Chief, a genetically enchanced cyborg supersoldier, as he wages war in defense of humanity.&lt;br /&gt;&lt;br /&gt;Don't forget there's a $59.99 "Regular Edition", a $69.99 "Limited Edition" and a $129.99 "&lt;a href="http://communities.canada.com/shareit/blogs/gamesnews/archive/2007/09/25/fans-line-up-for-halo-3-many-game-disks-scratched.aspx"&gt;Legendary Edition&lt;/a&gt;" complete with a replica helmet worn by Master Chief &lt;a href="http://www.neogaf.com/forum/showthread.php?t=192476"&gt;(which apparently had some design flaws)&lt;/a&gt;. Microsoft has stepped up and admitted fault on this issue on their website today. They are offering to replace the faulty disks for free, &lt;a href="http://www.xbox.com/en-US/support/systemuse/xbox360/gameplay/discreplacement-program.htm"&gt;if you sign up&lt;/a&gt; for their disk replacement program. &lt;br /&gt;&lt;br /&gt;A new $399.99 Special Edition Xbox 360 with a "Halo"-themed custom paint job — Halo 3 not included. Expect productivity for the next few weeks to drop (just kidding).&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-7697266652911449105?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/7697266652911449105/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=7697266652911449105&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/7697266652911449105'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/7697266652911449105'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/09/halo-3-in-stores-now.html' title='Halo 3 In Stores Now!'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_i8mCvwqSmIM/Rvk9CmCe4RI/AAAAAAAAAFM/rane3hmSyws/s72-c/halo-3-chief.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-3419094614547590093</id><published>2007-09-24T14:40:00.000-04:00</published><updated>2007-09-24T14:39:24.527-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Trailers'/><category scheme='http://www.blogger.com/atom/ns#' term='Video Game News'/><category scheme='http://www.blogger.com/atom/ns#' term='PS3'/><title type='text'>Game News</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_i8mCvwqSmIM/RvgB1mCe4QI/AAAAAAAAAFE/KcPm_9V8A24/s1600-h/Crysis_Delta_Force_in_Sphere.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://3.bp.blogspot.com/_i8mCvwqSmIM/RvgB1mCe4QI/AAAAAAAAAFE/KcPm_9V8A24/s320/Crysis_Delta_Force_in_Sphere.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5113839397134852354" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Crysis Demo Delayed:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The single-player demo for Crysis, the upcoming first-person shooter from Crytek, &lt;a href="http://www.computerandvideogames.com/article.php?id=172479"&gt;has been delayed&lt;/a&gt; until October 26th. The game is set for release November 16th.&lt;br /&gt;&lt;br /&gt;Additionally, Crytek has announced that the originally-teased "huge surprise" coming with the demo is the CryEngine 2 - Sandbox 2 game editor, now also due out next month.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;New PS3 SKU?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;According to &lt;a href="http://news.sky.com/skynews/xml/article/tech/0,,91221-10259,00.html"&gt;Sky News&lt;/a&gt;, an electronic manufacturing news source said that Sony will employ the Taiwanese firm FoxConn, which currently produces PlayStation 2s, to manufacturer the 40GB PS3.&lt;br /&gt;&lt;br /&gt;The report suggests that an announcement regarding the &lt;a href="http://www.next-gen.biz/index.php?option=com_content&amp;task=view&amp;id=7110&amp;Itemid=59"&gt;long rumored 40GB PS3&lt;/a&gt; could be made this week in order to combat Microsoft’s Halo 3 juggernaut, a possibility also touted by industry analyst Michael Pachter earlier this month.&lt;br /&gt;&lt;br /&gt;The report also speculates that the console will retail for $399 and will ship without the USB ports or backwards compatibility included in the more expensive 60GB and 80GB models.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Apollo Justice: Ace Attorney Trailer&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000"  codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="480" height="409"&gt; &lt;param name="allowScriptAccess" value="sameDomain" /&gt; &lt;param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=25185"/&gt; &lt;param name="quality" value="high" /&gt; &lt;embed src="http://www.gametrailers.com/remote_wrap.php?mid=25185" swLiveConnect="true" name="gtembed" align="middle" allowScriptAccess="sameDomain" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="480" height="409"&gt;&lt;/embed&gt; &lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-3419094614547590093?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/3419094614547590093/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=3419094614547590093&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/3419094614547590093'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/3419094614547590093'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/09/game-news.html' title='Game News'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_i8mCvwqSmIM/RvgB1mCe4QI/AAAAAAAAAFE/KcPm_9V8A24/s72-c/Crysis_Delta_Force_in_Sphere.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-8485464109458808141</id><published>2007-09-15T01:34:00.000-04:00</published><updated>2007-09-15T01:34:03.025-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='NDS'/><category scheme='http://www.blogger.com/atom/ns#' term='Video Game News'/><title type='text'>Bleach: The Blade of Fate screencaps</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_i8mCvwqSmIM/Rusd21V8ShI/AAAAAAAAAE8/ZIbYiaA5dDM/s1600-h/61_1_2.jpg"&gt;&lt;img src="http://1.bp.blogspot.com/_i8mCvwqSmIM/Rusd21V8ShI/AAAAAAAAAE8/ZIbYiaA5dDM/s320/61_1_2.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5110211030051211794" /&gt;&lt;/a&gt;&lt;br /&gt;For more pics &lt;a href="http://wiiz.fr/article.php?a=13668"&gt;click here&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-8485464109458808141?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/8485464109458808141/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=8485464109458808141&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/8485464109458808141'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/8485464109458808141'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/09/bleach-blade-of-fate-screencaps.html' title='Bleach: The Blade of Fate screencaps'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_i8mCvwqSmIM/Rusd21V8ShI/AAAAAAAAAE8/ZIbYiaA5dDM/s72-c/61_1_2.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-3610400580975826542</id><published>2007-09-14T13:47:00.000-04:00</published><updated>2007-09-14T13:51:49.090-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Game News'/><category scheme='http://www.blogger.com/atom/ns#' term='PS3'/><title type='text'>Capcom: "Three Huge Announcements" On Wednesday</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_i8mCvwqSmIM/RurKJlV8SgI/AAAAAAAAAE0/DHZVSmBF8fA/s1600-h/514px-DMC4BoxArt.jpg"&gt;&lt;img src="http://3.bp.blogspot.com/_i8mCvwqSmIM/RurKJlV8SgI/AAAAAAAAAE0/DHZVSmBF8fA/s320/514px-DMC4BoxArt.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5110118993197025794" /&gt;&lt;/a&gt;&lt;br /&gt;via &lt;a href="http://www.gameplayer.com.au/Home/NEWS/NEWS/tabid/1482/Default.aspx?CID=52a7f127-fa26-438c-80ee-e4c6e2f436f1"&gt;Gameplayer&lt;/a&gt;:&lt;br /&gt;As many of you know, next week sees the famous Tokyo Game Show take the industry’s centre stage and we can expect another big round of game announcements. Predominantly tiered towards Japanese developers, the 2007 show is set to be the biggest ever with rumours already running rampart across the Net as gamers prepare their saliva ducts for three days of non-stop drooling (and if you’ve seen how the local ladies dress up for the event you’ll know what we mean!). With this in mind we are excited to confirm that legendary industry stalwart Capcom are planning to use the event to make “three huge announcements.”&lt;br /&gt;&lt;br /&gt;This information fell into our laps at Activate Asia 2007, which was held in Cairns earlier this week and, amongst many things, included some hands-on time with Devil May Cry 4 (pictured, but more on that later). While we are not at liberty to divulge what these announcements will be at this time, we’re busting at the seams with excitement and wishing we could let the information flood out. But we’re sworn to secrecy, so all we will say is that Capcom have some of the biggest franchises in gaming history tucked away in their stable, and not a few smaller ones that deserve more attention.&lt;br /&gt;&lt;br /&gt;So Capcom fans have plenty to anticipate as next Wednesday, the 19th of September, approaches and they should keep their eyes fixated on our news section for that moment when we are given the green light. In the meantime, you should speculate on our forums. Let's see who can make the best guess..&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Let the speculation begin!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-3610400580975826542?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/3610400580975826542/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=3610400580975826542&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/3610400580975826542'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/3610400580975826542'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/09/capcom-three-huge-announcements-on.html' title='Capcom: &quot;Three Huge Announcements&quot; On Wednesday'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_i8mCvwqSmIM/RurKJlV8SgI/AAAAAAAAAE0/DHZVSmBF8fA/s72-c/514px-DMC4BoxArt.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-263706677152147790</id><published>2007-09-12T16:42:00.000-04:00</published><updated>2007-09-12T17:21:29.489-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><title type='text'>Rules of the Mugen Community</title><content type='html'>All of this post is taken from the &lt;a href="http://randomselect.i-xcell.com/forum/index.php?topic=1609.0"&gt;Random Select Forum&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;                                       The MUGEN Community Silent Laws&lt;/strong&gt;&lt;br /&gt;&lt;i&gt;(taken from BlackJack's post on the subject with edits + new community ammendments)&lt;br /&gt;                                                                                                    -v0.2.0 &lt;/i&gt;_____________________________________________________________________________________&lt;br /&gt;&lt;br /&gt;Disclaimer : This is here to help everyone better understand why some things are the way they are in the MUGEN Community. In no case these so-called laws are meant to rule the whole community, but reflects what the majority is thinking. You are then free not to follow them, but be warned that you'll suffer from the hate of a significant part of said community, and possible expulsion.&lt;br /&gt;_____________________________________________________________________________________&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Community Agreement 1 : you will not enforce part of the MUGEN license.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;This extract from the license of MUGEN is deemed null and void :&lt;br /&gt;&lt;br /&gt;&lt;span&gt;"Agreement to this license grants you the right to use the MUGEN environment (...), until and not beyond 12:01 AM (Greenwich Mean Time) on June 1, 2002. (...) If no new license is offered, all use of the (...) beta must cease."&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The reason for this is simple: Elecbyte did so to enforce that users would upgrade to a newer version (which would be released at the time of said expiration date) as a means to update the license. Mugen is henseforth covered under the protections of abandonware.&lt;br /&gt;&lt;br /&gt;Despite this expiration, it should be noted that there is not one set on the agreements and guidelines listed here, and they have been set in stone for many years. Failure to comply to any of the agreements will usually result in swift removal from the community.&lt;br /&gt;_____________________________________________________________________________________&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Community Agreement 2 : Mugen creations are considered fan art.&lt;/strong&gt;&lt;br /&gt;It is legal to take material under copyright and include it without permission in MUGEN creations, as long as profit isn't being made.&lt;br /&gt;We call that fan-art : the owner of the original material recognize it as harmless to him, for several reasons.&lt;br /&gt;In the case of sprites/sounds/etc. taken from a game :&lt;br /&gt;&lt;br /&gt;*He's not being deprived of something (such as money).&lt;br /&gt;*He has been rewarded for his work by the company that employs him.&lt;br /&gt;*Most of all, his original work is prevented from any modification (for it is under copyright, on cartdridges, CD-ROMs, etc.).&lt;br /&gt;_____________________________________________________________________________________&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Community Agreement 3 : you will not take fan-art (nor other derivative work not under copyright) to include it in your MUGEN creation without permission, in the case you're going to publically release it.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;If you take sprites or coding you take time and dedication from the MUGEN developer. The MUGEN developers spent much time to rip sprites and learn coding, without being paid. They haven't the same protection as someone that would have his work under copyright. So when some random person edits his character/stage, or takes code/sprites without asking, then distributes it, he doesn't respect the work (which is the rip, the coding, the time spent, etc.) of the original Mugen developer.&lt;br /&gt;&lt;br /&gt;To respect the MUGEN developer, ask for permission first, even if you're using a small part of his work save for a small chunk of code (in which case you must credit them for it in a readme or the def file).&lt;br /&gt;&lt;br /&gt;You can release updates, patches, palettes, etc. for existing MUGEN creations, as long as you credit the original MUGEN developer, and that nothing from the original MUGEN developer's creation is included in the patch.&lt;br /&gt;&lt;br /&gt;Basically, here's the thinking behind those rules :&lt;br /&gt;&lt;br /&gt;*Companies ask for money, you pay for their game and you have the right to use it as you see fit for your own personal use.&lt;br /&gt;*Creators only ask for a permission request, a much cheaper method of gaining the right to use their material.&lt;br /&gt;&lt;br /&gt;Just remember one thing, when you release something:&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;*You show respect to the original developer by buying his game.&lt;br /&gt;*You show respect to the MUGEN developer by asking his permission before releasing something where his work is involved.&lt;br /&gt;&lt;br /&gt;Under the following circumstances however you are allowed to use or modify parts from another creator's character if:&lt;br /&gt;&lt;br /&gt;*The creator and all his or her works have been offline for approximately a year.&lt;br /&gt;*There is no contact to reach or representative for said person to reach regarding hosting of said works, and there is no previous indication of denial to use said parts or modify said character&lt;br /&gt;*Said work is not private and leaked online (thus, no Blaque)&lt;br /&gt;*If the creator returns and demands removal of said work, you comply immediately.&lt;br /&gt;*The work is not a fully edited character (see: Rikard's work, excludes Evil Dan conversely) to the point of originality, or made of original sprites entirely (see: Borghi's work).&lt;br /&gt;&lt;br /&gt;While you will not be penalized for using coding from another character like a few blocks of code if they're still about or don't meet the above guidelines (as long as you credit them), do not take sprites from another character as this runs risk of accidentally making use of original or edited sprites in your own work. If you need help with rips or edits, please make use of classified sections on forums to request the parts and/or assistance you need.&lt;br /&gt;&lt;br /&gt;Something to note: Some do not respect these rules, and would gladly do their own thing with the work you've done. In doing so, they in turn damage the community.&lt;br /&gt;_____________________________________________________________________________________&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Community Agreement 4 : you will not host someone elses creation without their permission&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Mugen code is legally copyright of the person who coded it, much like a FAQ is copyright it's original author and should not be rehosted on a site without consent. This overrides the fact that many mugen works utilize copyrighted material by the aforementioned fact that such characters, stages, etc are considered "fan art" and therefore the core of the item for mugen is the key factor here, that being the coding within. In a nutshell, hosting someone else's work on a site or free filesharing service is not only morally wrong, but very much illegal.&lt;br /&gt;&lt;br /&gt;In the following circumstances however, you are permitted to host works if the author cannot be reached and the whole of the author's works have been offline for roughly a year:&lt;br /&gt;&lt;br /&gt;*The creator and his or her works have been offline for approximately a year.&lt;br /&gt;*There is no contact to reach or representative for said person to reach regarding hosting of said works, and there is no previous indication of denial to rehost it&lt;br /&gt;*Said work is not stolen or private and leaked online (thus, no Blaque)&lt;br /&gt;*If the creator returns and demands removal of said work, you comply immediately.&lt;br /&gt;*Character is the most up to date version&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-263706677152147790?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/263706677152147790/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=263706677152147790&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/263706677152147790'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/263706677152147790'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/09/rules-of-mugen-community.html' title='Rules of the Mugen Community'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-6871819989837184009</id><published>2007-09-09T11:58:00.000-04:00</published><updated>2007-10-03T11:32:08.786-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><title type='text'>Youtube Stuff</title><content type='html'>Just added the Mugen G4 clip, you can check it out on my bare &lt;a href="http://www.youtube.com/profile?user=starxsmugen"&gt;Youtube page&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-6871819989837184009?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/6871819989837184009/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=6871819989837184009&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/6871819989837184009'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/6871819989837184009'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/09/mugen-on-g4.html' title='Youtube Stuff'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-3773191947481342019</id><published>2007-09-07T20:09:00.000-04:00</published><updated>2007-09-07T21:17:37.169-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Game News'/><category scheme='http://www.blogger.com/atom/ns#' term='Movies'/><title type='text'>Hitman - The Movie</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_i8mCvwqSmIM/RuH3wvEsQNI/AAAAAAAAAEk/0rcnPYKGgZk/s1600-h/Hitman.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://2.bp.blogspot.com/_i8mCvwqSmIM/RuH3wvEsQNI/AAAAAAAAAEk/0rcnPYKGgZk/s320/Hitman.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5107635869056778450" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Hitman is a 2007 film adaptation of the video game series Hitman. The film is directed by Xavier Gens and stars Timothy Olyphant. The script is written by Skip Woods. Hitman is scheduled for release on November 21, 2007. &lt;a href="http://www.hitmanmovie.com/"&gt;Click here for the trailer.&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-3773191947481342019?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/3773191947481342019/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=3773191947481342019&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/3773191947481342019'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/3773191947481342019'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/09/hitman-movie.html' title='Hitman - The Movie'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_i8mCvwqSmIM/RuH3wvEsQNI/AAAAAAAAAEk/0rcnPYKGgZk/s72-c/Hitman.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-379050338785004568</id><published>2007-09-06T15:36:00.000-04:00</published><updated>2007-09-06T15:35:28.775-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Dreamcast'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><title type='text'>Dreamcast &amp; Mugen [Part 1]</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_i8mCvwqSmIM/RuBVUPEsQMI/AAAAAAAAAEc/fZIfLkjceQ0/s1600-h/3060000000057689.JPG"&gt;&lt;img src="http://3.bp.blogspot.com/_i8mCvwqSmIM/RuBVUPEsQMI/AAAAAAAAAEc/fZIfLkjceQ0/s320/3060000000057689.JPG" border="0" alt="" id="BLOGGER_PHOTO_ID_5107175783570096322" /&gt;&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;It looks like the Dreamcast's long, slow demise has taken another turn for the worse, as Sega  announced at the beginning of this year that it'll soon stop supporting the console in Japan, with its predecessor, the Saturn, also suffering a similar fate. According to the company,&lt;a href="http://www.joystiq.com/2007/04/02/sega-planning-to-cut-remaining-dreamcast-and-saturn-support"&gt; the cut-off date for repairs will be September 28th of this year&lt;/a&gt;, after which you'll be left to fend for yourself if your console finally conks out after one too many games of Ikaruga. Given what they're selling for these days, however, simply replacing the console with another, slightly less used one is probably your best bet in any event.&lt;br /&gt;&lt;br /&gt;The Sega Dreamcast was the first of the Sixth gen game consoles, and notably, the first with online play. Dreamcast had the GREATEST launch games in the history of consoles (go look at the lineup and compare it to the absolute crap launches of every system since), on 9.9.99. DC games are STILL being made (mostly shooters) in Japan. The last DC GD-ROM game will be made this year, then the GD-ROM factory(ies?) will be shut down for good.&lt;br /&gt;&lt;br /&gt;There was a lot for DC to offer, including incredible graphics (use a VGA box, gorgeous 640x480), amazing arcade ports, built-in modem, and a respectable price. The VMU was also a very novel idea.&lt;br /&gt;&lt;br /&gt;A lot of people were burned by SegaCD, 32X, and then Saturn (at least in the US, Saturn did great in Japan since so many more games came out there), so DC didn't fare well MOSTLY from that, not necessarily just because of the PS2 coming out.&lt;br /&gt;I still play lots of homebrew/emulators/bootlegs on my Dreamcasts (yes, I own 2). It doesn't even seem like it's been 8 years almost to the day since it launched...&lt;br /&gt;&lt;br /&gt;I've been looking around the net for the past couple weeks, after I heard it was possible to play Mugen on the Dreamcast by using Openmugen or Linmugen... as the Dreamcast will soon become abandonware, I'm trying to find more &amp;amp; more ways to get more fun out of my then $50 console...stay tuned.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-379050338785004568?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/379050338785004568/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=379050338785004568&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/379050338785004568'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/379050338785004568'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/09/dreamcast-mugen-part-1.html' title='Dreamcast &amp; Mugen [Part 1]'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_i8mCvwqSmIM/RuBVUPEsQMI/AAAAAAAAAEc/fZIfLkjceQ0/s72-c/3060000000057689.JPG' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-31433605879873998</id><published>2007-09-05T14:01:00.000-04:00</published><updated>2007-09-27T11:00:07.750-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Creators'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen News'/><title type='text'>Open Source: Who Is &amp; Who Isn't</title><content type='html'>With what's been going on in the community lately, I thought it wouldn't hurt to repost KFM's list. It is based on the new, &lt;a href="http://randomselect.i-xcell.com/forum/index.php?topic=1609.msg27171#msg27171"&gt;modified rules&lt;/a&gt; of the community...&lt;br /&gt;&lt;br /&gt;Under the following circumstances however you are allowed to use or modify parts from another creator's character if:&lt;br /&gt;&lt;br /&gt;* The creator and all his or her works have been offline for approximately a year.&lt;br /&gt;* There is no contact to reach or representative for said person to reach regarding hosting of said works, and there is no previous indication of denial to use said parts or modify said character&lt;br /&gt;* Said work is not private and leaked online (thus, no Blaque)&lt;br /&gt;* If the creator returns and demands removal of said work, you comply immediately.&lt;br /&gt;* The work is not a fully edited character (see: Rikard's work, excludes Evil Dan conversely) to the point of originality, or made of original sprites entirely (see: Borghi's work).&lt;br /&gt;-------------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;span&gt;All characters made by these people are known to be Open Source from info gathered (NOTE: ALWAYS GIVE CREDIT!):&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;Elecbyte (material packaged by them with mugen EXE only)&lt;br /&gt;Abster&lt;br /&gt;Alchemist (only Sakura and Cammy)&lt;br /&gt;aokmaniac13&lt;br /&gt;Arma X&lt;br /&gt;@ndroide&lt;br /&gt;Aztec Soldier&lt;br /&gt;BBaga&lt;br /&gt;Bia/SMEE/SMI&lt;br /&gt;Cabbit007&lt;br /&gt;Chrono_Strife&lt;br /&gt;Cyanide (unless otherwise specified, notably sprites in Sonic Battle)&lt;br /&gt;Cybaster&lt;br /&gt;DavidGee/Infirmia&lt;br /&gt;Di Gi Jared&lt;br /&gt;DiscoInferno (Green Ranger only)&lt;br /&gt;DG&lt;br /&gt;DJ-Van&lt;br /&gt;Don Drago&lt;br /&gt;[E]dgar/MaximillianJenus&lt;br /&gt;Ermac Won&lt;br /&gt;Felineki (unless otherwise stated)&lt;br /&gt;IronMugen (code only)&lt;br /&gt;Jango&lt;br /&gt;Jo (save for collaborations)&lt;br /&gt;Jin/MugenJin&lt;br /&gt;K.O.D/Ninja_Naruto&lt;br /&gt;KoYoTae/Corntortillas (save for Silver Samurai sprites and sounds)&lt;br /&gt;Laxxe23/Zeckle (only the code)&lt;br /&gt;LegatoB&lt;br /&gt;LimitedMoon&lt;br /&gt;Loona&lt;br /&gt;Majita&lt;br /&gt;MamboJambo (sprites only)&lt;br /&gt;Messatsu&lt;br /&gt;MostMysterious&lt;br /&gt;Mouser&lt;br /&gt;NeoCide (Majita only)&lt;br /&gt;NeoKamek/Kamek (unless otherwise stated)&lt;br /&gt;Nobun&lt;br /&gt;obreck2&lt;br /&gt;O Ilusionista&lt;br /&gt;OnslaughtX&lt;br /&gt;OrochiWeapon2000 (code only, must ask regarding sprites)&lt;br /&gt;P.o.t.S. (except for CvS2 FX)&lt;br /&gt;RRRRRRRR&lt;br /&gt;Reu (code only)&lt;br /&gt;Renzo&lt;br /&gt;ROQUE&lt;br /&gt;Sepp&lt;br /&gt;TestP&lt;br /&gt;TheNone  (unless otherwise stated)&lt;br /&gt;TigerMask&lt;br /&gt;Thomas Hsieh&lt;br /&gt;Useless Chicken (only his Akuma)&lt;br /&gt;VinceJ&lt;br /&gt;Vyn (code only)&lt;br /&gt;Warner&lt;br /&gt;Warusaki3 (Note: must ask permission for CvS chars, as works include content from H")&lt;br /&gt;Zeldagis296 (must include readme)&lt;br /&gt;&lt;br /&gt;&lt;span&gt;&lt;strong&gt;All characters made by these people are Open Sourced due to rules:&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;Matheus&lt;br /&gt;&lt;br /&gt;&lt;span&gt;&lt;strong&gt;Hosting Only Under RS's Guidelines (works are original or full edits):&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;E.R.&lt;br /&gt;Taruse&lt;br /&gt;&lt;br /&gt;&lt;span&gt;&lt;strong&gt;All characters made by these people are  Closed Sourced (You *CANNOT* edit and distribute these works):&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;ahrimanes&lt;br /&gt;BadDarkness&lt;br /&gt;Borghi&lt;br /&gt;Byakko&lt;br /&gt;Chottomaru&lt;br /&gt;cmh777&lt;br /&gt;Deuce&lt;br /&gt;Fervicante&lt;br /&gt;FlowaGirl/TheNecromancer&lt;br /&gt;Fou-Lu&lt;br /&gt;FreezeMan&lt;br /&gt;H"&lt;br /&gt;Helios&lt;br /&gt;Hoshi&lt;br /&gt;intense mc&lt;br /&gt;Jesuszilla&lt;br /&gt;JinKazama&lt;br /&gt;Kamekaze&lt;br /&gt;Kung Fu Man&lt;br /&gt;Loganir&lt;br /&gt;Lost Soldier&lt;br /&gt;M@ppy&lt;br /&gt;Mature4Evr&lt;br /&gt;McCready&lt;br /&gt;MGBenz&lt;br /&gt;Moldredd&lt;br /&gt;Mr. Fong&lt;br /&gt;N64Mario&lt;br /&gt;NeoAnkh&lt;br /&gt;NeoCide&lt;br /&gt;NeoGouki&lt;br /&gt;Neon Tiger&lt;br /&gt;Orochi Herman&lt;br /&gt;OrochiKOF97&lt;br /&gt;Pneophen&lt;br /&gt;Rikard&lt;br /&gt;Roken&lt;br /&gt;Rolento&lt;br /&gt;ShinRyoga&lt;br /&gt;Splode&lt;br /&gt;Sunboy&lt;br /&gt;Supermystery (unless otherwise stated)&lt;br /&gt;Third&lt;br /&gt;TMasta&lt;br /&gt;Vans&lt;br /&gt;VisualKreations&lt;br /&gt;XCalibreBlade (XCB)&lt;br /&gt;XGargoyle&lt;br /&gt;ZSabreUser&lt;br /&gt;&lt;br /&gt;of course, when the lists are updated, it will be reflected in this post.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-31433605879873998?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/31433605879873998/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=31433605879873998&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/31433605879873998'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/31433605879873998'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/09/open-source-who-is-who-isnt.html' title='Open Source: Who Is &amp; Who Isn&apos;t'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-8949575137648321236</id><published>2007-09-02T10:10:00.000-04:00</published><updated>2007-09-02T10:09:50.386-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Comics'/><category scheme='http://www.blogger.com/atom/ns#' term='Xbox 360'/><title type='text'>1st Look - EA's New Marvel Fighting Game</title><content type='html'>&lt;object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="480" height="409"&gt; &lt;param name="allowScriptAccess" value="sameDomain"&gt; &lt;param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=24423"&gt; &lt;param name="quality" value="high"&gt; &lt;embed src="http://www.gametrailers.com/remote_wrap.php?mid=24423" swliveconnect="true" name="gtembed" align="middle" allowscriptaccess="sameDomain" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="480" height="409"&gt;&lt;/embed&gt; &lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Looks pretty good... hopefully the background characters won't keep running into each other when it's released sometime next year. Demo footage shown was run on the Xbox 360.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-8949575137648321236?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/8949575137648321236/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=8949575137648321236&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/8949575137648321236'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/8949575137648321236'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/09/1st-look-eas-new-marvel-fighting-game.html' title='1st Look - EA&apos;s New Marvel Fighting Game'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-4505285669558171684</id><published>2007-09-02T00:30:00.000-04:00</published><updated>2007-09-15T10:58:14.863-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>PSP Palette Tutorial by SLotman</title><content type='html'>This tutorial is using Paint Shop Pro 7 as a guideline. Newer/older versions may differ a little.&lt;br /&gt;&lt;br /&gt;It's a pretty simple and easy process, let's start opening an image:&lt;br /&gt;&lt;br /&gt;&lt;img src="http://3.bp.blogspot.com/_i8mCvwqSmIM/RtoYzvEsQFI/AAAAAAAAADk/iQ7ulqHq4lo/s320/01.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5105420404666417234" /&gt;&lt;br /&gt;&lt;br /&gt;STEP 1 - Making the Palette&lt;br /&gt;&lt;br /&gt;If the image does not have a palette yet, we continue, if it has, you can skip to the next step.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://2.bp.blogspot.com/_i8mCvwqSmIM/RtoY5fEsQGI/AAAAAAAAADs/Ff60UTiFT84/s320/02.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5105420503450665058" /&gt;&lt;br /&gt;&lt;br /&gt;Click on Colors-&gt;Decrease Color Depth-&gt;256 colors.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://3.bp.blogspot.com/_i8mCvwqSmIM/RtoY9vEsQHI/AAAAAAAAAD0/TcypVWr4T4M/s320/03.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5105420576465109106" /&gt;&lt;br /&gt;&lt;br /&gt;This dialog will show, with different options. Set as above (you can experiment with the others later) to optimized octree / Nearest color and click OK.&lt;br /&gt;&lt;br /&gt;Congratulations, you just made your palette!&lt;br /&gt;&lt;br /&gt;STEP 2 - Changing the Palette&lt;br /&gt;&lt;br /&gt;Click on Colors-&gt;Edit Palette to show the palette window.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://3.bp.blogspot.com/_i8mCvwqSmIM/RtoZBvEsQII/AAAAAAAAAD8/tb2jdxe7Ypg/s320/05.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5105420645184585858" /&gt;&lt;br /&gt;&lt;br /&gt;Now, with the window open, move your mouse over the color you want to change and click on it. The color will be selected on the window. You can also direct choose any color on the window palette by clicking on them&lt;br /&gt;&lt;br /&gt;&lt;img src="http://2.bp.blogspot.com/_i8mCvwqSmIM/RtoZGfEsQJI/AAAAAAAAAEE/411ljb1y74k/s320/06.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5105420726788964498" /&gt;&lt;br /&gt;&lt;br /&gt;Now, double click the color you chose, and a standard "color picker" window will open.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://1.bp.blogspot.com/_i8mCvwqSmIM/RtoZMPEsQKI/AAAAAAAAAEM/2tBbWfGjYuw/s320/07.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5105420825573212322" /&gt;&lt;br /&gt;&lt;br /&gt;On the color picker, just click the color you want to replace the old one, and click OK.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://2.bp.blogspot.com/_i8mCvwqSmIM/RtoZQfEsQLI/AAAAAAAAAEU/tyDZ99nRh3s/s320/08.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5105420898587656370" /&gt;&lt;br /&gt;&lt;br /&gt;You see that the image already changed. Change as many colors as you want (you can select another one, double click it, etc), and then click on OK to finish and apply the changes.&lt;br /&gt;&lt;br /&gt;You're done! Just remember to save the image in a format that supports palettes, like PCX (best for MUGEN), BMP, GIF (good for animations) or PNG (best to post static images online).&lt;br /&gt;&lt;br /&gt;Also keep in mind that the color 0 (the top-left square) will be the transparent color in MUGEN - so nothing on that color will appear on screen.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-4505285669558171684?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/4505285669558171684/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=4505285669558171684&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/4505285669558171684'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/4505285669558171684'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/09/psp-palette-tutorial-by-slotman.html' title='PSP Palette Tutorial by SLotman'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_i8mCvwqSmIM/RtoYzvEsQFI/AAAAAAAAADk/iQ7ulqHq4lo/s72-c/01.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-5754998916314872708</id><published>2007-09-01T00:26:00.000-04:00</published><updated>2007-09-15T10:58:14.864-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Homing Projectiles by Flowagirl</title><content type='html'>===================&lt;br /&gt;Homing Projectiles&lt;br /&gt;===================&lt;br /&gt;Author: FlowaGirl&lt;br /&gt;flowergirl@cutey.com&lt;br /&gt;http://blargh.i-xcell.com&lt;br /&gt;&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;This creates a projectile that follows the opponent where ever they go.&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;To accomplish this, a Helper must be used. If you wish to add&lt;br /&gt;any Projectile Effects, simply add them to this state.&lt;br /&gt;&lt;br /&gt;[Statedef ****]&lt;br /&gt;type = A&lt;br /&gt;movetype = A&lt;br /&gt;physics = N&lt;br /&gt;anim = ****&lt;br /&gt;&lt;br /&gt;This is needed, so that the projectile cannot be hit, and turn into a&lt;br /&gt;copy of the main character. This is what I use, but alternatively, you&lt;br /&gt;can put in a HitOverride, or just forget about the Clsn2 boxes. =)&lt;br /&gt;&lt;br /&gt;[State ****: NotHitBy]&lt;br /&gt;type = NotHitBy&lt;br /&gt;trigger1 = 1&lt;br /&gt;value = SCA&lt;br /&gt;&lt;br /&gt;These next pieces are needed to follow the opponent, and to turn if the&lt;br /&gt;opponent somehow gets behind it. The turning is not required, but it depends&lt;br /&gt;on the type of anim you are using for the projectile.&lt;br /&gt;&lt;br /&gt;All the VelSet and VelAdd values should can be changed accordingly.&lt;br /&gt;&lt;br /&gt;The triggers "Vel X &gt; -6", "Vel Y &lt;&gt; -6" are used to limit the speed of the projectile.&lt;br /&gt;&lt;br /&gt;[State ****: Turn]&lt;br /&gt;type = Turn&lt;br /&gt;trigger1 = (P2Dist X &lt; type =" VelSet" trigger1 =" (!Time)" x =" 3" type =" VelAdd" trigger1 =" (P2Dist"&gt; -6)&lt;br /&gt;x = -0.2&lt;br /&gt;&lt;br /&gt;[State ****: VelAdd]&lt;br /&gt;type = VelAdd&lt;br /&gt;trigger1 = (P2Dist X &gt; 0) &amp;&amp;amp; (Vel X &lt; x =" 0.2" type =" VelAdd" trigger1 =" (EnemyNear,"&gt; Pos Y) &amp;&amp;amp; (Vel Y &lt; y =" 0.2" type =" VelAdd" trigger1 =" (EnemyNear,"&gt; -6)&lt;br /&gt;y = -0.2&lt;br /&gt;&lt;br /&gt;Of course, a HitDef controller is needed. Everything here is up to you, but the "attr" parameter must&lt;br /&gt;be set to a projectile type. Eg "S, SP"&lt;br /&gt;&lt;br /&gt;[State ****: HitDef]&lt;br /&gt;type = HitDef&lt;br /&gt;trigger1 = 1&lt;br /&gt;attr = S, SP&lt;br /&gt;[etc...]&lt;br /&gt;&lt;br /&gt;This last piece is used to destroy the Helper when it makes contact with the opponent, or when it has&lt;br /&gt;floating around for a period of time, to reduce cheapness.&lt;br /&gt;&lt;br /&gt;Alternatively you can put the Projectile into another state, if you want something else to occur before&lt;br /&gt;it is removed.&lt;br /&gt;&lt;br /&gt;[State ****: DestroySelf]&lt;br /&gt;type = DestroySelf&lt;br /&gt;trigger1 = (MoveContact) || (Time &gt; 200)&lt;br /&gt;ignorehitpause = 1&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-5754998916314872708?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/5754998916314872708/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=5754998916314872708&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/5754998916314872708'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/5754998916314872708'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/09/homing-projectiles-by-flowagirl.html' title='Homing Projectiles by Flowagirl'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-3861396525363227685</id><published>2007-08-31T21:30:00.000-04:00</published><updated>2007-09-15T10:58:14.865-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Normalize Music in M.U.G.E.N with Audacity (MP3, WAV &amp; Ogg) by DarkValentine</title><content type='html'>1] Download &lt;a href="http://audacity.sourceforge.net/"&gt;Audacity&lt;/a&gt;, install and run&lt;br /&gt;&lt;br /&gt;2] The main screen for Audacity should look like this:&lt;br /&gt;&lt;br /&gt;&lt;img src="http://3.bp.blogspot.com/_i8mCvwqSmIM/RtjC6PEsQAI/AAAAAAAAAC8/ssdswiGMIuI/s320/Audacity_1.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5105044483358867458" /&gt;&lt;br /&gt;&lt;br /&gt;3] Load your music, or do a Drag n Drop of the music, into the window that will appear before you. Once you have done so, Press Ctrl+A to make it select the entire length of the track, and then click on Effect. as shown below.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://2.bp.blogspot.com/_i8mCvwqSmIM/RtjC-_EsQBI/AAAAAAAAADE/3A_DSlsF-A0/s320/Audacity_2.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5105044564963246098" /&gt;&lt;br /&gt;&lt;br /&gt;4] Once you click on Effect, select the "normalize" option, and then simply press OK on the next small window that appears. No need to adjust it, unless you want to.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://4.bp.blogspot.com/_i8mCvwqSmIM/RtjDCfEsQCI/AAAAAAAAADM/xLXwt_s4dNI/s320/Audacity_3.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5105044625092788258" /&gt;&lt;br /&gt;&lt;br /&gt;then:&lt;br /&gt;&lt;br /&gt;&lt;img src="http://1.bp.blogspot.com/_i8mCvwqSmIM/RtjDHvEsQDI/AAAAAAAAADU/j3SCX8Yt1YY/s320/Audacity_4.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5105044715287101490" /&gt;&lt;br /&gt;&lt;br /&gt;5] When it is finished Normalizing the track, for clarity in your audio track to use in mugen, click on File and then select either one of the following in the picture, corresponding to what you wanted to normalize. it is self explanatory.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://2.bp.blogspot.com/_i8mCvwqSmIM/RtjDL_EsQEI/AAAAAAAAADc/q8I5IBq-EJQ/s320/Audacity_5.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5105044788301545538" /&gt;&lt;br /&gt;&lt;br /&gt;It should eliminate the humming noise, or other extra noises that are associated with audio tracks that are not at the proper volume levels. Providing clarity, without hassle. Based on some of the stuff i've seen and heard, some tracks could use this.&lt;br /&gt;&lt;br /&gt;The time it takes to do all of the above, should be no more than 5 minutes or less.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-3861396525363227685?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/3861396525363227685/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=3861396525363227685&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/3861396525363227685'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/3861396525363227685'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/normalize-music-in-mugen-with-audacity.html' title='Normalize Music in M.U.G.E.N with Audacity (MP3, WAV &amp; Ogg) by DarkValentine'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_i8mCvwqSmIM/RtjC6PEsQAI/AAAAAAAAAC8/ssdswiGMIuI/s72-c/Audacity_1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-4389883737246336506</id><published>2007-08-31T15:39:00.000-04:00</published><updated>2007-09-15T10:58:14.866-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Adding slow, continuous regeneration by Ragnarok, Serj Tankian &amp; shinra358</title><content type='html'>Here is a little code for the .cns file, to add a continuous regeneration to a character (such as Wolverine or the Hulk, etc.)&lt;br /&gt;&lt;br /&gt;[Statedef -2]&lt;br /&gt;type = U&lt;br /&gt;movetype = U&lt;br /&gt;physics = U&lt;br /&gt;&lt;br /&gt;[State -2, regen]&lt;br /&gt;type = LifeAdd&lt;br /&gt;trigger1 = animelem = X&lt;br /&gt;trigger1 = Life &gt; 0&lt;br /&gt;value = Y&lt;br /&gt;&lt;br /&gt;Replace X with a frame number(something low so that all states have it; don't give it something like 32 as not all animations have 32 frames, obviously)&lt;br /&gt;&lt;br /&gt;Replace Y with how much health you want it to regenerate each time the animelem hits X.&lt;br /&gt;&lt;br /&gt;Also, if you want to make it so it doesn't regenerate while in a certain state, you can set another trigger1 to:&lt;br /&gt;&lt;br /&gt;trigger1 = stateno != Z&lt;br /&gt;&lt;br /&gt;where Z= the number of the state you want to not regenerate during(such as while lying on the ground or a state that may only have 2 frames or something).&lt;br /&gt;&lt;br /&gt;Pretty simple but useful. Some people find regeneration like this kind of cheap, so I usually give the player who has it a good deal less health than other characters(a lot of characters have 1000 health; I give regenerating characters about 750)&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;;============================&lt;br /&gt;; WOLVERINE X'S BASIC CODING&lt;br /&gt;;============================&lt;br /&gt;&lt;br /&gt;[Data]&lt;br /&gt;life = 1000                  ;Amount of life to start with&lt;br /&gt;attack = 100               ;100% attack power (more is stronger)&lt;br /&gt;defence = 100                ;100% defensive power (more is stronger)&lt;br /&gt;fall.defence_up = 90       ;Def goes up by 50% everytime player is hit on ground&lt;br /&gt;liedown.time = 20          ;Time player takes before getting up from HIT_LIEDOWN&lt;br /&gt;airjuggle = 15             ;Can do 15 points of juggling&lt;br /&gt;sparkno = 0                ;Default spark number&lt;br /&gt;guard.sparkno = 0          ;Default guard spark number&lt;br /&gt;volume = 100&lt;br /&gt;IntPersistIndex=1&lt;br /&gt;FloatPersistIndex=0&lt;br /&gt;KO.echo = 0                ;1 to enable echo on KO&lt;br /&gt;power = 3000&lt;br /&gt;&lt;br /&gt;[Size]&lt;br /&gt;xscale = 1  ;.98              ;Horizontal scaling factor.&lt;br /&gt;yscale = 1  ;.98              ;Vertical scaling factor.&lt;br /&gt;ground.back = 26             ;Player width (back, ground)&lt;br /&gt;ground.front = 31            ;Player width (front, ground)&lt;br /&gt;air.back = 22                ;Player width (back, air)&lt;br /&gt;air.front = 25               ;Player width (front, air)&lt;br /&gt;z.width = 3                  ;Player width (into and out)&lt;br /&gt;attack.width = 0            ;Default attack width: back, front&lt;br /&gt;attack.dist = 160            ;Default attack distance&lt;br /&gt;proj.attack.dist = 90        ;Default attack distance for projectiles&lt;br /&gt;head.pos = 20, -75           ;Approximate position of head&lt;br /&gt;mid.pos = 1, -48             ;Approximate position of midsection&lt;br /&gt;&lt;br /&gt;[Velocity]&lt;br /&gt;walk.fwd  = 3.0625           ;Walk forward&lt;br /&gt;walk.back = -3.0625          ;Walk backward&lt;br /&gt;run.fwd  = 10.1667           ;Run forward (x, y)  - if y&lt;0, player will hop&lt;br /&gt;run.back = -9.5,0            ;Run backward (x, y) - if y=0, player will run&lt;br /&gt;jump.neu = 0,-9.05           ;Neutral jumping velocity (x, y)&lt;br /&gt;jump.back = -3.01, -9.05     ;Jump back Speed (x, y)&lt;br /&gt;jump.fwd = 3.01,-9.05        ;Jump forward Speed (x, y)&lt;br /&gt;runjump.fwd = 4.1,-9.7&lt;br /&gt;airjump.neu = 0,-9.7&lt;br /&gt;airjump.back = -2.55,-9.7    ;Air jump speeds (opt)&lt;br /&gt;airjump.fwd = 2.5,-9.7&lt;br /&gt;&lt;br /&gt;[Movement]&lt;br /&gt;airjump.num = 0       ;Number of air jumps allowed (opt)&lt;br /&gt;airjump.height = 35   ;Minimum distance from ground before you can air jump (opt)&lt;br /&gt;yaccel = .46          ;Vertical acceleration&lt;br /&gt;stand.friction = .83  ;Friction coefficient when standing&lt;br /&gt;crouch.friction = .82 ;Friction coefficient when crouching&lt;br /&gt;&lt;br /&gt;;====================================&lt;br /&gt;;INITIALIZE&lt;br /&gt;[Statedef 5900]&lt;br /&gt;type = S&lt;br /&gt;&lt;br /&gt;[State 5900, 1] ;Clear all int variables&lt;br /&gt;type = VarRangeSet&lt;br /&gt;trigger1 = !RoundsExisted&lt;br /&gt;value = 0&lt;br /&gt;&lt;br /&gt;[State 5900, 2] ;Clear all float variables&lt;br /&gt;type = VarRangeSet&lt;br /&gt;trigger1 = !RoundsExisted&lt;br /&gt;fvalue = 0&lt;br /&gt;&lt;br /&gt;[State 5900, speed]&lt;br /&gt;type = Varset&lt;br /&gt;trigger1 = time = 0&lt;br /&gt;var(19) = 0&lt;br /&gt;&lt;br /&gt;[State 5900, 3] ;Intro&lt;br /&gt;type = ChangeState&lt;br /&gt;trigger1 = roundno = 1&lt;br /&gt;value = 188 ;190&lt;br /&gt;&lt;br /&gt;[State 5900, Turns Mode Intro]&lt;br /&gt;type = ChangeState&lt;br /&gt;trigger1 = teammode = turns&lt;br /&gt;trigger1 = roundno &gt; 1&lt;br /&gt;trigger1 = roundsexisted &lt;= 0&lt;br /&gt;trigger1 = roundstate = 0&lt;br /&gt;trigger1 = prevstateno != 197&lt;br /&gt;value = 188&lt;br /&gt;&lt;br /&gt;&lt;span style="color:#ffff00;"&gt;[Statedef -2]&lt;br /&gt;type = U&lt;br /&gt;movetype = U&lt;br /&gt;physics = U&lt;br /&gt;&lt;br /&gt;[State -2, regen]&lt;br /&gt;type = LifeAdd&lt;br /&gt;trigger1 = animelem = 2&lt;br /&gt;trigger1 = Life &gt; 0&lt;br /&gt;value = 5&lt;/span&gt;&lt;/blockquote&gt;&lt;br /&gt;Just open the .CNS file in Notepad and add the text that I put in yellow like in the example above.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;To add it so it shows in the lifebars:&lt;br /&gt;&lt;br /&gt;;put under statedef 0 of common1.cns or char common or both&lt;br /&gt;[State 0]; power regen; state description&lt;br /&gt;type = poweradd; the option to direct this coding to the power meter&lt;br /&gt;trigger1 = StateNo = 0; this particular state is usually just the standing still state&lt;br /&gt;trigger1 = Roundstate = 2; this means while actually fighting&lt;br /&gt;value = 2; amount to recharge per tick&lt;br /&gt;persistent = 10  ; (change this to however many ticks need to pass for each poweradd)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-4389883737246336506?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/4389883737246336506/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=4389883737246336506&amp;isPopup=true' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/4389883737246336506'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/4389883737246336506'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/adding-slow-continuous-regeneration-by.html' title='Adding slow, continuous regeneration by Ragnarok, Serj Tankian &amp; shinra358'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-7472423060115363540</id><published>2007-08-30T14:31:00.000-04:00</published><updated>2007-09-15T10:58:14.867-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Slow Motion by FlowaGirl</title><content type='html'>============&lt;br /&gt;Slow Motion&lt;br /&gt;============&lt;br /&gt;Author: FlowaGirl&lt;br /&gt;flowergirl@cutey.com&lt;br /&gt;http://blargh.i-xcell.com&lt;br /&gt;&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;In some fighting games, slow motion effects are used, like in SF2, when a&lt;br /&gt;projectile hits the opponent. The effect itself can be easily accomplished.&lt;br /&gt;Triggering it can vary, but I'll leave that to you.&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;In the state that you want to create the effect, add this one piece in: The&lt;br /&gt;trigger used should last for a number of ticks, such as "Time = [0,20]"&lt;br /&gt;&lt;br /&gt;[State ****: Pause]&lt;br /&gt;type = Pause&lt;br /&gt;triggerall = (GameTime%3) = 0&lt;br /&gt;trigger1 = [Insert trigger here.]&lt;br /&gt;time = 1&lt;br /&gt;movetime = 1&lt;br /&gt;ignorehitpause = 1&lt;br /&gt;&lt;br /&gt;If you want to increase the intensity of the effect, you can change the value of&lt;br /&gt;the "GameTime" trigger to 2 or 1. If that's not slow enough, you can increase the&lt;br /&gt;value of the "time" and "movetime" parameters until it suits your needs.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-7472423060115363540?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/7472423060115363540/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=7472423060115363540&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/7472423060115363540'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/7472423060115363540'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/slow-motion-by-flowagirl.html' title='Slow Motion by FlowaGirl'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-3766875492619722999</id><published>2007-08-27T13:38:00.000-04:00</published><updated>2007-09-11T18:28:05.693-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Sprite alignment tutorial by taizongames</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_i8mCvwqSmIM/RucWHfEsQOI/AAAAAAAAAEs/BdUqWYj_FGQ/s1600-h/Mugen_character_Tutorial_Vol_1_by_taizongames.png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://3.bp.blogspot.com/_i8mCvwqSmIM/RucWHfEsQOI/AAAAAAAAAEs/BdUqWYj_FGQ/s320/Mugen_character_Tutorial_Vol_1_by_taizongames.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5109076620131188962" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;click to enlarge&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-3766875492619722999?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/3766875492619722999/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=3766875492619722999&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/3766875492619722999'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/3766875492619722999'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/sprite-alignment-tutorial-by.html' title='Sprite alignment tutorial by taizongames'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_i8mCvwqSmIM/RucWHfEsQOI/AAAAAAAAAEs/BdUqWYj_FGQ/s72-c/Mugen_character_Tutorial_Vol_1_by_taizongames.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-8013651021404794968</id><published>2007-08-26T21:08:00.000-04:00</published><updated>2007-09-06T21:12:53.841-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='PS2'/><title type='text'>Sony still strongly supporting the PS2</title><content type='html'>via &lt;a href="http://www.pspsps.tv/2007/08/leipzig_games_convention_sony.html"&gt;PSPSPS&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Although most of this week’s convention was geared towards what’s next in the next-gen war, Sony took a sidestep to let the industry know that it plans to continue to support its seven year old PS2 for a while to come yet.&lt;br /&gt;&lt;br /&gt;Over 100m PS2s have been sold since launch back in 2002, and now that its price is so damn low, consumers don’t even blink about buying one, and it also means that emerging markets are just getting used to the console and aren’t even thinking of the PS3.&lt;br /&gt;&lt;br /&gt;With this in mind Sony plans to continue backing the console for a few years yet. "We are committing funds for PS2 ... we encourage third parties to continue development for PS2. If they bring a PS3 version out, they can bring a PS2 version out as well," David Reeves, head of Sony's European games unit said.&lt;br /&gt;&lt;br /&gt;Reeves expects PS2 game development to continue for three to four years; for those people who aren’t ready to move onto the PS3 just yet, and publishers also think this is a wise move, as these consoles get passed onto friends and family as people upgrade etc.&lt;br /&gt;&lt;br /&gt;"Machines in the market may be handed on - not to the younger brother, but maybe to the older sister to play a party game," said Gerhard Florin, general manager of international publishing at EA.&lt;br /&gt;&lt;br /&gt;Indeed, he believes that these party games are the kind of thing that will breathe life into the machine for a few years yet.&lt;br /&gt;&lt;br /&gt;"'Rock Band' or 'Smarty Pants' are not necessarily driven by processor power," he said.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-8013651021404794968?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/8013651021404794968/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=8013651021404794968&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/8013651021404794968'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/8013651021404794968'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/sony-still-strongly-supporting-ps2.html' title='Sony still strongly supporting the PS2'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-4197631928154835563</id><published>2007-08-25T12:44:00.000-04:00</published><updated>2007-08-25T12:49:24.307-04:00</updated><title type='text'>Cartoons &amp; Sound Rips</title><content type='html'>I used to do sound ripping from a bunch of classic comic cartoons like Spider-Man, The X-Men, The Incredible Hulk &amp;amp; more until my external drive crashed a couple months ago. Luckily I still have my cartoons safe in another part of my PC so I'd just need to start over...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-4197631928154835563?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/4197631928154835563/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=4197631928154835563&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/4197631928154835563'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/4197631928154835563'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/cartoons-sound-rips.html' title='Cartoons &amp; Sound Rips'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-7717256280086733585</id><published>2007-08-22T05:04:00.000-04:00</published><updated>2007-08-31T14:35:38.898-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><title type='text'>Marvel vs Capcom 3?</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_i8mCvwqSmIM/Rs9U8fEsP7I/AAAAAAAAACU/EuV_hL7jYt4/s1600-h/mvc3ag48gy.jpg"&gt;&lt;img src="http://3.bp.blogspot.com/_i8mCvwqSmIM/Rs9U8fEsP7I/AAAAAAAAACU/EuV_hL7jYt4/s320/mvc3ag48gy.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5102390300944121778" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_i8mCvwqSmIM/Rs9Ux_EsP6I/AAAAAAAAACM/p6TqfprHxtw/s1600-h/mvc3bj6.jpg"&gt;&lt;img src="http://1.bp.blogspot.com/_i8mCvwqSmIM/Rs9Ux_EsP6I/AAAAAAAAACM/p6TqfprHxtw/s320/mvc3bj6.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5102390120555495330" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;This was on the old &lt;a href="http://www.infinitymugenteam.com/Forum_345/"&gt;Infinity Mugen forum&lt;/a&gt;... I sent somebody some archive links (I think they were from Flickr) relating to them but they've been speculated to be photoshopped. I first noticed this from the MvC3 Mugenesis Project thread a while back. Wonder if they're still working on that project? Anyway, it would be cool if somebody made it, if I knew anything about making screenpacks I'd make a 900 character version... it looks pretty authentic though, I'd like to see some lifebars like that  for Mugen!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-7717256280086733585?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/7717256280086733585/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=7717256280086733585&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/7717256280086733585'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/7717256280086733585'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/marvel-vs-capcom-3.html' title='Marvel vs Capcom 3?'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_i8mCvwqSmIM/Rs9U8fEsP7I/AAAAAAAAACU/EuV_hL7jYt4/s72-c/mvc3ag48gy.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-4588199908389383989</id><published>2007-08-21T17:00:00.000-04:00</published><updated>2007-08-24T19:12:53.665-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Dreamcast'/><title type='text'>Anyone Still Play The Dreamcast?</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_i8mCvwqSmIM/Rs9OifEsP3I/AAAAAAAAAB0/-dqmk1NQkDc/s1600-h/dreamcast05.jpg"&gt;&lt;img src="http://3.bp.blogspot.com/_i8mCvwqSmIM/Rs9OifEsP3I/AAAAAAAAAB0/-dqmk1NQkDc/s320/dreamcast05.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5102383257197756274" /&gt;&lt;/a&gt;&lt;br /&gt;I think I'm gonna dust mine off and get back to &lt;a href="http://en.wikipedia.org/wiki/Unreal_Tournament"&gt;Unreal Tournament&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Soul_Calibur"&gt;Soul Calibur&lt;/a&gt; &amp;amp; &lt;a href="http://en.wikipedia.org/wiki/Marvel_vs._Capcom:_Clash_of_Super_Heroes"&gt;MVC1&lt;/a&gt;... I also found out games are still being developed for the Dreamcast! &lt;a href="http://kotaku.com/gaming/you-cannot-kill-it/2008-brings-more-dreamcast-games-291108.php?"&gt;Here's the link&lt;/a&gt;...&lt;br /&gt;&lt;br /&gt;All in all, the Sega Dreamcast is still one of the most beloved pieces of abandonware ever created. Peeps have &lt;a href="http://cs-people.bu.edu/artdodge/linux/dreamcast/"&gt;gotten Linux to run&lt;/a&gt;, made it a &lt;a href="http://www.linuxdevices.com/articles/AT2269911435.html"&gt;server/router&lt;/a&gt;, we can &lt;a href="http://dcemulation.com/"&gt;emulate our favorite classic games&lt;/a&gt; of yesteryear, and don't get me started on all the mods out there, including the &lt;a href="http://arstechnica.com/journals/thumbs.ars/2005/9/4/1123"&gt;portable version made from scratch&lt;/a&gt;!&lt;br /&gt;&lt;br /&gt;&lt;img src="http://2.bp.blogspot.com/_i8mCvwqSmIM/Rs9RRPEsP4I/AAAAAAAAAB8/HHSYGvt9eP8/s320/portable_dreamcast.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5102386259379896194" /&gt;&lt;img src="http://4.bp.blogspot.com/_i8mCvwqSmIM/Rs9RbvEsP5I/AAAAAAAAACE/7X-X-Omj5KI/s320/portable_dreamcast_1.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5102386439768522642" /&gt;&lt;br /&gt;The guy who made this, Dave, created this beauty, which features a custom designed case, 5" LCD display, and a built-in 16MB memory card. It's powered by 2 rechargeable batteries for up to 1.5 hours of playtime.&lt;br /&gt;&lt;br /&gt;Anybody else still play this great console?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-4588199908389383989?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/4588199908389383989/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=4588199908389383989&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/4588199908389383989'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/4588199908389383989'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/anyone-still-play-dreamcast.html' title='Anyone Still Play The Dreamcast?'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_i8mCvwqSmIM/Rs9OifEsP3I/AAAAAAAAAB0/-dqmk1NQkDc/s72-c/dreamcast05.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-1080849093287307412</id><published>2007-08-18T20:31:00.000-04:00</published><updated>2007-08-31T14:34:44.178-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='InfinityCat'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='XMugen'/><category scheme='http://www.blogger.com/atom/ns#' term='PSP'/><category scheme='http://www.blogger.com/atom/ns#' term='Xbox'/><title type='text'>Mugen on a Game Console?</title><content type='html'>&lt;a href="http://xmugen.nugnugnug.com/index.php"&gt;XMugen&lt;/a&gt; - A mini linux distro reduced to it's minimum in order to launch Mugen on a modded Xbox. XMugen as it is commonly referred to is a port of LinMugen to Xbox by Alg5. LinMugen is Linux Mugen as WinMugen is the Windows mugen. Alg5 compiled a bare bones linux kernel based on XDSL. Since it is based off of LinMugen, there are some compatibility issues with WinMugen and DosMugen files running in it. So depending on your luck, you may or may not have to do a lot of configuring to get your characters/stages/screenpacks running. As XMugen is such a picky program, if there are any misconfigurations in the character select screens, character files, or stage files, it will either freeze at the versus screen (usually a memory issue but not always) or it might error out to the linux kernel that is running in the background. As with WinMugen, there is no online play.&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="350"&gt;&lt;param name="movie" value="http://www.youtube.com/v/gbNGw7sKEqQ"&gt;&lt;param name="wmode" value="transparent"&gt;&lt;embed src="http://www.youtube.com/v/gbNGw7sKEqQ" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.mugenguild.net/~vincej/infinitycat/"&gt;PSP InfinityCat Mugen&lt;/a&gt; - The PSP port of &lt;a href="http://nekomimi.cafe.coocan.jp/wiki/?InfinityCat"&gt;InfinityCat&lt;/a&gt; allows you to play online across ports (Win32 &lt;-&gt; PSP)&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="350"&gt;&lt;param name="movie" value="http://www.youtube.com/v/mY1OjHB9GDI"&gt;&lt;param name="wmode" value="transparent"&gt;&lt;embed src="http://www.youtube.com/v/mY1OjHB9GDI" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;If there are anymore ports of Mugen on the console I'll be sure to add them here.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-1080849093287307412?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/1080849093287307412/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=1080849093287307412&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/1080849093287307412'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/1080849093287307412'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/07/mugen-on-game-console.html' title='Mugen on a Game Console?'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-5245468824417815364</id><published>2007-08-18T16:18:00.000-04:00</published><updated>2007-08-24T14:27:32.671-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='w.i.p.'/><title type='text'>Bases For Martial Artists?</title><content type='html'>In addition to my Starman character, I'm working on a martial artist character who has the skills to take down the Batman... some peeps may already know who I'm talking about, but I just wanted to get this right - Who(m) in Mugen is a good martial artist and would work for a base? Or even who are the best Mugen martial artists?&lt;br /&gt;&lt;br /&gt;Of course, I'm talking about the Karate Kid, from the Legion of Super-Heroes.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://4.bp.blogspot.com/_i8mCvwqSmIM/Rs6dN_EsPsI/AAAAAAAAAAc/kaTRrKwXYaE/s320/Karatekid.PNG" border="0" alt="" id="BLOGGER_PHOTO_ID_5102188291452321474" /&gt;&lt;br /&gt;&lt;br /&gt;Karate Kid (Val Armorr) is a fictional character, a superhero in the future of the DC Comics universe, and a member of the Legion of Super-Heroes. He is a master of every form of martial arts to have been developed by the 30th century. The extent of his skill is so great that he can severely damage various types of hard material with a single blow and was briefly able to hold his own against Superboy through use of what he called "Super Karate".&lt;br /&gt;&lt;br /&gt;Val Armorr was the son of Japan's greatest crimelord, Kirau Nezumi, also known as Black Dragon. When he was born, his mother, the American secret agent Valentina Armorr, tried to hide him from his father, but she failed and was killed for her affront. Japan's greatest hero Sensei Toshiaki (the White Crane) eventually killed Black Dragon for his crimes and adopted the infant Val. He raised Val as if he were his own son, and trained him in all manner of the martial arts. Val became the youngest warrior ever to earn the title Samurai, and he went to work for his local shogun. However, after trying his best and failing to please his supervisor, he quit and searched the galaxy for new forms of battle to master.&lt;br /&gt;&lt;br /&gt;edit: I've gotten some responses saying I should check "Martial Masters" for some bases. If only I could find any characters from that game...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-5245468824417815364?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/5245468824417815364/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=5245468824417815364&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/5245468824417815364'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/5245468824417815364'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/002-bases-for-martial-artists.html' title='Bases For Martial Artists?'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_i8mCvwqSmIM/Rs6dN_EsPsI/AAAAAAAAAAc/kaTRrKwXYaE/s72-c/Karatekid.PNG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-1232584055135280504</id><published>2007-08-16T02:04:00.000-04:00</published><updated>2007-08-24T16:31:07.605-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Comics'/><title type='text'>Captain America Returns To Marvel</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_i8mCvwqSmIM/Rs8eLvEsP1I/AAAAAAAAABk/dlyhyvVGN6w/s1600-h/1390header_banner6586439.jpg"&gt;&lt;img src="http://4.bp.blogspot.com/_i8mCvwqSmIM/Rs8eLvEsP1I/AAAAAAAAABk/dlyhyvVGN6w/s320/1390header_banner6586439.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5102330089797599058" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;I saw this coming from a mile away, and if it keeps up there will be another comics implosion, similar to the &lt;a href="http://www.dialbforblog.com/archives/252/"&gt;DC Implosion of 1978&lt;/a&gt; &amp; the time &lt;a href="http://fanzing.com/mag/fanzing21/feature1.shtml"&gt;right after Superman died&lt;/a&gt;. I was surprised back when I first saw it on the news, so the following Saturday I go to my lcs &amp;amp; they had 1 copy left, the only sold-out book in the store... they're just building for the movie which should be out sometime in 2009&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-1232584055135280504?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/1232584055135280504/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=1232584055135280504&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/1232584055135280504'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/1232584055135280504'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/captain-america-returns-to-marvel.html' title='Captain America Returns To Marvel'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_i8mCvwqSmIM/Rs8eLvEsP1I/AAAAAAAAABk/dlyhyvVGN6w/s72-c/1390header_banner6586439.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-6915393591031324718</id><published>2007-08-15T22:48:00.000-04:00</published><updated>2007-09-15T10:58:14.868-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Long jump by FlowaGirl</title><content type='html'>==========&lt;br /&gt;Long Jump&lt;br /&gt;==========&lt;br /&gt;Author: FlowaGirl&lt;br /&gt;flowergirl@cutey.com&lt;br /&gt;http://blargh.i-xcell.com&lt;br /&gt;&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;This is one way to program a long jump in Mugen. It uses your character's&lt;br /&gt;normal jumping state.&lt;br /&gt;&lt;br /&gt;Be sure to add in a command for the long jump, which is typically "$D, U"&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;In state 40, add this in:&lt;br /&gt;&lt;br /&gt;[State 40: VarSet]&lt;br /&gt;type = VarSet&lt;br /&gt;trigger1 = (!Time)&lt;br /&gt;var(0) = 0&lt;br /&gt;&lt;br /&gt;[State 40: VarSet]&lt;br /&gt;type = VarSet&lt;br /&gt;triggerall = (Var(0) = 0)&lt;br /&gt;trigger1 = ((PrevStateNo = 100) &amp;&amp;amp; (Command = "holdfwd")) || ((PrevStateNo = 105) &amp;&amp;amp; (Command = "holdback")) || (Command = "Long Jump")&lt;br /&gt;var(0) = 1&lt;br /&gt;&lt;br /&gt;And in state 50, add in these 2 states. The VelAdd is used to increase the velocities of&lt;br /&gt;the normal jump state, so adjust this according to your preferences.&lt;br /&gt;&lt;br /&gt;[State 50: VelAdd]&lt;br /&gt;type = VelAdd&lt;br /&gt;trigger1 = (!Time) &amp;&amp;amp; (Var(0) = 1)&lt;br /&gt;x = IfElse((Vel X) = 0,0,IfElse((Vel X) &lt; 0,-4,4))&lt;br /&gt;y = -3&lt;br /&gt;&lt;br /&gt;[State 50: AfterImage]&lt;br /&gt;type = AfterImage&lt;br /&gt;trigger1 = ((!Time) &amp;&amp;amp;amp; (Var(0) = 1) &amp;&amp;amp; (Vel X != 0))&lt;br /&gt;time = 15&lt;br /&gt;timegap = 4&lt;br /&gt;framegap = 1&lt;br /&gt;length = 10&lt;br /&gt;paladd = 0, 0, 0&lt;br /&gt;palmul = .50, .50, .50&lt;br /&gt;palcontrast = 110,110,110&lt;br /&gt;trans = add&lt;br /&gt;persistent = 0&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-6915393591031324718?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/6915393591031324718/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=6915393591031324718&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/6915393591031324718'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/6915393591031324718'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/long-jump-by-flowagirl.html' title='Long jump by FlowaGirl'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-489109438854351461</id><published>2007-08-14T13:49:00.000-04:00</published><updated>2007-09-01T15:08:50.299-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Comics'/><title type='text'>Mike Wieringo dead at 44</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_i8mCvwqSmIM/Rs8epfEsP2I/AAAAAAAAABs/C8S9oAdl6Z0/s1600-h/FRNDSM004_cov_col.jpg"&gt;&lt;img src="http://3.bp.blogspot.com/_i8mCvwqSmIM/Rs8epfEsP2I/AAAAAAAAABs/C8S9oAdl6Z0/s320/FRNDSM004_cov_col.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5102330600898707298" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The comics industry lost a luminary this weekend - &lt;a href="http://www.newsarama.com/Chicago_07/Ringo.html"&gt;Mike Wieringo passed away&lt;/a&gt; Sunday of a sudden heart attack. Details are still sketchy as of this time, but according to close sources, the acclaimed artist had chest pains at some point during the day and called 911, but the responders did not make it in time.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Mike_Wieringo"&gt;Mike Wieringo&lt;/a&gt; was 44 years old. He was a vegetarian, and "one of the healthiest ones of us in the bunch," as his longtime friend and collaborator Todd Dezago described him.&lt;br /&gt;&lt;br /&gt;R.I.P. to Mike &amp; his family, he was a great inspiration to me, drew one of my favorite versions of Spidey &amp;amp; Flash. I still have Flash #80, which I believe was his first DC work and his style had me hooked since. He will be missed.&lt;br /&gt;&lt;br /&gt;for more info you can check &lt;a href="http://www.mikewieringo.com/"&gt;his blog&lt;/a&gt; where his brother now maintains.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-489109438854351461?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/489109438854351461/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=489109438854351461&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/489109438854351461'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/489109438854351461'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/mike-wieringo-dead-at-44.html' title='Mike Wieringo dead at 44'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_i8mCvwqSmIM/Rs8epfEsP2I/AAAAAAAAABs/C8S9oAdl6Z0/s72-c/FRNDSM004_cov_col.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-950281513637403598</id><published>2007-08-13T17:52:00.000-04:00</published><updated>2007-09-28T13:24:30.553-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Final Boss by MugenJF</title><content type='html'>Final head:&lt;br /&gt;To add to order = 10 behind char that you want that is the head&lt;br /&gt;and in arcade.maxmatches (at the end of the file select.def) pon a one in the last number one.&lt;br /&gt;it is more or less this line arcade.maxmatches = 6,0,0,0,0,0,0,0,0,1.&lt;br /&gt;&lt;br /&gt;Order is as if you made a group&lt;br /&gt;for example if you want that there are 6 random fighters at the outset, soon a semifinal, and finally a end&lt;br /&gt;you must make three groups&lt;br /&gt;to the six random ones you put to them to order =1&lt;br /&gt;to that you want that it is the semifinal you put to order =2&lt;br /&gt;and to the you want that it is the end you put to order = 3&lt;br /&gt;and soon you add this line&lt;br /&gt;arcade.maxmatches = 6,1,1,0,0,0,0,0,0,0&lt;br /&gt;this line completes says to whichever fighters you want to us that they leave in your game each order&lt;br /&gt;that is to say, you want that they leave 6 order 1&lt;br /&gt;that it leaves one order 2 (your semininalista)&lt;br /&gt;and that leaves one order 3 (your finalist finalist)&lt;br /&gt;the total of fighters to beat will be 6 (to order =1) + 1 (to order =2) + 1 (to order =3).&lt;br /&gt;&lt;br /&gt;Other normal groups, are that you always want that follows an order equal, therefore you can have up to 10 groups&lt;br /&gt;of a person, serious thus&lt;br /&gt;arcade.maxmatches = 1,1,1,1,1,1,1,1,1,1&lt;br /&gt;and you put to each char the order in that you want that it leaves, to order =1, first and to order =10 I complete.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-950281513637403598?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/950281513637403598/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=950281513637403598&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/950281513637403598'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/950281513637403598'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/final-boss-by-mugenjf.html' title='Final Boss by MugenJF'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-3448388013347048605</id><published>2007-08-11T16:06:00.000-04:00</published><updated>2007-08-31T18:31:31.555-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Movies'/><title type='text'>Voltron Movie In The Works</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_N8Uyi6j0JPc/Rr4UT2xYmyI/AAAAAAAAAVc/Dga4Fve_EsI/s1600-h/voltron.jpg"&gt;&lt;img src="http://4.bp.blogspot.com/_N8Uyi6j0JPc/Rr4UT2xYmyI/AAAAAAAAAVc/Dga4Fve_EsI/s320/voltron.jpg" alt="" id="BLOGGER_PHOTO_ID_5097534159582698274" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;20th Century Fox-based production company New Regency has partnered with the Mark Gordon Company to &lt;a href="http://www.variety.com/article/VR1117970000.html?categoryid=1238&amp;cs=1"&gt;adapt Voltron: Defender of the Universe into a possible franchise&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Producer Mark Gordon has been developing the film, based on the popular 1980s Japanese animated TV series, comic books and toy line, for some time with Justin Marks writing the script.&lt;br /&gt;&lt;br /&gt;But interest in the property hit a high after Transformers turned into a box office juggernaut, &lt;a href="http://comicsimpulse.blogspot.com/2007/08/movie-news.html"&gt;raking in nearly $300 million to date&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Marks' take is described as a post-apocalyptic tale of survival set in New York City and Mexico.&lt;br /&gt;&lt;br /&gt;In the animated series, five Galaxy Alliance pilots control vehicles shaped like lions that combine and form the massive sword-wielding Voltron robot in order to battle an evil menace.&lt;br /&gt;&lt;br /&gt;Gordon is producing with Lawrence Inglee and Jordan Wynn shepherding the project. Mark Costa and Ford Oelman are executive producers.&lt;br /&gt;&lt;br /&gt;Marks is also adapting He-Man and the Masters of the Universe for Joel Silver at Warner Bros., as well as the Green Arrow pic Supermax, also at the studio. Marks also has Street Fighter in the works at Hyde Park and Fox.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-3448388013347048605?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/3448388013347048605/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=3448388013347048605&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/3448388013347048605'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/3448388013347048605'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/voltron-movie-in-works.html' title='Voltron Movie In The Works'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_N8Uyi6j0JPc/Rr4UT2xYmyI/AAAAAAAAAVc/Dga4Fve_EsI/s72-c/voltron.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-4906158099909274151</id><published>2007-08-10T16:11:00.000-04:00</published><updated>2007-08-31T16:12:41.696-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='PSP'/><title type='text'>Info on the new PSP SKU</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_N8Uyi6j0JPc/RrnI-mxYmkI/AAAAAAAAATs/o8GH6_cfND0/s1600-h/psp-lite-colors.jpg"&gt;&lt;img src="http://2.bp.blogspot.com/_N8Uyi6j0JPc/RrnI-mxYmkI/AAAAAAAAATs/o8GH6_cfND0/s320/psp-lite-colors.jpg" alt="" id="BLOGGER_PHOTO_ID_5096325431231552066" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;MTV News' Stephen Totilo managed to snag &lt;a href="http://www.mtv.com/news/articles/1566451/20070806/index.jhtml"&gt;a plethora of details on the PSP 2000&lt;/a&gt; (that's what they're calling it internally) from SCEA's head of marketing for the PSP division John Koller.&lt;br /&gt;&lt;br /&gt;All future PSP titles from Sony will utilize the upgraded 333MHz clockspeed, reportedly without a hit on battery life, said Koller. A second thumbstick was considered, as was (briefly) a built-in hard drive instead of Memory Stick. Both ideas were ultimately turned down.&lt;br /&gt;&lt;br /&gt;Sony has given the PSP-2000 &lt;a href="http://news.yahoo.com/s/afp/20070717/tc_afp/lifestyleentertainmentjapanitgamecompanysony"&gt;a Japanese release date of Sept. 20&lt;/a&gt;. The handheld will release for ¥19,800 ($162) in six colors (black, white, silver and three pastels). If you'd like to know more about the gooey innards of the machine, feel free to &lt;a href="http://0okm.blogspot.com/2007/07/some-interest-thing-in-psp-200x.html"&gt;check out the manual&lt;/a&gt;. PSP-2000 units will cost $199 in the US for an entertainment pack and $169 for the stand alone, they'll replace the original PSP model the same way the &lt;a href="http://www.nintendo.com/channel/ds"&gt;DS Lite&lt;/a&gt; replaced the phat.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-4906158099909274151?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/4906158099909274151/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=4906158099909274151&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/4906158099909274151'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/4906158099909274151'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/info-on-new-psp-sku.html' title='Info on the new PSP SKU'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_N8Uyi6j0JPc/RrnI-mxYmkI/AAAAAAAAATs/o8GH6_cfND0/s72-c/psp-lite-colors.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-7084125688549610349</id><published>2007-08-09T02:48:00.000-04:00</published><updated>2007-09-15T10:58:14.869-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Super Armor by Winane</title><content type='html'>;CNS&lt;br /&gt;;-----------------------------------&lt;br /&gt;;&lt;br /&gt;[StateDef 44304]&lt;br /&gt;ctrl = 0&lt;br /&gt;physics = N&lt;br /&gt;velset = 0&lt;br /&gt;sprpriority = -5&lt;br /&gt;&lt;br /&gt;[State 44304, Follow]&lt;br /&gt;type = BindToRoot&lt;br /&gt;trigger1 = 1&lt;br /&gt;time = -1&lt;br /&gt;facing = 1&lt;br /&gt;pos = 0,0&lt;br /&gt;&lt;br /&gt;[State 44304, Mimic]&lt;br /&gt;type = ChangeAnim&lt;br /&gt;trigger1 = SelfAnimExist(Root,Anim)&lt;br /&gt;value = Root,Anim&lt;br /&gt;elem = Root,AnimElemNo(0)&lt;br /&gt;&lt;br /&gt;[State 44304, STSS]&lt;br /&gt;type = StateTypeSet&lt;br /&gt;trigger1 = Root,StateType = S&lt;br /&gt;StateType = S&lt;br /&gt;&lt;br /&gt;[State 44304, STSC]&lt;br /&gt;type = StateTypeSet&lt;br /&gt;trigger1 = Root,StateType = C&lt;br /&gt;StateType = C&lt;br /&gt;&lt;br /&gt;[State 44304, STSA]&lt;br /&gt;type = StateTypeSet&lt;br /&gt;trigger1 = Root,StateType = A&lt;br /&gt;StateType = A&lt;br /&gt;&lt;br /&gt;[State 44304, STSL]&lt;br /&gt;type = StateTypeSet&lt;br /&gt;trigger1 = Root,StateType = L&lt;br /&gt;StateType = L&lt;br /&gt;&lt;br /&gt;[State 44304, MTSA]&lt;br /&gt;type = StateTypeSet&lt;br /&gt;trigger1 = Root,MoveType = A&lt;br /&gt;MoveType = A&lt;br /&gt;&lt;br /&gt;[State 44304, MTSI]&lt;br /&gt;type = StateTypeSet&lt;br /&gt;trigger1 = Root,MoveType = I&lt;br /&gt;MoveType = I&lt;br /&gt;&lt;br /&gt;[State 44304, MTSH]&lt;br /&gt;type = StateTypeSet&lt;br /&gt;trigger1 = Root,MoveType = H&lt;br /&gt;MoveType = H&lt;br /&gt;&lt;br /&gt;[State 44304, Hide]&lt;br /&gt;type = AssertSpecial&lt;br /&gt;trigger1 = 1&lt;br /&gt;flag = invisible&lt;br /&gt;flag2 = NoShadow&lt;br /&gt;&lt;br /&gt;[State 44304, NHB]&lt;br /&gt;type = NotHitBy&lt;br /&gt;trigger1 = 1&lt;br /&gt;value = , AT&lt;br /&gt;time = -1&lt;br /&gt;&lt;br /&gt;[State 44304, HO]&lt;br /&gt;type = HitOverride&lt;br /&gt;trigger1 = 1&lt;br /&gt;attr = SCA, AA,AP,AT&lt;br /&gt;time = -1&lt;br /&gt;stateno = 44305&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;[StateDef 44305]&lt;br /&gt;ctrl = 0&lt;br /&gt;physics = N&lt;br /&gt;velset = 0&lt;br /&gt;sprpriority = -5&lt;br /&gt;&lt;br /&gt;[State 44305, PVS]&lt;br /&gt;type = ParentVarSet&lt;br /&gt;trigger1 = 1&lt;br /&gt;var(20) = GetHitVar(damage)&lt;br /&gt;&lt;br /&gt;[State 44305, Revert]&lt;br /&gt;type = ChangeState&lt;br /&gt;trigger1 = 1&lt;br /&gt;value = 44304&lt;br /&gt;&lt;br /&gt;;====================================================================&lt;br /&gt;&lt;br /&gt;Then, put this at the top of StateDef -1:&lt;br /&gt;======================================================================&lt;br /&gt;&lt;br /&gt;[State -1, Hide]&lt;br /&gt;type = AssertSpecial&lt;br /&gt;trigger1 = IsHelper(44304)&lt;br /&gt;flag = invisible&lt;br /&gt;flag2 = NoShadow&lt;br /&gt;IgnoreHitPause = 1&lt;br /&gt;&lt;br /&gt;[State -1, Reset]&lt;br /&gt;type = SelfState&lt;br /&gt;trigger1 = IsHelper(44304)&lt;br /&gt;trigger1 = StateNo != [44304,44305]&lt;br /&gt;value = 44304&lt;br /&gt;IgnoreHitPause = 1&lt;br /&gt;&lt;br /&gt;;And make sure none of the controllers below these two can ever be triggered for the armor helper.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;;Then put these in StateDefs -3 and -2&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;[State -3, ArmorHelper]&lt;br /&gt;type = Helper&lt;br /&gt;trigger1 = !NumHelper(44304)&lt;br /&gt;trigger1 = Alive&lt;br /&gt;name = "Armor"&lt;br /&gt;ID = 44304&lt;br /&gt;StateNo = 44304&lt;br /&gt;KeyCtrl = 1&lt;br /&gt;PauseMoveTime = 2147483647&lt;br /&gt;SuperMoveTime = 2147483647&lt;br /&gt;&lt;br /&gt;[State -3, Ow]&lt;br /&gt;type = LifeAdd&lt;br /&gt;trigger1 = var(20) &amp;&amp;amp; StateNo != [120,155]&lt;br /&gt;value = -var(20)&lt;br /&gt;&lt;br /&gt;[State -3, Reset]&lt;br /&gt;type = VarSet&lt;br /&gt;trigger1 = 1&lt;br /&gt;var(20) = 0&lt;br /&gt;&lt;br /&gt;[State -2, HandsOff]&lt;br /&gt;type = NotHitBy&lt;br /&gt;trigger1 = 1&lt;br /&gt;value = SCA&lt;br /&gt;time = -1&lt;br /&gt;IgnoreHitPause = 1&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-7084125688549610349?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/7084125688549610349/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=7084125688549610349&amp;isPopup=true' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/7084125688549610349'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/7084125688549610349'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/super-armor-by-winane.html' title='Super Armor by Winane'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-2778375681421647289</id><published>2007-08-08T13:48:00.000-04:00</published><updated>2007-09-15T10:58:14.869-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>AI Activation - Command method by FlowaGirl</title><content type='html'>==============================&lt;br /&gt;AI Activation: Command method&lt;br /&gt;==============================&lt;br /&gt;Author: FlowaGirl&lt;br /&gt;flowergirl@cutey.com&lt;br /&gt;http://blargh.i-xcell.com&lt;br /&gt;&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;Until Elecbyte decides to add in a trigger that detects&lt;br /&gt;whether the character is controlled by a player or by the&lt;br /&gt;CPU, this code will be used as a workaround.&lt;br /&gt;&lt;br /&gt;After implementing this little piece, you are free to program&lt;br /&gt;your character's AI, providing that you know how it's done. Wink&lt;br /&gt;&lt;br /&gt;This is amongst the 3 most commonly used methods of AI activation.&lt;br /&gt;I'm not sure who first developed this concept, but it is a popular&lt;br /&gt;belief that Visual Kreations first came up with this, showing a few&lt;br /&gt;creators how it was done.&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;This method uses the CMD file to activate the AI. These commands&lt;br /&gt;are impossible to execute by a player but for the CPU, it is not a&lt;br /&gt;problem. However, it heavily relies that the CPU to execute this as&lt;br /&gt;soon as possible, so it's not a guarantee that your character's AI&lt;br /&gt;will activate immediately. (Which could mean a victory, or a lose.)&lt;br /&gt;&lt;br /&gt;Add into your CMD file, several AI activation commands. Generally,&lt;br /&gt;the more commands you put in, the odds of the AI activating more quickly&lt;br /&gt;are increased. Adding in about 20-30 commands will suffice.&lt;br /&gt;&lt;br /&gt;Here are some examples:&lt;br /&gt;&lt;br /&gt;[Command]&lt;br /&gt;name = "AI1"&lt;br /&gt;command = D, D, D, D&lt;br /&gt;time = 1&lt;br /&gt;&lt;br /&gt;[Command]&lt;br /&gt;name = AI2"&lt;br /&gt;command = D, F, B, U&lt;br /&gt;time = 1&lt;br /&gt;&lt;br /&gt;The "time = 1" is very important, as the command must be executed in that&lt;br /&gt;amount of time. This is of course, impossible for any human to do.&lt;br /&gt;&lt;br /&gt;Next you add this in under StateDef -1. This is used to activate the AI&lt;br /&gt;when the CPU executes one of the commands you've made.&lt;br /&gt;&lt;br /&gt;[State -1: VarSet]&lt;br /&gt;type = VarSet&lt;br /&gt;triggerall = (Var(0) != 1)&lt;br /&gt;trigger1 = (Command = "AI1") || (Command = "AI2")&lt;br /&gt;var(0) = 1&lt;br /&gt;&lt;br /&gt;Simple, no? =)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-2778375681421647289?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/2778375681421647289/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=2778375681421647289&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/2778375681421647289'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/2778375681421647289'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/ai-activation-command-method-by.html' title='AI Activation - Command method by FlowaGirl'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-5869257675554292829</id><published>2007-08-07T04:58:00.000-04:00</published><updated>2007-09-15T10:58:14.870-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>AI Activation - Helper method by FlowaGirl</title><content type='html'>=============================&lt;br /&gt;AI Activation: Helper method&lt;br /&gt;=============================&lt;br /&gt;Author: FlowaGirl&lt;br /&gt;flowergirl@cutey.com&lt;br /&gt;http://blargh.i-xcell.com&lt;br /&gt;&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;Until Elecbyte decides to add in a trigger that detects&lt;br /&gt;whether the character is controlled by a player or by the&lt;br /&gt;CPU, this code will be used as a workaround.&lt;br /&gt;&lt;br /&gt;After implementing this little piece, you are free to program&lt;br /&gt;your character's AI, providing that you know how it's done. Wink&lt;br /&gt;&lt;br /&gt;This is amongst the 3 most commonly used methods of AI activation.&lt;br /&gt;I'm not sure who first developed this concept, but it is a popular&lt;br /&gt;belief that ANMC or Kaku Kuo first came up with this, showing a few&lt;br /&gt;creators how it was done.&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;You must first create a helper. Add this code under StateDef -2.&lt;br /&gt;&lt;br /&gt;[State -2: Helper]&lt;br /&gt;type = Helper&lt;br /&gt;trigger1 = (NumHelper(****) = 0) &amp;&amp;amp; (Var(0) = 0)&lt;br /&gt;helpertype = Normal&lt;br /&gt;name = "Whatever"&lt;br /&gt;id = ****&lt;br /&gt;pos = 0,0&lt;br /&gt;postype = p1&lt;br /&gt;facing = 0&lt;br /&gt;stateno = ****&lt;br /&gt;keyctrl = 1&lt;br /&gt;ownpal = 1&lt;br /&gt;supermovetime = 0&lt;br /&gt;pausemovetime = 0&lt;br /&gt;&lt;br /&gt;These next few states are used to turn the AI on and off at the&lt;br /&gt;appropriate times. We wouldn't want the character to battle during&lt;br /&gt;his winpose. Wink&lt;br /&gt;&lt;br /&gt;[State -2: VarSet]&lt;br /&gt;type = VarSet&lt;br /&gt;trigger1 = (Var(0) = 1)&lt;br /&gt;var(0) = 2&lt;br /&gt;&lt;br /&gt;[State -2: VarSet]&lt;br /&gt;type = VarSet&lt;br /&gt;trigger1 = (Var(0) != 0) &amp;&amp;amp; (RoundState != 2)&lt;br /&gt;var(0) = 0&lt;br /&gt;&lt;br /&gt;[State -2: ChangeState]&lt;br /&gt;type = ChangeState&lt;br /&gt;trigger1 = (RoundState = 3) &amp;&amp;amp; (StateType != A) &amp;&amp;amp; (Ctrl)&lt;br /&gt;value = 0&lt;br /&gt;&lt;br /&gt;Next, in the Helper's state...&lt;br /&gt;&lt;br /&gt;[Statedef ****]&lt;br /&gt;type = S&lt;br /&gt;movetype =  I&lt;br /&gt;physics = N&lt;br /&gt;anim = **** ;Invisible anim&lt;br /&gt;&lt;br /&gt;This part is used to detect whether the character is controlled by a&lt;br /&gt;player, or the CPU.&lt;br /&gt;&lt;br /&gt;[State ****: ParentVarSet]&lt;br /&gt;type = ParentVarSet&lt;br /&gt;triggerall = (Parent, Var(0) != 1)&lt;br /&gt;trigger1 = ((Parent, Command = "x") &amp;&amp;amp;amp; (Command != "x")) || ((Parent, Command = "y") &amp;&amp;amp; (Command != "y")) || ((Parent, Command = "z") &amp;&amp;amp; (Command != "z"))&lt;br /&gt;trigger2 = ((Parent, Command = "a") &amp;&amp;amp; (Command != "a")) || ((Parent, Command = "b") &amp;&amp;amp; (Command != "b")) || ((Parent, Command = "c") &amp;&amp;amp; (Command != "c"))&lt;br /&gt;trigger3 = ((Parent, Command = "holdfwd") &amp;&amp;amp; (Command != "holdfwd")) || ((Parent, Command = "holdback") &amp;&amp;amp; (Command != "holdback"))&lt;br /&gt;trigger4 = ((Parent, Command = "holdup") &amp;&amp;amp; (Command != "holdup")) || ((Parent, Command = "holddown") &amp;&amp;amp; (Command != "holddown"))&lt;br /&gt;var(0) = 1&lt;br /&gt;&lt;br /&gt;[State ****: ParentVarSet]&lt;br /&gt;type = ParentVarSet&lt;br /&gt;triggerall = (Parent, Var(0) != -1)&lt;br /&gt;trigger1 = ((Parent, Command = "x") &amp;&amp;amp;amp; (Command = "x")) || ((Parent, Command = "y") &amp;&amp;amp; (Command = "y")) || ((Parent, Command = "z") &amp;&amp;amp; (Command = "z"))&lt;br /&gt;trigger2 = ((Parent, Command = "a") &amp;&amp;amp; (Command = "a")) || ((Parent, Command = "b") &amp;&amp;amp; (Command = "b")) || ((Parent, Command = "c") &amp;&amp;amp; (Command = "c"))&lt;br /&gt;trigger3 = ((Parent, Command = "holdfwd") &amp;&amp;amp; (Command = "holdfwd")) || ((Parent, Command = "holdback") &amp;&amp;amp; (Command = "holdback"))&lt;br /&gt;trigger4 = ((Parent, Command = "holdup") &amp;&amp;amp; (Command = "holdup")) || ((Parent, Command = "holddown") &amp;&amp;amp; (Command = "holddown"))&lt;br /&gt;var(0) = -1&lt;br /&gt;&lt;br /&gt;This piece is used to remove the helper, once it has served it's purpose.&lt;br /&gt;It prevents the AI from turning on by accident if controlled by a human,&lt;br /&gt;and it frees up some memory.&lt;br /&gt;&lt;br /&gt;[State ****: DestroySelf]&lt;br /&gt;type = DestroySelf&lt;br /&gt;trigger1 = (Parent, Var(0) = -1)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-5869257675554292829?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/5869257675554292829/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=5869257675554292829&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/5869257675554292829'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/5869257675554292829'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/ai-activation-helper-method-by.html' title='AI Activation - Helper method by FlowaGirl'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-2054555965252646363</id><published>2007-08-05T13:17:00.000-04:00</published><updated>2008-02-11T13:20:45.095-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Madka's Frankenspriting Tutorial</title><content type='html'>&lt;object width="425" height="355"&gt;&lt;param name="movie" value="http://www.youtube.com/v/ZzmoZAnK5KY&amp;rel=1"&gt;&lt;/param&gt;&lt;param name="wmode" value="transparent"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/ZzmoZAnK5KY&amp;rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;You can also &lt;a href="http://rapidshare.com/files/59439330/franken.avi"&gt;download the video here&lt;/a&gt; (note the video doesn't have sound!)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-2054555965252646363?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/2054555965252646363/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=2054555965252646363&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/2054555965252646363'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/2054555965252646363'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/madkas-frankenspriting-tutorial.html' title='Madka&apos;s Frankenspriting Tutorial'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-7813004980763113602</id><published>2007-08-04T17:35:00.000-04:00</published><updated>2007-09-10T17:38:26.817-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Sykotik's Character Creation Tutorial</title><content type='html'>Note: Done in a day, might be sloppy, e-mail me for corrections and changes, if you want something added, in the subject line, put the name of the section that you want it added to, thank you...&lt;br /&gt;&lt;br /&gt;Note: I will also be rushing through the first 3 or 4 sections, since they have been done before, so sorry if this has caused you any inconvienence...&lt;br /&gt;&lt;br /&gt;Note: I recommend that you use KFM's template files for the base of your first character, or at least for testing while reading this tutorial...&lt;br /&gt;&lt;br /&gt;Introduction&lt;br /&gt;&lt;br /&gt;Ok, this tutorial was meant for people who want their favorite character in MUGEN, the 2d fighting game engine created by Elecbyte, and have no idea whatsoever on how to start.  I will go over the following things in detail and with descriptions of what they do.  This is what I will be following in this version of the tutorial:&lt;br /&gt;&lt;br /&gt;Ripping Sprites &lt;br /&gt;&lt;br /&gt;How to make sprites acceptable in MUGEN (cleaning, cropping, making it the right file type, etc.) &lt;br /&gt;&lt;br /&gt;How to make a palette for the character in MUGEN &lt;br /&gt;&lt;br /&gt;How to make the SFF file (the axis of pictures, group numbers, and image numbers) &lt;br /&gt;&lt;br /&gt;How to make the AIR file (CLSN boxes, how to make an action, etc.) &lt;br /&gt;&lt;br /&gt;How to make a command in the CMD file (along with AI and what the different options for a State -1 are) &lt;br /&gt;&lt;br /&gt;How to make a state in the CNS file (pretty much descriptions of what all the options are) &lt;br /&gt;&lt;br /&gt;Examples of most of the above and how to program things that you always wanted to program (artificial intelligence, super jumps, launchers, combos, moves that hit twice, etc.) &lt;br /&gt;&lt;br /&gt;Finally, link to other great tutorials by famous MUGEN gods &lt;br /&gt;&lt;br /&gt;Without any further ranting, I think we can start with the tutorial now...&lt;br /&gt;&lt;br /&gt;Ripping Sprites&lt;br /&gt;&lt;br /&gt;Ripping the sprites of the character that you are going to make is an essential part of MUGEN, since if they weren't there, there wouldn't be any character.  First of all, you must find a character that you would want to make.  Also, it would be a good idea to see if he was even made, first.  Now, once you've found out who you want to make, the next step is to get a rom and/or emulator with that character, so that you can begin the sprite ripping process.  With some roms, like NeoRageX, sprite ripping is made incredibly easy with shot factory.  Shot factory disables any unneeded layers, presumably the background and other fighter, then allows you to save the picture that you have.  Plus, it allows you to play the rest of the game with those layers disabled, allowing you to take much faster and easier pictures.  Some other roms, like Zsnes, Callus, and Bleem, are easy to rip from with the ability to screen capture, but they aren't as detailed as NeoRageX, and only allow you to take a picture and edit everything out later.  However, Zsnes has the ability to disable layers so that only you and your opponent are left, making the cleaning process easier.  Callus even has a feature so that you can slow down animation very much, which makes ripping every sprite much easier.  Whichever emulator that your character is on, it shouldn't be too much of a trouble ripping them.  Unfortunately, some good emulators don't even have a screen capture feature.  "Then, how do I rip sprites from it", you make ask, and the answer is simple.  You just have to download a screen capture program from off the internet, enlarge your emulator screen to full size, and set the screen capture program to capture the pic when you press a certain key.  A few good screen capture programs happen to be Namo Capture and a program called just plain Capture.  I believe that I have touched base with about everything needed in this section of the tutorial.  If you would like anything else added to this section that makes sense, just e-mail me and I will probably add it.&lt;br /&gt;&lt;br /&gt;How To Make Sprites Acceptable In MUGEN and How To Make A Palette For The Character In MUGEN&lt;br /&gt;&lt;br /&gt;First of all, most emulators, as I have mentioned above, help out a lot in this process.  Some convert the pictures to 8-bit PCX, like what MUGEN accepts, and even take out all of the unneeded layers.  However, this section will deal with a picture that was screen captured, uncleaned, in some type of BMP format, and whatever else that might make the picture harder to make MUGEN acceptable.  Ok, first you can download PCX Clean from Elecbyte's website and then use that to take out all unneeded objects in the picture.  I have never used PCX Clean, so unfortunately, I won't be able to tell you how to use it.  I figure that you are smart enough to find out how to use this.  Next, we must make a palette by opening up Paint Shop Pro or Adobe Photosop, whichever you use, and converting the picture to an 8-bit PCX, so that you can make a palette for it.  Then, click on save palette and save it as something that you will remember.  Do the following with every other picture, but instead of saving the palette, click load palette, and load the palette that you saved earlier.  This shouldn't cause too many problems, but you can e-mail me if some problems pop up, and if they are familiar to me, I will be able to help fix them.  I think that I have pretty much touched base on everything here, also, so I will go on to the next section of this tutorial.  However, if want anything added to this section of the tutorial, just be sure to e-mail me and I will be happy to add it, if it would fit here mind you.&lt;br /&gt;&lt;br /&gt;Sunboy's Commentary: For creating a palette, I suggest getting all sprites with different colors and putting them into one big PCX to convert to 8-bit color and apply that palette to all the other frames.&lt;br /&gt;&lt;br /&gt;How To Make The SFF File&lt;br /&gt;&lt;br /&gt;Ok, first you have to go to Sés' page and download the Mugen Character Maker.  Not only is this little gadget handy for making SFF files, but it is the only way to make SFF files in this day and age.  Once you download Mugen Character Maker and play around with it a bit, it shouldn't be too hard to figure out how to use it.  I might as well go over the basics though first.  Keep in mind, when using Mugen Character Maker, it does crash quite a bit, but not nearly as much as MuGenerator does.  Now, when you open up MCM (Mugen Character Maker from now on), you will notice that its pretty blank.  I suggest putting MCM in the directory with your characters sprites, since that is a good place to save the SFF file and it makes it easier to add sprites.  All you have to do basically is keep on adding sprites until every one of them is in the SFF.  My advice, though, is to save your sprites in the order that they're animated when put in the SFF file.  That way, when you go to do SFF work, like the group and image numbers, you don't have to travel all over the SFF looking for the next frame of animation or even wondering what it is, if the animation is so fluid that the frames look the same and are nowhere near each other.  Anyway, once you have added every sprite you must do the axis for the sprites, which is pretty easy, and I really can't help you, since every character (well almost) has a different axis.  But, I'm sure you can figure out that the horizontal line on the + in the middle of the MCM screen is the floor, which you want your characters feet to be a little below that, since floors aren't one line in MUGEN and you want them to not be at the very beginning of the wall, but in the middle of the floor.  After you are done with the axis for every sprite, you must now do the group and action numbers.  Both numbers mean what sprite you will use, since the following is how they are used (excerpt from an AIR file):&lt;br /&gt;&lt;br /&gt;0,0 0,0 10&lt;br /&gt;&lt;br /&gt;The first two 0's are its group and image number, the second two are its x,y position, and the 10, standing for amount of game ticks, is how long the animation plays.  Sorry, for taking a huge bite out of the AIR file section, but I will explain stuff more detailed there.  Also, keep in mind that the group number is usually the same as its action number in the AIR file and its state number in the CNS file.  I believe that I have pretty much covered this section.  Once again, e-mail me if you want to see anything added to this section of the tutorial and I will do so if I see it fitting.&lt;br /&gt;&lt;br /&gt;How To Make The AIR File&lt;br /&gt;&lt;br /&gt;This is probably one of the easiest parts of MUGEN programming, so I probably won't be spending too much time on it.  Let's just start by defining for you, every part of an action so that you can see exactly what the actions in the AIR file really do.  Then, I will go into CLSN boxes, which shouldn't be much of a problem if you use AirEdit like any other normal Windows program.  Anyway, the following is from an upcoming characters AIR file, we will define every part of the state there, as said above, so that you can have a better understanding of the state:&lt;br /&gt;&lt;br /&gt;;--------------------------------------------------------------------------- ;Divider (Unrequired)&lt;br /&gt;; Standing Animation ;Name Of Move (Unrequired)&lt;br /&gt;[Begin Action 000] ;Action Number Of Move (Required)&lt;br /&gt;Clsn2Default: 2 ;Number Of CLSN2 default boxes used for all sprites below it (Required)&lt;br /&gt;Clsn2[0] = -13, 0, 16,-79 ;CLSN box (Required)&lt;br /&gt;Clsn2[1] = 5,-79, -7,-93 ;CLSN box (Required)&lt;br /&gt;0,1, 0,0, 10 ;Group Number, Sprite Number X Axis, Y Axis Time (Game Ticks) (Required)&lt;br /&gt;0,2, 0,0, 10 ;Group Number, Sprite Number X Axis, Y Axis Time (Game Ticks) (Required)&lt;br /&gt;0,3, 0,0, 10 ;Group Number, Sprite Number X Axis, Y Axis Time (Game Ticks) (Required)&lt;br /&gt;0,4, 0,0, 10 ;Group Number, Sprite Number X Axis, Y Axis Time (Game Ticks) (Required)&lt;br /&gt;0,5, 0,0, 10 ;Group Number, Sprite Number X Axis, Y Axis Time (Game Ticks) (Required)&lt;br /&gt;0,6, 0,0, 10 ;Group Number, Sprite Number X Axis, Y Axis Time (Game Ticks) (Required)&lt;br /&gt;0,7, 0,0, 10 ;Group Number, Sprite Number X Axis, Y Axis Time (Game Ticks) (Required)&lt;br /&gt;&lt;br /&gt;As you can see, the AIR file isn't really that tough at all, but if you are still skeptical, here is another excerpt from the same character, showing you that it doesn't get much tougher than the above:&lt;br /&gt;&lt;br /&gt;;--------------------------------------------------------------------------- ;Divider (Unrequired)&lt;br /&gt;; New Super ;Name Of Move (Unrequired)&lt;br /&gt;[Begin Action 6050] ;Action Number Of Move (Required)&lt;br /&gt;Clsn2Default: 1 ;Number Of CLSN2 default boxes used for all sprites below it (Required)&lt;br /&gt;Clsn2[0] = 15, 0,-20,-91 ;CLSN box (Required)&lt;br /&gt;6050,0, 0,-10, 6 ;Group Number, Sprite Number X Axis, Y Axis Time (Game Ticks) (Required)&lt;br /&gt;Clsn1: 7  ;Number Of CLSN1 boxes used for all sprites below it (Required)&lt;br /&gt;Clsn1[0] = 82,-110, 72,-89 ;CLSN box (Required)&lt;br /&gt;Clsn1[1] = 74,-95, 63,-83 ;CLSN box (Required)&lt;br /&gt;Clsn1[2] = 67,-87, 55,-80 ;CLSN box (Required)&lt;br /&gt;Clsn1[3] = 12,-71, 24,-60 ;CLSN box (Required)&lt;br /&gt;Clsn1[4] = 21,-73, 35,-66 ;CLSN box (Required)&lt;br /&gt;Clsn1[5] = 33,-68, 47,-78 ;CLSN box (Required)&lt;br /&gt;Clsn1[6] = 43,-74, 59,-84 ;CLSN box (Required)&lt;br /&gt;6050,1, 0,-20, 6 ;Group Number, Sprite Number X Axis, Y Axis Time (Game Ticks) (Required)&lt;br /&gt;Clsn1: 7 ;Number Of CLSN1 boxes used for all sprites below it (Required)&lt;br /&gt;Clsn1[0] = 31,-130, 14,-50 ;CLSN box (Required)&lt;br /&gt;Clsn1[1] = 74,-95, 63,-83 ;CLSN box (Required)&lt;br /&gt;Clsn1[2] = 67,-87, 55,-80 ;CLSN box (Required)&lt;br /&gt;Clsn1[3] = 12,-71, 24,-60 ;CLSN box (Required)&lt;br /&gt;Clsn1[4] = 21,-73, 35,-66 ;CLSN box (Required)&lt;br /&gt;Clsn1[5] = 33,-68, 47,-78 ;CLSN box (Required)&lt;br /&gt;Clsn1[6] = 43,-74, 59,-84 ;CLSN box (Required)&lt;br /&gt;6050,2, 0,-30, 6 ;Group Number, Sprite Number X Axis, Y Axis Time (Game Ticks) (Required)&lt;br /&gt;6050,3, 0,-30, 6 ;Group Number, Sprite Number X Axis, Y Axis Time (Game Ticks) (Required)&lt;br /&gt;6050,4, 0,-20, 6 ;Group Number, Sprite Number X Axis, Y Axis Time (Game Ticks) (Required)&lt;br /&gt;6050,5, 0,-10, 6 ;Group Number, Sprite Number X Axis, Y Axis Time (Game Ticks) (Required)&lt;br /&gt;&lt;br /&gt;This action number seems to be much more difficult at first, but after reading the comments, you can see that it is just like the first, just with larger group numbers for the sprites and more CLSN boxes (Heh, notice that  there are even less sprites in this action number).  Now, I will go into how to make a CLSN box.  First of all, open AirEdit through Windows and not MSDos.  Then, click open and select your characters AIR file (everything except for the CLSN boxes should be done in here at this point), then select its SFF file.  Note that it might be SFF file then the AIR file.  Either way, make sure that AirEdit is in your characters directory so that you can access the characters files easier.  Then, once you are done with that, select (click on the boxes next to, causing an X to appear) Show CLSN1 Boxes and Show CLSN2 Boxes.  Afterwards, just highlight where you want the box to be, click Save1 (or Save2 etc. if you want to add a second or more boxes to the same frame), and then go to File&gt;Save to select which kind of CLSN box that you would like to make.  In order to delete a box, without drawing a box, click Save1 (or Save2 etc. depending on which box that you want to delete), and then go to File&gt;Save&gt;CLSN1 so that it says something about there being no boxes highlighted and would you like to delete all boxes in this frame.  However, it only illusions all boxes being deleted, and only the box that you selected will be deleted.  After you do all of the CLSN boxes, click exit and they should all be automatically saved, but it is safe to keep on reopening AirEdit and checking that it saved the new boxes right, but I think what I told you might fix that problem.  As always, if you want anything else added to this section, just feel free to e-mail me and I will most certainly do so as long as it fits here.  Now, onto the examples of making a CNS and CMD file, which should be more detailed on how to do so, but won't explain how to do everything.&lt;br /&gt;&lt;br /&gt;How To Make A Command In The CMD File&lt;br /&gt;&lt;br /&gt;This shouldn't be too hard, so I'll first explain a few things before I get into the basics with a bunch of examples.  The CMD file isn't all that hard at all, and you should be able to learn it quickly.  The sooner the better because all AI programming is done in the CMD, pretty much.  Well, actually there isn't much else to say, so let me get into a command.  The following is an example one with descriptions on what each part does:&lt;br /&gt;&lt;br /&gt;;-| Special Motions |----------------------------------------- ;Header For The Type Of Moves To Follow (Unrequired)&lt;br /&gt;[Command] ;Defines that this is a command (Required)&lt;br /&gt;name = "QCF_x" ;The name of the move, which you use later when you are doing the State-1's (Required)&lt;br /&gt;command = ~D, DF, F, x ;The command that needs to be done in order to do the move (Required)&lt;br /&gt;&lt;br /&gt;As you can see, the command isn't that complicated.  The name can be whatever you want, and so can the command, but it is recommended that you make the command the same as it is in the game.  However, if you have trouble understanding the stuff that comes after "command =", read the CMD file for Kung Fu Man, and it explains what you put in for each kind of motion that is possible in MUGEN.  Now, to teach you people about the State-1's which is basically just a state that is lower in the CMD file that calls the command and tells it what state in the CNS to affect.  Here is an example of the State-1 that calls the above command, so study it carefully:&lt;br /&gt;&lt;br /&gt;[Statedef -1] ;This Does Not Come Before Every Move, But Is Rather The Header To The State-1's (Required)&lt;br /&gt;&lt;br /&gt;;--------------------------------------------------------------------------- ;Divider (Unrequired)&lt;br /&gt;;Light Kung Fu Palm ;Name Of Move (Unrequired)&lt;br /&gt;;ƒJƒ“ƒt�[“Ë‚«Žè�iŽã�j ;Gibberish, but probably a description or something (Unrequired)&lt;br /&gt;[State -1, Light Kung Fu Palm] ;All Moves In The Statedef-1 Start Like This, With The "Light Kung Fu Palm" Being The Name Of The Move&lt;br /&gt;type = ChangeState ;Changes The State So That It Goes To The Value Below In The CNS (Required)&lt;br /&gt;value = 1000 ;This Is The State Number In The CNS That The Command Activates When Move Is Performed (Required)&lt;br /&gt;triggerall = command = "QCF_x" ;This Tells The State-1 To Activate When The Command To The Left Is Performed (Required)&lt;br /&gt;trigger1 = statetype = S ;This Tells The Command To Only Work When The Opponent Is Standing (Unrequired)&lt;br /&gt;trigger1 = ctrl ;This Tells The Command To Work Only When The Character Has Control (Unrequired)&lt;br /&gt;trigger2 = (stateno = [200,299]) || (stateno = [400,499]) ;Tells Command To Occur If Character Is Between These States (Unrequired)&lt;br /&gt;trigger2 = stateno != 440 ;This Tells The Command To Not Occur When In State 440, Since != Means Not&lt;br /&gt;trigger2 = movecontact ;Tells The Command To Occur On Move Contact&lt;br /&gt;&lt;br /&gt;This might confuse you, but keep in mind it is only to give you a very basic idea of the MUGEN game engine, and since this is a very early version of the tutorial, it will probably have many mistakes, and I have asked you people before to help me in correcting them.  If you are talented in MUGEN and wants to continue this tutorials, please feel free to as long as credit to me is given for the first version.  Also remember, I will only let you continue this tutorials if I believe that you can handle it right.  And as I have said many times before, e-mail me if you believe that something is missing and/or wrong, and I will fix it immediately as I see fitting.  Now, we must go on to the CNS, which will be a little less descriptive, since I can't cover anywhere near everything that is needed in order to program for MUGEN.&lt;br /&gt;&lt;br /&gt;How To Make A State In The CNS File&lt;br /&gt;&lt;br /&gt;Ok, this will be on of the shortest sections since I don't have much to say on this subject.  CNS file programming, in my opinion, is the hardest thing about MUGEN, so I am just going to explain about a few triggers and commands and what they do.  I will probably also go over a basic state header and footer, and who knows what else.  After this I will get into some of the more fun stuff, like artificial intelligence, super jumping, launchers, and all sorts of combos, but we must first learn the basics.  First, I will give you an example state header and a state footer and describe what it does, before I give you a few pieces of coding that you can use in the CNS.  Here is the header and the footer, borrowed from an upcoming character by myself which will be released soon, so read the comments carefully and study so that you get them right.&lt;br /&gt;&lt;br /&gt;Header&lt;br /&gt;&lt;br /&gt;;--------------------------------------------------------------------------- ;Divider (Unrequired)&lt;br /&gt;; Kung Fu Palm ;Name Of Move (Unrequired)&lt;br /&gt;; CNS difficulty: medium ;Difficulty Of Programming (Unrequired)&lt;br /&gt;[Statedef 6050] ;Number Of Statedef That Is Called From Command (Required)&lt;br /&gt;type = S ;Tells The Type Of The Move Which Is A Standing Move&lt;br /&gt;movetype= A ;A Stands For Attack Since This Move Is Actually An Attack (Required)&lt;br /&gt;physics = S ;S Stands For Standing Which Is The Characters Physics At The Time Of The Move (Required)&lt;br /&gt;juggle = 4 ;Tells The Game How Many Times The Characters Is Allowed To Juggle The Opponent With This Move (Unrequired)&lt;br /&gt;poweradd= 110 ;This Adds The Amount Of Power Stated To The Left To The Power Bar (Unrequired)&lt;br /&gt;velset = 0,0 ;Tells The Characters To Move To This Position On Screen, Here It Would Be Standing Still (Unrequired)&lt;br /&gt;anim = 6050 ;Tells The Characters To Use This Animation&lt;br /&gt;ctrl = 0 ;Takes Control Away From The Character&lt;br /&gt;&lt;br /&gt;Footer&lt;br /&gt;&lt;br /&gt;[State 1000, 7] ;Number Of The State, The Footer Is Usually The Last State (Required)&lt;br /&gt;type = ChangeState ;Tells The Character To Change His State (Required)&lt;br /&gt;trigger1 = AnimTime = 0 ;Tells The Character To Do So After The Number Of Seconds To The Left (Required)&lt;br /&gt;value = 0 ;The Value To The Left Is The State Number Where The Characters Goes, Usually 0, The Standing Animation (Required)&lt;br /&gt;ctrl = 1 ;This Gives Control back To The Character&lt;br /&gt;&lt;br /&gt;The rest of the states that come between this explain what the move does, and that is pretty much the purpose of the CNS and its states, to tell what the move is supposed to do.  Unfortunately, in return for an earlier release, I won't go much further into the CNS, but I will add the following to the next section, Cool Tricks And Tips:&lt;br /&gt;&lt;br /&gt;Artificial Intelligence &lt;br /&gt;&lt;br /&gt;Super Jumping &lt;br /&gt;&lt;br /&gt;Explods &lt;br /&gt;&lt;br /&gt;Projectiles &lt;br /&gt;&lt;br /&gt;Teleporting &lt;br /&gt;&lt;br /&gt;Cool Tips And Tricks&lt;br /&gt;&lt;br /&gt;Ok, here I will explain how to do some cool stuff in the MUGEN game engine.  I will start with artificial intelligence, which I am sure that a lot of you would like to learn about.  First, you must make as many commands as you can with the time being one and the commands can be something like U, D, D, U.  The command can be anything as long as time is small and command is impossible for a human to do in that time.  The computer, however, if you have the illusion of AI (see mugen.cfg) turned on, can do these controls easily.  This command will activate AI, and a good thing to do is make about 50 something of these commands.  Because the more commands that you have, the better the chance that the AI will start.  It's kind of like pulling a winning ticket out of a hat.  The more winning tickets there are, the better the chance that you'll choose it.  Anyway, I think you get the point.  I am too lazy to go intro description about this so just copy what is below and learn yourself or wait for the other artificial intelligence tutorial that somebody is making:&lt;br /&gt;&lt;br /&gt;*Just Copy This At The Top Of The CMD File, I Am Too Lazy To Explain Everything*&lt;br /&gt;&lt;br /&gt;;-| AI Commands |----------------------------------------------------------&lt;br /&gt;&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu1"&lt;br /&gt;command = U, U, U, U&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu2"&lt;br /&gt;command = U, U, U, D&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu3"&lt;br /&gt;command = U, U, D, D&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu4"&lt;br /&gt;command = U, D, D, D&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu5"&lt;br /&gt;command = D, D, D, D&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu6"&lt;br /&gt;command = D, D, D, U&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu7"&lt;br /&gt;command = D, D, U, U&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu8"&lt;br /&gt;command = D, U, U, U&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu9"&lt;br /&gt;command = U, D, U, U&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu10"&lt;br /&gt;command = U, U, D, U&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu11"&lt;br /&gt;command = D, U, U, D&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu12"&lt;br /&gt;command = U, D, D, U&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu13"&lt;br /&gt;command = D, U, D, U&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu14"&lt;br /&gt;command = U, D, U, D&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu15"&lt;br /&gt;command = F, F, F, F&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu16"&lt;br /&gt;command = B, B, B, B&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu17"&lt;br /&gt;command = F, B, F, F&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu18"&lt;br /&gt;command = F, F, B, F&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu19"&lt;br /&gt;command = B, F, F, F&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu20"&lt;br /&gt;command = F, F, F, B&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu21"&lt;br /&gt;command = F, B, B, F&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu22"&lt;br /&gt;command = B, F, F, B&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu23"&lt;br /&gt;command = F, B, F, B&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu24"&lt;br /&gt;command = B, F, B, F&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu25"&lt;br /&gt;command = D, F, D, F&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu26"&lt;br /&gt;command = D, B, D, B&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu27"&lt;br /&gt;command = D, B, D, F&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu28"&lt;br /&gt;command = D, F, D, B&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu29"&lt;br /&gt;command = U, F, D, B&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu30"&lt;br /&gt;command = U, B, D, F&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu31"&lt;br /&gt;command = B, D, F, U&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu32"&lt;br /&gt;command = F, D, B, U&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu33"&lt;br /&gt;command = U, U, U, U&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu34"&lt;br /&gt;command = U, U, U, D&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu35"&lt;br /&gt;command = U, U, D, D&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu36"&lt;br /&gt;command = U, D, D, D&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu37"&lt;br /&gt;command = D, D, D, D&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu38"&lt;br /&gt;command = D, D, D, U&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu39"&lt;br /&gt;command = D, D, U, U&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu40"&lt;br /&gt;command = D, U, U, U&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu41"&lt;br /&gt;command = U, D, U, U&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu42"&lt;br /&gt;command = U, U, D, U&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu43"&lt;br /&gt;command = D, U, U, D&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu44"&lt;br /&gt;command = U, D, D, U&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu45"&lt;br /&gt;command = D, U, D, U&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu46"&lt;br /&gt;command = U, D, U, D&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu47"&lt;br /&gt;command = F, F, F, F&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu48"&lt;br /&gt;command = B, B, B, B&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu49"&lt;br /&gt;command = F, B, F, F&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu50"&lt;br /&gt;command = F, F, B, F&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu51"&lt;br /&gt;command = B, F, F, F&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu52"&lt;br /&gt;command = F, F, F, B&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu53"&lt;br /&gt;command = F, B, B, F&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu54"&lt;br /&gt;command = B, F, F, B&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu55"&lt;br /&gt;command = F, B, F, B&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu56"&lt;br /&gt;command = B, F, B, F&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu57"&lt;br /&gt;command = D, F, D, F&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu58"&lt;br /&gt;command = D, B, D, B&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu59"&lt;br /&gt;command = D, B, D, F&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu60"&lt;br /&gt;command = D, F, D, B&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu61"&lt;br /&gt;command = U, F, D, B&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu62"&lt;br /&gt;command = U, B, D, F&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu63"&lt;br /&gt;command = B, D, F, U&lt;br /&gt;time = 1&lt;br /&gt;[Command]&lt;br /&gt;name = "cpu64"&lt;br /&gt;command = F, D, B, U&lt;br /&gt;time = 1&lt;br /&gt;&lt;br /&gt;*Just Copy This Under The Statedef -1, I Am Too Lazy To Explain Everything*&lt;br /&gt;&lt;br /&gt;;-|AI Routine|----------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;;-|Signal AI Routines|--------------------------------------------------------------------&lt;br /&gt;[State -1]&lt;br /&gt;type = VarSet&lt;br /&gt;v = 7&lt;br /&gt;value = 1&lt;br /&gt;triggerall = RoundState = 1 || RoundState = 2 || RoundState = 3 || RoundState = 4 &lt;br /&gt;triggerall = ctrl = 0 || ctrl = 1&lt;br /&gt;trigger1 = command = "cpu1"&lt;br /&gt;trigger2 = command = "cpu2"&lt;br /&gt;trigger3 = command = "cpu3"&lt;br /&gt;trigger4 = command = "cpu4"&lt;br /&gt;trigger5 = command = "cpu5"&lt;br /&gt;trigger6 = command = "cpu6"&lt;br /&gt;trigger7 = command = "cpu7"&lt;br /&gt;trigger8 = command = "cpu8"&lt;br /&gt;trigger9 = command = "cpu9"&lt;br /&gt;trigger10 = command = "cpu10"&lt;br /&gt;trigger11 = command = "cpu11"&lt;br /&gt;trigger12 = command = "cpu12"&lt;br /&gt;trigger13 = command = "cpu13"&lt;br /&gt;trigger14 = command = "cpu14"&lt;br /&gt;trigger15 = command = "cpu15"&lt;br /&gt;trigger16 = command = "cpu16"&lt;br /&gt;trigger17 = command = "cpu17"&lt;br /&gt;trigger18 = command = "cpu18"&lt;br /&gt;trigger19 = command = "cpu19"&lt;br /&gt;trigger20 = command = "cpu20"&lt;br /&gt;trigger21 = command = "cpu21"&lt;br /&gt;trigger22 = command = "cpu22"&lt;br /&gt;trigger23 = command = "cpu23"&lt;br /&gt;trigger24 = command = "cpu24"&lt;br /&gt;trigger25 = command = "cpu25"&lt;br /&gt;trigger26 = command = "cpu26"&lt;br /&gt;trigger27 = command = "cpu27"&lt;br /&gt;trigger28 = command = "cpu28"&lt;br /&gt;trigger29 = command = "cpu29"&lt;br /&gt;trigger30 = command = "cpu30"&lt;br /&gt;trigger31 = command = "cpu31"&lt;br /&gt;trigger32 = command = "cpu32"&lt;br /&gt;trigger33 = command = "cpu33"&lt;br /&gt;trigger34 = command = "cpu34"&lt;br /&gt;trigger35 = command = "cpu35"&lt;br /&gt;trigger36 = command = "cpu36"&lt;br /&gt;trigger37 = command = "cpu37"&lt;br /&gt;trigger38 = command = "cpu38"&lt;br /&gt;trigger39 = command = "cpu39"&lt;br /&gt;trigger40 = command = "cpu40"&lt;br /&gt;trigger41 = command = "cpu41"&lt;br /&gt;trigger42 = command = "cpu42"&lt;br /&gt;trigger43 = command = "cpu43"&lt;br /&gt;trigger44 = command = "cpu44"&lt;br /&gt;trigger45 = command = "cpu45"&lt;br /&gt;trigger46 = command = "cpu46"&lt;br /&gt;trigger47 = command = "cpu47"&lt;br /&gt;trigger48 = command = "cpu48"&lt;br /&gt;trigger49 = command = "cpu49"&lt;br /&gt;trigger50 = command = "cpu50"&lt;br /&gt;trigger51 = command = "cpu51"&lt;br /&gt;trigger52 = command = "cpu52"&lt;br /&gt;trigger53 = command = "cpu53"&lt;br /&gt;trigger54 = command = "cpu54"&lt;br /&gt;trigger55 = command = "cpu55"&lt;br /&gt;trigger56 = command = "cpu56"&lt;br /&gt;trigger57 = command = "cpu57"&lt;br /&gt;trigger58 = command = "cpu58"&lt;br /&gt;trigger59 = command = "cpu59"&lt;br /&gt;trigger60 = command = "cpu60"&lt;br /&gt;trigger61 = command = "cpu61"&lt;br /&gt;trigger62 = command = "cpu62"&lt;br /&gt;trigger63 = command = "cpu63"&lt;br /&gt;trigger64 = command = "cpu64"&lt;br /&gt;&lt;br /&gt;Ok, now that you have done that, look at all of the moves that your character has and copy and paste them all under what it says above and you can put a label that says "AI Moves" or something if you want.  I will now tell you how to alter the move so that the AI can use them.  Here is an example move explaining the AI only commands and you can edit them to your own tastes.  Please study this and add the AI only command to all of the moves that you have copied and pasted under the above code.  AI only commands will be marked by an asterisk (*) next to them:&lt;br /&gt;&lt;br /&gt;[State -1, Triple Kung Fu Palm]&lt;br /&gt;type = ChangeState&lt;br /&gt;value = 3000&lt;br /&gt;*triggerall = var(7) = 1&lt;br /&gt;triggerall = power &gt;= 1000&lt;br /&gt;trigger1 = statetype = S&lt;br /&gt;trigger1 = ctrl&lt;br /&gt;*trigger1 = statetype != A ;Tells the AI not to do the move in the air, add this to the move and feel free to change != A to anything that you want&lt;br /&gt;*trigger1 = p2bodydist X &lt;= 50 ;Tells the AI to do this move only when it is less than 50 pixels away from the opponent, add this to the move and feel free to change &lt;= 50 to whatever you want&lt;br /&gt;*trigger1 = p2movetype != A ;Tells the AI not to do this move then opponent is doing an air move, add this to the move and feel free to change != A to whatever you want&lt;br /&gt;*trigger1 = random &lt; 599 ;Tells the AI to do this move when a number of less than 599 out of 999 is randomly chosen, add this to the move and feel free to change &lt; 599 to whatever you want&lt;br /&gt;trigger2 = hitdefattr = SC, NA, SA&lt;br /&gt;trigger2 = movecontact&lt;br /&gt;&lt;br /&gt;If you copy and pasted what I told you to do and added those triggers to each move that you copied for the AI, you will have artificial intelligence.  Remember, that you must keep on trying your AI until you find something that is very good and works.  I'm sorry I couldn't go into much detail on this move, but as long as you have a basic understanding (hopefully), then I believe that I have accomplished what I wanted to accomplish from the beginning.&lt;br /&gt;&lt;br /&gt;Conclusion&lt;br /&gt;&lt;br /&gt;Because of time and boredom, I have decided to stop the tutorial here.  I know that this isn't much of anything and is a large disappointment to many who wants to make a character.  I close now with coding to a very basic Explod and Projectile.  Add these to the state of the move where you want them, and they should work after they have been edited a bit.  If you crave for more information visit FallenAngel's or [E]Magius's sites.  Thank you for your time and concern.&lt;br /&gt;&lt;br /&gt;Explod&lt;br /&gt;&lt;br /&gt;[State 1000, 8]&lt;br /&gt;type = Explod ;the type is an explod&lt;br /&gt;trigger1 = AnimElem = 1 ;triggered on the first sprite&lt;br /&gt;anim = 6070 ;this is the animation of the explod&lt;br /&gt;postype = p1 ;this is where the explod will appear...choices of p1, p2, front, back, left, or right&lt;br /&gt;pos = 0,0 ;position of the epxlod on the screen...in this case right where specified above...p1 (player 1)&lt;br /&gt;bindtime = 100 ;how long the explod will stay where it was specified...in this case the whole move until animation is done&lt;br /&gt;&lt;br /&gt;Projectile&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Projectile ;I figure if nobody reads the docs, maybe they'll read this...&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;Creates a projectile for the player. The Projectile controller takes&lt;br /&gt;&lt;br /&gt;all the parameters of the HitDef controller, which control the HitDef&lt;br /&gt;&lt;br /&gt;for the projectile. In addition, Projectile has the following additional parameters:&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;Required parameters:&lt;br /&gt;&lt;br /&gt;none&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;Optional parameters:&lt;br /&gt;&lt;br /&gt;ProjID = id_no (int)&lt;br /&gt;&lt;br /&gt;Specifies an ID number to refer to this projectile by. Should be&lt;br /&gt;&lt;br /&gt;positive, if specified.&lt;br /&gt;&lt;br /&gt;projanim = anim_no (int)&lt;br /&gt;&lt;br /&gt;Specifies the animation action number to use for the projectile's&lt;br /&gt;&lt;br /&gt;animation. Defaults to 0 if omitted.&lt;br /&gt;&lt;br /&gt;projhitanim = anim_no (int)&lt;br /&gt;&lt;br /&gt;Specifies the animation action number to play when the projectile&lt;br /&gt;&lt;br /&gt;hits the opponent. Defaults to -1 (no change in animation) if&lt;br /&gt;&lt;br /&gt;omitted.&lt;br /&gt;&lt;br /&gt;projremanim = anim_no (int)&lt;br /&gt;&lt;br /&gt;Specifies the animation action number to play when the projectile&lt;br /&gt;&lt;br /&gt;is removed (due to its time expiring or hitting the its removal&lt;br /&gt;&lt;br /&gt;boundaries, etc.) If omitted, projhitanim is used instead.&lt;br /&gt;&lt;br /&gt;projcancelanim = anim_no (int)&lt;br /&gt;&lt;br /&gt;Specifies the animation action number to play when the projectile&lt;br /&gt;&lt;br /&gt;is cancelled by hitting another projectile. If omitted,&lt;br /&gt;&lt;br /&gt;projremanim is used instead.&lt;br /&gt;&lt;br /&gt;projremove = remove_flag (int)&lt;br /&gt;&lt;br /&gt;Set to a nonzero value to have the projectile be removed after it&lt;br /&gt;&lt;br /&gt;hits, or to 0 to disable this behavior. Defaults to 1.&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;projremovetime = remove_time (int)&lt;br /&gt;&lt;br /&gt;Specifies the number of ticks after which the projectile should be&lt;br /&gt;&lt;br /&gt;removed from the screen. Defaults to -1 (never time out).&lt;br /&gt;&lt;br /&gt;velocity = x_vel, y_vel (float)&lt;br /&gt;&lt;br /&gt;Specifies the initial x and y velocities for the projectile to&lt;br /&gt;&lt;br /&gt;travel at. Defaults to 0,0 if omitted.&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;remvelocity = x_vel, y_vel (float)&lt;br /&gt;&lt;br /&gt;Specifies the x and y velocities at which the projectile should&lt;br /&gt;&lt;br /&gt;travel while being removed. Defaults to 0,0 if omitted.&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;accel = x_accel, y_accel (float)&lt;br /&gt;&lt;br /&gt;Specifies the acceleration to apply to the projectile in the x and&lt;br /&gt;&lt;br /&gt;y directions. Defaults to 0,0 if omitted.&lt;br /&gt;&lt;br /&gt;velmul = x_mul, y_mul (float)&lt;br /&gt;&lt;br /&gt;Specifies x and y velocity multipliers. The projectile's velocity&lt;br /&gt;&lt;br /&gt;is multiplied by these multipliers on every tick. The multipliers&lt;br /&gt;&lt;br /&gt;default to 1 if omitted.&lt;br /&gt;&lt;br /&gt;projhits = num_hits (int)&lt;br /&gt;&lt;br /&gt;Specifies the number of hits that this projectile should be able&lt;br /&gt;&lt;br /&gt;to do before being removed. Defaults to 1.&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;projmisstime = miss_time (int)&lt;br /&gt;&lt;br /&gt;If the projectile does multiple hits, specifies the least number&lt;br /&gt;&lt;br /&gt;of ticks that must elapse between hits. Defaults to 0, but you&lt;br /&gt;&lt;br /&gt;will most likely need a nonzero value.&lt;br /&gt;&lt;br /&gt;projpriority = proj_priority (int)&lt;br /&gt;&lt;br /&gt;Specifies the projectile priority. If the projectile collides with&lt;br /&gt;&lt;br /&gt;another projectile of equal priority, they will cancel. If it&lt;br /&gt;&lt;br /&gt;collides with another of lower priority, it will cancel the lower-&lt;br /&gt;&lt;br /&gt;priority projectile, and the higher-priority one will have its&lt;br /&gt;&lt;br /&gt;priority decreased by 1.&lt;br /&gt;&lt;br /&gt;Defaults to 1.&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;projsprpriority = priority (int)&lt;br /&gt;&lt;br /&gt;Specifies the sprite priority of the projectile. Higher-priority&lt;br /&gt;&lt;br /&gt;sprites are drawn on top of lower-priority sprites. Defaults to 3.&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;projedgebound = value (int)&lt;br /&gt;&lt;br /&gt;This is the distance (in pixels) off the edge of the screen before&lt;br /&gt;&lt;br /&gt;the projectile is deleted. Defaults to 40.&lt;br /&gt;&lt;br /&gt;projstagebound = value (int)&lt;br /&gt;&lt;br /&gt;Specifies the greatest distance the projectile can travel off the&lt;br /&gt;&lt;br /&gt;edge of the stage (not screen) before being deleted. Defaults to&lt;br /&gt;&lt;br /&gt;40.&lt;br /&gt;&lt;br /&gt;projheightbound = lowbound, highbound (int)&lt;br /&gt;&lt;br /&gt;Specifies the least and greatest y values the projectile is&lt;br /&gt;&lt;br /&gt;allowed to reach. If the projectile leaves these boundaries, it is&lt;br /&gt;&lt;br /&gt;removed. Note: since y values decrease with increasing height on&lt;br /&gt;&lt;br /&gt;the screen, lowbound actually specifies the greatest height the&lt;br /&gt;&lt;br /&gt;projectile can attain. These parameters default to -240,1 if&lt;br /&gt;&lt;br /&gt;omitted.&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;offset = off_x, off_y (int)&lt;br /&gt;&lt;br /&gt;Specifies the x and y offsets at which the projectile should be&lt;br /&gt;&lt;br /&gt;created. Both parameters default to 0 if omitted. The exact&lt;br /&gt;&lt;br /&gt;behavior of the offset parameters is dependent on the postype.&lt;br /&gt;&lt;br /&gt;postype = type_string&lt;br /&gt;&lt;br /&gt;type_string specifies the postype -- how to interpret the pos&lt;br /&gt;&lt;br /&gt;parameters.&lt;br /&gt;&lt;br /&gt;In all cases, a positive y offset means a downward displacement.&lt;br /&gt;&lt;br /&gt;Valid values for postype are the following:&lt;br /&gt;&lt;br /&gt;- p1&lt;br /&gt;&lt;br /&gt;Interprets pos relative to p1's axis. A positive x offset is&lt;br /&gt;&lt;br /&gt;toward the front of p1. This is the default value for postype.&lt;br /&gt;&lt;br /&gt;- p2&lt;br /&gt;&lt;br /&gt;Interprets pos relative to p2's axis. A positive x offset is&lt;br /&gt;&lt;br /&gt;toward the front of p2.&lt;br /&gt;&lt;br /&gt;- front&lt;br /&gt;&lt;br /&gt;Interprets xpos relative to the edge of the screen that p1 is&lt;br /&gt;&lt;br /&gt;facing toward, and ypos relative to p1's y axis. A positive x&lt;br /&gt;&lt;br /&gt;offset is away from the center of the screen, whereas a&lt;br /&gt;&lt;br /&gt;negative x offset is toward the center.&lt;br /&gt;&lt;br /&gt;- back&lt;br /&gt;&lt;br /&gt;Interprets xpos relative to the edge of the screen that p1 is&lt;br /&gt;&lt;br /&gt;facing away from, and ypos relative to p1's y axis. A positive&lt;br /&gt;&lt;br /&gt;x offset is toward the center of the screen, whereas a&lt;br /&gt;&lt;br /&gt;negative x offset is away from the center.&lt;br /&gt;&lt;br /&gt;- left&lt;br /&gt;&lt;br /&gt;Interprets xpos and ypos relative to the upper-left corner of&lt;br /&gt;&lt;br /&gt;the screen. A positive x offset is toward the right of the&lt;br /&gt;&lt;br /&gt;screen.&lt;br /&gt;&lt;br /&gt;- right&lt;br /&gt;&lt;br /&gt;Interprets xpos and ypos relative to the upper-right corner of&lt;br /&gt;&lt;br /&gt;the screen. A positive x offset is toward the right of the&lt;br /&gt;&lt;br /&gt;screen.&lt;br /&gt;&lt;br /&gt;projshadow = shad_r, shad_g, shad_b (int)&lt;br /&gt;&lt;br /&gt;Specifies the R, G, and B components of the projectile's shadow.&lt;br /&gt;&lt;br /&gt;These components should be integers between 0 and 255,&lt;br /&gt;&lt;br /&gt;inclusive. If shad_r evaluates to -1, then the stage's shadow&lt;br /&gt;&lt;br /&gt;color will be used. The higher a component value, the less of&lt;br /&gt;&lt;br /&gt;that color is displayed in the shadow. So a perfectly black shadow&lt;br /&gt;&lt;br /&gt;is 255,255,255. Defaults to 0,0,0 (no shadow).&lt;br /&gt;&lt;br /&gt;supermovetime = move_time (int)&lt;br /&gt;&lt;br /&gt;Determines the number of ticks that the projectile should be&lt;br /&gt;&lt;br /&gt;"unfrozen" during a SuperPause. Defaults to 0.&lt;br /&gt;&lt;br /&gt;pausemovetime = move_time (int)&lt;br /&gt;&lt;br /&gt;Determines the number of ticks that the projectile should be&lt;br /&gt;&lt;br /&gt;"unfrozen" during a Pause. Defaults to 0.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-7813004980763113602?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/7813004980763113602/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=7813004980763113602&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/7813004980763113602'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/7813004980763113602'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/sykotik-character-creation-tutorial.html' title='Sykotik&apos;s Character Creation Tutorial'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-3620823551370563317</id><published>2007-08-03T00:46:00.000-04:00</published><updated>2007-09-15T10:58:14.871-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Teleportation by The Necromancer</title><content type='html'>=============&lt;br /&gt;Teleportation&lt;br /&gt;=============&lt;br /&gt;Created by The Necromancer&lt;br /&gt;&lt;br /&gt;;---------------------------------------------------------------------------&lt;br /&gt;Teleportation -- The ability to move from one place to another without&lt;br /&gt;physical movement.&lt;br /&gt;&lt;br /&gt;There are two types of teleportation: Teleportation that works at a fixed&lt;br /&gt;position, and teleportation that works according to a particular situation.&lt;br /&gt;(eg. opponent's position)&lt;br /&gt;;---------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;1.) Fixed Teleportation&lt;br /&gt;&lt;br /&gt;This particular code can be controlled with the directional keys.&lt;br /&gt;&lt;br /&gt;[Statedef 9000]&lt;br /&gt;&lt;br /&gt;[State 9000, PlaySnd]&lt;br /&gt;type = PlaySnd&lt;br /&gt;trigger1 = (whatever)&lt;br /&gt;value = *,*&lt;br /&gt;&lt;br /&gt;[State 9000, PosSet]&lt;br /&gt;type = PosSet&lt;br /&gt;trigger1 = Pos Y &gt; 0&lt;br /&gt;y = 0&lt;br /&gt;&lt;br /&gt;[State 9000, PosAddFwd]&lt;br /&gt;type = PosAdd&lt;br /&gt;triggerall = Time = *** ;Time to teleport.&lt;br /&gt;trigger1 = ((command = "holdfwd") || (command != "holdfwd")) &amp;&amp;amp;amp; (command != "holdback") &amp;&amp;amp; (command != "holdup") &amp;&amp;amp; (command != "holddown")&lt;br /&gt;x = * ;Must be a positive value.&lt;br /&gt;y = 0&lt;br /&gt;&lt;br /&gt;[State 9000, PosAddBack]&lt;br /&gt;type = PosAdd&lt;br /&gt;triggerall = Time = *** ;Time to teleport.&lt;br /&gt;trigger1 = (command = "holdback") &amp;&amp;amp;amp; (command != "holdfwd") &amp;&amp;amp; (command != "holdup") &amp;&amp;amp; (command != "holddown")&lt;br /&gt;x = * ;Must be a negative value.&lt;br /&gt;y = 0&lt;br /&gt;&lt;br /&gt;[State 9000, PosAddUp]&lt;br /&gt;type = PosAdd&lt;br /&gt;triggerall = Time = *** ;Time to teleport.&lt;br /&gt;trigger1 = (command = "holdup") &amp;&amp;amp;amp; (command != "holdfwd") &amp;&amp;amp; (command != "holdback") &amp;&amp;amp; (command != "holddown")&lt;br /&gt;x = 0&lt;br /&gt;y = * ;Must be a negative value.&lt;br /&gt;&lt;br /&gt;[State 9000, PosAddDown]&lt;br /&gt;type = PosAdd&lt;br /&gt;triggerall = Time = *** ;Time to teleport.&lt;br /&gt;trigger1 = (command = "holddown") &amp;&amp;amp;amp; (command != "holdfwd") &amp;&amp;amp; (command != "holdback") &amp;&amp;amp; (command != "holdup")&lt;br /&gt;x = 0&lt;br /&gt;y = * ;Must be a positive value.&lt;br /&gt;&lt;br /&gt;[State 9000, PosAddFwdUp]&lt;br /&gt;type = PosAdd&lt;br /&gt;triggerall = Time = *** ;Time to teleport.&lt;br /&gt;trigger1 = (command = "holdfwd") &amp;&amp;amp;amp; (command = "holdup") &amp;&amp;amp; (command != "holdback") &amp;&amp;amp; (command != "holddown")&lt;br /&gt;x = * ;Must be a positive value.&lt;br /&gt;y = * ;Must be a negative value.&lt;br /&gt;&lt;br /&gt;[State 9000, PosAddFwdDown]&lt;br /&gt;type = PosAdd&lt;br /&gt;triggerall = Time = *** ;Time to teleport.&lt;br /&gt;trigger1 = (command = "holdfwd") &amp;&amp;amp;amp; (command = "holddown") &amp;&amp;amp; (command != "holdback") &amp;&amp;amp; (command != "holdup")&lt;br /&gt;x = * ;Must be a positive value.&lt;br /&gt;y = * ;Must be a positive value.&lt;br /&gt;&lt;br /&gt;[State 9000, PosAddBackUp]&lt;br /&gt;type = PosAdd&lt;br /&gt;triggerall = Time = *** ;Time to teleport.&lt;br /&gt;trigger1 = (command = "holdback") &amp;&amp;amp;amp; (command = "holdup") &amp;&amp;amp; (command = "holdfwd") &amp;&amp;amp; (command = "holddown")&lt;br /&gt;x = * ;Must be a negative value.&lt;br /&gt;y = * ;Must be a negative value.&lt;br /&gt;&lt;br /&gt;[State 9000, PosAddBackDown]&lt;br /&gt;type = PosAdd&lt;br /&gt;triggerall = Time = *** ;Time to teleport.&lt;br /&gt;trigger1 = (command = "holdback") &amp;&amp;amp;amp; (command = "holddown") &amp;&amp;amp; (command != "holdfwd") &amp;&amp;amp; (command != "holdup")&lt;br /&gt;x = * ;Must be a negative value.&lt;br /&gt;y = * ;Must be a positive value.&lt;br /&gt;&lt;br /&gt;[State 9000, End]&lt;br /&gt;type = ChangeState&lt;br /&gt;trigger1 = AnimTime = 0&lt;br /&gt;value = 0&lt;br /&gt;ctrl = 1&lt;br /&gt;&lt;br /&gt;2.) Non-Fixed Teleportation: Teleportation is determined by the opponent's position.&lt;br /&gt;(as an example...)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;[Statedef 9000]&lt;br /&gt;&lt;br /&gt;[State 9000, PlaySnd]&lt;br /&gt;type = PlaySnd&lt;br /&gt;trigger1 = (whatever)&lt;br /&gt;value = *,*&lt;br /&gt;&lt;br /&gt;[State 9000, PosAdd]&lt;br /&gt;type = PosAdd&lt;br /&gt;trigger1 = (whatever)&lt;br /&gt;x = (P2Dist X) + *&lt;br /&gt;y = (P2dist Y) + *&lt;br /&gt;&lt;br /&gt;[State 9000, End]&lt;br /&gt;type = ChangeState&lt;br /&gt;trigger1 = AnimTime = 0&lt;br /&gt;value = 0&lt;br /&gt;ctrl = 1&lt;br /&gt;&lt;br /&gt;The "+ *" is used, so that your character is given some room away from the opponent, rather&lt;br /&gt;than teleporting at the exact point of where he/she is.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-3620823551370563317?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/3620823551370563317/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=3620823551370563317&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/3620823551370563317'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/3620823551370563317'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/teleportation-by-necromancer.html' title='Teleportation by The Necromancer'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-8930679833041317371</id><published>2007-08-02T14:47:00.000-04:00</published><updated>2007-09-15T10:58:14.872-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>AI Programming Tutorial by FlowaGirl</title><content type='html'>========================&lt;br /&gt;AI Programming Tutorial&lt;br /&gt;========================&lt;br /&gt;Author: FlowaGirl&lt;br /&gt;flowergirl@cutey.com&lt;br /&gt;http://blargh.i-xcell.com&lt;br /&gt;&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;Programming a character's custom AI is something extra; It's not needed in any&lt;br /&gt;character, but most people seem to want to do it anyway, whether it is to kick&lt;br /&gt;another character's arse, increase the gameplay of the character, or just for&lt;br /&gt;watch mode.&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;When programming an AI, it is recommended that you have completed most of&lt;br /&gt;the character. It will makes things easier, so you won't have to go back and change&lt;br /&gt;anything in the script if you decide to add in more stuff.&lt;br /&gt;&lt;br /&gt;Think about the moves for your character; How you want it to use a projectile,&lt;br /&gt;when to guard, and when to attempt to throw the opponent? It's up to you. A well&lt;br /&gt;planned AI is important, as poorly made AI's can end up extremely glitchy.&lt;br /&gt;&lt;br /&gt;This example shows how your character will attempt to throw the opponent, only&lt;br /&gt;when it is close to the opponent, and when the opponent is on the floor. I choose&lt;br /&gt;to do the AI programming under StateDef -3, but this can be done under StateDef -2, or&lt;br /&gt;even StateDef -1 of the CMD file.&lt;br /&gt;&lt;br /&gt;[State -3: ChangeState]&lt;br /&gt;type = ChangeState&lt;br /&gt;trigger1 = (Var(0) &gt; 0)&lt;br /&gt;trigger1 = (Random &lt;= 499) trigger1 = (StateType != A) &amp;&amp;amp; (Ctrl) trigger1 = (P2BodyDist X &lt;= 40) &amp;&amp;amp; (P2StateType = S) value = ****  The 1st trigger, "(Var(0) &gt; 0)" means that the move can only be read by the AI.&lt;br /&gt;Remember, the AI Activation sets the value of Var(0) to 1.&lt;br /&gt;&lt;br /&gt;2nd trigger, "(Random &lt;= 499)" means that the AI will make an attempt to throw the&lt;br /&gt;opponent, but only half the time. This should be used, so your character&lt;br /&gt;is not too predictable.&lt;br /&gt;&lt;br /&gt;3rd trigger, is simply used, so that the character can only make the throw attempt&lt;br /&gt;when he is on the ground, (StateType != A) and is able to do so. (Ctrl)&lt;br /&gt;&lt;br /&gt;Finally, the 4th trigger, "(P2BodyDist X &lt;= 40) &amp;&amp;amp; (P2StateType = S)" means that&lt;br /&gt;the character will throw the opponent, only when the opponent is close, (P2BodyDist X &lt;= 40)&lt;br /&gt;and when the opponent is on the ground as well. (P2StateType = S)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-8930679833041317371?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/8930679833041317371/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=8930679833041317371&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/8930679833041317371'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/8930679833041317371'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/ai-programming-tutorial-by-flowagirl.html' title='AI Programming Tutorial by FlowaGirl'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-937077326376502606</id><published>2007-08-01T00:19:00.000-04:00</published><updated>2007-09-15T10:58:14.872-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Flying code by Flowagirl</title><content type='html'>================================&lt;br /&gt;Flying: Idainaru Densetsu Style&lt;br /&gt;================================&lt;br /&gt;Author: FlowaGirl&lt;br /&gt;flowergirl@cutey.com&lt;br /&gt;http://blargh.i-xcell.com&lt;br /&gt;&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;The way flying works in Idainaru Densetsu is very simple; Pressing backward&lt;br /&gt;or downwards on the directional keys move your character away from the&lt;br /&gt;opponent, and forward or up to move towards. Your character will move in a&lt;br /&gt;straight path.&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;The startup state.&lt;br /&gt;&lt;br /&gt;[Statedef ****]&lt;br /&gt;type = A&lt;br /&gt;movetype = I&lt;br /&gt;physics = N&lt;br /&gt;anim = ****&lt;br /&gt;&lt;br /&gt;[State ****: VarSet]&lt;br /&gt;type = VarSet&lt;br /&gt;trigger1 = (!Time)&lt;br /&gt;var(0) = 1&lt;br /&gt;&lt;br /&gt;[State ****: VelSet]&lt;br /&gt;type = VelSet&lt;br /&gt;trigger1 = (Time &gt; 10)&lt;br /&gt;y = -6&lt;br /&gt;&lt;br /&gt;[State ****: VelAdd]&lt;br /&gt;type = VelAdd&lt;br /&gt;trigger1 = (Time &gt; 10) &amp;&amp;amp; (Time, &lt; y =" 0.40" type =" ChangeState" trigger1 =" (Time"&gt; 30)&lt;br /&gt;value = ***1&lt;br /&gt;&lt;br /&gt;The flying state, when character is idle.&lt;br /&gt;&lt;br /&gt;[Statedef ***1]&lt;br /&gt;type = A&lt;br /&gt;movetype = I&lt;br /&gt;physics = N&lt;br /&gt;anim = ***1&lt;br /&gt;velset = 0,0&lt;br /&gt;ctrl = 1&lt;br /&gt;&lt;br /&gt;[State ***1: Turn]&lt;br /&gt;type = Turn&lt;br /&gt;trigger1 = (P2Dist X &lt; -1)&lt;br /&gt;&lt;br /&gt;This NULL is actually used to set a few variables at once, without actually having to use&lt;br /&gt;that many VarSet's.&lt;br /&gt;(Read Elecbyte's documentation on expressions.)&lt;br /&gt;&lt;br /&gt;Var(0): The "You're flying" variable. You can use this to call upon when needed, such as&lt;br /&gt;for the CMD file.&lt;br /&gt;&lt;br /&gt;Var(1) and Var(2): Used for the floating effect.&lt;br /&gt;&lt;br /&gt;[State ***1: Null]&lt;br /&gt;type = Null&lt;br /&gt;trigger1 = (!Time)&lt;br /&gt;trigger1 = (Var(1) := 0) &amp;&amp;amp; (Var(0) := 1)&lt;br /&gt;trigger2 = (Var(1) = -10) || (Var(1) = 10)&lt;br /&gt;trigger2 = (Var(2) := IfElse(Var(1) = -10,0,1))&lt;br /&gt;&lt;br /&gt;[State ***1: VarAdd]&lt;br /&gt;type = VarAdd&lt;br /&gt;trigger1 = 1&lt;br /&gt;var(1) = IfElse(Var(2) = 0,1,-1)&lt;br /&gt;&lt;br /&gt;[State ***1: VelAdd]&lt;br /&gt;type = VelAdd&lt;br /&gt;trigger1 = 1&lt;br /&gt;y = IfElse(Var(2) = 1,0.05,-0.05)&lt;br /&gt;&lt;br /&gt;***2 is the moving towards state, and ***3 for away.&lt;br /&gt;&lt;br /&gt;[State ***1: ChangeState]&lt;br /&gt;type = ChangeState&lt;br /&gt;trigger1 = (Command = "holdup") || (Command = "holdfwd")&lt;br /&gt;value = ***2&lt;br /&gt;&lt;br /&gt;[State ***1: ChangeState]&lt;br /&gt;type = ChangeState&lt;br /&gt;trigger1 = (Command = "holddown") || (Command = "holdback")&lt;br /&gt;value = ***3&lt;br /&gt;&lt;br /&gt;Flying towards state.&lt;br /&gt;&lt;br /&gt;[Statedef ***2]&lt;br /&gt;type = A&lt;br /&gt;movetype = I&lt;br /&gt;physics = N&lt;br /&gt;anim = ***2&lt;br /&gt;ctrl = 1&lt;br /&gt;&lt;br /&gt;This is used to check the position of the enemy, and sets the appropriate values to&lt;br /&gt;move towards him/her.&lt;br /&gt;&lt;br /&gt;FVar(0): X velocity&lt;br /&gt;FVar(1): Y velocity&lt;br /&gt;&lt;br /&gt;[State ***2: Null]&lt;br /&gt;type = Null&lt;br /&gt;trigger1 = (!Time)&lt;br /&gt;trigger1 = (FVar(0) := (P2Dist X * 8) / (Exp(0.5*ln((P2Dist X * P2Dist X) + (P2Dist Y * P2Dist Y)))))&lt;br /&gt;trigger1 = (FVar(1) := (P2Dist Y * 8) / (Exp(0.5*ln((P2Dist X * P2Dist X) + (P2Dist Y * P2Dist Y)))))&lt;br /&gt;&lt;br /&gt;Moves the character, using the variables as reference. You cannot use those expressions&lt;br /&gt;as shown above and put it directly into the VelSet. MUGEN will lock up after this is used&lt;br /&gt;a number of times.&lt;br /&gt;&lt;br /&gt;[State ***2: VelSet]&lt;br /&gt;type = VelSet&lt;br /&gt;trigger1 = (Whatever)&lt;br /&gt;x = FVar(0)&lt;br /&gt;y = FVar(1)&lt;br /&gt;&lt;br /&gt;Go back to the idle state when commands are released.&lt;br /&gt;&lt;br /&gt;[State ***2: ChangeState]&lt;br /&gt;type = ChangeState&lt;br /&gt;trigger1 = (Command != "holdfwd") &amp;&amp;amp; (Command != "holdup")&lt;br /&gt;value = ***1&lt;br /&gt;&lt;br /&gt;Flying away state.&lt;br /&gt;&lt;br /&gt;[Statedef ***3]&lt;br /&gt;type = A&lt;br /&gt;movetype = I&lt;br /&gt;physics = N&lt;br /&gt;anim = ***3&lt;br /&gt;ctrl = 1&lt;br /&gt;&lt;br /&gt;Disables air guarding. If you wish to add in air guarding while flying, you can&lt;br /&gt;remove this, then edit the guarding states accordingly, using Var(0) as reference.&lt;br /&gt;&lt;br /&gt;[State ***3: AssertSpecial]&lt;br /&gt;type = AssertSpecial&lt;br /&gt;trigger1 = 1&lt;br /&gt;flag = NoAirGuard&lt;br /&gt;ignorehitpause = 1&lt;br /&gt;&lt;br /&gt;[State ***3: Null]&lt;br /&gt;type = Null&lt;br /&gt;trigger1 = (!Time)&lt;br /&gt;trigger1 = (FVar(0) := (P2Dist X * 8) / (Exp(0.5*ln((P2Dist X * P2Dist X) + (P2Dist Y * P2Dist Y)))))&lt;br /&gt;trigger1 = (FVar(1) := (P2Dist Y * 8) / (Exp(0.5*ln((P2Dist X * P2Dist X) + (P2Dist Y * P2Dist Y)))))&lt;br /&gt;&lt;br /&gt;[State ***3: VelSet]&lt;br /&gt;type = VelSet&lt;br /&gt;trigger1 = (Whatever)&lt;br /&gt;x = (FVar(0)*(-1))&lt;br /&gt;y = (FVar(1)*(-1))&lt;br /&gt;&lt;br /&gt;[State ***3: ChangeState]&lt;br /&gt;type = ChangeState&lt;br /&gt;trigger1 = (Command != "holdback") &amp;&amp;amp; (Command != "holddown")&lt;br /&gt;value = ***1&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-937077326376502606?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/937077326376502606/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=937077326376502606&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/937077326376502606'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/937077326376502606'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/flying-code-by-flowagirl.html' title='Flying code by Flowagirl'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-4158300153368809635</id><published>2007-07-31T12:39:00.000-04:00</published><updated>2007-09-15T10:58:14.873-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Sprite Tutorial by Elecbyte</title><content type='html'>&lt;strong&gt;The sprite standard&lt;br /&gt;===================&lt;br /&gt;M.U.G.E.N, (c) Elecbyte 2002&lt;br /&gt;Documentation for version 2002.04.14&lt;br /&gt;&lt;br /&gt;Updated 26 June 2000&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;====================================================================&lt;br /&gt;&lt;span style="color:#ff0000;"&gt;0. Contents&lt;/span&gt;&lt;br /&gt;====================================================================&lt;br /&gt;&lt;br /&gt;I.   Required Sprites&lt;br /&gt;II.  Recommended group numbers&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;====================================================================&lt;br /&gt;&lt;span style="color:#ff0000;"&gt;I. Required Sprites&lt;/span&gt;&lt;br /&gt;====================================================================&lt;br /&gt;&lt;br /&gt;Every character must have what is called "required sprites". These are&lt;br /&gt;sprites that you may not necessarily be using for your animations, but&lt;br /&gt;must always be included in the character's SFF. These sprites are&lt;br /&gt;necessary for your character to appear correctly when thrown.&lt;br /&gt;&lt;br /&gt;- Use only these standard frames when making a action in the .air file&lt;br /&gt; that characters beside yourself will execute. For example, getting&lt;br /&gt; thrown animation.&lt;br /&gt;- The horizontal component of "Axis" means around the center of the&lt;br /&gt; character, unless specified otherwise&lt;br /&gt;&lt;br /&gt;Standard getting hit&lt;br /&gt;--------------------&lt;br /&gt;- You MUST follow the numbers exactly.&lt;br /&gt;- Axes labelled "where feet would be" should have the axis approximately&lt;br /&gt; between where both feet would be, if the character was made to stand&lt;br /&gt; with his center of gravity fixed in the same position as that required&lt;br /&gt; frame&lt;br /&gt;- Axes labelled "midsection" should have the axis around the waist area&lt;br /&gt;- Axes labelled "head" should have the axis in the middle of the&lt;br /&gt; character's head&lt;br /&gt;- Some numbers, such as 5000,1 to 5000,9 are for you to add intermediate&lt;br /&gt; frames if you choose to do so.&lt;br /&gt;- See spr.gif for an example of how the sprites should approximately look&lt;br /&gt; and where the axes should be placed.&lt;br /&gt;- Sprites labeled with an asterisk (*) are the new required sprites that&lt;br /&gt; were added since MUGEN version 2000.06.27.&lt;br /&gt;&lt;br /&gt;Frame     Description                                  Axis&lt;br /&gt;-------   ------------                                 ----&lt;br /&gt;5000,0    Hit high while standing, head back slightly  Feet&lt;br /&gt;5000,10   Hit high while standing, head back more      Feet&lt;br /&gt;5000,20   Hit high while standing, head back far       Feet&lt;br /&gt;5001,0    Frame 5000,0                                 Midsection&lt;br /&gt;5001,10   Frame 5000,10                                Midsection&lt;br /&gt;5001,20   Frame 5000,20                                Midsection&lt;br /&gt;5002,0    Frame 5000,0                                 Head&lt;br /&gt;5002,10   Frame 5000,10                                Head&lt;br /&gt;5002,20   Frame 5000,20                                Head&lt;br /&gt;5010,0    Hit low while standing, bent over slightly   Feet&lt;br /&gt;5010,10   Hit low while standing, bent over more       Feet&lt;br /&gt;5010,20   Hit low while standing, bent over far        Feet&lt;br /&gt;5011,0    Frame 5010,0                                 Midsection&lt;br /&gt;5011,10   Frame 5010,10                                Midsection&lt;br /&gt;5011,20   Frame 5010,20                                Midsection&lt;br /&gt;5012,0    Frame 5010,0                                 Head&lt;br /&gt;5012,10   Frame 5010,10                                Head&lt;br /&gt;5012,20   Frame 5010,20                                Head&lt;br /&gt;5020,0    Hit while crouching, head back slightly      Feet&lt;br /&gt;5020,10   Hit while crouching, head back more          Feet&lt;br /&gt;5020,20   Hit while crouching, head back far           Feet&lt;br /&gt;5030,0    Hit back, head back slightly                 Where feet would be if standing&lt;br /&gt;5030,10   Hit back, head back far                      Where feet would be&lt;br /&gt;5030,20 * Hit in stomach with body horizontal          Where feet would be&lt;br /&gt;5030,30 * Hit back, body horizontal                    Where feet would be&lt;br /&gt;5030,40 * Falling, head down slightly                  Where feet would be&lt;br /&gt;5030,50 * Falling, head down far                       Where feet would be&lt;br /&gt;5031,0    Frame 5030,0                                 Midsection&lt;br /&gt;5031,10   Frame 5030,10                                Midsection&lt;br /&gt;5031,20 * Frame 5030,20                                Midsection&lt;br /&gt;5031,30 * Frame 5030,30                                Midsection&lt;br /&gt;5031,40 * Frame 5030,40                                Midsection&lt;br /&gt;5031,50 * Frame 5030,50                                Midsection&lt;br /&gt;5032,0    Frame 5030,0                                 Head&lt;br /&gt;5032,10   Frame 5030,10                                Head&lt;br /&gt;5032,20 * Frame 5030,20                                Head&lt;br /&gt;5032,30 * Frame 5030,30                                Head&lt;br /&gt;5032,40 * Frame 5030,40                                Head&lt;br /&gt;5032,50 * Frame 5030,50                                Head&lt;br /&gt;5040,0    Fall and hitting ground                      Ground-level (eg. back)&lt;br /&gt;5040,10   Lying down on ground                         Ground-level&lt;br /&gt;5040,20 * Hit while lying on ground                    Ground-level&lt;br /&gt;5041,0    Frame 5040,0                                 Middle of body&lt;br /&gt;5041,10   Frame 5040,10                                Middle of body&lt;br /&gt;5041,20 * Frame 5040,20                                Middle of body&lt;br /&gt;5042,0    Frame 5040,0                                 Head&lt;br /&gt;5042,10   Frame 5040,10                                Head&lt;br /&gt;5042,20 * Frame 5040,20                                Head&lt;br /&gt;5060,0  * Hit up, head pointed up, body vertical       Where feet would be if standing&lt;br /&gt;5060,10 * Head pointed down, body vertical             Where feet would be&lt;br /&gt;5061,0  * Frame 5060,0                                 Midsection&lt;br /&gt;5061,10 * Frame 5060,10                                Midsection&lt;br /&gt;5062,0  * Frame 5060,0                                 Head&lt;br /&gt;5062,10 * Frame 5060,10                                Head&lt;br /&gt;5070,0  * Thrown, body tiled forwards slightly         Where feet would be if standing&lt;br /&gt;5070,10 * Thrown, body tiled forwards far              Where feet would be&lt;br /&gt;5070,20 * Thrown, body horizontal, head in front       Where feet would be&lt;br /&gt;5071,0  * Frame 5070,0                                 Midsection&lt;br /&gt;5071,10 * Frame 5070,10                                Midsection&lt;br /&gt;5071,20 * Frame 5070,20                                Midsection&lt;br /&gt;5072,0  * Frame 5070,0                                 Head&lt;br /&gt;5072,10 * Frame 5070,10                                Head&lt;br /&gt;5072,20 * Frame 5070,20                                Head&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;====================================================================&lt;br /&gt;&lt;span style="color:#ff0000;"&gt;II. Recommended group numbers&lt;/span&gt;&lt;br /&gt;====================================================================&lt;br /&gt;&lt;br /&gt;Group     Description                  Comments&lt;br /&gt;-------   ------------                 --------&lt;br /&gt;0         Standing&lt;br /&gt;5         Turning&lt;br /&gt;10        Stand to crouch&lt;br /&gt;11        Crouching&lt;br /&gt;12        Stand to crouch&lt;br /&gt;20        Walking forwards&lt;br /&gt;21        Walking backwards&lt;br /&gt;40        Jump start (on ground)&lt;br /&gt;41        Jump neutral (upwards)&lt;br /&gt;42        Jump forwards (upwards)&lt;br /&gt;43        Jump back (upwards)&lt;br /&gt;44        Jump neutral (downwards)&lt;br /&gt;45        Jump fwd (downwards)&lt;br /&gt;46        Jump back (downwards)&lt;br /&gt;47        Jump landing&lt;br /&gt;100       Run fwd&lt;br /&gt;105       Hop back&lt;br /&gt;110       Dodge up&lt;br /&gt;                   115       Dodge down&lt;br /&gt;120       Start guarding (stand)&lt;br /&gt;121       Start guarding (crouch)&lt;br /&gt;122       Start guarding (air)&lt;br /&gt;130       Guard (stand)&lt;br /&gt;131       Guard (crouch)&lt;br /&gt;132       Guard (air)&lt;br /&gt;140       Stop guarding (stand)&lt;br /&gt;141       Stop guarding (crouch)&lt;br /&gt;142       Stop guarding (air)&lt;br /&gt;150       Guarding a hit (stand)&lt;br /&gt;151       Guarding a hit (crouch)&lt;br /&gt;152       Guarding a hit (air)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-4158300153368809635?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/4158300153368809635/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=4158300153368809635&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/4158300153368809635'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/4158300153368809635'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/07/sprite-tutorial-by-elecbyte.html' title='Sprite Tutorial by Elecbyte'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-8666948238214184788</id><published>2007-07-28T22:06:00.000-04:00</published><updated>2007-08-27T19:05:25.822-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Trailers'/><category scheme='http://www.blogger.com/atom/ns#' term='Wii'/><title type='text'>DBZ: Budokai Tenkaichi 3 for the Wii</title><content type='html'>&lt;object width="425" height="350"&gt;&lt;param name="movie" value="http://www.youtube.com/v/jksyJdpqIBU"&gt;&lt;/param&gt;&lt;param name="wmode" value="transparent"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/jksyJdpqIBU" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="480" height="409"&gt; &lt;param name="allowScriptAccess" value="sameDomain"&gt; &lt;param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=22589"&gt; &lt;param name="quality" value="high"&gt; &lt;embed src="http://www.gametrailers.com/remote_wrap.php?mid=22589" swliveconnect="true" name="gtembed" align="middle" allowscriptaccess="sameDomain" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="480" height="409"&gt;&lt;/embed&gt; &lt;/object&gt;&lt;br /&gt;&lt;br /&gt;"Go Super Saiyan with the latest DBZ title hitting the Wii and PS2 this November. 150 characters from the DBZ universe are set to square off against each other in battle."&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-8666948238214184788?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/8666948238214184788/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=8666948238214184788&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/8666948238214184788'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/8666948238214184788'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/07/dbz-budokai-tenkaichi-3-for-wii.html' title='DBZ: Budokai Tenkaichi 3 for the Wii'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-8214250473402143963</id><published>2007-07-26T15:52:00.000-04:00</published><updated>2007-09-15T10:58:14.874-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Time Running Out Music Activator by shinra358</title><content type='html'>;Of course switch statedef's and music placement numbers where needed although you may not need to-&lt;br /&gt;&lt;br /&gt;+current bugs (fix in progress):&lt;br /&gt;    -doubled sound on simul mode&lt;br /&gt;&lt;br /&gt;+things in question:&lt;br /&gt;    -used to not stop specifically on the right time for the activation....roundstate=2 shouldve fixed it so the countdown will go only when fighttime starts&lt;br /&gt;    -superpause from hypers should not mess the timing up--really havent noticed yet but may exist *DOES STILL EXIST&lt;br /&gt;&lt;br /&gt;the code:&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;;positive states&lt;br /&gt;[Statedef 3337];time running out&lt;br /&gt;type = s&lt;br /&gt;movetype = i&lt;br /&gt;physics = n&lt;br /&gt;&lt;br /&gt;[State 0, ]&lt;br /&gt;type = AssertSpecial&lt;br /&gt;trigger1 = 1&lt;br /&gt;flag = noshadow&lt;br /&gt;flag2 = nomusic&lt;br /&gt;flag3 = invisible&lt;br /&gt;&lt;br /&gt;[State 0]&lt;br /&gt;type = NotHitBy&lt;br /&gt;trigger1 = 1&lt;br /&gt;value = SCA&lt;br /&gt;&lt;br /&gt;[State 0]&lt;br /&gt;type = PlayerPush&lt;br /&gt;trigger1 = 1&lt;br /&gt;value = 1&lt;br /&gt;&lt;br /&gt;[State 0, ]&lt;br /&gt;type = Playsnd&lt;br /&gt;trigger1 = RoundState = 2&lt;br /&gt;trigger1 = Ishometeam&lt;br /&gt;trigger1 = time = 0&lt;br /&gt;value = F333,4; song in common.snd mugen data file&lt;br /&gt;volume = 500&lt;br /&gt;pan = 50&lt;br /&gt;loop = 1&lt;br /&gt;persistent = 0&lt;br /&gt;&lt;br /&gt;[State 0, ]&lt;br /&gt;type = Destroyself&lt;br /&gt;trigger1= !alive&lt;br /&gt;&lt;br /&gt;[State 0, ];add if using cvspro knockout music code&lt;br /&gt;type = StopSnd&lt;br /&gt;triggerall = (WinKo) &amp;&amp;amp; MatchOver = 1&lt;br /&gt;triggerall = Win&lt;br /&gt;triggerall = IsHomeTeam&lt;br /&gt;trigger1 = StateNo = 3337&lt;br /&gt;channel = 21&lt;br /&gt;value = F333,2&lt;br /&gt;persistent = 0&lt;br /&gt;&lt;br /&gt;[State 0, ]&lt;br /&gt;type = StopSnd&lt;br /&gt;triggerall = (WinKo) &amp;&amp;amp; MatchOver = 1&lt;br /&gt;triggerall = Win&lt;br /&gt;triggerall = IsHomeTeam&lt;br /&gt;trigger1 = StateNo = 3337&lt;br /&gt;channel = 21&lt;br /&gt;value = F333,3&lt;br /&gt;persistent = 0&lt;br /&gt;&lt;br /&gt;[state 0, ]&lt;br /&gt;type = changestate&lt;br /&gt;triggerall = (WinKo)&lt;br /&gt;triggerall = Time = 0&lt;br /&gt;trigger1 = stateno = 3337 &amp;&amp;amp; !numhelper(3337)&lt;br /&gt;value = 3336&lt;br /&gt;ctrl = 0;end&lt;br /&gt;&lt;br /&gt;;==============================================&lt;br /&gt;&lt;br /&gt;;****** = Music starts with 160 time left on clock if based on 999 time setting and framespercount 8 setting in fight.def file&lt;br /&gt;;negative states&lt;br /&gt;[State -2];time running out music&lt;br /&gt;type = helper&lt;br /&gt;trigger1 = Time &gt; 110 * TicksPerSecond &amp;&amp;amp; !numhelper(3337);*****&lt;br /&gt;;trigger1 = (GameTime%7150)=0 &amp;&amp;amp; !numhelper(3337)&lt;br /&gt;helpertype = Normal&lt;br /&gt;name = "time running out"&lt;br /&gt;id = 3337&lt;br /&gt;pos = 0,9000&lt;br /&gt;stateno = 3337&lt;br /&gt;supermovetime = 99999&lt;br /&gt;pausemovetime = 99999&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-8214250473402143963?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/8214250473402143963/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=8214250473402143963&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/8214250473402143963'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/8214250473402143963'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/07/time-running-out-music-activator-by.html' title='Time Running Out Music Activator by shinra358'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-9132375014652539003</id><published>2007-07-25T10:07:00.000-04:00</published><updated>2007-09-15T10:58:14.875-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>WinKO Effects by Flowagirl</title><content type='html'>===============&lt;br /&gt;WinKO Effects&lt;br /&gt;===============&lt;br /&gt;Author: FlowaGirl&lt;br /&gt;flowergirl@cutey.com&lt;br /&gt;http://blargh.i-xcell.com&lt;br /&gt;&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;In many games now, there is usually a special effect that occurs when you&lt;br /&gt;have knocked out the opponent, eg. a special background effect if you have&lt;br /&gt;finished the opponent with a hyper move.&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Now, we're going to use a helper to create the WinKO effect. With a helper,&lt;br /&gt;you can neatly program everything in that state, and prevents any bugs such&lt;br /&gt;as repeated effects.&lt;br /&gt;&lt;br /&gt;Insert this under StateDef -2/-3. If you want this to trigger only when you have knocked&lt;br /&gt;out the opponent with a special/hyper move, you can add in the appropriate triggers to&lt;br /&gt;do so, such as, "StateNo = 3000"&lt;br /&gt;&lt;br /&gt;[State -2: Helper]&lt;br /&gt;type = Helper&lt;br /&gt;trigger1 = (WinKO) &amp;&amp;amp; (NumHelper(****) = 0)&lt;br /&gt;helpertype = Normal&lt;br /&gt;name = "WinKO"&lt;br /&gt;id = ****&lt;br /&gt;pos = 0,0&lt;br /&gt;postype = p1&lt;br /&gt;facing = 0&lt;br /&gt;stateno = ****&lt;br /&gt;keyctrl = 0&lt;br /&gt;ownpal = 1&lt;br /&gt;supermovetime = 1000&lt;br /&gt;pausemovetime = 1000&lt;br /&gt;ignorehitpause = 1&lt;br /&gt;&lt;br /&gt;Next, the helper's state:&lt;br /&gt;&lt;br /&gt;[Statedef ****]&lt;br /&gt;type = S&lt;br /&gt;movetype = I&lt;br /&gt;physics = N&lt;br /&gt;anim = **** ;Invisible anim.&lt;br /&gt;&lt;br /&gt;This is where you may add in flashy effects, explods, or sounds. This particular example is&lt;br /&gt;a simple black out effect, that gradually fades the screen back to normal.&lt;br /&gt;&lt;br /&gt;This pauses the effect for a moment.&lt;br /&gt;&lt;br /&gt;[State ****: Pause]&lt;br /&gt;type = Pause&lt;br /&gt;trigger1 = (!Time)&lt;br /&gt;time = 12&lt;br /&gt;movetime = 12&lt;br /&gt;&lt;br /&gt;This darkens the background for 12 ticks. It gradually goes bright during the time.&lt;br /&gt;&lt;br /&gt;[State ****: EnvColor]&lt;br /&gt;type = EnvColor&lt;br /&gt;trigger1 = (Time &lt; 12)&lt;br /&gt;value = (Time*4),(Time*4),(Time*4)&lt;br /&gt;time = 1&lt;br /&gt;under = 1&lt;br /&gt;&lt;br /&gt;This causes the screen to shake a bit.&lt;br /&gt;&lt;br /&gt;[State ****: EnvShake]&lt;br /&gt;type = EnvShake&lt;br /&gt;trigger1 = (!Time)&lt;br /&gt;time = 12&lt;br /&gt;freq = 120&lt;br /&gt;ampl = -3&lt;br /&gt;phase = 90&lt;br /&gt;&lt;br /&gt;And this is causes the characters and the stage to lose their colour, only to be gradually&lt;br /&gt;brought back as the black out ends.&lt;br /&gt;&lt;br /&gt;[State ****: AllPalFX]&lt;br /&gt;type = AllPalFX&lt;br /&gt;trigger1 = (Time &lt; 50)&lt;br /&gt;time = 1&lt;br /&gt;add = 0,0,0&lt;br /&gt;mul = 256,256,256&lt;br /&gt;sinadd = 0,0,0,1&lt;br /&gt;invertall = 0&lt;br /&gt;color = (Time*5)&lt;br /&gt;&lt;br /&gt;You don't need a DestroySelf in this code, as the helper is removed when the round ends, so I'll leave it&lt;br /&gt;out.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-9132375014652539003?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/9132375014652539003/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=9132375014652539003&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/9132375014652539003'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/9132375014652539003'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/07/winko-effects-by-flowagirl.html' title='WinKO Effects by Flowagirl'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-4478996840186156076</id><published>2007-07-23T16:25:00.000-04:00</published><updated>2007-08-31T16:27:22.502-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='TV'/><title type='text'>Smallville's Supergirl!</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_N8Uyi6j0JPc/RqlhJ2xYlCI/AAAAAAAAAHY/U-N5stSE6T0/s1600-h/smallville-20070720000659462.jpg"&gt;&lt;img src="http://3.bp.blogspot.com/_N8Uyi6j0JPc/RqlhJ2xYlCI/AAAAAAAAAHY/U-N5stSE6T0/s320/smallville-20070720000659462.jpg" alt="" id="BLOGGER_PHOTO_ID_5091707675668419618" border="0" /&gt;&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;There's gonna be a lot more progression in the series, as I believe the show only has about 2 more seasons in it... but next season, we will see Supergirl as well as more of the Justice League. Kara will be played by Canadian &lt;a href="http://www.tvsquad.com/2007/07/12/and-smallvilles-supergirl-is/"&gt;Laura Vandervoort&lt;/a&gt;. What do you think?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-4478996840186156076?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/4478996840186156076/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=4478996840186156076&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/4478996840186156076'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/4478996840186156076'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/07/smallvilles-supergirl.html' title='Smallville&apos;s Supergirl!'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_N8Uyi6j0JPc/RqlhJ2xYlCI/AAAAAAAAAHY/U-N5stSE6T0/s72-c/smallville-20070720000659462.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-2489956263373614121</id><published>2007-07-14T04:47:00.000-04:00</published><updated>2007-09-15T10:58:14.875-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Wall Jump by Flowagirl</title><content type='html'>==========&lt;br /&gt;Wall Jump&lt;br /&gt;==========&lt;br /&gt;Author: FlowaGirl&lt;br /&gt;flowergirl@cutey.com&lt;br /&gt;http://blargh.i-xcell.com&lt;br /&gt;&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;Certain characters have this unique ability, to jump off the&lt;br /&gt;sides of the screen. Some creators use special states to&lt;br /&gt;accomplish this. I just use the regular jump. =P&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;All you need is 2 things. First, the command to jump off the wall. Insert this&lt;br /&gt;in your character's CMD file:&lt;br /&gt;&lt;br /&gt;[State -1: ChangeState]&lt;br /&gt;type = ChangeState&lt;br /&gt;value = 40&lt;br /&gt;triggerall = (StateType = A) &amp;&amp;amp;amp; (Ctrl) &amp;&amp;amp; (Pos Y &lt; -30) trigger1 = ((command = "holdup") &amp;&amp;amp;amp; (command = "holdfwd") &amp;&amp;amp; (Vel X &lt;= 0) &amp;&amp;amp; (backedgebodydist &lt;= 10) &amp;&amp;amp; (backedgebodydist &gt; -10))&lt;br /&gt;trigger2 = ((command = "holdup") &amp;&amp;amp;amp; (command = "holdback") &amp;&amp;amp; (Vel X &gt;= 0) &amp;&amp;amp; (frontedgebodydist &lt;= 10) &amp;&amp;amp; (frontedgebodydist &gt; -10))&lt;br /&gt;persistent = 0&lt;br /&gt;&lt;br /&gt;The 2nd thing to add is a controller, to tell Mugen that your character is in the air&lt;br /&gt;during the jump start, to prevent a float bug if hit.&lt;br /&gt;&lt;br /&gt;[State -1: StateTypeSet]&lt;br /&gt;type = StateTypeSet&lt;br /&gt;trigger1 = (StateNo = 40) &amp;&amp;amp; (Pos Y &lt; 0)&lt;br /&gt;statetype = A&lt;br /&gt;&lt;br /&gt;If you want to use a custom anim to jump off the wall, you can add this as well.&lt;br /&gt;&lt;br /&gt;[State -1: ChangeAnim]&lt;br /&gt;type = ChangeAnim&lt;br /&gt;trigger1 = (StateNo = 40) &amp;&amp;amp; (Pos Y &lt; 0) &amp;&amp;amp; (!Time)&lt;br /&gt;value = ****&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-2489956263373614121?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/2489956263373614121/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=2489956263373614121&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/2489956263373614121'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/2489956263373614121'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/07/wall-jump-by-flowagirl.html' title='Wall Jump by Flowagirl'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-8029287327496082853</id><published>2007-07-12T00:38:00.000-04:00</published><updated>2007-09-15T10:58:14.876-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Kof evade system by Flowagirl</title><content type='html'>======&lt;br /&gt;Evade&lt;br /&gt;======&lt;br /&gt;Author: FlowaGirl&lt;br /&gt;flowergirl@cutey.com&lt;br /&gt;http://blargh.i-xcell.com&lt;br /&gt;&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;This is KOF's evade system, where your character roll/slides forward,&lt;br /&gt;dodging most attacks. You can also use this ability to go behind your opponent&lt;br /&gt;if he/she is close enough to you.&lt;br /&gt;&lt;br /&gt;The speed and duration of this move varies from character, so it's recommended&lt;br /&gt;that you adjust those 2 attributes.&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;This is a generic evade state for moving forward, but you can also create&lt;br /&gt;another state for moving back if you want.&lt;br /&gt;&lt;br /&gt;[Statedef ****]&lt;br /&gt;type = S&lt;br /&gt;movetype = I&lt;br /&gt;physics = N&lt;br /&gt;anim = ****&lt;br /&gt;velset = 0,0&lt;br /&gt;ctrl = 0&lt;br /&gt;poweradd = 0&lt;br /&gt;juggle = 0&lt;br /&gt;facep2 = 0&lt;br /&gt;hitdefpersist = 0&lt;br /&gt;movehitpersist = 0&lt;br /&gt;hitcountpersist = 0&lt;br /&gt;sprpriority = 0&lt;br /&gt;&lt;br /&gt;If you want the character to go behind the opponent as he/she moves passes it,&lt;br /&gt;add in this piece.&lt;br /&gt;&lt;br /&gt;[State ****: SprPriority]&lt;br /&gt;type = SprPriority&lt;br /&gt;trigger1 = (Vel X != 0)&lt;br /&gt;value = -2&lt;br /&gt;&lt;br /&gt;This is used for the temporary invulnerability during this move. The character&lt;br /&gt;can only be hit by throws. This invulnerability varies from character to character.&lt;br /&gt;&lt;br /&gt;[State ****: NotHitBy]&lt;br /&gt;type = NotHitBy&lt;br /&gt;trigger1 = (Time &lt; value =" ," time =" 5" type =" VelSet" trigger1 =" (Time" x =" *" type =" VelSet" trigger1 =" (Time" x =" 0" type =" PlayerPush" trigger1 =" (Vel" value =" 0" type =" AfterImage" trigger1 =" (Vel" time =" 25" timegap =" 2" framegap =" 4" length =" 15" paladd =" 0," palmul =" .50," palcontrast =" 100,100,100" trans =" add" persistent =" 0" type =" SuperPause" triggerall =" (!Time)" trigger1 =" (PrevStateNo" prevstateno =" 152)" time =" 10" anim =" ****" pos =" *,*" movetime =" 0" darken =" 1" poweradd =" -1000" unhittable =" 1" type =" EnvColor" triggerall =" (!Time)" trigger1 =" (PrevStateNo" prevstateno =" 152)" value =" 255,255,255" time =" 2" under =" 1" type =" ChangeState" value =" ****" triggerall =" (Command" trigger1 =" (StateType" trigger2 =" ((StateNo" stateno =" 152))"&gt;= 1000) ;Add this new trigger!&lt;br /&gt;&lt;br /&gt;And in the CNS file... the move has ended.&lt;br /&gt;&lt;br /&gt;[State ****: ChangeState]&lt;br /&gt;type = ChangeState&lt;br /&gt;trigger1 = (AnimTime = 0)&lt;br /&gt;value = 0&lt;br /&gt;ctrl = 1&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-8029287327496082853?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/8029287327496082853/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=8029287327496082853&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/8029287327496082853'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/8029287327496082853'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/07/kof-evade-system-by-flowagirl.html' title='Kof evade system by Flowagirl'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-7990224411007781964</id><published>2007-06-24T23:08:00.000-04:00</published><updated>2007-08-24T23:11:03.182-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='MAME'/><category scheme='http://www.blogger.com/atom/ns#' term='PS3'/><title type='text'>Marvel Vs Capcom for MAME on PS3 linux</title><content type='html'>&lt;object width="425" height="350"&gt;&lt;param name="movie" value="http://www.youtube.com/v/RsQOr-vNDsg"&gt;&lt;/param&gt;&lt;param name="wmode" value="transparent"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/RsQOr-vNDsg" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-7990224411007781964?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/7990224411007781964/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=7990224411007781964&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/7990224411007781964'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/7990224411007781964'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/06/marvel-vs-capcom-for-mame-on-ps3-linux.html' title='Marvel Vs Capcom for MAME on PS3 linux'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-2891358422468243206</id><published>2007-06-16T17:44:00.000-04:00</published><updated>2007-08-30T19:00:54.258-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Comics'/><category scheme='http://www.blogger.com/atom/ns#' term='Movies'/><title type='text'>Captain America Movie After Next Hulk Movie</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_i8mCvwqSmIM/RtdKPfEsP9I/AAAAAAAAACk/07cB5SWUKTI/s1600-h/Captain+America_-tm.jpg"&gt;&lt;img src="http://3.bp.blogspot.com/_i8mCvwqSmIM/RtdKPfEsP9I/AAAAAAAAACk/07cB5SWUKTI/s320/Captain+America_-tm.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5104630332547416018" /&gt;&lt;/a&gt;  &lt;br /&gt;From Marvel's President of Production, Kevin Feige... after The Incredible Hulk, &lt;a href="http://www.firstshowing.net/2007/06/14/captain-america-movie-next-from-marvel-after-hulk/"&gt;the next Marvel film will be Captain America!&lt;/a&gt; “Well I think we'll certainly have to play with that and play with Captain America being this patriotic propaganda machine on one hand but also being a very human Steve Rogers – interesting, fascinating hero in his own...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-2891358422468243206?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/2891358422468243206/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=2891358422468243206&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/2891358422468243206'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/2891358422468243206'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/06/captain-america-movie-after-next-hulk.html' title='Captain America Movie After Next Hulk Movie'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_i8mCvwqSmIM/RtdKPfEsP9I/AAAAAAAAACk/07cB5SWUKTI/s72-c/Captain+America_-tm.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-8252900845127402962</id><published>2007-06-14T16:31:00.000-04:00</published><updated>2007-09-24T16:33:06.816-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Fatality Tutorial by Equinócio [part 2]</title><content type='html'>==========================================================&lt;br /&gt;&lt;br /&gt;2Âº Example: Brutality&lt;br /&gt;---------------------&lt;br /&gt;&lt;br /&gt;   We will now see a model of Brutality or any another sequence of blows. &lt;br /&gt;As in the first example, you it will not need to around place boxes of collision &lt;br /&gt;of the personage. The only difference is that the blow will be divided in two parts. &lt;br /&gt;The first one is when char runs or walks in direction to the opponent to execute &lt;br /&gt;the blow and the second part is when a series of blows occurs.&lt;br /&gt;&lt;br /&gt;   If to want, can place some animation that will appear in the place of P2 &lt;br /&gt;when it to die. This animation can be a Helper. In our example, we will place &lt;br /&gt;a blood burst to substitute the figure of P2 in the game. &lt;br /&gt;&lt;br /&gt;   To make the first part, it is enough that you it copies animation 20 or 100 that &lt;br /&gt;he is in the archive "common1.cns", located in the folder "data" of the MUGEN.&lt;br /&gt;Later it places it in a different State.&lt;br /&gt;&lt;br /&gt;It observes the example:&lt;br /&gt;&lt;br /&gt;==============================&lt;br /&gt;Brutality - part 1&lt;br /&gt;&lt;br /&gt;The personage runs in direction to the opponent.&lt;br /&gt;-&gt; 3199 are an imaginary number that does not exist in the AIR.&lt;br /&gt;[Statedef 3199]&lt;br /&gt;type    = S&lt;br /&gt;movetype= A&lt;br /&gt;physics = S&lt;br /&gt;juggle  = 1&lt;br /&gt;anim = 100 &lt;br /&gt;velset = 0,0&lt;br /&gt;ctrl = 0&lt;br /&gt;&lt;br /&gt;;Constant speed.&lt;br /&gt;[State 3199, 1]&lt;br /&gt;type = VelSet&lt;br /&gt;trigger1 = 1&lt;br /&gt;x = const(velocity.run.fwd.x)&lt;br /&gt;&lt;br /&gt;;It will not be interrupted by the walked one, in case that it is running.&lt;br /&gt;[State 3199, 2] &lt;br /&gt;type = AssertSpecial&lt;br /&gt;trigger1 = 1&lt;br /&gt;flag = NoWalk&lt;br /&gt;&lt;br /&gt;;One does not turn over during the race.&lt;br /&gt;[State 3199, 3] &lt;br /&gt;type = AssertSpecial&lt;br /&gt;trigger1 = 1&lt;br /&gt;flag = NoAutoTurn&lt;br /&gt;&lt;br /&gt;;Sound touched at the moment(optional).&lt;br /&gt;[State 3199, 4]&lt;br /&gt;type = PlaySnd&lt;br /&gt;trigger1 = time = 1&lt;br /&gt;value = 1,4&lt;br /&gt;&lt;br /&gt;;When the personage is to less than 15 pixels of the opponent, &lt;br /&gt;;it modifies of state and starts the session of blows.&lt;br /&gt;[State 3199, 5]&lt;br /&gt;type = ChangeState&lt;br /&gt;trigger1 = P2BodyDist X &lt;= 15&lt;br /&gt;value = 3200 &lt;br /&gt;ctrl = 0&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;In the second part you it will have to create a great animation that contains &lt;br /&gt;all the movements of char, but does not place no box of colisÃ£o(Clsn1 or Clsn2)&lt;br /&gt;in sprites. Exactly that she is enormous and stranger, leaves as is. &lt;br /&gt;This is only one technique. It has another one that consists of placing each &lt;br /&gt;sprite in a different animation, but already is more laborious there and what &lt;br /&gt;we want it is to simplify.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;==============================&lt;br /&gt;Brutality - part 2&lt;br /&gt;&lt;br /&gt;The personage executes the sequence of blows. &lt;br /&gt;-&gt; 3200 are the animation where char it executes the blows.&lt;br /&gt;[Statedef 3200]&lt;br /&gt;type    = S&lt;br /&gt;movetype= A&lt;br /&gt;physics = S&lt;br /&gt;juggle  = 1&lt;br /&gt;anim = 3200 &lt;br /&gt;velset = 0,0&lt;br /&gt;ctrl = 0&lt;br /&gt;&lt;br /&gt;;Burst of blood that appears in the place of P2 in one determined time. &lt;br /&gt;[State 3200, 1]&lt;br /&gt;type = Helper&lt;br /&gt;trigger1 = AnimElem = 63&lt;br /&gt;trigger1 = NumHelper(3210) = 0 ;It cannot have Helper as this in the screen. &lt;br /&gt;ID = 3210&lt;br /&gt;pos = 0,0&lt;br /&gt;postype = P2&lt;br /&gt;facing = 1&lt;br /&gt;stateno = 3210&lt;br /&gt;helpertype = normal&lt;br /&gt;name = "Burst"&lt;br /&gt;keyctrl = 0&lt;br /&gt;sprpriority &gt;= -2&lt;br /&gt;&lt;br /&gt;;Screen becomes gloomy(optional).&lt;br /&gt;[State 3200, 2]&lt;br /&gt;type = BGPalFX&lt;br /&gt;trigger1 = AnimElem = 10&lt;br /&gt;time = 99999&lt;br /&gt;add = 0,0,0&lt;br /&gt;mul = 0,0,0&lt;br /&gt;&lt;br /&gt;If to want, places a PlaySnd.&lt;br /&gt;The sound will be touched always that its to char to make a movement that &lt;br /&gt;supposedly the opponent hits in case that he had Clsn1 in the animation. &lt;br /&gt;In case that you it makes the screen to tremble(EnvShake) or uses animaÃ§Ãµes&lt;br /&gt;of blood(VarRandom), the procedure is the same.&lt;br /&gt;&lt;br /&gt;[State 3200, 3]&lt;br /&gt;type = PlaySnd&lt;br /&gt;triggerall = p2bodydist X &lt;= 16 &lt;br /&gt;trigger1 = AnimElem = 2&lt;br /&gt;trigger2 = AnimElem = 4&lt;br /&gt;trigger3 = AnimElem = 7 &lt;br /&gt;trigger4 = AnimElem = 12&lt;br /&gt;trigger5 = AnimElem = 16&lt;br /&gt;trigger6 = AnimElem = 21&lt;br /&gt;trigger7 = AnimElem = 23&lt;br /&gt;trigger8 = AnimElem = 25&lt;br /&gt;value = 0,6&lt;br /&gt;&lt;br /&gt;;Stand comes back.&lt;br /&gt;[State 3200, 4]&lt;br /&gt;type = ChangeState&lt;br /&gt;trigger1 = AnimTime = 0&lt;br /&gt;value = 0&lt;br /&gt;ctrl = 1&lt;br /&gt;&lt;br /&gt;-----------------------------------&lt;br /&gt;;Helper that substitutes P2 in the end of the Brutality. &lt;br /&gt;[Statedef 3210]&lt;br /&gt;type    = S&lt;br /&gt;movetype= A&lt;br /&gt;physics = S&lt;br /&gt;juggle  = 1&lt;br /&gt;velset = 0,0&lt;br /&gt;anim = 3210&lt;br /&gt;ctrl = 0&lt;br /&gt;&lt;br /&gt;[State 3210, 1]&lt;br /&gt;type = Helper&lt;br /&gt;trigger1 = NumHelper(3210) = 0 &lt;br /&gt;ID = 3210&lt;br /&gt;pos = 0,0&lt;br /&gt;postype = P2&lt;br /&gt;stateno = 3210&lt;br /&gt;helpertype = normal&lt;br /&gt;name = "Burst"&lt;br /&gt;keyctrl = 0&lt;br /&gt;sprpriority &gt;= -2&lt;br /&gt;&lt;br /&gt;[State 3210, 2]&lt;br /&gt;type = Destroyself&lt;br /&gt;trigger1 = AnimTime = 0&lt;br /&gt;&lt;br /&gt;----------------------------------------------------------------------&lt;br /&gt;;Custom State for where P2 is sent. &lt;br /&gt;[Statedef 52000]&lt;br /&gt;type    = S&lt;br /&gt;movetype= H&lt;br /&gt;physics = S&lt;br /&gt;juggle  = 1&lt;br /&gt;velset = 0,0&lt;br /&gt;ctrl = 0&lt;br /&gt;&lt;br /&gt;A drawing between animation 5000 and 5001 will occur.&lt;br /&gt;The drawing will be made to each 10 ticks not to be very fast &lt;br /&gt;while P2 is being hit.&lt;br /&gt;&lt;br /&gt;[State 52000, 1]&lt;br /&gt;type = VarRandom &lt;br /&gt;trigger1 = (GameTime%10) = 0&lt;br /&gt;trigger1 = Time &gt;= 3&lt;br /&gt;v = 10&lt;br /&gt;range = 1,2&lt;br /&gt;&lt;br /&gt;;Being hit&lt;br /&gt;[State 52000, 2]&lt;br /&gt;type = ChangeAnim &lt;br /&gt;trigger1 = var(10) = 1&lt;br /&gt;trigger1 = Time &gt;= 3&lt;br /&gt;value = 5000&lt;br /&gt;&lt;br /&gt;;Being hit - 2&lt;br /&gt;[State 52000, 3]&lt;br /&gt;type = ChangeAnim &lt;br /&gt;trigger1 = var(10) = 2&lt;br /&gt;trigger1 = Time &gt;= 3&lt;br /&gt;value = 5001&lt;br /&gt;&lt;br /&gt;;Life goes the 0(zero) when to arrive at one definitive time.&lt;br /&gt;[State 52000, 4]&lt;br /&gt;type = LifeSet&lt;br /&gt;trigger1 = Time &gt;= 298&lt;br /&gt;value = 0&lt;br /&gt;&lt;br /&gt;;Change of position and one another animation can appear in the place.&lt;br /&gt;;That one shown above and that it will substitute P2.&lt;br /&gt;[State 52000, 5]&lt;br /&gt;type = PosSet&lt;br /&gt;trigger1 = Time &gt;= 298 ;Helper will appear at the same moment.&lt;br /&gt;y = 1500&lt;br /&gt;&lt;br /&gt;;It does not cry out in the end(optional). You do not go to want the opponent &lt;br /&gt;;crying out at the same time that she blows up.&lt;br /&gt;[State 52000, 6]&lt;br /&gt;type = AssertSpecial&lt;br /&gt;trigger1 = 1&lt;br /&gt;flag = nokosnd&lt;br /&gt;&lt;br /&gt;;He comes back to its proper CNS.&lt;br /&gt;[State 52000, 7]&lt;br /&gt;type = SelfState&lt;br /&gt;trigger1 = Time &gt;= 300 ;P2 will come back to its proper CNS, but already died.&lt;br /&gt;value = 5150&lt;br /&gt;&lt;br /&gt; To finish the code, it opens the CMD and it types the command referring&lt;br /&gt; the execution of the Brutality. It follows the model that was placed more above.&lt;br /&gt;&lt;br /&gt;-&gt; You must place the regarding command the first part of the Brutality.&lt;br /&gt;The blow was divided in two parts - 3199 and 3200. It places the command &lt;br /&gt;only for first part - 3199. Thus, the personage will go to run and to &lt;br /&gt;start the sequence. &lt;br /&gt;&lt;br /&gt;-&gt; In state where P2 is dizzy with chronometer(State 49999), adds a &lt;br /&gt;ChangeState(that already it was commented before). Trigger must be in relation &lt;br /&gt;the second part of the Brutality. "trigger1 = P2StateNo = 3200".&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;======================================================================&lt;br /&gt;&lt;br /&gt;3Âº Example: Pit-Fatality&lt;br /&gt;------------------------&lt;br /&gt;&lt;br /&gt;You must catch or create a great screen with the dimensions &lt;br /&gt;standards of MUGEN - 320 x 240. It is not norm, but the objective is to cover &lt;br /&gt;all the screen. &lt;br /&gt;&lt;br /&gt;You can use the same animation of the Uppercut(Hook) of its char to make the blow.&lt;br /&gt;The opponent will be sent the Custom State at the same moment of the blow and will &lt;br /&gt;suffer a vertical acceleration until disappearing of the screen.&lt;br /&gt;When it to come back to appear, the screen of the Pit-Fatality already will &lt;br /&gt;have to be present. Places it as Helper.&lt;br /&gt;&lt;br /&gt;It observes the example: &lt;br /&gt;&lt;br /&gt;;This is the animation where the personage executes the "hook". &lt;br /&gt;[Statedef 3300]&lt;br /&gt;type = C &lt;br /&gt;movetype= A                 &lt;br /&gt;physics = C &lt;br /&gt;juggle  = 1&lt;br /&gt;ctrl = 0&lt;br /&gt;anim = 3300&lt;br /&gt;velset = 0,0&lt;br /&gt;&lt;br /&gt;In one determined moment, when P2 leaves the scene, its personage disappears and &lt;br /&gt;goes for a distant position. A bit before the screen of the Pit-Fatality appearing. &lt;br /&gt;Compares the times.&lt;br /&gt;&lt;br /&gt;[State 3300, 1]&lt;br /&gt;type = PosSet&lt;br /&gt;trigger1 = Time = 53&lt;br /&gt;y = 1000&lt;br /&gt;&lt;br /&gt;;P1 does not have shade. &lt;br /&gt;[state 3300, 2]&lt;br /&gt;type = AssertSpecial&lt;br /&gt;trigger1 = Time &gt;= 53&lt;br /&gt;flag = noshadow&lt;br /&gt;&lt;br /&gt;;Screen of the Pit-Fatality. &lt;br /&gt;[State 3300, 3]&lt;br /&gt;type = Helper&lt;br /&gt;trigger1 = NumHelper(3310) = 0 ;It cannot have Helper as this in the screen. &lt;br /&gt;trigger1 = Time &gt;= 55&lt;br /&gt;ID = 3310&lt;br /&gt;pos = 160,-120&lt;br /&gt;postype = left&lt;br /&gt;stateno = 3310&lt;br /&gt;helpertype = normal&lt;br /&gt;name = "Screen"&lt;br /&gt;keyctrl = 0&lt;br /&gt;sprpriority &gt;= -2&lt;br /&gt;&lt;br /&gt;;Its personage will be in the same pose of "hook" until P2 to die.&lt;br /&gt;[State 3300, 4]&lt;br /&gt;type = ChangeState&lt;br /&gt;trigger1 = P2Life = 0&lt;br /&gt;value = 0&lt;br /&gt;ctrl = 1&lt;br /&gt;&lt;br /&gt;-----------------------------------&lt;br /&gt;;Helper: Screen&lt;br /&gt;[Statedef 3310]&lt;br /&gt;type    = S&lt;br /&gt;movetype= A&lt;br /&gt;physics = S&lt;br /&gt;juggle  = 1&lt;br /&gt;velset = 0,0&lt;br /&gt;anim = 3310&lt;br /&gt;ctrl = 0&lt;br /&gt;&lt;br /&gt;[State 3310, 1]&lt;br /&gt;type = Helper&lt;br /&gt;trigger1 = NumHelper(3310) = 0&lt;br /&gt;ID = 3310&lt;br /&gt;pos = 160,-120&lt;br /&gt;postype = left&lt;br /&gt;stateno = 3310&lt;br /&gt;helpertype = normal&lt;br /&gt;name = "Screen"&lt;br /&gt;keyctrl = 0&lt;br /&gt;sprpriority &gt;= -2&lt;br /&gt;&lt;br /&gt;[State 3310, 2]&lt;br /&gt;type = Destroyself&lt;br /&gt;trigger1 = AnimTime = 0&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;-------------------------------------&lt;br /&gt;-&gt; Custom State for where P2 is sent. When the life of P2 will be 0 (zero), &lt;br /&gt;at the same time where it goes for a distant position and it is invisible, perhaps, &lt;br /&gt;as suggestion, it it blows up in many pieces, as well as in the Brutality. &lt;br /&gt;To if shocking with many metal thorns. The reasoning in the Custom State will be this. &lt;br /&gt;If it only wants that it is stuck in the thorns and dies, obviously does not need &lt;br /&gt;to make it to be invisible and to order it it a distant position.&lt;br /&gt;&lt;br /&gt;[Statedef 53000]&lt;br /&gt;type    = S&lt;br /&gt;movetype= H&lt;br /&gt;physics = S&lt;br /&gt;juggle  = 1&lt;br /&gt;velset = 0,0&lt;br /&gt;ctrl = 0&lt;br /&gt;&lt;br /&gt;;Without shade.&lt;br /&gt;[state 53000, 1]&lt;br /&gt;type = AssertSpecial&lt;br /&gt;trigger1 = 1&lt;br /&gt;flag = noshadow&lt;br /&gt;&lt;br /&gt;;Camera does not follow P2 leaving the screen. &lt;br /&gt;[State 53000, 2]&lt;br /&gt;type = ScreenBound&lt;br /&gt;trigger1 = 1&lt;br /&gt;value = 0&lt;br /&gt;movecamera = 0&lt;br /&gt;&lt;br /&gt;;Taking Collision - animation of P2 to the hit being.&lt;br /&gt;[State 53000, 3]&lt;br /&gt;type =  ChangeAnim &lt;br /&gt;trigger1 = 1&lt;br /&gt;value = 5030 &lt;br /&gt;&lt;br /&gt;;Speed - when P2 is leaving the screen.&lt;br /&gt;;If to want to place VelSet, the choice is its.&lt;br /&gt;[State 53000, 4]&lt;br /&gt;type = VelAdd&lt;br /&gt;trigger1 = time = [9,40]&lt;br /&gt;y = -0.3&lt;br /&gt;&lt;br /&gt;;Speed - P2 appears again in the screen.&lt;br /&gt;[State 53000, 5]&lt;br /&gt;type = VelAdd&lt;br /&gt;trigger1 = time &gt;= 40&lt;br /&gt;y = 0.3&lt;br /&gt;&lt;br /&gt;;Life goes 0(zero) at one definitive moment of the fall.&lt;br /&gt;[State 53000, 6]&lt;br /&gt;type = LifeSet&lt;br /&gt;trigger1 = time = 115&lt;br /&gt;value = 0&lt;br /&gt;&lt;br /&gt;;Change of position when Life = 0&lt;br /&gt;[State 53000, 7]&lt;br /&gt;type = PosSet&lt;br /&gt;trigger1 = Time = 115&lt;br /&gt;y = 1500&lt;br /&gt;&lt;br /&gt;;Opponent is invisible when Life = 0.&lt;br /&gt;[State 53000, 8]&lt;br /&gt;type = AssertSpecial&lt;br /&gt;trigger1 = Life = 0&lt;br /&gt;flag = invisible &lt;br /&gt;&lt;br /&gt;;He does not cry out in final(optional).&lt;br /&gt;[State 53000, 9]&lt;br /&gt;type = AssertSpecial&lt;br /&gt;trigger1 = 1&lt;br /&gt;flag = nokosnd&lt;br /&gt;&lt;br /&gt;;Come back to its proper CNS when Pos Y = 1000&lt;br /&gt;[State 53000, 10]&lt;br /&gt;type = SelfState&lt;br /&gt;trigger1 = Pos Y = 1000&lt;br /&gt;value = 5150&lt;br /&gt;&lt;br /&gt;-&gt; In state where P2 is dizzy with chronometer(State 49999),&lt;br /&gt;adds a ChangeState(that already it was commented before).&lt;br /&gt;&lt;br /&gt;It tries to make the everything most accurate possible in the Pit-Fatality.&lt;br /&gt;In rare cases, part of stage appears. To diminish this bug, I suggest that &lt;br /&gt;it modifies the resolution of the screen (Helper) of 320 x 240 for 350 x 260, &lt;br /&gt;for example, and add this in State -2.&lt;br /&gt;&lt;br /&gt;[State -2, Deep It Disappears]&lt;br /&gt;type = BGPalFX&lt;br /&gt;trigger1 = NumHelper(3310) = 1&lt;br /&gt;time = 99999&lt;br /&gt;add = 0,0,0&lt;br /&gt;mul = 0,0,0&lt;br /&gt;&lt;br /&gt;When the screen of the Pit-Fatality to appear, the scene will be dark.&lt;br /&gt;Thus, stage will not appear. &lt;br /&gt; &lt;br /&gt;&lt;br /&gt;======================================================================&lt;br /&gt;&lt;br /&gt;;Messages after "fatality":&lt;br /&gt;;--------------------------&lt;br /&gt;&lt;br /&gt;Case you wants to place a final message(Fatality, Brutality...) after the blow, &lt;br /&gt;is only enough to make a Helper. This code can be placed in our "Fatality.cns", &lt;br /&gt;but I suggest that it places the Helper in state of the victory pose. &lt;br /&gt;The voice of Shao Kahn can be placed in any one of states. Here or there. &lt;br /&gt;The counting of the time alone depends on state.&lt;br /&gt;&lt;br /&gt;;"FATALITY" - MSG&lt;br /&gt;[Statedef 7100]&lt;br /&gt;type    = S&lt;br /&gt;movetype= I&lt;br /&gt;physics = S&lt;br /&gt;juggle  = 1&lt;br /&gt;velset = 0,0&lt;br /&gt;anim = 7100&lt;br /&gt;ctrl = 0&lt;br /&gt;&lt;br /&gt;;"FATALITY" will not have shade while it will be in the screen.&lt;br /&gt;[state 7100, 1]&lt;br /&gt;type = AssertSpecial&lt;br /&gt;trigger1 = 1&lt;br /&gt;flag = noshadow&lt;br /&gt;&lt;br /&gt;;The message must appear above of everything in the scene, even though of &lt;br /&gt;;its personage in victory pose(in accordance with the norms in MK).&lt;br /&gt;[State 7100, 2]&lt;br /&gt;type = SprPriority&lt;br /&gt;trigger1 = 1&lt;br /&gt;value = 5&lt;br /&gt;&lt;br /&gt;;Helper of the "FATALITY" - MSG&lt;br /&gt;[State 7100, 3]&lt;br /&gt;type = Helper&lt;br /&gt;trigger1 = NumHelper(7100) = 0 ;It cannot have message "FATALITY" in the screen.&lt;br /&gt;ID = 7100&lt;br /&gt;stateno = 7100&lt;br /&gt;pos = 160,-110&lt;br /&gt;postype = left&lt;br /&gt;helpertype = normal&lt;br /&gt;name = "FATALITY"&lt;br /&gt;keyctrl = 0&lt;br /&gt;sprpriority &gt;= -2&lt;br /&gt;&lt;br /&gt;Analyzing trigger of the Helper, you it will perceive that it cannot be destroyed.&lt;br /&gt;For this, in the animation of the AIR, it places a line with infinite time. &lt;br /&gt;As well as it was made for message "FINISH HIM".&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;-----------------------------------------------------------------------------------------------&lt;br /&gt;Gratefulness: &lt;br /&gt;&lt;br /&gt;- God: for giving the chance to me to learn on MUGEN and fatalities. &lt;br /&gt;&lt;br /&gt;- Chon Wang: for teaching to the beddings and techniques to me on fatalities. &lt;br /&gt;Many codes of this tutorial originally had been made by it.&lt;br /&gt;&lt;br /&gt;- To the many creators whose works in MK I consulted to make the tutorial &lt;br /&gt;and to mount the examples seen here.&lt;br /&gt;&lt;br /&gt;-----------------------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;I wait that the rial o assists during the creation of fatalities.&lt;br /&gt;&lt;br /&gt;If it will have some doubt, informs for email.&lt;br /&gt;&lt;br /&gt;Good Luck,&lt;br /&gt;&lt;br /&gt;Equinócio.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-8252900845127402962?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/8252900845127402962/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=8252900845127402962&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/8252900845127402962'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/8252900845127402962'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/06/fatality-tutorial-by-equincio-part-2.html' title='Fatality Tutorial by Equinócio [part 2]'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-3618703439013898907</id><published>2007-06-13T16:29:00.000-04:00</published><updated>2007-09-24T16:30:59.192-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Fatality Tutorial by Equinócio [part 1]</title><content type='html'>=================================&lt;br /&gt;= ---------------------------------------        =&lt;br /&gt;=             Fatality Tutorial                     =            &lt;br /&gt;=         by: Equinócio - 07/13/2004      =  &lt;br /&gt;=          Modified in - 10/29/2005         =&lt;br /&gt;= ---------------------------------------        =&lt;br /&gt;=   site: http://2dgraphic.tripod.com    =&lt;br /&gt;=   e-mail: igyur@yahoo.com               =&lt;br /&gt;= ---------------------------------------        =&lt;br /&gt;=================================&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;WARNING:&lt;br /&gt;-----------------------------------------------------------------------------------------------&lt;br /&gt;- This tutorial aims at the aid to create terminating blows in MUGEN, &lt;br /&gt;between them fatalities, brutalities, pit-fatalities...  &lt;br /&gt;                                             &lt;br /&gt;- If this tutorial the assistant in some way, I ask for that it does not place my &lt;br /&gt;name in place some form of gratefulness. &lt;br /&gt;&lt;br /&gt;- If you to want can place this tutorial in its site. It does not need to ask for to me.&lt;br /&gt;&lt;br /&gt;- I made small modifications in tutorial in 10/29/2005. I added some Sctrls and I more &lt;br /&gt;clearly tried to be in the explanations.&lt;br /&gt;&lt;br /&gt;-  This tutorial is recommendable for people who already dominate the MUGEN, &lt;br /&gt;its language, Sctrls, Triggers, archives(CNS, CMD, AIR...).&lt;br /&gt;                                                                             &lt;br /&gt;-----------------------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Introduction:&lt;br /&gt;-------------&lt;br /&gt;&lt;br /&gt;When if it speaks in fatalities, the first thing that comes the head is MK(Mortal Kombat). &lt;br /&gt;What you it will learn is valid any to char, independent of which game is. However, &lt;br /&gt;during elapsing of tutorial, MK more will be focused to facilitate the understanding. &lt;br /&gt;Let us make everything step by step to understand the mechanism of fatalities.&lt;br /&gt;&lt;br /&gt;======================================================================================&lt;br /&gt;Mounting the codes:&lt;br /&gt;-------------------&lt;br /&gt;&lt;br /&gt;AIR:&lt;br /&gt;&lt;br /&gt;Let us start speaking of "FINISH HIM!"&lt;br /&gt;&lt;br /&gt;First you must create an invisible animation, in the AIR, &lt;br /&gt;that encloses all the screen of the game, with Clsn1. Our Helper future.&lt;br /&gt;&lt;br /&gt;; "FINISH HIM!" - Invisible Helper&lt;br /&gt;[Begin Action 7000]&lt;br /&gt;Clsn1: 1 &lt;br /&gt; Clsn1[0] = -320,480,320,-480 &lt;br /&gt;-1, 0, 0, 0, -1&lt;br /&gt;&lt;br /&gt;After this, to obtain the sprites of message "FINISH HIM" e places them in the SFF. &lt;br /&gt;After that, to make its animation in the AIR. If you do not possess no message &lt;br /&gt;to place at the moment of "fatality", you can jump this part. &lt;br /&gt;The animation must be thus.&lt;br /&gt;&lt;br /&gt;; "FINISH HIM!" - MSG&lt;br /&gt;[Begin Action 7010]&lt;br /&gt;7010, 0, 0, 0, 4,  &lt;br /&gt;7010, 1, 0, 0, 4,  &lt;br /&gt;7010, 2, 0, 0, 4,  &lt;br /&gt;7010, 3, 0, 0, 65, &lt;br /&gt;.&lt;br /&gt;.&lt;br /&gt;.&lt;br /&gt;-1, 0, 0, 0, -1, &lt;br /&gt;&lt;br /&gt;-&gt; Later I explain the reason of the line with infinite time.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;======================================================================================&lt;br /&gt;CNS:&lt;br /&gt;&lt;br /&gt;1Âº step:&lt;br /&gt;--------&lt;br /&gt;&lt;br /&gt;Important states will be placed in the CNS. &lt;br /&gt;For the good functioning of fatalities.&lt;br /&gt;&lt;br /&gt;I advise, for an organization question, to type this in one another &lt;br /&gt;archive CNS with name "Fatality", for example. Everything what will be said &lt;br /&gt;on CNS will be interpreted as if was being placed in the archive "Fatality.cns". &lt;br /&gt;It will be informed when it will be for working in the main CNS.&lt;br /&gt;&lt;br /&gt;One remembers that invisible animation that you made in the AIR and that it &lt;br /&gt;affects all the screen? You state for it will make one now. &lt;br /&gt;It observes what it follows ahead. &lt;br /&gt;&lt;br /&gt;Invisible Helper that will appear when to arrive close to the end of the fight:&lt;br /&gt;&lt;br /&gt;Its personage calls the Helper in this instant.&lt;br /&gt;;-&gt; 10000 are an imaginary number that does not exist in the AIR.&lt;br /&gt;[StateDef 10000]&lt;br /&gt;type    = S&lt;br /&gt;movetype= I&lt;br /&gt;physics = S&lt;br /&gt;juggle  = 1&lt;br /&gt;velset = 0,0&lt;br /&gt;ctrl = 1&lt;br /&gt;&lt;br /&gt;;Invisible Helper that will make  P2(opponent) is dizzy.&lt;br /&gt;[State 10000, 1]&lt;br /&gt;type = Helper&lt;br /&gt;trigger1 = 1&lt;br /&gt;trigger1 = NumHelper(7000) = 0 ;another Helper cannot exist as this in the screen.&lt;br /&gt;ID = 7000 &lt;br /&gt;stateno = 7000&lt;br /&gt;pos = 160, -140&lt;br /&gt;postype = left&lt;br /&gt;helpertype = normal&lt;br /&gt;name = "FINISH HIM!" &lt;br /&gt;keyctrl = 0&lt;br /&gt;ownpal = 1&lt;br /&gt;&lt;br /&gt;[State 10000, 2]&lt;br /&gt;type = ChangeState&lt;br /&gt;trigger1 = AnimTime = 0&lt;br /&gt;value = 0 &lt;br /&gt;ctrl = 1&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;-------------------------------------&lt;br /&gt;This is the HitDef for the Helper bred above.&lt;br /&gt;&lt;br /&gt;[StateDef 7000]&lt;br /&gt;type = S&lt;br /&gt;movetype = A&lt;br /&gt;physics = S&lt;br /&gt;anim = 7000&lt;br /&gt;velset = 0,0&lt;br /&gt;ctrl = 1&lt;br /&gt;&lt;br /&gt;;Affecting all the screen.&lt;br /&gt;[State 7000, 1]&lt;br /&gt;type = HitDef&lt;br /&gt;trigger1 = AnimElem = 1&lt;br /&gt;trigger1 = P2StateType != A&lt;br /&gt;attr = S, SA&lt;br /&gt;damage = 0,0&lt;br /&gt;animtype = Heavy&lt;br /&gt;hitflag = MF&lt;br /&gt;guardflag = A &lt;br /&gt;priority = 7&lt;br /&gt;pausetime = 0,3&lt;br /&gt;sparkxy = 0,0&lt;br /&gt;sparkno = -1&lt;br /&gt;gurad.sparkno = -1&lt;br /&gt;hitsound = -1&lt;br /&gt;guardsound = -1&lt;br /&gt;ground.type = High&lt;br /&gt;ground.slidetime = 0&lt;br /&gt;ground.hittime = 0&lt;br /&gt;ground.velocity = 0&lt;br /&gt;air.velocity = 0&lt;br /&gt;air.fall = 1&lt;br /&gt;fall = 0&lt;br /&gt;numhits = 0&lt;br /&gt;p2stateno = 49999 ;P2 will go for this state after to be affected by the Helper.&lt;br /&gt;&lt;br /&gt;-&gt; This Helper cannot be destroyed.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;-------------------------------------&lt;br /&gt;This is the Helper of the animation of "FINISH HIM!"(message) that you made. &lt;br /&gt;It will appear when P2 is dizzy. If you do not possess no message to place at &lt;br /&gt;the moment of "fatality", you can jump this part. &lt;br /&gt;&lt;br /&gt;He places it in [StateDef 10000], more above. Together with the invisible Helper.&lt;br /&gt;&lt;br /&gt;;"FINISH HIM!" - MSG&lt;br /&gt;[Statedef 7010]&lt;br /&gt;type    = S&lt;br /&gt;movetype= I&lt;br /&gt;physics = S&lt;br /&gt;juggle  = 1&lt;br /&gt;velset = 0,0&lt;br /&gt;anim = 7010&lt;br /&gt;ctrl = 0&lt;br /&gt;&lt;br /&gt;;Voice of Shao Kahn(optional).&lt;br /&gt;[State 7010, 1]&lt;br /&gt;type = PlaySnd&lt;br /&gt;trigger1 = Time = 1&lt;br /&gt;value = 3,3&lt;br /&gt;&lt;br /&gt;;"FINISH HIM!" it will not have shadow while it will be in the screen.&lt;br /&gt;[state 7010, 2]&lt;br /&gt;type = AssertSpecial&lt;br /&gt;trigger1 = 1&lt;br /&gt;flag = noshadow&lt;br /&gt;&lt;br /&gt;;The message will appear above of all the elements of the screen(scene, lifebars, chars...)&lt;br /&gt;[State 7010, 3]&lt;br /&gt;type = SprPriority&lt;br /&gt;trigger1 = 1&lt;br /&gt;value = 5 &lt;br /&gt;&lt;br /&gt;;Helper do "FINISH HIM!" - MSG&lt;br /&gt;[state 7010, 4]&lt;br /&gt;type = Helper&lt;br /&gt;trigger1 = NumHelper(7000) = 1 ;It must have a Helper that makes P2 is dizzy in the screen. &lt;br /&gt;trigger1 = NumHelper(7010) = 0 ;It cannot have message "FINISH HIM!" in the screen.&lt;br /&gt;trigger1 = P2StateNo = 49999  ;P2 must be in this state it message to appear.&lt;br /&gt;id = 7010                      &lt;br /&gt;stateno = 7010&lt;br /&gt;pos = 160, -140&lt;br /&gt;postype = left&lt;br /&gt;helpertype = normal&lt;br /&gt;name = "FINISH HIM! - MSG"&lt;br /&gt;keyctrl = 0&lt;br /&gt;&lt;br /&gt;-&gt; Analyzing triggers of the Helper, you it will perceive that it cannot be destroyed. &lt;br /&gt;It was therefore that more above(animation in the AIR) a line with infinite time was placed.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;-------------------------------------&lt;br /&gt;2Â° step:&lt;br /&gt;--------&lt;br /&gt;&lt;br /&gt;Now you it will place a Custom State for where P2 will be sent the Helper after to appear. &lt;br /&gt;It observes that the number of this state the same is placed in the HitDef of the &lt;br /&gt;invisible Helper(7000: P2StateNo = 49999).&lt;br /&gt;&lt;br /&gt;;Dizzy(before one fatality, with chronometer).&lt;br /&gt;[Statedef 49999]&lt;br /&gt;type    = S&lt;br /&gt;movetype= H&lt;br /&gt;physics = S&lt;br /&gt;juggle  = 1&lt;br /&gt;ctrl = 0&lt;br /&gt;velset = 0,0&lt;br /&gt;&lt;br /&gt;;Enemy will be with life equal the 1.&lt;br /&gt;[State 49999, 1]&lt;br /&gt;type = LifeSet&lt;br /&gt;trigger1 = 1&lt;br /&gt;value = 1&lt;br /&gt;&lt;br /&gt;;Its personage gains a little more than energy to prevent an equal result.&lt;br /&gt;[State 49999, 2]&lt;br /&gt;type = TargetLifeAdd&lt;br /&gt;trigger1 = P2life &lt;= 1&lt;br /&gt;value = 1&lt;br /&gt;&lt;br /&gt;;After 480 ticks without having fatality, P2 falls.&lt;br /&gt;[State 49999, 3]&lt;br /&gt;type = SelfState&lt;br /&gt;trigger1 = Time = 480&lt;br /&gt;trigger1 = P2StateNo != [3000,3200] ;It places here the numbers of states of fatalities.&lt;br /&gt;value = 5050&lt;br /&gt;ctrl = 0&lt;br /&gt;&lt;br /&gt;;After 480 ticks without having fatality, P2 is died.&lt;br /&gt;[State 49999, 4]&lt;br /&gt;type = LifeSet&lt;br /&gt;trigger1 = Time = 480&lt;br /&gt;trigger1 = P2StateNo != [3000,3200] &lt;br /&gt;value = 0&lt;br /&gt;&lt;br /&gt;;Enemy is dizzy.&lt;br /&gt;[State 49999, 5]&lt;br /&gt;type = ChangeAnim &lt;br /&gt;trigger1 = AnimExist(5300)&lt;br /&gt;trigger1 = Anim != 5300&lt;br /&gt;value = 5300&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;-------------------------------------&lt;br /&gt;3Â° step:&lt;br /&gt;--------&lt;br /&gt;&lt;br /&gt;Now, it opens the main CNS. You it will place important "States -2" in it.&lt;br /&gt;&lt;br /&gt;To make them, you it will have to place a Var of high value, &lt;br /&gt;so that it is not extinguished between rounds. Let us catch as example Var(58). &lt;br /&gt;It changes the value of the IntPersistIndex parameter of the CNS. &lt;br /&gt;If in the example to var he is 58, moves for 57. &lt;br /&gt;Making this it will not extinguished between rounds.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;[Statedef -2]&lt;br /&gt;&lt;br /&gt;;This VAR will be set in motion when one round previous will be gained.&lt;br /&gt;[State -2, 1] &lt;br /&gt;type = varset&lt;br /&gt;trigger1 = Win = 1&lt;br /&gt;trigger1 = NumHelper(7000) = 0 ;Invisible Helper that makes the opponent is dizzy.&lt;br /&gt;v = 58&lt;br /&gt;value = 1&lt;br /&gt;&lt;br /&gt;;When the enemy is deceased, it erases.&lt;br /&gt;[State -2, 2] &lt;br /&gt;type = varset&lt;br /&gt;trigger1 = Win = 1&lt;br /&gt;trigger1 = NumHelper(7000) = 1&lt;br /&gt;trigger1 = p2life != 0&lt;br /&gt;v = 58&lt;br /&gt;value = 0&lt;br /&gt;&lt;br /&gt;;When P2 will be with 1 of energy, it is died with any blow.&lt;br /&gt;[State -2, 3] &lt;br /&gt;type = AttackMulSet&lt;br /&gt;triggerall = !Var(58) &lt;br /&gt;triggerall = p2Life &lt;= 1&lt;br /&gt;trigger1 = Win = 0 &lt;br /&gt;trigger1 = RoundNo != 1 &lt;br /&gt;trigger2 = P2StateNo = 49999&lt;br /&gt;value = 9999&lt;br /&gt;&lt;br /&gt;;This state is optional, but I suggest that it places it to have a notion of the &lt;br /&gt;;distance between P1 and P2. It will appear in debug during the game.&lt;br /&gt;[State -2, 4]&lt;br /&gt;type = DisplayToClipBoard&lt;br /&gt;trigger1 = 1&lt;br /&gt;text = "P2BodyDist X %f, P2BodyDist Y %f, Var(58) = %d"&lt;br /&gt;params = P2BodyDist x, P2BodyDist y, Var(58)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;-------------------------------------&lt;br /&gt;It adds this code in the HitDefs and Projectiles of the personage, &lt;br /&gt;with exception of the Fatalities:&lt;br /&gt;&lt;br /&gt;kill = !var(58) || 1*p2stateno = 49999&lt;br /&gt;&lt;br /&gt;What it will occur when life of the opponent the 1 is equal:&lt;br /&gt;&lt;br /&gt;- Opponent will die if you did not win one round before or if it will be is dizzy.&lt;br /&gt;- It prevents that the adversary is died before FINISH HIM.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;======================================================================================&lt;br /&gt;&lt;br /&gt;CMD&lt;br /&gt;&lt;br /&gt;1Âº step:&lt;br /&gt;--------&lt;br /&gt;&lt;br /&gt;Now it comes the part of the CMD. In it you it will place the necessary commands for the execution of fatalities.&lt;br /&gt;&lt;br /&gt;This command will call the invisible Helper when P2 will be with equal life the 1.&lt;br /&gt;Everything is automatic. You do not need to type command.&lt;br /&gt;&lt;br /&gt;[State -1]&lt;br /&gt;type = Changestate&lt;br /&gt;trigger1 = Ctrl ;It must have the control.&lt;br /&gt;trigger1 = P2Life &lt;= 1 ;Life of P2 must be equal the 1.&lt;br /&gt;trigger1 = NumHelper(7000) = 0 ;It cannot have another Helper as this in the screen.&lt;br /&gt;trigger1 = P2StateNo != 49999 ;Opponent cannot be in Custom State.&lt;br /&gt;trigger1 = RoundNo != 1 ;Round cannot be the first one.&lt;br /&gt;trigger1 = var(58) &gt;= 1 ;You must be to win one round before.&lt;br /&gt;trigger1 = statetype != A ;P1 cannot be in air.&lt;br /&gt;trigger1 = p2statetype != A ;P2 also not.&lt;br /&gt;value = 10000 &lt;br /&gt;&lt;br /&gt;This must be placed before any routine of the personage.&lt;br /&gt;In the top, below of [Statedef -1].&lt;br /&gt;If you it made Artificial Intelligence to char, places this ChangeState &lt;br /&gt;above of the routines of it. This procedure is not norm, &lt;br /&gt;but it increases the probability of the Helper to be called in the end of the fight.&lt;br /&gt;&lt;br /&gt;EX.: Artificial Intelligence&lt;br /&gt;&lt;br /&gt;trigger46 = command = "cpu_46"&lt;br /&gt;trigger47 = command = "cpu_47"&lt;br /&gt;trigger48 = command = "cpu_48"&lt;br /&gt;trigger49 = command = "cpu_49"&lt;br /&gt;trigger50 = command = "cpu_50"&lt;br /&gt;v = 59&lt;br /&gt;value = 1&lt;br /&gt;&lt;br /&gt;(It places here the command that will call the invisible Helper)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;------------------------------&lt;br /&gt;&lt;br /&gt;2Â° step:&lt;br /&gt;--------&lt;br /&gt;&lt;br /&gt;Fatality to be executed must have parameters as the shown ones below, in the CMD.&lt;br /&gt;&lt;br /&gt;[State -1, Fatality]&lt;br /&gt;type = Changestate&lt;br /&gt;trigger1 = Ctrl ;It must have the control.&lt;br /&gt;trigger1 = P2Life = 1 ;Life of the opponent must be equal the 1.&lt;br /&gt;trigger1 = NumHelper(7000) = 1 ;It must have at least 1 invisible Helper in the screen.&lt;br /&gt;trigger1 = P2StateNo = 49999 ;Opponent must be in this state.&lt;br /&gt;trigger1 = RoundNo != 1 ;Round cannot be the first one.&lt;br /&gt;trigger1 = var(58) &gt;= 1 ;You must be to win one round before.&lt;br /&gt;trigger1 = command = "FATALITY" ;It places the command to execute fatality.&lt;br /&gt;trigger1 = statetype != A ;P1 cannot be in air.&lt;br /&gt;trigger1 = p2statetype != A ;P2 also not.&lt;br /&gt;value = 3000&lt;br /&gt;&lt;br /&gt;-&gt; If you to want, uses another parameter as "P2BodyDist X &lt;= 50", for example.&lt;br /&gt;You can use the language of "&amp;&amp;" not having that to type as much "trigger1".&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;===============================================================================================&lt;br /&gt;&lt;br /&gt;Making Fatalities:&lt;br /&gt;------------------&lt;br /&gt;&lt;br /&gt;-&gt; We go to come back to work with the archive "Fatality.cns". &lt;br /&gt;&lt;br /&gt;Basic types of fatalities exist that we can use as example:&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;1Âº Example:&lt;br /&gt;-----------&lt;br /&gt;&lt;br /&gt;The first example that we will analyze will be fatality where a Helper appears in&lt;br /&gt;the place of P2. This method consists of ordering the opponent the Custom State. &lt;br /&gt;It will be in it where P2 will lose the life. In this example it does not have &lt;br /&gt;necessity of boxes of collision(Clsn1 or Clsn2) for its personage, nor for the Helper. &lt;br /&gt;This model will serve for Fatality, Babality, Animality or any another finishing &lt;br /&gt;where he appears something or somebody in the place it its personage or opponent it.&lt;br /&gt;&lt;br /&gt;======================================================================&lt;br /&gt;Here you it will place the animation where char it makes the movement to give fatality, &lt;br /&gt;but in it it will only be the Helper.&lt;br /&gt;&lt;br /&gt;[Statedef 3000]&lt;br /&gt;type    = S&lt;br /&gt;movetype= A&lt;br /&gt;physics = S&lt;br /&gt;juggle  = 1&lt;br /&gt;velset = 0,0&lt;br /&gt;anim = 3000 ;-&gt; The personage makes the movement to give fatality.&lt;br /&gt;ctrl = 0&lt;br /&gt;&lt;br /&gt;;This is the Helper that will appear in the place of P2.&lt;br /&gt;[State 3000, 1]&lt;br /&gt;type = Helper&lt;br /&gt;trigger1 = Time = 49&lt;br /&gt;trigger1 = NumHelper(3010) = 0 ;It cannot have Helper as this in the screen. &lt;br /&gt;ID = 3010&lt;br /&gt;stateno = 3010&lt;br /&gt;pos = 0,0&lt;br /&gt;postype = P2&lt;br /&gt;helpertype = normal&lt;br /&gt;name = "Helper" &lt;br /&gt;keyctrl = 0&lt;br /&gt;sprpriority &gt;= -2&lt;br /&gt;&lt;br /&gt;;Screen is dark(optional). &lt;br /&gt;[State 3000, 2]&lt;br /&gt;type = BGPalFX&lt;br /&gt;trigger1 = Time &gt;= 63&lt;br /&gt;time = 99999&lt;br /&gt;add = 0,0,0&lt;br /&gt;mul = 0,0,0&lt;br /&gt;&lt;br /&gt;;Sound touched at the moment(optional). &lt;br /&gt;[State 3000, 3]&lt;br /&gt;type = PlaySnd&lt;br /&gt;trigger1 = time = 1&lt;br /&gt;value = 3,4&lt;br /&gt;&lt;br /&gt;;Stand comes back.&lt;br /&gt;[State 3000, 4]&lt;br /&gt;type = ChangeState&lt;br /&gt;trigger1 = AnimTime = 0&lt;br /&gt;value = 0&lt;br /&gt;ctrl = 1&lt;br /&gt;&lt;br /&gt;-----------------------------------&lt;br /&gt;;This is the Helper that will be called and that it was placed in state above.&lt;br /&gt;[Statedef 3010]&lt;br /&gt;type    = S&lt;br /&gt;movetype= A&lt;br /&gt;physics = S&lt;br /&gt;juggle  = 1&lt;br /&gt;velset = 0,0&lt;br /&gt;anim = 3010&lt;br /&gt;ctrl = 0&lt;br /&gt;&lt;br /&gt;[State 3010, 1]&lt;br /&gt;type = Helper&lt;br /&gt;trigger1 = NumHelper(3010) = 0 &lt;br /&gt;ID = 3010&lt;br /&gt;pos = 0,0&lt;br /&gt;postype = P2&lt;br /&gt;stateno = 3010&lt;br /&gt;helpertype = normal&lt;br /&gt;name = "Helper" &lt;br /&gt;keyctrl = 0&lt;br /&gt;sprpriority &gt;= -2&lt;br /&gt;&lt;br /&gt;[State 3010, 2]&lt;br /&gt;type = Destroyself&lt;br /&gt;trigger1 = AnimTime = 0&lt;br /&gt;&lt;br /&gt;-----------------------------------&lt;br /&gt;;Custom State for where P2 is sent.&lt;br /&gt;[Statedef 51000]&lt;br /&gt;type    = S&lt;br /&gt;movetype= H&lt;br /&gt;physics = S&lt;br /&gt;juggle  = 1&lt;br /&gt;velset = 0,0&lt;br /&gt;ctrl = 0&lt;br /&gt;&lt;br /&gt;;Enemy exchange of position and "disappears" of the screen.&lt;br /&gt;[State 51000, 1]&lt;br /&gt;type = PosSet&lt;br /&gt;trigger1 = time &gt; 62 &lt;br /&gt;y = 1000&lt;br /&gt;&lt;br /&gt;;Opponent does not have shadow.&lt;br /&gt;[state 51000, 2]&lt;br /&gt;type = AssertSpecial&lt;br /&gt;trigger1 = 1&lt;br /&gt;flag = noshadow&lt;br /&gt;&lt;br /&gt;;Life goes the zero.&lt;br /&gt;[State 51000, 3]&lt;br /&gt;type = LifeSet&lt;br /&gt;trigger1 = time &gt;= 63 &lt;br /&gt;value = 0&lt;br /&gt;&lt;br /&gt;;Enemy it comes back to its proper CNS, however it continues in the position Y = 1000.&lt;br /&gt;[State 51000, 4]&lt;br /&gt;type = SelfState&lt;br /&gt;trigger1 = life = 0&lt;br /&gt;value = 5150&lt;br /&gt;&lt;br /&gt;-----------------------------------&lt;br /&gt;Two Sctrls important:&lt;br /&gt;&lt;br /&gt;-&gt; It adds this Sctrl in state where P2 is dizzy with chronometer. &lt;br /&gt;Custom State for where P2 is sent the Helper after to appear. &lt;br /&gt;In our tutorial one it is the State of number 49999.&lt;br /&gt;&lt;br /&gt;[State 49999, Change]&lt;br /&gt;type = ChangeState&lt;br /&gt;trigger1 = P2StateNo = 3000 ;-&gt; State of fatality. &lt;br /&gt;value = 51000 ;-&gt; Custom State for where P2 is sent.&lt;br /&gt;ctrl = 0&lt;br /&gt;&lt;br /&gt;When executing the command of fatality, its char(P1) will go for the State of fatality. &lt;br /&gt;When this to happen, P2 will go immediately to the Custom State of fatality that &lt;br /&gt;he is being executed. There it will lose the life, will disappear of the screen...&lt;br /&gt;&lt;br /&gt;-&gt; If you it will be playing in the Team way, it can happen of its partner or &lt;br /&gt;the partner of its opponent to interrupt fatality. &lt;br /&gt;To prevent this problem, It uses NotHitBy in the Custom States of fatalities.&lt;br /&gt;This does not finish for complete with the problem, but aid very.&lt;br /&gt;&lt;br /&gt;[State 51000, NotHitBy]&lt;br /&gt;type = NotHitBy&lt;br /&gt;trigger1 = 1&lt;br /&gt;value = SCA&lt;br /&gt;&lt;br /&gt;-&gt; It places this Sctrls in all the terminating blows.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;The example above also can be applied to the blows below.&lt;br /&gt;&lt;br /&gt;Babality: &lt;br /&gt;---------&lt;br /&gt;You it will have that to create or to catch a figure standard of a child and &lt;br /&gt;places it as Helper. The Custom State for where P2 will be sent is seemed. &lt;br /&gt;When it to disappear of the screen and to lose the life, child(Helper) &lt;br /&gt;appears in the place. &lt;br /&gt;&lt;br /&gt;Opponent it not to cry out in the end, at the same time where I cry it of the child appears, &lt;br /&gt;he adds this in the Custom State de P2.&lt;br /&gt;&lt;br /&gt;[State 51000, Without crying out]&lt;br /&gt;type = AssertSpecial&lt;br /&gt;trigger1 = 1&lt;br /&gt;flag = nokosnd&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Animality: &lt;br /&gt;----------&lt;br /&gt;It follows project the same, but the difference is that, as its personage if transforms &lt;br /&gt;into an animal, it also it will have to disappear of the screen during the &lt;br /&gt;transformation and the blow. It tries to use it its to char the Sctrl PosSet,&lt;br /&gt;as well as you used in the Custom of the opponent. Example of Custom State can be &lt;br /&gt;used the same above. The animal could be a Helper. When the blow to finish, &lt;br /&gt;its personage will come back to the same place of before. But it takes care with the &lt;br /&gt;gone time of and coming for its personage.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;FriendShip: &lt;br /&gt;-----------&lt;br /&gt;The Custom State sends P2 and, in this Custom, it makes the life of the &lt;br /&gt;opponent to go the zero(Sctrl LifeSet). In SelfState it places animation &lt;br /&gt;0(stand) or 5300(dizzy). The result of this is that P2 will be in same foot &lt;br /&gt;later that its life will be zero. The inconvenience is that the MUGEN will &lt;br /&gt;delay a little to finish the fight and to close the scene. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;"Blades": One fatality where the enemy is cut in some parts.&lt;br /&gt;------------------------------------------------------------&lt;br /&gt;For this you can create one box black(Helper) that she appears in the place of &lt;br /&gt;P2 and the parts where it is cut.&lt;br /&gt; &lt;br /&gt;It makes its Helper to have maximum priority on P2, being used this Sctrl.&lt;br /&gt;&lt;br /&gt;[State 3400]&lt;br /&gt;type = SprPriority&lt;br /&gt;trigger1 = 1&lt;br /&gt;value = 5&lt;br /&gt;&lt;br /&gt;If to want that the parts of the body of P2 are plays in the soil, then will have &lt;br /&gt;that to create or to catch a body of a man used standard to be as substitute. &lt;br /&gt;I suggest that this model is a half-naked man, not to have contrast of clothes with &lt;br /&gt;other personages. Here, more of the one than in the other blows, I advise to use &lt;br /&gt;the Sctrl BGPalFX to darken the scene. I say this so that it does not appear &lt;br /&gt;one box black and rectangular in full scene. He would be very strange.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-3618703439013898907?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/3618703439013898907/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=3618703439013898907&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/3618703439013898907'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/3618703439013898907'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/06/fatality-tutorial-by-equincio-part-1.html' title='Fatality Tutorial by Equinócio [part 1]'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-2201208121216031661</id><published>2007-06-12T16:00:00.000-04:00</published><updated>2007-09-24T16:13:22.166-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Making characters chibi sized by †Rain†</title><content type='html'>If you want your big ol char to be a bit smaller just go into the cns and change the size of the x and y scale and it would normally say 1.0 if you want them bigger add more points to it like 1.1, 1.2, 1.8.... 2.0... and if you wanna make them smaller just do the opposite like 0.9, 0.8, ....0.1...&lt;br /&gt;&lt;br /&gt;(Example)&lt;br /&gt;&lt;br /&gt;[Size] (to make smaller)&lt;br /&gt;xscale = 0.8&lt;br /&gt;yscale = 0.8 &lt;br /&gt;&lt;br /&gt;or&lt;br /&gt;&lt;br /&gt;[Size] (to make bigger)&lt;br /&gt;xscale = 1.8&lt;br /&gt;yscale = 1.8&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-2201208121216031661?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/2201208121216031661/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=2201208121216031661&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/2201208121216031661'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/2201208121216031661'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/06/making-characters-chibi-sized-by-rain.html' title='Making characters chibi sized by †Rain†'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-9155742095833866123</id><published>2007-06-11T15:57:00.000-04:00</published><updated>2007-09-24T16:00:12.853-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Helpers combo tutorial by Okami</title><content type='html'>[statedef ****]&lt;br /&gt;type    = S &lt;br /&gt;movetype= A&lt;br /&gt;physics = S&lt;br /&gt;velset = 0,0&lt;br /&gt;ctrl = 0&lt;br /&gt;anim = **** (depends on the number of the animation in the ssf file)&lt;br /&gt;sprpriority = 2(i set it to two always...)&lt;br /&gt;&lt;br /&gt;that basically is what are you going to use to launch the helper, but! you'll need to add few more things under the same statedef to launch a helper like so:&lt;br /&gt;Quote&lt;br /&gt;[State ****, *]&lt;br /&gt;type = Helper&lt;br /&gt;trigger1 = time = 0 ,( or whatever suits you)&lt;br /&gt;helpertype = normal &lt;br /&gt;name = "XXXX" (depends but don't forget to put the quote)&lt;br /&gt;ID = **** (here's the ID of the helper state, like a hitdef)&lt;br /&gt;stateno = ****( this here defines the number of the helper state def in other meanings, the state def that will launch the helper)&lt;br /&gt;pos = 0,0 (keep this as it is...)&lt;br /&gt;postype = p1    ;p2,front,back,left,right&lt;br /&gt;facing = 0 (set it to one for better performance)&lt;br /&gt;keyctrl = 0 (keep it as it easy)&lt;br /&gt;ownpal = 1 (keep as it is)&lt;br /&gt;supermovetime = 0 (you'll need to keep it at zero here , you'll change it later)&lt;br /&gt;pausemovetime = 0 (you'll need to keep it at zero here , you'll change it later)&lt;br /&gt;size.xscale = 1 ( just for scaling, adjust it to the size you want)&lt;br /&gt;size.yscale = 1( just for scaling, adjust it to the size you want)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;now note, that you can add another helper state under the same state def, to have 2 helpers at the same time to enchance effects, it depends on you how many helper you wanna call...make it flashy &lt;br /&gt; now you've coded the way you want your character too look like when he summons the helper next step is the helper itself, here:&lt;br /&gt;Quote&lt;br /&gt;[statedef ****] (this must be the same number you set as stateno in the helper state above)&lt;br /&gt;type    = S&lt;br /&gt;movetype= A&lt;br /&gt;physics = N&lt;br /&gt;ctrl = 0 &lt;br /&gt;velset = 0,0&lt;br /&gt;anim = **** ( this defines the animations used for you helper..)&lt;br /&gt;sprpriority =  *(set from 1 to 3)&lt;br /&gt;&lt;br /&gt;if you want it to play sound add somethign like this:&lt;br /&gt;Quote&lt;br /&gt;[State ***, *]&lt;br /&gt;type = PlaySnd&lt;br /&gt;trigger1 = Time = 0&lt;br /&gt;value = (this is the number that defines the sound meh, you choose)&lt;br /&gt;now you can add alot of various states that differ depending on how you intend to make your helper look,&lt;br /&gt;now most importantly to make it hit:&lt;br /&gt;Quote&lt;br /&gt;[State ****, *]&lt;br /&gt;type = HitDef&lt;br /&gt;trigger1 = time = 0&lt;br /&gt;attr = S, HA&lt;br /&gt;animtype  = Diagup (comes from above)&lt;br /&gt;damage    = (set as you want...)&lt;br /&gt;guardflag = none ( can't be blocked, set it to ma or ha, move attack, or helper attack to be guarded)&lt;br /&gt;hitflag = MALFD (everything)&lt;br /&gt;pausetime = 0,0&lt;br /&gt;hitsound   = s(you choose)&lt;br /&gt;guardsound = 6,0&lt;br /&gt;ground.type = High (low to hit as low type attack)&lt;br /&gt;ground.slidetime = 30&lt;br /&gt;ground.hittime  = 30&lt;br /&gt;ground.velocity = 0,-5&lt;br /&gt;air.velocity = 0,-5&lt;br /&gt;fall = 1&lt;br /&gt;sparkno = (meh, i set is to s2080)&lt;br /&gt;sparkxy = -10,-20(flashy)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-9155742095833866123?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/9155742095833866123/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=9155742095833866123&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/9155742095833866123'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/9155742095833866123'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/06/helpers-combo-tutorial-by-okami.html' title='Helpers combo tutorial by Okami'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-8379938549550516221</id><published>2007-06-10T11:12:00.000-04:00</published><updated>2007-09-15T10:58:14.877-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Graphical Meter = Bar type by Flowagirl</title><content type='html'>==========================&lt;br /&gt;Graphical Meter: Bar type&lt;br /&gt;==========================&lt;br /&gt;Author: FlowaGirl&lt;br /&gt;flowergirl@cutey.com&lt;br /&gt;http://blargh.i-xcell.com&lt;br /&gt;&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;In many games, any special effects that the character&lt;br /&gt;currently has, is displayed by either graphical bars, or&lt;br /&gt;numerical values.&lt;br /&gt;&lt;br /&gt;You can implement this code into another feature,&lt;br /&gt;such as Ragnarok's Stun meter, or in a Timer, which&lt;br /&gt;can be easily done.&lt;br /&gt;&lt;br /&gt;This tutorial shows how a graphical bar is done.&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;In your -2/-3 states, insert this code.&lt;br /&gt;&lt;br /&gt;Var(0) is the meter variable. If, for example, you want to implement&lt;br /&gt;this into Ragnarok's Stun meter, then that variable should be used.&lt;br /&gt;&lt;br /&gt;You must adjust the "pos" values accordingly, where:&lt;br /&gt;&lt;br /&gt;a. TeamSide = 1; Leave unchanged&lt;br /&gt;b. 1; This is the X position of the Explod if the character is on the P1 side. (Against the left wall.)&lt;br /&gt;c. 319; This is the position of the Explod if the character is on the P2 side. (Against the right wall.)&lt;br /&gt;d. 65; This is the Y position of both sides.&lt;br /&gt;&lt;br /&gt;Removetime should usually be set to 1, but if your meter has flashy graphics to it, then this value should be the&lt;br /&gt;same as the number of ticks in the animation used in the AIR file.&lt;br /&gt;&lt;br /&gt;**** is the animation to be used for the bar, which will be explained later.&lt;br /&gt;&lt;br /&gt;[State -2: Explod]&lt;br /&gt;type = Explod&lt;br /&gt;trigger1 = (Var(0) &gt; 0) &amp;&amp;amp; (NumExplod(9000) = 0)&lt;br /&gt;anim = ****+Var(0)&lt;br /&gt;id = 9000&lt;br /&gt;pos = IfElse(TeamSide = 1,1,319),65&lt;br /&gt;postype = left&lt;br /&gt;bindtime = -1&lt;br /&gt;removetime = 1&lt;br /&gt;ontop = 1&lt;br /&gt;shadow = 0,0,0&lt;br /&gt;ownpal = 1&lt;br /&gt;ignorehitpause = 1&lt;br /&gt;&lt;br /&gt;Now, after inserting this piece in, you can add the animations in the AIR file. The first animation of this&lt;br /&gt;bar should be the same value as ****, while all other anims of the bar after it are done in sequence. Eg.&lt;br /&gt;&lt;br /&gt;Anim 9000 in this example is where you put in anim ****.&lt;br /&gt;&lt;br /&gt;[Begin Action ****]&lt;br /&gt;9000,0, 0,0, -1,,A&lt;br /&gt;&lt;br /&gt;All anims after **** should be organized like this.&lt;br /&gt;&lt;br /&gt;[Begin Action 9001]&lt;br /&gt;9001,0, 0,0, -1,,A&lt;br /&gt;&lt;br /&gt;[Begin Action 9002]&lt;br /&gt;9002,0, 0,0, -1,,A&lt;br /&gt;&lt;br /&gt;[Begin Action 9003]&lt;br /&gt;9003,0, 0,0, -1,,A&lt;br /&gt;&lt;br /&gt;[Begin Action 9004]&lt;br /&gt;9004,0, 0,0, -1,,A&lt;br /&gt;&lt;br /&gt;[Begin Action 9005]&lt;br /&gt;9005,0, 0,0, -1,,A&lt;br /&gt;&lt;br /&gt;Etc...&lt;br /&gt;&lt;br /&gt;The other other thing that you need to do now, is to put in your bar animations. You can use the&lt;br /&gt;same concept for numerical values, but only recommended for use if values aren't very high.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-8379938549550516221?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/8379938549550516221/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=8379938549550516221&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/8379938549550516221'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/8379938549550516221'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/06/graphical-meter-bar-type-by-flowagirl.html' title='Graphical Meter = Bar type by Flowagirl'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-9014642194750680806</id><published>2007-06-09T17:05:00.000-04:00</published><updated>2007-09-15T10:58:14.878-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Perse Effects by Flowagirl</title><content type='html'>==============&lt;br /&gt;Perse Effects&lt;br /&gt;==============&lt;br /&gt;Author: FlowaGirl&lt;br /&gt;flowergirl@cutey.com&lt;br /&gt;http://blargh.i-xcell.com&lt;br /&gt;&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;This creates an effect of particles gathering to one point from random areas&lt;br /&gt;of a given radius. It is the opposite to Disperse Effects.&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;In the state where you want to accomplish the effect, create a helper like so:&lt;br /&gt;&lt;br /&gt;[State 9000: Helper]&lt;br /&gt;type = Helper&lt;br /&gt;trigger1 = [Insert trigger here.]&lt;br /&gt;helpertype = Normal&lt;br /&gt;name = "PerseEffect"&lt;br /&gt;id = 9001&lt;br /&gt;pos = *,*&lt;br /&gt;postype = p1&lt;br /&gt;facing = 1&lt;br /&gt;stateno = 9001&lt;br /&gt;keyctrl = 0&lt;br /&gt;ownpal = 1&lt;br /&gt;supermovetime = 0&lt;br /&gt;pausemovetime = 0&lt;br /&gt;&lt;br /&gt;[Statedef 9001]&lt;br /&gt;type = A&lt;br /&gt;movetype = I&lt;br /&gt;physics = N&lt;br /&gt;anim = **** ;Invisible anim&lt;br /&gt;&lt;br /&gt;You will need 2 variables for this effect. Don't worry about assigning new variables for the helper; They&lt;br /&gt;use their own set of variables, so you can leave it at the current values.&lt;br /&gt;&lt;br /&gt;These next 2 pieces are used for the radius of the effect. Adjust these to your preference.&lt;br /&gt;&lt;br /&gt;[State 9001: VarRandom]&lt;br /&gt;type = VarRandom&lt;br /&gt;trigger1 = 1&lt;br /&gt;v = 0&lt;br /&gt;range = -120,120&lt;br /&gt;&lt;br /&gt;[State 9001: VarRandom]&lt;br /&gt;type = VarRandom&lt;br /&gt;trigger1 = 1&lt;br /&gt;v = 1&lt;br /&gt;range = -120,120&lt;br /&gt;&lt;br /&gt;This is used to create the particles themselves. You can change the trigger if you'd like.&lt;br /&gt;&lt;br /&gt;[State 9001: Helper]&lt;br /&gt;type = Helper&lt;br /&gt;trigger1 = ((GameTime%8) = 0)&lt;br /&gt;helpertype = Normal&lt;br /&gt;name = "PerseEffect"&lt;br /&gt;id = 9002&lt;br /&gt;pos = var(0),var(1)&lt;br /&gt;postype = p1&lt;br /&gt;facing = 1&lt;br /&gt;stateno = 9002&lt;br /&gt;keyctrl = 0&lt;br /&gt;ownpal = 1&lt;br /&gt;supermovetime = 0&lt;br /&gt;pausemovetime = 0&lt;br /&gt;ignorehitpause = 1&lt;br /&gt;&lt;br /&gt;This used to destroy the helper. As for when it is destroyed, is up to you. The effect will&lt;br /&gt;continue to happen as long as the helper is around.&lt;br /&gt;&lt;br /&gt;[State 9001: DestroySelf]&lt;br /&gt;type = DestroySelf&lt;br /&gt;trigger1 = [Insert trigger here.]&lt;br /&gt;&lt;br /&gt;This is the state of the particles themselves. Be sure to give the proper anim for 9002.&lt;br /&gt;&lt;br /&gt;[Statedef 9002]&lt;br /&gt;type = A&lt;br /&gt;movetype = I&lt;br /&gt;physics = N&lt;br /&gt;anim = 9002&lt;br /&gt;sprpriority = 3&lt;br /&gt;&lt;br /&gt;This is used to move the particles toward the center of effect.&lt;br /&gt;&lt;br /&gt;[State 9002: PosAdd]&lt;br /&gt;type = PosAdd&lt;br /&gt;trigger1 = 1&lt;br /&gt;x = IfElse(ParentDist X &lt;= 0,-5,5) y = IfElse(ParentDist Y &lt;= 0,-5,5)  This detroys the particle when it comes in range of the center of the effect. If it is already in range when it was created, it will be detroyed after 10 game ticks.  [State 9002: DestroySelf] type = DestroySelf trigger1 = (ParentDist X &lt;= 5) &amp;&amp;amp; (ParentDist Y &lt;= 5) &amp;&amp;amp; (Time &gt; 10)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-9014642194750680806?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/9014642194750680806/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=9014642194750680806&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/9014642194750680806'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/9014642194750680806'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/06/perse-effects-by-flowagirl.html' title='Perse Effects by Flowagirl'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-3313181121860459826</id><published>2007-06-06T13:18:00.000-04:00</published><updated>2007-10-08T19:50:02.817-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Spidey's Amalgam Hyper (Spider-Boy) by Radical Rex</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_i8mCvwqSmIM/RwrCI4Sx6WI/AAAAAAAAAF0/5_f078--syE/s1600-h/6254pk7.png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://1.bp.blogspot.com/_i8mCvwqSmIM/RwrCI4Sx6WI/AAAAAAAAAF0/5_f078--syE/s400/6254pk7.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5119117384265886050" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;This applies to Seth Zankuten's Spider-Man:&lt;br /&gt;&lt;br /&gt;1. open cmd and Find &lt;br /&gt;[State -1, ] &lt;br /&gt;type = Null &lt;br /&gt;value = 15000 &lt;br /&gt;&lt;br /&gt;2. Just chang Null with this &lt;br /&gt;[State -1, ] &lt;br /&gt;type = ChangeState &lt;br /&gt;value = 15000 &lt;br /&gt;&lt;br /&gt;3. Watch and be Amaze your With your Super Amazing Spider-Boy!&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;just know, the move isn't completed yet...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-3313181121860459826?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/3313181121860459826/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=3313181121860459826&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/3313181121860459826'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/3313181121860459826'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/06/spideys-amalgam-hyper-spider-boy-by.html' title='Spidey&apos;s Amalgam Hyper (Spider-Boy) by Radical Rex'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_i8mCvwqSmIM/RwrCI4Sx6WI/AAAAAAAAAF0/5_f078--syE/s72-c/6254pk7.png' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-157802846420874769</id><published>2007-06-05T13:10:00.000-04:00</published><updated>2007-09-15T10:58:14.878-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Just defend by Flowagirl</title><content type='html'>============&lt;br /&gt;Just Defend&lt;br /&gt;============&lt;br /&gt;Author: FlowaGirl&lt;br /&gt;flowergirl@cutey.com&lt;br /&gt;http://blargh.i-xcell.com&lt;br /&gt;&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;This feature was originally from Garou: Mark of the Wolves, and it occurs&lt;br /&gt;when you block an attack right at the last moment before it hits. When&lt;br /&gt;successful, you gain these benefits:&lt;br /&gt;&lt;br /&gt;1. Recover a small amount of life.&lt;br /&gt;2. Gain some power.&lt;br /&gt;3. Your character's block is different; It is shorter than normal, will&lt;br /&gt;not cause your character to be pushed back, and you do not suffer any guard&lt;br /&gt;damage.&lt;br /&gt;&lt;br /&gt;This is the CvS2 version and it is only available in K-Groove. It may or&lt;br /&gt;may not be exactly the same as the one in MOTW.&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Put these states under StateDef -2/-3. Var(0) is used to detect when the&lt;br /&gt;backwards command is performed, Var(1) is used to detect if you've&lt;br /&gt;successfully Just Defended, and Var(2) is used to remove any guard damage.&lt;br /&gt;&lt;br /&gt;[State -2: VarAdd]&lt;br /&gt;type = VarAdd&lt;br /&gt;trigger1 = (Ctrl) &amp;&amp;amp;amp; (Command = "holdback") &amp;&amp;amp; (StateNo != [120,155])&lt;br /&gt;var(0) = 1&lt;br /&gt;&lt;br /&gt;[State -2: Null]&lt;br /&gt;type = Null&lt;br /&gt;trigger1 = (Command != "holdback")&lt;br /&gt;trigger1 = (Var(0) := 0) &amp;&amp;amp; (Var(1) := 0)&lt;br /&gt;trigger2 = ((StateNo = 150) || (StateNo = 152) || (StateNo = 154)) &amp;&amp;amp; (!Time)&lt;br /&gt;trigger2 = (Var(1) := IfElse(Var(0) &lt; type =" AssertSpecial" trigger1 =" 1" flag =" NoAirGuard" ignorehitpause =" 1" type =" PowerAdd" trigger1 =" ((StateNo" stateno =" 152)" stateno =" 154))" value =" 250" type =" ChangeAnim" trigger1 =" 1" value =" 150" type =" ChangeAnim" trigger1 =" 1" value =" IfElse(Var(1)" type =" LifeAdd" trigger1 =" (Var(1)" value =" (Var(2)+8)" type =" HitVelSet" trigger1 =" (!Time)" x =" 1" type =" HitVelSet" trigger1 =" (!Time)" x =" 1" type =" ChangeState" trigger1 =" (Time"&gt;= GetHitVar(HitTime))&lt;br /&gt;value = 130&lt;br /&gt;ctrl = 1&lt;br /&gt;&lt;br /&gt;Replace this with:&lt;br /&gt;&lt;br /&gt;[State 151: ChangeState]&lt;br /&gt;type = ChangeState&lt;br /&gt;trigger1 = (Time &gt;= GetHitVar(HitTime))&lt;br /&gt;value = IfElse(Var(1) = 1,0,130)&lt;br /&gt;ctrl = 1&lt;br /&gt;&lt;br /&gt;The same changes are made for the crouch guard:&lt;br /&gt;&lt;br /&gt;State 152...&lt;br /&gt;&lt;br /&gt;[State 152: ChangeAnim]&lt;br /&gt;type = ChangeAnim&lt;br /&gt;trigger1 = 1&lt;br /&gt;value = IfElse(Var(1) = 0,152,****)&lt;br /&gt;&lt;br /&gt;[State 152: LifeAdd]&lt;br /&gt;type = LifeAdd&lt;br /&gt;trigger1 = (Var(1) = 1) &amp;&amp;amp; (!Time)&lt;br /&gt;value = (Var(2)+8)&lt;br /&gt;&lt;br /&gt;[PlaySnd] &lt;--- Just Defend sound effect. [Explod] &lt;--- Just Defend guard spark. [Add anything else you want to include.]  State 153...  [State 153: HitVelSet] type = HitVelSet trigger1 = (!Time) &amp;&amp;amp; (Var(1) = 1) x = 1  [State 153: ChangeState] type = ChangeState trigger1 = (Time &gt;= GetHitVar(HitTime))&lt;br /&gt;value = IfElse(Var(1) = 1,0,131)&lt;br /&gt;ctrl = 1&lt;br /&gt;&lt;br /&gt;The same changes are made for the air guard:&lt;br /&gt;&lt;br /&gt;State 154...&lt;br /&gt;&lt;br /&gt;[State 154: ChangeAnim]&lt;br /&gt;type = ChangeAnim&lt;br /&gt;trigger1 = 1&lt;br /&gt;value = IfElse(Var(1) = 0,154,****)&lt;br /&gt;&lt;br /&gt;[State 154: LifeAdd]&lt;br /&gt;type = LifeAdd&lt;br /&gt;trigger1 = (Var(1) = 1) &amp;&amp;amp; (!Time)&lt;br /&gt;value = (Var(2)+8)&lt;br /&gt;&lt;br /&gt;[PlaySnd] &lt;--- Just Defend sound effect.&lt;br /&gt;[Explod] &lt;--- Just Defend guard spark.&lt;br /&gt;[Add anything else you want to include.]&lt;br /&gt;&lt;br /&gt;State 155 is not overridden, because your character is pushed&lt;br /&gt;back as he/she would if he/she was air guarding normally.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-157802846420874769?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/157802846420874769/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=157802846420874769&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/157802846420874769'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/157802846420874769'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/06/just-defend-by-flowagirl.html' title='Just defend by Flowagirl'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-2406370026702765153</id><published>2007-06-04T22:59:00.000-04:00</published><updated>2007-09-15T10:58:14.879-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Parrying by FlowaGirl</title><content type='html'>=========&lt;br /&gt;Parrying&lt;br /&gt;=========&lt;br /&gt;Author: FlowaGirl&lt;br /&gt;flowergirl@cutey.com&lt;br /&gt;http://blargh.i-xcell.com&lt;br /&gt;&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;This feature is was originally from SF3, and it is the ability to block an&lt;br /&gt;attack and immediately be given the chance to retaliate.&lt;br /&gt;&lt;br /&gt;To perform a parry, you must press forward the moment the attack is about&lt;br /&gt;to hit you. Press down for low attacks.&lt;br /&gt;&lt;br /&gt;This version is based on CvS2's version, so it does not include the&lt;br /&gt;additional features that were in SF3; Guard Parry, and Lower Aerial Parry.&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Put these states under StateDef -2/-3. Var(0) is used for the time the parry&lt;br /&gt;is active, and Var(1) is used to detect the moment when you first tap the&lt;br /&gt;forward/down directional key to perform it.&lt;br /&gt;&lt;br /&gt;[State -2: Null]&lt;br /&gt;type = Null&lt;br /&gt;trigger1 = (!Time) &amp;&amp;amp;amp; (Var(1) = 0)&lt;br /&gt;trigger1 = ((Command = "holdfwd") &amp;&amp;amp; (StateNo = 20)) ^^ ((Command = "holddown") &amp;&amp;amp; (StateNo = [10,11]))&lt;br /&gt;trigger1 = (Var(0) := 8)&lt;br /&gt;trigger2 = (Command != "holdfwd") &amp;&amp;amp;amp; (Command != "holddown") &amp;&amp;amp; (Var(1) = 1)&lt;br /&gt;trigger2 = (Var(1) := 0)&lt;br /&gt;ignorehitpause = 1&lt;br /&gt;&lt;br /&gt;[State -2: VarAdd]&lt;br /&gt;type = VarAdd&lt;br /&gt;trigger1 = (Var(0) &gt; 0)&lt;br /&gt;var(0) = -1&lt;br /&gt;ignorehitpause = 1&lt;br /&gt;&lt;br /&gt;This is used for parrying in the air, while jumping and during the aerial parry.&lt;br /&gt;Note: ***1 is the ground parry state, ***2 is the air parry state, ***3 is the&lt;br /&gt;helper for air parrying, and ***4 is the parry spark.&lt;br /&gt;&lt;br /&gt;[State -2: Helper]&lt;br /&gt;type = Helper&lt;br /&gt;trigger1 = ((StateNo = 50) || (StateNo = ***2)) &amp;&amp;amp;amp; (Command = "holdfwd") &amp;&amp;amp; (NumHelper(***3) = 0)&lt;br /&gt;helpertype = Normal&lt;br /&gt;name = "Air Parry"&lt;br /&gt;id = ***3&lt;br /&gt;pos = 0,0&lt;br /&gt;postype = p1&lt;br /&gt;facing = 0&lt;br /&gt;stateno = ***3&lt;br /&gt;keyctrl = 0&lt;br /&gt;ownpal = 1&lt;br /&gt;supermovetime = 0&lt;br /&gt;pausemovetime = 0&lt;br /&gt;ignorehitpause = 1&lt;br /&gt;&lt;br /&gt;The standing parry state.&lt;br /&gt;&lt;br /&gt;[State -2: HitOverride]&lt;br /&gt;type = HitOverride&lt;br /&gt;triggerall = (StateType != A) &amp;&amp;amp;amp; (Ctrl) &amp;&amp;amp; (Var(0) &gt; 0)&lt;br /&gt;trigger1 = (Command != "holddown") &amp;&amp;amp; (Command != "holdback")&lt;br /&gt;attr = SA, AA, AP&lt;br /&gt;slot = 0&lt;br /&gt;stateno = ***1&lt;br /&gt;ignorehitpause = 1&lt;br /&gt;&lt;br /&gt;The crouching parry state, for low attacks.&lt;br /&gt;&lt;br /&gt;[State -2: HitOverride]&lt;br /&gt;type = HitOverride&lt;br /&gt;triggerall = (StateType != A) &amp;&amp;amp;amp; (Ctrl) &amp;&amp;amp; (Var(0) &gt; 0)&lt;br /&gt;trigger1 = (Command != "holdfwd") &amp;&amp;amp; (Command != "holdback")&lt;br /&gt;attr = C, AA, AP&lt;br /&gt;slot = 0&lt;br /&gt;stateno = ***1&lt;br /&gt;ignorehitpause = 1&lt;br /&gt;&lt;br /&gt;The aerial parry state.&lt;br /&gt;&lt;br /&gt;[State -2: HitOverride]&lt;br /&gt;type = HitOverride&lt;br /&gt;triggerall = ((StateNo = 50) || (StateNo = ***2)) &amp;&amp;amp;amp; (Var(0) &gt; 0)&lt;br /&gt;trigger1 = (Command != "holddown") &amp;&amp;amp; (Command != "holdback")&lt;br /&gt;attr = SCA, AA, AP&lt;br /&gt;slot = 0&lt;br /&gt;stateno = ***2&lt;br /&gt;ignorehitpause = 1&lt;br /&gt;&lt;br /&gt;And now, the parry states.&lt;br /&gt;&lt;br /&gt;[Statedef ***1]&lt;br /&gt;type = U&lt;br /&gt;movetype = I&lt;br /&gt;physics = U&lt;br /&gt;anim = IfElse(StateType = S,****,****) &lt;--- The first value should be the standing parry anim, 2nd being the crouching parry anim. velset = 0,0 ctrl = 0 poweradd = 0 juggle = 0 facep2 = 1 hitdefpersist = 0 movehitpersist = 0 hitcountpersist = 0 sprpriority = 2  The required stuff.  [State ***1: AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoWalk  [State ***1: CtrlSet] type = CtrlSet trigger1 = (Time &gt; 4) &amp;&amp;amp; (StateType = S)&lt;br /&gt;value = 1&lt;br /&gt;&lt;br /&gt;[State ***1: NotHitBy]&lt;br /&gt;type = NotHitBy&lt;br /&gt;trigger1 = 1&lt;br /&gt;value = SCA&lt;br /&gt;&lt;br /&gt;[State ***1: Pause]&lt;br /&gt;type = Pause&lt;br /&gt;trigger1 = (!Time)&lt;br /&gt;time = 14&lt;br /&gt;movetime = 14&lt;br /&gt;&lt;br /&gt;[State ***1: VarSet]&lt;br /&gt;type = VarSet&lt;br /&gt;trigger1 = (!Time)&lt;br /&gt;var(1) = 1&lt;br /&gt;&lt;br /&gt;Miscellaneous special effects.&lt;br /&gt;&lt;br /&gt;[State ***1: PalFX]&lt;br /&gt;type = PalFX&lt;br /&gt;trigger1 = (!Time)&lt;br /&gt;time = 8&lt;br /&gt;add = 0,0,0&lt;br /&gt;mul = 256,256,256&lt;br /&gt;sinadd = 75,100,255,8&lt;br /&gt;invertall = 0&lt;br /&gt;color = 256&lt;br /&gt;&lt;br /&gt;[State ***1: EnvColor]&lt;br /&gt;type = EnvColor&lt;br /&gt;trigger1 = (!Time)&lt;br /&gt;value = 255,255,255&lt;br /&gt;time = 4&lt;br /&gt;&lt;br /&gt;[State ***1: EnvShake]&lt;br /&gt;type = EnvShake&lt;br /&gt;trigger1 = (!Time)&lt;br /&gt;time = 8&lt;br /&gt;freq = 60&lt;br /&gt;ampl = -2&lt;br /&gt;phase = 90&lt;br /&gt;&lt;br /&gt;Sound effects if needed. One for the character's voice, and another for the parry spark sound effect.&lt;br /&gt;&lt;br /&gt;[State ***1: PlaySnd]&lt;br /&gt;type = PlaySnd&lt;br /&gt;trigger1 = (!Time)&lt;br /&gt;value = S*,*&lt;br /&gt;&lt;br /&gt;[State ***1: PlaySnd]&lt;br /&gt;type = PlaySnd&lt;br /&gt;trigger1 = (!Time)&lt;br /&gt;value = S*,*&lt;br /&gt;&lt;br /&gt;This is the parry spark.&lt;br /&gt;&lt;br /&gt;[State ***1: Explod]&lt;br /&gt;type = Explod&lt;br /&gt;trigger1 = (!Time)&lt;br /&gt;anim = ****&lt;br /&gt;id = ****&lt;br /&gt;pos = (IfElse(StateType = S,*,*)),(IfElse(StateType = S,*,*)) &lt;--- First set of co-ordinates are used for the position of the standing parry spark, with 2nd set for the crouching. postype = p1 facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermove = 0 supermovetime = 0 pausemovetime = 12 scale = 1,1 sprpriority = 3 ontop = 0 shadow = 0,0,0 ownpal = 1 removeongethit = 1  And this ends the ground parry state.  [State ***1: ChangeState] type = ChangeState trigger1 = (!AnimTime) value = IfElse(StateType = S,0,11)  This is the aerial parry state.  [Statedef ***2] type = A movetype = I physics = N anim = ***2 ctrl = 0 poweradd = 0 juggle = 0 facep2 = 0 hitdefpersist = 0 movehitpersist = 0 hitcountpersist = 0 sprpriority = 2  [State ***2: CtrlSet] type = CtrlSet trigger1 = (Time &gt; 4)&lt;br /&gt;value = 1&lt;br /&gt;&lt;br /&gt;[State ***2: NotHitBy]&lt;br /&gt;type = NotHitBy&lt;br /&gt;trigger1 = (Time &lt; value =" SCA" type =" Pause" trigger1 =" (!Time)" time =" 14" movetime =" 14" type =" VarSet" trigger1 =" (!Time)" type =" Null" trigger1 =" (!Time)" trigger1 =" (FVar(0)" type =" VelSet" trigger1 =" (Time)" x =" 0" y =" 0" persistent =" 0" type =" VelSet" trigger1 =" (Time"&gt; 14)&lt;br /&gt;x = FVar(0)&lt;br /&gt;y = FVar(1)&lt;br /&gt;persistent = 0&lt;br /&gt;&lt;br /&gt;[State ***2: VelAdd]&lt;br /&gt;type = VelAdd&lt;br /&gt;trigger1 = (Time &gt; 14)&lt;br /&gt;y = 0.45&lt;br /&gt;&lt;br /&gt;Parry spark can be added here.&lt;br /&gt;[Explod]&lt;br /&gt;&lt;br /&gt;And this ends the aerial parry state when the character lands.&lt;br /&gt;&lt;br /&gt;[State ***2: ChangeState]&lt;br /&gt;type = ChangeState&lt;br /&gt;trigger1 = (Pos Y &gt;= 0) &amp;&amp;amp; (Vel Y &gt; 0)&lt;br /&gt;value = 52&lt;br /&gt;&lt;br /&gt;This is the aerial parry state helper. It should use an invisible anim, with no Clsns.&lt;br /&gt;&lt;br /&gt;[Statedef ***3]&lt;br /&gt;type = A&lt;br /&gt;movetype = I&lt;br /&gt;physics = N&lt;br /&gt;anim = ***3&lt;br /&gt;poweradd = 0&lt;br /&gt;juggle = 0&lt;br /&gt;facep2 = 0&lt;br /&gt;hitdefpersist = 0&lt;br /&gt;movehitpersist = 0&lt;br /&gt;hitcountpersist = 0&lt;br /&gt;sprpriority = 2&lt;br /&gt;&lt;br /&gt;[State ***3: ParentVarSet]&lt;br /&gt;type = ParentVarSet&lt;br /&gt;trigger1 = (!Time)&lt;br /&gt;var(0) = 8&lt;br /&gt;ignorehitpause = 1&lt;br /&gt;&lt;br /&gt;[State ***3: DestroySelf]&lt;br /&gt;type = DestroySelf&lt;br /&gt;trigger1 = (Parent, Command != "holdfwd")&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-2406370026702765153?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/2406370026702765153/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=2406370026702765153&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/2406370026702765153'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/2406370026702765153'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/06/parrying-by-flowagirl.html' title='Parrying by FlowaGirl'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-678990905291090943</id><published>2007-06-03T23:36:00.000-04:00</published><updated>2007-09-15T10:58:14.880-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Unblockable Attacks by Scorpion</title><content type='html'>all you have to do is go into one the .CNS files of your char and find "guardflag" under"hitdef"&lt;br /&gt;hit "Ctrl F" if to open the word search if you have trouble.&lt;br /&gt;&lt;br /&gt;next,&lt;br /&gt;change this&lt;br /&gt;guardflag = MA (or whatever you see here)&lt;br /&gt;to this&lt;br /&gt;guardflag = (just leave it blank)&lt;br /&gt;&lt;br /&gt;The attack is now unblockable!! Now go forth and kick ass!&lt;br /&gt;&lt;br /&gt;Identifing the hitdef:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;[State 200, 1]&lt;br /&gt;type = HitDef&lt;br /&gt;trigger1 = AnimElem = 3&lt;br /&gt;attr = S, NA&lt;br /&gt;damage = 23, 0&lt;br /&gt;animtype = Light&lt;br /&gt;guardflag = MA ;Erase the MA, to enable unblockable attacks.&lt;br /&gt;hitflag = MAF&lt;br /&gt;priority = 3, Hit&lt;br /&gt;pausetime = 4, 8&lt;br /&gt;sparkno = S9008&lt;br /&gt;sparkxy = -10,-80&lt;br /&gt;hitsound = S5, 2&lt;br /&gt;guardsound = 6, 0&lt;br /&gt;ground.type = High&lt;br /&gt;ground.slidetime = 5&lt;br /&gt;ground.hittime  = 10&lt;br /&gt;ground.velocity = -1&lt;br /&gt;airguard.velocity = -1.9,-.8&lt;br /&gt;air.type = Highground.type)&lt;br /&gt;air.velocity = -1.4,-3&lt;br /&gt;air.hittime = 12&lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-678990905291090943?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/678990905291090943/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=678990905291090943&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/678990905291090943'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/678990905291090943'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/06/unblockable-attacks.html' title='Unblockable Attacks by Scorpion'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-4689197748688841003</id><published>2007-06-02T15:00:00.000-04:00</published><updated>2007-09-15T10:58:14.880-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Morphing Tutorial by Chocobo</title><content type='html'>==================&lt;br /&gt;Morphing Tutorial&lt;br /&gt;==================&lt;br /&gt;Author: Chocobo&lt;br /&gt;[E-mail not available.]&lt;br /&gt;&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;Morphing/Transform/Mode Change, or whatever you call it: It is the ability&lt;br /&gt;used in some characters, such as Gen of SFA3, where he can change from one&lt;br /&gt;mode to another, or in a character such as Shang Tsung of MK, who can change&lt;br /&gt;to another character altogether.&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;You have to decide on what this effect is going to do to your character.&lt;br /&gt;We'll assume that you want your character to change simply his/her fighting style.&lt;br /&gt;&lt;br /&gt;Create the state that your character will go into. This is where your character&lt;br /&gt;changes his/her form and/or increase any stats:&lt;br /&gt;&lt;br /&gt;[Statedef ****]&lt;br /&gt;type    = S&lt;br /&gt;movetype= A&lt;br /&gt;physics = S&lt;br /&gt;anim = ****&lt;br /&gt;ctrl = 0&lt;br /&gt;&lt;br /&gt;Next, you will need to decide how long the effect will last. If you want it to last&lt;br /&gt;for 1000 ticks for example, you give var(0) a value of 1000. But, if you want this&lt;br /&gt;effect to last indefinitely, simply set it to 1, to make things simple.&lt;br /&gt;&lt;br /&gt;In any case, this variable is used to set the effect on.&lt;br /&gt;&lt;br /&gt;[State ****: VarSet]&lt;br /&gt;type = VarSet&lt;br /&gt;trigger1 = [Insert trigger here.]&lt;br /&gt;var(0) = 1000&lt;br /&gt;&lt;br /&gt;This is used to end the move.&lt;br /&gt;&lt;br /&gt;[State ****: ChangeState]&lt;br /&gt;type = ChangeState&lt;br /&gt;trigger1 = (AnimTime = 0)&lt;br /&gt;value = 0&lt;br /&gt;ctrl = 1&lt;br /&gt;&lt;br /&gt;If you decide that the effect will last for a certain number of ticks, add this next piece under&lt;br /&gt;StateDef -2. Otherwise, just skip this part.&lt;br /&gt;&lt;br /&gt;[State -2: VarAdd]&lt;br /&gt;type = VarAdd&lt;br /&gt;trigger1 = (Var(0) &gt; 0)&lt;br /&gt;var(0) = -1&lt;br /&gt;ignorehitpause = 1&lt;br /&gt;&lt;br /&gt;Now, you probably want to add in the special effects as a result of the move. This tutorial shows 3&lt;br /&gt;examples of an effect being added.&lt;br /&gt;&lt;br /&gt;----&lt;br /&gt;&lt;br /&gt;1. If you want your character's standing anim to change, you can override the common1.cns file,&lt;br /&gt;under StateDef 0. Look for this code:&lt;br /&gt;&lt;br /&gt;[State 0, 1]&lt;br /&gt;type = ChangeAnim&lt;br /&gt;trigger1 = Anim != 0 &amp;&amp;amp; Anim != 5&lt;br /&gt;trigger2 = Anim = 5 &amp;&amp;amp; AnimTime = 0 ;Turn anim over&lt;br /&gt;value = 0&lt;br /&gt;&lt;br /&gt;Remove the code as shown above entirely, and replace it with:&lt;br /&gt;&lt;br /&gt;[State 0, 1]&lt;br /&gt;type = ChangeAnim&lt;br /&gt;triggerall = (Var(0) &lt;= 0)&lt;br /&gt;trigger1 = Anim != 0 &amp;&amp;amp; Anim != 5&lt;br /&gt;trigger2 = Anim = 5 &amp;&amp;amp; AnimTime = 0 ;Turn anim over&lt;br /&gt;value = 0&lt;br /&gt;&lt;br /&gt;[State 0, 1]&lt;br /&gt;type = ChangeAnim&lt;br /&gt;triggerall = (Var(0) &gt; 0)&lt;br /&gt;trigger1 = Anim != 0 &amp;&amp;amp; Anim != 5&lt;br /&gt;trigger2 = Anim = 5 &amp;&amp;amp; AnimTime = 0 ;Turn anim over&lt;br /&gt;value = ****&lt;br /&gt;&lt;br /&gt;Where **** is the new standing anim. You use the same concept for the entire common1.cns. Although&lt;br /&gt;most creators use a much more efficient method of accomplishing this with the use of expressions, this&lt;br /&gt;will do the job just fine.&lt;br /&gt;&lt;br /&gt;----&lt;br /&gt;&lt;br /&gt;2. If you want to enable any new moves while your character is in this form, but only in this form, you&lt;br /&gt;simpy create the move just like any other move, with one exception; The CMD file.&lt;br /&gt;&lt;br /&gt;This is just like any other command entry, with (Var(0) &gt; 0) being the only new trigger added.&lt;br /&gt;&lt;br /&gt;[State -1: ChangeState]&lt;br /&gt;type = ChangeState&lt;br /&gt;value = **** ;State of new move.&lt;br /&gt;triggerall = (Command = "whatever") &amp;&amp;amp; (Var(0) &gt; 0)&lt;br /&gt;trigger1 = (StateType = A) &amp;&amp;amp; (Ctrl)&lt;br /&gt;&lt;br /&gt;----&lt;br /&gt;&lt;br /&gt;3. If you just want to increase the character's strength, go back to the morphing state, and add this in:&lt;br /&gt;&lt;br /&gt;[State ****: AttackMulSet]&lt;br /&gt;type = AttackMulSet&lt;br /&gt;trigger1 = (!Time)&lt;br /&gt;value = 1.5 ;50% increase to attack.&lt;br /&gt;&lt;br /&gt;Be sure to insert this under StateDef -2. This is used to reset the character's strength back to normal when&lt;br /&gt;he/she is no longer in the mode.&lt;br /&gt;&lt;br /&gt;[State -2: AttackMulSet]&lt;br /&gt;type = AttackMulSet&lt;br /&gt;trigger1 = (Var(0) &lt;= 0)&lt;br /&gt;value = 1&lt;br /&gt;ignorehitpause = 1&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-4689197748688841003?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/4689197748688841003/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=4689197748688841003&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/4689197748688841003'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/4689197748688841003'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/06/morphing-tutorial-by-chocobo.html' title='Morphing Tutorial by Chocobo'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-5890888292529007249</id><published>2007-06-01T23:14:00.000-04:00</published><updated>2007-09-15T10:58:14.881-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>AI Activation - Command method by FlowaGirl</title><content type='html'>==============================&lt;br /&gt;AI Activation: Command method&lt;br /&gt;==============================&lt;br /&gt;Author: FlowaGirl&lt;br /&gt;flowergirl@cutey.com&lt;br /&gt;http://blargh.i-xcell.com&lt;br /&gt;&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;Until Elecbyte decides to add in a trigger that detects&lt;br /&gt;whether the character is controlled by a player or by the&lt;br /&gt;CPU, this code will be used as a workaround.&lt;br /&gt;&lt;br /&gt;After implementing this little piece, you are free to program&lt;br /&gt;your character's AI, providing that you know how it's done. Wink&lt;br /&gt;&lt;br /&gt;This is amongst the 3 most commonly used methods of AI activation.&lt;br /&gt;I'm not sure who first developed this concept, but it is a popular&lt;br /&gt;belief that Visual Kreations first came up with this, showing a few&lt;br /&gt;creators how it was done.&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;This method uses the CMD file to activate the AI. These commands&lt;br /&gt;are impossible to execute by a player but for the CPU, it is not a&lt;br /&gt;problem. However, it heavily relies that the CPU to execute this as&lt;br /&gt;soon as possible, so it's not a guarantee that your character's AI&lt;br /&gt;will activate immediately. (Which could mean a victory, or a lose.)&lt;br /&gt;&lt;br /&gt;Add into your CMD file, several AI activation commands. Generally,&lt;br /&gt;the more commands you put in, the odds of the AI activating more quickly&lt;br /&gt;are increased. Adding in about 20-30 commands will suffice.&lt;br /&gt;&lt;br /&gt;Here are some examples:&lt;br /&gt;&lt;br /&gt;[Command]&lt;br /&gt;name = "AI1"&lt;br /&gt;command = D, D, D, D&lt;br /&gt;time = 1&lt;br /&gt;&lt;br /&gt;[Command]&lt;br /&gt;name = AI2"&lt;br /&gt;command = D, F, B, U&lt;br /&gt;time = 1&lt;br /&gt;&lt;br /&gt;The "time = 1" is very important, as the command must be executed in that&lt;br /&gt;amount of time. This is of course, impossible for any human to do.&lt;br /&gt;&lt;br /&gt;Next you add this in under StateDef -1. This is used to activate the AI&lt;br /&gt;when the CPU executes one of the commands you've made.&lt;br /&gt;&lt;br /&gt;[State -1: VarSet]&lt;br /&gt;type = VarSet&lt;br /&gt;triggerall = (Var(0) != 1)&lt;br /&gt;trigger1 = (Command = "AI1") || (Command = "AI2")&lt;br /&gt;var(0) = 1&lt;br /&gt;&lt;br /&gt;Simple, no? =)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-5890888292529007249?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/5890888292529007249/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=5890888292529007249&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/5890888292529007249'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/5890888292529007249'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/06/ai-activation-command-method-by.html' title='AI Activation - Command method by FlowaGirl'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-8102991275196273751</id><published>2007-06-01T16:27:00.000-04:00</published><updated>2007-08-31T16:28:34.543-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Movies'/><title type='text'>1st Look at Speed Racer's Mach 5</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_N8Uyi6j0JPc/RqlxN2xYlHI/AAAAAAAAAIA/21yB3wyz8l4/s1600-h/spcddd2b5bd6271a7b95ca5ccc0df2t2.jpg"&gt;&lt;img src="http://3.bp.blogspot.com/_N8Uyi6j0JPc/RqlxN2xYlHI/AAAAAAAAAIA/21yB3wyz8l4/s400/spcddd2b5bd6271a7b95ca5ccc0df2t2.jpg" alt="" id="BLOGGER_PHOTO_ID_5091725336573940850" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;In a summer of sequels (and you know next year will be as well) , beloved anime's will become live action films... but will they be fan-pleasing?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-8102991275196273751?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/8102991275196273751/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=8102991275196273751&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/8102991275196273751'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/8102991275196273751'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/06/1st-look-at-speed-racers-mach-5.html' title='1st Look at Speed Racer&apos;s Mach 5'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_N8Uyi6j0JPc/RqlxN2xYlHI/AAAAAAAAAIA/21yB3wyz8l4/s72-c/spcddd2b5bd6271a7b95ca5ccc0df2t2.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-7850761481158742828</id><published>2007-05-31T11:50:00.000-04:00</published><updated>2007-09-15T10:58:14.882-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Lifebar Tutorial by cabbit007</title><content type='html'>Cabbit007's Lifebar Tutorial&lt;br /&gt;&lt;br /&gt;If you find any problems or have any suggestions, e-mail me at cabbit007@hotmail.com&lt;br /&gt;&lt;br /&gt;Note: This tutorial was written for MUGEN version 4.14&lt;br /&gt;&lt;br /&gt;This tutorial was last updated on 12/09/2001&lt;br /&gt;&lt;br /&gt;DISCLAIMER&lt;br /&gt;&lt;br /&gt;The tutorial is NOT for redistribution or direct linking unless permission is given. Please respect my wishes regarding this subject since I try to update this tutorial every now and then. I don't want to be pestered with someone asking me why some outdated coding does not work because they got an older version of this tutorial from somewhere else.&lt;br /&gt;&lt;br /&gt;For everyone's convenience, I've split up the lifebar file into its respective sections for quick referencing. This tutorial is written with the thought that the reader has at least attempted to read the documentation in the mugen/docs folder. If you have not read it, it is strongly suggested that you do so or you may not be able to understand all of the following information. Also, it might help if you read Section 20 first.&lt;br /&gt;&lt;br /&gt;Webmaster's note: this was recovered from the MugenSex website with Sho's permission. Cabbit007 has actually been out of the community for quite some time at this point, so there wouldn't be much reason to email him with questions or comments. If you do have any questions, direct them to the RS forums and we'll try and help you from there -KFM&lt;br /&gt;&lt; sff =" fight.sff" snd =" vssnd.snd" font1 =" font/jg.fnt" font2 =" font/num1.fnt" font3 =" font/name1.fnt" font4 =" font/kof99.fnt" font5 =" font/vslev.fnt" font6 =" font/vstime.fnt" font7 =" font/vshitfnt.fnt" sff =" fightfx.sff" air =" fightfx.air" snd =" common.snd" pos =" 159,117" spr =" 11,0" layerno =" 1" spr =" 12,0" spr =" 13,0" layerno =" 1" x =" -26,-140" pos =" 159,117" spr =" 11,0" facing =" -1" layerno =" 1" spr =" 12,0" facing =" -1" spr =" 13,0" facing =" -1" layerno =" 1" x =" 26,140" pos =" 159,117" spr =" 14," layerno =" 1" spr =" 12,0" spr =" 13,0" layerno =" 1" x =" -26,-140" pos =" 159,117" spr =" 14," facing =" -1" layerno =" 1" spr =" 12,0" facing =" -1" spr =" 13,0" facing =" -1" layerno =" 1" x =" 26,140" pos =" 159,117" spr =" 12,1" spr =" 13,1" layerno =" 1" x =" -40,-134" pos =" 159,117" spr =" 12,1" facing =" -1" spr =" 13,1" facing =" -1" layerno =" 1" x =" 40,134" pos =" 160,120" spr =" 11,0" layerno =" 1" spr =" 12,0" spr =" 13,0" layerno =" 1" x =" -27,-124" pos =" 160,120" spr =" 11,1" layerno =" 1" spr =" 12,1" spr =" 13,1" layerno =" 1" x =" 26,123" pos =" 156,125" spr =" 21,0" layerno =" 1" anim =" 23" layerno =" 1" spr =" 22,0" x =" -10,-124" offset =" -135,101" font =" 5,0,0" layerno =" 1" pos =" 156,125" spr =" 21,1" layerno =" 1" anim =" 24" layerno =" 1" spr =" 22,1" x =" 16,130" offset =" 141,101" font =" 5,0,0" layerno =" 1" snd =" 0,2" snd =" 0,3" snd =" 0,4" x =" 0," y =" 0" pos =" 120," spr =" 9000,0" layerno =" 0" facing =" 1" offset =" 0,0" scale =" .6,.6" pos=" 197," spr =" 9000,0" layerno =" 0" facing =" -1" offset =" 0,0" scale =" .6,.6" pos =" 120," spr =" 9000,0" layerno =" 0" facing =" 1" scale =" 0.6,0.6" pos =" 197," spr =" 9000,0" layerno =" 0" facing =" -1" scale =" 0.6,0.6" pos =" 112,38" spr =" 9000,0" layerno =" 0" scale =" 0.45,0.45" facing =" 1" pos =" 205,38" facing =" -1" spr =" 9000,0" layerno =" 0" scale =" 0.45,0.45" facing =" -1" pos =" 10," spr =" 9000,0" layerno =" 2" facing =" 1" offset =" 0,0" scale =" .6,.6" pos =" 10,37" spacing =" 13,0" spr =" 10,0" spr =" 9000,0" scale =" .5,.5" facing =" 1" offset =" 1,0" p2pos=" 309," spr =" 9000,0" layerno =" 2" facing =" -1" offset =" 0,0" scale =" .6,.6" pos =" 310,37" spacing =" -13,0" spr =" 10,0" facing =" -1" spr =" 9000,0" scale =" 0.5,0.5" facing =" -1" offset =" -1,0" pos =" 69,36" font =" 3,0,0" layerno =" 1" pos =" 254,36" font =" 3,0,0" layerno =" 1" pos =" 69,45" font =" 3,0,0" layerno =" 1" pos =" 254,45" font =" 3,0,0" layerno =" 1" pos =" 69,52" font =" 3,0,0" layerno =" 1" pos =" 254,52" font =" 3,0,0" layerno =" 1" pos =" 69,36" font =" 3,0,0" layerno =" 1" pos =" 254,36" font =" 3,0,0" layerno =" 1" pos =" 156,41" font =" 6,0" layerno =" 1" offset =" 4," framespercount =" 60" pos =" 10,80" x =" -40" font =" 7,0" shake =" 1" text =" %iHIT" font =" 7,0" offset =" 3,0" displaytime =" 90" wins =" 2" waittime =" 0" time =" 105" time ="60" offset =" 160," text =" Round" displaytime =" 60" layerno =" 2" offset =" 160,120" anim =" 2001" snd =" 0,0" snd =" 0,0" snd =" 0,0" sndtime ="30" time ="50" offset =" 160," text =" Fight!" displaytime =" 100" snd =" 0,1" sndtime ="60" time ="0" offset =" 160," text =" KO!" displaytime =" 90" snd =" 0,5" time ="0" text =" Double" offset =" 160," displaytime =" 60" snd =" 0,6" time ="0" offset =" 160," text =" Time" displaytime =" 60" snd =" 0,7" sndtime ="0" time =" 60" waittime =" 45" hittime =" 10"&gt;:D&lt;br /&gt;over.wintime = 45 Delay time before win pose is shown.&lt;br /&gt;over.time = 210 Time before entire round is over.&lt;br /&gt;win.time = 60 Delay time before win/draw message is shown.&lt;br /&gt;win.offset = 160, 90&lt;br /&gt;win.text = %s WINS! %s deplays the winner's name&lt;br /&gt;win.displaytime = 540&lt;br /&gt;win2.text = %s AND %s WINS!&lt;br /&gt;win.displaytime = 540&lt;br /&gt;draw.text = Draw!&lt;br /&gt;win.displaytime = 540&lt;br /&gt;win.font = 4,0&lt;br /&gt;win2.font = 4,0&lt;br /&gt;&lt;br /&gt;Section 19. [WinIcon]&lt;br /&gt;&lt;br /&gt;For the win icons, they don't all have to be different but it does make it look better.&lt;br /&gt;&lt;br /&gt;p1.pos = 12,5&lt;br /&gt;p2.pos = 308,5&lt;br /&gt;&lt;br /&gt;p1.iconoffset = 24,0&lt;br /&gt;How much space for each of player 1's icon will take up. Note this is positive so the next one will be placed to the left of the previous.&lt;br /&gt;&lt;br /&gt;p2.iconoffset = -24,0&lt;br /&gt;How much space for each of player 2's icon will take up. Note this is positive so the next one will be placed to the right of the previous.&lt;br /&gt;p2.counter.offset = 78,0&lt;br /&gt;p2.counter.offset = -78,0&lt;br /&gt;p1.counter.font = 2,1&lt;br /&gt;p2.counter.font = 2,1&lt;br /&gt;p1.n.spr = 100,0 Win by normal&lt;br /&gt;p2.n.spr = 100,0&lt;br /&gt;p1.s.spr = 101,0 Win by special&lt;br /&gt;p2.s.spr = 101,0&lt;br /&gt;p1.h.spr = 102,0 Win by hyper (super)&lt;br /&gt;p2.h.spr = 102,0&lt;br /&gt;p1.throw.spr = 103,0 Win by normal throw&lt;br /&gt;p2.throw.spr = 103,0&lt;br /&gt;p1.c.spr = 104,0 Win by cheese&lt;br /&gt;p2.c.spr = 104,0&lt;br /&gt;p1.t.spr = 105,0 Win by time over&lt;br /&gt;p2.t.spr = 105,0&lt;br /&gt;p1.suicide.spr = 100,0 Win by suicide&lt;br /&gt;p2.suicide.spr = 100,0&lt;br /&gt;p1.teammate.spr = 107,0 Opponent beaten by his own teammate&lt;br /&gt;p2.teammate.spr = 107,0&lt;br /&gt;&lt;br /&gt;p1.perfect.spr = 110,0&lt;br /&gt;Win by perfect (overlay icon). This icon is put on top of the whatever type of win you have.&lt;br /&gt;p2.perfect.spr = 110,0&lt;br /&gt;useiconupto = 2 Use icons up until this number of wins&lt;br /&gt;&lt;br /&gt;Section 20. Reference.&lt;br /&gt;&lt;br /&gt;The following is taken from the lifebar definition file from the original MUGEN lifebars. If yu understand everything in this section, you should be able to make a of lifebars with no trouble.&lt;br /&gt;&lt;br /&gt;;-----------------------------------------------------------&lt;br /&gt;; How to customize&lt;br /&gt;;-----------------------------------------------------------&lt;br /&gt;; First of all, set filenames under [Files].&lt;br /&gt;;&lt;br /&gt;; Next, you can customize each component of the fight screen.&lt;br /&gt;; A component can be anything from a piece of the lifebar,&lt;br /&gt;; to the text that signals a K.O.&lt;br /&gt;;&lt;br /&gt;; Each component starts with its name, followed by a period,&lt;br /&gt;; and then the names of its elements. For example, a&lt;br /&gt;; component named "bg" with an element of "anim" looks&lt;br /&gt;; like "bg.anim".&lt;br /&gt;;&lt;br /&gt;; There are several main element types:&lt;br /&gt;; 1. anim (animation)&lt;br /&gt;; 2. spr (sprite)&lt;br /&gt;; 3. font (text)&lt;br /&gt;; 4. snd (sound)&lt;br /&gt;;&lt;br /&gt;; 1. anim&lt;br /&gt;; Format: anim = actionno&lt;br /&gt;; actionno is the number of the action to use. You must&lt;br /&gt;; specify a valid action that is defined within this file.&lt;br /&gt;; The sprites for the animation come from the file given&lt;br /&gt;; for the "sff" parameter in the [Files] group below.&lt;br /&gt;; You can define your animation actions anywhere in this&lt;br /&gt;; file, as long as it does not come in the middle of a&lt;br /&gt;; group (an example of a group is the block of text&lt;br /&gt;; starting with [Files], and ending on the next group&lt;br /&gt;; [Lifebar]).&lt;br /&gt;; For example, to use action 5 for the p1.bg0 component:&lt;br /&gt;; p1.bg0.anim = 5&lt;br /&gt;;&lt;br /&gt;; 2. spr&lt;br /&gt;; Format: spr = spritegrp, spriteno&lt;br /&gt;; This is the identifier pair for the sprite you to&lt;br /&gt;; display.&lt;br /&gt;; For example, to show sprite 103,0 for a component named&lt;br /&gt;; p1.throw:&lt;br /&gt;; p1.throw.spr = 103,0&lt;br /&gt;;&lt;br /&gt;; 3. font&lt;br /&gt;; Format: font = fontno, fontbank, alignmt&lt;br /&gt;; text = text&lt;br /&gt;; This lets you set the font (and optionally the content&lt;br /&gt;; text). fontno is the number of the font defined under&lt;br /&gt;; [Files]. For instance, for the line "font2 = font/num1.fnt",&lt;br /&gt;; the fontno is 2.&lt;br /&gt;; fontbank is the color bank of the font to use. Refer to&lt;br /&gt;; the font for what color banks it has.&lt;br /&gt;; alignmt is a number representing the text alignment.&lt;br /&gt;; 1 is left, 0 means center, and -1 is for right-alignment.&lt;br /&gt;; The "text" element should accompany the "font" element&lt;br /&gt;; wherever necessary. The following example will display&lt;br /&gt;; "FIGHT!" using font 1, bank 1, with center-alignment.&lt;br /&gt;; fight.font = 1,1, 0&lt;br /&gt;; fight.text = FIGHT!&lt;br /&gt;;&lt;br /&gt;; 4. snd&lt;br /&gt;; Format: snd = sndgrp, sndno&lt;br /&gt;; This is the identifier pair for the sound effect to&lt;br /&gt;; play. The .snd file that the sound is played from&lt;br /&gt;; is given in the "snd" parameter in the [Files] group.&lt;br /&gt;; This plays sound 21,0 for the "level1" component.&lt;br /&gt;; level1.snd = 21,0&lt;br /&gt;;&lt;br /&gt;; Take note that the anim, spr and font element types are&lt;br /&gt;; mutually exclusive; you can only use one of them per&lt;br /&gt;; component.&lt;br /&gt;;&lt;br /&gt;; The types of elements supported vary with the component.&lt;br /&gt;; Usually the anim, spr and font elements are interchangeable&lt;br /&gt;; for a component. However, in some cases only one element&lt;br /&gt;; type may be used. An example of this is found under [Combo]:&lt;br /&gt;; counter.font = 2,4 ;Font for combo counter&lt;br /&gt;; You cannot use an animation or a sprite to represent a&lt;br /&gt;; numeric counter, so it only makes sense to define a font&lt;br /&gt;; for use.&lt;br /&gt;;&lt;br /&gt;; There are other element types that do nothing on their&lt;br /&gt;; own. They can be used with display element types&lt;br /&gt;; (spr, anim and font) to gain more control. These&lt;br /&gt;; have no meaning when used with the snd element.&lt;br /&gt;; 5. offset&lt;br /&gt;; 6. displaytime&lt;br /&gt;; 7. facing&lt;br /&gt;; 8. vfacing&lt;br /&gt;; 9. layerno&lt;br /&gt;; 10. scale&lt;br /&gt;;&lt;br /&gt;; 5. offset&lt;br /&gt;; Format: offset = x, y&lt;br /&gt;; Displaces the display element horizontally by x pixels,&lt;br /&gt;; and vertically by y pixels.&lt;br /&gt;; If this element is omitted, the offset is assumed to&lt;br /&gt;; be 0,0.&lt;br /&gt;;&lt;br /&gt;; 6. displaytime&lt;br /&gt;; Format: displaytime = time_in_ticks&lt;br /&gt;; This elemet defines the time to display the component.&lt;br /&gt;; If omitted, the default display time varies with element&lt;br /&gt;; type. For spr and font elements, the default displaytime&lt;br /&gt;; is 1. For anim, it is the looptime of the animation.&lt;br /&gt;; This example displays the text "FIGHT!" for 45 game&lt;br /&gt;; ticks:&lt;br /&gt;; fight.font = 1,1, 0&lt;br /&gt;; fight.text = FIGHT!&lt;br /&gt;; fight.displaytime = 45&lt;br /&gt;;&lt;br /&gt;; 7. facing&lt;br /&gt;; Format: facing = dir&lt;br /&gt;; Sets the horizontal flipping of the display element.&lt;br /&gt;; 1 means no flipping, and -1 means flip horizontally.&lt;br /&gt;; Does not affect "font" elements. Defaults to 1 if&lt;br /&gt;; omitted.&lt;br /&gt;;&lt;br /&gt;; 8. vfacing&lt;br /&gt;; Format: vfacing = dir&lt;br /&gt;; Sets the vertical flipping of the display element.&lt;br /&gt;; 1 means no flipping, and -1 means flip vertically.&lt;br /&gt;; Does not affect "font" elements. Defaults to 1 if&lt;br /&gt;; omitted.&lt;br /&gt;;&lt;br /&gt;; 9. layerno&lt;br /&gt;; Format: layerno = no&lt;br /&gt;; This element lets you set the layer to which the&lt;br /&gt;; display element will be drawn on. 0 is in front of&lt;br /&gt;; the background, but behind the players. 1 is in&lt;br /&gt;; front of the players, but behind the foreground.&lt;br /&gt;; 2 is in front of the foreground. The default is 0&lt;br /&gt;; in most cases.&lt;br /&gt;; An example of where this might be useful is when&lt;br /&gt;; you want to have the life or power bars appear&lt;br /&gt;; on top. In that case, set all the components to&lt;br /&gt;; have layerno = 2.&lt;br /&gt;;&lt;br /&gt;; 10. scale&lt;br /&gt;; Format: scale = xscale, yscale&lt;br /&gt;; Scales the display element by a horizontal scale&lt;br /&gt;; factor of xscale, and vertically by a factor of&lt;br /&gt;; yscale. Defaults to 1,1 if omitted.&lt;br /&gt;; Currently does not affect "font" elements.&lt;br /&gt;;&lt;br /&gt;; Some components have additional elements specific&lt;br /&gt;; to themselves.&lt;br /&gt;&lt;br /&gt;Section 21. Questions&lt;br /&gt;&lt;br /&gt;Before you start harassing me/others with pointless questions, do read through these and see if they answer it.&lt;br /&gt;&lt;br /&gt;Q: I want to display a sprite/animation instead of those stupid text. How do I do this?&lt;br /&gt;A: You can replace any .text with either a .spr or an .anim. The reverse applies as well. A spr is a sprite and an anim is an animation.&lt;br /&gt;&lt;br /&gt;Q: My life doesn't fill all the way up/my life doesn't go all the way down. What do I do?&lt;br /&gt;A: Check the size or your life sprites. Check the position of your life sprites. Check the range of your life sprites.&lt;br /&gt;&lt;br /&gt;Q: My powerbar's power sprite is too small even though the sprite size is perfect. What do I do?&lt;br /&gt;A: You need to check to make sure that your power holder is present and if so, the right size.&lt;br /&gt;&lt;br /&gt;Q: The other player's life is all gone and he still won't die until after I hit him some more. What do I do?&lt;br /&gt;A: Check the range of your life sprites.&lt;br /&gt;&lt;br /&gt;Q: I've read the entire tutorial and still have no idea how to make lifebars. Are there any others?&lt;br /&gt;A: To my knowledge, I've never seen any others so you're out of luck. I learned by opening up KGenjuro's Gundam Wing Endless Duel lifebars and updated it. All you really need is to read the Reference section and experiment around and you'll get it easily.&lt;br /&gt;&lt;br /&gt;Q: Is there an easier way to do the positioning of the sprites?&lt;br /&gt;A: There isn't a perfect way to position the sprites so you'll have to do it by trial and error. Just remember that the MUGEN screensize is 320 by 240 pixels and place them accordingly. You can make a 320x240 sprite, create a new layer, place your sprites in, and then take note of the position through there. This may be more convenient (thanks to Mattasaur for that one) but once you've gained more experience, it's often much faster with guess and check through MCM.&lt;br /&gt;&lt;br /&gt;Q: Your tutorial is too long and I don't have the time to read through it.&lt;br /&gt;A: If you don't have time to read this then you probably don't have time to make lifebars so you don't have to worry about it.&lt;br /&gt;&lt;br /&gt;Q: I've got this great idea about a set of lifebars that I want to see made. Can you make them for me?&lt;br /&gt;A: And why did you download this tutorial again?&lt;br /&gt;&lt;br /&gt;Q: Can I send you wht I have so you can correct it for me?&lt;br /&gt;A: No. If you have any questions go to &lt;a href="http://randomselect.i-xcell.com/forum/"&gt;http://randomselect.i-xcell.com/forum/&lt;/a&gt; and post in the Help Section.&lt;br /&gt;&lt;br /&gt;Q: My lifebars screwed up my characters!&lt;br /&gt;A: Lifebars do not affect the characters in any way except display their current amount of life and power.&lt;br /&gt;&lt;br /&gt;Q: After I downloaded a set of lifebars and got some new characters, their moves won't work right!&lt;br /&gt;A: Read previous answer.&lt;br /&gt;&lt;br /&gt;Section 22. Credits&lt;br /&gt;&lt;br /&gt;Many thanks to the following in no particular order:&lt;br /&gt;&lt;br /&gt;Elecbyte for making MUGEN and commenting so well in its lifebars&lt;br /&gt;&lt;br /&gt;SES for making MCM. Without it, I'd never have attempted to make anything&lt;br /&gt;&lt;br /&gt;Kitsune Sniper for making a background tutorial. You were part of my inspiration to write this&lt;br /&gt;&lt;br /&gt;Fallenangel for his character making tutorial. It's very well written and if you haven't read it, I suggest you do so.&lt;br /&gt;&lt;br /&gt;KGenjuro for making the GWED lifebars since that's where I started out&lt;br /&gt;&lt;br /&gt;NodeX for having the win icon animation bug and making me aware of it in MUGEN version 7.31. Also, thanks for proofreading this tutorial for me. Now hurry up and make Sandrock's AI harder :D&lt;br /&gt;&lt;br /&gt;Mattasaur for proofing my tutorial and giving me suggestions as well ^_^ Thanks you great big dinosaur!&lt;br /&gt;&lt;br /&gt;StriderX for being a great friend. Hope you get your computer fixed soon&lt;br /&gt;&lt;br /&gt;K3nShiN for many programming tips. Now finish that Battousai and K3nShiN's Dirty Little Secret will be update more often ^_-&lt;br /&gt;&lt;br /&gt;Mizuki for being such a great help in the Help forum on Mugen Dev and seducing people with her sweaty clothes XD~~&lt;br /&gt;&lt;br /&gt;Ragnarok Nemo for making the fun Puyo Puyo clone (even though I still think it's too easy). Need to take you on in it if you ever get the multiplayer thing implemented. Either that or Zsnes time. Kirby's Avalanche anyone? ^_^&lt;br /&gt;&lt;br /&gt;Ken MastersX for having the worst internet connection ever. The contest is still on and the contestants are still at the same place they were 2 months ago. &gt;_&lt;; Does lifebars/tutorials count?&lt;br /&gt;&lt;br /&gt;Lord Nite for creating a haven for DBZ people. We've seen what it's like without Nitek (shudders). Let's go Alice!&lt;br /&gt;&lt;br /&gt;The petshop guy in UHF for teaching poodles how to fly :P Go watch it if you haven't seen it!&lt;br /&gt;&lt;br /&gt;Anyone who's ever downloaded one of my lifebars and kept it for more than 3 days.&lt;br /&gt;&lt;br /&gt;And whoever actually read all of the above.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-7850761481158742828?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/7850761481158742828/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=7850761481158742828&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/7850761481158742828'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/7850761481158742828'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/05/lifebar-tutorial-by-cabbit007.html' title='Lifebar Tutorial by cabbit007'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-3836898296579073515</id><published>2007-05-14T16:57:00.000-04:00</published><updated>2007-08-24T13:24:36.612-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='w.i.p.'/><title type='text'>Supergirl W.I.P.</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_i8mCvwqSmIM/Rs6b3vEsPrI/AAAAAAAAAAU/-yWEhadpt1Q/s1600-h/SuperGirlYahoo.jpg"&gt;&lt;img src="http://3.bp.blogspot.com/_i8mCvwqSmIM/Rs6b3vEsPrI/AAAAAAAAAAU/-yWEhadpt1Q/s320/SuperGirlYahoo.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5102186809688604338" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Just in the early stages of everything, but I plan to make the current Kara Zor-El... we need a Supergirl for Mugen! I plan to mix the pre-crisis, post crisis versions with some secret extras!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-3836898296579073515?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/3836898296579073515/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=3836898296579073515&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/3836898296579073515'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/3836898296579073515'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/05/001-supergirl-wip.html' title='Supergirl W.I.P.'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_i8mCvwqSmIM/Rs6b3vEsPrI/AAAAAAAAAAU/-yWEhadpt1Q/s72-c/SuperGirlYahoo.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-6821057708569994444</id><published>2007-05-14T11:03:00.000-04:00</published><updated>2007-08-24T13:24:10.702-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='w.i.p.'/><title type='text'>For Anyone Who Likes Superheroes In Mugen...</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_i8mCvwqSmIM/Rs8RcPEsPzI/AAAAAAAAABU/V9xRAkRpem0/s1600-h/supeslegion.jpg"&gt;&lt;img src="http://2.bp.blogspot.com/_i8mCvwqSmIM/Rs8RcPEsPzI/AAAAAAAAABU/V9xRAkRpem0/s400/supeslegion.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5102316079614279474" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;I've been into Mugen for the last few months and joined this community for all the people that helped newcomers out, cuz thats the kind of person I am. I have seen many go and I'd like to give back in a big way. I know theres a lot of peeps out who like super-heroes... there are many who arent made yet, so... I was wondering if anyone wanted to join me in creating some new chars for mugen? There are so many resources, so many creators still to learn from, so why not start something new? I've got a few projects going on right now, including The Legion of Super-Heroes - &lt;a href="http://www.dccomics.com/graphic_novels/?gn=1414"&gt;The Great Darkness Saga&lt;/a&gt; for mugen... if anybody wants to collaborate on some stuff holla at me.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-6821057708569994444?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/6821057708569994444/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=6821057708569994444&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/6821057708569994444'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/6821057708569994444'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/05/004-for-anyone-who-likes-superheroes-in.html' title='For Anyone Who Likes Superheroes In Mugen...'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_i8mCvwqSmIM/Rs8RcPEsPzI/AAAAAAAAABU/V9xRAkRpem0/s72-c/supeslegion.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-873830494051163105</id><published>2007-05-08T08:02:00.000-04:00</published><updated>2007-10-03T11:34:57.934-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><title type='text'>Mugen On G4</title><content type='html'>&lt;object width="425" height="353"&gt;&lt;param name="movie" value="http://www.youtube.com/v/pdy3SFcwj0Y"&gt;&lt;/param&gt;&lt;param name="wmode" value="transparent"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/pdy3SFcwj0Y" type="application/x-shockwave-flash" wmode="transparent" width="425" height="353"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Peter Griffin MVC by Warner &amp; JudgeSpear&lt;br /&gt;Sakura by P.O.T.S.&lt;br /&gt;&lt;br /&gt;you can watch the original video featured in the clip &lt;a href="http://www.youtube.com/watch?v=QFI72hn8kPw"&gt;here in its entirety&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Kevin &amp; Olivia showed this video yesterday, stating it was "a hack of Marvel vs Capcom 2. They showed Peter Griffin fighting Sakura and thought that it was "ripped from a DVD." After hearing that, I LOL and just said to myself... Mugen has just been shown in 30 million  &lt;br /&gt;homes around the world... That was not a hack on Marvel Vs. Capcom. Not a modded rom. No, it's Mugen, and it rocks!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-873830494051163105?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/873830494051163105/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=873830494051163105&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/873830494051163105'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/873830494051163105'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/05/mugen-on-g4.html' title='Mugen On G4'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-5909561970403758315</id><published>2007-05-03T23:28:00.000-04:00</published><updated>2007-09-15T10:58:14.883-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Mirror Warp by FlowaGirl</title><content type='html'>============&lt;br /&gt;Mirror Warp&lt;br /&gt;============&lt;br /&gt;Author: FlowaGirl&lt;br /&gt;flowergirl@cutey.com&lt;br /&gt;http://blargh.i-xcell.com&lt;br /&gt;&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;This feature was originally shown in Pac Man. When you go to one end of&lt;br /&gt;the screen, to see yourself moving into the opposite side.&lt;br /&gt;---------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;This is all you need. Insert this under StateDef -2/-3:&lt;br /&gt;&lt;br /&gt;[State -2: ScreenBound]&lt;br /&gt;type = ScreenBound&lt;br /&gt;triggerall = (StateNo != [0,12]) &amp;&amp;amp; (MoveType != H) &amp;&amp;amp; (StateNo != [120,152])&lt;br /&gt;trigger1 = (BackEdgeBodyDist &lt;= 0) || (FrontEdgeBodyDist &lt;= 0)&lt;br /&gt;movecamera = 0,1&lt;br /&gt;value = 0&lt;br /&gt;&lt;br /&gt;[State -2: PosSet]&lt;br /&gt;type = PosSet&lt;br /&gt;triggerall = (StateNo != [0,12]) &amp;&amp;amp; (MoveType != H) &amp;&amp;amp; (StateNo != [120,152])&lt;br /&gt;trigger1 = (BackEdgeBodyDist &lt;= -10) || (FrontEdgeBodyDist &lt;= -10)&lt;br /&gt;x = IfElse(BackEdgeBodyDist &lt;= -10,150,-150)*(Facing)&lt;br /&gt;y = Pos Y&lt;br /&gt;&lt;br /&gt;[State -2: VelSet]&lt;br /&gt;type = VelSet&lt;br /&gt;triggerall = (StateNo != [0,12]) &amp;&amp;amp; (MoveType != H) &amp;&amp;amp; (StateNo != [120,152])&lt;br /&gt;trigger1 = (BackEdgeBodyDist &lt;= -10) || (FrontEdgeBodyDist &lt;= -10)&lt;br /&gt;x = Vel X&lt;br /&gt;y = Vel Y&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-5909561970403758315?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/5909561970403758315/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=5909561970403758315&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/5909561970403758315'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/5909561970403758315'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/05/mirror-warp-by-flowagirl.html' title='Mirror Warp by FlowaGirl'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-1555721872016146294</id><published>2007-05-02T16:21:00.000-04:00</published><updated>2007-09-15T10:58:14.883-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>How To Extract .dgc Files</title><content type='html'>&lt;a href="http://www.emit.jp/"&gt;Go to this site&lt;/a&gt; and click DGCA Version 1.10公開( 2006/8/8 ) Continue to the download page and click english near the top. Then download the installation file according to what system you're using (for Windows95/98/Me/NT/2000/XP Win32 click the first one)&lt;br /&gt;&lt;br /&gt;Now click the installation file and follow the steps UNTIL you get to the part where you choose where to install it. Next, take all of those files that are now on your desktop and put them in a folder with whatever name you want. Click the dgca shortcut(it may take some time) select the file, extract the dgc file and in the new window be sure to check the box that says (create folder from archive name and extract into the folder) then just click ok&lt;br /&gt;&lt;br /&gt;you should now have a folder with the files inside....&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-1555721872016146294?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/1555721872016146294/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=1555721872016146294&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/1555721872016146294'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/1555721872016146294'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/how-to-extract-dgc-files.html' title='How To Extract .dgc Files'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-623156591373072777</id><published>2007-05-01T14:53:00.000-04:00</published><updated>2007-09-15T10:58:14.884-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Cyanide &amp; Winane's Mugen Tutorials</title><content type='html'>&lt;a href="http://www.mugenguild.net/~cyanide/"&gt;Cyanide&lt;/a&gt; has one of the best Mugen creation tutorials on the net...&lt;br /&gt;&lt;br /&gt;"I originally wrote them for a naruto forum, as such the character used as an&lt;br /&gt;example is naruto and he also spawns the name of "narutorial".&lt;br /&gt;&lt;br /&gt;If you use these, please make a point of following them in sequence if it's your&lt;br /&gt;first character.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.mugenguild.net/~cyanide/tuts/narutorial.zip"&gt;Narutorial 1&lt;/a&gt;: How to pallete your sprites ready for use in Fighter Factory.&lt;br /&gt;&lt;a href="http://www.mugenguild.net/~cyanide/tuts/Narutorial2.zip"&gt;Narutorial 2&lt;/a&gt;: Adding standing sprites to an SFF with Fighter Factory.&lt;br /&gt;&lt;a href="http://www.mugenguild.net/~cyanide/tuts/narutorial3.zip"&gt;Narutorial 3&lt;/a&gt;: Coding a basic punch using Fighter Factory.&lt;br /&gt;Projectiles, incomplete&lt;br /&gt;&lt;a href="http://www.mugenguild.net/~cyanide/tuts/combomoves.zip"&gt;Combo Moves&lt;/a&gt;: Seperate from the series, basic intro into making moves combo.&lt;br /&gt;&lt;br /&gt;Things like naruto's sprites are provided if you want to follow along with them.&lt;br /&gt;Narutorial 2 comes packaged with the files blank.def, blank.air, blank.cns and&lt;br /&gt;blank.cmd. These are stripped down Kung fu man files which you may find useful.&lt;br /&gt;Some things like hitdefs have been left in there however as you go on you'll add&lt;br /&gt;chop and change so you'll still be learning.&lt;br /&gt;&lt;br /&gt;These are going up cos they seem to have been rather well recieved. I don't quite&lt;br /&gt;know why though =P&lt;br /&gt;&lt;br /&gt;Anyway, hope this helps any budding creators out there&lt;br /&gt;&lt;br /&gt;Cyanide."&lt;br /&gt;&lt;br /&gt;Thanks again Cyanide, for great tutorials to begin creating! &lt;a href="http://www.mugenguild.net/~winane/"&gt;Winane&lt;/a&gt; also has a &lt;a href="http://www.mugenguild.net/~winane/tutorial/index.html"&gt;page of tutorials&lt;/a&gt; including tips on A.I. &amp;amp; help with M.C.M.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-623156591373072777?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/623156591373072777/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=623156591373072777&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/623156591373072777'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/623156591373072777'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/06/narutorials.html' title='Cyanide &amp; Winane&apos;s Mugen Tutorials'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-4354564424472380777</id><published>2007-04-30T05:38:00.000-04:00</published><updated>2007-08-24T13:14:50.016-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen News'/><title type='text'>Gotham Knights Cancelled!</title><content type='html'>&lt;object width="425" height="350"&gt;&lt;param name="movie" value="http://www.youtube.com/v/CGOmodLUEro"&gt;&lt;/param&gt;&lt;param name="wmode" value="transparent"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/CGOmodLUEro" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Apparently Nightwing has joined Batman among leaks from Magus' &lt;a href="http://gothamknights.scruffydragon.com/"&gt;Gotham Knights Project&lt;/a&gt;, so Magus has scrapped the project indefinitely. Maybe after time it may come back, but since Nightwing has been added to the downloads on the &lt;a href="http://www.scruffydragon.com/"&gt;Scruffy Dragon site&lt;/a&gt; as an incomplete beta.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-4354564424472380777?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/4354564424472380777/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=4354564424472380777&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/4354564424472380777'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/4354564424472380777'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/04/gotham-knights-cancelled.html' title='Gotham Knights Cancelled!'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-5152304554506683196</id><published>2007-04-21T10:25:00.000-04:00</published><updated>2007-08-24T14:29:49.843-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Comics'/><title type='text'>Free Comic Book Day 2007</title><content type='html'>I was checking out one of my friend's &lt;a href="http://comicsimpulse.blogspot.com/2007/03/free-comic-book-day-2007.html"&gt;blogs&lt;/a&gt;... &lt;a href="http://www.freecomicbookday.com/"&gt;FCBD 2007&lt;/a&gt; is 1 week from today! Is anybody gonna check it out, or has anyone gone before?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-5152304554506683196?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/5152304554506683196/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=5152304554506683196&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/5152304554506683196'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/5152304554506683196'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/04/free-comic-book-day-2007-less-than-week.html' title='Free Comic Book Day 2007'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-8051976962502917639</id><published>2007-04-19T13:46:00.000-04:00</published><updated>2007-09-01T15:08:31.977-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Game News'/><title type='text'>Gaming legend Bill Cravens passes away</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_i8mCvwqSmIM/RtBPK_EsP8I/AAAAAAAAACc/bjTXcuyB69s/s1600-h/2973_streetfighterdad.jpg"&gt;&lt;img src="http://2.bp.blogspot.com/_i8mCvwqSmIM/RtBPK_EsP8I/AAAAAAAAACc/bjTXcuyB69s/s320/2973_streetfighterdad.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5102665427959168962" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Bill Cravens was responsible for bringing Street Fighter, Mr. Do, Super Punch Out, Final Fight, Street Fighter and Golden Tee 3D to the masses. He will be missed.  R.I.P. Bill.&lt;br /&gt;&lt;br /&gt;For more on this check &lt;a href="http://arcadeheaven.wordpress.com/2007/03/31/635/"&gt;this link&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-8051976962502917639?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/8051976962502917639/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=8051976962502917639&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/8051976962502917639'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/8051976962502917639'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/04/gaming-legend-bill-cravens-passes-away.html' title='Gaming legend Bill Cravens passes away'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_i8mCvwqSmIM/RtBPK_EsP8I/AAAAAAAAACc/bjTXcuyB69s/s72-c/2973_streetfighterdad.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-6037603452707661903</id><published>2007-04-18T13:33:00.000-04:00</published><updated>2007-09-11T13:38:26.725-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Comics'/><category scheme='http://www.blogger.com/atom/ns#' term='Video Game News'/><title type='text'>Sega Hulk-ing up on Marvel licenses</title><content type='html'>via &lt;a href="http://www.gamespot.com/news/6169257.html"&gt;Gamespot&lt;/a&gt;:&lt;br /&gt;Last November, Sega announced that it had taken over the game license for the Marvel Comics hero Iron Man from Activision. Today, the Japan-based company announced it has acquired three more game licenses from the venerable comic book publisher turned media powerhouse. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Evildoers, beware!.&lt;br /&gt;&lt;br /&gt;Foremost among the new acquisitions is The Incredible Hulk, who is currently appearing in the role-playing game Marvel: Ultimate Alliance. Previously, Vivendi Games held the game rights to the brawny superhero, releasing 2005's critically acclaimed The Incredible Hulk: Ultimate Destruction (PS2, Xbox, GameCube) and 2003's less praised The Hulk (PC, PS2, Xbox, GameCube). Under the new deal, Sega will also be developing games based on the forthcoming movie The Incredible Hulk, which stars Edward Norton as the Hulk's less angry alter ego, Bruce Banner. The game will be released alongside the film next summer. &lt;br /&gt;&lt;br /&gt;Though he may have died in comic books, Captain America will live on in game form. Sega is planning a game based on the forthcoming Captain America film, which is still in development. The last game that centered on the shield-wielding hero was Captain America and the Avengers (Game Boy, 1994), although he currently also appears in Marvel: Ultimate Alliance. &lt;br /&gt;&lt;br /&gt;Last--but in the minds of would-be Vikings everywhere, not least--Sega has landed the license for The Mighty Thor. Like Captain America, the comic centering on the earthly adventures of the Norse god is being turned into a film with a tentative post-2008 release date. The Mighty Thor game--the first based solely on the character--will be released alongside said movie on undisclosed consoles. (Thor is also a featured hero in Marvel: Ultimate Alliance.) &lt;br /&gt;&lt;br /&gt;Today's deal is a "multi-year global licensing agreement" that gives Sega exclusive rights to make Thor, Hulk, and Captain America games for consoles, handhelds, and the PC. In a statement, Simon Jeffery, Sega of America's president and COO, said, "As Sega continues to create games that are built from the ground up to appeal to Western audiences it makes perfect sense to work with a powerhouse like Marvel."&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-6037603452707661903?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/6037603452707661903/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=6037603452707661903&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/6037603452707661903'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/6037603452707661903'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/04/sega-hulk-ing-up-on-marvel-licenses.html' title='Sega Hulk-ing up on Marvel licenses'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-4913222450611021758</id><published>2007-04-17T12:05:00.000-04:00</published><updated>2007-09-15T10:58:14.885-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>How to set orders in Mugen</title><content type='html'>[Characters]&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;- order&lt;br /&gt;; Set the paramvalue to the ordering priority to give the&lt;br /&gt;; character. Valid values are from 1 to 10. A smaller value&lt;br /&gt;; means you will fight the character sooner. You will never&lt;br /&gt;; fight an order 2 character before an order 1 character,&lt;br /&gt;; and never an order 3 character before an order 2 one.&lt;br /&gt;; For example, you might want to set your boss character&lt;br /&gt;; to have order=3. The default order value is 1 if you omit&lt;br /&gt;; this param. See *.maxmatches under [Options] for how to&lt;br /&gt;; limit the number of matches per order priority.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;e.g kfm, stages/mybg.def, order=3&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;and scroll down to [options]&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;[Options]&lt;br /&gt;;Here you set the maximum number of matches to fight before game ends&lt;br /&gt;;in Arcade Mode. The first number is the number of matches against&lt;br /&gt;;characters with order=1, followed by order=2 and order=3 respectively.&lt;br /&gt;;For example, for 4,3,1 you will fight up to 4 randomly-picked&lt;br /&gt;;characters who have order=1, followed by 3 with order=2 and 1 with&lt;br /&gt;;order=3.&lt;br /&gt;arcade.maxmatches = 6,1,1,0,0,0,0,0,0,0&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-4913222450611021758?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/4913222450611021758/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=4913222450611021758&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/4913222450611021758'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/4913222450611021758'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/04/how-to-set-orders-in-mugen.html' title='How to set orders in Mugen'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-9129321108621838715</id><published>2007-04-16T13:04:00.000-04:00</published><updated>2007-09-11T13:10:36.653-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>How to keep selectable characters as Zipped files</title><content type='html'>How to keep selectable characters as Zipped files&lt;br /&gt;&lt;br /&gt;This file allows you to keep your characters Zipped while in the character folder, so you don't have to unzip every character you download.&lt;br /&gt;All you have to do is overwrite the zlib.dll file that is in the main folder (with the mugen.exe) with this one.&lt;br /&gt;This should save you loads of HDD space on your computer.&lt;br /&gt;&lt;br /&gt;1]When you add  your character in the select.def, make sure you also add a ".zip" at the end of the character's name. &lt;br /&gt; ex：　　[Characters]&lt;br /&gt;　　　　kfm.zip, stages/kfm.def &lt;br /&gt;&lt;br /&gt;2]Do NOT leave the character inside a folder when you zip it.&lt;br /&gt;（If the character has sub-folders such as "states" etc, these sub-folders can be left alone.） &lt;br /&gt;&lt;br /&gt;3]If the character is still not recognized, it is because the last line in it's CNS file does not have a brake line.&lt;br /&gt;Just open the character's CNS file with Notepad, and go to the very bottom-end and press enter, then save it. &lt;br /&gt;&lt;br /&gt;You can find the file on &lt;a href="http://four.fsphost.com/choujin/mugen/zip.htm"&gt;Choujin's site&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-9129321108621838715?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/9129321108621838715/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=9129321108621838715&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/9129321108621838715'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/9129321108621838715'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/04/how-to-keep-selectable-characters-as.html' title='How to keep selectable characters as Zipped files'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-1375045251719133260</id><published>2007-03-25T12:00:00.000-04:00</published><updated>2007-09-15T10:58:14.886-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>How to add songs in Mugen</title><content type='html'>To put a song on a stage open the Def file and look 4&lt;br /&gt;&lt;br /&gt;&lt;img src="http://3.bp.blogspot.com/_i8mCvwqSmIM/Rtg7LPEsP-I/AAAAAAAAACs/1AXLeK1CQXU/s320/music2.gif" border="0" alt="" id="BLOGGER_PHOTO_ID_5104895241835266018" /&gt;&lt;br /&gt;&lt;br /&gt;Write the sound/name of your song in bgmusic and 0 in bgvolume&lt;br /&gt;example&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;[Music]&lt;br /&gt;&lt;br /&gt;bgmusic = sound/15_stage_of_gouki_-_worth_of_my_fist.mp3&lt;br /&gt;&lt;br /&gt;bgvolume = 600&lt;br /&gt;&lt;br /&gt;To put music in the menu open the system.def in your data folder look 4&lt;br /&gt;[Music]&lt;br /&gt;title.bgm =&lt;br /&gt;title.bgm.loop =&lt;br /&gt;&lt;br /&gt;select.bgm =&lt;br /&gt;select.bgm.loop =&lt;br /&gt;&lt;br /&gt;vs.bgm =&lt;br /&gt;vs.bgm.loop =&lt;br /&gt;&lt;br /&gt;add your music and loop&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-1375045251719133260?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/1375045251719133260/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=1375045251719133260&amp;isPopup=true' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/1375045251719133260'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/1375045251719133260'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/03/how-to-add-songs-in-mugen.html' title='How to add songs in Mugen'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_i8mCvwqSmIM/Rtg7LPEsP-I/AAAAAAAAACs/1AXLeK1CQXU/s72-c/music2.gif' height='72' width='72'/><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-147390942291437797</id><published>2007-03-17T12:13:00.000-04:00</published><updated>2007-09-15T10:58:14.886-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Tutorials'/><title type='text'>Installing the Virtua Fighter 5 Lifebars</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_i8mCvwqSmIM/Rtg-x_EsP_I/AAAAAAAAAC0/JC6zS4Zv2RA/s1600-h/asewecgg.gif"&gt;&lt;img src="http://2.bp.blogspot.com/_i8mCvwqSmIM/Rtg-x_EsP_I/AAAAAAAAAC0/JC6zS4Zv2RA/s320/asewecgg.gif" border="0" alt="" id="BLOGGER_PHOTO_ID_5104899206090080242" /&gt;&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;Place the vf5lb folder in your data folder, then go to system.def&lt;br /&gt;&lt;br /&gt;Next, Create two sub-directories inside your data folder. One is for your fightfx.sff and the other is for your common.snd.&lt;br /&gt;&lt;br /&gt;Name those new folders, sff and snd.&lt;br /&gt;&lt;br /&gt;Now, cut the fightfx.sff file inside your data folder and paste it inside your newly made sff directory, do the same with the common.snd file, cut/paste inside the snd folder, both in your data directory.&lt;br /&gt;&lt;br /&gt;Go back to your VF5LF directory and only COPY (DO NOT cut/paste) the following:&lt;br /&gt;&lt;br /&gt;&lt;span style="color:#ff0000;"&gt;Fight.def&lt;br /&gt;&lt;br /&gt;Fight.sff&lt;br /&gt;&lt;br /&gt;Fight.snd&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;Place those inside your data directory, if it ask you to overwrite the original ones, just click "ok":&lt;br /&gt;&lt;br /&gt;That will leave you with three of the same files in both your data and VF5LB folders.&lt;br /&gt;&lt;br /&gt;The open the system.def file in the data folder, and go to where it says file ,then put the name of the lifebars folder where it says&lt;br /&gt;&lt;br /&gt;fight = fight.def&lt;br /&gt;&lt;br /&gt;change it to look like this&lt;br /&gt;&lt;span&gt;&lt;span&gt;&lt;span style="color:#ff0000;"&gt;fight= VF5LB/fight.def&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;now restart your Mugen and the lifebars should be installed!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-147390942291437797?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/147390942291437797/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=147390942291437797&amp;isPopup=true' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/147390942291437797'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/147390942291437797'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/08/installing-virtua-fighter-5-lifebars.html' title='Installing the Virtua Fighter 5 Lifebars'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_i8mCvwqSmIM/Rtg-x_EsP_I/AAAAAAAAAC0/JC6zS4Zv2RA/s72-c/asewecgg.gif' height='72' width='72'/><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4281522582968354433.post-4055772972479812481</id><published>2007-03-01T05:08:00.000-05:00</published><updated>2007-09-02T00:24:00.074-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen'/><title type='text'>Mugen - What You Need To Know</title><content type='html'>&lt;object width="425" height="350"&gt;&lt;param name="movie" value="http://www.youtube.com/v/pjsr0BnfCXU"&gt;&lt;param name="wmode" value="transparent"&gt;&lt;embed src="http://www.youtube.com/v/pjsr0BnfCXU" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;span&gt;the video that got me into Mugen&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;M.U.G.E.N is a freeware 2D fighting game engine designed by &lt;a href="http://www.elecbyte.com/"&gt;Elecbyte&lt;/a&gt;, written in C with the Allegro library. The engine was originally released in July 17, 1999. Beta versions of it were made to work on DOS, Linux and Windows platforms, distributed through their website or to donators via email. With the release of the Linux version, support for DOS ceased.&lt;br /&gt;&lt;br /&gt;The engine allows anyone to create characters, background stages and other game objects through interpreted text files, graphics, and sound compilations. It supports various types of audio formats such as MP3, ADX, OGG and MIDI as background music during gameplay or at other points such as an introduction or the select screen. The engine allows for most of the same type of functionality found in most any commercial 2D fighting game, up to and including close recreation of those games' characters and gameplay. While the engine is set up primarily for fighting game development, several other game types have been developed using it, including shooter and platformer style games.&lt;br /&gt;&lt;br /&gt;Mugen is a word of Japanese origin, meaning dream, fantasy or infinite. &lt;a href="http://randomselect.i-xcell.com/newbies.htm"&gt;To get started&lt;/a&gt;, click &lt;a href="http://unofficial-winmugen.jpn.org/"&gt;here&lt;/a&gt;. As time goes on I'll post some tutorials on how to get Mugen up &amp;amp; running, what to do if you have a problem and more.&lt;br /&gt;&lt;br /&gt;Also, be sure to look around &lt;a href="http://randomselect.i-xcell.com/"&gt;Random Select&lt;/a&gt;, it's a Mugen creator's toolkit!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4281522582968354433-4055772972479812481?l=mugenbattle.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mugenbattle.blogspot.com/feeds/4055772972479812481/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4281522582968354433&amp;postID=4055772972479812481&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/4055772972479812481'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4281522582968354433/posts/default/4055772972479812481'/><link rel='alternate' type='text/html' href='http://mugenbattle.blogspot.com/2007/05/mugen-what-you-need-to-know.html' title='Mugen - What You Need To Know'/><author><name>StarXS</name><uri>http://www.blogger.com/profile/00367506894403058861</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>
