M.U.G.E.N FAQ version 2001.04.01
********************************
This document describes several frequently asked questions about
M.U.G.E.N. It applies to version 2001.04.01 of the M.U.G.E.N
environment. Please be sure to thoroughly read `readme.txt' as well as
this FAQ.
Copyright (C) 2001 Elecbyte.
'http://www.samtheonly1.com'
Table of Contents
*****************
M.U.G.E.N FAQ version 2001.04.01
General Questions
Where do I get new characters? Give me characters!
How do I add new characters to the select screen?
How do I increase the number of slots in the character select screen?
How do I get rid of the numbers and letters at the bottom of the screen?
How do I enable my gamepad?
How can I use two gamepads at the same time?
How do I use my Playstation gamepad?
How do I use force feedback with my input device?
How do I make a stage and its background?
How do I add music to the stage?
How do I add music to the title, select and VS screens?
How do I switch the sounds for the hits and announcers?
How do I change the graphics for supers and hit sparks and life bars?
How do I change the title screen and character select graphics?
Why isn't the AI very competitive?
Where are the docs and tutorials?
Can MUGEN do tag-team battles?
Does MUGEN support hidden characters and other secrets?
Is MUGEN Free?
Can I sell a game I make with MUGEN?
Will you make a Windows/Linux/Macintosh version?
Will you port MUGEN to Dreamcast/PSX?
Will you release the source code for MUGEN?
Troubleshooting
When I try to open a `.cfg', `.def', etc. file, Windows tells me something about the Accessibility Wizard. Or it asks for an application. Or it asks for.... What do I do?
When I try to run MUGEN it gives me an error "Can't change video mode", even when I hit "yes" to switch to 640x480. What does it mean?
When I run in 640x480 I have a tiny screen. How do I make it big?
Why doesn't MUGEN work with my (INSERT NAME) soundcard?
I added a character, but I get a "String value for display names must be in quotes" error message.
When I try to load a character, MUGEN quits with an error message saying it can't load the character's `.sff'. What's wrong?
I don't have enough memory! Will the next MUGEN support virtual memory?
MUGEN runs slower with some characters! Do I need more memory?
MUGEN says it can't load `data\mugen.cfg'. Why not?
MUGEN says it can't load fonts. What's wrong?
Airview says it can't load fonts. What's wrong?
My PSX converter behaves erratically/slowly/turns off!
Character-specific questions
How do I make an `.act' file?
How do I make an `.sff' or `.snd' file?
How do I make an `.air', `.cns', `.cmd' or `.def' file?
How do I open an `.air', `.cns', `.cmd', or `.def' file under Windows?
Heck, how do I make a character?
Making a character is hard! What's the easy way?
Why does my character have a colored box around him?
How do I make an attack move?
Why doesn't my command work in the `.cmd'?
My character disappears when he's thrown. What's wrong?
Can I have a separate palette for certain player or projectile sprites?
How do I add a KO sound?
A character I saw did this cool effect. How was it done?
General Questions
*****************
Where do I get new characters? Give me characters!
==================================================
We cannot send any characters. Other than KFM, who is available from our
web page (
http://www.elecbyte.com), you must look elsewhere.
How do I add new characters to the select screen?
=================================================
Open `data/select.def'. In the `[Characters]' group at the top, add a
line that looks like: `PLAYER, STAGES/STAGE.DEF'. Substitute the name
of the player for PLAYER, and the name of his stage for STAGE.DEF. If
you do not specify a stage, it will be randomly chosen in the game. The
comments in `select.def' have additional information.
Like many of the other files, `select.def' is a text file. If you are
using Windows to open the file, choose a text editor such as Notepad
when prompted.
How do I increase the number of slots in the character select screen?
=====================================================================
Open up `data/system.def' using a text editor, and look at the `[Select
Info]' group. Increase the value of `rows' and `columns' to create more
slots for additional characters.
You may need to adjust the `pos' parameter to place the newly-sized
boxes correctly on the screen. A value of 0,0 represents the upper-left
corner, and 319,239 is the lower-right.
How do I get rid of the numbers and letters at the bottom of the screen?
========================================================================
Those "numbers and letters" are the debug information for a character.
Press `Ctrl-D' until it goes away or for a more permanent fix, open
`data/mugen.cfg' and in the `[Debug]' group, change `Debug = 1' to
`Debug = 0'.
How do I enable my gamepad?
===========================
This can be done from the input configuration screen available under
Options. Simply choose which player you want to use the joystick, then
set the joystick type to Auto for that player. The joystick should then
be initialized and you can configure the buttons for it.
If your joystick isn't autodetected properly, save your options and then
restart MUGEN. If that still doesn't work, then open up the
`data/mugen.cfg' and find the `[Input]' group. Change the setting for
`P1.Joystick.type' or `P2.Joystick.type' to the appropriate number as
indicated in the comments.
How can I use two gamepads at the same time?
============================================
MUGEN does not support multiple gamepads. However, there are programs
available on the web that will map gamepad buttons to keys on the
keyboard. If you map the second gamepad to player 2's keys, then you can
effectively use a pad for each player.
Please do not contact us about any key-mapping programs.
How do I use my Playstation gamepad?
====================================
You need to build a converter to connect your joystick to the computer.
MUGEN supports the DirectPad Pro converter; schematics are available at
`http://www.ziplabel.com'. You do not need to download the DirectPad
Pro drivers, although they are recommended for testing your converter.
The converter connects to the parallel port, so you will need to
disconnect your printer cable if you wish to use the pad.
The DirectPad Pro schematics specify a +5V power supply for the main
controller electronics, and a +9V power supply for the shock motors.
The standard voltages supplied by the Playstation for these purposes
are, respectively, +3.5V and +7.6V. It is up to you to decide whether
you wish to run at the higher voltages, or build an external power
supply to provide the +3.5V and +7.6V inputs. An external power supply,
though more inconvenient, may be able to supply more power, to
controllers that require it, than the parallel port can. We have
received no reports of damage to Playstation controllers from running at
+5V/+9V, but that does not mean the possibility does not exist.
In any case, neither we nor the DirectPad Pro author can answer
questions about the construction of a PSX converter. Please find a
friend knowledgeable in electronics to help you if you have
difficulties.
When your converter is completed and functioning, set the joystick type
to Auto in the Options screen. You can then configure your joystick
buttons. If your joystick is not autodetected properly, edit
`data/mugen.cfg' and set `P1.Joystick.type' or `P2.Joystick.type', as
appropriate, to 22. You can then configure your joystick from the
Options screen as normal.
Note that you can bind the Start button to any physical button on the
PSX joystick, if you choose. The X button functions as a cancel button
in most menus. This is not configurable.
MUGEN does not support analog input. The L3 and R3 switches are
supported.
How do I use force feedback with my input device?
=================================================
The only force feedback device currently supported is the Playstation
Dual Shock controller. Force feedback defaults to disabled. To enable
it, set `ForceFeedback = 1' in the `[Input]' section.
How do I make a stage and its background?
=========================================
You need a `.def' and an `.sff' in the `stages/' directory.
`stages/stage0.def' has some comments on how to make a background.
How do I add music to the stage?
================================
Edit the `.def' file for the stage, and go to `[Music]'. For
`bgmusic', put in the name of the `.midi', `.mod' (also `.s3m') or
`.mp'3 file. For example, if you have `music.mp3' in the `sound/'
directory, the line should read:
bgmusic = sound/music.mp3
Or if the file is on another drive, the line should read:
bgmusic = d:/music/mp3/music.mp3
How do I add music to the title, select and VS screens?
=======================================================
Open `data/system.def' with a text editor, and look under `[Music]'.
Add the filename of the `.mp3', `.midi' or `.mod' file to the
appropriate lines.
How do I switch the sounds for the hits and announcers?
=======================================================
You'll need to build your own `fight.snd' and `common.snd' and place it
in a subdirectory under `data/'. You will need to copy
`data/system.def' into that subdirectory, and edit it if necessary. To
run with your new `system.def', you will need to use the `-r' switch at
the command line. For example, if you put the new files in
`data/mymotif', then type:
mugen -r mymotif
to use your new motif. See `readme.txt' for more on custom motifs.
How do I change the graphics for supers and hit sparks and life bars?
=====================================================================
You'll need to create your own `fightfx.sff' and `fightfx.air' in a
subdirectory under `data/'. See the previous question about how to use
your custom motifs.
How do I change the title screen and character select graphics?
===============================================================
All the files we use are under the `data/' directory. If you would like
to use your own, you will need to make a copy those files in a
subdirectory under `data/', and edit the necessary files. For example,
you will need to edit `system.def' to customize the title screen, and
supply the the work files we used to make the default motif is
available on our web page.
See `readme.txt' for more on custom motifs.
Why isn't the AI very competitive?
==================================
The AI implementation is incomplete. For now, engine bug fixes and
improvements are the priority.
Where are the docs and tutorials?
=================================
MUGEN documentation may be found in the `docs/' folder or in
`readme.txt'. Some areas which are not fully documented are addressed
in the comments included in configuration and sample files.
Can MUGEN do tag-team battles?
==============================
This is under development.
Does MUGEN support hidden characters and other secrets?
=======================================================
No, it doesn't.
Is MUGEN Free?
==============
In the sense of your rights of usage and redistribution, MUGEN is not
free. The license agreement in readme.txt indicates the restrictions
that you agree to observe by using the software.
In the monetary sense, the stock MUGEN distribution on our website is
made available at no cost to the general public. Authorized
redistributors of MUGEN may charge for their distributions if they so
choose. Unauthorized distribution is a criminal act and falls outside
the realm of this discussion.
Can I sell a game I make with MUGEN?
====================================
You can't sell MUGEN betas or redistribute them without our permission.
What you do with the characters and files you make is your decision, but
any distribution of them (whether for profit or not) cannot include the
MUGEN environment itself without our approval. See the license agreement
in readme.txt.
Will you make a Windows/Linux/Macintosh version?
================================================
No, not yet. We would like to get more engine development done before
considering ports to other OSes. A Macintosh version is extremely
unlikely.
Will you port MUGEN to Dreamcast/PSX?
=====================================
No.
Will you release the source code for MUGEN?
===========================================
The source for MUGEN is not available for public download. The file
formats for `.sff', `.snd' and `.fnt' are published on our website
(
http://www.elecbyte.com).
Troubleshooting
***************
When I try to open a `.cfg', `.def', etc. file, Windows tells me something about the Accessibility Wizard. Or it asks for an application. Or it asks for.... What do I do?
==========================================================================================================================================================================
MUGEN's configuration files are all normal text files. They can be
opened using any text editor. If the `.cfg', `.def' or other extensions
are not associated with a text editor on your system, such as Notepad,
then you will not be able to open them by double-clicking. You must
open them from within the text editor itself. Because each system is
different, we cannot offer any more advice on the subject. Please
consult a reference on the operation of Windows or DOS if you are having
difficulties.
When I try to run MUGEN it gives me an error "Can't change video mode", even when I hit "yes" to switch to 640x480. What does it mean?
======================================================================================================================================
You need VESA drivers to run MUGEN. It's recommended you run in VESA2,
since that is usually faster for 16-bit colour. Check readme.txt for
more info on tweaking your graphics settings. The default setting for
MUGEN is 320x240 in 16-bit color, using VESA2 in linear mode. Older
video cards may need to use banked mode, so be sure to check. Some VESA
drivers such as Scitech Display Doctor (
http://www.scitechsoft.com) may
need linear mode manually enabled. Please do not contact us for help
regarding VESA drivers.
When I run in 640x480 I have a tiny screen. How do I make it big?
=================================================================
Edit `data/mugen.cfg', and look under `[Video]'. Set `stretch' to 1.
This will run slower though, so it's recommended you find a VESA driver
that gives you 320x240x16bit.
Why doesn't MUGEN work with my (INSERT NAME) soundcard?
=======================================================
MUGEN supports SB16 and compatibles. If you have a sound card that has
Sound Blaster emulation, but does not work with MUGEN, you can try
setting the IRQ to 7 or lower. High IRQs may cause problems. Also, you
might want make sure your `BLASTER' settings are correct. To see that,
type `set' at the command prompt. You might see a line
BLASTER=A220 I5 D1 H7 P330 T6
This is address 220, IRQ 5, DMA 1, High DMA7. You can ignore the other
two settings. If this is incorrect, try changing it by typing
SET BLASTER=A??? I? D? H?
where the ?'s are replaced with the correct values.
I added a character, but I get a "String value for display names must be in quotes" error message.
==================================================================================================
That character is made for an earlier version of MUGEN and is outdated.
Old characters will NEVER be supported. Refer to incompt2.txt for
conversion instructions.
When I try to load a character, MUGEN quits with an error message saying it can't load the character's `.sff'. What's wrong?
============================================================================================================================
Most likely, you do not have enough memory to load the character. Most
characters need at least 16 MB to run, but there are cases where even 32
MB is not enough, especially if the character has an unoptimized sound
or sprite file.
Consult `readme.txt' for ways to reduce MUGEN's memory consumption.
I don't have enough memory! Will the next MUGEN support virtual memory?
=======================================================================
MUGEN is in fact using virtual memory. However, you can't always solve
lack of RAM problems by swapping data back and forth from the hard
drive. For instance, swapping character graphics and sounds from the
drive causes a considerable amount of "thrashing", making MUGEN run too
slow for any level of acceptable gameplay. Further, swapping is
automatic, meaning that we have no control what is actually swapped to
disk.
See `readme.txt' for ways to reduce MUGEN's memory consumption.
MUGEN runs slower with some characters! Do I need more memory?
==============================================================
It is possible the character you are running is unoptimized. Having
inefficiently-coded states, lots of constantly-checked states, or
overuse of trigger expressions can cause slowdown. Unless you hear your
hard drive cranking loudly whenever you are playing, you don't have a
RAM problem.
MUGEN says it can't load `data\mugen.cfg'. Why not?
===================================================
MUGEN expects to find several configuration files within a subdirectory
called `data'. If this directory was not created when you unzipped the
MUGEN archive, you need to unzip again with directories.
MUGEN says it can't load fonts. What's wrong?
=============================================
MUGEN expects to find its fonts in a subdirectory called `fonts'. If
this directory was not created when you unzipped the MUGEN archive, you
need to unzip again with directories.
Airview says it can't load fonts. What's wrong?
===============================================
You need to run Airview in the same directory as MUGEN. It uses the
MUGEN fonts.
My PSX converter behaves erratically/slowly/turns off!
======================================================
The PSX pad code is at an early stage of development, and the process of
polling the controller is inherently imperfect. If you have problems,
use the DirectPad Pro controller calibration routine to see if your
converter has been properly constructed or not. You can also try
specifying values between 3 and 10 for the `psxdelay' parameter in
`mugen.cfg'. If that fails, please report the problem, along with your
processor speed and parallel port number.
Character-specific questions
****************************
How do I make an `.act' file?
=============================
You can do it one of several ways:
1. If you have Adobe Photoshop, you can save `.act' files from a 256
color image.
3. You can get the Paint Shop Pro `.pal' to `.act' converter from the
most recent PCXClean package (v1.5).
How do I make an `.sff' or `.snd' file?
=======================================
How do I make an `.air', `.cns', `.cmd' or `.def' file?
=======================================================
They are all text files, that you can edit with EDIT or Notepad, or the
like. `.cns' files can sometimes get too big for Notepad, however.
How do I open an `.air', `.cns', `.cmd', or `.def' file under Windows?
======================================================================
When you double-click the files under Windows, you can select NotePad or
another text editor to open the files. *Note Opening Files::.
Heck, how do I make a character?
================================
It's not easy, but here's a brief outline to get started. Read up on
the docs for more details.
- Download KFM from our site. He's a good reference. Also get his
work files, which contain his sprites and a `.txt' file for piping
into sprmaker.
- Get some sprites ready to use. Even just the standing sprites are
enough to get started.
- Make the `.txt' file for the `.sff' of his standing frames.
- Make the `.sff' using sprmaker.
- Make a `.def' file (or copy over and edit KFM's)
- Make an `.air' file (or copy over and edit KFM's)
- Make a `.cns' file (or copy over and edit KFM's)
- Try it out. Tweak the axes in the `.sff' until the animation looks
right. Type `MUGEN player player' to test the character.
- Add walking frames to the `.sff', then add frames for animations in
the air. Add jumping, getting hit, etc.
- When you're done with basic movement, it's time to add attacks!
That's when the fun and real work begins (also lots of
frustration).
Making a character is hard! What's the easy way?
================================================
Sorry, there isn't any. MUGEN is very flexible, but with that
flexibility comes work. You can try replacing sprites for KFM and
tweaking with his `.air' and `.cns' to get started though.
Why does my character have a colored box around him?
====================================================
You need to set the color of that box to color 0 in his palette. Make
sure your sprites are all 256 colors, with that same palette.
How do I make an attack move?
=============================
You need several things.
1. Sprites for the attack move (in the `.sff' file).
2. An animation action for the attack (in the `.air' file).
3. A move definition specifying the command for the move (in the
`.cmd' file).
4. State entry specifying what state to go to when the command is
performed (in the `.cmd' file).
5. States for the move (in the `.cns' file).
See the respective documentation for details.
Why doesn't my command work in the `.cmd'?
==========================================
You need to put state entry for a move (call it Move A) before all other
moves that have commands that are subsets of Move A. So if Move A has
command `D, F, a' then Move A has to be placed before any move that has
command `a' in the `.cmd' file.
My character disappears when he's thrown. What's wrong?
=======================================================
You do not have all the required sprites as specified in `spr.txt'.
Make sure you've added all the required sprites with their specified
numbers, including the ones that have axes in the middle of the body, as
well as at the head. See `spr.gif' for an illustration of the required
sprites.
Can I have a separate palette for certain player or projectile sprites?
=======================================================================
Except for the big portrait (9000,1), the answer is no. To see how to
use a different palette for the big portrait, download KFM's work files
and look at the `.txt' file for his `.sff'.
How do I add a KO sound?
========================
If you have a sound 11,0 (that's group 11, sound 0) in your character's
`.snd' file, it will automatically be played as the KO sound.
A character I saw did this cool effect. How was it done?
========================================================
Take note of which states that character was in, and take a look at it
in his `.cns' file. The reason for the open file formats is so that you
can share techniques with other developers.