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Author Topic: XMugen-linux Beta v0.4  (Read 2073 times)

r1sky

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« Reply #45 on: April 12, 2006, 03:06:00 AM »

QUOTE(alexlexus @ Apr 12 2006, 04:47 AM) View Post



full video on how my mugen is doing tag teams like mvc.


but see, thats in winmugen. how well does it work in xmugen?

ps: what song is that? smile.gif
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alg5

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« Reply #46 on: April 12, 2006, 04:04:00 AM »

QUOTE(guybird @ Apr 9 2006, 08:09 PM) View Post

Hadn't tried that before as you can't use the 360 pad to navigate XBMC or Gentoo loader.  It detects the 360 pad 3 times, and boots Mugen as normal.


Here is 3 different bzimage to test with 360 controller:

http://rapidshare.de...2/BZIMAGE1.html
http://rapidshare.de...5/BZIMAGE2.html
http://rapidshare.de...1/BZIMAGE3.html

renome them as bzimage and test if both 360 & xbox1 controlleur works together
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alexlexus

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« Reply #47 on: April 12, 2006, 07:45:00 AM »

QUOTE(alg5 @ Apr 12 2006, 06:11 AM) *

Here is 3 different bzimage to test with 360 controller:

http://rapidshare.de/files/17803052/BZIMAGE1.html
http://rapidshare.de/files/17803115/BZIMAGE2.html
http://rapidshare.de/files/17803171/BZIMAGE3.html

renome them as bzimage and test if both 360 & xbox1 controlleur works together



do you have support for the 360 doa 4 stick?
it's not claimed by any drivers.

i will return it uf i can't get it to work.

QUOTE(r1sky @ Apr 12 2006, 05:13 AM) *

but see, thats in winmugen. how well does it work in xmugen?

ps: what song is that? (IMG:style_emoticons/default/smile.gif)



it does work in xmugen.

i tested it there 1st.

also if you are familiar with the band "night wish" you will know the song.

Called "crownless"

This post has been edited by alexlexus: Apr 12 2006, 02:47 PM
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iancer

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« Reply #48 on: April 12, 2006, 08:27:00 AM »

mugen tag battles, simply amazing in motion...
itd be so easy to write a vb prog to insert the code into the 5 files to convert a char for tag.
any chances someone could whip on up to go through the folders in a certain directory, kinda like the renamer...
just a thought/request
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alexlexus

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« Reply #49 on: April 12, 2006, 08:09:00 AM »

QUOTE(iancer @ Apr 12 2006, 09:58 AM) View Post

mugen tag battles, simply amazing in motion...
itd be so easy to write a vb prog to insert the code into the 5 files to convert a char for tag.
any chances someone could whip on up to go through the folders in a certain directory, kinda like the renamer...
just a thought/request



i have asked for this and no one responded.

my method based off of ryoawins code will work best that way.

i could have made a st9= cns file but it wasn't working.

in motion is right it's worth the touble.
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j23mx

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« Reply #50 on: April 12, 2006, 09:12:00 AM »

when the tagging faq alexlexus? with example please. thanks
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guybird

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« Reply #51 on: April 12, 2006, 09:39:00 AM »

The tag battle idea is neat, but I would only be interested in it ONLY IF the tag would be implemented via a seperate tag.cns file and a seperate character.def file to put into a different screenpack's select.def.  This would ultimately mean that you can use a character multiple ways (2 on 2 simultaneously or MVC tag style) depending upon which .def file you link to.  I'm not sure how much if any coding would need to be modifed beyond adding in the tag.cns, but if it was a simple copy and paste job, I'd be willing to do it.  Only other problem is that I prefer the EVE style best, but would like to load the MVC style as a secondary option.  The only way this would be possible is below.

Alg, knowing that you obviously know a little bit about linux and scripting, would you be able to whip a very basic script that would allow for the following:

1. Would be centered around a new .def file, probably best named screenpacks.def
2. You would enter in the names of your screenpacks and their locations (most likely /mugen/data/screenpacknamehere)
3. Script would present the user the option to select a screenpack via dpad left/right or up/down
4. Script would modify mugen.cfg with the name of the selected screenpack into the motif section
5. Instant benefit as all Xbox users would finally be able to manage multiple games in one (MK, MVC style, Everyone VS Everyone, Capcom Vs SNK, etc)

Seems to me it would be a very easy script to write, and even if you weren't capable of writing it, someone else could write it, but you would have to implement it, as I have had no luck of modifying your launch file with any success.  This is what everyone TRUELY NEEDS as with the xbox, your only other option of changing screenpacks/options is via modifying the mugen.cfg via FTP.  Please give us your thoughts on this, and if you would be capable of writing said script.  If not, someone else surely can as it shouldn't be rocket science.  Only other thing to remember is that the script would have to be loaded AFTER joy2key but BEFORE xmugen.  That way you would have the ability to select the screenpack via dpad or other button combinations.

This post has been edited by guybird: Apr 12 2006, 04:40 PM
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alexlexus

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« Reply #52 on: April 12, 2006, 09:59:00 AM »

QUOTE(guybird @ Apr 12 2006, 11:10 AM) *

The tag battle idea is neat, but I would only be interested in it ONLY IF the tag would be implemented via a seperate tag.cns file and a seperate character.def file to put into a different screenpack's select.def.  This would ultimately mean that you can use a character multiple ways (2 on 2 simultaneously or MVC tag style) depending upon which .def file you link to.  I'm not sure how much if any coding would need to be modifed beyond adding in the tag.cns, but if it was a simple copy and paste job, I'd be willing to do it.  Only other problem is that I prefer the EVE style best, but would like to load the MVC style as a secondary option.  The only way this would be possible is below.

Alg, knowing that you obviously know a little bit about linux and scripting, would you be able to whip a very basic script that would allow for the following:

1. Would be centered around a new .def file, probably best named screenpacks.def
2. You would enter in the names of your screenpacks and their locations (most likely /mugen/data/screenpacknamehere)
3. Script would present the user the option to select a screenpack via dpad left/right or up/down
4. Script would modify mugen.cfg with the name of the selected screenpack into the motif section
5. Instant benefit as all Xbox users would finally be able to manage multiple games in one (MK, MVC style, Everyone VS Everyone, Capcom Vs SNK, etc)

Seems to me it would be a very easy script to write, and even if you weren't capable of writing it, someone else could write it, but you would have to implement it, as I have had no luck of modifying your launch file with any success.  This is what everyone TRUELY NEEDS as with the xbox, your only other option of changing screenpacks/options is via modifying the mugen.cfg via FTP.  Please give us your thoughts on this, and if you would be capable of writing said script.  If not, someone else surely can as it shouldn't be rocket science.  Only other thing to remember is that the script would have to be loaded AFTER joy2key but BEFORE xmugen.  That way you would have the ability to select the screenpack via dpad or other button combinations.


i can understand what you mean as far as a separate cns file but i've tried it and it seems not to work ,
i uploaded the faq. the version 2 faq will tell you how to do the  separate cns file but i am telling you it won't work right cause the character won't load saying error in cns file.
http://s52.yousendit.com/d.aspx?id=27UH74C...AN1H00ZJM8FJNEG


here is the faq:

This post has been edited by alexlexus: Apr 12 2006, 05:01 PM
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stig87

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« Reply #53 on: April 12, 2006, 10:37:00 AM »

ALEXLEXUS...I suggest you contact sludge (creator of the Xmugen Renamer) He expressed some interest in making a small program that would impliment tag in characters
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alexlexus

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« Reply #54 on: April 12, 2006, 11:12:00 AM »

QUOTE(stig87 @ Apr 12 2006, 12:08 PM) *

ALEXLEXUS...I suggest you contact sludge (creator of the Xmugen Renamer) He expressed some interest in making a small program that would impliment tag in characters



he did?!!!!!!!
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guybird

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« Reply #55 on: April 12, 2006, 12:04:00 PM »

Yeah he's pretty good at batch file editing and making simple gui's.  He's currently bored as he's done all he can with his Xmugen renamer, and is helping me to make a simple convertor/renamer for my emulator art packs.  I'm sure if the process itself is simple, he could pull it off pretty easily.  When it comes down to it, some simple scripting can solve most of our problems, its just a matter of translating what ideas we have to scripts.
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alexlexus

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« Reply #56 on: April 12, 2006, 12:14:00 PM »

QUOTE(guybird @ Apr 12 2006, 01:35 PM) *

Yeah he's pretty good at batch file editing and making simple gui's.  He's currently bored as he's done all he can with his Xmugen renamer, and is helping me to make a simple convertor/renamer for my emulator art packs.  I'm sure if the process itself is simple, he could pull it off pretty easily.  When it comes down to it, some simple scripting can solve most of our problems, its just a matter of translating what ideas we have to scripts.



how can we get the ball rolling?

also alg5 did you ever get support for the xbox 360  hori stick?
i am about to leave to make a return.

or i might mod it cause it was only 40 bucks
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Odb718

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« Reply #57 on: April 12, 2006, 01:37:00 PM »

I'd leave the stcik stock and wait for a driver. but modding arcade sticks is a lot easier then regular controllers.
As for the whole new script, couldn't you just add an additional option under the team battle?
Something along the lines of

single
simul
turns
tag-out

that's how I'd like to see it done. Not sure why you'd do all that screen pack stuff.
Seems like it'd just get in the way... Unless that's how single, simul, and turns is set up??
And if you couldn't add it, would it be possible to swap it out with turns or single for that matter?
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shinobininjaX

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« Reply #58 on: April 12, 2006, 01:44:00 PM »

I see that the xmugen scene is on fire, which is really awesome. Good luck to all those involved. I don't mean to be a constant annoyance, but so far no one has responded to any of my posts, and I have wasted 23 dvds trying to get xmugen to boot properly. Currently i have it running, with 200 stages from guybird's xmugen torrent, and only 6 of the 500 charaters from his release as well. I don't know what im doing wrong, as I added all the character folders in the proper place, and copy pasted all the stage and charcter configurations to the select def, and this is the best it can come to. Can someone (maybe r1sky) come up with a step by step guide on how to make the latest xmugen work from a dvd with all the characters and stages (paticularly from guybirds realease or any charcters in general). Also maybe include how to get other select packs and fonts to work as well, seeing as how some have more charcter slots than others. Please respond, as I have already spent alot of time and dvds to end up with less than minimal results.
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guybird

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« Reply #59 on: April 12, 2006, 01:57:00 PM »

QUOTE
As for the whole new script, couldn't you just add an additional option under the team battle?
Something along the lines of

single
simul
turns
tag-out

that's how I'd like to see it done. Not sure why you'd do all that screen pack stuff.
Seems like it'd just get in the way... Unless that's how single, simul, and turns is set up??
And if you couldn't add it, would it be possible to swap it out with turns or single for that matter?


Don't I wish it were that simple.  As it is, Mugen can only do 1 on 1, 1 on 2 simultaneously, 2 on 2 simultaneously, and then "team" battles where your character changes after one dies.  Traditional MVC tagging is NOT natively running in Mugen.  So your only option is to modify the characters to support the tagging.  Problem is that if its turned on, even if you pick 2 on 2 simul mode, your character with the tag enabled with jump out until you switch.  So as it stands, I don't use tag characters as I prefer simul play.  Since unless OpenMugen gets done soon (which it won't) and enables MVC tagging in its engine, you're stuck with modding the characters to support it.  So having a secondary tag .def file that you'd reference into a seperate MVC screenpack is the best option.  

It is possible that you could write a script that could enable tagging in characters that have it, BUT when you have a lot of characters, it would make Xmugen take forever to boot everytime you change the tag mode on/off.  It would be much much simpler to just make a seperate screenpack with these tag characters, and select different screenpacks instead.  This allows for people to have multiple screenpacks or full conversions without having to have multiple copies installed.  So all of the MK Vs SF, and MVC3 mods could be easily played as they were intended without having to go through the Everyone Vs Everyone motif which is fun, but can be greatly underbalanced.
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