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Author Topic: XMugen-linux Beta v0.4  (Read 2216 times)

iancer

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XMugen-linux Beta v0.4
« Reply #75 on: April 14, 2006, 08:37:00 AM »

am i the only one who get the l & r triggers reversed
they are always bound the the reverse or white & black
is this intended or if i try to update the bzimage will it
sort out the mapping

as of now both controllers work with trigger supportm
but the triggers all always mapped to the reverse of w/b
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alexlexus

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« Reply #76 on: April 14, 2006, 03:00:00 PM »

i finally discovered mirc and would love to chat with you guys
on there.

also i made my 2nd to last mugen tag video.

mugen mvc taging part 3 on youtube.
should be uploaded in a few.

my last video will have all the kinks out and mugen at it's full
potential as far as the tagging goes.


also alg5 did you find the supprt for the doa 4 stick?

This post has been edited by alexlexus: Apr 14 2006, 10:01 PM
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r1sky

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« Reply #77 on: April 14, 2006, 02:41:00 PM »

QUOTE(alexlexus @ Apr 14 2006, 09:31 PM) View Post

i finally discovered mirc and would love to chat with you guys
on there.


yes but if you ask a question or whatever. make sure to stay for more than 5 seconds next time wink.gif
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alexlexus

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XMugen-linux Beta v0.4
« Reply #78 on: April 14, 2006, 03:54:00 PM »

QUOTE(r1sky @ Apr 14 2006, 04:48 PM) *

yes but if you ask a question or whatever. make sure to stay for more than 5 seconds next time (IMG:style_emoticons/default/wink.gif)



i am in thr room now.

any feedback on the tagging? on youtube.
also i need help fixing  some of the tag supers
like superman, evil ryu, evil and gill cause
they will charge up for the duo attack then stand there
till hit.

This post has been edited by alexlexus: Apr 14 2006, 10:55 PM
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alexlexus

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« Reply #79 on: April 14, 2006, 09:17:00 PM »

follow the directions:
everything i did to get tagging for my mugen:

from what i understand it disabled doing the isuka
4 players on screen at once but it's a fair trade.


copy paste under the the right section
in the cmd file

     Super Motions":

[Command]
name = "DoubleDragon"
command = ~D, DF, F, c+z

[Command]
name = "DoubleDragonCounter"
command = ~B, DB, D, c+z
time = 10


; -| CPU Commands |------

[Command]
name = "CPU1"
command = D, D, U, U, D, U
time = 1

[Command]
name = "CPU2"
command = D, U, U, D, D, U
time = 1

[Command]
name = "CPU3"
command = U, D, D, U, U, D
time = 1





      2/3 Button Combination":

; - | PartnerChange |-----------------------------------------------
[Command]
name = "troca"
command = z+c
time = 1

[Command]
name = "Assist"
command = y+b
time = 1


       Hold Dir":

[Command]
name = "hold_z"
command = /$z
time = 1



       [Statedef -1]":

;---------------------------------------------------------------------------
;Double Hyper Combo
[State -1]
type = ChangeState
value = 4460
triggerall = Numpartner = 1
triggerall = power >= 2000
triggerall = command = "DoubleDragon"
triggerall = Roundstate = 2
trigger1 = (partner, stateno = 4404) && statetype != A && ctrl
trigger2 = (partner, stateno = 4404) && stateno = [3000,4400]
trigger3 = (partner, stateno = 4404) && stateno = [4500,4999]
trigger4 = (partner, stateno = 4404) && statetype !=A && stateno = [200,1200]
trigger5 = (partner, alive=1) && statetype !=A && stateno = [1600,2000]
ignorehitpause=1

;Double Dragon Counter
[State -1]
type = ChangeState
value = 4420
triggerall = Numpartner = 1
triggerall = command = "DoubleDragonCounter"
triggerall = Roundstate = 2 && statetype !=A && power >= 1000 ;&& ctrl
trigger1 = (partner, stateno = 4404) && StateNo = [150,151]
ignorehitpause=1

;partner Change
[State -1]
type = ChangeState
value = 4410
triggerall = Numpartner = 1
triggerall = command = "troca"
triggerall = Roundstate = 2 && statetype !=A
trigger1 = statetype = S
trigger1 = (partner, stateno = 4404) && ctrl

;partner Assist
[State -1]
type = ChangeState
value = 4480
triggerall = Numpartner = 1
triggerall = command = "Assist"
triggerall = Roundstate = 2 && statetype !=A
trigger1 = (partner, stateno = 4404) && ctrl


after you place those  lines under the sections (try to add them at the end of each section
to keep track)


save and close the cmd file.


------------------
now open the Air file for the character


go all the way to the bottom and add this:



; Obligatory animations
;====================================
;Detect P3
[Begin Action 4400]
Clsn1: 1
 Clsn1[0] = -39, -54, 39, 0
-1, 0, 0, 0, 1, ,

[Begin Action 4460]
Clsn1: 1
 Clsn1[0] = -999, 0,999,240
0,0, 0,0, 1
Clsn2: 4
 Clsn2[0] =  -12,-123,  4,-106
 Clsn2[1] = -30,-103, 24,-78
 Clsn2[2] =  14,-75,-16,-42
 Clsn2[3] =  24,-40,-29,  0
Clsn1: 1
 Clsn1[0] = -999, 0,999,240
0,0, 0,0, 1


;Face1
[Begin Action 4465]
9000,1, 0,0, -1, ,A

;Face2
[Begin Action 4466]
-1,1, 0,0, 12, ,A
9000,1, 0,0, -1, ,A

;Face3
[Begin Action 4467]
-1,1, 0,0, 24, ,A
9000,1, 0,0, -1, ,A

;Custom animations (optional)
;======================================
;Detect P3 (change)
[Begin Action 4410]; optional
Clsn2Default: 3
 Clsn2[0] = 0, -87, 15, -75
 Clsn2[1] = -30, -27, -17, 0
 Clsn2[2] = -17, -74, 26, 0
4400, 0, 0, 0, 5, ,
5, 0, 0, 0, 5, ,
4400, 1, 0, 0, 5, ,
4400, 2, 0, 0, 5, ,
4400, 3, 0, 0, 5, ,
4400, 4, 0, 0, 30, ,

; Partner jump strike kick
[Begin Action 4440]
Clsn1: 2
 Clsn1[0] =  61,-24, 22,-57
 Clsn1[1] =  78, -5, 47,-37
Clsn2: 5
 Clsn2[0] =  26,-114,-11,-102
 Clsn2[1] = -39,-98, 18,-89
 Clsn2[2] =  -9,-87, 15,-60
 Clsn2[3] =  17,-64, 36,-35
 Clsn2[4] =  38,-51, 59,-20
650,1, 0,0, -1

; Taunt for change
[Begin Action 4445]
Clsn2Default: 2
 Clsn2[0] = -29,-114, 14,  1
 Clsn2[1] =  18,-80, 40,  0
180,8, 0,0, 8
180,9, 0,0, 5
180,12, 0,0, 5
180,12, 0,1, 5
180,12, 0,0, 5
180,12, 0,1, 5
180,12, 0,0, 5
180,12, 0,1, 5
180,9, 0,0, 5
180,8, 0,0, 5
Clsn2: 2
 Clsn2[0] = -29,-114, 14,  1
 Clsn2[2] =  15,-80, 25,  0
180,10, 0,0, 5

; Call Assist
[Begin Action 4480]
Clsn2Default: 3
 Clsn2[0] = 0, -87, 15, -75
 Clsn2[1] = -30, -27, -17, 0
 Clsn2[2] = -17, -74, 26, 0
4480, 2, 0, 0, 5, ,
4480, 0, 0, 0, 5, ,
4480, 1, 0, 0, 5, ,
4480, 0, 0, 0, 5, ,
4480, 1, 0, 0, 5, ,
4480, 0, 0, 0, 5, ,
4480, 1, 0, 0, 5, ,
4480, 2, 0, 0, 5, ,
4480, 3, 0, 0, 5, ,


close and save the file


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

part two

download this file open it
and copy all of the content into your characters cns file.( scroll all the way to the bottom and paste)

copy paste  and save the moded cns file and you are good to go.

http://www.megaupload.com/?d=VWGQDJJY


i need that guy who made the auto renamer maybe can can make something out of this.

This post has been edited by alexlexus: Apr 15 2006, 04:30 AM
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alexlexus

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XMugen-linux Beta v0.4
« Reply #80 on: April 15, 2006, 09:16:00 AM »

tagging video part 3

doing one more after this one
.

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guybird

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XMugen-linux Beta v0.4
« Reply #81 on: April 15, 2006, 09:49:00 AM »

Hey alexlexus, you should really sign up on Xmugen Spot.  You could post most of this stuff in your own thread, and probably be seen by more people.

To Alg or anyone else out there that knows a bit about Linux file editing:  As most people are aware, r1sky has been trying pretty hard to get a working copy of Xmugen on DVD.  One thing led to another, and someone tried to edit the launch file to point to another file name.  Sure enough linux came back and said it was "missing files" when it tried to boot.  This is exactly the problem me and jrbush were having when trying to compile another joy2key to run via command line.  Every time you edit that launch file in something like notepad, it would make linux not be able to find the file.  So what program/method should we be using to edit that launch file?  Once this is solved, then the scripting and other testing would really be possible.
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alg5

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« Reply #82 on: April 15, 2006, 10:22:00 AM »

QUOTE(guybird @ Apr 15 2006, 05:56 PM) View Post

To Alg or anyone else out there that knows a bit about Linux file editing:  As most people are aware, r1sky has been trying pretty hard to get a working copy of Xmugen on DVD.  One thing led to another, and someone tried to edit the launch file to point to another file name.  Sure enough linux came back and said it was "missing files" when it tried to boot.  This is exactly the problem me and jrbush were having when trying to compile another joy2key to run via command line.  Every time you edit that launch file in something like notepad, it would make linux not be able to find the file.  So what program/method should we be using to edit that launch file?  Once this is solved, then the scripting and other testing would really be possible.


linux & windows doesn't use the same return caracters in files.
try to find a editor who handle linux return caracters (any editor on linux...)
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alg5

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« Reply #83 on: April 15, 2006, 10:59:00 AM »

here is a new bzImage (rename it as bzimage, without a capital i):

http://rapidshare.de...47/bzImage.html

support for gamester arcade stick, doa 4 360 and hama 9901
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alexlexus

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« Reply #84 on: April 15, 2006, 11:35:00 AM »

QUOTE(guybird @ Apr 15 2006, 11:56 AM) *

Hey alexlexus, you should really sign up on Xmugen Spot.  You could post most of this stuff in your own thread, and probably be seen by more people.

To Alg or anyone else out there that knows a bit about Linux file editing:  As most people are aware, r1sky has been trying pretty hard to get a working copy of Xmugen on DVD.  One thing led to another, and someone tried to edit the launch file to point to another file name.  Sure enough linux came back and said it was "missing files" when it tried to boot.  This is exactly the problem me and jrbush were having when trying to compile another joy2key to run via command line.  Every time you edit that launch file in something like notepad, it would make linux not be able to find the file.  So what program/method should we be using to edit that launch file?  Once this is solved, then the scripting and other testing would really be possible.



more people how?
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alexlexus

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« Reply #85 on: April 15, 2006, 04:12:00 PM »

i made a thread on there with vidoe links to 3 videos.

mugen last stand won;t be out till i nail this project perfect.
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alexlexus

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XMugen-linux Beta v0.4
« Reply #86 on: April 15, 2006, 04:16:00 PM »

QUOTE(alg5 @ Apr 15 2006, 01:06 PM) View Post

here is a new bzImage (rename it as bzimage, without a capital i):

http://rapidshare.de...47/bzImage.html

support for gamester arcade stick, doa 4 360 and hama 9901



the update is no good.
the last bzimage allowed me to use a 360 controller and  a nore xbox
controller , now there is no two player support.

and is there a way to map the trigger buttons for 360 controllers?
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alexlexus

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XMugen-linux Beta v0.4
« Reply #87 on: April 15, 2006, 04:38:00 PM »

QUOTE(alg5 @ Apr 15 2006, 01:06 PM) View Post

here is a new bzImage (rename it as bzimage, without a capital i):

http://rapidshare.de...47/bzImage.html

support for gamester arcade stick, doa 4 360 and hama 9901



the update is no good.
the last bzimage allowed me to use a 360 controller and  a nore xbox
controller , now there is no two player support.

and is there a way to map the trigger buttons for 360 controllers?
the reason i ask is because the doa4 stiks has a very gay setup.
i am really close to selling it bacl to gamestop and mugen was the one
keeping it alive for me.

http://www.gigapress.../doa4_stick.jpg

the button set up is the problem.

top row: B ,X, Y

bottom row: A, LT, RT, which is where the problem is.

i can't play mugen cause the shoulder button are on top near the back and start buttons.

if we can get the l triggers and right triggers for 360 conntrollers to act like the L button and R button
it can be used.



sorry for double post
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Odb718

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XMugen-linux Beta v0.4
« Reply #88 on: April 15, 2006, 06:49:00 PM »

Well, setting up the joystick is pretty easy for player one or two with a regular S-controller.
go into options and get into the input configure/key config mode. hit F1 and map the buttons.
Remember, the set up is a little weird. X Y Z = the punches, A B C = the kicks, light to fierce.
Once you have it the way you like (after testing it out) write down the way it's set up
IE
CODE
Up       A
Down     W
Left     Q
Right    S
A        ,
B        /
C        L
X        .
Y        "
Z        ;
Start    Enter
Is the way I like it set up. On the s-controler X=LP Y=FP A=LK B=FK LT=MK RT=MP Start=Start (IMG:style_emoticons/default/tongue.gif)
You'd want your player 1 to be set up like
CODE
Up       A
Down     W
Left     Q
Right    S
A        ,
B        /
C        "
X        L
Y        .
Z        ;
Start    Enter
To have your kicks on the bottom.
Second Player for you would be set up as
CODE
Up       E
Down     R
Left     T
Right    Y
A        U
B        O
C        D
X        P
Y        I
Z        M
Start    K
You can set it up using the regular controllers because you have to have F1, you back out to the main Options menus go down to Load/Save and hit right untill it says save and save it. It should be set up every time for ya. Restart with the DOA controller and enjoy.

Im gonna test with my arcade stick now. (IMG:style_emoticons/default/smile.gif)

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alexlexus

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« Reply #89 on: April 15, 2006, 07:07:00 PM »

that will work but the trigger buttons for 360 controllers never worked for me
 the shoulder buttons are fine but on the doa 4 stick they are on the top.

how do i get the triggers to work for 360 controllers?

i reverted back the an older bzimage that let yo use both the 360 pad and xbox pad, till
we get a better bziamge.

This post has been edited by alexlexus: Apr 16 2006, 02:11 AM
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