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Author Topic: Openmugen For Xbox(a 2d Fight Engine)  (Read 3336 times)

alexlexus

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Openmugen For Xbox(a 2d Fight Engine)
« Reply #285 on: February 23, 2006, 02:58:00 PM »

this is the setup i use that is at 90% speed with all the spcial effects

;-=====================================================-
;       Configuration file for mugen.exe
;-=====================================================-
;fido 2005
;-------------------------------------------------------
; Game options configurable in M.U.G.E.N's options screen go here.
; Does not include key config.
[Options]
; Basic options
Difficulty = 5
Life = 100
Time = 99
GameSpeed = 0
WavVolume = 100
MidiVolume = 100

; Team-only config
Team.1VS2Life = 100
Team.LoseOnKO = 1

; Not accessible in options screen
motif = data/SF2_system.def
;MP3Volume = 255 ;Not yet implemented

;-------------------------------------------------------
[Rules]
 ;Keep this set at VS. It's the only option supported for now.
GameType = VS

 ;This is the amount of power the attacker gets when an attack successfully
 ;hits the opponent. It's a multiplier of the damage done. For example,
 ;for a value of 3, a hit that does 10 damage will give 30 power.
Default.Attack.LifeToPowerMul = .0

 ;This is like the above, but it's for the person getting hit.
 ;These two multipliers can be overridden in the Hitdef controller in the
 ;CNS by using the "getpower" and "givepower" options.
Default.GetHit.LifeToPowerMul = .0

 ;This controls how much damage a super does when you combo into it.
 ;It's actually a multiplier for the defensive power of the opponent.
 ;A large number means the opponent takes less damage. Leave it at
 ;1 if you want supers to do the normal amount of damage when comboed
 ;into.
 ;Note 1: this increase in defence stays effective until the opponent
 ;        gets up from the ground.
 ;Note 2: the program knows you've done a super when the "superpause"
 ;        controller is executed. That's the instance when this change
 ;        becomes effective.
Super.TargetDefenceMul = 1



;-------------------------------------------------------
[Config]
 ;Set the game speed here. The default is 60 frames per second. The
 ;larger the number, the faster it goes. Don't use a value less than 10.
GameSpeed = 60

 ;Set to 1 to draw shadows (default). Set to 0 if you have a slow
 ;machine, and want to improve speed by not drawing shadows.
DrawShadows = 0

 ;Number of simultaneous afterimage effects allowed.
 ;Set to a lower number to save memory (minimum 1).
AfterImageMax = 6

 ;Maximum number of layered sprites that can be drawn.
 ;Set to a lower number to save memory (minimum 32).
LayeredSpriteMax = 64

 ;Maximum number of explods allowed in total. Note that hitsparks
 ;also count as explods.
 ;Set to a lower number to save memory (minimum 8).
ExplodMax = 24

 ;Maximum number of system explods allowed.
 ;Set to a lower number to save memory (minimum 8).
SysExplodMax = 24

 ;Maximum number of helpers allowed in total.
 ;Set to a lower number to save memory (minimum 4, maximum 56).
HelperMax = 16

 ;Maximum number of projectiles allowed per player.
 ;Set to a lower number to save memory (minimum 5).
PlayerProjectileMax = 10

 ;This is 1 the first time you run MUGEN.
FirstRun = 0


;-------------------------------------------------------
[Debug]
 ;Set to 0 to disable starting in debug mode by default.
Debug = 0         ;1

 ;Set to 0 to disallow switching to debug mode by pressing Ctrl-D.
 ;If Debug = 1, this will be ignored.
AllowDebugMode = 0      ;1
         
 ;Set to 1 to allow debug keys at all times. Otherwise debug keys
 ;allowed only in debug mode.
AllowDebugKeys = 0

 ;Set to 1 to run at maximum speed by default.
Speedup = 1

 ;Default starting stage for quick versus.
StartStage = stages/stage0.def

;-------------------------------------------------------
[Video Linux]
 ;Enter the width and height of the resolution you want to set here.
 ;The optimal resolution is 320x240, but if your video card has problems
 ;You may want to try 640x480.
Width  = 640
Height = 480

 ;This is the color depth at which to run MUGEN. You should set it to
 ;16 bit color unless your video card has problems with it.
 ;16-fastest, 24,32-slower, 8-slowest/worst
Depth = 32

 ;Set this parameter to 0 to disable screen stretching, and set it to 1 if
 ;you want to scale it up to fit the current resolution.
Stretch = 1

 ;Set this parameter to use a resolution-doubling filter. You will
 ;need a fast machine to use these filters. You will need to increase
 ;the screen resolution to at least 640x480 for these modes.
 ;0 - off
 ;1 - diagonal edge detection
 ;2 - bilinear filtering
 ;3 - horizontal scanlines
DoubleRes = 0

 ;Set to 1 to enable vertical retrace synchronization. Do not enable
 ;if BlitMode = PageFlip.
VRetrace = 0

 ;Set to 1 to enable fullscreen mode, 0 for windowed.
FullScreen = 0

 ;Drawing mode
 ;Choose from Normal and PageFlip
BlitMode = Normal

;-------------------------------------------------------
; Sound configuration
; Note: WavVolume and MidiVolume here are not the same
; as the ones in [Options], but they all affect the volume.
[Sound Linux]
  ;Set the following to 1 to enable sound effects and music.
  ;Set to 0 to disable.
Sound = 1

  ;Set the following to 1 to enable stereo effects in-game
  ;Set to 0 to disable.
StereoEffects = 1

  ;This is the width of the sound panning field. If you
  ;Increase this number, the stereo effects will sound
  ;closer to the middle. Set to a smaller number to get
  ;more stereo separation on sound effects.
  ;Only valid if StereoEffects is set to 1.
PanningWidth = 240

  ;Set the following to 1 to reverse left and right channels
  ;on your sound card.
ReverseStereo = 0

  ;Wave device to use. Choose from:
  ; NONE    - No wave device
  ; AUTO    - Autodetect
  ; OSS     - Open Sound System
  ; ESD     - Enlightened Sound Daemon
  ; ALSA    - ALSA sound driver
WavDevice = Auto

  ;Voice Channels to use. Values are from 1 to 16.
  ;If sound quality is poor, try setting a smaller number, such as 8 or 4.
WavChannels = 16

  ;Maximum number of voices used for MODs.  This number reduces the
  ;number of available WavChannels.  ModVoices must be less than
  ;WavChannels.  If equal, then MODs will get all the available
  ;channels and therefore no sound effects will play.
ModVoices = 9

  ;Midi device to use. Choose from:
  ; NONE    - No midi device
  ; AUTO    - Autodetect
  ; OSS     - Open Sound System
  ; ALSA    - ALSA sound driver
  ; DIGMID  - Allegro's Digimid driver
MidiDevice = Auto

  ;This is the master volume for all wav sounds (affects mp3 volume).
  ;Valid values are from from 0 to 255.
MasterWavVolume = 255

  ;Set the volume of wav, midi, mods and CD audio.
  ;Note: WavVolume does not affect mp3 or mod volume.
  ;Valid values are from from 0 to 255.
  ;For CDAVolume only, using -1 will leave the volume unchanged.
WavVolume = 128
MidiVolume = 128
MP3Volume = 135
ModVolume = 128
CDAVolume = -1

  ;Set the following to 1 to enable and 0 to disable MIDI, MP3, MOD and CD
  ;playback.
PlayMIDI = 1
PlayMP3 = 1
PlayMOD = 1
PlayCDA = 1

  ;Set the drive letter of your CD-ROM (if you have more than one
  ;drive). eg, To use drive E, put the following:
  ;  CDADevice = E:\
  ;Leave blank to use your default CD-ROM drive.
CDADevice =


;-------------------------------------------------------
[Misc]
  ;Number of extra players to cache in memory.
  ;Set to a lower number to decrease memory usage, at cost of
  ;more frequent loading.
PlayerCache = 0

  ;Set to 1 to allow precaching. Precaching attempts to start loading
  ;player data as early as possible, to reduce apparent loading times
  ;between matches. To get the best performance, set PlayerCache to at
  ;least 1. The optimal number for PlayerCache is 4 when precaching is
  ;enabled. Precaching is not available in DOS.
Precache = 0

  ;Set to 1 to enable large-buffer reads of sprite and sound data.
  ;Set to 0 (off) to decrease memory usage, at cost of slower
  ;loading.
BufferedRead = 0

  ;Set to 1 to free system.def data from memory whenever possible.
  ;This decreases memory usage, in exchange for loading time
  ;before system screens.
UnloadSystem = 1

  ;Set to 1 to pause MUGEN when the MUGEN window loses focus (will also
  ;pause BGM regardless of the PauseBGMOnDefocus setting).
  ;Leave at 0 to let MUGEN run in the background.
  ;Regardless of this setting, MUGEN will always pause on defocus if
  ;it is running fullscreen.
PauseOnDefocus = 0


;-------------------------------------------------------
[Arcade]
 ;Set to 0 for computer to choose color 1 if possible.
 ;Set to 1 for computer to randomly choose a color.
AI.RandomColor = 1

 ;This option allows the AI to input commands without
 ;having to actually press any keys (in effect, cheating)
 ;Set to 1 to enable, 0 to disable. Enabling this option
 ;can give the illusion of a smarter AI.
AI.Cheat = 0

 ;Arcade Mode AI ramping. For both parameters below, the first number
 ;corresponds to the number of matches won, and the second number to the
 ;AI difficulty offset. The actual difficulty is the sum of the AI
 ;difficulty level (set in the options menu) and the value of the offset
 ;at a particular match.
 ;  AIramp.start = start_match, start_diff
 ;  AIramp.end   = end_match, end_diff
 ;The difficulty offset function is a constant value of start_diff from
 ;the first match until start_match matches have been won. From then the
 ;offset value increases linearly from start_diff to end_diff. After
 ;end_diff matches have been won, the offset value is end_diff.
 ;  e_d            /----------
 ;               /
 ;  s_d _______/
 ;     ^      ^     ^        ^
 ;   1st_m   s_m   e_m     last_m
 ;For example, if you have:
 ;  AIramp.start = 2,0
 ;  AIramp.end   = 4,2
 ;For 6 matches at level 4, the difficulty will be (by match):
 ;  4,4,4,5,6,6
arcade.AIramp.start = 2, 0
arcade.AIramp.end   = 4, 2

 ;Team Mode AI ramping
team.AIramp.start = 1, 0
team.AIramp.end   = 3, 2

 ;Survival Mode AI ramping
survival.AIramp.start = 0, -3
survival.AIramp.end   = 16, 4


;-------------------------------------------------------
[Input]
P1.UseKeyboard = 1
P2.UseKeyboard = 1
;Joystick type:
;0 - Disable
;1 - Autodetect (not reliable under DOS)
;4 - 4 button
;6 - 6 button
;8 - 8 button
;20 - Sidewinder
;21 - SNESKey
;22 - PSX pad
;23 - N64 pad
P1.Joystick.type = 1
P2.Joystick.type = 1
ForceFeedback = 0    ;True to enable force feedback (DOS only)

;-------------------------------------------------------
; P1 Key config (configurable from M.U.G.E.N)
[P1 Keys]
Jump   = 17
Crouch = 44
Left   = 30
Right  = 31
A      = 34
B      = 35
C      = 36
X      = 20
Y      = 21
Z      = 22
Start  = 28

; P2 Key config (configurable from M.U.G.E.N)
[P2 Keys]
Jump   = 200
Crouch = 208
Left   = 203
Right  = 205
A      = 2
B      = 3
C      = 4
X      = 5
Y      = 6
Z      = 7
Start  = 14

[P1 Joystick] ;Default config
Jump   = 1
Crouch = 2
Left   = 3
Right  = 4
A      = 5
B      = 6
C      = 9
X      = 7
Y      = 8
Z      = 10
Start  = 13

[P2 Joystick] ;Default config
Jump   = 1
Crouch = 2
Left   = 3
Right  = 4
A      = 5
B      = 6
C      = 9
X      = 7
Y      = 8
Z      = 10
Start  = 13

[P1 Joystick Win] ;Default config for win
Jump   = 33
Crouch = 34
Left   = 35
Right  = 36
A      = 39
B      = 38
C      = 44
X      = 40
Y      = 37
Z      = 0
Start  = 45

[P2 Joystick Win] ;Default config for win
Jump   = 1
Crouch = 2
Left   = 3
Right  = 4
A      = 7
B      = 6
C      = 12
X      = 8
Y      = 5
Z      = 0
Start  = 13

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VampX

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Openmugen For Xbox(a 2d Fight Engine)
« Reply #286 on: February 23, 2006, 05:22:00 PM »

how about discussing xmugen in its own thread? it might confuse people when you start discussing xmugen configs in the openmugen thread.

This post has been edited by VampX: Feb 24 2006, 01:23 AM
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hecz

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Openmugen For Xbox(a 2d Fight Engine)
« Reply #287 on: February 25, 2006, 03:00:00 AM »

R.I.P. openmugen  sleeping.gif   ..... long live xMugen  cool.gif

network play was too good to be true
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BanjoK

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Openmugen For Xbox(a 2d Fight Engine)
« Reply #288 on: February 25, 2006, 03:23:00 AM »

Why do you say that OpenMugen is dead?
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alexlexus

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Openmugen For Xbox(a 2d Fight Engine)
« Reply #289 on: February 25, 2006, 09:53:00 PM »

my bad about putting the config post.
my thing is that this will take a long time to come out.
why not focus on what is here
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alexlexus

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Openmugen For Xbox(a 2d Fight Engine)
« Reply #290 on: February 28, 2006, 12:07:00 PM »

hmmmm no new news on this huh?>
wondering if this is going to happen.
that demo for xbox sure sounds nice
for us who are waiting.
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LESTAT

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Openmugen For Xbox(a 2d Fight Engine)
« Reply #291 on: March 06, 2006, 11:24:00 AM »

yeah im wondering the same thing  where is this at.

this is the most awesome 2d fighter ever created and the xbox ddeserves a copy!

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alexlexus

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Openmugen For Xbox(a 2d Fight Engine)
« Reply #292 on: March 08, 2006, 03:05:00 PM »

this might be dead....
sad online too good to be true
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guybird

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Openmugen For Xbox(a 2d Fight Engine)
« Reply #293 on: March 08, 2006, 05:31:00 PM »

Not necessarily.  Sakir said he would work on it as he had time over his holidays (which are probably far inbetween).  He also gave out his sources, so anyone could finish what he started.  He was to the point that he had working betas for PC, so might not be that much more to do, who knows.  As interesting as the online aspect would be, I'd by far prefer to have a Mugen with more features and capable of running natively on the xbox, not just an "emulated" one like we have with Xmugen.  Posting here in the asbsence of Sakir doesn't mean that this is dead.
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r1sky

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Openmugen For Xbox(a 2d Fight Engine)
« Reply #294 on: March 09, 2006, 01:19:00 AM »

yeah, im looking forward to this project more then i am with whats available now smile.gif
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alexlexus

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Openmugen For Xbox(a 2d Fight Engine)
« Reply #295 on: March 09, 2006, 08:04:00 PM »

point taken.
any idea how i can
get ahold of the xbox demo?
that wasout for a short while?
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guybird

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Openmugen For Xbox(a 2d Fight Engine)
« Reply #296 on: March 10, 2006, 05:07:00 AM »

The demo isn't much to brag about.  It was only one character whcih you couldn't change and a generic training stage.  Its only purpose was to show that the person had succesfully copied Mugen.
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alexlexus

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Openmugen For Xbox(a 2d Fight Engine)
« Reply #297 on: March 11, 2006, 02:49:00 PM »

i want to at least try it. i asked for this a while back and it was like pulling teeth.
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zilli0n

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Openmugen For Xbox(a 2d Fight Engine)
« Reply #298 on: March 11, 2006, 03:41:00 PM »

I just got the source from the CVS a week or so ago.. I have a few bugs to work out so I can compile it. If anyone wants to throw a hand in this let me know.
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Ken34

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Openmugen For Xbox(a 2d Fight Engine)
« Reply #299 on: March 21, 2006, 07:44:00 PM »

hmm, if you check the mugen guild forums, it seems sakir has just recently released a new beta, check it out!
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