xboxscene.org forums

Pages: 1 ... 7 8 [9] 10

Author Topic: Xmugen  (Read 2957 times)

guybird

  • Archived User
  • Sr. Member
  • *
  • Posts: 407
Xmugen
« Reply #120 on: September 30, 2009, 10:36:00 AM »

Yeah if I had my choice, I'd also prefer a new loader for winmugen instead, but seeing who's running the new mugen show (Kung Fu Man) I can't say that I'm optimistic about ever seeing a port.  We'll see what happens, but don't get too excited.
Logged

guybird

  • Archived User
  • Sr. Member
  • *
  • Posts: 407
Xmugen
« Reply #121 on: October 16, 2009, 11:26:00 AM »

I apologize for how long this is going to be, but I need to have it out there for people to see.  The first part is the keyboard button > Number assignments.  Find the key you want mapped and jot down the number assignment.  Then in the second part (snippet from the XMugen launch file) find the button you want to assign it to, and replace the existing keyboard assignment with the number you wrote down.

CODE
#define SCANCODE_ESCAPE            1

#define SCANCODE_1            2
#define SCANCODE_2            3
#define SCANCODE_3            4
#define SCANCODE_4            5
#define SCANCODE_5            6
#define SCANCODE_6            7
#define SCANCODE_7            8
#define SCANCODE_8            9
#define SCANCODE_9            10
#define SCANCODE_0            11

#define SCANCODE_MINUS            12
#define SCANCODE_EQUAL            13

#define SCANCODE_BACKSPACE        14
#define SCANCODE_TAB            15

#define SCANCODE_Q            16
#define SCANCODE_W            17
#define SCANCODE_E            18
#define SCANCODE_R            19
#define SCANCODE_T            20
#define SCANCODE_Y            21
#define SCANCODE_U            22
#define SCANCODE_I            23
#define SCANCODE_O            24
#define SCANCODE_P            25
#define SCANCODE_BRACKET_LEFT        26
#define SCANCODE_BRACKET_RIGHT        27

#define SCANCODE_ENTER            28

#define SCANCODE_LEFTCONTROL        29

#define SCANCODE_A            30
#define SCANCODE_S            31
#define SCANCODE_D            32
#define SCANCODE_F            33
#define SCANCODE_G            34
#define SCANCODE_H            35
#define SCANCODE_J            36
#define SCANCODE_K            37
#define SCANCODE_L            38
#define SCANCODE_SEMICOLON        39
#define SCANCODE_APOSTROPHE        40
#define SCANCODE_GRAVE            41

#define SCANCODE_LEFTSHIFT        42
#define SCANCODE_BACKSLASH        43

#define SCANCODE_Z            44
#define SCANCODE_X            45
#define SCANCODE_C            46
#define SCANCODE_V            47
#define SCANCODE_B            48
#define SCANCODE_N            49
#define SCANCODE_M            50
#define SCANCODE_COMMA            51
#define SCANCODE_PERIOD            52
#define SCANCODE_SLASH            53

#define SCANCODE_RIGHTSHIFT        54
#define SCANCODE_KEYPADMULTIPLY        55

#define SCANCODE_LEFTALT        56
#define SCANCODE_SPACE            57
#define SCANCODE_CAPSLOCK        58

#define SCANCODE_F1            59
#define SCANCODE_F2            60
#define SCANCODE_F3            61
#define SCANCODE_F4            62
#define SCANCODE_F5            63
#define SCANCODE_F6            64
#define SCANCODE_F7            65
#define SCANCODE_F8            66
#define SCANCODE_F9            67
#define SCANCODE_F10            68

#define SCANCODE_NUMLOCK        69
#define SCANCODE_SCROLLLOCK        70

#define SCANCODE_KEYPAD7        71
#define SCANCODE_CURSORUPLEFT        71
#define SCANCODE_KEYPAD8        72
#define SCANCODE_CURSORUP        72
#define SCANCODE_KEYPAD9        73
#define SCANCODE_CURSORUPRIGHT        73
#define SCANCODE_KEYPADMINUS        74
#define SCANCODE_KEYPAD4        75
#define SCANCODE_CURSORLEFT        75
#define SCANCODE_KEYPAD5        76
#define SCANCODE_KEYPAD6        77
#define SCANCODE_CURSORRIGHT        77
#define SCANCODE_KEYPADPLUS        78
#define SCANCODE_KEYPAD1        79
#define SCANCODE_CURSORDOWNLEFT        79
#define SCANCODE_KEYPAD2        80
#define SCANCODE_CURSORDOWN        80
#define SCANCODE_KEYPAD3        81
#define SCANCODE_CURSORDOWNRIGHT    81
#define SCANCODE_KEYPAD0        82
#define SCANCODE_KEYPADPERIOD        83

#define SCANCODE_LESS            86

#define SCANCODE_F11            87
#define SCANCODE_F12            88

#define SCANCODE_KEYPADENTER        96
#define SCANCODE_RIGHTCONTROL        97
#define SCANCODE_CONTROL        97
#define SCANCODE_KEYPADDIVIDE        98
#define SCANCODE_PRINTSCREEN        99
#define SCANCODE_RIGHTALT        100
#define SCANCODE_BREAK            101    /* Beware: is 119     */
#define SCANCODE_BREAK_ALTERNATIVE    119    /* on some keyboards! */

#define SCANCODE_HOME            102
#define SCANCODE_CURSORBLOCKUP        103    /* Cursor key block */
#define SCANCODE_PAGEUP            104
#define SCANCODE_CURSORBLOCKLEFT    105    /* Cursor key block */
#define SCANCODE_CURSORBLOCKRIGHT    106    /* Cursor key block */
#define SCANCODE_END            107
#define SCANCODE_CURSORBLOCKDOWN    108    /* Cursor key block */
#define SCANCODE_PAGEDOWN        109
#define SCANCODE_INSERT            110
#define SCANCODE_REMOVE            111


CODE
# Here's the default order for buttons with joy2key
# ./joy2key (Dpad up) (Dpad right) (Dpad down) (Dpad left) (Start) (Back) (A) (X) (B) (Y) (Black) (White) (L3) (R3) (Right analog up) (Right analog right) (Right analog down) (Right analog left) (L trigger) (R trigger)
Logged

VampX

  • Archived User
  • Hero Member
  • *
  • Posts: 1611
Xmugen
« Reply #122 on: October 20, 2009, 06:17:00 AM »

Quoted from the Mugen Blog/Faq.

QUOTE

Are you planning to port M.U.G.E.N to other platforms?
    If there's sufficient demand, we'll consider it. However, our current goal is a stable release, followed by new features.


IPB Image
Logged

VampX

  • Archived User
  • Hero Member
  • *
  • Posts: 1611
Xmugen
« Reply #123 on: October 21, 2009, 09:57:00 AM »

Yeah we know about Shugendo, Sakir was a member here once (probably still is)
but he seems much more focused on PSP/PS3/360 ports then the old xbox1.

Its good to hear he has a private build though, but i just don't understand why it has to be private,
he did release a very very early port here once but it was based on a very very early alpha of Shugendo which had no playability yet.


edit : just checked the thread you linked too and its a post from 2007, so he's probably referring to the same build as i just did.
after that he seems to have lost interest in the xbox1, because if you check his forums you'll only find talk about the PSP and High Res and newer consoles.
not mu


And thats why i was so happy to read about Mugen coming back,
because Shugendo was never going anywhere xbox1 wise.
Logged

zombreap

  • Archived User
  • Newbie
  • *
  • Posts: 1
Xmugen
« Reply #124 on: November 19, 2009, 12:35:00 PM »

having trouble with setup says r1skyswap: no such file or directory, I have the r1skyswap file no extension in the swapfile dir
Logged

Tweakster

  • Archived User
  • Newbie
  • *
  • Posts: 38
Xmugen
« Reply #125 on: March 17, 2010, 10:18:00 AM »

sorry for bringing back a old post but has work stopped in this project?
I love playing mugen on me xbox
Logged

moonmaster1

  • Archived User
  • Newbie
  • *
  • Posts: 48
Xmugen
« Reply #126 on: March 21, 2010, 08:40:00 AM »

Right now, the source for mugen is in the hands of elecbyte who right now are cleaning up uneeded code and adding new features down the road *MVC style tag mode comes to mind.*.

When enough support is gathered and most of the revising is done on the source, I'm sure an xbox port is very possible and high in probability. I can't stress enough that the xbox scene is far from dead so let elecbyte know that xbox gamers want more than a buggy linux hack.

You can find everything you need to know here.

Elecbyte : New home of M.U.G.E.N.
Logged

Pulsemasta

  • Archived User
  • Hero Member
  • *
  • Posts: 510
Xmugen
« Reply #127 on: March 21, 2010, 12:14:00 PM »

QUOTE(moonmaster1 @ Mar 21 2010, 03:40 PM) View Post

Right now, the source for mugen is in the hands of elecbyte who right now are cleaning up uneeded code and adding new features down the road *MVC style tag mode comes to mind.*.

When enough support is gathered and most of the revising is done on the source, I'm sure an xbox port is very possible and high in probability. I can't stress enough that the xbox scene is far from dead so let elecbyte know that xbox gamers want more than a buggy linux hack.

You can find everything you need to know here.

Elecbyte : New home of M.U.G.E.N.



It might die if the 360 scene progresses past the Jtag method, which is a little technical for the average user as compared to softmodding a Xbox1... I guess it all depends on when elecbyte finishes.
Logged

moonmaster1

  • Archived User
  • Newbie
  • *
  • Posts: 48
Xmugen
« Reply #128 on: March 23, 2010, 10:54:00 AM »

Well with xbox live many users have been patched to prevent such a hack and they will probably continue to do so until the systems death *aka when it makes no more money*.

Ps2 users didn't have a sure fire way of playing backups without swapping until freemcboot came along 8 years after system launch. *freemcboot is awesome by the way*

So the window of opportunity is open. If us xbox users want anything out of mugen is a stable and user friendly release. Once thats all said and done I will get into talking with Acey of Infinity Mugen Team and make an xbox port of there games.

How cool would this be knowing you wouldn't have to go through all the trouble to play this.
IPB Image

By trouble I mean converting the 50 some  stages and 100 characters featured.

Infinity Wiki Page
Logged

Tweakster

  • Archived User
  • Newbie
  • *
  • Posts: 38
Xmugen
« Reply #129 on: March 23, 2010, 03:44:00 PM »

QUOTE(moonmaster1 @ Mar 23 2010, 11:54 AM) *

Well with xbox live many users have been patched to prevent such a hack and they will probably continue to do so until the systems death *aka when it makes no more money*.

Ps2 users didn't have a sure fire way of playing backups without swapping until freemcboot came along 8 years after system launch. *freemcboot is awesome by the way*

So the window of opportunity is open. If us xbox users want anything out of mugen is a stable and user friendly release. Once thats all said and done I will get into talking with Acey of Infinity Mugen Team and make an xbox port of there games.

How cool would this be knowing you wouldn't have to go through all the trouble to play this.
(IMG:http://i327.photobucket.com/albums/k472/moonmastervenom/561507_front.jpg)

By trouble I mean converting the 50 some  stages and 100 characters featured.

Infinity Wiki Page


It Would Be so Awesome to see this done moonmaster1
it is a headache to get stages and characters properly named just right to have xmugen recognize em and not crash

its harder to even get mugen on the xbox to setup right so it is playable and not also crash on you
I can not wait to see a stable mugen release there is NOTHING like seeing Naruto Kick Scorpion @#$
using his shadow clone jutsu HAHAHA

Also would love to see super marvel vs capcom mugen to been trying to get that screenpack to properly work on xmugen but as of yet not successful but still trying
Logged

moonmaster1

  • Archived User
  • Newbie
  • *
  • Posts: 48
Xmugen
« Reply #130 on: March 23, 2010, 03:57:00 PM »

I have a fair knowledge of xmugen as well as IMT's xbox resident DARKTALBAIN.

Whats stopping me at the moment is a couple things.

1.Stability of having the xbox load so many characters plus lack of optimization in the ingame's effects.

2.Scruffyversary is right around the corner and might possibly be the release of the first phase of DC Vs Marvel, The event is expected to go through the entire month of april.

3. Super MvC is on the verge of another update, Probably after Scruffyversary will it be released. It has many bug fixes, a few new stages, and a well known mugen character joins the roster. *educated guess would be either Thor, nightcrawler, or deadpool.  

I figure if anything we could just talk to IMT about getting the screenpack to work. My guess is many visual effects and fancy code work only compatible with winmugen.

Good luck with getting the screenpack to work. If you make any progress, feel free to pm me. I always love hearing good news especially in these times.

This post has been edited by moonmaster1: Mar 23 2010, 10:58 PM
Logged

ldotsfan

  • Archived User
  • Hero Member
  • *
  • Posts: 2072
Xmugen
« Reply #131 on: April 12, 2010, 07:37:00 AM »

QUOTE(bc54 @ Aug 21 2009, 04:44 AM) View Post

it seems no one around here knows how to do it either, see here.

I made some progress. Have to try it to confirm if it works.
Logged

Pulsemasta

  • Archived User
  • Hero Member
  • *
  • Posts: 510
Xmugen
« Reply #132 on: April 12, 2010, 09:47:00 PM »

QUOTE(ldotsfan @ Apr 12 2010, 02:37 PM) View Post

I made some progress. Have to try it to confirm if it works.


Great news! Keep us posted smile.gif
Logged

Nextelhalo

  • Archived User
  • Sr. Member
  • *
  • Posts: 371
Xmugen
« Reply #133 on: May 06, 2010, 03:23:00 PM »

If anyone is still interested in this, these guys have been kicking ass on
developing Xmugen.

http://xmugenfightingxtreme.com/
Logged

Pulsemasta

  • Archived User
  • Hero Member
  • *
  • Posts: 510
Xmugen
« Reply #134 on: May 08, 2010, 09:42:00 AM »

QUOTE(Nextelhalo @ May 6 2010, 10:23 PM) View Post

If anyone is still interested in this, these guys have been kicking ass on
developing Xmugen.

http://xmugenfightingxtreme.com/



Wow, they have a whole site dedicated to it. I thought people gave up on it.

Are they working on coding a proper port or anything like that, or are they just making Xbox focused builds of Mugen running with the Linux distro?
Logged
Pages: 1 ... 7 8 [9] 10