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Wstęp

Mugen zachowuje kompatybilność wsteczną z Win Mugenem (2002.04.14), pojawiły się jednak dodatkowe funkcje, które są dostępne dopiero po aktualizacji do Mugena 1.0.

Niżej w skrócie opisane są zmiany które zaszły w Mugenie 1.x w porównaniu do Win Mugena.

Zmiany w postaci [Mugen 1.0]

Plik DEF

  • W grupie [Info] dodano mugenversion.
  • W grupie [Info] dodano localcoord. Mugen zgodnie z wpisem LocalCoord który informuje o rozdzielczości, przeskaluje rozdzielczość obiektu odpowiednio do rozdzielczości Mugena.
  • Dodano grupę [Palette Keymap].

Plik kfm720.def

; Player information
[Info]
name = "Kung Fu Man 720"    ;Name of character
displayname = "Kung Fu Man" ;Name of character to display
versiondate = 09,30,2009    ;Version of character (MM-DD-YYYY or X.XX)
mugenversion = 1.0          ;Version of M.U.G.E.N character works on (X.XX)
author = "Elecbyte"         ;Character author name
pal.defaults = 1,2,3,4      ;Default palettes in order of preference (up to 4), numbering starts from 1
localcoord = 1280,720       ;Local coordinate space width and height

; Maps character selection buttons to palette numbers.
[Palette Keymap]
x = 1 ;Press button X to select palette 1, etc.
y = 2
z = 3
a = 4
b = 5
c = 6
;x2 = 7 ;Hold Start and press button X for palette 7, etc.
;y2 = 8
;z2 = 9
;a2 = 10
;b2 = 11
;c2 = 12

Plik CNS

  • W kontrolerze stanu HitDef znajdź pausetime i dodaj 1 do tego czasu, zmiana wynika z poprawki w Mugenie 1.0.
  • Jeżeli w postaci nadpisujesz stan [Statedef 5900], dodaj kontroler stanu RemapPal. Możesz skopiować go z pliku common1.cns.
  • W grupie [Data] parametr volume zamieniono na volumescale. Parametr volume jest ignorowany, volumescale skaluje głośność 100 = 100%.
  • W kontrolerze stanu PlaySnd, parametr volume zamieniono na volumescale. Parametr volume jest ignorowany, volumescale skaluje głośność 100 = 100%.
  • Dodano funkcję StageVar sprawdzającą na jakiej arenie się walczy.
  • Dodano funkcję AILevel sprawdzającą AI (sztuczną inteligencję).
  • Dodano funkcję GameWidth i GameHeight.
  • Znajdź funkcję GetHitVar(zoff), zmień wartość na 0, lub zmień zapis triggerów.
  • W kontrolerze stanu AssertSpecial dodaj linię ignorehitpause=1 jeżeli flaga to: nostandguard, nocrouchguard, noairguard, noautoturn, noshadow, nojugglecheck, nowalk, unguardable, invisible.
  • W kontrolerze stanu HitDef znajdź snap, mindist i maxdist i usuń oś Z z zapisu jeżeli się tam znajduje, np.: snap = 40, -10, 0, -1 zamień na snap = 40, -10, -1.
  • Znajdź funkcję Vel Z, zmień wartość na 0, lub zmień zapis triggerów.
  • Znajdź funkcję Pos Z, zmień wartość na 0, lub zmień zapis triggerów.
  • W stanie w grupie [Statedef ...] znajdź parameter velset i usuń oś Z z zapisu, np.: jeżeli istnieje zapis velset = 0,0,0 zamień na velset = 0,0.
  • Znajdź funkcję HitDefAttr i popraw jeżeli jest źle zapisana. Poprawny zapis: HitDefAttr <operator> <tekst_1>, <tekst_1_2>. Gdzie operator to: =, !=, tekst_1 to: typ ataku SCA, tekst_1_2 to: rodzaj ataku. Zły zapis HitDefAttr = SC zmień na HitDefAttr = SC, NA, SA, HA.
  • Dodano grupę [Quotes] ze zwycięskimi cytatami.
  • W grupie [Velocity] dodano nowe wpisy.
  • W grupie [Movement] dodano nowe wpisy.

Plik kfm720.cns

[Data]
life = 1000 ;Amount of life to start with
power = 3000
attack = 100 ;attack power (more is stronger)
defence = 100 ;defensive power (more is stronger)
fall.defence_up = 50 ;Percentage to increase defense everytime player is knocked down
liedown.time = 60 ;Time which player lies down for, before getting up
airjuggle = 15 ;Number of points for juggling
sparkno = 2 ;Default hit spark number for HitDefs
guard.sparkno = 40 ;Default guard spark number
KO.echo = 0 ;1 to enable echo on KO
volume = 0 ;Volume offset (negative for softer)
volumescale = 100 ; Volume scale 100 = 100% **MUGEN 1.0**
;Variables with this index and above will not have their values
;reset to 0 between rounds or matches. There are 60 int variables,
;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
;If omitted, then it defaults to 60 and 40 for integer and float
;variables repectively, meaning that none are persistent, i.e. all
;are reset. If you want your variables to persist between matches,
;you need to override state 5900 from common1.cns.
IntPersistIndex = 60
FloatPersistIndex = 40

[Velocity]
walk.fwd  = 9.6      ;Walk forward
walk.back = -8.8     ;Walk backward
run.fwd  = 18.4, 0   ;Run forward (x, y)
run.back = -18,-15.2 ;Hop backward (x, y)
jump.neu = 0,-33.6   ;Neutral jumping velocity (x, y)
jump.back = -10.2,-33.6 ;Jump back Speed (x, y)
jump.fwd = 10,-33.6     ;Jump forward Speed (x, y)
runjump.back = -10.2,-32.4 ;Running jump speeds (opt)
runjump.fwd = 16,-32.4    ;.
airjump.neu = 0,-32.4     ;.
airjump.back = -10.2      ;Air jump speeds (opt)
airjump.fwd = 10          ;.
air.gethit.groundrecover = -.6,-14    ;Velocity for ground recovery state (x, y) **MUGEN 1.0**
air.gethit.airrecover.mul = .5,.2     ;Multiplier for air recovery velocity (x, y) **MUGEN 1.0**
air.gethit.airrecover.add = 0,-18     ;Velocity offset for air recovery (x, y) **MUGEN 1.0**
air.gethit.airrecover.back = -4       ;Extra x-velocity for holding back during air recovery **MUGEN 1.0**
air.gethit.airrecover.fwd = 0         ;Extra x-velocity for holding forward during air recovery **MUGEN 1.0**
air.gethit.airrecover.up = -8         ;Extra y-velocity for holding up during air recovery **MUGEN 1.0**
air.gethit.airrecover.down = 6        ;Extra y-velocity for holding down during air recovery **MUGEN 1.0**

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 140 ;Minimum distance from ground before you can air jump (opt)
yaccel = 1.76         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching
stand.friction.threshold = 8          ;If player's speed drops below this threshold while standing, stop his movement **MUGEN 1.0**
crouch.friction.threshold = .2        ;If player's speed drops below this threshold while crouching, stop his movement **MUGEN 1.0**
air.gethit.groundlevel = 100          ;Y-position at which a falling player is considered to hit the ground **MUGEN 1.0**
air.gethit.groundrecover.ground.threshold = -80 ;Y-position below which falling player can use the recovery command **MUGEN 1.0**
air.gethit.groundrecover.groundlevel = 40   ;Y-position at which player in the ground recovery state touches the ground **MUGEN 1.0**
air.gethit.airrecover.threshold = -4  ;Y-velocity above which player may use the air recovery command **MUGEN 1.0**
air.gethit.airrecover.yaccel = 1.4    ;Vertical acceleration for player in the air recovery state **MUGEN 1.0**
air.gethit.trip.groundlevel = 60      ;Y-position at which player in the tripped state touches the ground **MUGEN 1.0**
down.bounce.offset = 0, 80            ;Offset for player bouncing off the ground (x, y) **MUGEN 1.0**
down.bounce.yaccel = 1.6              ;Vertical acceleration for player bouncing off the ground **MUGEN 1.0**
down.bounce.groundlevel = 48          ;Y-position at which player bouncing off the ground touches the ground again **MUGEN 1.0**
down.friction.threshold = .2          ;If the player's speed drops below this threshold while lying down, stop his movement **MUGEN 1.0**

;Default language victory quotes **MUGEN 1.0**
;The default language victory quotes must be implemented in English.
[Quotes]
; Up to 100 victory quotes can be specified per language (victory0 - victory99)
victory1 = "You must defeat Tu Shou to stand a chance."
victory2 = "You need a lot of training. Come back in ten years."
victory3 = "You look familiar. Did I see you on TV?"
victory4 = "Your moves are too predictable. You want to learn Kung Fu Palm? It's not for novices."
victory5 = "That was a good workout."
victory6 = "I want to challenge more skilled fighters."
victory7 = "What do you mean my girlfriend is in another temple?"
...

Zmiany w arenie [Mugen 1.0]

  • W grupie [Info] dodano displayname.
  • W grupie [Info] dodano versiondate.
  • W grupie [Info] dodano mugenversion.
  • W grupie [Info] dodano author.
  • W grupie [StageInfo] dodano localcoord. Mugen zgodnie z wpisem LocalCoord który informuje o rozdzielczości, przeskaluje rozdzielczość obiektu odpowiednio do rozdzielczości Mugena.
  • W grupie [StageInfo] dodano xscale i yscale.
  • W grupie [Camera] dodano overdrawhigh i overdrawlow.
  • W grupie [Camera] dodano cuthigh i cutlow.
  • W grupie [Music] dodano bgmloopstart i bgmloopend.
  • W grupie [Music] zmieniono bgvolume na bgmvolume.
  • W grupie [PlayerInfo] usunięto p1startz, p2startz, p3startz, p4startz.
  • W grupie [PlayerInfo] usunięto topbound i botbound.
  • Usunięto grupę [Scaling].

Plik stage0-720.def

[Info]
name = "Training Room 720" ;Name of the stage.
displayname = "Training Room 720" ;Name to display
versiondate = 09,30,2009    ;Version date of stage (MM,DD,YYYY or X.XX)
mugenversion = 1.0          ;Version of M.U.G.E.N stage works on (X.XX)
author = "Elecbyte"         ;Stage author name
...
[StageInfo]
...
localcoord = 1280, 720 ;Width and height of the local coordinate space of the stage.
xscale = 1 ;Horizontal and vertical scaling factor for drawing.
yscale = 1
...
[Camera]
...
overdrawhigh = 120 ; Number of pixels beyond the top and bottom of the screen that may be drawn.
overdrawlow = 120
cuthigh = 0 ; Number of pixels into the top and bottom of the screen that may be cut from drawing when the screen aspect is shorter than the stage aspect.
cutlow = 0
...
[Music]
bgmusic = ; Music file to play in the stage.
bgmloopstart = ; Specifies the start and end points of the music to loop.
bgmloopend = 
bgmvolume = 100 ; Volume 100 = 100%.

Zmiany w arenie [Mugen 1.1]

  • W grupie [Camera] dodano tensionhigh i tensionlow, jeżeli zostaną użyte Mugen ignoruje parametry verticalfollow i floortension.
  • W grupie [Camera] dodano startzoom.
  • W grupie [Camera] dodano zoomin i zoomout.
  • W grupie [Shadow] dodano xshear.

Plik stage0-720.def

[Camera] 
...
tensionhigh = ;This is the vertical distance a player can get from the top edge before the camera starts to follow. 
tensionlow = ;This is the vertical distance a player can get from the bottom edge before the camera starts to follow.
;If tensionhigh and tensionlow are specified, verticalfollow and floortension will be ignored.
...
 ;Zoom
startzoom = 1 ; This specifies the initial scale factor for the stage.
zoomin = 1 ; This specifies the scale factor for the stage when the camera is fully zoomed in.
zoomout = 1 ; This specifies the scale factor for the stage when the camera is fully zoomed out.
...
[Shadow]
...
xshear = 0 ; Specifies the amount of horizontal shearing to apply to the shadow.
...

Zmiany w scenorysie [Mugen 1.0]

  • Dodano grupę [Info].
  • W grupie [Info] dodano localcoord.
  • W grupie [SceneDef] dodano snd.
  • W grupie [SceneDef] dodano font<liczba>.
  • W grupie [Scene] dodano layer<liczba>.text, layer<liczba>.font i layer<liczba>.textdelay.
  • W grupie [Scene] dodano sound<liczba>.value, sound<liczba>.starttime, sound<liczba>.volumescale i sound<liczba>.pan.
  • W grupie [Scene] dodano bgm.loopstart i bgm.loopend.

Przykład:

[Info]
localcoord = 320,240
...
[SceneDef]
snd = intro.snd
font0 = font0.fnt
...
[Scene 0]
layer1.text = "Tekst do wyświetlenia"
layer1.font = 0, 0, 0, 255,255,255
layer1.textdelay = 10
sound1.value = 1,0 
sound1.starttime = 0
sound1.volumescale = 100 
sound1.pan = 0
...
bgm.loopstart = 489632
bgm.loopend = 596645
...

Zmiany w motywie [Mugen 1.0]

Plik system.def

  • W grupie [Info] dodano versiondate.
  • W grupie [Info] dodano mugenversion.
  • W grupie [Info] dodano localcoord.
  • W grupie [Music] dodano obiekt victory.
  • W grupie [Music] dodano volume, loopstart i loopend.
  • W grupie [Demo Mode] dodano fight.stopbgm.
  • Opcjonalnie dodano grupy [Infobox] i [Infobox Text] zawierające informacje wyświetlane po wciśnięciu klawisza F1.
  • Jeżeli stworzony jest motyw hi-res używający parametru Doubleres = 4 w pliku mugen.cfg, należy go aktualizować. Głównym problemem jest wyświetlanie zbyt dużych czcionek. W plikach fight.def i system.def należy edytować lub dodać skalę. Przykładowo dla nazwy P1, jeżeli nie ma skali, należy ją dodać p1.name.scale = 0.5,0.5; jeżeli jest p1.name.scale = 0.5,0.5 należy zmienić na p1.name.scale = 0.25,0.25.

Plik system.def

[Info]
name = "MUGEN1"           ;Name of motif
author = "Elecbyte"       ;Motif author name
versiondate = 01,01,2011  ;Version date of motif (MM-DD-YYYY) (new in MUGEN 1.0)
mugenversion = 1.0        ;Version of M.U.G.E.N motif is compatible with (new in MUGEN 1.0)
localcoord = 1280,720     ;Local coordinate space width and height (new in MUGEN 1.0)
...
[Music]
 ;Music to play at title screen.
title.bgm = 
title.bgm.volume = 100    ;volume scaling factor in percent. 100 is default
title.bgm.loop = 1        ;Set to 0 to prevent looping
title.bgm.loopstart = 
title.bgm.loopend = 
  ;Music to play at char select screen.
select.bgm = 
select.bgm.volume = 
select.bgm.loop = 1
select.bgm.loopstart =
select.bgm.loopend = 
  ;Music to play at versus screen.
vs.bgm = 
vs.bgm.volume = 
vs.bgm.loop = 0
vs.bgm.loopstart =
vs.bgm.loopend = 
  ;Music to play at victory screen.
victory.bgm = 
victory.bgm.volume =
victory.bgm.loop = 0
victory.bgm.loopstart =
victory.bgm.loopend =
...
[Infobox] ;(new in MUGEN 1.0)
text.font = 6,0,1

;----------------------------
[Infobox Text] ;(new in MUGEN 1.0)
Welcome to M.U.G.E.N 1.1 beta!
_
* This is a public development build, for testing purposes.
_
* This release isnt stable and may contain bugs and incomplete features. If you are looking for a stable build, get the latest M.U.G.E.N 1.0 from elecbyte.com.
_
* We may change features without notice between development builds. Since things may break, we recommend that you DO NOT rely on any particular features specific to this build.
_
* Please report bugs in elecbyte.com/forum in the MUGEN 1.1 section.
_
* Your help and cooperation are appreciated!

;----------------------------
[ja.Infobox Text] ;(new in MUGEN 1.0)
M.U.G.E.N 1.1ベータ版をご利用いただいてありがとうございます!
_
このメッセージは、data/mugen1/system.defで編集できます。
...
;Demo mode definition
[Demo Mode]
...
fight.stopbgm = 1  ;Set to 1 to stop title BGM (only if playbgm = 0)
...

Plik fight.def

  • Dodano grupę [FightFx].
  • W grupie [FightFx] dodano scale.

Plik fight.def

[FightFx]
scale = 1

Zmiany w dźwiękach i muzyce [Mugen 1.0]

Zmiany w dźwiękach i muzyce to:

  • Lepsza obsługa plików MP3 i OGG.
  • Lepsza jakość dźwięku.
  • Rozszerzalna architektura pluginów.
  • Wprowadzone loopstart i loopend dla kompatybilnych pluginów.
  • Bardziej intuicyjne ustawienia głośności oparte o skalowanie.

Należy aktualizować plik mugen.cfg żeby zmiany w dźwiękach i muzyce działały prawidłowo. Skala dźwięków może maksymalnie osiągnąć tylko 100%.

W Mugenie dostarczone są następujące pluginy:

  • mpg123 : Obsługuje odtwarzanie plików MP3 przy użyciu dekodera libmpg123, obsługuje punkty pętli, regulację głośności i próbkowanie precyzyjne.
  • vorbisplug : Obsługuje odtwarzanie plików Ogg przy użyciu dekoderów libogg i libvorbisfile. Obsługuje punkty pętli, regulację głośności i próbkowanie precyzyjne. W razie potrzeby, wykorzystuje wbudowaną usługę resampling dla Mugena. Powinien zapewnić znacznie lepszą wydajność niż domyślne używany mikser SDL.
  • sdlmix : Obsługuje odtwarzanie plików MIDI i MOD. Nie obsługuje punktów pętli.

Zmiany w pliku mugen.cfg

  • W grupie [Options] usunięto WavVolume.
  • W grupie [Options] usunięto MidiVolume.
  • W grupie [Sound] dodano SampleRate.
  • W grupie [Sound] dodano BufferSize.
  • W grupie [Sound] dodano SFXResampleMethod.
  • W grupie [Sound] dodano BGMResampleQuality.
  • W grupie [Sound] dodano MasterVolume.
  • W grupie [Sound] dodano BGMVolume.
  • W grupie [Sound] zmieniono WavVolume.
  • W grupie [Sound] usunięto ModVoices.
  • W grupie [Sound] usunięto MasterWavVolume.
  • W grupie [Sound] usunięto MidiVolume.
  • W grupie [Sound] usunięto MP3Volume.
  • W grupie [Sound] usunięto ModVolume.
  • W grupie [Sound] usunięto CDAVolume.
  • Dodano grupę [Music].
  • W grupie [Misc] dodano SFXBackgroundMode.
  • W grupie [Misc] dodano BGMBackgroundMode.

Plik mugen.cfg

; Sound configuration
[Sound]
  ;Set the following to 1 to enable sound effects and music.
  ;Set to 0 to disable.
Sound = 1
  ;Set the sample rate of the game audio. Higher rates produce better
  ;quality but require more system resources. Lower the rate if you
  ;are having problems with sound performance.
  ;Recommended values are 22050, 44100, or 48000.
SampleRate = 44100
  ;Sets the audio buffer size. Larger buffers take less CPU but cause
  ;more latency when playing sounds. Smaller buffers give less latency
  ;but take more CPU. Also, if the buffer size is smaller than your system
  ;can handle, you may experience audio problems.
  ;
  ;The buffer size is set to 2^n samples, where n is the value you specify 
  ;here. Valid values for n are between 8 and 15.
  ;
  ;A good rule of thumb is to pick 10 for 22050 Hz audio, or 11 for 44100 Hz
  ;and 48000 Hz. Slower machines may require a larger buffer size.
BufferSize = 11
  ;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

  ;Number of voice channels to use.
WavChannels = 32

  ;This is the master volume for all sounds, in percent (0-100).
MasterVolume = 100
  ;This is the volume for sound effects and voices, in percent (0-100).
WavVolume = 80
  ;This is the master volume for music, (0-100).
BGMVolume = 75
  ;Method used for rate conversion of sound effects.
  ;Choose from:
  ; *) SDL (no interpolation, low quality, low resource usage) 
  ; *) libresample (bandlimited interpolation, medium/high quality, higher
  ;                 resource usage).
SFXResampleMethod = libresample
  ;Quality parameter for resampling, if libresample is used.
  ;Valid values are 0 (medium quality) or 1 (high quality).
SFXResampleQuality = 1
  ;Quality parameter for BGM resampling, using libresample.
  ;Valid values are 0 (medium quality) or 1 (high quality).
BGMResampleQuality = 1

[Music]
  ;Configure music plugins and any optional parameters here. Format looks
  ;like the following:
  ;  plugin =  [, ]
  ;   = 
  ;   = 
  ;  plugin =  [, ]
  ;  ...
  ;Valid parameters depend on the plugin. Each BGM file will be played
  ;by the uppermost plugin in the list that recognizes that file.
  ;For system plugins, the  argument is unused.

  ;System plugin (built-in): mpg123
  ;Plays MP3 files only. Supports looppoints in terms of samples.
  ;Optional parameters:
  ;  decoder = 
  ;    Requests use of a particular mpg123 decoding engine (request may not be
  ;    honored, depending on the file). This should be omitted unless you 
  ;    know what you are doing. Valid values are:
  ;      SSE, 3DNowExt, 3DNow, MMX, i586, i586_dither, i386, generic, 
  ;      generic_dither.    
  ;  rva = 
  ;    Specifies ReplayGain volume adjustment. Valid values are:
  ;      off   (default; disables ReplayGain)
  ;      track 
  ;      album
  ;  volume = 
  ;    Overall volume adjustment, in percent. This is a linear scale factor 
  ;    that multiplies the output amplitude. Do not specify a value over 
  ;    100.0 unless you know what you are doing.
  ;  extensions = 
  ;    Specifies file extensions to recognize as MP3. This is a comma-
  ;    separated list with no whitespace. For instance,
  ;      extensions = mp3,mpeg3,mpe
  ;    would register the .mp3, .mpeg3, and .mpe file extensions with this
  ;    plugin. Defaults to "mp3" if omitted.
plugin = mpg123
rva = track
extensions =
volume = 100.0

  ;Plugin (add-on): vorbisplug
  ;Plays Ogg Vorbis files using the libvorbisfile library. Supports loop
  ;  points and ReplayGain volume adjustment. Does not support files with
  ;  more than 2 audio channels.
  ;Optional parameters:
  ;  rva = 
  ;    Specifies ReplayGain volume adjustment. Valid values are:
  ;      off   (default; disables ReplayGain)
  ;      track 
  ;      album
  ;  volume = 
  ;    Overall volume adjustment, in percent. This is a linear scale factor 
  ;    that multiplies the output amplitude. Do not specify a value over 
  ;    100.0 unless you know what you are doing.
  ;  extensions = 
  ;    Specifies file extensions to recognize as MP3. This is a comma-
  ;    separated list with no whitespace. For instance,
  ;      extensions = ogg,vorbis,vorb
  ;    would register the .ogg, .vorbis, and .vorb file extensions with this
  ;    plugin. Defaults to "ogg,vorbis" if omitted.
plugin = vorbisplug, plugins/vorbisplug.dll
rva = track
extensions = 
volume = 100.0

  ;System plugin (built-in): sdlmix
  ;Plays MIDI with native playback; MODs and other tracker files 
  ;  (with MikMod)
  ;
  ;Looppoints are not supported. Performs seamless end-to-beginning loops.
  ;
  ;Optional parameters:
  ;  midivolume = 
  ;    Specifies volume scaling for MIDI in percent. 
  ;    100 means no change (default).
  ;  modvolume =  
  ;    Same as midivolume, but for MODs and other tracker files.
plugin = sdlmix
midivolume =
modvolume = 

[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 = 2
  ;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 disabled when Rendermode=OpenGL.
Precache = 1
  ;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 = 1
  ;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 = 0
  ;Set to 1 to pause the game when the window is in the background.
PauseOnDefocus = 0

  ;Configures the handling of sound effects and voices when the
  ;window is in the background (i.e., defocused).
  ;Set to "Mute" to mute sound effects, or "Play" to let sound effects
  ;play.
SFXBackgroundMode = Play

  ;Configures the handling of BGM when the window is in the background.
  ;Set to "Pause" to pause the music, "Mute" to mute the music but leave
  ;it running at normal speed, or "Play" to continue playing as usual.
  ;If you are running in fullscreen mode, then this setting is always
  ;set to "Pause".
BGMBackgroundMode = Play
  ;Set to nonzero to force stages to have the specified zoomout scale
  ;factor.
  ;This option has no effect on stages that have either zoomin or zoomout
  ;parameter set to a value other than the default of 1.
  ;This is a debug parameter and may be removed in future versions.
;ForceStageZoomout = .75
...

Zmiany w postaci

  • W grupie [Data] parametr volume zamieniono na volumescale. Parametr volume jest ignorowany, volumescale skaluje głośność 100 = 100%.
  • W kontrolerze stanu PlaySnd, parametr volume zamieniono na volumescale. Parametr volume jest ignorowany, volumescale skaluje głośność 100 = 100%.

Zmiany w arenie

  • W grupie [Music] dodano bgmloopstart i bgmloopend.
  • W grupie [Music] zmieniono bgvolume na bgmvolume.

Zmiany w pliku system.def

  • W grupie [Music] dodano volume, loopstart i loopend.
  • W grupie [Demo Mode] dodano fight.stopbgm.

Zmiany w scenorysie

  • W grupie [Scene ...] dodano bgm.loopstart i bgm.loopend.

Zmiany w pliku SFF [Mugen 1.0]

  • Wprowadzono plik SFF w wersji nr. 2, wczytywane są do niego sprity w formacie PNG z 5 lub 8 bitową paletą kolorów, może zawierać też w sobie palety kolorów takie jak te z plików ACT.

Zmiany w pliku SFF [Mugen 1.1]

  • Do pliku SFF w wersji nr. 2, wczytywane są sprity w formacie PNG z 24 lub 32 bitową paletą kolorów.

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