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M.U.G.E.N FAQ version 2000.06.27

This document describes several frequently asked questions about M.U.G.E.N. It applies to version 2000.06.27 of the M.U.G.E.N environment. Please be sure to thoroughly read readme.txt as well as this FAQ.

Copyright © 2000 Elecbyte. games@elecbyte.com http://www.elecbyte.com

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Node:General Questions, Next:, Previous:Top, Up:Top

General Questions


Node:Getting Characters, Next:, Previous:General Questions, Up:General Questions

Where do I get new characters? Give me characters!

We cannot send any characters. Other than KFM, who is available from our web page, you must look elsewhere.


Node:Adding Characters, Next:, Previous:Getting Characters, Up:General Questions

How do I add new characters to the select screen?

Open data/select.def. In the [Characters] group at the top, add a line that looks like: player, stages/stage.def. Substitute the name of the player for player, and the name of his stage for stage.def. If you do not specify a stage, it will be randomly chosen in the game. The comments in select.def have additional information.

Like many of the other files, select.def is a text file. If you are using Windows to open the file, choose a text editor such as Notepad when prompted.


Node:Adding More Characters, Next:, Previous:Adding Characters, Up:General Questions

How do I increase the number of slots in the character select screen?

Open up data/system.def using a text editor, and look at the [Select Info] group. Increase the value of rows and columns to create more slots for additional characters.

You may need to adjust the pos parameter to place the newly-sized boxes correctly on the screen. A value of 0,0 represents the upper-left corner, and 319,239 is the lower-right.


Node:Debug Info Display, Next:, Previous:Adding More Characters, Up:General Questions

How do I get rid of the numbers and letters at the bottom of the screen?

Those "numbers and letters" are the debug information for a character. Press Ctrl-D until it goes away or for a more permanent fix, open data/mugen.cfg and in the [Debug] group, change Debug = 1 to Debug = 0.


Node:Enabling a Gamepad, Next:, Previous:Debug Info Display, Up:General Questions

How do I enable my gamepad?

Edit data/mugen.cfg and find [Input]. Set P1.UseJoystick to 1, and set P1.Joystick.type to the appropriate setting (2,4 or 6 button).


Node:Using Multiple Gamepads, Next:, Previous:Enabling a Gamepad, Up:General Questions

How can I use two gamepads at the same time?

MUGEN does not support multiple gamepads. However, there are programs available on the web that will map gamepad buttons to keys on the keyboard. If you map the second gamepad to player 2's keys, then you can effectively use a pad for each player.

Please do not contact us about any key-mapping programs.


Node:Playstation Controllers, Next:, Previous:Using Multiple Gamepads, Up:General Questions

How do I use my Playstation gamepad?

You need to build a converter to connect your joystick to the computer. MUGEN supports the DirectPad Pro converter; schematics are available at http://www.ziplabel.com. You do not need to download the DirectPad Pro drivers, although they are recommended for testing your converter. The converter connects to the parallel port, so you will need to disconnect your printer cable if you wish to use the pad.

The DirectPad Pro schematics specify a +5V power supply for the main controller electronics, and a +9V power supply for the shock motors. The standard voltages supplied by the Playstation for these purposes are, respectively, +3.5V and +7.6V. It is up to you to decide whether you wish to run at the higher voltages, or build an external power supply to provide the +3.5V and +7.6V inputs. An external power supply, though more inconvenient, may be able to supply more power, to controllers that require it, than the parallel port can. We have received no reports of damage to Playstation controllers from running at +5V/+9V, but that does not mean the possibility does not exist.

In any case, neither we nor the DirectPad Pro author can answer questions about the construction of a PSX converter. Please find a friend knowledgeable in electronics to help you if you have difficulties.

When your converter is completed and functioning, set P1.UseJoystick to 1, and P1.Joystick.type to 22. The PSX pad buttons are numbered consecutively, starting from 5, as follows: L2, R2, L1, R1, Triangle, Circle, X, Square, Select, L3, R3, Start.

Here is a sample joystick configuration for the Namco PSX joystick.

[P1 Joystick] ;Namco stick
A      = 11
B      = 10
C      = 6
X      = 12
Y      = 9
Z      = 8
Start  = 13

Note that you can bind the Start button to any physical button on the PSX joystick, if you choose. The X button functions as a cancel button in most menus. This is not configurable.

MUGEN does not support analog input. The L3 and R3 switches are supported.


Node:Force Feedback, Next:, Previous:Playstation Controllers, Up:General Questions

How do I use force feedback with my input device?

The only force feedback device currently supported is the Playstation Dual Shock controller. Force feedback defaults to disabled. To enable it, set ForceFeedback = 1 in the [Input] section.


Node:Making Stages, Next:, Previous:Force Feedback, Up:General Questions

How do I make a stage and its background?

You need a .def and an .sff in the stages/ directory. stages/stage0.def has some comments on how to make a background.


Node:Stage Music, Next:, Previous:Making Stages, Up:General Questions

How do I add music to the stage?

Edit the .def file for the stage, and go to [Music]. For bgmusic, put in the name of the .midi, .mod (also .s3m) or .mp3 file. For example, if you have music.mp3 in the sound/ directory, the line should read:

bgmusic = sound/music.mp3

Or if the file is on another drive, the line should read:

bgmusic = d:/music/mp3/music.mp3


Node:Other Music, Next:, Previous:Stage Music, Up:General Questions

How do I add music to the title, select and VS screens?

Open data/system.def with a text editor, and look under [Music]. Add the filename of the .mp3, .midi or .mod file to the appropriate lines.


Node:Changing Game Sounds, Next:, Previous:Other Music, Up:General Questions

How do I switch the sounds for the hits and announcers?

You'll need to build your own fight.snd and common.snd and place it in a subdirectory under data/. You will need to copy data/system.def into that subdirectory, and edit it if necessary. To run with your new system.def, you will need to use the -r switch at the command line. For example, if you put the new files in data/mymotif, then type:

mugen -r mymotif

to use your new motif.

See readme.txt for more on custom motifs.


Node:Changing Game Graphics, Next:, Previous:Changing Game Sounds, Up:General Questions

How do I change the graphics for supers and hit sparks and life bars?

You'll need to create your own fightfx.sff and fightfx.air in a subdirectory under data/. See the previous question about how to use your custom motifs.


Node:Changing Menu Graphics, Next:, Previous:Changing Game Graphics, Up:General Questions

How do I change the title screen and character select graphics?

All the files we use are under the data/ directory. If you would like to use your own, you will need to make a copy those files in a subdirectory under data/, and edit the necessary files. For example, you will need to edit system.def to customize the title screen, and supply the the work files we used to make the default motif is available on our web page.

See readme.txt for more on custom motifs.


Node:AI, Next:, Previous:Changing Menu Graphics, Up:General Questions

Why isn't the AI very competitive?

The AI implementation is incomplete. For now, engine bug fixes and improvements are the priority.


Node:Other Documentation, Next:, Previous:AI, Up:General Questions

Where are the docs and tutorials?

MUGEN documentation may be found in the docs/ folder or in readme.txt. Some areas which are not fully documented are addressed in the comments included in configuration and sample files.


Node:Tag Team/3-on-3, Next:, Previous:Other Documentation, Up:General Questions

Can MUGEN do tag-team or 3-on-3 battles?

This is under development.


Node:Secrets, Next:, Previous:Tag Team/3-on-3, Up:General Questions

Does MUGEN support hidden characters and other secrets?

No, it doesn't.


Node:Selling, Next:, Previous:Secrets, Up:General Questions

Can I sell a game I make with MUGEN?

You can't sell MUGEN betas. MUGEN betas are not for redistribution. However, what you do with the characters and files you make is your decision.


Node:Ports, Next:, Previous:Selling, Up:General Questions

Will you make a Windows/Linux/Macintosh version?

No, not yet. We would like to get more engine development done before considering ports to other OSes. A Macintosh version is extremely unlikely.


Node:Console Ports, Next:, Previous:Ports, Up:General Questions

Will you port MUGEN to Dreamcast/PSX?

No.


Node:Story Mode, Next:, Previous:Console Ports, Up:General Questions

Where are character endings, intros, story mode and other goodies?

These will be worked on when the game engine is more complete.


Node:Source Code, Previous:Story Mode, Up:General Questions

Will you release the source code for MUGEN?

The source for MUGEN is not available for public download at this time. The file formats for .sff, .snd and .fnt are published on our website.


Node:Troubleshooting, Next:, Previous:General Questions, Up:Top

Troubleshooting


Node:Opening Files, Next:, Previous:Troubleshooting, Up:Troubleshooting

When I try to open a .cfg, .def, etc. file, Windows tells me something about the Accessibility Wizard. Or it asks for an application. Or it asks for.... What do I do?

MUGEN's configuration files are all normal text files. They can be opened using any text editor. If the .cfg, .def or other extensions are not associated with a text editor on your system, such as Notepad, then you will not be able to open them by double-clicking. You must open them from within the text editor itself. Because each system is different, we cannot offer any more advice on the subject. Please consult a reference on the operation of Windows or DOS if you are having difficulties.


Node:Changing Video Modes, Next:, Previous:Opening Files, Up:Troubleshooting

When I try to run MUGEN it gives me an error "Can't change video mode", even when I hit "yes" to switch to 640x480. What does it mean?

You need VESA drivers to run MUGEN. It's recommended you run in VESA2, since that is usually faster for 16-bit colour. Check readme.txt for more info on tweaking your graphics settings. The default setting for MUGEN is 320x240 in 16-bit color, using VESA2 in linear mode. Older video cards may need to use banked mode, so be sure to check. Some VESA drivers such as Scitech Display Doctor may need linear mode manually enabled. Please do not contact us for help regarding VESA drivers.


Node:Screen Size, Next:, Previous:Changing Video Modes, Up:Troubleshooting

When I run in 640x480 I have a tiny screen. How do I make it big?

Edit data/mugen.cfg, and look under [Video]. Set stretch to 1. This will run slower though, so it's recommended you find a VESA driver that gives you 320x240x16bit.


Node:Sound Problems, Next:, Previous:Screen Size, Up:Troubleshooting

Why doesn't MUGEN work with my (insert name) soundcard?

MUGEN supports SB16 and compatibles. If you have a sound card that has Sound Blaster emulation, but does not work with MUGEN, you can try setting the IRQ to 7 or lower. High IRQs may cause problems. Also, you might want make sure your BLASTER settings are correct. To see that, type set at the command prompt. You might see a line

BLASTER=A220 I5 D1 H7 P330 T6

This is address 220, IRQ 5, DMA 1, High DMA7. You can ignore the other two settings. If this is incorrect, try changing it by typing

SET BLASTER=A??? I? D? H?

Where the ?'s are replaced with the correct values.


Node:Character Loading Problems, Next:, Previous:Sound Problems, Up:Troubleshooting

When I try to load a character, MUGEN quits with an error message saying it can't load the character's .sff. What's wrong?

Most likely, you do not have enough memory to load the character. Most characters need at least 16 MB to run, but there are cases where even 32 MB is not enough, especially if the character has an unoptimized sound or sprite file.

Consult readme.txt for ways to reduce MUGEN's memory consumption.


Node:Virtual Memory, Next:, Previous:Character Loading Problems, Up:Troubleshooting

I don't have enough memory! Will the next MUGEN support virtual memory?

MUGEN is in fact using virtual memory. However, you can't always solve lack of RAM problems by swapping data back and forth from the hard drive. For instance, swapping character graphics and sounds from the drive causes a considerable amount of "thrashing", making MUGEN run too slow for any level of acceptable gameplay. Further, swapping is automatic, meaning that we have no control what is actually swapped to disk.

See readme.txt for ways to reduce MUGEN's memory consumption.


Node:Speed Issues and RAM, Next:, Previous:Virtual Memory, Up:Troubleshooting

MUGEN runs slower with some characters! Do I need more memory?

It is possible the character you are running is unoptimized. Having inefficiently-coded states, lots of constantly-checked states, or overuse of trigger expressions can cause slowdown. Unless you hear your hard drive cranking loudly whenever you are playing, you don't have a RAM problem.


Node:Loading Errors, Next:, Previous:Speed Issues and RAM, Up:Troubleshooting

MUGEN says it can't load data\mugen.cfg. Why not?

MUGEN expects to find several configuration files within a subdirectory called data. If this directory was not created when you unzipped the MUGEN archive, you need to unzip again with directories.


Node:Font Errors, Next:, Previous:Loading Errors, Up:Troubleshooting

MUGEN says it can't load fonts. What's wrong?

MUGEN expects to find its fonts in a subdirectory called fonts. If this directory was not created when you unzipped the MUGEN archive, you need to unzip again with directories.


Node:Airview and Font Errors, Next:, Previous:Font Errors, Up:Troubleshooting

AirView says it can't load fonts. What's wrong?

You need to run airView in the same directory as MUGEN. It uses the MUGEN fonts.


Node:PSX Controller Problems, Previous:Airview and Font Errors, Up:Troubleshooting

My PSX converter behaves erratically/slowly/turns off!

The PSX pad code is at an early stage of development, and the process of polling the controller is inherently imperfect. If you have problems, use the DirectPad Pro controller calibration routine to see if your converter has been properly constructed or not. You can also try specifying values between 3 and 10 for the psxdelay parameter in mugen.cfg. If that fails, please report the problem, along with your processor speed and parallel port number.


Node:Character-specific, Next:, Previous:Troubleshooting, Up:Top

Character-specific questions


Node:.act files, Next:, Previous:Character-specific, Up:Character-specific

How do I make an .act file?

You can do it one of several ways:

  1. If you have Adobe Photoshop, you can save .act files from a 256 color image.
  2. You can download PCXClean from our Tools section in our homepage. The PCXPal tool can be used to extract .pal files from a PCX file.
  3. You can get the Paint Shop Pro .pal to .act converter from the most recent PCXClean package (v1.5).


Node:Making .sff and .snd files, Next:, Previous:.act files, Up:Character-specific

How do I make an .sff or .snd file?

You will need sprmaker and sndmaker. They are available in the MUGEN Tools package.


Node:Making .air/.cns/.cmd/.def files, Next:, Previous:Making .sff and .snd files, Up:Character-specific

How do I make an .air, .cns, .cmd or .def file?

They are all text files, that you can edit with EDIT or Notepad, or the like. .cns files can sometimes get too big for Notepad, however.


Node:Opening .air/.cns/.cmd/.def Files, Next:, Previous:Making .air/.cns/.cmd/.def files, Up:Character-specific

How do I open an .air, .cns, .cmd, or .def file under Windows?

When you double-click the files under Windows, you can select NotePad or another text editor to open the files. See Opening Files.


Node:Starting a Character, Next:, Previous:Opening .air/.cns/.cmd/.def Files, Up:Character-specific

Heck, how do I make a character?

It's not easy, but here's a brief outline to get started. Read up on the docs for more details.


Node:It's Too Hard!, Next:, Previous:Starting a Character, Up:Character-specific

Making a character is hard! What's the easy way?

Sorry, there isn't any. MUGEN is very flexible, but with that flexibility comes work. You can try replacing sprites for KFM and tweaking with his .air and .cns to get started though.


Node:Transparency problems, Next:, Previous:It's Too Hard!, Up:Character-specific

Why does my character have a colored box around him?

You need to set the color of that box to color 0 in his palette. Make sure your sprites are all 256 colors, with that same palette.


Node:Making Attacks, Next:, Previous:Transparency problems, Up:Character-specific

How do I make an attack move?

You need several things.

  1. Sprites for the attack move (in the .sff file).
  2. An animation action for the attack (in the .air file).
  3. A move definition specifying the command for the move (in the .cmd file).
  4. State entry specifying what state to go to when the command is performed (in the .cmd file).
  5. States for the move (in the .cns file).

See the respective documentation for details.


Node:Command problems, Next:, Previous:Making Attacks, Up:Character-specific

Why doesn't my command work in the .cmd?

You need to put state entry for a move (call it Move A) before all other moves that have commands that are subsets of Move A. So if Move A has command D, F, a then Move A has to be placed before any move that has command a in the .cmd file.


Node:Throwing problems, Next:, Previous:Command problems, Up:Character-specific

My character disappears when he's thrown. What's wrong?

You do not have all the required sprites as specified in spr.txt. Make sure you've added all the required sprites with their specified numbers, including the ones that have axes in the middle of the body, as well as at the head. See spr.gif for an illustration of the required sprites.


Node:Separate Palettes for Players and Projectiles, Next:, Previous:Throwing problems, Up:Character-specific

Can I have a separate palette for certain player or projectile sprites?

Except for the big portrait (9000,1), the answer is no. To see how to use a different palette for the big portrait, download KFM's work files and look at the .txt file for his .sff.


Node:KO sounds, Next:, Previous:Separate Palettes for Players and Projectiles, Up:Character-specific

How do I add a KO sound?

If you have a sound 11,0 (that's group 11, sound 0) in your character's .snd file, it will automatically be played as the KO sound.


Node:Learning by Example, Previous:KO sounds, Up:Character-specific

A character I saw did this cool effect. How was it done?

Take note of which states that character was in, and take a look at it in his .cns file. The reason for the open file formats is so that you can share techniques with other developers.


Node:Index, Previous:Character-specific, Up:Top

Index