Jump to content



Submitter

File Information

  • Submitted: Jun 11 2011 11:15 AM
  • Last Updated: Jun 11 2011 11:15 AM
  • File Size: 633.76K
  • Views: 3340
  • Downloads: 319

Download Mugen Engine (Dos) - Ver 1999_08_16 1999_08_16

- - - - -



The 2nd public release of Mugen engine.

What's New in Version 1999_08_16 (See full changelog)

  • At a glance:
  • ----
  • - Animated backgrounds
  • - Change background implementation
  • - Lots of doc updates, but still far from done
  • - Music in title, select and versus screens
  • - Lots of small fixes
  • Misc
  • ----
  • - Updated docs for most things
  • - New suggested life for players is 1000, instead of 256.
  • - Moved all stage defs and sffs from data/ into the stages/ directory
  • If you made backgrounds, check your defs to set the files to
  • the stages/ directory.
  • - Added new hit spark.
  • Code
  • ----
  • - Added BGM capability at Char Select and VS Screen.
  • Check select.cfg, under [Music].
  • - Added BGM capability at Title Screen.
  • Check system.def, under [Music].
  • - Does not require "sound = blah.snd" in the DEF file to run
  • - Added screenshot to title screen
  • - Changed implementation of backgrounds. Now a background x-position
  • of 0 corresponds to the middle of the screen. It can move left
  • (negative) and right (positive). This makes it much easier to
  • do the def for the backgrounds.
  • Parallax works slightly different now. If you use "width = ?,?"
  • it acts like it did before: scales the background to create a
  • perspective effect. If you use "xscale = ?,?" it doesn't
  • pull off the scaling. That way if you have a floor that already
  • looks "3D", it leaves it alone.
  • Player start x-positions should now be -70 and 70 for all stages.
  • - Animated BGs at last! The anim data is kept in the def
  • file for the BGs.
  • - Added "boundhigh", "boundlow" and "verticalfollow" to [Camera]
  • in stage0.def. Controls vertical movement.
  • - Added key config to options
  • - Now there's a line-fade when you skip the intro
  • - CNS: Hitdef: Added "P" type to hitflag. If you have a hitflag
  • with "P" in it, the attack can cancel out projectiles.
  • - CNS: Added new trigger: AnimExist = actionno
  • 1 if actionno exists in P1's AIR, 0 if not.
  • Used this to fix small animation bug in common1.cns.
  • KFM
  • ---
  • - Changed life and damage to match new 1000 life.
  • Bugfixes
  • --------
  • - Fixed skipping intro multiple times
  • - Fixed another bug in common1.cns, where action 5040 would repeat
  • over and over in state 5040 (air recover)
  • - Fixed the problem where you don't really get pushed back from
  • the corner if you're doing a combo. So now in the CNS, if you have
  • a "velset = 0" in the StateDef, it sets your x-velocity to 0 as
  • usual, except if the other guy is being hit in the corner.
  • - Fixed bugs on timeover, where characters did not stop guarding
  • or crouching
  • - Deletes projectiles if skipping intro (no more leftover KFM wood
  • pieces)
  • - Fixed a bug it did not check hold-commands
  • for buttons. Like, /a and /b etc were not being detected
  • - Fixed bug where keypresses are lost during game slowdown
  • - Fixed the problem where the "command" state controller doesn't
  • work in the win pose -- useful for selecting the win pose by
  • holding buttons





Other files you may be interested in ..





  • 7 Total Files
  • 13 Total Categories
  • 2 Total Authors
  • 34082 Total Downloads
  • BHawk SasukeSS Latest File
  • Bruno_SS Latest Submitter

0 user(s) are online (in the past 15 minutes)

0 members, 0 guests, 0 anonymous users