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Author Topic: [Tool] Hi-Res to Mugen RC1 Stage Converter.  (Read 19055 times)

kratos

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[Tool] Hi-Res to Mugen RC1 Stage Converter.
« on: September 23, 2009, 01:36:59 am »

Well it seems it's a bit messy converting the stages manually, some methods will work, others don't. So tunglashor has made a tool for us, that will automatically convert your hi-res stages to work with the new mugen. Major kudos to him.

http://www.humyo.com/F/9328867-1443534467

New version of the converter now available - handles zoffsetlink as described above.  As before, any feedback appreciated.  Particularly, details on how "tilespacing, delta and velocity" may be used in BGCtrls would be great (see previous posts) - I can't find info on this in the docs.

Note: This tool is a work in progress. It is not guaranteed to work on all stages, but it is showing some promise.
« Last Edit: September 23, 2009, 02:21:59 pm by kratos »
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Drex

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Re: [Tutorial] Updating Hi-Res stages to work with the new mugen.
« Reply #1 on: September 23, 2009, 03:56:20 am »

I wouldn't say "perfectly". At least not wit that simple fix since the 4 hr stages I input the code to had the characters sliding around like crazy.

Apparently I'm too tired at 4am to figure out how to fix this though. Adjustments to tension and floor testion seem to have no effect on the sliding.
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Demonic Juliet Nao 3

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Re: [Tutorial] Updating Hi-Res stages to work with the new mugen.
« Reply #2 on: September 23, 2009, 04:37:14 am »

Probably fixing the delta of background objects under every [BG def].
Either 2,2 or 1,1. Just my guess.
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xGUTSx

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Re: [Tutorial] Updating Hi-Res stages to work with the new mugen.
« Reply #3 on: September 23, 2009, 05:26:02 am »

I used this trick on one of MOTVN's stages and it worked fine  ;D
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KungFuMan

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Re: [Tutorial] Updating Hi-Res stages to work with the new mugen.
« Reply #4 on: September 23, 2009, 06:42:13 am »

Yeah DooM's leaving out an awful lot. ::) I put a tutorial up on my forum, but here it is in a nutshell:

Quote
Okay so you have a favorite stage on WinMugen Plus and when you try to use it in Mugen 1.0, what you get clearly isn't high res. What do you do? Well you could wait for someone to update their stuff, or follow this step by step guide on how to get your stage going again:

Here's what you do:
  • Open up the def file, and add the following lines:

Under [Camera]
Code: [Select]
overdrawhigh = 0
overdrawlow = 0
cuthigh = 35
cutlow = 25

Under [Stage info]
Code: [Select]
localcoord = 640, 480
xscale = 1
yscale = 1

  • Now go to the following values and double them: boundleft, boundright, boundhigh, floortension, p1startx, p2startx, (screenleft, screenright)*, leftbound, rightbound
  • Go to the zoffset, and add 210. If it seems off to you try doubling the original value, but in many cases I've tested doubling has set the characters too low.
  • For each BG element, halve their tilespacing, deltas, and velocity. If any BGCtrls use these, make sure to halve the values there as well. Startpos and sin elements seem to be fine to leave as-is.
  • Add the following under [PlayerInfo]
Code: [Select]
;--- Player 3 ---
p3startx = -200
p3starty = 0
p3facing = 1

;--- Player 4 ---
p4startx = 200
p4starty = 0
p4facing = -1

If all goes well, when you run your stage it should run fine in Mugen 1.0.

*This might not work. If you find that you can't move the screen left or right, reduce them to their original values. Not sure what the trick is as it does work sometimes...
If you *don't* do all this, the stage won't. In fact since in WinMugen Plus the deltas and whatnot had to be doubled to be in turn halved by the engine, when it's run in 1.0 they won't be halved, so you'll find yourself with a sliding floor and whatnot. Keep an eye here if anything else pops up, kinda a pain to have to post fixes at various forums.
« Last Edit: September 23, 2009, 08:46:43 am by Mr. RandomSelect »
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Lasombra Demon

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Re: [Tutorial] Updating Hi-Res stages to work with the new mugen.
« Reply #5 on: September 23, 2009, 09:00:27 am »

Give it some time, and I bet someone will end up making an autofixer (heck, maybe I will). All those steps are pretty easy to be done in an 'automatic' way.
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MOTVN

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Re: [Tutorial] Updating Hi-Res stages to work with the new mugen.
« Reply #6 on: September 23, 2009, 09:31:00 am »

Yeah DooM's leaving out an awful lot. ::)

normally that would be the case

but kratos is the OP :P
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tunglashor

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Re: [Tutorial] Updating Hi-Res stages to work with the new mugen.
« Reply #7 on: September 23, 2009, 09:48:13 am »

Give it some time, and I bet someone will end up making an autofixer (heck, maybe I will). All those steps are pretty easy to be done in an 'automatic' way.

Funny you should say that... I've made one  ;D
Does more or less as Mr RS described, only I'm not clear on exactly what the following means:
If any BGCtrls use these, make sure to halve the values there as well.

No doubt I'm being dense, but what's meant by "these", and which values exactly?  I don't have a huge number of stages to test with so an example of a stage where this applies would be good.

Anyway, the tool in its current form is available here for anyone interested.  Put it in your stages folder and run (all modified .def files will be backed up).  Run from the command line to get a bit of output on what it's doing.  Feedback appreciated  :)
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MOTVN

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Re: [Tutorial] Updating Hi-Res stages to work with the new mugen.
« Reply #8 on: September 23, 2009, 09:54:47 am »

No doubt I'm being dense, but what's meant by "these"

tilespacing, delta, velocity
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tunglashor

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Re: [Tutorial] Updating Hi-Res stages to work with the new mugen.
« Reply #9 on: September 23, 2009, 10:02:14 am »

tilespacing, delta, velocity

Thanks - clearly I'm no stage designer so bear with me - does that mean you can have something like this?  Or if not, what might a real example look like?

Code: [Select]
[bgctrl 1]
type = null
time = 0
CtrlID = 3,4,5
delta = 2,2
velocity = 10,10
etc...
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ImmortaL -SyN-

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Re: [Tutorial] Updating Hi-Res stages to work with the new mugen.
« Reply #10 on: September 23, 2009, 10:19:44 am »

I tried your tool tunglashor but it didn't work properly, probably because of what was mentioned.
I didn't mind taking the time to manually edit my def file and using Ash's guide:



Everything worked out perfectly.

Thank you.
« Last Edit: September 23, 2009, 10:22:17 am by Immortal -SyN- »
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tunglashor

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Re: [Tutorial] Updating Hi-Res stages to work with the new mugen.
« Reply #11 on: September 23, 2009, 10:31:50 am »

Hey SyN - what stage did it not work on, can I get a link?  Once I have an example it should be easy to fix.
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ImmortaL -SyN-

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Re: [Tutorial] Updating Hi-Res stages to work with the new mugen.
« Reply #12 on: September 23, 2009, 10:39:05 am »

The stage from the image I posted.

I double checked, it was something very minor.
I have a stage effect in use by using "window" and "windowdelta"
The patcher didnt affect those lines and for some reason, also, when i manually did the fixes, it plays smoother then the patched fix.
« Last Edit: September 23, 2009, 10:40:54 am by Immortal -SyN- »
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tunglashor

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Re: [Tutorial] Updating Hi-Res stages to work with the new mugen.
« Reply #13 on: September 23, 2009, 10:40:56 am »

The stage from the image I posted.

I double checked, it was something very minor.
I have a stage effect in use by using "window" and "windowdelta"
The patcher didnt affect those lines and for some reason, when i manually did the fixes, it plays smoother then the patched fix.

Ah OK - so did you adjust the "window" values or just the "windowdelta" ones?
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ImmortaL -SyN-

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Re: [Tutorial] Updating Hi-Res stages to work with the new mugen.
« Reply #14 on: September 23, 2009, 10:42:40 am »

well I tweaked the window a tad bit, (custom), but I wouldn't give it a set value like the rest of the stuff by half, but the window delta should be done like the rest of the delta lines.

-Edit-

I will do another one of mines and see what we have.

-edit 2-



Patcher worked with no problems.
« Last Edit: September 23, 2009, 11:11:50 am by Immortal -SyN- »
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