This document describes several frequently asked questions about
M.U.G.E.N. It applies to version 2002.04.14 of the
M.U.G.E.N environment. Please be sure to thoroughly read
readme.txt
as well as this FAQ.
Copyright © 2002 Elecbyte. games@elecbyte.com http://www.elecbyte.com
Quick section menu:
.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?
.sff
. What's wrong?
data/mugen.cfg
. Why not?
.act
file?
.sff
or .snd
file?
.air
, .cns
, .cmd
or .def
file?
.air
, .cns
, .cmd
, or .def
file under Windows?
.cmd
?
The Linux port features a rewritten graphics engine, player precaching for transparent load times, multiple joystick support, and of course various updates and bug fixes. The Windows version doesn't exist yet, but is likely to have these features; See What about Windows?.
M.U.G.E.N has moved to Linux for a variety of reasons. The most important is that the new features that have been added are easily supported in a modern operating system such as Linux, but not in an operating system such as DOS.
Linux is available in packages known as distributions. Perhaps the best-known of these is Red Hat. Please understand that we neither offer Linux nor support it ourselves.
The future of the DOS version of M.U.G.E.N is uncertain. It may or may not be continued in the future. If it is continued, it is certain to be "feature- deficient" in comparison to the other ports, for the simple reason that the new functionalities cannot be supported in DOS.
Unlike DOS and Linux, the freely available compilers for Windows are not sufficient for our purposes. Therefore the availability of a Windows port is constrained solely by the availability of a compiler for Windows. Compilers cost money, which we do not have.
If you are interested in a Windows version, please see our web page for a brief summary of features and to see how you can help.
You can see the current total of all donations on our web page.
You may have paid money for a complete game made using MUGEN. Typical examples are DBZ-ME2, Anime Brawl 2, etc. These are pirated games and are neither authorized nor endorsed by Elecbyte. Needless to say, we do not see any revenue from these illegal sales.
Authorized distributions of MUGEN do exist on, for instance, magazine demo CDs. We do not receive revenue from these either.
Complete game distributions, whether downloaded from the net or paid for, are
in violation of the M.U.G.E.N licensing agreement unless explicitly approved
by Elecbyte. We are not currently aware of any authorized third-party MUGEN
distributions. Examples of unauthorized distributions that we have received
support requests for are DBZ-ME2, Anime Brawl 2, the Saint Seiya game, etc.
Elecbyte has never, and will never, offer support for these games. See the
license agreement in readme.txt
for further details. Also: See Selling.
Support requests for old DOS versions of MUGEN (which are not part of game distributions) will be treated with low priority, like any other support requests for old versions.
In the sense of your rights of usage and redistribution, MUGEN is not free. The license agreement in readme.txt indicates the restrictions that you agree to observe by using the software.
In the monetary sense, the stock MUGEN distribution on our website is made available at no cost to the general public. Authorized redistributors of MUGEN may charge for their distributions if they so choose. Unauthorized distribution is a criminal act and falls outside the realm of this discussion.
You can't sell MUGEN betas or redistribute them without our permission. What you do with the characters and files you make is your decision, but any distribution of them (whether for profit or not) cannot include the MUGEN environment itself without our approval. See the license agreement in readme.txt.
The Windows version is hung up pending compiler availability; See What about Windows?. A Macintosh version will probably never happen.
No.
The source for MUGEN is not available for public download. The file formats
for .sff
, .snd
and .fnt
are
published on our website.
We cannot send any characters. Other than KFM, who is available from our web page, you must look elsewhere.
Unzip your character into a new directory under chars/. Note the name of
of the character's .def
file.
Now open data/select.def
. In the [Characters]
group at the
top, add a line that looks like: mydir/player.def,
stages/stage.def
. mydir should be the directory you placed
the character files in, and player.def should be the player's .def
file. stage.def should be the name of the player's stage. If you do
not specify a stage, it will be randomly chosen in the game. The comments
in select.def
have additional information.
If your player's .def
file name and directory name are the same (for
instance, the directory is kiwi/
and the .def
file is
kiwi.def
), then you can just enter kiwi
instead of
kiwi/kiwi.def
.
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.
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.
For an example of how this works, download the motif "Big" from the developer's section on our web page.
The M.U.G.E.N character standard is a work in progress. There is explicitly no guarantee that characters made for earlier versions will work with later ones. If a character isn't compatible with a certain version of M.U.G.E.N, it is the author's responsibility to fix it.
New releases of MUGEN contain compatibility notes (found in updates.txt
or incompt2.txt
) which give instructions on how to bring characters
into compliance with new versions. Elecbyte will not update third-party
characters.
Elecbyte will never make a character "fixer" or autoupdater. These are the reasons why:
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
.
This can be done from the input configuration screen available under Options. Simply choose which player you want to use the joystick, then choose the appropriate joystick type for that player. The joystick should then be initialized and you can configure the buttons for it.
If your joystick isn't initialized properly, save your options and then
restart MUGEN. If that still doesn't work, then open up the
data/mugen.cfg
and find the [Input]
group. Change the setting
for P1.Joystick.type
or P2.Joystick.type
to the appropriate
number as indicated in the comments.
For Linux, MUGEN supports two gamepads natively.
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 will then need to compile the appropriate joystick driver. 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 the joystick type to Auto in the Options screen. You can then configure your joystick buttons.
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.
No force feedback is currently supported.
You need a .def
and an .sff
in the stages/
directory. stages/stage0.def
has some comments on how to make a
background.
Edit the .def
file for the stage, and go to [Music]
. For
bgmusic
, put in the name of the .midi
, .mod
(also
.s3m
) or .mp
3 file. For example, if you have
music.mp3
in the sound/
directory, the line should read:
bgmusic = sound/music.mp3
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.
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.
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.
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.
The AI implementation is incomplete. For now, engine bug fixes and improvements are the priority.
MUGEN documentation may be found in the docs/
folder or in
readme.txt
. The main table of contents can be found in
docs/mugen.html
. Some areas which are not fully documented are
addressed in the comments included in configuration and sample files.
This is under development.
No, it doesn't.
Your version of MUGEN is expired. Please download the latest version of MUGEN from http://mugen.elecbyte.com.
.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 you are running windowed in X, make sure your screen size is 320 x 240 and your color depth matches the X color depth. If you are running console, make sure your screen size and color depth match your current settings (unless you're running as root).
Please follow the recommendations in the previous item; See Video Corruption Problems.
Edit data/mugen.cfg
, and look under [Video]
. Set
stretch
to 1. This will run slower though.
MUGEN should work with any sound card that works in Linux. However, your kernel may be set up to use /dev/sound/dsp. In this case you should create a symlink to /dev/sound/dsp named /dev/dsp.
That character is made for an earlier version of MUGEN and is outdated. Old characters will NEVER be supported. Refer to incompt2.txt for conversion instructions.
.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.
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.
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.
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 unpacked
the MUGEN archive, you need to preserve the directory structure while
unpacking. This shouldn't be an issue, though.
MUGEN expects to find its fonts in a subdirectory called
fonts
. If this directory was not created when you unpacked the
MUGEN distribution, you need to preserve the directory structure while
unpacking the archive.
You need to run AirEditor in the same directory as MUGEN. It uses the MUGEN fonts.
Make sure you have configured your joystick's buttons from the Options screen.
You will need to verify that your convertor is correctly constructed and that the Linux joystick drivers are functioning properly.
.act
file?You can do it one of several ways:
.act
files from a 256 color
image.
.pal
files from a PCX file.
.pal
to .act
converter from
the most recent PCXClean package (v1.5).
.sff
or .snd
file?You will need sprmaker and sndmaker. They are available in the MUGEN Tools package.
.air
, .cns
, .cmd
or .def
file?They are all text files, so they can be made with any text editor. See the
documentation in the docs/
folder for more information on each type
of file.
.air
, .cns
, .cmd
, or .def
file under Windows?Use any text editor of your choice.
Sorry, we do not have plans to make any editors. You are welcome to write your own frontends and editors if you like. Our formats for .sff and .snd are published in the developer's section of our Mugen site.
It's not easy, but here's a brief outline to get started. Read up on the docs for more details.
.txt
file for piping into
sprmaker.
.txt
file for the .sff
of his standing frames.
.sff
using sprmaker.
.def
file (or copy over and edit KFM's)
.air
file (or copy over and edit KFM's)
.cns
file (or copy over and edit KFM's)
.sff
until the animation looks
right. Type MUGEN player player
to test the character.
.sff
, then add frames for animations in
the air. Add jumping, getting hit, etc.
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.
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.
You need several things.
.sff
file).
.air
file).
.cmd
file).
.cmd
file).
.cns
file).
See the respective documentation for details.
.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.
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.
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
.
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.
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.