First off, please don't distribute these edits without permission from the original author. It isn't good unless it's Open Source. Yeah, it's not against the rules on some forums anymore but I am a person who respects the hard work that goes into creations. You should be to. Especially since Karma can be a ****.
Thank you DMK for making this section. Anyway, copy and paste from MI:
I'm marking important things in teal because it doesn't burn. Titles are also in teal. All you need for these are Notepad, a brain, what you're editing, and patience.
Before making any changes make a copy of what you're editing in case of a screw up or anti-theft device.King Yoshi's Guide. That guide is very well done, and if you were to put our guides in a series or something
it'd come before mine which is why it's up here, not at the bottom.
Shin Ryuken's TutorialTable of Contents, ignore any - when searching0.1 My Download is Currupt
1.0 Disable Debug Info
1.1 Adding Characters
1.2 Adding Stages
1.3 Introduction Paragraph to Adding Order number, and such
-1.3a Make it so You Fight that Character on a Certain Stage
-1.3b Add an Order Number
-1.3c Play a Certain Song While Fighting that Character
-1.3d Putting all that Together
1.4 Adding a Screenpack
1.5 Adding Lifebars
-1.5a Adding Zedzdead's Virua Fighter 5 Lifebars
-1.5b The Text is all Ugly, and Big
1.6 Adding Hidden Slots to your Select Screen
0.1 My Download is CurruptRedownload, and try until it works. No, really. This is the solution most of the time. The exception I've seen is Yasanagi by MIT who you have to extract with WinZip11...or 10. One of the two, I'm not entirely sure which.
1.0 How to Disbable Debug Info(littlewhiteletters), and Still be Able to Use Debug KeysI'll tell you how to hide it, and be able to use Debug keys at the same time. Open your mugen.cfg with Notepad and find:
[Debug]
;Set to 0 to disable starting in debug mode by default.
Debug = _
;Set to 0 to disallow switching to debug mode by pressing Ctrl-D.
;If Debug = 1, this will be ignored.
AllowDebugMode = _
;Set to 1 to allow debug keys at all times. Otherwise debug keys
;allowed only in debug mode.
AllowDebugKeys = _
Replace the blanks with the following numbers in order; 0 1 1 So it'd look like:
[Debug]
;Set to 0 to disable starting in debug mode by default.
Debug = 0
;Set to 0 to disallow switching to debug mode by pressing Ctrl-D.
;If Debug = 1, this will be ignored.
AllowDebugMode = 1
;Set to 1 to allow debug keys at all times. Otherwise debug keys
;allowed only in debug mode.
AllowDebugKeys = 1
That should do it.
1.1 How to add Characters; anything but EVE categories is used because I'm lazy
that way. Okay, put all your characters into the chars folder that came with MUGEN. Then extract them. If it created a folder within a folder dump everything from the second folder into the first one then delete the second folder. I'm using a randomly made up character called ShinRyu in this example I highly doubt he exists so don't ask for him. Okay, now if the folder is called SRyu, and there is a file inside it called ShinRyu.def edit the folder name so it's ShinRyu. You have to have the folder, and file names the same unless you want to do some extra typing. Now, open the select.def you're using. You open this file with Notepad. Go to
a line that looks like:
CharaName[004]
Erase the
entire line. Now, if you're using my example on the line you just erased
put ShinRyu so it looks like:
ShinRyu
That's about it. You've probably noticed the lack of a [004]. That's because you remove that. In other Screenpacks character slots are marked by randomselect. Make sure your def file, and folder have the same name. Now save your changes by pressing Ctrl+S. You select characters by pressing an attack button.
1.2 How to add StagesI'm just doing a quick one that some folks have trouble with. Okay, first you place the stage into the stages folder that came with MUGEN. Then extract the stage. Make sure it isn't in a folder unless you want to edit stuff which is bothersome. Now, quickly open up the stage you just extracted and find the following lines:
[BGdef]
spr = stages/________.def
debugbg = 1
Yeah, I just put that because there are some older stages where the / is a \. You may think that's a small thing but it's not. There have been so many stages like that where people have gotten stumped. I am one of them. In WinMUGEN you can't have a / as a \.
Now that that's out of the way open the select.def you're currently using and find:
[ExtraStages]
;Put extra stages here. They will be available in VS and Watch modes.
;For example, you can insert "stages/mybg.def".
stages/kfm.def
I'm going to add a stage called Stage0 which came with your MUGEN. Just change Stage0 with the actual name you can get by copy, and pasting the name from the stage file. I'm going to show what the section looks like with Stage0 added. Make sure your stage is in the stages folder or else you'll encounter problems. I'm marking Stage0 in teal.
[ExtraStages]
;Put extra stages here. They will be available in VS and Watch modes.
;For example, you can insert "stages/mybg.def".
stages/kfm.def
stages/stage0.defThat's about it. Just save your changes by pressing Ctrl+S.
1.3 How to Add an Order Number, a Stage, and Music to a CharacterI've bunched all these because they fall into each other in a way. I will separate the steps into paragraphs, and put what I'm doing in that paragraph in teal. These changes I'm posting only work in Arcade Mode.
1.3a Adding a stage to a character. This will make the character you add the stage to fight on that stage in Arcade mode. If you're doing Simul the character has to be the second character to fight on that certain stage. I'm using Kung Fu Man, and Stage0 for this tutorial. But it's all the same. Pretty much just adding a stage to MUGEN. Find the character you want to fight on a certain stage in your select.def. Lets pretend you're using Kung Fu Man. Find:
kfm
Now, on that same line add the following that's in teal:
kfm,
stages/stage0.defThe stage has to be in the stages folder for this to work. You replace stage0.def with the name of the stage you're using when you copy, and paste the file name. Be sure to use a /, and not a \.
1.3b Giving a character an order number. I don't exactly know how to word what this is called. Basically on the bottom of your select.def are ten numbers. The first number of those ten is used unless you give a character order=2 or higher up to order=10. So you can decide when you fight someone this way. Now to get to the tutorial.
Once again I'm using Kung Fu Man. Find his line in the select.def:
kfm
You need to specify a stage for your order to work. So if you want to fight him on Stage0 go to his line and add what I put in teal:
kfm,
stage/stage0.defNow, choose an order number. I'm using order=3 in this example. I'll explain what number does what a little later. Add the text in teal:
kfm, stages/stage0.def,
order=3Now you'll fight him on Stage0 later than you did before. But if you want a random stage
replace stages/stage0.def with random. After you do that it'll look like:
kfm, random, order=3, includestage=0
Now to cover what the number means, and how to add how many levels there are in Arcade Mode.
In your select.def find:
arcade.maxmatches = 6,1,1,0,0,0,0,0,0,0
The 6 is order=1 or no specified order, the first 1 is order=2, the second 1 is order=3, and the first 0 is order=4 it goes up in that order until order=10 which is the last 0. You increase or decrease these number to change the amount of levels are in Arcade mode. There's a section below this one for Team Arcade. You fight order=1 characters first, then order=2, then order=3, and so on until you hit a 0. In this case Arcade mode ends after you fight one order=3 character.
1.3c Making it so a certain song plays when you fight that certain charater. This is a fun one. Especally for boss battles. When you fight the character you did this to in Arcade Mode the song you specified plays in the backround instead of the backround music of that stage. I'm using Kung Fu Man, and a song called 04_-_future_dancin'_(taki_stage_-_original).mp3 for this example. Before you begin make sure the song is in the sound folder that came with MUGEN. Find the character's line in the select.def:
kfm
Now add what I put in teal.
kfm,
music=sound/04_-_future_dancin'_(taki_stage_-_original).mp3Replace 04_-_future_dancin'_(taki_stage_-_original).mp3 with the name of the song you want to play. You get the song name by renaming, and copying the file name of the song you want to use. Now just save.
1.3d Using all these tips at once. Lets say you have Kung Fu Man as a boss, and the boss' order number is 3. I'll show you how to mix all the tips I just went through at the same time for a really epic or goofy boss battle. I'm just going to laze my way through, and use the examples I've used previously. Find the character's line in your select.def:
kfm
Now add what I did in teal:
kfm,
stages/stage0.def, music=sound/04_-_future_dancin'_(taki_stage_-_original).mp3, order=3I put it in that order because it seems right. I haven't tried any other order of placing it but this is a sure fire way. If you look back a little you'll see that I didn't change anything. Just do what I told you to previously, and it'll work fine.
1.4 How to Add a ScreenpackOkay, after you download the Screenpack put it into that Data folder that came with your MUGEN. Extract it then open the folder. If there's a folder in an otherwise empty folder take the stuff from the second folder, and dump it all into the first. Then delete the second folder. Open the system.def that came with the Screenpack you just extracted with
Notepad, and find:
[Files]
spr = system.sff ;Filename of sprite data
snd = system.snd ;Filename of sound data
logo.storyboard = loading.def ;Logo storyboard definition (optional)
intro.storyboard = data/e1intro.def ;Intro storyboard definition (optional)
select = select.def ;Character and stage selection list
fight = lifebar/fight.def ;Fight definition
filename
font1 = font/f-4x6.fnt ;System fonts
font2 = font/f-6x9.fnt ;System fonts
font3 = font/jg.fnt ;System fonts
font4 = nes-8.fnt
font5 = font/name1.fnt
font6 = nes-24.fnt
This is a random example to show you how to decide what goes where. Yours will look completely different because I made up the folders. Now, if you see a folder name/ then it belongs in that folder. So the lifebar/ means that the files mentioned on that same line belongs in a folder in the Screenpack's folder called lifebar. Data/, and font/ means that the files belong in the data, and font folders that came wih MUGEN. If there is no folder specified don't touch the file at all or else you'll screw everything up. You do the same for the fight.def the Screenpack specifies.Now that that's done open your mugen.cfg that came with MUGEN with Notepad, and find:
motif = data/system.def
Lets pretend the Screenpack you're installing is in a folder called SCREENPACK. So if you're
installing it the line I posted will look like:
motif = data/SCREENPACK/system.def
Replace SCREENPACK with the folder name of the Screenpack you're installing. Make sure you use a /, and not a \ or else it won't work. From now on you add characters to the select.def that came with the Screenpack you just installed.
1.5 Adding LifebarsFirst place the Lifebars in the Data folder that came with MUGEN. Now extract them. Like with anything else if it creates a folder within an otherwise empty folder put everything from the second folder into the first, and delete the second folder. Now, open the fight.def you want to add, and like in section 1.4 figure out where everything goes. Refer to that section because I really don't want to retype everything. After figuring out what goes where open the system.def you're using the Lifebars in with Notepad. Find:
fight = _________
For this example I'm using a randomly made up Lifebar called KujoLife because for some reason I'm in a slightly conceted mood.
The lifebar is in a folder called KujoLife, and inside that folder is a file called fight.def. Go to that line I mentioned earlier, and put:
fight = KujoLife/fight.def
KujoLife is the folder name so replace that with the folder name you're using. Fight.def should be the only def file in the Lifebar you downloaded.
1.5a Installing Zedzdead's Virtua Fighter 5 LifebarsIt's the same as the previous section except for one error in the fight.def. I put the lines you need to fix in teal. Open the fight.def and edit the lines in teal to mtach mine:
Edit what I put in teal to match mine. You're looking at your fight.def that came with the
Lifebars.
[Files]
sff = fight.sff
snd = fight.snd
font1 = F_name.fnt
font2 = VF5_TIMER.fnt
font3 = KOFXI Combo.fnt
font4 = KOFXI Hit.fnt
font5 = F_name2.fnt
font6 = 15x19.fnt
fightfx.sff = data/fightfx.sff
fightfx.air = data/fightfx.air
common.snd = data/common.sndDon't touch anything except that.
1.5b The Text is all Ugly, and BigThat is solved by opening the mugen.cfg that came with MUGEN and finding:
;Set this parameter to use a resolution-doubling filter. You will
;need a fast machine to use these filters. You will need to increase
;the screen resolution to at least 640x480 for these modes.
;0 - off
;1 - diagonal edge detection
;2 - bilinear filtering
;3 - horizontal scanlines
DoubleRes = _
Change the _ to a 4. Now it'll look better. But there are some Lifebars that don't support
this so the text gets all tiny, and off-centre.
1.6 How to add character slots; hidden
Okay, this is one of the simplest edits you can make to a Screenpack but one of the least known. I only figured it out because I'm not afraid to experiment. Now, open the system.def of the Screenpack you're editing with Notepad, you can use Fighter Facotry but I find Notepad easier to see. Before I post examples keep in mind your numbers will vary so look
for the section header, and not the numbers. I'm using Kamek's Screenpack for my examples.
Find:
;Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
rows = 16
columns = 22
wrapping = 1
The number you want to edit is marked in teal, only edit that number unless you want a giant mess. Now, increase it. For this example I'll increase it by 3:
;Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
rows = 19
columns = 22
wrapping = 1
You might be wondering how you know how many slots you just added. That number is decided by the number in columns = multiplied by the amount you increased row = by. So in the example I have 22 columns, and increased my row = by 3. Which means I added 66 slots. Now, open your select.def and go just below the last part in the character section. Make blocks that have the same amount of randomselects as the amount in columns = . So I'd be making blocks of 22. Just add characters to these new blocks. So I'd have blocks that look like:
DrillTank
executioner zero/zero.def
twelve/storytwelve.def
sandbag, stages/kfm.def
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
As you can see I already added characters. But you'll probably notice that there are icons on your big protraits. This can be solved by adding 'X's to the blocks you ust made. Each line of 'X's should be around eight 'X's. So if the icons appear on the bottom replace all of your first block with 'X' lines so it looks like:
XXXXXXXX
XXXXXXXX
XXXXXXXX
XXXXXXXX
XXXXXXXX
XXXXXXXX
XXXXXXXX
XXXXXXXX
XXXXXXXX
XXXXXXXX
XXXXXXXX
XXXXXXXX
XXXXXXXX
XXXXXXXX
XXXXXXXX
XXXXXXXX
XXXXXXXX
XXXXXXXX
XXXXXXXX
XXXXXXXX
XXXXXXXX
XXXXXXXX
DrillTank
executioner zero/zero.def
twelve/storytwelve.def
sandbag, stages/kfm.def
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
You will have to experiment with your 'X's. Because of the 'X's you did decrease the amount of slots you added but that's alright. The only problem with this technique is that they're hidden. I haven't messed around enough to figure out how to fix that.More later. I have a feeling I can't post anymore in this one so I'm going to see if I can double post the next sections. That way everything is in one place. The Lifebar editing is getting it's own tutorial.