gabe555 Administrator
Nº de Posteos : 1963 Fecha de inscripción : 2009-10-30 Edad : 35 Localización : Argentina
| Subject: Previsualizacion de stages en el select Tue Mar 16, 2010 11:56 am | |
| Bueno, Necesito que alguien me de una mano con esto. - Spoiler:
Como veran se ven mas de una stage, ya renombre las stages con una letra y todo bien, es mas, la ultima stage que pueden ver en este caso el templo de kamisama es la correspondiente, pero en este y entodas las stages pasa lo mismo, se ven mas imagenmes a la izquierda y no se porque. aca mi system.def: (lo pongo entero ya que no se mucho de SP's y no se que puede influir o no) - Spoiler:
[Info] name =DRAGON BALL MUGEN;Name of motif author =gabe555;Motif author name [Files] spr =system.sff;Filename of sprite data snd =system.snd;Filename of sound data logo.storyboard =;Logo storyboard definition (optional) intro.storyboard = intro.def select =select.def;Character and stage selection list fight =fight.def;Fight definition filename font1 =font/name2.fnt;System fonts font2 =font/name2.fnt;System fonts font3 =font/font.fnt;System fonts font4 =font/name.fnt;System fonts font5 =font/dragon font.fnt font6 =font/8x8.fnt font7 =font/20x20.fnt font8 =font/stages.fnt ;---------------------------- [Music] title.bgm =sound/Gaiden01.mp3 title.bgm.loop =1;Set to 0 to prevent looping select.bgm =sound/select.mp3 select.bgm.loop =1 vs.bgm =sound/vs.mp3 vs.bgm.loop =0 ;------------------------------------------------------------------- [TITLE INFO] CURSOR.MOVE.SND=100,2 CURSOR.DONE.SND=100,1 CANCEL.SND=100,0 menu.pos =60,40 menu.item.font =1,0,0 menu.item.active.font =1,3,0 menu.item.spacing =0, 18 menu.itemname.arcade ="Arcade" menu.itemname.versus ="Versus" menu.itemname.teamarcade ="Team Arcade" menu.itemname.teamversus ="Team Versus" menu.itemname.teamcoop ="Cooperative" menu.itemname.survival ="Survival" menu.itemname.survivalcoop ="Survival Cooperative" menu.itemname.training ="Trainig" menu.itemname.watch ="Demo" menu.itemname.options ="Options" menu.itemname.exit ="Quit" menu.window.margins.y =14, 1 menu.window.visibleitems =11 menu.boxcursor.visible =1;Set to 0 to disable default cursor display menu.boxcursor.coords =-58,-10,57,2 ; These are the sounds for cursor movement cursor.move.snd = 100,0 cursor.done.snd = 100,1 cancel.snd = 100,2 fadein.time= fadeout.time= ;---------------------------- [TitleBGdef] spr=title1.sff bgclearcolor=0,0,0 [TitleBG 28] type = normal spriteno = 28,0 start = 0, 0 mask = 1 ;trans = add
[TitleBG 0] ; icono select mode type = normal spriteno = 665,1 layerno = 0 start = -10,0 tile = 1,0 trans = add1 velocity = 1,0 window = 0.1.0.10 ;------------------------------------------------------------------- ;Character select definition [Select Info] fadein.time =10 fadeout.time =10 rows =13 columns =18 wrapping =1;1 to let cursor wrap around pos =16,13;Position to draw to showEmptyBoxes =0 moveOverEmptyBoxes =0 cell.size =33,33;x,y size of each cell (in pixels) cell.spacing =1;space between each cell cell.bg.spr =150,0;Note: Don't use animation for cells cell.random.spr =151,0;Icon for random select (don't use animation) cell.random.switchtime =4;Time to wait before changing to another random portrait p1.cursor.startcell =0,7 p1.cursor.active.anim = 160 p1.cursor.done.anim = 161 p1.cursor.move.snd =100,0 p1.cursor.done.snd =100,1 p1.random.move.snd =100,0 p2.cursor.startcell =0,9 p2.cursor.active.anim = 170 p2.cursor.done.anim = 171 p2.cursor.blink =1;1 to blink p2's cursor if overlapping p1's p2.cursor.move.snd =100,0 p2.cursor.done.snd =100,1 p2.random.move.snd =100,0 random.move.snd.cancel =0;1 to have random move sound cancel itself when played repeatedly stage.move.snd =100,0 stage.done.snd =100,1 cancel.snd =100,2 portrait.offset =0,0 portrait.scale =1,1 title.offset =280,470;Position of title (Arcade Mode, etc) title.font =-1;Font of title (-1 for none) ;Big portraits p1.face.offset =3,185;Position to put big portrait p1.face.scale =2,2 p1.face.facing =1 p2.face.offset =635,185 p2.face.scale =2,2 p2.face.facing =-1 ;Name p1.name.offset =12,478;Position to put name p1.name.font =6,1,2;Set to -1 for no display p2.name.offset =440,478 p2.name.font =6,1,2 ;Stage select stage.pos = 37,211 stage.active.font = 8,0,0 stage.active2.font = 8,0,0 ;Second font color for blinking stage.done.font = 8,0 ;Team menu teammenu.move.wrapping =1 p1.teammenu.pos =50, 240 ;p1.teammenu.bg.spr = p1.teammenu.selftitle.font =3,0, 1 p1.teammenu.selftitle.text =Select team mode p1.teammenu.enemytitle.font =3,0, 1 p1.teammenu.enemytitle.text =Opponent team mode p1.teammenu.move.snd =100,0 p1.teammenu.value.snd =100,0 p1.teammenu.done.snd =100,1 p1.teammenu.item.offset =0,20 p1.teammenu.item.spacing =0,15 p1.teammenu.item.font =3,0, 1 p1.teammenu.item.active.font =3,3, 1 p1.teammenu.item.active2.font =3,0, 1;Second font color for blinking p1.teammenu.item.cursor.offset =-10, 0 ;p1.teammenu.item.cursor.anim = 180; ? p1.teammenu.item.cursor.spr = 180,0 p1.teammenu.value.icon.offset =60,1 p1.teammenu.value.icon.spr =181,0 p1.teammenu.value.empty.icon.offset =60,1 p1.teammenu.value.empty.icon.spr =182,0 p1.teammenu.value.spacing =6,0 ;p2 team p2.teammenu.pos =580, 240 ;p2.teammenu.bg.spr = p2.teammenu.selftitle.font =3,0, -1 p2.teammenu.selftitle.text =Select team mode p2.teammenu.enemytitle.font =3,0, -1 p2.teammenu.enemytitle.text =Opponent team mode p2.teammenu.move.snd =100,0 p2.teammenu.value.snd =100,0 p2.teammenu.done.snd =100,1 p2.teammenu.item.offset =0,20 p2.teammenu.item.spacing =0,15 p2.teammenu.item.font =3,0, -1 p2.teammenu.item.active.font =3,1, -1 p2.teammenu.item.active2.font =3,0, -1;Second font color for blinking p2.teammenu.item.cursor.offset =10, 0 ;p2.teammenu.item.cursor.anim = 190; ? p2.teammenu.item.cursor.spr = 190,0 p2.teammenu.value.icon.offset =-60,1 p2.teammenu.value.icon.spr =191,0 p2.teammenu.value.empty.icon.offset =-60,1 p2.teammenu.value.empty.icon.spr =192,0 p2.teammenu.value.spacing =-6,0 p1.cursor.active.spr= p1.cursor.done.spr= p2.cursor.active.spr= p2.cursor.done.spr= p1.teammenu.bg.spr= p1.teammenu.item.cursor.anim= p2.teammenu.bg.spr= p2.teammenu.item.cursor.anim= ;Sounds [Begin Action 160] 160,0, 0,0, 3,,AS192D64 161,0, 0,0, 3,,AS160D96 160,1, 0,0, 1,,AS128D128 160,0, 0,0, 3,,AS128D128 161,0, 0,0, 3,,AS96D160 160,1, 0,0, 1,,AS128D128 160,0, 0,0, 3,,AS128D128 161,0, 0,0, 3,,AS160D96 160,1, 0,0, 1,,AS128D128 [Begin Action 161] 665,0, 0,0, 3,,AS256D256 665,1, 0,0, 3,,AS256D256 665,2, 0,0, 3,,AS256D256 665,4, 0,0, 3,,AS256D256 Stop [Begin Action 170] 170,0, 0,0, 3,,AS192D64 171,0, 0,0, 3,,AS160D96 170,1, 0,0, 1,,AS128D128 170,0, 0,0, 3,,AS128D128 171,0, 0,0, 3,,AS96D160 170,1, 0,0, 1,,AS128D128 170,0, 0,0, 3,,AS128D128 171,0, 0,0, 3,,AS160D96 170,1, 0,0, 1,,AS128D128 [Begin Action 171] 665,0, 0,0, 3,,AS256D256 665,1, 0,0, 3,,AS256D256 665,2, 0,0, 3,,AS256D256 665,4, 0,0, 3,,AS256D256 ;----------------------- ;Character select screen background [SelectBGdef] spr=select.sff bgclearcolor=0,0,0
[SelectBG 2.A] type = anim actionno = 2800 layerno = 0 start = -160,0 mask = 1
[SelectBG 2.B] type = anim actionno = 2810 layerno = 0 start = -160,225 mask = 1
[SelectBG 3.A] type = normal spriteno = 250,0 layerno = 0 start = -152,10 mask = 1 trans = add1
[SelectBG 3.B] type = normal spriteno = 251,0 layerno = 1 start = -153,9 mask = 1 ;trans = add1
[SelectBG 3.C] type = normal spriteno = 252,0 layerno = 0 start = -151,11 mask = 1 trans = sub [SelectBG 9] type = normal spriteno = 1,1 layerno = 0 velocity = 2, 0 start= -160,0 tile = 1,1
[SelectBG 2.B] ;Title background B type = normal spriteno = 100,1 layerno = 0 start = 0, 460 delta = 0,0 tile = 1,0 trans = add velocity = -3, 0 [SelectBG 2.B] ;Title background B type = normal spriteno = 100,1 layerno = 0 start = 0,5 delta = 0,0 tile = 1,0 trans = add velocity = 3, 0 [SelectBG crece] ; esfera de dragon type = normal spriteno = 320,0 layerno = 0 start = -2,215 trans = add1 [SelectBG 1] ;Title background type = normal spriteno = 0,1 layerno = 0 start = 0, 0 delta = 0,0 tile = 0,0 trans = none velocity = 0, 0 [SelectBG 2] ;Title background type = normal spriteno = 0,2 layerno = 0 start = -100, 0 delta = 0,0 tile = 0,0 trans = none velocity = 0, 0 [Begin Action 2800] 280,0, 0,0, -1, , AS172D256 [Begin Action 2810] 281,0, 0,0, -1, , AS128D256
;------------------------------------------------------------------- [VS Screen] time =660;‚u‚r‰æ–Ê‚Ì•\Ž¦ŽžŠÔ fadein.time =15;ƒtƒF[ƒhƒCƒ“ŽžŠÔ fadeout.time =60;ƒtƒF[ƒhƒAƒEƒgŽžŠÔ p1.pos =0,50;‚o‚P‘åƒ|ƒgƒŒ‚Ì•\Ž¦ˆÊ’u p1.facing =1;‚o‚P‘åƒ|ƒgƒŒ‚ÌŒü‚«i‚P‚Å•W€A|‚P‚Å”½“]j p1.scale =1,1;‚o‚P‘åƒ|ƒgƒŒƒTƒCƒY p2.pos =319,50;‚o‚Q‘åƒ|ƒgƒŒ‚Ì•\Ž¦ˆÊ’u p2.facing =-1;‚o‚Q‘åƒ|ƒgƒŒ‚ÌŒü‚«i‚P‚Å•W€A|‚P‚Å”½“]j p2.scale =1,1;‚o‚Q‘åƒ|ƒgƒŒƒTƒCƒY p1.name.pos =2,205;‚o‚P‚m‚‚‚…‚Ì•\Ž¦ˆÊ’u p1.name.font =2,4,1;‚o‚P‚m‚‚‚…ƒtƒHƒ“ƒgi|‚P‚Å•\Ž¦–³‚µj p2.name.pos =317,205;‚o‚Q‚m‚‚‚…‚Ì•\Ž¦ˆÊ’u p2.name.font =2,3,-1;‚o‚Q‚m‚‚‚…ƒtƒHƒ“ƒgi|‚P‚Å•\Ž¦–³‚µj
;----------------------- ;VS Match up screen background [VersusBGdef] spr=versus.sff bgclearcolor=0,0,0 [VersusBG 1] type = normal spriteno = 0,8 start = -60,55 layerno=1 mask = 1 [VersusBG 1] type = normal spriteno = 10,0 layerno = 0 mask = 1 start = 0,0 [VersusBG 1] type = normal spriteno = 12,0 layerno = 0 mask = 1 start = -152,-5 [VersusBG 1] type = normal spriteno = 12,1 layerno = 0 mask = 1 start = 35,177 ;------------------------------------------------------------------- ;Demo mode definition [Demo Mode] enabled =1;Set to 1 to enable demo mode, 0 to disable select.enabled =0;Set to 1 to display select screen, 0 to disable vsscreen.enabled =0;Set to 1 to display versus screen, 0 to disable title.waittime =3500;Time to wait at title before starting demo mode fight.endtime =2000;Time to display the fight before returning to title fight.playbgm =1;Set to 1 to enable in-fight BGM, 0 to disable fight.bars.display =0;Set to 1 to display lifebar, 0 to disable intro.waitcycles =1;Cycles to wait before intro cutscene is played again debuginfo =0;Set to 0 to hide debugging info (debug mode only) ;------------------------------------------------------------------- ;Continue screen definition [Continue Screen] enabled =1;Set to 1 to show continue screen, 0 to disable ;------------------------------------------------------------------- ;Game over screen definition [Game Over Screen] enabled =1;Set to 1 to show game over screen, 0 to disable storyboard =gameover.def;Game over storyboard filename ;------------------------------------------------------------------- ;Win screen definition ;This is the screen that is shown when you win in arcade mode. ;It will not be displayed if the winning character has an ending. [Win Screen] enabled =1;Set to 1 to show win screen, 0 to disable wintext.text =FELICIDADES, ERESEL MEJOR!!! wintext.font =2,0,0 wintext.offset =159,70 wintext.displaytime =-1 wintext.layerno =2 fadein.time =32 pose.time =300 fadeout.time =64 ;------------------------------------------------------------------- ;Game ending screen definition ;This screen shows up after the Win Screen. ;It will not be displayed if the winning character has an ending. [Default Ending] enabled =0;Set to 1 to show credits, 0 to disable storyboard =;Default ending storyboard filename ;------------------------------------------------------------------- ;Ending credits screen definition ;This screen shows up after the Win Screen and Ending [End Credits] enabled =0;Set to 1 to show credits, 0 to disable storyboard =;Credits storyboard filename ;------------------------------------------------------------------- ;Survival mode results screen definition ;This is the screen that is shown when you win in survival mode. ;It will not be displayed if the winning character has an ending. ;Whole group is *2001.11.14 NEW* [Survival Results Screen] enabled =1 winstext.text = ROUNDS SOBREVIVIDOS: %i ;Use %i for win counter winstext.font = 3,0,0 winstext.offset = 159,70 winstext.displaytime = -1 winstext.layerno = 2 fadein.time =32 show.time =300 fadeout.time =64 roundstowin =5;Number of rounds to get win pose (lose pose otherwise) wintext.text=ROUNDS SOBREVIVIDOS: %i;Use %i for win counter wintext.font=3,0,0 wintext.offset=159,70 wintext.displaytime=-1 wintext.layerno=2 ;------------------------------------------------------------------- ;Options screen definition [Option Info] cursor.move.snd =100,0 cursor.done.snd =100,1 cancel.snd =100,2 ;------------------- ;Options screen background [OptionBGdef] spr=title1.sff bgclearcolor=0,0,0
[OptionBG 1] type = anim start = -160,0 actionno = 666 [Begin Action 666] 0,0,0,0,5 0,1,0,0,4 0,2,0,0,3 0,3,0,0,4 Loop
Y aca el font de las stages por si las dudas (el tamaño de las images es de 118 x 52) - Spoiler:
Size = 118,56 Spacing = 0,0 Colors = 255 Offset = 0,0 Type = Variable [Map] A 0 118 B 118 118 C 236 118 D 354 118 E 472 118 F 590 118 G 708 118 H 826 118 I 944 118 J 1062 118 K 1180 118 L 1298 118 M 1416 118 N 1534 118 Ñ 1652 118 O 1770 118 P 1888 118 Q 2006 118 R 2124 118 S 2242 118 T 2360 118 U 2478 118 V 2596 118 W 2714 118 X 2832 118 Y 2950 118 Z 3068 118 0 3186 118 1 3304 118 2 3422 118 3 3540 118 4 3658 118 5 3776 118 6 3894 118 7 4012 118 8 4130 118 9 4248 118 , 4366 118 . 4484 118 _ 4602 118 - 4720 118 + 4838 118 * 4956 118 ! 5074 118
Bueno agradecere ayuda _________________ Let's Make History - Spoiler:
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