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M.U.G.E.N FAQ version 2002.04.14

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

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Node:Meta-Questions, Next:, Previous:Top, Up:Top

Meta-Questions


Node:What's in the Linux/Windows ports?, Next:, Previous:Meta-Questions, Up:Meta-Questions

What's in the Linux/Windows ports?

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?.


Node:Why Linux?, Next:, Previous:What's in the Linux/Windows ports?, Up:Meta-Questions

Why did M.U.G.E.N move to Linux?

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.


Node:Where do I get Linux?, Next:, Previous:Why Linux?, Up:Meta-Questions

Where do I get Linux? Give me Linux!

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.


Node:What about DOS?, Next:, Previous:Where do I get Linux?, Up:Meta-Questions

What happens to the DOS version?

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.


Node:What about Windows?, Next:, Previous:What about DOS?, Up:Meta-Questions

What about a Windows version?

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.


Node:How much money have you gotten?, Next:, Previous:What about Windows?, Up:Meta-Questions

How much profit have you made to date?

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.


Node:Does this mean you're not supporting my game?, Next:, Previous:How much money have you gotten?, Up:Meta-Questions

Does this mean you're not supporting my game?

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.


Node:Is it Free?, Next:, Previous:Does this mean you're not supporting my game?, Up:Meta-Questions

Is MUGEN Free?

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.


Node:Selling, Next:, Previous:Is it Free?, Up:Meta-Questions

Can I sell a game I make with MUGEN?

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.


Node:Ports, Next:, Previous:Selling, Up:Meta-Questions

Will you make a Windows/Macintosh version?

The Windows version is hung up pending compiler availability; See What about Windows?. A Macintosh version will probably never happen.


Node:Console Ports, Next:, Previous:Ports, Up:Meta-Questions

Will you port MUGEN to Dreamcast/PSX?

No.


Node:Source Code, Previous:Console Ports, Up:Meta-Questions

Will you release the source code for MUGEN?

The source for MUGEN is not available for public download. The file formats for .sff, .snd and .fnt are published on our website.


Node:General Questions, Next:, Previous:Meta-Questions, Up:Top

General Questions


Node:Getting Characters, Next:, Previous:General Questions, Up:General Questions

Where do I get new characters? Give me characters!

We cannot send any characters. Other than KFM, who is available from our web page, you must look elsewhere.


Node:Adding Characters, Next:, Previous:Getting Characters, Up:General Questions

How do I add new characters to the select screen?

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.


Node:Adding More Characters, Next:, Previous:Adding Characters, Up:General Questions

How do I increase the number of slots in the character select screen?

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.


Node:Character compatibility, Next:, Previous:Adding More Characters, Up:General Questions

This character I downloaded isn't compatible. What do I do?

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.


Node:Character fixers, Next:, Previous:Character compatibility, Up:General Questions

Fixing characters is too hard! Make a tool for it!

Elecbyte will never make a character "fixer" or autoupdater. These are the reasons why:

  1. It's not our priority. Effort that would be spent maintaining and debugging an autofixer is better spent maintaining and debugging the engine.
  2. It's not our responsibility. M.U.G.E.N is in a "beta" stage for a very good reason - namely, it carries no guarantees of usability or compatibility with previous versions.
  3. It's not possible. No autofixer, even in theory, could correctly update an arbitrary character without possibly introducing bugs that weren't there before. Any autofixer can at most be merely one tool among many which are required to update a character properly. Releasing an "autofixer" tool tends to mislead the end user into forgetting this basic fact.


Node:Debug Info Display, Next:, Previous:Character fixers, Up:General Questions

How do I get rid of the numbers and letters at the bottom of the screen?

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.


Node:Enabling a Gamepad, Next:, Previous:Debug Info Display, Up:General Questions

How do I enable my gamepad?

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.


Node:Using Multiple Gamepads, Next:, Previous:Enabling a Gamepad, Up:General Questions

How can I use two gamepads at the same time?

For Linux, MUGEN supports two gamepads natively.


Node:Playstation Controllers, Next:, Previous:Using Multiple Gamepads, Up:General Questions

How do I use my Playstation gamepad?

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.


Node:Force Feedback, Next:, Previous:Playstation Controllers, Up:General Questions

How do I use force feedback with my input device?

No force feedback is currently supported.


Node:Making Stages, Next:, Previous:Force Feedback, Up:General Questions

How do I make a stage and its background?

You need a .def and an .sff in the stages/ directory. stages/stage0.def has some comments on how to make a background.


Node:Stage Music, Next:, Previous:Making Stages, Up:General Questions

How do I add music to the stage?

Edit the .def file for the stage, and go to [Music]. For bgmusic, put in the name of the .midi, .mod (also .s3m) or .mp3 file. For example, if you have music.mp3 in the sound/ directory, the line should read:

bgmusic = sound/music.mp3


Node:Other Music, Next:, Previous:Stage Music, Up:General Questions

How do I add music to the title, select and VS screens?

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.


Node:Changing Game Sounds, Next:, Previous:Other Music, Up:General Questions

How do I switch the sounds for the hits and announcers?

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.


Node:Changing Game Graphics, Next:, Previous:Changing Game Sounds, Up:General Questions

How do I change the graphics for supers and hit sparks and life bars?

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.


Node:Changing Menu Graphics, Next:, Previous:Changing Game Graphics, Up:General Questions

How do I change the title screen and character select graphics?

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.


Node:AI, Next:, Previous:Changing Menu Graphics, Up:General Questions

Why isn't the AI very competitive?

The AI implementation is incomplete. For now, engine bug fixes and improvements are the priority.


Node:Other Documentation, Next:, Previous:AI, Up:General Questions

Where are the docs and tutorials?

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.


Node:Tag Team, Next:, Previous:Other Documentation, Up:General Questions

Can MUGEN do tag-team battles?

This is under development.


Node:Secrets, Next:, Previous:Tag Team, Up:General Questions

Does MUGEN support hidden characters and other secrets?

No, it doesn't.


Node:Info Screen, Previous:Secrets, Up:General Questions

How do I get rid of the info screen that pops up when I start MUGEN?

Your version of MUGEN is expired. Please download the latest version of MUGEN from http://mugen.elecbyte.com.


Node:Troubleshooting, Next:, Previous:General Questions, Up:Top

Troubleshooting


Node:Opening Files, Next:, Previous:Troubleshooting, Up:Troubleshooting

When I try to open a .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.


Node:Video Corruption Problems, Next:, Previous:Opening Files, Up:Troubleshooting

When I try to run MUGEN, all I see is a blank screen, or I see messed-up colors, or my computer just crashes. What can I do?

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).


Node:Changing Video Modes, Next:, Previous:Video Corruption Problems, Up:Troubleshooting

When I try to run MUGEN it gives me an error "Can't change video mode", even when I hit "yes" to switch to 640x480. What does it mean?

Please follow the recommendations in the previous item; See Video Corruption Problems.


Node:Screen Size, Next:, Previous:Changing Video Modes, Up:Troubleshooting

When I run in 640x480 I have a tiny screen. How do I make it big?

Edit data/mugen.cfg, and look under [Video]. Set stretch to 1. This will run slower though.


Node:Sound Problems, Next:, Previous:Screen Size, Up:Troubleshooting

Why doesn't MUGEN work with my (insert name) soundcard?

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.


Node:My characters don't work!, Next:, Previous:Sound Problems, Up:Troubleshooting

I added a character, but I get a "String value for display names must be in quotes" error message.

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.


Node:Character Loading Problems, Next:, Previous:My characters don't work!, Up:Troubleshooting

When I try to load a character, MUGEN quits with an error message saying it can't load the character's .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.


Node:Virtual Memory, Next:, Previous:Character Loading Problems, Up:Troubleshooting

I don't have enough memory! Will the next MUGEN support virtual memory?

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.


Node:Speed Issues and RAM, Next:, Previous:Virtual Memory, Up:Troubleshooting

MUGEN runs slower with some characters! Do I need more memory?

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.


Node:Loading Errors, Next:, Previous:Speed Issues and RAM, Up:Troubleshooting

MUGEN says it can't load 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.


Node:Font Errors, Next:, Previous:Loading Errors, Up:Troubleshooting

MUGEN says it can't load fonts. What's wrong?

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.


Node:AirEditor and Font Errors, Next:, Previous:Font Errors, Up:Troubleshooting

AirEditor says it can't load fonts. What's wrong?

You need to run AirEditor in the same directory as MUGEN. It uses the MUGEN fonts.


Node:Joystick Problems, Next:, Previous:AirEditor and Font Errors, Up:Troubleshooting

Why can't I use more than 4 buttons on my pad?

Make sure you have configured your joystick's buttons from the Options screen.


Node:PSX Controller Problems, Next:, Previous:Joystick Problems, Up:Troubleshooting

My PSX converter behaves erratically/slowly/turns off!

You will need to verify that your convertor is correctly constructed and that the Linux joystick drivers are functioning properly.


Node:Character-specific, Next:, Previous:Troubleshooting, Up:Top

Character-specific questions


Node:Making .act files, Next:, Previous:PSX Controller Problems, Up:Character-specific

How do I make an .act file?

You can do it one of several ways:

  1. If you have Adobe Photoshop, you can save .act files from a 256 color image.
  2. You can download PCXClean from our homepage, in the Tools section. The package contains the PCXPal tool, which can can be used to extract .pal files from a PCX file.
  3. You can get the Paint Shop Pro .pal to .act converter from the most recent PCXClean package (v1.5).


Node:Making .sff and .snd files, Next:, Previous:Making .act files, Up:Character-specific

How do I make an .sff or .snd file?

You will need sprmaker and sndmaker. They are available in the MUGEN Tools package.


Node:Making .air/.cns/.cmd/.def files, Next:, Previous:Making .sff and .snd files, Up:Character-specific

How do I make an .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.


Node:Opening .air/.cns/.cmd/.def Files, Next:, Previous:Making .air/.cns/.cmd/.def files, Up:Character-specific

How do I open an .air, .cns, .cmd, or .def file under Windows?

Use any text editor of your choice.


Node:MUGEN File Editors, Next:, Previous:Opening .air/.cns/.cmd/.def Files, Up:Character-specific

Can you please make an AIR/CNS/CMD/SFF/SND editor?

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.


Node:Starting a Character, Next:, Previous:MUGEN File Editors, Up:Character-specific

Heck, how do I make a character?

It's not easy, but here's a brief outline to get started. Read up on the docs for more details.


Node:Too Difficult!, Next:, Previous:Starting a Character, Up:Character-specific

Making a character is hard! What's the easy way?

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.


Node:Transparency problems, Next:, Previous:Too Difficult!, Up:Character-specific

Why does my character have a colored box around him?

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.


Node:Making Attacks, Next:, Previous:Transparency problems, Up:Character-specific

How do I make an attack move?

You need several things.

  1. Sprites for the attack move (in the .sff file).
  2. An animation action for the attack (in the .air file).
  3. A move definition specifying the command for the move (in the .cmd file).
  4. State entry specifying what state to go to when the command is performed (in the .cmd file).
  5. States for the move (in the .cns file).

See the respective documentation for details.


Node:Command problems, Next:, Previous:Making Attacks, Up:Character-specific

Why doesn't my command work in the .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.


Node:Throwing problems, Next:, Previous:Command problems, Up:Character-specific

My character disappears when he's thrown. What's wrong?

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.


Node:Separate Palettes for Players and Projectiles, Next:, Previous:Throwing problems, Up:Character-specific

Can I have a separate palette for certain player or projectile 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.


Node:KO sounds, Next:, Previous:Separate Palettes for Players and Projectiles, Up:Character-specific

How do I add a KO sound?

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.


Node:Learning by Example, Previous:KO sounds, Up:Character-specific

A character I saw did this cool effect. How was it done?

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.


Node:Index, Previous:Character-specific, Up:Top

Index